14,206 research outputs found
Recovering Architectural Variability of a Family of Product Variants
A Software Product Line (SPL) aims at applying a pre-planned systematic reuse
of large-grained software artifacts to increase the software productivity and
reduce the development cost. The idea of SPL is to analyze the business domain
of a family of products to identify the common and the variable parts between
the products. However, it is common for companies to develop, in an ad-hoc
manner (e.g. clone and own), a set of products that share common
functionalities and differ in terms of others. Thus, many recent research
contributions are proposed to re-engineer existing product variants to a SPL.
Nevertheless, these contributions are mostly focused on managing the
variability at the requirement level. Very few contributions address the
variability at the architectural level despite its major importance. Starting
from this observation, we propose, in this paper, an approach to reverse
engineer the architecture of a set of product variants. Our goal is to identify
the variability and dependencies among architectural-element variants at the
architectural level. Our work relies on Formal Concept Analysis (FCA) to
analyze the variability. To validate the proposed approach, we experimented on
two families of open-source product variants; Mobile Media and Health Watcher.
The results show that our approach is able to identify the architectural
variability and the dependencies
From Method Fragments to Method Services
In Method Engineering (ME) science, the key issue is the consideration of
information system development methods as fragments. Numerous ME approaches
have produced several definitions of method parts. Different in nature, these
fragments have nevertheless some common disadvantages: lack of implementation
tools, insufficient standardization effort, and so on. On the whole, the
observed drawbacks are related to the shortage of usage orientation. We have
proceeded to an in-depth analysis of existing method fragments within a
comparison framework in order to identify their drawbacks. We suggest
overcoming them by an improvement of the ?method service? concept. In this
paper, the method service is defined through the service paradigm applied to a
specific method fragment ? chunk. A discussion on the possibility to develop a
unique representation of method fragment completes our contribution
Recommended from our members
Reusability in software engineering
This paper surveys recent work concerning reusability in software engineering. The current directions in software reusability are discussed, and the two major approaches of reusable building blocks and reusable patterns studied. An extensive bibliography, parts of which are annotated, is included
A NASA-wide approach toward cost-effective, high-quality software through reuse
NASA Langley Research Center sponsored the second Workshop on NASA Research in Software Reuse on May 5-6, 1992 at the Research Triangle Park, North Carolina. The workshop was hosted by the Research Triangle Institute. Participants came from the three NASA centers, four NASA contractor companies, two research institutes and the Air Force's Rome Laboratory. The purpose of the workshop was to exchange information on software reuse tool development, particularly with respect to tool needs, requirements, and effectiveness. The participants presented the software reuse activities and tools being developed and used by their individual centers and programs. These programs address a wide range of reuse issues. The group also developed a mission and goals for software reuse within NASA. This publication summarizes the presentations and the issues discussed during the workshop
The future of technology enhanced active learning â a roadmap
The notion of active learning refers to the active involvement of learner in the learning process,
capturing ideas of learning-by-doing and the fact that active participation and knowledge construction leads to deeper and more sustained learning. Interactivity, in particular learnercontent interaction, is a central aspect of technology-enhanced active learning. In this roadmap,
the pedagogical background is discussed, the essential dimensions of technology-enhanced active learning systems are outlined and the factors that are expected to influence these systems currently and in the future are identified. A central aim is to address this promising field from a
best practices perspective, clarifying central issues and formulating an agenda for future developments in the form of a roadmap
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