24 research outputs found

    Understanding the Use of Inheritance with Visual Patterns

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    International audienceThe goal of this work is to visualize inheritance in object-oriented programs to help its comprehension. We propose a single, compact view of all class hierarchies at once using a custom Sunburst layout. It enables to quickly discover interesting facts across classes while preserving the essential relationship between parent and children classes. We explain how standard inheritance metrics are mapped into our visualization. Additionally, we define a new metric characterizing similar children classes. Using these metrics and the proposed layout, a set of common visual patterns is derived. These patterns allow the programmer to quickly understand how inheritance is used and provide answers to some essential questions when performing program comprehension tasks. Our approach is evaluated through a case study that involves examples from large programs, demonstrating its scalability

    Utilisation de la visualisation interactive pour l’analyse des dépendances dans les logiciels

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    La compréhension de la structure d’un logiciel est une première étape importante dans la résolution de tâches d’analyse et de maintenance sur celui-ci. En plus des liens définis par la hiérarchie, il existe un autre type de liens entre les éléments du logiciel que nous appelons liens d’adjacence. Une compréhension complète d’un logiciel doit donc tenir compte de tous ces types de liens. Les outils de visualisation sont en général efficaces pour aider un développeur dans sa compréhension d’un logiciel en lui présentant l’information sous forme claire et concise. Cependant, la visualisation simultanée des liens hiérarchiques et d’adjacence peut donner lieu à beaucoup d’encombrement visuel, rendant ainsi ces visualisations peu efficaces pour fournir de l’information utile sur ces liens. Nous proposons dans ce mémoire un outil de visualisation 3D qui permet de représenter à la fois la structure hiérarchique d’un logiciel et les liens d’adjacence existant entre ses éléments. Notre outil utilise trois types de placements différents pour représenter la hiérarchie. Chacun peut supporter l’affichage des liens d’adjacence de manière efficace. Pour représenter les liens d’adjacence, nous proposons une version 3D de la méthode des Hierarchical Edge Bundles. Nous utilisons également un algorithme métaheuristique pour améliorer le placement afin de réduire davantage l’encombrement visuel dans les liens d’adjacence. D’autre part, notre outil offre un ensemble de possibilités d’interaction permettant à un usager de naviguer à travers l’information offerte par notre visualisation. Nos contributions ont été évaluées avec succès sur des systèmes logiciels de grande taille.Understanding the structure of software is an important first step in solving tasks of analysis and maintenance on it. However, in addition to the links defined by the hierarchy, there exists another type of links between elements of software that are called adjacency links. A complete understanding of software must take account of all these types of links. Visualization tools are generally effective in helping a developer in his understanding of software by presenting the information in a clear and concise manner. However, viewing these two types of links generate in general a lot of visual clutter, making these visualizations inefficient to provide useful information on these links. We propose in this M.Sc. thesis a 3D visualization tool that can represent both the hierarchical structure of an application and the adjacency relationships between its elements. Our tool uses three different types of layout to represent the hierarchy. Each layout can support efficiently the display of adjacency links. To represent adjacency links, we propose a 3D version of the Hierarchical Edge Bundles algorithm. We also use a metaheuristic algorithm to improve our layouts to further reduce visual clutter in the adjacency links. Moreover, our tool provides a set of interaction possibilities that allows a user to navigate through the information provided by our visualization. Our contributions have been evaluated successfully on large software systems

    The Medium of Visualization for Software Comprehension

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    Although abundant studies have shown how visualization can help software developers to understand software systems, visualization is still not a common practice since developers (i) have little support to find a proper visualization for their needs, and once they find a suitable visualization tool, they (ii) are unsure of its effectiveness. We aim to offer support for identifying proper visualizations, and to increase the effectiveness of visualization techniques. In this dissertation, we characterize proposed software visualizations. To fill the gap between proposed visualizations and their practical application, we encapsulate such characteristics in an ontology, and propose a meta-visualization approach to find suitable visualizations. Amongst others characteristics of software visualizations, we identify that the medium used to display them can be a means to increase the effectiveness of visualization techniques for particular comprehension tasks.We implement visualization prototypes and validate our thesis via experiments. We found that even though developers using a physical 3D model medium required the least time to deal with tasks that involve identifying outliers, they perceived the least difficulty when visualizing systems based on the standard computer screen medium. Moreover, developers using immersive virtual reality obtained the highest recollection. We conclude that the effectiveness of software visualizations that use the city metaphor to support comprehension tasks can be increased when city visualizations are rendered in an appropriate medium. Furthermore, that visualization of software visualizations can be a suitable means for exploring their multiple characteristics that can be properly encapsulated in an ontology

