886 resultados para Software engineering.
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This paper proposes a highly automated mechanism to build an undo facility into a new or existing system easily. Our proposal is based on the observation that for a large set of operators it is not necessary to store in-memory object states or executed system commands to undo an action; the storage of input data is instead enough. This strategy simplifies greatly the design of the undo process and encapsulates most of the functionalities required in a framework structure similar to the many object-oriented programming frameworks.
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Abstract?Background: There is no globally accepted open source software development process to define how open source software is developed in practice. A process description is important for coordinating all the software development activities involving both people and technology. Aim: The research question that this study sets out to answer is: What activities do open source software process models contain? The activity groups on which it focuses are Concept Exploration, Software Requirements, Design, Maintenance and Evaluation. Method: We conduct a systematic mapping study (SMS). A SMS is a form of systematic literature review that aims to identify and classify available research papers concerning a particular issue. Results: We located a total of 29 primary studies, which we categorized by the open source software project that they examine and by activity types (Concept Exploration, Software Requirements, Design, Maintenance and Evaluation). The activities present in most of the open source software development processes were Execute Tests and Conduct Reviews, which belong to the Evaluation activities group. Maintenance is the only group that has primary studies addressing all the activities that it contains. Conclusions: The primary studies located by the SMS are the starting point for analyzing the open source software development process and proposing a process model for this community. The papers in our paper pool that describe a specific open source software project provide more regarding our research question than the papers that talk about open source software development without referring to a specific open source software project.
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An accepted fact in software engineering is that software must undergo verification and validation process during development to ascertain and improve its quality level. But there are too many techniques than a single developer could master, yet, it is impossible to be certain that software is free of defects. So, it is crucial for developers to be able to choose from available evaluation techniques, the one most suitable and likely to yield optimum quality results for different products. Though, some knowledge is available on the strengths and weaknesses of the available software quality assurance techniques but not much is known yet on the relationship between different techniques and contextual behavior of the techniques. Objective: This research investigates the effectiveness of two testing techniques ? equivalence class partitioning and decision coverage and one review technique ? code review by abstraction, in terms of their fault detection capability. This will be used to strengthen the practical knowledge available on these techniques.
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La Ingeniería del Software Empírico (ISE) utiliza como herramientas los estudios empíricos para conseguir evidencias que ayuden a conocer bajo qué circunstancias es mejor usar una tecnología software en lugar de otra. La investigación en la que se enmarca este TFM explora si las intuiciones y/o preferencias de las personas que realizan las pruebas de software, son capaces de predecir la efectividad de tres técnicas de evaluación de código: lectura por abstracciones sucesivas, cobertura de decisión y partición en clases de equivalencia. Para conseguir dicho objetivo, se analizan los datos recogidos en un estudio empírico, realizado por las tutoras de este TFM. En el estudio empírico distintos sujetos aplican las tres técnicas de evaluación de código a tres programas distintos, a los que se les habían introducido una serie de faltas artificialmente. Los sujetos deben reportar los fallos encontrados en los programas, así como, contestar a una serie de preguntas sobre sus intuiciones y preferencias. A la hora de analizar los datos del estudio, se ha comprobado: 1) cuáles son sus intuiciones y preferencias (mediante el test estadístico X2 de Pearson); 2) si los sujetos cambian de opinión después de aplicar las técnicas (para ello se ha utilizado índice de Kappa, el Test de McNemar-Bowker y el Test de Stuart-Maxwell); 3) la consistencia de las distintas preguntas (mediante el índice de Kappa), comparando: intuiciones con intuiciones, preferencias con preferencias e intuiciones con preferencias; 4) Por último, si hay coincidencia entre las intuiciones y preferencias con la efectividad real obtenida (para ello se ha utilizado, el Modelo Lineal General con medidas repetidas). Los resultados muestran que, no hay una intuición clara ni tampoco una preferencia concreta, con respecto a los programas. Además aunque existen cambios de opinión después de aplicar las técnicas, no se encuentran evidencias claras para afirmar que la intuición y preferencias influyen en su efectividad. Finalmente, existen relaciones entre las intuiciones con intuiciones, preferencias con preferencias e intuiciones con preferencias, además esta relación es más notoria después de aplicar las técnicas. ----ABSTRACT----Empirical Software Engineering (ESE) uses empirical studies as a mean to generate evidences to help determine under what circumstances it is convenient to use a given software technology. This Master Thesis is part of a research that explores whether intuitions and/or preferences of testers, can be used to predict the effectiveness of three code evaluation techniques: reading by stepwise abstractions, decision coverage and equivalence partitioning. To achieve this goal, this Master Thesis analyzes the data collected in an empirical study run by the tutors. In the empirical study, different subjects apply three code evaluation techniques to three different programs. A series of faults were artificially introduced to the programs. Subjects are required to report the defects found in the programs, as well as answer a series of questions about their intuitions and preferences. The data analyses test: 1) what are the intuitions and preferences of the subjects (using the Pearson X2 test); 2) whether subjects change their minds after applying the techniques (using the Kappa coefficient, McNemar-Bowker test, and Stuart-Maxwell test); 3) the consistency of the different questions, comparing: intuitions versus intuitions, preferences versus preferences and preferences versus intuitions (using the Kappa coefficient); 4) finally, if intuitions and/or preferences predict the actual effectiveness obtained (using the General Linear Model, repeated measures). The results show that there is not clear intuition or particular preference with respect to the programs. Moreover, although there are changes of mind after applying the techniques, there are not clear evidences to claim that intuition and preferences influence their effectiveness. Finally, there is a relationship between the intuitions versus intuitions, preferences versus preferences and intuitions versus preferences; this relationship is more noticeable after applying the techniques.
