• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 2634
  • 483
  • 390
  • 370
  • 58
  • 45
  • 35
  • 19
  • 10
  • 10
  • 9
  • 7
  • 6
  • 3
  • 2
  • Tagged with
  • 4630
  • 4630
  • 2051
  • 1971
  • 1033
  • 617
  • 521
  • 485
  • 456
  • 448
  • 421
  • 416
  • 408
  • 337
  • 310
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
301

Intelligent resource handling scheduling of automated test execution

Wong, Kwok-Leung, Nilsson, Fredrik January 2009 (has links)
<p>The unit RTH, Radio Access Network Transmission and Home at Ericsson site in Linkoping uses today different test tool which are divided between different projects. Today they do not have any optimal solution for in an easy way execute the test cases from different projects concurrently, and share the test tools between the these projects.</p><p>All the execution of test cases which a test tool is needed needs to be configured and started manually which cost both time and money. Since the test tools are very expensive to use, it is desirable to increase the utilization. The purpose of this thesis is to provide RTH a working prototype which can in an intelligent way schedule and then automatically execute the test cases. The prototype shall consist of a web user interface and a scheduler part. The web user interface is going to be that part which the user works in, and the scheduler handles the prioritization and make sure that the test cases are executed.</p><p>To reach the goal with a working prototype, PHP and Java were picked as framework for the prototype. The theory behind these programming languages and more can be read in the theory chapter, and all the different methods which were used. The result of the working process can be read in the Result chapter.</p><p>The end prototype fulfills the customer’s requirement. Improvement and new functionalities are given as suggestion at the end of this thesis, where we also discuss the working process.</p>
302

A Case Study of a Very Large Organization

Werner, Colin Mark 20 December 2011 (has links)
Very Large Organization (VLO) is an organization that produces hardware and software, which together form products. VLO granted access to data pertaining to seven different products and their development projects. One particular product is of interest to VLO since it was not as successful as the other products. The focus of this thesis is to study the problematic product and compare it to the other six products in order to draw some conclusions regarding the problematic product. The goal of this study is to indicate areas of improvement, which can help VLO improve future products. This thesis explores and answers the following research questions focused around the problematic product. Was the product indeed a failure? If so, what caused the product to fail? What indications that the product would fail were evident during the product’s development? What could VLO have done in order to prevent the product from becoming a failure? What can VLO learn from the failure? Are there data from the non-problematic products that indicate what VLO excels at? This thesis analyzes the data from all seven products and their projects in order to answer the research questions. Analyzing the non-problematic products is important in order to draw comparisons to the problematic product. As a result of this research, this thesis uncovers a variety of issues with the problematic product and identifies six areas for possible improvement. These six areas are: hardware research and development, decoupling of software from hardware, requirements management, maximal use of resources, developer order and priority of vital features, and schedule alignment. This thesis concludes that even though none of these six problematic areas can be pinpointed as the singular root cause of the problematic product’s failure, addressing these problems will improve the likelihood of product success.
303

A Case Study of a Very Large Organization

Werner, Colin Mark 20 December 2011 (has links)
Very Large Organization (VLO) is an organization that produces hardware and software, which together form products. VLO granted access to data pertaining to seven different products and their development projects. One particular product is of interest to VLO since it was not as successful as the other products. The focus of this thesis is to study the problematic product and compare it to the other six products in order to draw some conclusions regarding the problematic product. The goal of this study is to indicate areas of improvement, which can help VLO improve future products. This thesis explores and answers the following research questions focused around the problematic product. Was the product indeed a failure? If so, what caused the product to fail? What indications that the product would fail were evident during the product’s development? What could VLO have done in order to prevent the product from becoming a failure? What can VLO learn from the failure? Are there data from the non-problematic products that indicate what VLO excels at? This thesis analyzes the data from all seven products and their projects in order to answer the research questions. Analyzing the non-problematic products is important in order to draw comparisons to the problematic product. As a result of this research, this thesis uncovers a variety of issues with the problematic product and identifies six areas for possible improvement. These six areas are: hardware research and development, decoupling of software from hardware, requirements management, maximal use of resources, developer order and priority of vital features, and schedule alignment. This thesis concludes that even though none of these six problematic areas can be pinpointed as the singular root cause of the problematic product’s failure, addressing these problems will improve the likelihood of product success.
304

