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Focke-Wulf Triebflügel

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The Focke-Wulf Triebflügel , or Triebflügeljäger , literally meaning "thrust-wing hunter", was a German concept for an aircraft designed in 1944, during the final phase of World War II , as a defence against the ever-increasing Allied bombing raids on central Germany . It was a vertical take-off and landing tailsitter interceptor design for local defense of important factories or areas which had small or no airfields.

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73-470: The Triebflügel had only reached wind-tunnel testing when the Allied forces reached the production facilities. No complete prototype was ever built. The design was particularly unusual. It had no wings, and all lift and thrust were provided by a rotor/propeller assembly 1/3 of the way down the side of the craft (roughly halfway between the cockpit and tailplane ). When the plane was sitting on its tail in

146-413: A GUI Builder and create a click dummy , a prototype that looks like the goal system, but does not provide any functionality. The usage of storyboards , animatics or drawings is not exactly the same as throwaway prototyping, but certainly falls within the same family. These are non-functional implementations but show how the system will look. Summary: In this approach the prototype is constructed with

219-639: A mockup , which is an inert representation of a machine's appearance, often made of some non-durable substance. An electronics designer often builds the first prototype from breadboard or stripboard or perfboard , typically using "DIP" packages. However, more and more often the first functional prototype is built on a "prototype PCB " almost identical to the production PCB, as PCB manufacturing prices fall and as many components are not available in DIP packages, but only available in SMT packages optimized for placing on

292-534: A second (thus defining the speed of light to be 299,792,458 meters per second). In many sciences, from pathology to taxonomy, prototype refers to a disease, species, etc. which sets a good example for the whole category. In biology, prototype is the ancestral or primitive form of a species or other group; an archetype. For example, the Senegal bichir is regarded as the prototypes of its genus, Polypterus . Software prototyping Software prototyping

365-425: A PCB. Builders of military machines and aviation prefer the terms "experimental" and "service test". In electronics , prototyping means building an actual circuit to a theoretical design to verify that it works, and to provide a physical platform for debugging it if it does not. The prototype is often constructed using techniques such as wire wrapping or using a breadboard , stripboard or perfboard , with

438-451: A difference grid view) without being told that this feature demands additional coding and often requires more hardware to handle extra database accesses. Users might believe they can demand auditing on every field, whereas developers might think this is feature creep because they have made assumptions about the extent of user requirements. If the developer has committed delivery before the user requirements were reviewed, developers are between

511-529: A favorite among US Military modelers), railroad equipment, motor trucks, motorcycles, and space-ships (real-world such as Apollo/Saturn Vs, or the ISS). As of 2014, basic rapid prototype machines (such as 3D printers ) cost about $ 2,000, but larger and more precise machines can cost as much as $ 500,000. In architecture , prototyping refers to either architectural model making (as form of scale modelling ) or as part of aesthetic or material experimentation , such as

584-417: A final deliverable, which may not be noticed if developers are too focused on building a prototype as a model. User confusion of prototype and finished system : Users can begin to think that a prototype, intended to be thrown away, is actually a final system that merely needs to be finished or polished. (They are, for example, often unaware of the effort needed to add error-checking and security features which

657-404: A limited prototype can distract developers from properly analyzing the complete project. This can lead to overlooking better solutions, preparation of incomplete specifications or the conversion of limited prototypes into poorly engineered final projects that are hard to maintain . Further, since a prototype is limited in functionality it may not scale well if the prototype is used as the basis of

730-416: A prototype is to: Operational prototyping was proposed by Alan Davis as a way to integrate throwaway and evolutionary prototyping with conventional system development. "It offers the best of both the quick-and-dirty and conventional-development worlds in a sensible manner. Designers develop only well-understood features in building the evolutionary baseline, while using throwaway prototyping to experiment with

803-846: A prototype may not have.) This can lead them to expect the prototype to accurately model the performance of the final system when this is not the intent of the developers. Users can also become attached to features that were included in a prototype for consideration and then removed from the specification for a final system. If users are able to require all proposed features be included in the final system this can lead to conflict. Developer misunderstanding of user objectives : Developers may assume that users share their objectives (e.g. to deliver core functionality on time and within budget), without understanding wider commercial issues. For example, user representatives attending Enterprise software (e.g. PeopleSoft ) events may have seen demonstrations of "transaction auditing" (where changes are logged and displayed in

