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  • 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.
41

Molps: uma ontologia para definição de linha de produto de software para gerência de projeto com metodologias ágeis

Lermen, Michele January 2012 (has links)
Submitted by Silvana Teresinha Dornelles Studzinski (sstudzinski) on 2015-07-06T18:46:19Z No. of bitstreams: 1 MicheleLermen.pdf: 2970416 bytes, checksum: c3592df5d147df203246e12679dd30ea (MD5) / Made available in DSpace on 2015-07-06T18:46:19Z (GMT). No. of bitstreams: 1 MicheleLermen.pdf: 2970416 bytes, checksum: c3592df5d147df203246e12679dd30ea (MD5) Previous issue date: 2012 / Nenhuma / Esta dissertação tem por objetivo desenvolver uma ontologia que represente uma linha de produto para o gerenciamento de projetos de software com metodologias ágeis. O modelo de domínio da linha de produto é composto por conceitos formadores das metodologias ágeis eXtreme Programming (XP), Scrum, e a Feature Driven Development (FDD), bem como trata dos conceitos de gerenciamento de projetos baseados no PMBOK. Através da ontologia Molps se propõe representar este domínio, possibilitando que agentes de software realizem consultas na ontologia, inferindo as possíveis variabilidades a serem geradas no produto. A ontologia também permitirá o gerenciamento de processo de desenvolvimento de software. Para evidenciar tal flexibilidade e o gerenciamento do processo de desenvolvimento de software realizam-se testes na ontologia desenvolvida, onde os resultados são comentados e analisados. / This study aims to develop an ontology to represents a software product line to be used for project management based on agile methodologies. The product line domain model was built utilizing concepts coming from eXtreme Programming (XP), Scrum, and feature driven development (FDD), and also concepts brought from project management through PMBOK. Through the ontology Molps proposes to represent this domain, enabling software agents to perform queries on the ontology, inferring the possible variability in the product to be generated. The ontology will also allow the management process of software development. To demonstrate this flexibility and process management software development take place in the ontology developed tests, where results are discussed and analyzed.
42

Ingéniérie dirigée par les modèles pour la gestion de la variabilité dans le test d'applications mobiles / Model-Driven Engineering for Variability Management in Mobile Application Testing

Ridene, Youssef 23 September 2011 (has links)
L'engouement du grand public pour les applications mobiles, dont le nombre ne cessede croître, a rendu les utilisateurs de plus en plus exigeants quant à la qualité de cesapplications. Seule une procédure de test efficace permet de répondre à ces exigences.Dans le contexte des applications embarquées sur téléphones mobiles, le test est unetâche coûteuse et répétitive principalement à cause du nombre important de terminauxmobiles qui sont tous différents les uns des autres.Nous proposons dans cette thèse le langage MATeL, un DSML (Domain-Specific ModelingLanguage) qui permet de d’écrire des scénarios de test spécifiques aux applicationsmobiles. Sa syntaxe abstraite, i.e. un méta modèle et des contraintes OCL, permet auconcepteur de manipuler les concepts métier du test d'applications mobiles (testeur, mobileou encore résultats attendus et résultats obtenus). Par ailleurs, il permet d'enrichirces scénarii avec des points de variabilité qui autorisent de spécifier des variations dansle test en fonction des particularités d'un mobile ou d'un ensemble de mobiles. La syntaxeconcrète de MATeL, qui est inspirée de celle des diagrammes de séquence UML,ainsi que son environnement basé sur Eclipse permettent à l'utilisateur de concevoir desscénarii relativement facilement.Grâce à une plateforme de test en ligne construite pour les besoins de notre projet,il est possible d'exécuter les scénarii sur plusieurs téléphones différents. La démarcheest illustrée dans cette thèse à travers des cas d'utilisation et des expérimentations quiont permis de vérifier et valider notre proposition. / Mobile applications have increased substantially in volume with the emergence ofsmartphones. Ensuring high quality and successful user experience is crucial to the successof such applications. Only an efficient test procedure allows developers to meet these requirements. In the context of embedded mobile applications, the test is costly and repetitive. This is mainly due to the large number of different mobile devices. In this thesis, we describe MATeL, a Domain-Specific Modeling Language (DSML) for designing test scenarios for mobile applications. Its abstract syntax, i.e. a meta model and OCL constraints, enables the test designer to manipulate mobile applications testing concepts such as tester, mobile or outcomes and results. It also enables him/her to enrich these scenarios with variability points in the spirit of Software Product-Line engineering, that can specify variations in the test according to the characteristics of one mobile or a set of mobiles. The concrete syntax of MATeL that is inspired from UML sequence diagrams and its environment based on Eclipse allow the user to easily develop scenarios. MATeL is built upon an industrial platform (a test bed) in order to be able to run scenarios on several different phones. The approach is illustrated in this thesis through use cases and experiments that led to verify and validate our contribution.
43

