12,268 research outputs found
Improving Reusability in Software Process Lines
International audienceSoftware processes orchestrate manual or automatic tasks to create new software products that meet the requirements of specific projects. While most of the tasks are about inventiveness, modern developments also require recurrent, boring and time-consuming tasks (e.g., the IDE configuration, or the continuous integration setup). Such tasks struggle to be automated due to their various execution contexts according to the requirements of specific projects. In this paper, we propose a methodology that benefits from an explicit modeling of a family of processes to identify the possible reuse of automated tasks in software processes. We illustrate our methodology on industrial projects in a software company. Our methodology promoted both the identification of possible automated tasks for configuring IDEs and continuous integration, and their reuse in various projects of the company. Our methodology contributes to the companies' efficiency, including their agility and ability to experiment new practices, while remaining focused on solving business problems
Fine Grained Component Engineering of Adaptive Overlays: Experiences and Perspectives
Recent years have seen significant research being carried out into peer-to-peer (P2P) systems. This work has focused on the styles and applications of P2P computing, from grid computation to content distribution; however, little investigation has been performed into how these systems are built. Component based engineering is an approach that has seen successful deployment in the field of middleware development; functionality is encapsulated in âbuilding blocksâ that can be dynamically plugged together to form complete systems. This allows efficient, flexible and adaptable systems to be built with lower overhead and development complexity. This paper presents an investigation into the potential of using component based engineering in the design and construction of peer-to-peer overlays. It is highlighted that the quality of these properties is dictated by the component architecture used to implement the system. Three reusable decomposition architectures are designed and evaluated using Chord and Pastry case studies. These demonstrate that significant improvements can be made over traditional design approaches resulting in much more reusable, (re)configurable and extensible systems
Measuring the software process and product: Lessons learned in the SEL
The software development process and product can and should be measured. The software measurement process at the Software Engineering Laboratory (SEL) has taught a major lesson: develop a goal-driven paradigm (also characterized as a goal/question/metric paradigm) for data collection. Project analysis under this paradigm leads to a design for evaluating and improving the methodology of software development and maintenance
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ICOPER Project - Deliverable 4.3 ISURE: Recommendations for extending effective reuse, embodied in the ICOPER CD&R
The purpose of this document is to capture the ideas and recommendations, within and beyond the ICOPER community, concerning the reuse of learning content, including appropriate methodologies as well as established strategies for remixing and repurposing reusable resources. The overall remit of this work focuses on describing the key issues that are related to extending effective reuse embodied in such materials. The objective of this investigation, is to support the reuse of learning content whilst considering how it could be originally created and then adapted with that âreuseâ in mind. In these circumstances a survey on effective reuse best practices can often provide an insight into the main challenges and benefits involved in the process of creating, remixing and repurposing what we are now designating as Reusable Learning Content (RLC).
Several key issues are analysed in this report: Recommendations for extending effective reuse, building upon those described in the previous related deliverables 4.1 Content Development Methodologies and 4.2 Quality Control and Web 2.0 technologies. The findings of this current survey, however, provide further recommendations and strategies for using and developing this reusable learning content. In the spirit of âreuseâ, this work also aims to serve as a foundation for the many different stakeholders and users within, and beyond, the ICOPER community who are interested in reusing learning resources.
This report analyses a variety of information. Evidence has been gathered from a qualitative survey that has focused on the technical and pedagogical recommendations suggested by a Special Interest Group (SIG) on the most innovative practices with respect to new media content authors (for content authoring or modification) and course designers (for unit creation). This extended community includes a wider collection of OER specialists. This collected evidence, in the form of video and audio interviews, has also been represented as multimedia assets potentially helpful for learning and useful as learning content in the New Media Space (See section 4 for further details).
Section 2 of this report introduces the concept of reusable learning content and reusability. Section 3 discusses an application created by the ICOPER community to enhance the opportunities for developing reusable content. Section 4 of this report provides an overview of the methodology used for the qualitative survey. Section 5 presents a summary of thematic findings. Section 6 highlights a list of recommendations for effective reuse of educational content, which were derived from thematic analysis described in Appendix A. Finally, section 7 summarises the key outcomes of this work
Mechatronic Design: A Port-Based Approach
In this paper we consider the integrated design of a mechatronic system. After considering the different design steps it is shown that a port-based approach during all phases of the design supports a true mechatronic design philosophy. Port-based design enables use of consistent models of the system throughout the design process, multiple views in different domains and reusability of plant models, controller components and software processes. The ideas are illustrated with the conceptual and detailed design of a mobile robot
A Reusable Component for Communication and Data Synchronization in Mobile Distributed Interactive Applications
In Distributed Interactive Applications (DIA) such as multiplayer games,
where many participants are involved in a same game session and communicate
through a network, they may have an inconsistent view of the virtual world
because of the communication delays across the network. This issue becomes even
more challenging when communicating through a cellular network while executing
the DIA client on a mobile terminal. Consistency maintenance algorithms may be
used to obtain a uniform view of the virtual world. These algorithms are very
complex and hard to program and therefore, the implementation and the future
evolution of the application logic code become difficult. To solve this
problem, we propose an approach where the consistency concerns are handled
separately by a distributed component called a Synchronization Medium, which is
responsible for the communication management as well as the consistency
maintenance. We present the detailed architecture of the Synchronization Medium
and the generic interfaces it offers to DIAs. We evaluate our approach both
qualitatively and quantitatively. We first demonstrate that the Synchronization
Medium is a reusable component through the development of two game
applications, a car racing game and a space war game. A performance evaluation
then shows that the overhead introduced by the Synchronization Medium remains
acceptable.Comment: In Proceedings WCSI 2010, arXiv:1010.233
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