20,798 research outputs found

    The Effect of Object-Oriented Programming Expertise in Several Dimensions of Comprehension Strategies

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    This study analyzes object-oriented (OO) program comprehension by experts and novices. We examine the effect of expertise in three dimensions of comprehension strategies: the scope of the comprehension, the top-down versus bottom-up direction of the processes, and the guidance of the comprehension activity. Overall, subjects were similar in the scope of their comprehension, although the experts tended to consult more files. We found strong evidence of top-down, inference-driven behaviors, as well as multiple guidance in expert comprehension. We also found evidence of execution-based guidance and less use of top-down processes in novice comprehension. Guidance by inheritance and composition relationships in the OO program was not dominant, but nevertheless played a substantial role in expert program comprehension. However, these static relationships more closely tied to the OO nature of the program were exploited poorly by novices. To conclude, these results are discussed with respect to the literature on procedural program comprehension

    RePOR: Mimicking humans on refactoring tasks. Are we there yet?

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    Refactoring is a maintenance activity that aims to improve design quality while preserving the behavior of a system. Several (semi)automated approaches have been proposed to support developers in this maintenance activity, based on the correction of anti-patterns, which are `poor' solutions to recurring design problems. However, little quantitative evidence exists about the impact of automatically refactored code on program comprehension, and in which context automated refactoring can be as effective as manual refactoring. Leveraging RePOR, an automated refactoring approach based on partial order reduction techniques, we performed an empirical study to investigate whether automated refactoring code structure affects the understandability of systems during comprehension tasks. (1) We surveyed 80 developers, asking them to identify from a set of 20 refactoring changes if they were generated by developers or by a tool, and to rate the refactoring changes according to their design quality; (2) we asked 30 developers to complete code comprehension tasks on 10 systems that were refactored by either a freelancer or an automated refactoring tool. To make comparison fair, for a subset of refactoring actions that introduce new code entities, only synthetic identifiers were presented to practitioners. We measured developers' performance using the NASA task load index for their effort, the time that they spent performing the tasks, and their percentages of correct answers. Our findings, despite current technology limitations, show that it is reasonable to expect a refactoring tools to match developer code

    Links between the personalities, styles and performance in computer programming

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    There are repetitive patterns in strategies of manipulating source code. For example, modifying source code before acquiring knowledge of how a code works is a depth-first style and reading and understanding before modifying source code is a breadth-first style. To the extent we know there is no study on the influence of personality on them. The objective of this study is to understand the influence of personality on programming styles. We did a correlational study with 65 programmers at the University of Stuttgart. Academic achievement, programming experience, attitude towards programming and five personality factors were measured via self-assessed survey. The programming styles were asked in the survey or mined from the software repositories. Performance in programming was composed of bug-proneness of programmers which was mined from software repositories, the grades they got in a software project course and their estimate of their own programming ability. We did statistical analysis and found that Openness to Experience has a positive association with breadth-first style and Conscientiousness has a positive association with depth-first style. We also found that in addition to having more programming experience and better academic achievement, the styles of working depth-first and saving coarse-grained revisions improve performance in programming.Comment: 27 pages, 6 figure

    A study of novice programmer performance and programming pedagogy.

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    Identifying and mitigating the difficulties experienced by novice programmers is an active area of research that has embraced a number of research areas. The aim of this research was to perform a holistic study into the causes of poor performance in novice programmers and to develop teaching approaches to mitigate them. A grounded action methodology was adopted to enable the primary concepts of programming cognitive psychology and their relationships to be established, in a systematic and formal manner. To further investigate novice programmer behaviour, two sub-studies were conducted into programming performance and ability. The first sub-study was a novel application of the FP-Tree algorithm to determine if novice programmers demonstrated predictable patterns of behaviour. This was the first study to data mine programming behavioural characteristics rather than the learner’s background information such as age and gender. Using the algorithm, patterns of behaviour were generated and associated with the students’ ability. No patterns of behaviour were identified and it was not possible to predict student results using this method. This suggests that novice programmers demonstrate no set patterns of programming behaviour that can be used determine their ability, although problem solving was found to be an important characteristic. Therefore, there was no evidence that performance could be improved by adopting pedagogies to promote simple changes in programming behaviour beyond the provision of specific problem solving instruction. A second sub-study was conducted using Raven’s Matrices which determined that cognitive psychology, specifically working memory, played an important role in novice programmer ability. The implication was that programming pedagogies must take into consideration the cognitive psychology of programming and the cognitive load imposed on learners. Abstracted Construct Instruction was developed based on these findings and forms a new pedagogy for teaching programming that promotes the recall of abstract patterns while reducing the cognitive demands associated with developing code. Cognitive load is determined by the student’s ability to ignore irrelevant surface features of the written problem and to cross-reference between the problem domain and their mental program model. The former is dealt with by producing tersely written exercises to eliminate distractors, while for the latter the teaching of problem solving should be delayed until the student’s program model is formed. While this does delay the development of problem solving skills, the problem solving abilities of students taught using this pedagogy were found to be comparable with students taught using a more traditional approach. Furthermore, monitoring students’ understanding of these patterns enabled micromanagement of the learning process, and hence explanations were provided for novice behaviour such as difficulties using arrays, inert knowledge and “code thrashing”. For teaching more complex problem solving, scaffolding of practice was investigated through a program framework that could be developed in stages by the students. However, personalising the level of scaffolding required was complicated and found to be difficult to achieve in practice. In both cases, these new teaching approaches evolved as part of a grounded theory study and a clear progression of teaching practice was demonstrated with appropriate evaluation at each stage in accordance with action researc

    Design: One, but in different forms

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    This overview paper defends an augmented cognitively oriented generic-design hypothesis: there are both significant similarities between the design activities implemented in different situations and crucial differences between these and other cognitive activities; yet, characteristics of a design situation (related to the design process, the designers, and the artefact) introduce specificities in the corresponding cognitive activities and structures that are used, and in the resulting designs. We thus augment the classical generic-design hypothesis with that of different forms of designing. We review the data available in the cognitive design research literature and propose a series of candidates underlying such forms of design, outlining a number of directions requiring further elaboration
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