Linha de produto para Gestão de Processos de Negócio incluindo aspectos dinâmicos / Product line for Business Process Management including dynamic aspects

Roberto dos Santos Rocha 01 November 2012 (has links)
Linha de Produto de Software (LP) é uma forma sistemática de promover a geração de produtos de software específicos baseados no reúso de uma infraestrutura bem definida. Conceitos de LP aplicados ao domínio de Gestão de Processos de Negócio (BPM - Business Process Management) já apresentaram resultados significativos, entretanto, o escopo de aplicação e os benefícios ainda são limitados. Essas limitações ocorrem, pois as abordagens de LP já existentes para BPM normalmente não cobrem todo o ciclo de vida de processos de negócio e não oferecem o devido tratamento aos aspectos dinâmicos que as organizações demandam para esse domínio. Linha de Produto de Software Dinâmica (LPD) é uma evolução das LPs tradicionais que tem proporcionado uma forma eficiente para lidar com adaptações de produtos em tempo de execução. LPDs podem ser aplicadas, por exemplo, no contexto de arquiteturas SOA (Service-oriented Architecture), que por sua vez podem ser usadas como base tecnológica para viabilizar BPM nas organizações. Dentro desse contexto, este trabalho propõe uma abordagem de LPD para atender as necessidades de organizações interessadas em realizar processos de negócio, por meio de um alinhamento entre conceitos de BPM e SOA. A abordagem proposta aqui, denominada Dynamic Product Line for Business Process Management (DynPL4BPM), visa ser abrangente o suficiente para cobrir todo o ciclo de vida de BPM, sendo previsto o tratamento de aspectos dinâmicos que o domínio de BPM requer. Uma avaliação sistemática e comparativa demonstrou que a abordagem proposta é bem sucedida em apresentar processos bem mais abrangentes que outras soluções similares já propostas na literatura para o mesmo fim. / Software Product Line (PL) is a systematic way to promote the generation of specific software products based on the reuse of a well-defined infrastructure. Concepts of PL applied to Business Process Management (BPM) have already presented significant results; however, the application scope and benefits are still limited. These limitations occur because the existing approaches of LP for BPM usually do not cover the entire lifecycle of business processes and do not provide proper treatment to the dynamic aspects that organizations demand for this domain. Dynamic Software Product Line (DPL) is an evolution of traditional PLs that has provided an efficient way to deal with adaptations of products at runtime. DPLs can be applied, for example, in the SOA (Service-oriented Architecture) context, which in turn can be used as technological basis to enable BPM within organizations. Within this context, this dissertation proposes a DPL approach to meet the needs of organizations interested in carrying out business processes by means of an alignment between BPM and SOA concepts. The approach proposed here, called Dynamic Product Line for Business Process Management (DynPL4BPM), aims to be comprehensive enough to cover the entire BPM lifecycle, including the treatment of dynamic aspects that the BPM domain requires. A systematic and comparative assessment showed that the proposed approach is successful in presenting processes much more comprehensive than other similar solutions already proposed in the literature for the same purpose.
44