User directed search based reverse engineering

Schmidt, Frederik January 2009 (has links)
The current research represents the planning, design, implementation and evaluation of a user directed software clustering approach that utilizes Search Based Software Engineering (SBSE). The aim of this research is to examine if a user directed software clustering approach contributes to the quality of software clustering. Because of the explorative and constructive character this research project utilises the System Development Research Methodology. This research is enabled by the implementation of the Search Based Reverse Engineering (SBRE) component. The SBRE component features multiple similarity measurements and the inclusion of user constraints in the clustering process to create different implementation perspectives of the software system depending on the requirements and preferences of the stakeholders. These similarity measurements are based on software metrics, which measure different software-attributes. The SBRE component utilizes a greedy and tabu search algorithm for the identification of the cluster landscape of the analyzed software systems. The evaluation showed that a user controlled SBSE cluster approach is able to adapt to different user configurations and derive corresponding cluster landscapes from software systems. Different measures are introduced to control the cluster process. It has been shown how these measures contribute to the quality of the clustering. It is demonstrated that tabu search is applicable in the field of software clustering. Finally, it has been examined that a multiple metric approach allows adapting the clustering process to the requirements of the stakeholders and the design of the software system to optimize the clustering result.
305

User directed search based reverse engineering

Schmidt, Frederik January 2009 (has links)
The current research represents the planning, design, implementation and evaluation of a user directed software clustering approach that utilizes Search Based Software Engineering (SBSE). The aim of this research is to examine if a user directed software clustering approach contributes to the quality of software clustering. Because of the explorative and constructive character this research project utilises the System Development Research Methodology. This research is enabled by the implementation of the Search Based Reverse Engineering (SBRE) component. The SBRE component features multiple similarity measurements and the inclusion of user constraints in the clustering process to create different implementation perspectives of the software system depending on the requirements and preferences of the stakeholders. These similarity measurements are based on software metrics, which measure different software-attributes. The SBRE component utilizes a greedy and tabu search algorithm for the identification of the cluster landscape of the analyzed software systems. The evaluation showed that a user controlled SBSE cluster approach is able to adapt to different user configurations and derive corresponding cluster landscapes from software systems. Different measures are introduced to control the cluster process. It has been shown how these measures contribute to the quality of the clustering. It is demonstrated that tabu search is applicable in the field of software clustering. Finally, it has been examined that a multiple metric approach allows adapting the clustering process to the requirements of the stakeholders and the design of the software system to optimize the clustering result.
306

Learning spaces: automatic context-aware enrichment of software engineering experience

Ras, Eric January 2009 (has links)
Zugl.: Kaiserslautern, Techn. Univ., Diss., 2009
307

Game software processes : with Focus on the Rapid Game Process (RGP)

Kabashi, Agron, El-Saabi, Hassan January 2006 (has links)
The computer game industry has grown in a rapid rate over the past two decades becoming a billion dollar industry, even rivaling the movie industry. The greed for money caused the industry to grow large but the maturity did not grow in proportion. Compared to software engineering, game development is still a seed waiting to blossom. In this paper a development process (RGP) for games development using various software engineering paradigms is proposed. Furthermore a comparison between RGP and other game development processes will to some extent show the strengths and weaknesses of this process. The conclusions drawn are based on already validated software processes since the game process inherits a subset of these.
308

Video Games and Software Engineers : Designing a study based on the benefits from Video Games and how they can improve Software Engineers

