926 resultados para 280302 Software Engineering


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A framework is a reusable design that requires software components to function. To instantiate a framework, a software engineer must provide the software components required by the framework. To do this effectively, the framework-component interfaces must be specified so the software engineer knows what assumptions the framework makes about the components, and so the components can be verified against these assumptions. This paper presents an approach to specifying software frameworks. The approach involves the specification of the framework’s syntax, semantics, and the interfaces between the framework and its components. The approach is demonstrated with a simple case study.

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There is growing interest in the use of context-awareness as a technique for developing pervasive computing applications that are flexible, adaptable, and capable of acting autonomously on behalf of users. However, context-awareness introduces various software engineering challenges, as well as privacy and usability concerns. In this paper, we present a conceptual framework and software infrastructure that together address known software engineering challenges, and enable further practical exploration of social and usability issues by facilitating the prototyping and fine-tuning of context-aware applications.

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Global Software Development (GSD) is an emerging distributive software engineering practice, in which a higher communication overhead due to temporal and geographical separation among developers is traded with gains in reduced development cost, improved flexibility and mobility for developers, increased access to skilled resource-pools and convenience of customer involvements. However, due to its distributive nature, GSD faces many fresh challenges in aspects relating to project coordination, awareness, collaborative coding and effective communication. New software engineering methodologies and processes are required to address these issues. Research has shown that, with adequate support tools, Distributed Extreme Programming (DXP) – a distributive variant of an agile methodology – Extreme Programming (XP) can be both efficient and beneficial to GDS projects. In this paper, we present the design and realization of a collaborative environment, called Moomba, which assists a distributed team in both instantiation and execution of a DXP process in GSD projects.

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A major challenge in teaching software engineering to undergraduates is that most students have limited industry experience, so the problems addressed are unknown and hence unappreciated. Issues of scope prevent a realistic software engineering experience, and students often graduate with a simplistic view of software engineering’s challenges. Problems and Programmers (PnP) is a competitive, physical card game that simulates the software engineering process from requirements specification to product delivery. Deliverables are abstracted, allowing a focus on process issues and for lessons to be learned in a relatively short time. The rules are easy to understand and the game’s physical nature allows for face-to-face interaction between players. The game’s developers have described PnP in previous publications, but this paper reports the game’s use within a larger educational scheme. Students learn and play PnP, and then are required to create a software requirements specification based on the game. Finally, students reflect on the game’s strengths and weaknesses and their experiences in an individual essay. The paper discusses this approach, students’ experiences and overall outcomes, and offers an independent, critical look at the game, its use, and potential improvements.

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Despite decades of research, the takeup of formal methods for developing provably correct software in industry remains slow. One reason for this is the high cost of proof construction, an activity that, due to the complexity of the required proofs, is typically carried out using interactive theorem provers. In this paper we propose an agent-oriented architecture for interactive theorem proving with the aim of reducing the user interactions (and thus the cost) of constructing software verification proofs. We describe a prototype implementation of our architecture and discuss its application to a small, but non-trivial case study.

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