7,887 research outputs found
Software Reuse in Agile Development Organizations - A Conceptual Management Tool
The reuse of knowledge is considered a major factor for increasing productivity and quality. In the software industry knowledge is embodied in software assets such as code components, functional designs and test cases. This kind of knowledge reuse is also referred to as software reuse. Although the benefits can be substantial, software reuse has never reached its full potential. Organizations are not aware of the different levels of reuse or do not know how to address reuse issues. This paper proposes a conceptual management tool for supporting software reuse. Furthermore the paper presents the findings of the application of the management tool in an agile development organization
Web-based support for managing large collections of software artefacts
There has been a long history of CASE tool development, with an underlying software repository at the heart of most systems. Usually such tools, even the more recently web-based systems, are focused on supporting individual projects within an enterprise or across a number of distributed sites. Little support for maintaining large heterogeneous collections of software artefacts across a number of projects has been developed. Within the GENESIS project, this has been a key consideration in the development of the Open Source Component Artefact Repository
(OSCAR). Its most recent extensions are explicitly addressing the provision of cross project global views of large software collections as well as historical views of individual artefacts within a collection. The long-term benefits of such support can only be realised if OSCAR is widely adopted and various steps to facilitate this are described
Support for collaborative component-based software engineering
Collaborative system composition during design has been poorly supported by traditional CASE tools (which have usually concentrated on supporting individual projects) and almost exclusively focused on static composition. Little support for maintaining large distributed collections of heterogeneous software components across a number of projects has been developed. The CoDEEDS project addresses the collaborative determination, elaboration, and evolution of design spaces that describe both static and dynamic compositions of software components from sources such as component libraries, software service directories, and reuse repositories. The GENESIS project has focussed, in the development of OSCAR, on the creation and maintenance of large software artefact repositories. The most recent extensions are explicitly addressing the provision of cross-project global views of large software collections and historical views of individual artefacts within a collection. The long-term benefits of such support can only be realised if OSCAR and CoDEEDS are widely adopted and steps to facilitate this are described.
This book continues to provide a forum, which a recent book, Software Evolution with UML and XML, started, where expert insights are presented on the subject.
In that book, initial efforts were made to link together three current phenomena: software evolution, UML, and XML. In this book, focus will be on the practical side of linking them, that is, how UML and XML and their related methods/tools can assist software evolution in practice.
Considering that nowadays software starts evolving before it is delivered, an apparent feature for software evolution is that it happens over all stages and over all aspects.
Therefore, all possible techniques should be explored. This book explores techniques based on UML/XML and a combination of them with other techniques (i.e., over all techniques from theory to tools).
Software evolution happens at all stages. Chapters in this book describe that software evolution issues present at stages of software architecturing, modeling/specifying,
assessing, coding, validating, design recovering, program understanding, and reusing.
Software evolution happens in all aspects. Chapters in this book illustrate that software evolution issues are involved in Web application, embedded system, software repository, component-based development, object model, development environment, software metrics, UML use case diagram, system model, Legacy system, safety critical system, user interface, software reuse, evolution management, and variability modeling. Software evolution needs to be facilitated with all possible techniques. Chapters in this book demonstrate techniques, such as formal methods, program transformation,
empirical study, tool development, standardisation, visualisation, to control system changes to meet organisational and business objectives in a cost-effective way. On the journey of the grand challenge posed by software evolution, the journey that we have to make, the contributory authors of this book have already made further
advances
Software Engineering Timeline: major areas of interest and multidisciplinary trends
Ingeniería del software. EvolucionSociety today cannot run without software and by extension, without Software Engineering. Since this discipline emerged in 1968, practitioners have learned valuable lessons that have contributed to current practices. Some have become outdated but many are still relevant and widely used. From the personal and incomplete perspective of the authors, this paper not only reviews the major milestones and areas of interest in the Software Engineering timeline helping software engineers to appreciate the state of things, but also tries to give some insights into the trends that this complex engineering will see in the near future
Safety-Critical Systems and Agile Development: A Mapping Study
In the last decades, agile methods had a huge impact on how software is
developed. In many cases, this has led to significant benefits, such as quality
and speed of software deliveries to customers. However, safety-critical systems
have widely been dismissed from benefiting from agile methods. Products that
include safety critical aspects are therefore faced with a situation in which
the development of safety-critical parts can significantly limit the potential
speed-up through agile methods, for the full product, but also in the
non-safety critical parts. For such products, the ability to develop
safety-critical software in an agile way will generate a competitive advantage.
