431 resultados para Métricas
Resumo:
This work proposes a model based approach for pointcut management in the presence of evolution in aspect oriented systems. The proposed approach, called conceptual visions based pointcuts, is motivated by the observation of the shortcomings in traditional approaches pointcuts definition, which generally refer directly to software structure and/or behavior, thereby creating a strong coupling between pointcut definition and the base code. This coupling causes the problem known as pointcut fragility problem and hinders the evolution of aspect-oriented systems. This problem occurs when all the pointcuts of each aspect should be reviewed due to any software changes/evolution, to ensure that they remain valid even after the changes made in the software. Our approach is focused on the pointcuts definition based on a conceptual model, which has definitions of the system's structure in a more abstract level. The conceptual model consists of classifications (called conceptual views) on entities of the business model elements based on common characteristics, and relationships between these views. Thus the pointcuts definitions are created based on the conceptual model rather than directly referencing the base model. Moreover, the conceptual model contains a set of relationships that allows it to be automatically verified if the classifications in the conceptual model remain valid even after a software change. To this end, all the development using the conceptual views based pointcuts approach is supported by a conceptual framework called CrossMDA2 and a development process based on MDA, both also proposed in this work. As proof of concept, we present two versions of a case study, setting up a scenario of evolution that shows how the use of conceptual visions based pointcuts helps detecting and minimizing the pointcuts fragility. For the proposal evaluation the Goal/Question/Metric (GQM) technique is used together with metrics for efficiency analysis in the pointcuts definition
Resumo:
Software Product Line (SPL) consists of a software development paradigm, whose main focus is to identify features common and variability among applications in a specific domain. An LPS is designed to attend all products requirements from its product family. These requirements and LPS may have changes over time due to several factors, such as evolution of product requirements, evolution of the market, evolution of SLP process, evolution of the technologies used to develop the products. To handle these changes, LPS should be modified and evolve in order to not become obsolete, and adapt itself to new requirements. The Changes Impact Analysis is an activity that understand and identify what consequences these changes are cause on LPS. Impact Analysis on LPS may be supported by traceability relationships, which identify relationships between artefacts created during all phases of software development. Despite the solutions of change impact analysis based on traceability for software, there is a lack of solutions for assessing the change impact analysis based on traceability for LPS, since existing solutions do not include estimates specific to the artefacts of LPS. Thus, this paper proposes a process of change impact analysis and an tool for assessing the change impact through traceability of artefacts in LPS. For this purpose, we specified a process of change impact analysis that considers artifacts produced during the development of LPS. We have also implemented a tool which allows estimating and identifying artefacts and products of LPS affected from changes in other products, changes in class, changes in features, changes between releases of LPS and artefacts related to changes in core assets and variability. Finally, the results were evaluated through metrics
Resumo:
Product derivation tools are responsible for automating the development process of software product lines. The configuration knowledge, which is responsible for mapping the problem space to the solution space, plays a fundamental role on product derivation approaches. Each product derivation approach adopts different strategies and techniques to manage the existing variabilities in code assets. There is a lack of empirical studies to analyze these different approaches. This dissertation has the aim of comparing systematically automatic product derivation approaches through of the development of two different empirical studies. The studies are analyzed under two perspectives: (i) qualitative that analyzes the characteristics of approaches using specific criteria; and (ii) quantitative that quantifies specific properties of product derivation artifacts produced for the different approaches. A set of criteria and metrics are also being proposed with the aim of providing support to the qualitative and quantitative analysis. Two software product lines from the web and mobile application domains are targets of our study
Resumo:
There is a need for multi-agent system designers in determining the quality of systems in the earliest phases of the development process. The architectures of the agents are also part of the design of these systems, and therefore also need to have their quality evaluated. Motivated by the important role that emotions play in our daily lives, embodied agents researchers have aimed to create agents capable of producing affective and natural interaction with users that produces a beneficial or desirable result. For this, several studies proposing architectures of agents with emotions arose without the accompaniment of appropriate methods for the assessment of these architectures. The objective of this study is to propose a methodology for evaluating architectures emotional agents, which evaluates the quality attributes of the design of architectures, in addition to evaluation of human-computer interaction, the effects on the subjective experience of users of applications that implement it. The methodology is based on a model of well-defined metrics. In assessing the quality of architectural design, the attributes assessed are: extensibility, modularity and complexity. In assessing the effects on users' subjective experience, which involves the implementation of the architecture in an application and we suggest to be the domain of computer games, the metrics are: enjoyment, felt support, warm, caring, trust, cooperation, intelligence, interestingness, naturalness of emotional reactions, believabiliy, reducing of frustration and likeability, and the average time and average attempts. We experimented with this approach and evaluate five architectures emotional agents: BDIE, DETT, Camurra-Coglio, EBDI, Emotional-BDI. Two of the architectures, BDIE and EBDI, were implemented in a version of the game Minesweeper and evaluated for human-computer interaction. In the results, DETT stood out with the best architectural design. Users who have played the version of the game with emotional agents performed better than those who played without agents. In assessing the subjective experience of users, the differences between the architectures were insignificant
Resumo:
Aspect-Oriented Software Development (AOSD) is a technique that complements the Object- Oriented Software Development (OOSD) modularizing several concepts that OOSD approaches do not modularize appropriately. However, the current state-of-the art on AOSD suffers with software evolution, mainly because aspect definition can stop to work correctly when base elements evolve. A promising approach to deal with that problem is the definition of model-based pointcuts, where pointcuts are defined based on a conceptual model. That strategy makes pointcut less prone to software evolution than model-base elements. Based on that strategy, this work defines a conceptual model at high abstraction level where we can specify software patterns and architectures that through Model Driven Development techniques they can be instantiated and composed in architecture description language that allows aspect modeling at architecture level. Our MDD approach allows propagate concepts in architecture level to another abstraction levels (design level, for example) through MDA transformation rules. Also, this work shows a plug-in implemented to Eclipse platform called AOADLwithCM. That plug-in was created to support our development process. The AOADLwithCM plug-in was used to describe a case study based on MobileMedia System. MobileMedia case study shows step-by-step how the Conceptual Model approach could minimize Pointcut Fragile Problems, due to software evolution. MobileMedia case study was used as input to analyses evolutions on software according to software metrics proposed by KHATCHADOURIAN, GREENWOOD and RASHID. Also, we analyze how evolution in base model could affect maintenance on aspectual model with and without Conceptual Model approaches
Resumo:
Software Products Lines (SPL) is a software engineering approach to developing software system families that share common features and differ in other features according to the requested software systems. The adoption of the SPL approach can promote several benefits such as cost reduction, product quality, productivity, and time to market. On the other hand, the SPL approach brings new challenges to the software evolution that must be considered. Recent research work has explored and proposed automated approaches based on code analysis and traceability techniques for change impact analysis in the context of SPL development. There are existing limitations concerning these approaches such as the customization of the analysis functionalities to address different strategies for change impact analysis, and the change impact analysis of fine-grained variability. This dissertation proposes a change impact analysis tool for SPL development, called Squid Impact Analyzer. The tool allows the implementation of change impact analysis based on information from variability modeling, mapping of variability to code assets, and existing dependency relationships between code assets. An assessment of the tool is conducted through an experiment that compare the change impact analysis results provided by the tool with real changes applied to several evolution releases from a SPL for media management in mobile devices
Resumo:
The main goal of Regression Test (RT) is to reuse the test suite of the latest version of a software in its current version, in order to maximize the value of the tests already developed and ensure that old features continue working after the new changes. Even with reuse, it is common that not all tests need to be executed again. Because of that, it is encouraged to use Regression Tests Selection (RTS) techniques, which aims to select from all tests, only those that reveal faults, this reduces costs and makes this an interesting practice for the testing teams. Several recent research works evaluate the quality of the selections performed by RTS techniques, identifying which one presents the best results, measured by metrics such as inclusion and precision. The RTS techniques should seek in the System Under Test (SUT) for tests that reveal faults. However, because this is a problem without a viable solution, they alternatively seek for tests that reveal changes, where faults may occur. Nevertheless, these changes may modify the execution flow of the algorithm itself, leading some tests no longer exercise the same stretch. In this context, this dissertation investigates whether changes performed in a SUT would affect the quality of the selection of tests performed by an RTS, if so, which features the changes present which cause errors, leading the RTS to include or exclude tests wrongly. For this purpose, a tool was developed using the Java language to automate the measurement of inclusion and precision averages achieved by a regression test selection technique for a particular feature of change. In order to validate this tool, an empirical study was conducted to evaluate the RTS technique Pythia, based on textual differencing, on a large web information system, analyzing the feature of types of tasks performed to evolve the SUT
