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Dissertations / Theses on the topic 'Software development environment'

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1

Norman, Michael John. "SSDE : structured software development environment." Master's thesis, University of Cape Town, 1990. http://hdl.handle.net/11427/15899.

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Bibliography: pages 219-230.
Software engineers have identified many problem areas regarding the development of software. There is a need for improving system and program quality at design level, ensuring that design costs remain within the budget, and increasing the productivity of designers. Structured Software Development Environment (SSDE) provides the system designer with an interactive menu-driven environment, and a framework within which he can conveniently express and manipulate his proposed solution. This representation is in terms of both a conceptual model and a detailed software logic definition. Thus SSDE provides tools for both high-level (or logical) and low-level (or physical) design. It allows a user to follow his own preferred methodology rather than restricting him to one specific strategy. SSDE builds and maintains databases that record all design decisions. It provides the system designer with a mechanism whereby systems can easily be modified and new systems can evolve from similar existing systems. There are several auxiliary facilities as productivity aids. SSDE generates PASCAL code for low-level design constructs, ·full documentation of both the high- and low-level designs for inclusion in the project file, as well as a skeleton manual. The system was evaluated by a number of independent users. This exercise clearly demonstrated its success as an aid in expressing, understanding, manipulating and solving software development problems.
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Konuralp, Zeynep. "Software Process Improvement In A Software Development Environment." Master's thesis, METU, 2007. http://etd.lib.metu.edu.tr/upload/12609059/index.pdf.

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A software process improvement study is presented. The literature on software development processes and their improvement is reviewed. The current peer review process at Software Engineering Directorate of the X Company, Ankara, Tü
rkiye (XCOM) is studied and the static software development metrics based on a recent proposal have been evaluated. The static software metrics based improvement suggestions and the author&rsquo
s improvement suggestions discussed with the senior staff are compared. An improved peer review process is proposed. The static software development metrics have been evaluated on the improved process to see the impacts of the improvements. The improved process has been already implemented at XCOM and preliminary results have been obtained.
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3

Christensen, Olga. "Software Development Environment : the DevOps perspective." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-97568.

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DevOps is a collaborative effort based on a set of practices and cultural values developed in order to improve software quality and release cycle while operating at the lowest cost possible. To enable DevOps principles such as automation, collaboration, and knowledge sharing, Continuous Delivery and Deployment, as well as Infrastructure as Code are heavily employed throughout the whole process of software development. One of the main building blocks of this process is a development environment where the application code is being developed and tested before it is released into production. This research investigates with the help of a systematic literature review the DevOps perspective regarding provisioning and deployment of a development environment in a controlled, automated way, specifically the benefits and challenges of this process.
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4

Kasu, Velangani Deepak Reddy. "Programmer Difficulties within a Software Development Environment." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1544002452972811.

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5

Stoll, Pia. "Exploring Sustainable Industrial Software System Development : within the Software Architecture Environment." Licentiate thesis, Mälardalen University, School of Innovation, Design and Engineering, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-6672.

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This thesis describes how sustainable development definitions can be transposed to the software architecture environment for the industrial software system domain. In a case study, sustainable development concerns from three companies are investigated for their influence on the dimensions of sustainable development: economical, environmental, and social sustainability. Classifying the case study’s concerns, in the thesis’s Software Engineering taxonomy, shows that the software development concerns are in majority and the software architecture concerns surprisingly few. The economical sustainability concerns dominate followed by social sustainability concerns, including both concerns successfully met and concerns to be met.

Sustainable industrial software system development is in the thesis defined as: “Sustainable industrial software system development meets current stakeholders’ needs without compromising the software development organization’s ability to meet the needs of future stakeholders”. Understanding current and future stakeholders concerns is necessary for the formulation of sustainability goals and metrics. Clarifying the interrelationships among stakeholders’ concerns’ impact on business goals and software qualities, in the thesis’s Influencing Factors method, proves to help stakeholders understand their future needs.

Trust is found to be critical for sustainable development. For the establishing of trust between system and system users, the usability quality is vital. To implement usability support in the architecture in the early design phase, reusable architectural responsibilities are created. The reusable architectural responsibilities are integrated into an experience factory and used by the product line system architects, resulting in a return of investment of 25:2.