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La Ingeniería del Software (IS) Empírica adopta el método científico a la IS para facilitar la generación de conocimiento. Una de las técnicas empleadas, es la realización de experimentos. Para que el conocimiento obtenido experimentalmente adquiera el nivel de madurez necesario para su posterior uso, es necesario que los experimentos sean replicados. La existencia de múltiples replicaciones de un mismo experimento conlleva la existencia de numerosas versiones de los distintos productos generados durante la realización de cada replicación. Actualmente existe un gran descontrol sobre estos productos, ya que la administración se realiza de manera informal. Esto causa problemas a la hora de planificar nuevas replicaciones, o intentar obtener información sobre las replicaciones ya realizadas. Para conocer con detalle la dimensión del problema a resolver, se estudia el estado actual de la gestión de materiales experimentales y su uso en replicaciones, así como de las herramientas de gestión de materiales experimentales. El estudio concluye que ninguno de los enfoques estudiados proporciona una solución al problema planteado. Este trabajo persigue como objetivo mejorar la administración de los materiales experimentales y replicaciones de experimentos en IS para dar soporte a la replicación de experimentos. Para satisfacer este objetivo, se propone la adopción en experimentación de los paradigmas de Gestión de Configuración del Software (GCS) y Línea de Producto Software (LPS). Para desarrollar la propuesta se decide utilizar el método de investigación acción (en inglés action research). Para adoptar la GCS a experimentación, se comienza realizando un estudio del proceso experimental como transformación de productos; a continuación, se realiza una adopción de conceptos fundamentada en los procesos del desarrollo software y de experimentación; finalmente, se desarrollan un conjunto de instrumentos, que se incorporan a un Plan de Gestión de Configuración de Experimentos (PGCE). Para adoptar la LPS a experimentación, se comienza realizando un estudio de los conceptos, actividades y fases que fundamentan la LPS; a continuación, se realiza una adopción de los conceptos; finalmente, se desarrollan o adoptan las técnicas, simbología y modelos para dar soporte a las fases de la Línea de Producto para Experimentación (LPE). La propuesta se valida mediante la evaluación de su: viabilidad, flexibilidad, usabilidad y satisfacción. La viabilidad y flexibilidad se evalúan mediante la instanciación del PGCE y de la LPE en experimentos concretos en IS. La usabilidad se evalúa mediante el uso de la propuesta para la generación de las instancias del PGCE y de LPE. La satisfacción evalúa la información sobre el experimento que contiene el PGCE y la LPE. Los resultados de la validación de la propuesta muestran mejores resultados en los aspectos de usabilidad y satisfacción a los experimentadores. ABSTRACT Empirical software engineering adapts the scientific method to software engineering (SE) in order to facilitate knowledge generation. Experimentation is one of the techniques used. For the knowledge generated experimentally to acquire the level of maturity necessary for later use, the experiments have to be replicated. As the same experiment is replicated more than once, there are numerous versions of all the products generated during a replication. These products are generally administered informally without control. This is troublesome when it comes to planning new replications or trying to gather information on replications conducted in the past. In order to grasp the size of the problem to be solved, this research examines the current state of the art of the management and use of experimental materials in replications, as well as the tools managing experimental materials. The study concludes that none of the analysed approaches provides a solution to the stated problem. The aim of this research is to improve the administration of SE experimental materials and experimental replications in support of experiment replication. To do this, we propose the adaptation of software configuration management (SCM) and software product line (SPL) paradigms to experimentation. The action research method was selected in order to develop this proposal. The first step in the adaptation of the SCM to experimentation was to analyse the experimental process from the viewpoint of the transformation of products. The concepts were then adapted based on software development and experimentation processes. Finally, a set of instruments were developed and added to an experiment configuration management plan (ECMP). The first step in the adaptation of the SPL to experimentation is to analyse the concepts, activities and phases underlying the SPL. The concepts are then adapted. Finally, techniques, symbols and models are developed or adapted in support of the experimentation product line (EPL) phases. The proposal is validated by evaluating its feasibility, flexibility, usability and satisfaction. Feasibility and flexibility are evaluated by instantiating the ECMP and the EPL in specific SE experiments. Usability is evaluated by using the proposal to generate the instances of the ECMP and EPL. The results of the validation of the proposal show that the proposal performs better with respect to usability issues and experimenter satisfaction.