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876-632: A prototype. According to DSDM the prototype may be a diagram, a business process, or even a system placed into production. DSDM prototypes are intended to be incremental, evolving from simple forms into more comprehensive ones. DSDM prototypes can sometimes be throwaway or evolutionary . Evolutionary prototypes may be evolved horizontally (breadth then depth) or vertically (each section is built in detail with additional iterations detailing subsequent sections). Evolutionary prototypes can eventually evolve into final systems. The four categories of prototypes as recommended by DSDM are: The DSDM lifecycle of

949-557: A rock and a hard place, particularly if user management derives some advantage from their failure to implement requirements. Developer attachment to prototype: Developers can also become attached to prototypes they have spent a great deal of effort producing; this can lead to problems, such as attempting to convert a limited prototype into a final system when it does not have an appropriate underlying architecture. (This may suggest that throwaway prototyping, rather than evolutionary prototyping, should be used.) Excessive development time of

1022-405: A simulated services layer. In the third phase, the services are implemented. There are many advantages to using prototyping in software development – some tangible, some abstract. Reduced time and costs : Prototyping can improve the quality of requirements and specifications provided to developers. Because changes cost exponentially more to implement as they are detected later in development,

1095-437: A theoretical one. Physical prototyping has a long history, and paper prototyping and virtual prototyping now extensively complement it. In some design workflow models, creating a prototype (a process sometimes called materialization ) is the step between the formalization and the evaluation of an idea. A prototype can also mean a typical example of something such as in the use of the derivation ' prototypical '. This

1168-499: A time to the initial prototype. In many programming languages , a function prototype is the declaration of a subroutine or function (and should not be confused with software prototyping). This term is rather C / C++ -specific; other terms for this notion are signature , type and interface . In prototype-based programming (a form of object-oriented programming ), new objects are produced by cloning existing objects, which are called prototypes. The term may also refer to

1241-472: A way that the Planck constant h is prescribed a value of exactly 6.626 070 15 × 10  joule-second (J⋅s) Until 1960, the meter was defined by a platinum-iridium prototype bar with two marks on it (that were, by definition, spaced apart by one meter), the international prototype of the metre , and in 1983 the meter was redefined to be the distance in free space covered by light in 1/299,792,458 of

1314-518: Is a form of functional or working prototype. The justification for its creation is usually a data migration , data integration or application implementation project and the raw materials used as input are an instance of all the relevant data which exists at the start of the project. The objectives of data prototyping are to produce: To achieve this, a data architect uses a graphical interface to interactively develop and execute transformation and cleansing rules using raw data. The resultant data

1387-402: Is a single hero who has to slay the entire dragon alone. Prototyping can also avoid the great expense and difficulty of having to change a finished software product. The practice of prototyping is one of the points Frederick P. Brooks makes in his 1975 book The Mythical Man-Month and his 10-year anniversary article " No Silver Bullet ". An early example of large-scale software prototyping

1460-463: Is a useful term in identifying objects, behaviours and concepts which are considered the accepted norm and is analogous with terms such as stereotypes and archetypes . The word prototype derives from the Greek πρωτότυπον prototypon , "primitive form", neutral of πρωτότυπος prototypos , "original, primitive", from πρῶτος protos , "first" and τύπος typos , "impression" (originally in

1533-399: Is an early sample, model, or release of a product built to test a concept or process. It is a term used in a variety of contexts, including semantics , design , electronics , and software programming . A prototype is generally used to evaluate a new design to enhance precision by system analysts and users. Prototyping serves to provide specifications for a real, working system rather than

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1606-432: Is an enhanced complete elaboration of a single subsystem or function. It is useful for obtaining detailed requirements for a given function, with the following benefits: Software prototyping has many variants. However, all of the methods are in some way based on two major forms of prototyping: throwaway prototyping and evolutionary prototyping. Also called close-ended prototyping. Throwaway or rapid prototyping refers to