Software Product Line:Survey of Tools

Munir, Qaiser, Shahid, Muhammad January 2010 (has links)
<p>software product line is a set of software-intensive systems that share a common, managed set of features satisfying the specificneeds of a particular market segment or mission. The main attractive part of SPL is developing a set of common assets which includes requirements, design, test plans, test cases, reusable software components and other artifacts. Tools for the development of softwareproduct line are very few in number. The purpose of these tools is to support the creation, maintenance and using different versions ofproduct line artifacts. This requires a development environment that supports the management of assets and product development,processes and sharing of assets among different products.</p><p>The objective of this master thesis is to investigate the available tools which support Software Product Line process and itsdevelopment phases. The work is carried out in two steps, in the first step available Software Product Line tools are explored and a list of tools is prepared, managed and a brief introduction of each tool is presented. The tools are classified into different categoriesaccording to their usage, relation between the tools is established for better organization and understanding. In the second step, two tools Pure::variant and MetaEdit+ are selected and the quality factors such as Usability, Performance, Reliability, MemoryConsumption and Capacity are evaluated.</p>
45

Quality of Feature Diagram Languages: Formal Evaluation and Comparison.

Trigaux, Jean-Christophe 27 September 2008 (has links)
In software engineering, software reuse has been a popular topic since 1968. Nowadays, Software Product Line (SPL) engineering promotes systematic reuse throughout the whole software development process. Within SPL, reusability strongly depends on variability. In this context, variability modelling and management are crucial activities that crosscuts all development stages. Different techniques are used to model variability and one of them is Feature Diagrams (FDs). FD languages are a family of popular modelling languages used to model, and reason on, variability. Since the seminal proposal of a FD language, namely FODA, many extensions have been proposed to improve it. However, the pros and cons of these languages are difficult to evaluate for two main reasons: (1) most of them are informally defined and (2) no well defined criteria were used to justify the extensions made to FODA. As a consequence, variability modelling and management techniques proposed in the literature or used by practitioners may be suboptimal. Globally, this work underlines that the current research on FDs is fragmented and provides principles to remedy this situation. A formal approach is proposed to introduce more rigour in the motivation, definition and comparison of FD languages. Thereby, examining their qualities should be more focused and productive. A formal approach guarantees unambiguity and is a prerequisite to define formal quality criteria and to produce efficient and safe tool automation. A quality analysis is necessary to avoid the proliferation of languages and constructs that are an additional source of misinterpretations and interoperability problems. The creation or selection of a FD language should be driven and motivated by rigourous criteria. Translations from one FD language to another should be defined and carefully studied to avoid interoperability problems. The main contributions of this work are: (1) to use a quality framework to serve as a roadmap to improve the quality of FD languages, (2) to formally evaluate and compare FD language qualities according to well-defined criteria and following a clear method, (3) to formally define and motivate a new FD language that obtains the best scoring according to the quality criteria and (4) to develop tool support for this language.
46

Software Product Line:Survey of Tools

Munir, Qaiser, Shahid, Muhammad January 2010 (has links)
A software product line is a set of software-intensive systems that share a common, managed set of features satisfying the specificneeds of a particular market segment or mission. The main attractive part of SPL is developing a set of common assets which includes requirements, design, test plans, test cases, reusable software components and other artifacts. Tools for the development of softwareproduct line are very few in number. The purpose of these tools is to support the creation, maintenance and using different versions ofproduct line artifacts. This requires a development environment that supports the management of assets and product development,processes and sharing of assets among different products. The objective of this master thesis is to investigate the available tools which support Software Product Line process and itsdevelopment phases. The work is carried out in two steps, in the first step available Software Product Line tools are explored and a list of tools is prepared, managed and a brief introduction of each tool is presented. The tools are classified into different categoriesaccording to their usage, relation between the tools is established for better organization and understanding. In the second step, two tools Pure::variant and MetaEdit+ are selected and the quality factors such as Usability, Performance, Reliability, MemoryConsumption and Capacity are evaluated.
47

