6 research outputs found

    Context-Oriented Algorithmic Design

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    Currently, algorithmic approaches are being introduced in several areas of expertise, namely Architecture. Algorithmic Design (AD) is an approach for architecture that takes advantage of algorithms to produce complex designs, to simplify the exploration of variations, or to mechanize tasks, including those related to analysis and optimization of designs. However, architects might need different models of the same design for different kinds of analysis, which tempts them to extend the same code base for different purposes, typically making the code brittle and hard to understand. In this paper, we propose to extend AD with Context-Oriented Programming (COP), a programming paradigm based on context that dynamically changes the behavior of the code. To this end, we propose a COP library and we explore its combination with an AD tool. Finally, we implement two case studies with our context-oriented approach, and discuss their advantages and disadvantages when compared to the traditional AD approach

    Unified GUI adaptation in Dynamic Software Product Lines

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    In the modern world of mobile computing and ubiquitous technology, society is able to interact with technology in new and fascinating ways. To help provide an improved user experience, mobile software should be able to adapt itself to suit the user. By monitoring context information based on the environment and user, the application can better meet the dynamic requirements of the user. Similarly, it is noticeable that programs can require different static changes to suit static requirements. This program commonality and variability can benefit from the use of Software Product Line Engineering, reusing artefacts over a set of similar programs, called a Software Product Line (SPL). Historically, SPLs are limited to handling static compile time adaptations. Dynamic Software Product Lines (DSPL) however, allow for the program configuration to change at runtime, allow for compile time and runtime adaptation to be developed in a single unified approach. While currently DSPLs provide methods for dealing with program logic adaptations, variability in the Graphical User Interface (GUI) has largely been neglected. Due to this, depending on the intended time to apply GUI adaptation, different approaches are required. The main goal of this work is to extend a unified representation of variability to the GUI, whereby GUI adaptation can be applied at compile time and at runtime. In this thesis, an approach to handling GUI adaptation within DSPLs, providing a unified representation of GUI variability is presented. The approach is based on Feature-Oriented Programming (FOP), enabling developers to implement GUI adaptation along with program logic in feature modules. This approach is applied to Document-Oriented GUIs, also known as GUI description languages. In addition to GUI unification, we present an approach to unifying context and feature modelling, and handling context dynamically at runtime, as features of the DSPL. This unification can allow for more dynamic and self-aware context acquisition. To validate our approach, we implemented tool support and middleware prototypes. These different artefacts are then tested using a combination of scenarios and scalability tests. This combination first helps demonstrate the versatility and its relevance of the different approach aspects. It further brings insight into how the approach scales with DSPL size

    Run-time Variability with Roles

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    Adaptability is an intrinsic property of software systems that require adaptation to cope with dynamically changing environments. Achieving adaptability is challenging. Variability is a key solution as it enables a software system to change its behavior which corresponds to a specific need. The abstraction of variability is to manage variants, which are dynamic parts to be composed to the base system. Run-time variability realizes these variant compositions dynamically at run time to enable adaptation. Adaptation, relying on variants specified at build time, is called anticipated adaptation, which allows the system behavior to change with respect to a set of predefined execution environments. This implies the inability to solve practical problems in which the execution environment is not completely fixed and often unknown until run time. Enabling unanticipated adaptation, which allows variants to be dynamically added at run time, alleviates this inability, but it holds several implications yielding system instability such as inconsistency and run-time failures. Adaptation should be performed only when a system reaches a consistent state to avoid inconsistency. Inconsistency is an effect of adaptation happening when the system changes the state and behavior while a series of methods is still invoking. A software bug is another source of system instability. It often appears in a variant composition and is brought to the system during adaptation. The problem is even more critical for unanticipated adaptation as the system has no prior knowledge of the new variants. This dissertation aims to achieve anticipated and unanticipated adaptation. In achieving adaptation, the issues of inconsistency and software failures, which may happen as a consequence of run-time adaptation, are evidently addressed as well. Roles encapsulate dynamic behavior used to adapt players representing the base system, which is the rationale to select roles as the software system's variants. Based on the role concept, this dissertation presents three mechanisms to comprehensively address adaptation. First, a dynamic instance binding mechanism is proposed to loosely bind players and roles. Dynamic binding of roles enables anticipated and unanticipated adaptation. Second, an object-level tranquility mechanism is proposed to avoid inconsistency by allowing a player object to adapt only when its consistent state is reached. Last, a rollback recovery mechanism is proposed as a proactive mechanism to embrace and handle failures resulting from a defective composition of variants. A checkpoint of a system configuration is created before adaptation. If a specialized bug sensor detects a failure, the system rolls back to the most recent checkpoint. These mechanisms are integrated into a role-based runtime, called LyRT. LyRT was validated with three case studies to demonstrate the practical feasibility. This validation showed that LyRT is more advanced than the existing variability approaches with respect to adaptation due to its consistency control and failure handling. Besides, several benchmarks were set up to quantify the overhead of LyRT concerning the execution time of adaptation. The results revealed that the overhead introduced to achieve anticipated and unanticipated adaptation to be small enough for practical use in adaptive software systems. Thus, LyRT is suitable for adaptive software systems that frequently require the adaptation of large sets of objects
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