1679-517: Is becoming practical to eliminate the creation of a physical prototype (except possibly at greatly reduced scales for promotional purposes), instead modeling all aspects of the final product as a computer model . An example of such a development can be seen in Boeing 787 Dreamliner , in which the first full sized physical realization is made on the series production line. Computer modeling is now being extensively used in automotive design, both for form (in

1752-457: Is crucial in implementing a throwaway prototype, since with a limited budget of time and money little can be expended on a prototype that will be discarded. Another strength of throwaway prototyping is its ability to construct interfaces that the users can test. The user interface is what the user sees as the system, and by seeing it in front of them, it is much easier to grasp how the system will function. Prototypes can be classified according to

1825-467: Is especially good for designing good human–computer interfaces . "One of the most productive uses of rapid prototyping to date has been as a tool for iterative user requirements engineering and human–computer interface design." Dynamic Systems Development Method (DSDM) is a framework for delivering business solutions that relies heavily upon prototyping as a core technique, and is itself ISO 9001 approved. It expands upon most understood definitions of

1898-399: Is in contrast with the 1960s and 1970s monolithic development cycle of building the entire program first and then working out any inconsistencies between design and implementation, which led to higher software costs and poor estimates of time and cost. The monolithic approach has been dubbed the "Slaying the (software) Dragon" technique, since it assumes that the software designer and developer

1971-476: Is that it can be done quickly. If the users can get quick feedback on their requirements, they may be able to refine them early in the development of the software. Making changes early in the development lifecycle is extremely cost effective since there is nothing at that point to redo. If a project is changed after a considerable amount of work has been done then small changes could require large efforts to implement since software systems have many dependencies. Speed

2044-406: Is the activity of creating prototypes of software applications, i.e., incomplete versions of the software program being developed. It is an activity that can occur in software development and is comparable to prototyping as known from other fields, such as mechanical engineering or manufacturing . A prototype typically simulates only a few aspects of, and may be completely different from,

2117-414: Is then evaluated and the rules refined. Beyond the obvious visual checking of the data on-screen by the data architect, the usual evaluation and validation approaches are to use Data profiling software and then to insert the resultant data into a test version of the target application and trial its use. When developing software or digital tools that humans interact with, a prototype is an artifact that

2190-499: Is used as the standard of measurement of some physical quantity to base all measurement of that physical quantity against. Sometimes this standard object is called an artifact . In the International System of Units ( SI ), there remains no prototype standard since May 20, 2019 . Before that date, the last prototype used was the international prototype of the kilogram , a solid platinum-iridium cylinder kept at

2263-409: Is used to ask and answer a design question. Prototypes provide the means for examining design problems and evaluating solutions. HCI practitioners can employ several different types of prototypes: In the field of scale modeling (which includes model railroading , vehicle modeling, airplane modeling , military modeling, etc.), a prototype is the real-world basis or source for a scale model—such as

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2336-594: The Bureau International des Poids et Mesures (International Bureau of Weights and Measures) in Sèvres France (a suburb of Paris ) that by definition was the mass of exactly one kilogram . Copies of this prototype are fashioned and issued to many nations to represent the national standard of the kilogram and are periodically compared to the Paris prototype. Now the kilogram is redefined in such

2409-528: The Forty Wall House open source material prototyping centre in Australia. Architects prototype to test ideas structurally, aesthetically and technically. Whether the prototype works or not is not the primary focus: architectural prototyping is the revelatory process through which the architect gains insight. In the science and practice of metrology , a prototype is a human-made object that

2482-536: The Prototype Javascript Framework . Additionally, the term may refer to the prototype design pattern. Continuous learning approaches within organizations or businesses may also use the concept of business or process prototypes through software models. The concept of prototypicality is used to describe how much a website deviates from the expected norm, and leads to a lowering of user preference for that site's design. A data prototype

2555-421: The styling and aerodynamics of the vehicle) and in function—especially for improving vehicle crashworthiness and in weight reduction to improve mileage. The most common use of the word prototype is a functional, although experimental, version of a non-military machine (e.g., automobiles, domestic appliances, consumer electronics) whose designers would like to have built by mass production means, as opposed to