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Antecedentes: Esta investigación se enmarca principalmente en la replicación y secundariamente en la síntesis de experimentos en Ingeniería de Software (IS). Para poder replicar, es necesario disponer de todos los detalles del experimento original. Sin embargo, la descripción de los experimentos es habitualmente incompleta debido a la existencia de conocimiento tácito y a la existencia de otros problemas tales como: La carencia de un formato estándar de reporte, la inexistencia de herramientas que den soporte a la generación de reportes experimentales, etc. Esto provoca que no se pueda reproducir fielmente el experimento original. Esta problemática limita considerablemente la capacidad de los experimentadores para llevar a cabo replicaciones y por ende síntesis de experimentos. Objetivo: La investigación tiene como objetivo formalizar el proceso experimental en IS, de modo que facilite la comunicación de información entre experimentadores. Contexto: El presente trabajo de tesis doctoral ha sido desarrollado en el seno del Grupo de Investigación en Ingeniería del Software Empírica (GrISE) perteneciente a la Escuela Técnica Superior de Ingenieros Informáticos (ETSIINF) de la Universidad Politécnica de Madrid (UPM), como parte del proyecto TIN2011-23216 denominado “Tecnologías para la Replicación y Síntesis de Experimentos en Ingeniería de Software”, el cual es financiado por el Gobierno de España. El grupo GrISE cumple a la perfección con los requisitos necesarios (familia de experimentos establecida, con al menos tres líneas experimentales y una amplia experiencia en replicaciones (16 replicaciones hasta 2011 en la línea de técnicas de pruebas de software)) y ofrece las condiciones para que la investigación se lleve a cabo de la mejor manera, como por ejemplo, el acceso total a su información. Método de Investigación: Para cumplir este objetivo se opta por Action Research (AR) como el método de investigación más adecuado a las características de la investigación, para obtener resultados a través de aproximaciones sucesivas que abordan los problemas concretos de comunicación entre experimentadores. Resultados: Se formalizó el modelo conceptual del ciclo experimental desde la perspectiva de los 3 roles principales que representan los experimentadores en el proceso experimental, siendo estos: Gestor de la Investigación (GI), Gestor del Experimento (GE) y Experimentador Senior (ES). Por otra parte, se formalizó el modelo del ciclo experimental, a través de: Un workflow del ciclo y un diagrama de procesos. Paralelamente a la formalización del proceso experimental en IS, se desarrolló ISRE (de las siglas en inglés Infrastructure for Sharing and Replicating Experiments), una prueba de concepto de entorno de soporte a la experimentación en IS. Finalmente, se plantearon guías para el desarrollo de entornos de soporte a la experimentación en IS, en base al estudio de las características principales y comunes de los modelos de las herramientas de soporte a la experimentación en distintas disciplinas experimentales. Conclusiones: La principal contribución de la investigación esta representada por la formalización del proceso experimental en IS. Los modelos que representan la formalización del ciclo experimental, así como la herramienta ISRE, construida a modo de evaluación de los modelos, fueron encontrados satisfactorios por los experimentadores del GrISE. Para consolidar la validez de la formalización, consideramos que este estudio debería ser replicado en otros grupos de investigación representativos en la comunidad de la IS experimental. Futuras Líneas de Investigación: El cumplimiento de los objetivos, de la mano con los hallazgos alcanzados, han dado paso a nuevas líneas de investigación, las cuales son las siguientes: (1) Considerar la construcción de un mecanismo para facilitar el proceso de hacer explícito el conocimiento tácito de los experimentadores por si mismos de forma colaborativa y basados en el debate y el consenso , (2) Continuar la investigación empírica en el mismo grupo de investigación hasta cubrir completamente el ciclo experimental (por ejemplo: experimentos nuevos, síntesis de resultados, etc.), (3) Replicar el proceso de investigación en otros grupos de investigación en ISE, y (4) Renovar la tecnología de la prueba de concepto, tal que responda a las restricciones y necesidades de un entorno real de investigación. ABSTRACT Background: This research addresses first and foremost the replication and also the synthesis of software engineering (SE) experiments. Replication is impossible without access to all the details of the original experiment. But the description of experiments is usually incomplete because knowledge is tacit, there is no standard reporting format or there are hardly any tools to support the generation of experimental reports, etc. This means that the original experiment cannot be reproduced exactly. These issues place considerable constraints on experimenters’ options for carrying out replications and ultimately synthesizing experiments. Aim: The aim of the research is to formalize the SE experimental process in order to facilitate information communication among experimenters. Context: This PhD research was developed within the empirical software engineering research group (GrISE) at the Universidad Politécnica de Madrid (UPM)’s School of Computer Engineering (ETSIINF) as part of project TIN2011-23216 entitled “Technologies for Software Engineering Experiment Replication and Synthesis”, which was funded by the Spanish Government. The GrISE research group fulfils all the requirements (established family of experiments with at least three experimental lines and lengthy replication experience (16 replications prior to 2011 in the software testing techniques line)) and provides favourable conditions for the research to be conducted in the best possible way, like, for example, full access to information. Research Method: We opted for action research (AR) as the research method best suited to the characteristics of the investigation. Results were generated successive rounds of AR addressing specific communication problems among experimenters. Results: The conceptual model of the experimental cycle was formalized from the viewpoint of three key roles representing experimenters in