    Technique de visualisation pour l’identification de l’usage excessif d’objets temporaires dans les traces d’exécution

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    De nos jours, les applications de grande taille sont développées à l’aide de nom- breux cadres d’applications (frameworks) et intergiciels (middleware). L’utilisation ex- cessive d’objets temporaires est un problème de performance commun à ces applications. Ce problème est appelé “object churn”. Identifier et comprendre des sources d’“object churn” est une tâche difficile et laborieuse, en dépit des récentes avancées dans les tech- niques d’analyse automatiques. Nous présentons une approche visuelle interactive conçue pour aider les développeurs à explorer rapidement et intuitivement le comportement de leurs applications afin de trouver les sources d’“object churn”. Nous avons implémenté cette technique dans Vasco, une nouvelle plate-forme flexible. Vasco se concentre sur trois principaux axes de con- ception. Premièrement, les données à visualiser sont récupérées dans les traces d’exécu- tion et analysées afin de calculer et de garder seulement celles nécessaires à la recherche des sources d’“object churn”. Ainsi, des programmes de grande taille peuvent être vi- sualisés tout en gardant une représentation claire et compréhensible. Deuxièmement, l’utilisation d’une représentation intuitive permet de minimiser l’effort cognitif requis par la tâche de visualisation. Finalement, la fluidité des transitions et interactions permet aux utilisateurs de garder des informations sur les actions accomplies. Nous démontrons l’efficacité de l’approche par l’identification de sources d’“object churn” dans trois ap- plications utilisant intensivement des cadres d’applications framework-intensive, inclu- ant un système commercial.Nowadays, large framework-intensive programs are developed using many layers of frameworks and middleware. Bloat, and particularly object churn, is a common per- formance problem in framework-intensive applications. Object churn consists of an ex- cessive use of temporary objects. Identifying and understanding sources of churn is a difficult and labor-intensive task, despite recent advances in automated analysis tech- niques. We present an interactive visualization approach designed to help developers quickly and intuitively explore the behavior of their application with respect to object churn. We have implemented this technique in Vasco, a new flexible and scalable visualization platform. Vasco follows three main design goals. Firstly, data is collected from execu- tion traces. It is analyzed in order to calculate and keep only the data that is necessary to locate sources of object churn. Therefore, large programs can be visualized while keeping a clear and understandable view. Secondly, the use of an intuitive view allows minimizing the cognitive effort required for the visualization task. Finally, the fluidity of transitions and interactions allows users to mentally preserve the context throughout their interactions. We demonstrate the effectiveness of the approach by identifying churn in three framework-intensive applications, including a commercial system

    Visualization and Evolution of Software Architectures

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    Software systems are an integral component of our everyday life as we find them in tools and embedded in equipment all around us. In order to ensure smooth, predictable, and accurate operation of these systems, it is crucial to produce and maintain systems that are highly reliable. A well-designed and well-maintained architecture goes a long way in achieving this goal. However, due to the intangible and often complex nature of software architecture, this task can be quite complicated. The field of software architecture visualization aims to ease this task by providing tools and techniques to examine the hierarchy, relationship, evolution, and quality of architecture components. In this paper, we present a discourse on the state of the art of software architecture visualization techniques. Further, we highlight the importance of developing solutions tailored to meet the needs and requirements of the stakeholders involved in the analysis process

    Uncertainty-wise software anti-patterns detection: A possibilistic evolutionary machine learning approach