Cosic Prica, Srdjan January 2017 (has links)
Context: This is a study about investigating if playing video games can improve any skills and characteristics in a software engineer. Due to lack of resources and time, this study will focus on designing a study that others may use to measure the results and if video games actually can improve software engineers. Objectives: The main objectives are finding the benefits of playing video games and how those benefits are discovered. Meaning what types of games and for how long someone needs to play in order to be affected and show improvements. Another objective is to find out what skills are requested and required in a software engineer. Then it is time to design the study based on the information gathered. Methods: There is a lot of literature studying involved. The method is parallel research which is when reading about the benefits of playing video games, then also reading and trying to find corresponding benefits in what is requested and required in software engineers. Results: There are many cognitive benefits from video games that are also beneficial in software engineers. There is no recorded limit to how long a study can go on playing video games that it proves to have negative consequences. That means that the study designed from the information gathered is very customizable and there are many results that can be measured. Conclusions: There is a very high chance that playing video games can result in better software engineers because the benefits that games provide are connected to skills requested and required by employers and other expert software engineers that have been in the business for a long time and have a high responsibilities over other teams of software engineers.
309

LeAgile Measurement and Metrics : A Systematic Literature Review and Case Study

Katikireddy, Naga Durga Leela Praveera, Veereddy, Nidhi January 2017 (has links)
Context. Software engineers have been endeavouring to quantify software to obtain quantitative insights into its properties and quality since its inception. As of late, the use of Lean and Agile (LeAgile) methodologies is turning out to be progressively mainstream in the software industries. Managing software life-cycle tasks including planning, controlling and monitoring is primarily done by measurements. This is particularly valid in LeAgile organizations where these are day-to-day activities. On other words, dealing with agile development process like in any process, requires the collection of appropriate metrics to ensure visibility, inspection and adaptation as it is vital to know the effect of these methods and how product development and projects are performing. Are the goals being met? Are there any wastes? Is value being created? All of this is dependent on the ability to measure as correct and as objective as possible. Getting good metrics and interpreting them correctly is central in any product development organization. In agile approaches, the use of any metric needs to be clearly justified to decrease the amount of inefficient work done. This draws the need to discover metrics that are relevant to LeAgile methods to entail the benefits of measurement. Objectives. The main objective of this paper is to understand the current state-of-the-art and state-of-the-practice on the metrics usage in LeAgile methods. Additionally, to identify metrics that are suitable and have a high strength of evidence for their usage in the industries. Likewise, to construct a LeAgile measurement model based on the application of the metric’s context. Methods. This paper presents a two-step study; Firstly, a Systematic Literature Review (SLR) is conducted to present the state-of-the-art on using metrics in LeAgile Software Development. Second, to allow a better understanding of what measures are currently being used in collaboration between industry and academia, we have performed a case study at Telenor. Results. We found that metrics was mainly used to have an efficient flow of software development; to assess, track and improve product quality; for project planning and estimations; for project progress and tracking; to measure the teams and others. Additionally, we present the metrics that have compelling use and are worthy to be used in the industries. Conclusions. We conclude that traditional metrics or besides any metric can be used in an LeAgile context, provided they do not harm the agility of the process. This study identified 4 new metrics namely Business Value, Number of disturbance hours, Team Health check survey and Number of hours spent on IT divisions that are not present in the state-of-the-art. The gaps identified in the LeAgile measurement model built in this study can provide a roadmap for further research pertaining to the measurement model. Any of the topics identified as a means of completing the LeAgile measurement model developed in our study can be a fruitful area for future research.
310

Software Project Planning : The Relationship between Project Planning and Project Success / Planering av Mjukvaruprojekt : Relationen mellan projektplanering och projektframgång

Ljungquist, Andreas, Rosander, Björn January 2004 (has links)
Software engineering is the computer science discipline concerned with developing computer software. However, software engineering does not only include the technical perspective of producing software. It also involves management issues, such as planning, controlling, and monitoring a software project. A project typically embraces a structured set of activities, which are performed in a pre-determined sequence. The initial activity is generally the process of planning the project, which according to some is one of the most important and crucial efforts in order to achieve pre-defined objectives. Other states the opposite and claim that too much planning may obstruct development creativity. Current thesis explores the planning paradigm and the significance of planning efforts in the Swedish software industry. Contemporary literatures on software project planning are reviewed and presented. Moreover, the result of an empirical study, examining the relationship between project planning and project success, is presented.

Page generated in 0.1233 seconds