the experimental process. They were: research manager, experiment manager and senior experimenter. The model of the experimental cycle was formalized by means of a workflow and a process diagram. In tandem with the formalization of the SE experimental process, infrastructure for sharing and replicating experiments (ISRE) was developed. ISRE is a proof of concept of a SE experimentation support environment. Finally, guidelines for developing SE experimentation support environments were designed based on the study of the key features that the models of experimentation support tools for different experimental disciplines had in common. Conclusions: The key contribution of this research is the formalization of the SE experimental process. GrISE experimenters were satisfied with both the models representing the formalization of the experimental cycle and the ISRE tool built in order to evaluate the models. In order to further validate the formalization, this study should be replicated at other research groups representative of the experimental SE community. Future Research Lines: The achievement of the aims and the resulting findings have led to new research lines, which are as follows: (1) assess the feasibility of building a mechanism to help experimenters collaboratively specify tacit knowledge based on debate and consensus, (2) continue empirical research at the same research group in order to cover the remainder of the experimental cycle (for example, new experiments, results synthesis, etc.), (3) replicate the research process at other ESE research groups, and (4) update the tools of the proof of concept in order to meet the constraints and needs of a real research environment.
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According to the PMBOK (Project Management Body of Knowledge), project management is “the application of knowledge, skills, tools, and techniques to project activities to meet the project requirements” [1]. Project Management has proven to be one of the most important disciplines at the moment of determining the success of any project [2][3][4]. Given that many of the activities covered by this discipline can be said that are “horizontal” for any kind of domain, the importance of acknowledge the concepts and practices becomes even more obvious. The specific case of the projects that fall in the domain of Software Engineering are not the exception about the great influence of Project Management for their success. The critical role that this discipline plays in the industry has come to numbers. A report by McKinsey & Co [4] shows that the establishment of programs for the teaching of critical skills of project management can improve the performance of the project in time and costs. As an example of the above, the reports exposes: “One defense organization used these programs to train several waves of project managers and leaders who together administered a portfolio of more than 1,000 capital projects ranging in Project management size from $100,000 to $500 million. Managers who successfully completed the training were able to cut costs on most projects by between 20 and 35 percent. Over time, the organization expects savings of about 15 percent of its entire baseline spending”. In a white paper by the PMI (Project Management Institute) about the value of project management [5], it is stated that: “Leading organizations across sectors and geographic borders have been steadily embracing project management as a way to control spending and improve project results”. According to the research made by the PMI for the paper, after the economical crisis “Executives discovered that adhering to project management methods and strategies reduced risks, cut costs and improved success rates—all vital to surviving the economic crisis”. In every elite company, a proper execution of the project management discipline has become a must. Several members of the software industry have putted effort into achieving ways of assuring high quality results from projects; many standards, best practices, methodologies and other resources have been produced by experts from different fields of expertise. In the industry and the academic community, there is a continuous research on how to teach better software engineering together with project management [4][6]. For the general practices of Project Management the PMI produced a guide of the required knowledge that any project manager should have in their toolbox to lead any kind of project, this guide is called the PMBOK. On the side of best practices 10 and required knowledge for the Software Engineering discipline, the IEEE (Institute of Electrical and Electronics Engineers) developed the SWEBOK (Software Engineering Body of Knowledge) in collaboration with software industry experts and academic researchers, introducing into the guide many of the needed knowledge for a 5-year expertise software engineer [7]. The SWEBOK also covers management from the perspective of a software project. This thesis is developed to provide guidance to practitioners and members of the academic community about project management applied to software engineering. The way used in this thesis to get useful information for practitioners is to take an industry-approved guide for software engineering professionals such as the SWEBOK, and compare the content to what is found in the PMBOK. After comparing the contents of the SWEBOK and the PMBOK, what is found missing in the SWEBOK is used to give recommendations on how to enrich project management skills for a software engineering professional. Recommendations for members of the academic community on the other hand, are given taking into account the GSwE2009 (Graduated Software Engineering 2009) standard [8]. GSwE2009 is often used as a main reference for software engineering master programs [9]. The standard is mostly based on the content of the SWEBOK, plus some contents that are considered to reinforce the education of software engineering. Given the similarities between the SWEBOK and the GSwE2009, the results of comparing SWEBOK and PMBOK are also considered valid to enrich what the GSwE2009 proposes. So in the end the recommendations for practitioners end up being also useful for the academic community and their strategies to teach project management in the context of software engineering.
