204,542 research outputs found

    Distribution pattern-driven development of service architectures

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    Distributed systems are being constructed by composing a number of discrete components. This practice is particularly prevalent within the Web service domain in the form of service process orchestration and choreography. Often, enterprise systems are built from many existing discrete applications such as legacy applications exposed using Web service interfaces. There are a number of architectural configurations or distribution patterns, which express how a composed system is to be deployed in a distributed environment. However, the amount of code required to realise these distribution patterns is considerable. In this paper, we propose a distribution pattern-driven approach to service composition and architecting. We develop, based on a catalog of patterns, a UML-compliant framework, which takes existing Web service interfaces as its input and generates executable Web service compositions based on a distribution pattern chosen by the software architect

    A Change Support Model for Distributed Collaborative Work

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    Distributed collaborative software development tends to make artifacts and decisions inconsistent and uncertain. We try to solve this problem by providing an information repository to reflect the state of works precisely, by managing the states of artifacts/products made through collaborative work, and the states of decisions made through communications. In this paper, we propose models and a tool to construct the artifact-related part of the information repository, and explain the way to use the repository to resolve inconsistencies caused by concurrent changes of artifacts. We first show the model and the tool to generate the dependency relationships among UML model elements as content of the information repository. Next, we present the model and the method to generate change support workflows from the information repository. These workflows give us the way to efficiently modify the change-related artifacts for each change request. Finally, we define inconsistency patterns that enable us to be aware of the possibility of inconsistency occurrences. By combining this mechanism with version control systems, we can make changes safely. Our models and tool are useful in the maintenance phase to perform changes safely and efficiently.Comment: 10 pages, 13 figures, 4 table

    An agile business process and practice meta-model

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    Business Process Management (BPM) encompasses the discovery, modelling, monitoring, analysis and improvement of business processes. Limitations of traditional BPM approaches in addressing changes in business requirements have resulted in a number of agile BPM approaches that seek to accelerate the redesign of business process models. Meta-models are a key BPM feature that reduce the ambiguity of business process models. This paper describes a meta-model supporting the agile version of the Business Process and Practice Alignment Methodology (BPPAM) for business process improvement, which captures process information from actual work practices. The ability of the meta-model to achieve business process agility is discussed and compared with other agile meta-models, based on definitions of business process flexibility and agility found in the literature. (C) 2017 The Authors. Published by Elsevier B.V

    Supporting process reuse in PROMENADE

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    Process reuse (the ability to construct new processes by assembling already built ones) and process harvesting (the ability to build generic processes that may be further reused, from existing ones) are two crucial issues in process technology. Both activities involve defining a set of mechanisms, like abstraction, adaptation, composition, etc. which are appropriate to achieve their goals. In this report, we define a general framework to process reuse and harvesting that proposes a complete set of mechanisms to deal with both activities. This general framework is particularized to the context of a process modelling language to model software processes, called PROMENADE. A definition of the identified reuse and harvesting mecha-nisms is proposed in the context of PROMENADE. Finally, two process reuse case studies which composes various reuse mechanisms are presented.Postprint (published version

    Detecting Coordination Problems in Collaborative Software Development Environments

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    Software development is rarely an individual effort and generally involves teams of developers collaborating to generate good reliable code. Among the software code there exist technical dependencies that arise from software components using services from other components. The different ways of assigning the design, development, and testing of these software modules to people can cause various coordination problems among them. We claim\ud that the collaboration of the developers, designers and testers must be related to and governed by the technical task structure. These collaboration practices are handled in what we call Socio-Technical Patterns.\ud The TESNA project (Technical Social Network Analysis) we report on in this paper addresses this issue. We propose a method and a tool that a project manager can use in order to detect the socio-technical coordination problems. We test the method and tool in a case study of a small and innovative software product company

    A catalogue of non-technical requirement patterns

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    © 2012 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes,creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Software Requirement Patterns (SRP) have been proposed as an artifact for fostering requirements reuse. PABRE is a framework that promotes the use of SRP as a means for requirements elicitation, validation and documentation in the context of IT procurement projects. In this paper, we present a catalogue of non-technical SRP included in the framework and present in detail some of them. We also introduce the motivation to arrive to these patterns.Peer ReviewedPostprint (author's final draft

    The teacher as action researcher : Using technology to capture pedagogic form

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    The paper argues that we make best use of learning technologies if we begin with an understanding of educational problems, and use this analysis to target the solutions we should be demanding from technology. The focus is to address the issue from the perspective of teachers and lecturers – the 'teaching community', and to consider how they could become the experimental innovators and reflective practitioners who will use technology well. Teachers could become 'action researchers', collaborating to produce their own development of knowledge about teaching with technology. For this to be possible, they must be able to share that knowledge, and the paper proposes the use of an online learning activity management system (LAMS) as a way of capturing and sharing the pedagogic forms teachers design. An action research approach, like all research, needs a theoretical framework from which to challenge practice, and paper shows how teachers could use the Conversational Framework to design and test an optimally effective learning experience. Examples of 'generic' learning designs illustrate how such approach can help the teaching community rethink their teaching, collectively, and embrace the best of conventional and digital methods. In this way they will be more likely to harness technology to the needs of education, rather than simply search for the problems to which the latest technology is a solution

    Kaleidoscope JEIRP on Learning Patterns for the Design and Deployment of Mathematical Games: Final Report

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    Project deliverable (D40.05.01-F)Over the last few years have witnessed a growing recognition of the educational potential of computer games. However, it is generally agreed that the process of designing and deploying TEL resources generally and games for mathematical learning specifically is a difficult task. The Kaleidoscope project, "Learning patterns for the design and deployment of mathematical games", aims to investigate this problem. We work from the premise that designing and deploying games for mathematical learning requires the assimilation and integration of deep knowledge from diverse domains of expertise including mathematics, games development, software engineering, learning and teaching. We promote the use of a design patterns approach to address this problem. This deliverable reports on the project by presenting both a connected account of the prior deliverables and also a detailed description of the methodology involved in producing those deliverables. In terms of conducting the future work which this report envisages, the setting out of our methodology is seen by us as very significant. The central deliverable includes reference to a large set of learning patterns for use by educators, researchers, practitioners, designers and software developers when designing and deploying TEL-based mathematical games. Our pattern language is suggested as an enabling tool for good practice, by facilitating pattern-specific communication and knowledge sharing between participants. We provide a set of trails as a "way-in" to using the learning pattern language. We report in this methodology how the project has enabled the synergistic collaboration of what started out as two distinct strands: design and deployment, even to the extent that it is now difficult to identify those strands within the processes and deliverables of the project. The tools and outcomes from the project can be found at: http://lp.noe-kaleidoscope.org
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