2628-633: The 1950s, the US built prototype tailsitter aircraft (the Lockheed XFV , and Convair XFY Pogo ), but these were powered by conventional turboprops , with nose-mounted contra-rotating propellers to counter torque. They also used conventional wings for lift, though their cruciform tails with integral landing gear were broadly comparable to the Triebflügel . General characteristics Performance Armament Prototype A prototype

2701-407: The centre support ring and along the rotors to the jets. A cruciform empennage at the rear of the fuselage comprised four tailplanes, fitted with moving ailerons that would also have functioned as combined rudders and elevators . The tailplane would have provided a means for the pilot to control a tendency of the fuselage to rotate in the same direction as the rotor, caused by the friction of

2774-440: The creation of a model that will eventually be discarded rather than becoming part of the final delivered software. After preliminary requirements gathering is accomplished, a simple working model of the system is constructed to visually show the users what their requirements may look like when they are implemented into a finished system. It is also a form of rapid prototyping. The most obvious reason for using throwaway prototyping

2847-407: The cycle returns to customer evaluation. The cycle starts by listening to the user, followed by building or revising a mock-up, and letting the user test the mock-up , then back. There is now a new generation of tools called Application Simulation Software which help quickly simulate application before their development. Extreme programming uses iterative design to gradually add one feature at

2920-416: The deadlines and milestones proposed can be successfully met. The degree of completeness and the techniques used in prototyping have been in development and debate since its proposal in the early 1970s. The purpose of a prototype is to allow users of the software to evaluate developers' proposals for the design of the eventual product by actually trying them out, rather than having to interpret and evaluate

2993-446: The design based on descriptions. Software prototyping provides an understanding of the software's functions and potential threats or issues. Prototyping can also be used by end users to describe and prove requirements that have not been considered, and that can be a key factor in the commercial relationship between developers and their clients. Interaction design in particular makes heavy use of prototyping with that goal. This process

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3066-468: The early determination of what the user really wants can result in faster and less expensive software. Improved and increased user involvement : Prototyping requires user involvement and allows them to see and interact with a prototype allowing them to provide better and more complete feedback and specifications. The presence of the prototype being examined by the user prevents many misunderstandings and miscommunications that occur when each side believe

3139-532: The evolutionary prototype, when built, forms the heart of the new system, and the improvements and further requirements will then be built. When developing a system using evolutionary prototyping, the system is continually refined and rebuilt. This technique allows the development team to add features, or make changes that couldn't be conceived during the requirements and design phase. Evolutionary prototypes have an advantage over throwaway prototypes in that they are functional systems. Although they may not have all

3212-399: The features the users have planned, they may be used on an interim basis until the final system is delivered. In evolutionary prototyping, developers can focus themselves to develop parts of the system that they understand instead of working on developing a whole system. The final product is built as separate prototypes. At the end, the separate prototypes are merged in an overall design. By

3285-401: The fidelity with which they resemble the actual product in terms of appearance, interaction and timing. One method of creating a low fidelity throwaway prototype is paper prototyping . The prototype is implemented using paper and pencil, and thus mimics the function of the actual product, but does not look at all like it. Another method to easily build high fidelity throwaway prototypes is to use

3358-416: The final product. Prototyping has several benefits: the software designer and implementer can get valuable feedback from the users early in the project. The client and the contractor can compare if the software made matches the software specification , according to which the software program is built. It also allows the software engineer some insight into the accuracy of initial project estimates and whether

3431-480: The final production costs due to inefficiencies in materials and processes. Prototypes are also used to revise the design for the purposes of reducing costs through optimization and refinement. It is possible to use prototype testing to reduce the risk that a design may not perform as intended, however prototypes generally cannot eliminate all risk. Building the full design is often expensive and can be time-consuming, especially when repeated several times—building

3504-528: The final production design. This is due to the skill and choices of the designer(s), and the inevitable inherent limitations of a prototype. Due to differences in materials, processes and design fidelity, it is possible that a prototype may fail to perform acceptably although the production design may have been sound. Conversely, prototypes may perform acceptably but the production design and outcome may prove unsuccessful. In general, it can be expected that individual prototype costs will be substantially greater than