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The new degrees in Spanish universities generated as a result of the Bologna process, stress a new dimension: the generic competencies to be acquired by university students (leadership, problem solving, respect for the environment, etc.). At Universidad Polite¿cnica de Madrid a teaching model was defined for two degrees: Graduate in Computer Engineering and Graduate in Software Engineering. Such model incorporates the training, development and assessment of generic competencies planned in these curricula. The aim of this paper is to describe how this model was implemented in both degrees. The model has three components. The first refers to a set of seven activities for introducing mechanisms for training, development and assessment of generic competencies. The second component aims to coordinate actions that implement the competencies across courses (in space and time). The third component consists of a series of activities to perform quality control. The implementation of generic competencies was carried out in first year courses (first and second semesters), together with the planning for second year courses (third and fourth semesters). We managed to involve a high percentage of first-year courses (80%) and the contacts that have been initiated suggest a high percentage in the second year as well.
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In this paper we want to point out, by means of a case study, the importance of incorporating some knowledge engineering techniques to the processes of software engineering. Precisely, we are referring to the knowledge eduction techniques. We know the difficulty of requirements acquisition and its importance to minimise the risks of a software project, both in the development phase and in the maintenance phase. To capture the functional requirements use cases are generally used. However, as we will show in this paper, this technique is insufficient when the problem domain knowledge is only in the "experts? mind". In this situation, the combination of the use case with eduction techniques, in every development phase, will let us to discover the correct requirements.
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Research into software engineering teams focuses on human and social team factors. Social psychology deals with the study of team formation and has found that personality factors and group processes such as team climate are related to team effectiveness. However, there are only a handful of empirical studies dealing with personality and team climate and their relationship to software development team effectiveness. Objective We present aggregate results of a twice replicated quasi-experiment that evaluates the relationships between personality, team climate, product quality and satisfaction in software development teams. Method Our experimental study measures the personalities of team members based on the Big Five personality traits (openness, conscientiousness, extraversion, agreeableness, neuroticism) and team climate factors (participative safety, support for innovation, team vision and task orientation) preferences and perceptions. We aggregate the results of the three studies through a meta-analysis of correlations. The study was conducted with students. Results The aggregation of results from the baseline experiment and two replications corroborates the following findings. There is a positive relationship between all four climate factors and satisfaction in software development teams. Teams whose members score highest for the agreeableness personality factor have the highest satisfaction levels. The results unveil a significant positive correlation between the extraversion personality factor and software product quality. High participative safety and task orientation climate perceptions are significantly related to quality. Conclusions First, more efficient software development teams can be formed heeding personality factors like agreeableness and extraversion. Second, the team climate generated in software development teams should be monitored for team member satisfaction. Finally, aspects like people feeling safe giving their opinions or encouraging team members to work hard at their job can have an impact on software quality. Software project managers can take advantage of these factors to promote developer satisfaction and improve the resulting product.
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Comprender y estimular la motivación resulta crucial para favorecer el rendimiento de los estudiantes universitarios y profesionales de diversos ámbitos de conocimiento, como el de la Ingeniería del Software. Actualmente, este sector está demandando soluciones científico-tecnológicas para trabajar de una manera práctica y sistemática sobre elementos motivacionales como la satisfacción por el estudio y el trabajo, el aprendizaje activo o las relaciones interpersonales. El objetivo de esta Tesis Doctoral es definir y validar soluciones para evaluar y mejorar la motivación de los estudiantes y profesionales en Ingeniería del Software. Para ello, se han creado instrumentos, metodologías y tecnologías que se han aplicado con un total de 152 estudiantes y 166 profesionales. Esta experiencia empírica ha servido para mejorar de manera continua dichas aportaciones, así como para comprobar en un entorno real su validez y utilidad. Los datos recogidos revelan que las soluciones provistas han resultado eficaces para comprender y estimular la motivación tanto en el ámbito académico como en el profesional. Además, a raíz de los datos recogidos se han podido explorar aspectos de interés sobre las características y particularidades motivacionales asociadas a la Ingeniería del Software. Por tanto, esta Tesis Doctoral resulta de interés para las universidades y empresas de este sector sensibilizadas con el desarrollo motivacional de sus estudiantes y trabajadores. Abstract It is crucial to understand and encourage the motivation of students and professionals in order to enhance their performance. This applies to students and professionals from diverse fields such as Software Engineering. Currently this sector is demanding scientific–technological solutions to work on motivational elements in a pragmatic and systematic way. Such elements are among others study and work satisfaction, active learning or interpersonal relationships. This Doctoral Thesis objective is to establish and validate solutions to evaluate and improve the motivation in the Software Engineering field. To achieve this goal, resources, methods and technologies have been created. They have been applied to 152 students and 166 professionals. This empirical experience served to, on one hand, enhance in a continuous way the provided contributions, and on the other hand, to test in a real environment their validity and utility. The collected data reveal that the provided solutions were effective to understand and encourage motivation both in the academic and in the professional area. In addition, the collected data enable to examine interesting aspects and motivational special features associated with Software Engineering. Therefore this Doctoral Thesis is relevant to universities and firms from this field which are aware of the significance of the motivational development of their students and employees.