In order to enable future research in this important area, we present in this
paper a mapping of the current state of practice based on {a mixed method
approach}. Starting from a workshop with experts from six large Swedish product
development companies we develop a lens for our analysis. We then present a
systematic mapping study on safety-critical systems and agile development
through this lens in order to map potential benefits, challenges, and solution
candidates for guiding future research.Comment: Accepted at Euromicro Conf. on Software Engineering and Advanced
Applications 2018, Prague, Czech Republi
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Enterprise Agility: Why Is Transformation so Hard?
Enterprise agility requires capabilities to transform, sense and seize new business opportunities more quickly than competitors. However, acquiring those capabilities, such as continuous delivery and scaling agility to product programmes, portfolios and business models, is challenging in many organisations. This paper introduces definitions of enterprise agility involving business management and cultural lenses for analysing large-scale agile transformation. The case organisation, in the higher education domain, leverages collaborative discovery sprints and an experimental programme to enable a bottom-up approach to transformation. Meanwhile the prevalence of bureaucracy and organisational silos are often contradictory to agile principles and values. The case study results identify transformation challenges based on observations from a five-month research period. Initial findings indicate that increased focus on organisational culture and leveraging of both bottom-up innovation and supportive top-down leadership activities, could enhance the likelihood of a successful transformation
Evaluating Company’s Readiness for Adopting Product Line Engineering: a Second Evaluation Round
Product lines have emerged in the software industry as an attractive approach to perform planned reuse of code. Nevertheless, a product line solution is not appropriate in all cases and also requires some conditions to be implemented successfully. The literature offers several contributions regarding the adoption of product lines. However, only a few of them are able to support decision-makers in making informed decisions in favor of or against following this approach. We proposed APPLIES, a framework for evaluating the organization’s motivation and preparation for adopting product lines. This article presents the second version of the APPLIES framework as well as the second iteration of the evaluation of this approach. This evaluation consisted of (i) a workshop with a practitioner who had experience in adopting the product line production approach and; (ii) a review of the content by five product line experts. The results obtained from the evaluation resulted in modifications to the framework content, mainly to simplify the statements and eliminate redundant elements. Also, we detected new functionalities and modifications that we expect to be resolved in the following evaluation iterations. Further evaluations and improvements are needed to mature the framework. Moreover, we expect to incorporate APPLIES into a process that covers the aspects that a company must consider before deciding to adopt this production paradigm
First turkish software product line engineering workshop summary
Cataloged from PDF version of article.Software reuse has been a goal of the software community since the early
days of software engineering. In this context software product line engineering
(SPLE) has gained a broad interest in both academic institutions
and industry. This trend can also be observed in Turkey. In the recent
years an increasing number of software companies in Turkey have
adopted a SPLE approach while others are planning to make the transition.
This paper summarizes the results of the First Turkish Software
Product Line Engineering Workshop that has been organized in Ankara
in June 2012. The primary goal of the workshop was to reflect on the
state of practice in SPLE in Turkey. For this five leading SPLE companies
in Turkey have shared their experiences in adopting SPLE, and using
interactive discussions a research agenda for SPLE in Turkey has
been defined. We report both on the experiences from the workshop and
the resulting research topics
21st century innovation: What is the name of the new game?
This is the author accepted manuscrip. The final version is available from ISPIM via the link in this recordThe Circular Economy is a relatively immature research landscape, particularly
when considered from an Innovation perspective. However it is gaining
momentum and according to critics offers a solution to many of the issues
currently being experienced around the world, in terms of resource shortages
and the energy, food, water nexus. This study attempts to explore examples of
products and services, collected by the Ellen MacArthur Foundation, to begin
to understand which size of companies are developing them, what types of
innovations they represent and how they might diffuse to scale. The
contribution of this paper is to introduce, define and raise awareness of circular
innovations whilst beginning to articulate how analysis of CE products and
service might be undertaken by further studies, with the aim of informing
companies and policy-makers accordingly
Software development processes for games: a systematic literature review
This paper describes the methodology and results from a Systematic Literature Review (SLR) of the software processes used in game development. A total of 404 papers were analyzed as part of the review and the various process models that are used in industry and academia/research are presented. Software Process Improvement (SPI) initiatives for game development are dis-cussed. The factors that promote or deter the adoption of process models, and implementing SPI in practice are highlighted. Our findings indicate that there is no single model that serves as a best practice process model for game development and it is a matter of deciding which model is best suited for a particular game. Agile models such as Scrum and XP are suited to the knowledge intensive domain of game development where innovation and speed to market are vital. Hybrid approaches such as reuse can also be suitable for game development where the risk of the upfront investment in terms of time and cost is mitigated with a game that has stable requirements and a longer lifespan
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