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    Context: Code smells (a.k.a. anti-patterns) are manifestations of poor design solutions that can deteriorate software maintainability and evolution. Research gap: Existing works did not take into account the issue of uncertain class labels, which is an important inherent characteristic of the smells detection problem. More precisely, two human experts may have different degrees of uncertainty about the smelliness of a particular software class not only for the smell detection task but also for the smell type identification one. Unluckily, existing approaches usually reject and/or ignore uncertain data that correspond to software classes (i.e. dataset instances) with uncertain labels. Throwing away and/or disregarding the uncertainty factor could considerably degrade the detection/identification process effectiveness. From a solution approach viewpoint, there is no work in the literature that proposed a method that is able to detect and/or identify code smells while preserving the uncertainty aspect. Objective: The main goal of our research work is to handle the uncertainty factor, issued from human experts, in detecting and/or identifying code smells by proposing an evolutionary approach that is able to deal with anti-patterns classification with uncertain labels. Method: We suggest Bi-ADIPOK, as an effective search-based tool that is capable to tackle the previously mentioned challenge for both detection and identification cases. The proposed method corresponds to an EA (Evolutionary Algorithm) that optimizes a set of detectors encoded as PK-NNs (Possibilistic K-nearest neighbors) based on a bi-level hierarchy, in which the upper level role consists on finding the optimal PK-NNs parameters, while the lower level one is to generate the PK-NNs. A newly fitness function has been proposed fitness function PomAURPC-OVA_dist (Possibilistic modified Area Under Recall Precision Curve One-Versus-All_distance, abbreviated PAURPC_d in this paper). Bi-ADIPOK is able to deal with label uncertainty using some concepts stemming from the Possibility Theory. Furthermore, the PomAURPC-OVA_dist is capable to process the uncertainty issue even with imbalanced data. We notice that Bi-ADIPOK is first built and then validated using a possibilistic base of smell examples that simulates and mimics the subjectivity of software engineers opinions. Results: The statistical analysis of the obtained results on a set of comparative experiments with respect to four relevant state-of-the-art methods shows the merits of our proposal. The obtained detection results demonstrate that, for the uncertain environment, the PomAURPC-OVA_dist of Bi-ADIPOK ranges between 0.902 and 0.932 and its IAC lies between 0.9108 and 0.9407, while for the certain environment, the PomAURPC-OVA_dist lies between 0.928 and 0.955 and the IAC ranges between 0.9477 and 0.9622. Similarly, the identification results, for the uncertain environment, indicate that the PomAURPC-OVA_dist of Bi-ADIPOK varies between 0.8576 and 0.9273 and its IAC is between 0.8693 and 0.9318. For the certain environment, the PomAURPC-OVA_dist lies between 0.8613 and 0.9351 and the IAC values are between 0.8672 and 0.9476. With uncertain data, Bi-ADIPOK can find 35% more code smells than the second best approach (i.e., BLOP). Furthermore, Bi-ADIPOK has succeeded to reduce the number of false alarms (i.e., misclassified smelly instances) by 12%. In addition, our proposed approach can identify 43% more smell types than BLOP and reduces the number of false alarms by 32%. The same results have been obtained for the certain environment, demonstrating Bi-ADIPOK's ability to deal with such environment

    3D Hierarchical Edge Bundles to Visualize Relations in a Software City Metaphor

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    International audienceSoftware systems are often very complex because of their huge size and the tremendous number of interactions between their components. However, understanding relations between software elements is crucial to optimize the development and the maintenance process. A good way to ease this understanding of software relations is to use advanced visualization techniques to graphically see interactions between elements. Nevertheless representing those software relations is not an easy task and often leads to hard to understand clutter. We believe that combining both edge clustering techniques and real-world metaphors can help to address this issue, producing easier-to-read visualizations that ease the cognitive process and thus significantly help understanding the underlying software. In this paper, we explain how we adapted the existing 2D Hierarchical Edge bundles technique to represent relations in a 3D space on top of city metaphors

    Eyes Of Darwin : une fenĂŞtre ouverte sur l'Ă©volution du logiciel

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    De nos jours, les logiciels doivent continuellement évoluer et intégrer toujours plus de fonctionnalités pour ne pas devenir obsolètes. C'est pourquoi, la maintenance représente plus de 60% du coût d'un logiciel. Pour réduire les coûts de programmation, les fonctionnalités sont programmées plus rapidement, ce qui induit inévitablement une baisse de qualité. Comprendre l’évolution du logiciel est donc devenu nécessaire pour garantir un bon niveau de qualité et retarder le dépérissement du code. En analysant à la fois les données sur l’évolution du code contenues dans un système de gestion de versions et les données quantitatives que nous pouvons déduire du code, nous sommes en mesure de mieux comprendre l'évolution du logiciel. Cependant, la quantité de données générées par une telle analyse est trop importante pour être étudiées manuellement et les méthodes d’analyses automatiques sont peu précises. Dans ce mémoire, nous proposons d'analyser ces données avec une méthode semi automatique : la visualisation. Eyes Of Darwin, notre système de visualisation en 3D, utilise une métaphore avec des quartiers et des bâtiments d'une ville pour visualiser toute l'évolution du logiciel sur une seule vue. De plus, il intègre un système de réduction de l'occlusion qui transforme l'écran de l'utilisateur en une fenêtre ouverte sur la scène en 3D qu'il affiche. Pour finir, ce mémoire présente une étude exploratoire qui valide notre approche.Software must continuously evolve and integrate more functionalities to remain useful. Consequently, more than 60% of a software system's cost is related to maintenance. To reduce this cost, programming must performed faster, witch leads to a decrease of the system code's quality. Therefore, understanding software evolution is becoming a necessity to prevent code decay and to increase the system life span. To ease software understanding, we perform a cross analysis of the historical data extracted from a version control system, with quantitative data that we obtain from the source code. However, the significant amount of data generated by this kind of analysis makes it necessary to have tools to support the maintainer’s analysis. First, tools help because examining them manually is impossible. Second, they help because automatics methods are not accurate enough. We present a new semiautomatic approach to help analysis. Our 3D visualization system, Eyes Of Darwin, uses a cityscape metaphor to show software's evolution on a single view. It integrates an occlusion reduction system, witch turns the screen to an open window on the 3D world. We conclude, with an exploratory study in order to validate our approach