Pasas- Analyzing the enterprise-, system-, and software architecture impact of stakeholders’ concerns for profitable industrial software systems
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6

Ghali, Nagi. "Managing software development knowledge: A conceptually-oriented software engineering environment (COSEE)." Thesis, University of Ottawa (Canada), 1993. http://hdl.handle.net/10393/6565.

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Software development, especially for large and complex systems, has long been recognized as a difficult and expensive process. Major software development problems (such as insufficient reuse of software, inadequate machine assistance for software developers, uncoordinated tools, excessive time spent during the maintenance phase, and poor documentation) have not yet been properly addressed. Most current software development environments do not provide satisfactory solutions for these problems. In our research, we investigated these problems and we will suggest a solution that will help to eliminate some of them. We built an environment called COSEE (Conceptually-Oriented Software Engineering Environment), on top of a knowledge management system (CODE). In COSEE, we captured three most important types of knowledge needed by software developers/maintainers: domain knowledge, design knowledge, and implementation knowledge. We dynamically linked COSEE to the programming environment (Smalltalk-80) to create a unified knowledge management system for software development. We used the object-oriented approach as our design methodology and Smalltalk-80 as our implementation language. We illustrated our approach using the ATM (Automated Teller Machine) example.
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Sherwood, Patricia Ann. "Inspections : software development process for building defect free software applied in a small-scale software development environment /." Online version of thesis, 1990. http://hdl.handle.net/1850/10598.

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8

Bortz, Kent. "Coverage testing in a production software development environment." [Denver, Colo.] : Regis University, 2006. http://165.236.235.140/lib/KBortz2006.pdf.

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9

Joubert, Anton Francois. "Development of a software defined radar environment simulator." Thesis, Stellenbosch : Stellenbosch University, 2005. http://hdl.handle.net/10019.1/50318.

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Thesis (MScEng)--University of Stellenbosch, 2005.
ENGLISH ABSTRACT: The development of a radar system is a complex process, requiring a substantial amount of testing. In general, these tests are performed using field trials. Such trials are expensive, and their exact conditions can never be repeated. A radar environment simulator allows for repeatable testing of the majority of a radar's functionality; however, most commercial products are not cost effective. In this thesis we investigate the various approaches to modelling targets and the littoral environment, and then develop a low-cost, largely software defined simulator. This simulator is capable of generating real-time video signals for a monopulse doppler tracking radar. The core simulation routines reside in an extensible software framework which is populated with simple target and clutter models for a prototype simulator. Closed loop tracking tests verify the operation of the prototype simulator.
AFRIKAANSE OPSOMMING: Die ontwikkeling van 'n radarstelsel is a ingewikkelde proses wat verskeie stelseltoetse benodig. Veldtoetse, wat gewoonlik gebruik word, is 'n duur proses, en die toestande is nooit presies dieselfde nie. 'n Radar-omgewingsimulator kan 'n groot deel van 'n radar se funksionaliteit herhaaldelik toets. Daar is egter weinig koste-effektiewe kommersile produkte vir hierdie doel beskikbaar. Hierdie tesis ondersoek verskeie teiken- en omgewingsmodelle, waarna 'n lae-koste, meestal sagteware-gedefinieerde simulator ontwikkel word. Hierdie simulator genereer intydse videoseine vir 'n enkelpuls-dopplervolgingsradar. Die kernfunksionaliteit van die simulator is in sagteware gesetel, en basiese teiken- en omgewingsmodelle is geïmplementeer. Die prototipe-simulator word getoets deur dit aan die radar self te koppel, en dan die teiken-opsporing en -volging te verifieer.
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Fouladi, Amir Hossein, and Khorvaj Omid Zafari. "TryMyLanguage : An Extensible, Web-based Software Development Environment." Thesis, Linköpings universitet, Programvara och system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-109673.