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La Ingeniería de Pruebas está especializada en la verificación y validación del Software,y formalmente se define como: “Proceso de desarrollo que emplea métodos rigurosos para evaluar la corrección y calidad del producto a lo largo de todo su ciclo de vida” [3]. Este proceso comprende un conjunto de métodos, procedimientos y técnicas formalmente definidas las cuales, usadas de forma sistemática, facilitan la identificación de la mayor cantidad de errores y fallos posibles de un software. Un software que pase un proceso riguroso de pruebas es un producto de calidad que seguramente facilitará la labor del Ingeniero de Software en la corrección de futuras incidencias, algunas de ellas generadas tras la implantación en el entorno real. Este proceso constituye un área de la Ingeniería del Software y una especialidad por tanto, de la misma. De forma simple, la consecución de una correcta Verificación y Validación del Software requiere de algunas actividades imprescindibles como: - Realizar un plan de pruebas del proyecto. - Actualizar dicho plan y corregirlo en caso necesario. - Revisar los documentos de análisis de requisitos. - Ejecutar las pruebas en las diferentes fases del desarrollo del proyecto. - Documentar el diseño y la ejecución de las pruebas. - Generar documentos con los resultados y anomalías de las pruebas ya ejecutadas. Actualmente, la Ingeniería de Pruebas no es muy reconocida como área de trabajo independiente sino más bien, un área inmersa dentro de la Ingeniería de Software. En el entorno laboral existe el perfil de Ingeniero de Pruebas, sin embargo pocos ingenieros de software tienen claro querer ser Ingenieros de Pruebas (probadores o testers) debido a que nunca han tenido la oportunidad de enfrentarse a actividades prácticas reales dentro de los centros de estudios universitarios donde cursan la carrera. Al ser un área de inherente ejercicio profesional, la parte correspondiente de la Ingeniería de Pruebas suele enfocarse desde un punto de vista teórico más que práctico. Hay muchas herramientas para la creación de pruebas y de ayuda para los ingenieros de pruebas, pero la mayoría son de pago o hechas a medida para grandes empresas que necesitan dicho software. Normalmente la gente conoce lo que es la Ingeniería de Pruebas únicamente cuando se empieza a adquirir experiencia en dicha área en el ejercicio profesional dentro de una empresa. Con lo cual, el acercamiento durante la carrera no necesariamente le ha ofrecido al profesional en Ingeniería, la oportunidad de trabajar en esta rama de la Ingeniería del Software y en algunos casos, NOVATests: Metodología y herramienta software de apoyo para los Ingenieros de Prueba Junior 4 los recién egresados comienzan su vida profesional con algún desconocimiento en este sentido. Es por el conjunto de estas razones, que mi intención en este proyecto es proponer una metodología y una herramienta software de apoyo a dicha metodología, para que los estudiantes de carreras de Ingeniería Software y afines, e ingenieros recién egresados con poca experiencia o ninguna en esta área (Ingenieros de Pruebas Junior), puedan poner en práctica las actividades de la Ingeniería de Pruebas dentro de un entorno lo más cercano posible al ejercicio de la labor profesional. De esta forma, podrían desarrollar las tareas propias de dicha área de una manera fácil e intuitiva, favoreciendo un mayor conocimiento y experiencia de la misma. ABSTRACT The software engineering is specialized in the verification and validation of Software and it is formally defined as: “Development process which by strict methods evaluates and corrects the quality of the product along its lifecycle”. This process contains a number of methods, procedures and techniques formally defined which used systematically make easier the identification of the highest quantity of error and failures within a Software. A software going through this rigorous process of tests will become a quality product that will help the software engineer`s work while correcting incidences. Some of them probably generated after the deployment in a real environment. This process belongs to the Software engineering and therefore it is a specialization itself. Simplifying, the correct verification and validation of a software requires some essential activities such as: -Create a Test Plan of the project - Update this Test Plan and correct if necessary - Check Requirement’s specification documents -Execute the different tests among all the phases of the project - Create the pertinent documentation about design and execution of these tests. - Generate the result documents and all the possible incidences the tests could contain. Currently, the Test engineering is not recognized as a work area but an area immerse within the Software engineering. The professional environment includes the role of Test engineer, but only a few software engineers have clear to become Test engineers (testers) because they have never had the chance to face this activities within the university study centers where they take study of this degree. Since there are little professional environments, this area is focused from a theoretical way instead of a more practical vision. There are plenty of tools helping the Test engineer, but most of them are paid tools or bespoke tools for big companies in need of this software. Usually people know what test engineering is by starting working on it and not before, when people start acquiring experience in this field within a company. Therefore, the degree studied have not approach this field of the Software engineering before and in some cases the graduated students start working without any knowledge in this area. Because of this reasons explained, it is my intention to propose this Project: a methodology and a software tool supporting this methodology so the students of software engineering and similar ones but also graduated students with little experience in this area (Junior Test Engineers), can afford practice in this field and get used to the activities related with the test engineering. Because of this they will be able to carry out the proper tasks of this area easier, enforcing higher and better knowledge and experience of it.
