34,711 research outputs found

    The Pattern Instance Notation: A Simple Hierarchical Visual Notation for the Dynamic Visualization and Comprehension of Software Patterns

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    Design patterns are a common tool for developers and architects to understand and reason about a software system. Visualization techniques for patterns have tended to be either highly theoretical in nature, or based on a structural view of a system’s implementation. The Pattern Instance Notation is a simple visualization technique for design patterns and other abstractions of software engineering suitable for the programmer or designer without a theoretical background. While based on a formal representation of design patterns, using PIN as a tool for comprehension or reasoning requires no formal training or study. PIN is hierarchical in nature, and compactly encapsulates abstractions that may be spread widely across a system in a concise graphical format, while allowing for repeated unveiling of deeper layers of complexity and interaction on demand. It is designed to be used in either a dynamic visualization tool, or as a static representation for documentation and as a teaching aid

    CoMoVA - A comprehension measurement framework for visualization systems

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    Despite the burgeoning interest shown in visualizations by many disciplines, there yet remains the unresolved question concerning comprehension. Is the concept that is being communicated through the visual easily grasped and clearly interpreted? Visual comprehension is that characteristic of any visualization system, which deals with how efficiently and effectively users are able to grasp the underlying concepts through suitable interactions provided for exploring the visually represented information. Comprehension has been considered a very complex subject, which is intangible and subjective in nature. Assessment of comprehension can help to determine the true usefulness of visualization systems to the intended users. A principal contribution of this research is the formulation of an empirical evaluation framework for systematically assessing comprehension support provided by a visualization system to its intended users. To assess comprehension i.e. to measure this seemingly immeasurable factor of visualization systems, we propose a set of criteria based on a detailed analysis of information flow from the raw data to the cognition of information in human mind. Our comprehension criteria are adapted from the pioneering work of two eminent researchers - Donald A. Norman and Aaron Marcus, who have investigated the issues of human perception and cognition, and visual effectiveness respectively. The proposed criteria have been refined with the help of opinions from experts. To gauge and verify the efficacy of these criteria in a practical sense, they were then applied to a bioinformatics visualization study tool and an immersive art visualization environment. Given the vast variety of users and their visualization goals, it may be noted that it is difficult for one to decide on the effectiveness of different visualization tools/techniques in a context independent fashion. We therefore propose an innovative way of evaluating a visualization technique by encapsulating it in a visualization pattern where it is seen as a solution to the visualization problem in a specific context. These visualization patterns guide the tool users/evaluators to compare, understand and select appropriate visualization tools/techniques. Lastly, we propose a novel framework named as CoMoVA (Comprehension Model for Visualization Assessment) that incorporates 'context of use', visualization patterns, visual design principles and important cognitive principles into a coherent whole that can be used to effectively tell us in a more quantifiable manner the benefits of visual representations and interactions provided by a system to the intended audience. Our approach of evaluation of visualization systems is similar to other questionnaire-based approaches such as SUMI (Software Usability Measurement Inventory), where all the questions deal with the measurement of a common trait. We apply this framework to two static software visualization tools in the software visualization domain to demonstrate the practical benefits of using such a framework

    Structured Review of the Evidence for Effects of Code Duplication on Software Quality

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    This report presents the detailed steps and results of a structured review of code clone literature. The aim of the review is to investigate the evidence for the claim that code duplication has a negative effect on code changeability. This report contains only the details of the review for which there is not enough place to include them in the companion paper published at a conference (Hordijk, Ponisio et al. 2009 - Harmfulness of Code Duplication - A Structured Review of the Evidence)

    A comparative evaluation of dynamic visualisation tools

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    Despite their potential applications in software comprehension, it appears that dynamic visualisation tools are seldom used outside the research laboratory. This paper presents an empirical evaluation of five dynamic visualisation tools - AVID, Jinsight, jRMTool, Together ControlCenter diagrams and Together ControlCenter debugger. The tools were evaluated on a number of general software comprehension and specific reverse engineering tasks using the HotDraw objectoriented framework. The tasks considered typical comprehension issues, including identification of software structure and behaviour, design pattern extraction, extensibility potential, maintenance issues, functionality location, and runtime load. The results revealed that the level of abstraction employed by a tool affects its success in different tasks, and that tools were more successful in addressing specific reverse engineering tasks than general software comprehension activities. It was found that no one tool performs well in all tasks, and some tasks were beyond the capabilities of all five tools. This paper concludes with suggestions for improving the efficacy of such tools

    Cyber security situational awareness

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    Teaching programming at a distance: the Internet software visualization laboratory

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    This paper describes recent developments in our approach to teaching computer programming in the context of a part-time Masters course taught at a distance. Within our course, students are sent a pack which contains integrated text, software and video course material, using a uniform graphical representation to tell a consistent story of how the programming language works. The students communicate with their tutors over the phone and through surface mail. Through our empirical studies and experience teaching the course we have identified four current problems: (i) students' difficulty mapping between the graphical representations used in the course and the programs to which they relate, (ii) the lack of a conversational context for tutor help provided over the telephone, (iii) helping students who due to their other commitments tend to study at 'unsociable' hours, and (iv) providing software for the constantly changing and expanding range of platforms and operating systems used by students. We hope to alleviate these problems through our Internet Software Visualization Laboratory (ISVL), which supports individual exploration, and both synchronous and asynchronous communication. As a single user, students are aided by the extra mappings provided between the graphical representations used in the course and their computer programs, overcoming the problems of the original notation. ISVL can also be used as a synchronous communication medium whereby one of the users (generally the tutor) can provide an annotated demonstration of a program and its execution, a far richer alternative to technical discussions over the telephone. Finally, ISVL can be used to support asynchronous communication, helping students who work at unsociable hours by allowing the tutor to prepare short educational movies for them to view when convenient. The ISVL environment runs on a conventional web browser and is therefore platform independent, has modest hardware and bandwidth requirements, and is easy to distribute and maintain. Our planned experiments with ISVL will allow us to investigate ways in which new technology can be most appropriately applied in the service of distance education
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