88,164 research outputs found
Modern software cybernetics: new trends
Software cybernetics research is to apply a variety of techniques from cybernetics research to software engineering research. For more than fifteen years since 2001, there has been a dramatic increase in work relating to software cybernetics. From cybernetics viewpoint, the work is mainly on the first-order level, namely, the software under observation and control. Beyond the first-order cybernetics, the software, developers/users, and running environments influence each other and thus create feedback to form more complicated systems. We classify software cybernetics as Software Cybernetics I based on the first-order cybernetics, and as Software Cybernetics II based on the higher order cybernetics. This paper provides a review of the literature on software cybernetics, particularly focusing on the transition from Software Cybernetics I to Software Cybernetics II. The results of the survey indicate that some new research areas such as Internet of Things, big data, cloud computing, cyber-physical systems, and even creative computing are related to Software Cybernetics II. The paper identifies the relationships between the techniques of Software Cybernetics II applied and the new research areas to which they have been applied, formulates research problems and challenges of software cybernetics with the application of principles of Phase II of software cybernetics; identifies and highlights new research trends of software cybernetic for further research
Modern software cybernetics: New trends
The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Software cybernetics research is to apply a variety of techniques from cybernetics research to software engineering research. For more than fifteen years since 2001, there has been a dramatic increase in work relating to software cybernetics. From cybernetics viewpoint, the work is mainly on the first-order level, namely, the software under observation and control. Beyond the first-order cybernetics, the software, developers/users, and running environments influence each other and thus create feedback to form more complicated systems. We classify software cybernetics as Software Cybernetics I based on the first-order cybernetics, and as Software Cybernetics II based on the higher order cybernetics. This paper provides a review of the literature on software cybernetics, particularly focusing on the transition from Software Cybernetics I to Software Cybernetics II. The results of the survey indicate that some new research areas such as Internet of Things, big data, cloud computing, cyber-physical systems, and even creative computing are related to Software Cybernetics II. The paper identifies the relationships between the techniques of Software Cybernetics II applied and the new research areas to which they have been applied, formulates research problems and challenges of software cybernetics with the application of principles of Phase II of software cybernetics; identifies and highlights new research trends of software cybernetic for further research
A meta-analysis approach to refactoring and XP
The mechanics of seventy-two different Java refactorings are described fully in Fowler's text. In the same text, Fowler describes seven categories of refactoring, into which each of the seventy-two refactorings can be placed. A current research problem in the refactoring and XP community is assessing the likely time and testing effort for each refactoring, since any single refactoring may use any number of other refactorings as part of its mechanics and, in turn, can be used by many other refactorings. In this paper, we draw on a dependency analysis carried out as part of our research in which we identify the 'Use' and 'Used By' relationships of refactorings in all seven categories. We offer reasons why refactorings in the 'Dealing with Generalisation' category seem to embrace two distinct refactoring sub-categories and how refactorings in the 'Moving Features between Objects' category also exhibit specific characteristics. In a wider sense, our meta-analysis provides a developer with concrete guidelines on which refactorings, due to their explicit dependencies, will prove problematic from an effort and testing perspective
The effectiveness of refactoring, based on a compatibility testing taxonomy and a dependency graph
In this paper, we describe and then appraise a testing taxonomy proposed by van Deursen and Moonen (VD&M) based on the post-refactoring repeatability of tests. Four categories of refactoring are identified by VD&M ranging from semantic-preserving to incompatible, where, for the former, no new tests are required and for the latter, a completely new test set has to be developed. In our appraisal of the taxonomy, we heavily stress the need for the inter-dependence of the refactoring categories to be considered when making refactoring decisions and we base that need on a refactoring dependency graph developed as part of the research. We demonstrate that while incompatible refactorings may be harmful and time-consuming from a testing perspective, semantic-preserving refactorings can have equally unpleasant hidden ramifications despite their advantages. In fact, refactorings which fall into neither category have the most interesting properties. We support our results with empirical refactoring data drawn from seven Java open-source systems (OSS) and from the same analysis form a tentative categorization of code smells
An ontology of agile aspect oriented software development
Both agile methods and aspect oriented programming (AOP) have emerged in recent years as new paradigms in software development. Both promise to free the process of building software systems from some of the constraints of more traditional approaches. As a software engineering approach on the one hand, and a software development tool on the other, there is the potential for them to be used in conjunction. However, thus far, there has been little interplay between the two. Nevertheless, there is some evidence that there may be untapped synergies that may be exploited, if the appropriate approach is taken to integrating AOP with agile methods. This paper takes an ontological approach to supporting this integration, proposing ontology enabled development based on an analysis of existing ontologies of aspect oriented programming, a proposed ontology of agile methods, and a derived ontology of agile aspect oriented development
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The Design and Development of a Multi-Disciplinary Project in Embedded Systems Design
As has been noted over the past ten years, âThe wall between computer science and electrical engineering has kept the potential of embedded systems at bay. It is time to build a new scientific foundation with embedded systems design as the cornerstone, which will ensure a systematic and even-handed integration of the two fields.â[1] In Baylor Universityâs School of Engineering & Computer Science, the Embedded Systems course in the Department of Computer Science, and the Embedded Systems Design course in the Department of Electrical and Computer Engineering have been offered independent of each other in the recent past. In the past year, however, this is beginning to change, with plans developing to combine the project portion of the two courses into one multi-disciplinary group project.
This paper will document the two courses â scope and sequence, as well as emphasis, equipment used, and delivery style â highlighting the need for a new and innovative approach at the systematic integration of software and hardware in the design and development of a mutli-disciplinary group project. The beta test of this group project is occurring in the fall 2017 semester, with full first-time full-scale deployment during the spring 2018 semester. The results of this beta test will be discussed, and the lessons learned and planned modifications to the course will be considered.Cockrell School of Engineerin
A Simple Dynamics Experiment Based on Acoustic Emission
This paper describes a simple experiment well suited for an undergraduate course in mechanical measurements and/or dynamics, in which physical information is extracted from an acoustic emission signature. In the experiment, a pingâpong ball is dropped onto a hard table surface and the audio signal resulting from the ballâtable impacts is recorded. The times between successive bounces, or âflight timesâ, are used to determine the height of the initial drop and the coefficient of restitution of the impact. The experiment prompts questions about modeling the dynamics of a simple impact problem, including the use of the coefficient of restitution and the importance of accounting for aerodynamic effects
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