144,982 research outputs found

    Exploring Maintainability Assurance Research for Service- and Microservice-Based Systems: Directions and Differences

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    To ensure sustainable software maintenance and evolution, a diverse set of activities and concepts like metrics, change impact analysis, or antipattern detection can be used. Special maintainability assurance techniques have been proposed for service- and microservice-based systems, but it is difficult to get a comprehensive overview of this publication landscape. We therefore conducted a systematic literature review (SLR) to collect and categorize maintainability assurance approaches for service-oriented architecture (SOA) and microservices. Our search strategy led to the selection of 223 primary studies from 2007 to 2018 which we categorized with a threefold taxonomy: a) architectural (SOA, microservices, both), b) methodical (method or contribution of the study), and c) thematic (maintainability assurance subfield). We discuss the distribution among these categories and present different research directions as well as exemplary studies per thematic category. The primary finding of our SLR is that, while very few approaches have been suggested for microservices so far (24 of 223, ?11%), we identified several thematic categories where existing SOA techniques could be adapted for the maintainability assurance of microservices

    Perspectives on the Neuroscience of Cognition and Consciousness

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    The origin and current use of the concepts of computation, representation and information in Neuroscience are examined and conceptual flaws are identified which vitiate their usefulness for addressing problems of the neural basis of Cognition and Consciousness. In contrast, a convergence of views is presented to support the characterization of the Nervous System as a complex dynamical system operating in the metastable regime, and capable of evolving to configurations and transitions in phase space with potential relevance for Cognition and Consciousness

    Towards homeostatic architecture: simulation of the generative process of a termite mound construction

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    This report sets out to the theme of the generation of a ‘living’, homeostatic and self-organizing architectural structure. The main research question this project addresses is what innovative techniques of design, construction and materials could prospectively be developed and eventually applied to create and sustain human-made buildings which are mostly adaptive, self-controlled and self-functioning, without option to a vast supply of materials and peripheral services. The hypothesis is that through the implementation of the biological building behaviour of termites, in terms of collective construction mechanisms that are based on environmental stimuli, we could achieve a simulation of the generative process of their adaptive structures, capable to inform in many ways human construction. The essay explicates the development of the 3-dimensional, agent-based simulation of the termite collective construction and analyzes the results, which involve besides physical modelling of the evolved structures. It finally elucidates the potential of this emerging and adaptive architectural performance to be translated to human practice and thus enlighten new ecological engineering and design methodologies

    From a Domain Analysis to the Specification and Detection of Code and Design Smells

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    Code and design smells are recurring design problems in software systems that must be identified to avoid their possible negative consequences\ud on development and maintenance. Consequently, several smell detection\ud approaches and tools have been proposed in the literature. However,\ud so far, they allow the detection of predefined smells but the detection\ud of new smells or smells adapted to the context of the analysed systems\ud is possible only by implementing new detection algorithms manually.\ud Moreover, previous approaches do not explain the transition from\ud specifications of smells to their detection. Finally, the validation\ud of the existing approaches and tools has been limited on few proprietary\ud systems and on a reduced number of smells. In this paper, we introduce\ud an approach to automate the generation of detection algorithms from\ud specifications written using a domain-specific language. This language\ud is defined from a thorough domain analysis. It allows the specification\ud of smells using high-level domain-related abstractions. It allows\ud the adaptation of the specifications of smells to the context of\ud the analysed systems.We specify 10 smells, generate automatically\ud their detection algorithms using templates, and validate the algorithms\ud in terms of precision and recall on Xerces v2.7.0 and GanttProject\ud v1.10.2, two open-source object-oriented systems.We also compare\ud the detection results with those of a previous approach, iPlasma

    Software Engineering Laboratory (SEL) report to the National Aeronautics and Space Administration

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    Software development predictors, error analysis, reliability models and software metric analysis are studied. The use of dynamic characteristics as predictors for software development is also studied

    Surveillant assemblages of governance in massively multiplayer online games:a comparative analysis

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    This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the digital games industry. Informed by media governance studies, Surveillance Studies, and game studies, this paper identifies five elements which form part of the system of governance in MMOGs. These elements are: game code and rules; game policies; company community management practices; player participatory practices; and paratexts. Together these governance elements function as a surveillant assemblage, which relies to varying degrees on lateral and hierarchical forms of surveillance, and the assembly of human and nonhuman elements.Using qualitative mixed methods we examine and compare how these elements operate in three commercial MMOGs: Eve Online, World of Warcraft and Tibia. While peer and participatory surveillance elements are important, we identified two major trends in the governance of disruptive behaviours by the game companies in our case studies. Firstly, an increasing reliance on automated forms of dataveillance to control and punish game players, and secondly, increasing recourse to contract law and diminishing user privacy rights. Game players found it difficult to appeal the changing terms and conditions and they turned to creating paratexts outside of the game in an attempt to negotiate the boundaries of the surveillant assemblage. In the wider context of self-regulated governance systems these trends highlight the relevance of consumer rights, privacy, and data protection legislation to online games and the usefulness of bringing game studies and Surveillance Studies into dialogue

    Analysing Anti-patterns Static Relationships with Design Patterns

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    Anti-patterns are motifs that are usually thought to be good solutions tosome design or implementation problems, but back-fires badly when applied. Previousstudies have reported that anti-patterns make object oriented systems hard tomaintain. Anti-patterns motifs usually have dependencies with other classes in thesystem. In this paper, we propose to analyse these dependencies (with in particulardesign patterns) in order to understand how developers can maintain programscontaining anti-patterns. To the best of our knowledge, no substantial investigationof anti-pattern dependencies with design patterns has been done before. This paperpresents the results of a study that we performed on three different systems, ArgoUML,JFreeChart, and XercesJ, written in Java, and of size ranges from 1,191to 3,325 classes, to analyse the static relationships between anti-patterns and designpatterns. We found that these relationships (1) exist, but (2) are temporaryand (3) classes participating in such relationships are more change-prone but lessfault-prone than other anti-pattern classes

    Frustration in Biomolecules

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    Biomolecules are the prime information processing elements of living matter. Most of these inanimate systems are polymers that compute their structures and dynamics using as input seemingly random character strings of their sequence, following which they coalesce and perform integrated cellular functions. In large computational systems with a finite interaction-codes, the appearance of conflicting goals is inevitable. Simple conflicting forces can lead to quite complex structures and behaviors, leading to the concept of "frustration" in condensed matter. We present here some basic ideas about frustration in biomolecules and how the frustration concept leads to a better appreciation of many aspects of the architecture of biomolecules, and how structure connects to function. These ideas are simultaneously both seductively simple and perilously subtle to grasp completely. The energy landscape theory of protein folding provides a framework for quantifying frustration in large systems and has been implemented at many levels of description. We first review the notion of frustration from the areas of abstract logic and its uses in simple condensed matter systems. We discuss then how the frustration concept applies specifically to heteropolymers, testing folding landscape theory in computer simulations of protein models and in experimentally accessible systems. Studying the aspects of frustration averaged over many proteins provides ways to infer energy functions useful for reliable structure prediction. We discuss how frustration affects folding, how a large part of the biological functions of proteins are related to subtle local frustration effects and how frustration influences the appearance of metastable states, the nature of binding processes, catalysis and allosteric transitions. We hope to illustrate how Frustration is a fundamental concept in relating function to structural biology.Comment: 97 pages, 30 figure
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