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Introducing a new programming language can be a challenge to languagedesigners and developers. This is usually due to diculties related to settingup the environment and going through the documentation for people whowant to start using and learning the language. In this thesis, we developeda web-based software system called TryMyLanguage which can be used toalleviate this issue by eliminating the need for users to install and congurerelated software tools such as compiler, interpreter, etc., on their computers.TryMyLanguage can be congured with dierent programming languagesand it is not limited to a set of predened languages. We evaluated thesystem by simulating a production environment and showing how it wouldbehave in such an environment. At the end a case study is presented to showhow the system can be used with a programming language named Modelyzeas an example.
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11

Sartzetakis, Stylianos Carleton University Dissertation Engineering Electrical. "Towards an integrated, feedback-directed software development environment." Ottawa, 1985.

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12

Wee, Sewook. "Atlas : software development environment for hardware transactional memory /." May be available electronically:, 2008. http://proquest.umi.com/login?COPT=REJTPTU1MTUmSU5UPTAmVkVSPTI=&clientId=12498.

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13

Acar, Hayri. "Software development methodology in a Green IT environment." Thesis, Lyon, 2017. http://www.theses.fr/2017LYSE1256/document.

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Le nombre de périphériques mobiles (smartphone, tablette, ordinateur portable, etc.) et les internautes augmentent continuellement. En raison de l'accessibilité du cloud computing, de l'Internet et de l'Internet des Objets (IdO), les utilisateurs utilisent de plus en plus d'applications logicielles qui provoquent un effet croissant sur les émissions de gaz à effet de serre. Ainsi, les TIC (Technologies de l'Information et de la Communication) sont responsables d'environ 2% des émissions mondiales de gaz à effet de serre qui sont équivalentes à celles émises par l'industrie aérienne. Selon des rapports récents, le Groupe d'experts Intergouvernemental sur l'Evolution du Climat (GIEC), les émissions de CO2 dus aux TIC augmentent rapidement. Néanmoins, les TIC, en permettant de résoudre des problèmes complexes dans d'autres secteurs, peuvent grandement et facilement participer pour réduire une partie importante des 98% restants des émissions mondiales de CO2. L'utilisation du logiciel implique des opérations matérielles qui sont physiquement responsables de la consommation d'énergie. Par conséquent, le logiciel est indirectement impliqué dans la consommation d'énergie. Ainsi, nous devons réduire la consommation d'énergie du logiciel tout en conservant les mêmes fonctionnalités pour le logiciel afin de créer des logiciels durables et verts. Premièrement, dans ce travail de thèse, nous définissons les termes «durable et vert» dans le domaine du logiciel afin de créer des logiciels respectant les critères de ces termes. Pour créer un produit logiciel, nous devons suivre un processus d'ingénierie logicielle. Par conséquent, nous décrivons des critères durables et verts à respecter après chaque étape de ce processus afin d'établir un processus d'ingénierie logicielle durable et écologique. En particulier, nous nous concentrons sur l'estimation de la consommation d'énergie du logiciel. De nombreux travaux ont essayé de proposer divers outils pour estimer la consommation d'énergie due aux logiciels afin de réduire l'empreinte carbone. Pendant longtemps, les solutions proposées se sont concentrées uniquement sur la conception du matériel, mais ces dernières années, les aspects logiciels sont également devenus importants. Malheureusement, ces études, dans la plupart des cas, ne considèrent que le CPU et négligent tous les autres composants. Les modèles de consommation d'énergie existants doivent être améliorés en tenant compte de plus de composants susceptibles de consommer de l'énergie pendant l'exécution d'une application. L'écriture d'un logiciel durable, performant et vert nécessite de comprendre le comportement de consommation d'énergie d'un programme informatique. L'un des avantages est que les développeurs, en améliorant leurs implémentations du code source, optimiseront la consommation d'énergie du logiciel. De plus, il existe un manque d'outil d'analyse pour surveiller dynamiquement la consommation d'énergie