Methodology for the derivation of product behaviour in a Software Product Line

Istoan, Paul 21 February 2013 (has links) (PDF)
The major problem addressed in this thesis is the definition of a new SPLE methodology that covers both phases of the SPLE process and focuses on the derivation of behavioral models of SPL products. In Chapter 2 three research areas scope context of this thesis: Software Product Lines, Business Processes, and Model-Driven Engineering. Throughout Chapter 3, we propose a new SPLE methodology that focuses on the derivation of product behavior. We first describe the main flow of the methodology, and then detail the individual steps. In chapter 4 we propose a new domain specific language called CBPF created for modeling composable business process fragments. A model driven approach is followed for creating CBPF: definition of the abstract syntax, graphical concrete syntax and translational semantics. In Chapter 5 we propose several types of verifications that can be applied to business processfragments to determine their "correctness". For structural verification we definine a set of fragment consistency rules that should be valid for every business process fragment created with CBPF. To check behavioral correctness we first transform the business process fragment into an equivalent HCPN. We can then check generic properties but also define aset of fragment specific properties. In chapter 6 we exemplify the proposed SPL methodology by applying it to a case study from the crisis management system domain. We also propose a tool suite that supports our methodology. Chapter 7 describes possible improvements and extensions to the contributions of this thesis. We conclude the thesis in Chapter 8 and draw some conclusions.
48

Using Variability Management in Mobile Application Test Modeling

Püschel, Georg, Seidl, Christoph, Schlegel, Thomas, Aßmann, Uwe 22 May 2014 (has links) (PDF)
Mobile applications are developed to run on fast-evolving platforms, such as Android or iOS. Respective mobile devices are heterogeneous concerning hardware (e.g., sensors, displays, communication interfaces) and software, especially operating system functions. Software vendors cope with platform evolution and various hardware configurations by abstracting from these variable assets. However, they cannot be sure about their assumptions on the inner conformance of all device parts and that the application runs reliably on each of them—in consequence, comprehensive testing is required. Thereby, in testing, variability becomes tedious due to the large number of test cases required to validate behavior on all possible device configurations. In this paper, we provide remedy to this problem by combining model-based testing with variability concepts from Software Product Line engineering. For this purpose, we use feature-based test modeling to generate test cases from variable operational models for individual application configurations and versions. Furthermore, we illustrate our concepts using the commercial mobile application “runtastic” as example application.
49

An?lise de impacto baseada em rastreabilidade de artefatos para linhas de produto de software

Oliveira, Ana Liz Souto 31 May 2011 (has links)
Made available in DSpace on 2014-12-17T15:47:57Z (GMT). No. of bitstreams: 1 AnaLSO_DISSERT.pdf: 3044702 bytes, checksum: 7d5dc3b7e2aab3803ef82bbde3db6f6a (MD5) Previous issue date: 2011-05-31 / 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 / Linhas de Produto de Software (LPS) consistem em um paradigma de desenvolvimento de software, cujo foco principal encontra-se na identifica??o das caracter?sticas (features) comuns e vari?veis entre as aplica??es de um segmento de dom?nio espec?fico. Uma LPS ? projetada para atender todos os requisitos dos produtos de sua fam?lia de produtos. Esses requisitos e a pr?pria LPS podem sofrer mudan?as ao longo do tempo em decorr?ncia de v?rios fatores, como por exemplo, evolu??o nos requisitos dos produtos, evolu??o no dom?nio de mercado para o qual os produtos foram projetados, evolu??o no processo de constru??o da LPS, evolu??o das tecnologias usadas para desenvolver os produtos. Para lidar com essas mudan?as, a LPS deve ser modificada e evoluir, visando n?o ficar obsoleta, e se adequar aos novos requisitos que surgem. A an?lise de impacto de mudan?as consiste em uma atividade que visa compreender e identificar quais conseq??ncias essas mudan?as causam ou causar?o na LPS. A an?lise de impacto na LPS pode ser apoiada por meio de rela??es de rastreabilidade, as quais identificam relacionamentos entre artefatos criados durante todas as fases do desenvolvimento de software. Apesar de existirem solu??es de an?lise de impacto baseadas em rastreabilidade para softwares e de rastreabilidade para LPS, h? uma car?ncia de solu??es de an?lise de impacto de mudan?as baseadas em rastreabilidade para LPS, pois as solu??es existentes n?o contemplam estimativas espec?ficas para o dom?nio da LPS. Assim, este trabalho prop?e um processo de an?lise de impacto e uma ferramenta associada para an?lise de impacto de mudan?as baseada em rastreabilidade de artefatos em uma LPS. Para tal, foi especificado um processo de an?lise de impacto de mudan?as que considera artefatos produzidos durante o desenvolvimento da LPS. Foi tamb?m implementada uma ferramenta a qual permite identificar artefatos e produtos da LPS afetados a partir de mudan?as em outros produtos, mudan?as em classes, mudan?as em features, mudan?as entre vers?es (releases) da LPS e mudan?as nos artefatos relacionados ? arquitetura base e ?s variabilidades. Por ?ltimo, os resultados obtidos foram avaliados atrav?s de m?tricas
50

