1,831 research outputs found

    A heuristic-based approach to code-smell detection

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    Encapsulation and data hiding are central tenets of the object oriented paradigm. Deciding what data and behaviour to form into a class and where to draw the line between its public and private details can make the difference between a class that is an understandable, flexible and reusable abstraction and one which is not. This decision is a difficult one and may easily result in poor encapsulation which can then have serious implications for a number of system qualities. It is often hard to identify such encapsulation problems within large software systems until they cause a maintenance problem (which is usually too late) and attempting to perform such analysis manually can also be tedious and error prone. Two of the common encapsulation problems that can arise as a consequence of this decomposition process are data classes and god classes. Typically, these two problems occur together – data classes are lacking in functionality that has typically been sucked into an over-complicated and domineering god class. This paper describes the architecture of a tool which automatically detects data and god classes that has been developed as a plug-in for the Eclipse IDE. The technique has been evaluated in a controlled study on two large open source systems which compare the tool results to similar work by Marinescu, who employs a metrics-based approach to detecting such features. The study provides some valuable insights into the strengths and weaknesses of the two approache

    Hipster: Integrating Theory Exploration in a Proof Assistant

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    This paper describes Hipster, a system integrating theory exploration with the proof assistant Isabelle/HOL. Theory exploration is a technique for automatically discovering new interesting lemmas in a given theory development. Hipster can be used in two main modes. The first is exploratory mode, used for automatically generating basic lemmas about a given set of datatypes and functions in a new theory development. The second is proof mode, used in a particular proof attempt, trying to discover the missing lemmas which would allow the current goal to be proved. Hipster's proof mode complements and boosts existing proof automation techniques that rely on automatically selecting existing lemmas, by inventing new lemmas that need induction to be proved. We show example uses of both modes

    Programming assignments automatic grading: review of tools and implementations

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    Automatic grading of programming assignments is an important topic in academic research. It aims at improving the level of feedback given to students and optimizing the professor time. Several researches have reported the development of software tools to support this process. Then, it is helpfulto get a quickly and good sight about their key features. This paper reviews an ample set of tools forautomatic grading of programming assignments. They are divided in those most important mature tools, which have remarkable features; and those built recently, with new features. The review includes the definition and description of key features e.g. supported languages, used technology, infrastructure, etc. The two kinds of tools allow making a temporal comparative analysis. This analysis infrastructure, etc. The two kinds of tools allow making a temporal comparative analysis. This analysis shows good improvements in this research field, these include security, more language support, plagiarism detection, etc. On the other hand, the lack of a grading model for assignments is identified as an important gap in the reviewed tools. Thus, a characterization of evaluation metrics to grade programming assignments is provided as first step to get a model. Finally new paths in this research field are proposed

    Teaching how to program using automated assessment and functional glossy games (Experience Report)

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    Our department has long been an advocate of the functional-first school of programming and has been teaching Haskell as a first language in introductory programming course units for 20 years. Although the functional style is largely beneficial, it needs to be taught in an enthusiastic and captivating way to fight the unusually high computer science drop-out rates and appeal to a heterogeneous population of students.This paper reports our experience of restructuring, over the last 5 years, an introductory laboratory course unit that trains hands-on functional programming concepts and good software development practices. We have been using game programming to keep students motivated, and following a methodology that hinges on test-driven development and continuous bidirectional feedback. We summarise successes and missteps, and how we have learned from our experience to arrive at a model for comprehensive and interactive functional game programming assignments and a general functionally-powered automated assessment platform, that together provide a more engaging learning experience for students. In our experience, we have been able to teach increasingly more advanced functional programming concepts while improving student engagement.The authors would like to thank the precursors of the 20-year functional programming culture and FPro unit at our university, and all the instructors and TAs that have been involved in the PLab unit throughout the years. This work is financed by the ERDFs European Regional Development Fund through the Operational Programme for Competitiveness and Internationalisation - COMPETE 2020 Programme within project POCI-01-0145-FEDER-006961, and by National Funds through the Portuguese funding agency, FCT s Fundacao para a Ciencia e a Tecnologia as part of project UID/EEA/50014/2013

    Software Verification and Graph Similarity for Automated Evaluation of Students' Assignments

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    In this paper we promote introducing software verification and control flow graph similarity measurement in automated evaluation of students' programs. We present a new grading framework that merges results obtained by combination of these two approaches with results obtained by automated testing, leading to improved quality and precision of automated grading. These two approaches are also useful in providing a comprehensible feedback that can help students to improve the quality of their programs We also present our corresponding tools that are publicly available and open source. The tools are based on LLVM low-level intermediate code representation, so they could be applied to a number of programming languages. Experimental evaluation of the proposed grading framework is performed on a corpus of university students' programs written in programming language C. Results of the experiments show that automatically generated grades are highly correlated with manually determined grades suggesting that the presented tools can find real-world applications in studying and grading

    Jutge.org: characteristics and experiences

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    Jutge.org is an open educational online programming judge designed for students and instructors, featuring a repository of problems that is well organized by courses, topics and difficulty. Internally, Jutge.org uses a secure and efficient architecture and integrates modern verification techniques, formal methods, static code analysis and data mining. Jutge.org has exhaustively been used during the last decade at the Universitat Politecnica de Catalunya to strengthen the learn-by-doing approach in several courses. This paper presents the main characteristics of Jutge.org and shows its use and impact in a wide range of courses covering basic programming, data structures, algorithms, artificial intelligence, functional programming and circuit design.Peer ReviewedPostprint (author's final draft

    Using Property-Based Testing to Generate Feedback for C Programming Exercises

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