    Visualization of the Static aspects of Software: a survey

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    International audienceSoftware is usually complex and always intangible. In practice, the development and maintenance processes are time-consuming activities mainly because software complexity is difficult to manage. Graphical visualization of software has the potential to result in a better and faster understanding of its design and functionality, saving time and providing valuable information to improve its quality. However, visualizing software is not an easy task because of the huge amount of information comprised in the software. Furthermore, the information content increases significantly once the time dimension to visualize the evolution of the software is taken into account. Human perception of information and cognitive factors must thus be taken into account to improve the understandability of the visualization. In this paper, we survey visualization techniques, both 2D- and 3D-based, representing the static aspects of the software and its evolution. We categorize these techniques according to the issues they focus on, in order to help compare them and identify the most relevant techniques and tools for a given problem

    Intégration de la visualisation à multiples vues pour le développement du logiciel

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    Le développement du logiciel actuel doit faire face de plus en plus à la complexité de programmes gigantesques, élaborés et maintenus par de grandes équipes réparties dans divers lieux. Dans ses tâches régulières, chaque intervenant peut avoir à répondre à des questions variées en tirant des informations de sources diverses. Pour améliorer le rendement global du développement, nous proposons d'intégrer dans un IDE populaire (Eclipse) notre nouvel outil de visualisation (VERSO) qui calcule, organise, affiche et permet de naviguer dans les informations de façon cohérente, efficace et intuitive, afin de bénéficier du système visuel humain dans l'exploration de données variées. Nous proposons une structuration des informations selon trois axes : (1) le contexte (qualité, contrôle de version, bogues, etc.) détermine le type des informations ; (2) le niveau de granularité (ligne de code, méthode, classe, paquetage) dérive les informations au niveau de détails adéquat ; et (3) l'évolution extrait les informations de la version du logiciel désirée. Chaque vue du logiciel correspond à une coordonnée discrète selon ces trois axes, et nous portons une attention toute particulière à la cohérence en naviguant entre des vues adjacentes seulement, et ce, afin de diminuer la charge cognitive de recherches pour répondre aux questions des utilisateurs. Deux expériences valident l'intérêt de notre approche intégrée dans des tâches représentatives. Elles permettent de croire qu'un accès à diverses informations présentées de façon graphique et cohérente devrait grandement aider le développement du logiciel contemporain.Nowadays, software development has to deal more and more with huge complex programs, constructed and maintained by large teams working in different locations. During their daily tasks, each developer may have to answer varied questions using information coming from different sources. In order to improve global performance during software development, we propose to integrate into a popular integrated development environment (Eclipse) our new visualization tool (VERSO), which computes, organizes, displays and allows navigation through information in a coherent, effective, and intuitive way in order to benefit from the human visual system when exploring complex data. We propose to structure information along three axes: (1) context (quality, version control, etc.) determines the type of information; (2) granularity level (code line, method, class, and package) determines the appropriate level of detail; and (3) evolution extracts information from the desired software version. Each software view corresponds to a discrete coordinate according to these three axes. Coherence is maintained by navigating only between adjacent views, which reduces cognitive effort as users search information to answer their questions. Two experiments involving representative tasks have validated the utility of our integrated approach. The results lead us to believe that an access to varied information represented graphically and coherently should be highly beneficial to the development of modern software
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