du code source de plusieurs composants. Ainsi, nous proposons GMTEEC (Méthodologie Générique d'Outil pour Estimer la Consommation Energétique) qui se compose de quatre couches aidant et guidant la construction d'un outil permettant d'estimer la consommation énergétique d'un logiciel. Ainsi, dans notre travail, en respectant les couches de GMTEEC, nous créons TEEC (Outil pour Estimer la Consommation Energétique) qui repose sur une formule mathématique établie pour chaque composant (CPU, mémoire, disque dur, réseau) susceptible de consommer de l'énergie afin d'estimer la consommation totale d'énergie du logiciel composée de la somme de chaque consommation d'énergie par composant. De plus, nous ajoutons à TEEC la capacité de localiser dynamiquement les points chauds qui sont les parties du code source consommant la plus grande quantité d'énergie afin d'aider et guider les développeurs à optimiser leur code source et à créer des logiciels efficaces, durables et verts... [etc]
The number of mobile devices (smartphone, tablet, laptop, etc.) and Internet users are continually increasing. Due to the accessibility provided by cloud computing, Internet and Internet of Things (IoT), users use more and more software applications which cause an increasing effect on gas emission. Thus, ICT (Information and Communication Technologies) is responsible of around 2% worldwide greenhouse gas emissions which is equivalent of that emitted by the airline industry. According to recent reports, the Intergovernmental Panel on Climate Change (IPCC), CO2 emissions due to ICT are increasing widely. Nevertheless, ICT, in allowing to solve complex problems in other sectors, can greatly and easily participate to reduce significant portion of the remaining 98% of global CO2 emissions. The use of software implies hardware operations which are physically responsible of energy consumption. Consequently, software is indirectly involved in the energy consumption. Thus, we need to reduce software energy consumption while maintaining the same functionalities for the software in order to build sustainable and green software. Firstly, in this thesis work, we define the terms sustainable and green in the area of software development. To build a software product, we need to follow a software engineering process. Hence, we define and describe sustainable and green criteria to be respected after each step of this process in order to establish a sustainable and green software engineering process. Then, we focus on the software energy consumption estimation. Many research works tried to propose various tools to estimate the energy consumption due to software in order to reduce carbon footprint. Unfortunately, these studies, in the majority of cases, consider only the CPU and neglects all others components. Existing power consumption methodologies need to be improved by taking into account more components susceptible to consume energy during runtime of an application. Writing sustainable, power efficient and green software necessitates to understand the power consumption behavior of a computer program. One of the benefits is the fact that developers, by improving their source code implementations, will optimize software power consumption. Moreover, there is a lack of analyzing tool to dynamically monitor source code energy consumption of several components. Thus, we propose GMTEEC (Generic Methodology of a Tool to Estimate Energy Consumption) which is composed of four layers assisting developers to build a tool estimating the software power consumption. Hence, in our work, respecting the layers of GMTEEC, we develop TEEC (Tool to Estimate Energy Consumption) which is based on mathematical formula established for each component (CPU, memory, hard disk, network) in order to estimate the total software energy consumption. Moreover, we add in TEEC the capacity to locate dynamically the hotpoints which are the parts of source code consuming the greater amount of energy in order to help and guide developers to optimize their source code and build efficient, sustainable and green software. We performed a variety of experiments to validate the accuracy and quality of the sustainable and green software engineering process and TEEC. The results demonstrate the possibility to save significant quantity of energy and time at limited costs with an important positive impact on environment
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Sousa, André Justino Neves. "Simulation software development in a global business environment." Master's thesis, Universidade de Aveiro, 2010. http://hdl.handle.net/10773/4520.