3577-400: The flow of air would have been sufficient for the ramjets to work and the rockets would expire. The pitch of the blades could be varied with the effect of changing the speed and the lift produced. There was no reaction torque to cause a counter rotation of the fuselage, since the rotor blades were driven at their tips by the ramjets. Fuel was carried in the fuselage tanks , and was piped through

3650-417: The following steps: Nielsen summarizes the various dimensions of prototypes in his book Usability Engineering : A common term for a user interface prototype is the horizontal prototype . It provides a broad view of an entire system or subsystem, focusing on user interaction more than low-level system functionality, such as database access. Horizontal prototypes are useful for: A vertical prototype

3723-437: The four cannon in the forward fuselage would have been angled slightly downward in relation to the centreline of the fuselage. To land, the craft had to slow its speed and pitch the fuselage until the craft was vertical. Power could then be reduced and it would descend until the landing gear rested on the ground. This would have been a tricky and probably dangerous maneuver, given that the pilot would be seated facing upward and

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3796-464: The full design, figuring out what the problems are and how to solve them, then building another full design. As an alternative, rapid prototyping or rapid application development techniques are used for the initial prototypes, which implement part, but not all, of the complete design. This allows designers and manufacturers to rapidly and inexpensively test the parts of the design that are most likely to have problems, solve those problems, and then build

3869-508: The full design. In technology research, a technology demonstrator is a prototype serving as proof-of-concept and demonstration model for a new technology or future product, proving its viability and illustrating conceivable applications. In large development projects, a testbed is a platform and prototype development environment for rigorous experimentation and testing of new technologies, components, scientific theories and computational tools. With recent advances in computer modeling it

3942-526: The ground would be behind their head at this stage. Unlike some other tailsitter aircraft, the pilot's seat was fixed in the direction for forward flight. The spinning rotor would also obscure rear vision. This design was unique among 20th-century VTOL craft, and other German concept craft. However, some early design studies for the Rotary Rocket Roton spacecraft in the 1990s showed a free-spinning rotor with tip-driven rotors providing lift. In

4015-442: The help of incremental prototyping the time gap between user and software developer is reduced. Extreme prototyping as a development process is used especially for developing web applications. Basically, it breaks down web development into three phases, each one based on the preceding one. The first phase is a static prototype that consists mainly of HTML pages. In the second phase, the screens are programmed and fully functional using

4088-404: The idea that it will be discarded and the final system will be built from scratch. The steps in this approach are: Evolutionary prototyping (also known as breadboard prototyping) is quite different from throwaway prototyping . The main goal when using evolutionary prototyping is to build a very robust prototype in a structured manner and constantly refine it. The reason for this approach is that

4161-475: The impact of these differences on the intended role for the prototype. For example, if a visual prototype is not able to use the same materials as the final product, they will attempt to substitute materials with properties that closely simulate the intended final materials. Engineers and prototyping specialists seek to understand the limitations of prototypes to exactly simulate the characteristics of their intended design. Prototypes represent some compromise from

4234-434: The other understands what they said. Since users know the problem domain better than anyone on the development team does, increased interaction can result in a final product that has greater tangible and intangible quality. The final product is more likely to satisfy the user's desire for look, feel and performance. Using, or perhaps misusing, prototyping can also have disadvantages. Insufficient analysis : The focus on

4307-452: The poorly understood features." Davis' belief is that to try to "retrofit quality onto a rapid prototype" is not the correct method when trying to combine the two approaches. His idea is to engage in an evolutionary prototyping methodology and rapidly prototype the features of the system after each evolution. The specific methodology follows these steps: Obviously, a key to this method is to have well trained prototypers available to go to

4380-453: The prototype : A key property to prototyping is the fact that it is supposed to be done quickly. If the developers lose sight of this fact, they very well may try to develop a prototype that is too complex. When the prototype is thrown away the precisely developed requirements that it provides may not yield a sufficient increase in productivity to make up for the time spent developing the prototype. Users can become stuck in debates over details of

4453-518: The prototype, holding up the development team and delaying the final product. Expense of implementing prototyping : the start up costs for building a development team focused on prototyping may be high. Many companies have development methodologies in place, and changing them can mean retraining, retooling, or both. Many companies tend to just begin prototyping without bothering to retrain their workers as much as they should. It has been argued that prototyping, in some form or another, should be used all

