12,268 research outputs found

    Improving Reusability in Software Process Lines

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    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

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    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 ‘building blocks’ 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

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    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

    Mechatronic Design: A Port-Based Approach

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    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

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    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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