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Mestrado em Engenharia e Gestão Industrial
Com a globalização e o aumento de competitividade as empresas viram se forçadas a encontrar novas formas de optimização e de estar constantemente à acrescentar mais valor aos seus produtos. Como resultado, existe uma mudança progressiva para uma perspectiva externa com ênfase na concepção e implementação de novas parcerias estratégicas, que são geralmente nomeadas com o título de gestão da cadeia de abastecimento. No entanto, apesar do florescimento de várias soluções informáticas neste contexto, ainda há vários obstáculos evidentes a superar. Principalmente devido à maior complexidade dos problemas gerados numa rede logística onde existem conflitos resultantes de objectivos locais versus estratégias de integração. A simulação que conta já com um vasto histórico em aplicações industriais poderá revelar-se numa importante mais-valia neste novo âmbito. Esta ferramenta é usada para efectuar análises, estudos, optimizar projectos e identificar novas oportunidades. As empresas actualmente produzem numa rede complexa na maioria das vezes estão presentes em diferentes países, com múltiplas oportunidades de mercado. Normalmente existe a necessidade de produzirem componentes sofisticados que raramente são criados num único local. Isso representa um desafio extra para a plena utilização das ferramentas de simulação. Este trabalho tenta validar a ideia de que há um potencial inexplorado no uso e desenvolvimento de software de simulação. Novas aplicações tecnológicas estão a ser formuladas que tiram partido destes novos parâmetros e dão resposta a um superior número de critérios de eficiência e de produtividade nas empresas. Em conjunto procuram dar uma resposta a estes problemas, bem como integrar plenamente e com sucesso as empresas em novas formas de negócio como a gestão cadeia de abastecimento.
The increased level of competitiveness in all industrial sectors, exacerbated in the last years by the globalization of the economies. This is pushing enterprises to find new ways to optimize their processes, and in particular to pursue new forms of collaboration and partnership with their direct logistics counterparts. As a result, at a company level there is a progressive shift towards an external perspective with the design and implementation of new management strategies, which are generally named with the term of supply chain management (SCM). However, despite the flourish of several IT solutions in this context, there are still evident hurdles to overcome. Mainly due to the major complexity of the problems to be tackled in a logistics network and to the conflicts resulting from local objectives versus network strategies. Simulation has now a solid background in manufacturing applications. This tool is used to perform analyses, studies, optimize designs and also identify problems. Companies now produce in a complex environment and most of the times they are present in different countries with different market opportunities, manufacturing intricate products that are seldom created in a single location. This poses an extra challenge for the full use of simulation. This work tries to validate the idea that there is an untapped potential in simulation software. And new forms of distributes simulation techniques are growing to give an answer to these problems as well as fully integrate companies successfully into new ways of business like supply chain management.
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Gawell, Anders, and Anton Kallin. "Teaching software testing in a modern development environment." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-261162.

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All developers understand the benefits of testing their code to ensure its functionality. Today’s market is moving further towards design principles where testing is a central or driving force during development. This puts a certain pressure on academia to supply these skills to their students.Recently the course II1302 Projects and project methods at the Royal Institute of Technology in Kista made a concerted effort to introduce the students of the course to these modern concepts. This thesis investigates how areas of testing can effectively be introduced to the students in the course, utilizing a tailored example that takes the area of testing into particular consideration and how to automate it via DevOps-tools provided by a cloud-based service. Further, it also makes an attempt to provide additional material to be used for teaching testing in conjunction with the example provided.The case study covers the development of an example application, meant to mirror a typical student project. It also covers how this was used for teaching the students about the testing areas considered. The covered testing areas include unit testing, integration testing and UI testing. With these given testing areas, the application and an associated learning module was developed for each area in question. Relevant standards, strategies and approaches was also identified for each of these areas.The thesis also presents important properties to take into consideration when developing similar examples in the future, based on the experiences obtained during the study. These include needs such as understandable by inexperienced students, applicability outside the course, adherence to established standards, tools that are simple to use and an architectural structure that allows for testing.Some improvements are also recommended: the students would benefit from learning software testing from an early stage of their studies. The content of the learning modules should also be brought to the students earlier in the course, so it can be applied in their projects at an early stage as well.Further research is also recommended to evaluate the suitability of using other cloud-based environments instead, and to evaluate the applicability of the learning modules for students of varying disabilities.
Alla utvecklare förstår fördelarna med att testa kod för att garantera dess funktionalitet. Dagens industri går i en riktning där testning spelar en central del av design under utveckling av mjukvara. Denna tendens lägger en viss press på högskolan att lära ut dessa erfarenheter till dess studenter.På senare tid har kursen II1302 Projekt och projektmetoder på Kungliga Tekniska Högskolan i Kista tagit en stor ansats för att introducera sina studenter inför dessa moderna koncept. Denna uppsats undersöker hur testningsområdet effektivt kan introduceras till studenterna inom denna kurs, genom att utnyttja ett egengjort exempel som har området i fokus, samt att automatisera detta via DevOps-verktyg tillhandahållna av molnbaserade tjänster. Dessutom görs även en ansats för att tilldela ytterligare material som kan användas för att lära ut testning av mjukvara i samband med det givna exemplet.Fallstudien omfattar utvecklingen av en exempelapplikation, som var avsedd att likna ett typiskt studentprojekt. Den täcker även hur denna användes för att lära ut de betraktade testningsområdena till studenterna. De täckta områdena av testning inkluderar enhetstestning, integrationstestning och testning av användargränssnitt. Med dessa givna testningsområden utvecklades både applikationen och dess associerade lärmoduler för vardera testningområde i fråga. Relevanta standarder, strategier och metoder var också identifierade för vardera av dessa områden.Denna uppsats presenterar även ett antal viktiga egenskaper att hålla i åtanke vid utveckling av liknande exempel i framtiden, baserat på erfarenheterna från studien. Detta inkluderar behov som tillgänglighet för mindre erfarna studenter, applicerbarhet utanför själva kursen, tillämpning av etablerade standarder, utnyttjande av lättanvända verktyg och en arkitektur som tillåter testning.Några förbättringar föreslås även: studenterna skulle gynnas av att lära sig om mjukvarutestning i ett tidigt skede av sina studier. Innehållet i lärmodulerna bör även presenteras för studenterna tidigare i kursen för att kunna appliceras i deras projekt.Ytterligare forskning rekommenderas även för att utvärdera andra lämpliga molnbaserade miljöer, samt för att utvärdera tillämpbarheten av lärmodulerna hos studenter med inlärningssvårigheter.
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Erlandsson, Rickard, and Eric Hedrén. "Improving Software Development Environment : Docker vs Virtual Machines." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210667.