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4526-411: The prototyping platform, or replace it with only the microcontroller chip and the circuitry that is relevant to their product. Prototype software is often referred to as alpha grade , meaning it is the first version to run. Often only a few functions are implemented, the primary focus of the alpha is to have a functional base code on to which features may be added. Once alpha grade software has most of

4599-438: The real EMD GP38-2 locomotive—which is the prototype of Athearn 's (among other manufacturers) locomotive model. Technically, any non-living object can serve as a prototype for a model, including structures, equipment, and appliances, and so on, but generally prototypes have come to mean full-size real-world vehicles including automobiles (the prototype 1957 Chevy has spawned many models), military equipment (such as M4 Shermans,

4672-463: The required features integrated into it, it becomes beta software for testing of the entire software and to adjust the program to respond correctly during situations unforeseen during development. Often the end users may not be able to provide a complete set of application objectives, detailed input, processing, or output requirements in the initial stage. After the user evaluation, another prototype will be built based on feedback from users, and again

4745-459: The result being a circuit that is electrically identical to the design but not physically identical to the final product. Open-source tools like Fritzing exist to document electronic prototypes (especially the breadboard-based ones) and move toward physical production. Prototyping platforms such as Arduino also simplify the task of programming and interacting with a microcontroller . The developer can choose to deploy their invention as-is using

4818-435: The rotor ring, as well as controlling flight in pitch, roll and yaw. A single large and sprung wheel in the extreme end of the fuselage provided the main undercarriage . Four small castoring wheels on extensible struts were placed at the end of each tailplane to steady the aircraft on the ground and allow it to be moved. The main and outrigger wheels were covered by streamlined clamshell doors when in flight. When taking off,

4891-413: The rotors would be angled to give lift in a similar manner to a helicopter . Once the aircraft had attained sufficient altitude the pilot would tilt it over into level flight. The rotors continued spinning in level flight, maintaining 220 rpm at the aircraft's maximum forward speed. Forward flight required a slight nose-up pitch to provide some upward lift as well as primarily forward thrust. Consequently,

4964-493: The sense of a mark left by a blow, then by a stamp struck by a die (note "typewriter"); by implication a scar or mark; by analogy a shape i.e. a statue, (figuratively) style, or resemblance; a model for imitation or illustrative example—note "typical"). Prototypes explore different aspects of an intended design: In general, the creation of prototypes will differ from creation of the final product in some fundamental ways: Engineers and prototype specialists attempt to minimize

5037-416: The time. However, prototyping is most beneficial in systems that will have many interactions with the users. Systems with little user interaction, such as batch processing or systems that mostly do calculations, benefit little from prototyping. Sometimes, the coding needed to perform the system functions may be too intensive and the potential gains that prototyping could provide are too small. Prototyping

5110-407: The user sites. The operational prototyping methodology has many benefits in systems that are complex and have few known requirements in advance. Evolutionary Systems Development is a class of methodologies that attempt to formally implement evolutionary prototyping. One particular type, called Systemscraft is described by John Crinnion in his book Evolutionary Systems Development . Systemscraft

5183-411: The vertical position, the rotors would have functioned similarly to a helicopter . When flying horizontally, they would function more like a giant propeller. The three rotor blades were mounted on a ring assembly supported by bearings, allowing free rotation around the fuselage . At the end of each was a ramjet . To start the rotors spinning, simple rockets would have been used. As the speed increased,

5256-408: Was designed as a 'prototype' methodology that should be modified and adapted to fit the specific environment in which it was implemented. The basis of Systemscraft, not unlike evolutionary prototyping, is to create a working system from the initial requirements and build upon it in a series of revisions. Systemscraft places heavy emphasis on traditional analysis being used throughout the development of

5329-552: Was the implementation of NYU's Ada/ED translator for the Ada programming language . It was implemented in SETL with the intent of producing an executable semantic model for the Ada language, emphasizing clarity of design and user interface over speed and efficiency. The NYU Ada/ED system was the first validated Ada implementation, certified on April 11, 1983. The process of prototyping involves

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