Resumo:
Las compañías de desarrollo de software buscan reducir costes a través del desarrollo de diseños que permitan: a) facilidad en la distribución del trabajo de desarrollo, con la menor comunicación de las partes; b) modificabilidad, permitiendo realizar cambios sobre un módulo sin alterar las otras partes y; c) comprensibilidad, permitiendo estudiar un módulo del sistema a la vez. Estas características elementales en el diseño de software se logran a través del diseño de sistemas cuasi-descomponibles, cuyo modelo teórico fue introducido por Simon en su búsqueda de una teoría general de los sistemas. En el campo del diseño de software, Parnas propone un camino práctico para lograr sistemas cuasi-descomponibles llamado el Principio de Ocultación de Información. El Principio de Ocultación de Información es un criterio diferente de descomposición en módulos, cuya implementación logra las características deseables de un diseño eficiente a nivel del proceso de desarrollo y mantenimiento. El Principio y el enfoque orientado a objetos se relacionan debido a que el enfoque orientado a objetos facilita la implementación del Principio, es por esto que cuando los objetos empiezan a tomar fuerza, también aparecen paralelamente las dificultades en el aprendizaje de diseño de software orientado a objetos, las cuales se mantienen hasta la actualidad, tal como se reporta en la literatura. Las dificultades en el aprendizaje de diseño de software orientado a objetos tiene un gran impacto tanto en las aulas como en la profesión. La detección de estas dificultades permitirá a los docentes corregirlas o encaminarlas antes que éstas se trasladen a la industria. Por otro lado, la industria puede estar advertida de los potenciales problemas en el proceso de desarrollo de software. Esta tesis tiene como objetivo investigar sobre las dificultades en el diseño de software orientado a objetos, a través de un estudio empírico. El estudio fue realizado a través de un estudio de caso cualitativo, que estuvo conformado por tres partes. La primera, un estudio inicial que tuvo como objetivo conocer el entendimiento de los estudiantes alrededor del Principio de Ocultación de Información antes de que iniciasen la instrucción. La segunda parte, un estudio llevado a cabo a lo largo del período de instrucción con la finalidad de obtener las dificultades de diseño de software y su nivel de persistencia. Finalmente, una tercera parte, cuya finalidad fue el estudio de las dificultades esenciales de aprendizaje y sus posibles orígenes. Los participantes de este estudio pertenecieron a la materia de Software Design del European Master in Software Engineering de la Escuela Técnica Superior de Ingenieros Informáticos de la Universidad Politécnica de Madrid. Los datos cualitativos usados para el análisis procedieron de las observaciones en las horas de clase y exposiciones, entrevistas realizadas a los estudiantes y ejercicios enviados a lo largo del período de instrucción. Las dificultades presentadas en esta tesis en sus diferentes perspectivas, aportaron conocimiento concreto de un estudio de caso en particular, realizando contribuciones relevantes en el área de diseño de software, docencia, industria y a nivel metodológico. ABSTRACT The software development companies look to reduce costs through the development of designs that will: a) ease the distribution of development work with the least communication between the parties; b) changeability, allowing to change a module without disturbing the other parties and; c) understandability, allowing to study a system module at a time. These basic software design features are achieved through the design of quasidecomposable systems, whose theoretical model was introduced by Simon in his search for a general theory of systems. In the field of software design, Parnas offers a practical way to achieve quasi-decomposable systems, called The Information Hiding Principle. The Information Hiding Principle is different criterion for decomposition into modules, whose implementation achieves the desirable characteristics of an efficient design at the development and maintenance level. The Principle and the object-oriented approach are related because the object-oriented approach facilitates the implementation of The Principle, which is why when objects begin to take hold, also appear alongside the difficulties in learning an object-oriented software design, which remain to this day, as reported in the literature. Difficulties in learning object-oriented software design has a great impact both in the classroom and in the profession. The detection of these difficulties will allow teachers to correct or route them before they move to the industry. On the other hand, the industry can be warned of potential problems related to the software development process. This thesis aims to investigate the difficulties in learning the object-oriented design, through an empirical study. The study was conducted through a qualitative case study, which consisted of three parts. The first, an initial study was aimed to understand the knowledge of the students around The Information Hiding Principle before they start the instruction. The second part, a study was conducted during the entire period of instruction in order to obtain the difficulties of software design and their level of persistence. Finally, a third party, whose purpose was to study the essential difficulties of learning and their possible sources. Participants in this study belonged to the field of Software Design of the European Master in Software Engineering at the Escuela Técnica Superior de Ingenieros Informáticos of Universidad Politécnica de Madrid. The qualitative data used for the analysis came from the observations in class time and exhibitions, performed interviews with students and exercises sent over the period of instruction. The difficulties presented in this thesis, in their different perspectives, provided concrete knowledge of a particular case study, making significant contributions in the area of software design, teaching, industry and methodological level.