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The choice of development environment can be crucial when it comes to developing a software. Few researches exist on comparing development environments. Docker is a relatively new software for handling and setting up container-environments. In this research, the possibility of using Docker as a software development environment is being investigated and compared against virtual machines as a development environment. The purpose of this research is to examine how the choice of development environment affect the development process. The work was qualitative, with an inductive and a deductive approach. It included a case study with two phases. One in which virtual machines and one in which Docker were used to implement a development environment. Observations were made after each implementation. The data from each implementation were then compared and evaluated against each other. The results from the comparisons and the evaluation clearly shows that the choice of development environment can influence the process of developing software. Different development environments affect the development process differently, both good and bad. With Docker, it’s possible to run more environments at once than when using virtual machines. Also, Docker stores the environments in a clever way that results in the environments taking up less space on the secondary storage compared to virtual machine environments. This is due to that Docker uses a layer system when it comes to containers and their components. When using Docker, no Graphical User Interface (GUI) to install and manage applications inside a container is provided, this can be a drawback since some developers may need a GUI to work. The lack of a GUI makes it harder to get an Integrated Development Environment (IDE) to work properly with a container to for example debug code.
Valet av utvecklingsmiljö kan vara avgörande vid utveckling av mjukvara. Få undersökningar finns idag angående jämförelser mellan utvecklingsmiljöer. Docker är en relativt ny mjukvara för att sätta upp samt hantera container- miljöer. I denna undersökning, kommer möjligheten att använda Docker som utvecklingsmiljö att undersökas och jämföras mot virtuella maskiner som utvecklingsmiljö. Syftet med undersökningen är att se hur valet av utvecklingsmiljö påverkar utvecklingsprocessen av en mjukvara. Arbetet bedrevs på ett kvalitativt sätt, med både ett induktivt samt ett deduktivt tillvägagångssätt. Det inkluderade även en fältstudie med två faser. En där virtuella maskiner och en där Docker användes till att implementera en utvecklingsmiljö. Observationer utfördes efter varje implementation. Data från varje implementation jämfördes och evaluerades mot varandra. Resultaten från jämförelserna och evalueringen visar att valet av utvecklingsmiljö har inflytande på processen av utveckling av mjukvara. Olika utvecklingsmiljöer påverkar utvecklingsprocessen olika, både på bra och dåliga sätt. Med Docker är det möjligt att köra fler miljöer samtidigt än vad som är möjligt vid användande av virtuella maskiner. Docker lagrar även miljöerna på ett smart sätt, som gör att de tar upp mindre plats på den sekundära lagringen jämfört med virtuella maskiner. Detta är på grund av att Docker använder sig av ett lager-system när det gäller containrar och deras komponenter. När Docker används, tillhandhålls inget Graphical User Interface (GUI) för att installera eller hanterar applikationer inuti en container, detta kan vara en nackdel då vissa utvecklare kan behöva ett GUI för att arbeta. Avsaknaden av ett GUI gör det svårare att få en Integrated Development Environment (IDE) att fungera ordentligt med en container för att till exempel avlusa kod.
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Moyer, Daniel Raymond. "Software development resource estimation in the 4th generation environment." Thesis, Kansas State University, 1986. http://hdl.handle.net/2097/9956.

