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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.
1

Exploring the use of call stack depth limits to reduce regression testing costs

Bogren, Patrik, Kristola, Isak January 2021 (has links)
Regression testing is performed after existing source code has been modified to verify that no new faults have been introduced by the changes. Test case selection can be used to reduce the effort of regression testing by selecting a smaller subset of the test suite for later execution. Several criteria and objectives can be used as constraints that should be satisfied by the selection process. One common criteria is function coverage, which can be represented by a coverage matrix that maps test cases to methods under test. The process of generating and evaluating these matrices can be very time consuming for large matrices since their complexity increases exponentially with the number of tests included. To the best of our knowledge, no techniques for reducing execution matrix size have been proposed. This thesis develops a matrix-reduction technique based on analysis of call stack data. It studies the effects of limiting the call stack depth in terms of coverage accuracy, matrix size, and generation costs. Further, it uses a tool that can instrument Java projects using Java’s instrumentation API to collect coverage information on open-source Java projects for varying depth limits of the call stack. Our results show that the stack depth limit can be significantly reduced while retaining high coverage and that matrix size can be decreased by up to 50%. The metric we used to indicate the difficulty of splitting up the matrix closely resembled the curve for coverage. However, we did not see any significant differences in execution time for lower depth limits.
2

Instrumentace a vyhodnocení pro dynamickou analýzu aplikací. / Instrumentation and Evaluation for Dynamic Program Analysis

Marek, Lukáš January 2014 (has links)
A dynamic program analysis provides essential information during later phases of an application development. It helps with debugging, profiling, performance optimizations or vulnerability detection. Despite that, support for creating custom dynamic analysis tools, especially in the domain of managed languages, is rather limited. In this thesis, we present two systems to help improve application observability on the Java platform. DiSL is a language accompanied with a framework allowing simple and flexible instrumentation for the dynamic program analysis. DiSL provides high level abstractions to enable quick prototyping even for programmers not possessing a knowledge of Java internals. A skilled analysis developer gains full control over the instrumentation process, thus does not have to worry about unwanted allocations or hidden execution overhead. ShadowVM is a platform that provides isolation between the observed application and the analysis environment. To reduce the amount of possible interactions between the analysis and the application, ShadowVM offloads analysis events out of the context of the application. Even though the isolation is the primary focus of the platform, ShadowVM introduces a number of techniques to stay performance comparable and provide a similar programming model as existing...
3

Practical Support for Strong, Serializability-Based Memory Consistency

Biswas, Swarnendu 30 December 2016 (has links)
No description available.
4

Detecting Synchronisation Problems in Networked Lockstep Games / Upptäcka synkroniseringsproblem i nätverksuppkopplade lockstep-spel

Liljekvist, Hampus January 2016 (has links)
The complexity associated with development of networked video games creates a need for tools for verifying a consistent player experience. Some networked games achieve consistency through the lockstep protocol, which requires identical execution of sent commands for players to stay synchronised. In this project a method for testing networked multiplayer lockstep games for synchronisation problems related to nondeterministic behaviour is formulated and evaluated. An integrated fuzzing AI is constructed which tries to cause desynchronisation in the tested game and generate data for analysis using log files. Scripts are used for performing semi-automated test runs and parsing the data. The results show that the test system has potential for finding synchronisation problems if the fuzzing AI is used in conjunction with the regular AI in the tested game, but not for finding the origins of said problems. / Komplexiteten förenad med utveckling av nätverksuppkopplade dataspel skapar ett behov av verktyg för att verifiera en konsistent spelarupplevelse. Vissa nätverksspel hålls konsistenta med hjälp av lockstep-protokollet, vilket kräver identisk exekvering av skickade kommandon för att spelarna ska hållas synkroniserade. I detta projekt formuleras och evalueras en metod för att testa om nätverksuppkopplade flerspelarspel lider av synkroniseringsproblem relaterade till ickedeterministiskt beteende. En integrerad fuzzing-AI konstrueras som försöka orsaka desynkronisering i det testade spelet och generera data för analys med hjälp av loggfiler. Skript används för att utföra halvautomatiserade testkörningar och tolka data. Resultaten visar att testsystemet har potential för att hitta synkroniseringsproblem om fuzzing-AI:n används tillsammans med den vanliga AI:n i det testade spelet, men inte för att hitta de bakomliggande orsakerna till dessa problem.

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