Resumo:
Control and automation of residential environments domotics is emerging area of computing application. The development of computational systems for domotics is complex, due to the diversity of potential users, and because it is immerse in a context of emotional relationships and familiar construction. Currently, the focus of the development of this kind of system is directed, mainly, to physical and technological aspects. Due to the fact, gestural interaction in the present research is investigated under the view of Human-Computer Interaction (HCI). First, we approach the subject through the construction of a conceptual framework for discussion of challenges from the area, integrated to the dimensions: people, interaction mode and domotics. A further analysis of the domain is accomplished using the theoretical-methodological referential of Organizational Semiotics. After, we define recommendations to the diversity that base/inspire the inclusive design, guided by physical, perceptual and cognitive abilities, which aim to better represent the concerned diversity. Although developers have the support of gestural recognition technologies that help a faster development, these professionals face another difficulty by not restricting the gestural commands of the application to the standard gestures provided by development frameworks. Therefore, an abstraction of the gestural interaction was idealized through a formalization, described syntactically by construction blocks that originates a grammar of the gestural interaction and, semantically, approached under the view of the residential system. So, we define a set of metrics grounded in the recommendations that are described with information from the preestablished grammar, and still, we conceive and implement in Java, under the foundation of this grammar, a residential system based on gestural interaction for usage with Microsoft Kinect. Lastly, we accomplish an experiment with potential end users of the system, aiming to better analyze the research results
Resumo:
Schizomeris Kützing é uma alga filamentosa sem ramificações e com sistema basal de fixação diferenciado. O gênero contém a espécie-tipo Schizomeris leibleinii Kützing e duas espécies pouco conhecidas, S. irregularis Fritsch & Rich e S. indicum (Ghose) Fritsch & Rich. As espécies são diferenciadas, principalmente, através do tipo de sistema basal de fixação. Contudo, a taxonomia específica do gênero é confusa. Estudos morfométricos e morfológicos foram realizados em populações identificadas como S. leibleinii de acordo com duas abordagens. Na primeira, foram analisadas 11 populações de diferentes localidades e na segunda, duas populações distintas através de coletas mensais durante 11 meses. O diâmetro de filamentos multisseriados, diâmetro e comprimento de células de filamentos multi e unisseriados, presença de constrição, ápice dos filamentos e tipo de sistema basal foram analisados em ambas abordagens. Além disso, estudos cariológicos foram efetuados para complementar as informações taxonômicas. Os resultados revelaram ampla variação morfológica, sendo mais acentuada entre as populações de localidades diferentes que nas mesmas populações ao longo do tempo, mas as características mostraram um gradiente contínuo. Os diferentes tipos de sistemas basais descritos para as espécies do gênero (claviforme, apressório, lobado e rizóides) foram encontrados nas populações estudadas. Esses resultados sugerem que a distinção entre as três espécies é muito frágil e não pode ser apoiada pela diferenciação do sistema basal ou por características métricas. Acredita-se que, por essas razões, o gênero Schizomeris seja composto por uma única espécie. A análise cariológica resultou em n = 12, diferindo de estudos anteriores e algumas possíveis explicações são apresentadas.
Resumo:
Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
Resumo:
CONTEXTO: A síndrome do músculo piriforme pode ter como causa a passagem anormal do nervo ciático ou de uma de suas partes pelo ventre do músculo piriforme. OBJETIVO: Analisar as relações anatômicas e métricas entre o músculo piriforme e o nervo ciático, contribuindo com o conhecimento anátomo-clínico da região glútea. MÉTODO: Foram utilizados 20 cadáveres adultos de ambos os sexos. O nervo ciático e o músculo piriforme foram dissecados, medidos e fotodocumentados. RESULTADOS: Observou-se que 85% das 40 regiões glúteas apresentaram o nervo como tronco único, passando pela borda inferior do músculo piriforme, e 15% mostraram uma variação bilateral, caracterizada pela passagem do nervo fibular comum através do músculo piriforme. Os dados obtidos não revelaram diferenças estatisticamente significantes.
Resumo:
Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
Resumo:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Resumo:
Pós-graduação em Ciência da Computação - IBILCE
Resumo:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)