Resumo:
Hoy en día, existen numerosos sistemas (financieros, fabricación industrial, infraestructura de servicios básicos, etc.) que son dependientes del software. Según la definición de Ingeniería del Software realizada por I. Sommerville, “la Ingeniería del Software es una disciplina de la ingeniería que comprende todos los aspectos de la producción de software desde las etapas iniciales de la especificación del sistema, hasta el mantenimiento de éste después de que se utiliza.” “La ingeniería del software no sólo comprende los procesos técnicos del desarrollo de software, sino también actividades tales como la gestión de proyectos de software y el desarrollo de herramientas, métodos y teorías de apoyo a la producción de software.” Los modelos de proceso de desarrollo software determinan una serie de pautas para poder desarrollar con éxito un proyecto de desarrollo software. Desde que surgieran estos modelos de proceso, se investigado en nuevas maneras de poder gestionar un proyecto y producir software de calidad. En primer lugar surgieron las metodologías pesadas o tradicionales, pero con el avance del tiempo y la tecnología, surgieron unas nuevas llamadas metodologías ágiles. En el marco de las metodologías ágiles cabe destacar una determinada práctica, la integración continua. Esta práctica surgió de la mano de Martin Fowler, con el objetivo de facilitar el trabajo en grupo y automatizar las tareas de integración. La integración continua se basa en la construcción automática de proyectos con una frecuencia alta, promoviendo la detección de errores en un momento temprano para poder dar prioridad a corregir dichos errores. Sin embargo, una de las claves del éxito en el desarrollo de cualquier proyecto software consiste en utilizar un entorno de trabajo que facilite, sistematice y ayude a aplicar un proceso de desarrollo de una forma eficiente. Este Proyecto Fin de Grado (PFG) tiene por objetivo el análisis de distintas herramientas para configurar un entorno de trabajo que permita desarrollar proyectos aplicando metodologías ágiles e integración continua de una forma fácil y eficiente. Una vez analizadas dichas herramientas, se ha propuesto y configurado un entorno de trabajo para su puesta en marcha y uso. Una característica a destacar de este PFG es que las herramientas analizadas comparten una cualidad común y de alto valor, son herramientas open-source. El entorno de trabajo propuesto en este PFG presenta una arquitectura cliente-servidor, dado que la mayoría de proyectos software se desarrollan en equipo, de tal forma que el servidor proporciona a los distintos clientes/desarrolladores acceso al conjunto de herramientas que constituyen el entorno de trabajo. La parte servidora del entorno propuesto proporciona soporte a la integración continua mediante herramientas de control de versiones, de gestión de historias de usuario, de análisis de métricas de software, y de automatización de la construcción de software. La configuración del cliente únicamente requiere de un entorno de desarrollo integrado (IDE) que soporte el lenguaje de programación Java y conexión con el servidor. ABSTRACT Nowadays, numerous systems (financial, industrial production, basic services infrastructure, etc.) depend on software. According to the Software Engineering definition made by I.Sommerville, “Software engineering is an engineering discipline that is concerned with all aspects of software production from the early stages of system specification through to maintaining the system after it has gone into use.” “Software engineering is not just concerned with the technical processes of software development. It also includes activities such as software project management and the development of tools, methods, and theories to support software production.” Software development process models determine a set of guidelines to successfully develop a software development project. Since these process models emerged, new ways of managing a project and producing software with quality have been investigated. First, the so-called heavy or traditional methodologies appeared, but with the time and the technological improvements, new methodologies emerged: the so-called agile methodologies. Agile methodologies promote, among other practices, continuous integration. This practice was coined by Martin Fowler and aims to make teamwork easier as well as automate integration tasks. Nevertheless, one of the keys to success in software projects is to use a framework that facilitates, systematize, and help to deploy a development process in an efficient way. This Final Degree Project (FDP) aims to analyze different tools to configure a framework that enables to develop projects by applying agile methodologies and continuous integration in an easy and efficient way. Once tools are analyzed, a framework has been proposed and configured. One of the main features of this FDP is that the tools under analysis share a common and high-valued characteristic: they are open-source. The proposed framework presents a client-server architecture, as most of the projects are developed by a team. In this way, the server provides access the clients/developers to the tools that comprise the framework. The server provides continuous integration through a set of tools for control management, user stories management, software quality management, and software construction automatization. The client configuration only requires a Java integrated development environment and network connection to the server.
Resumo:
The history of Software Engineering has been marked by many famous project failures documented in papers, articles and books. This pattern of lack of success has prompted the creation of dozens of software analysis, requirements definition, and design methods, programming languages, software development environments and software development processes all promoted as solving ?the software problem.? What we hear less about are software projects that were successful. This article reports on the findings of an extensive analysis of successful software projects that have been reported in the literature. It discusses the different interpretations of success and extracts the characteristics that successful projects have in common. These characteristics provide Software Project Managers with an agenda of topics to be addressed that will help ensure, not guarantee, that their software project will be successful.