JIndie: uma abordagem baseada no reuso de software e linha de produto de software para jogos construcionistas / JIndie: an approach based on software reuse and software product line for construcionists games

Lessa Filho, Carlos Alberto Correia 06 September 2016 (has links)
The education in Brazil shows a deficiency in the quality of teaching, so that many teachers and businessmen realize that students that complete the basic education are not ready to assume their role in society yet. One of the factors contributing to the low quality of education, according Papert, can be seen in the break of the incentive to search for new knowledge, which usually occurred when the student starts to go to school. A strategy adopted to motivate the student to search for new knowledge occurs through of constructionism, in which to learn about a particular content, the student needs to create some concrete material. The development of these concrete material may become easier through the use of computers and games that provide a virtual world in which the player has all the tools necessary to create an artifact about the subject studied. To facilitate the development of these games, which often fail to be completed due to the effort invested, the developers can use a Software Product Line, which is a software intensive production system for a particular domain. This paper presents an approach and the JIndie Software Product Line that aims to be a Software Product Line for developing constructionist games. To validate Software Product Line proposed in this work, a case study was carried out with the production of four games to assess the feasibility to implement constructionist games using JIndie, as well as to evaluate the performance and tools used in the process. The case study reveals a satisfactory result in game development capabilities, as well as a production with low complexity and effort by the game developer. / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / A educação no Brasil apresenta uma deficiência na qualidade de ensino, de forma que muitos professores e empresários sentem que os estudantes, ao se formarem ainda não estão prontos para assumir seu papel na sociedade. Um dos fatores que contribuem para a baixa qualidade do ensino, segundo Papert, pode ser observado na quebra do incentivo a busca de novos conhecimentos, ocorrida quando o estudante entra no colégio. Uma estratégia adotada para motivar o estudante buscar a novos conhecimentos ocorre através do construcionismo, no qual, o estudante para aprender sobre um determinado conteúdo por completo, necessita criar conteúdo concreto sobre o assunto estudado. O desenvolvimento desses conteúdos concretos pode se tornar mais fácil através do uso do computador e com jogos que permitem representar um mundo virtual no qual o jogador tenha todas as ferramentas necessárias para ter a liberdade de criar de sua forma um artefato concreto sobre o assunto estudado. Para facilitar o desenvolvimento desses jogos, que muitas vezes não chegam a ser concluídos devido ao esforço investido, pode-se optar pelo uso de uma Linha de Produto de Software, que se trata de um sistema de produção intensivo de softwares de um determinado domínio. Este trabalho apresenta uma abordagem e produção de uma Linha de Produto de Software, JIndie, que tem como objetivo ser uma Linha de Produto de Software para produção de jogos construcionistas. Para a avaliação da Linha de Produto proposta no trabalho, um estudo de caso foi realizado com a produção de quatro jogos com a finalidade de avaliar a viabilidade de desenvolver jogos construcionistas através do JIndie, como também avaliar o desempenho e as ferramentas utilizadas no processo. Os resultados do estudo de caso revelaram um feito satisfatório na capacidade de desenvolvimento dos jogos, como também uma produção com baixa complexidade e esforço por parte do desenvolvedor dos jogos.

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