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Thanitsukkarn, Thanwadee. "Multiperspective development environment for configurable distributed applications." Thesis, Imperial College London, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.314226.

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Okamoto, Sohei. "WIDE web interface development environment /." abstract and full text PDF (free order & download UNR users only), 2005. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1433350.

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Heerjee, K. B. "An interactive, graphical, program design and development environment." Thesis, University of Abertay Dundee, 1988. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.382796.

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New software development methodologies are being produced with increasing frequency. The latest techniques claim to produce software of unprecedented reliability and productivity, yet are seldom substantiated by empirical evidence. Researchers in the field of human-computer interactions have long held the view that well designed interactive systems increase performance levels over conventional techniques. Intuitively this seems logical, but very little work has been done to substantiate this claim empirically. This thesis aims to show that well designed structured programming environments provide productivity gains and increase performance levels over conventional techniques. An Animated Programming Environment (APE), has been developed which is an interactive, graphical, program design and development system that embodies structured programming and top-down design. The system supports the development of programs for a variety of block structured languages whilst working conceptually at the level of Jackson diagrams. Formal methods were applied to validate and verify the APE system. The immediate benefits are an increased understanding of the system and the detection of some errors in the implementation. By interrogating the implementation and documentation, axiomatic specifications were written and a prototype of the APE system developed in Standard ML. The principal benefit of constructing a formal model is the development of a framework to aid communication between personnel involved with system maintenance. The model can also be used to investigate future changes, and since this framework provides relevant abstraction of user and system behaviour it should facilitate improved documentation and user learning. Evaluation of the system was carried out during the design and implementation stages of the development life-cycle. The evaluation was based on responses to a questionnaire and a comparison with conventional means of generating code. The questionnaire evaluation elicited users' general impressions about the system and its interface, and their detailed views on more specific aspects of the system. The comparative evaluation showed no difference in the median quality of the solution to a programming problem, but a significantly reduced time and variance in quality compared to conventional methods.
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Amaradri, Anand Srivatsav, and Swetha Bindu Nutalapati. "Continuous Integration, Deployment and Testing in DevOps Environment." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13334.

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Context. Owing to a multitude of factors like rapid changes in technology, market needs, and business competitiveness, software companies these days are facing pressure to deliver software rapidly and on a frequent basis. For frequent and faster delivery, companies should be lean and agile in all phases of the software development life cycle. An approach called DevOps, which is based on agile principles has come into play. DevOps bridges the gap between development and operations teams and facilitates faster product delivery. The DevOps phenomenon has gained a wide popularity in the past few years, and several companies are adopting DevOps to leverage its perceived benefits. However, the organizations may face several challenges while adopting DevOps. There is a need to obtain a clear understanding of how DevOps functions in an organization. Objectives. The main aim of this study is to provide a clear understanding about how DevOps works in an organization to researchers and software practitioners. The objectives of the study are to identify the benefits of implementing DevOps in organizations where agile development is in practice, the challenges faced by organizations during DevOps adoption, to identify the solutions/ mitigation strategies, to overcome the challenges,the DevOps practices, and the problems faced by DevOps teams during continuous integration, deployment and testing. Methods. A mixed methods approach having both qualitative and quantitative research methods is used to accomplish the research objectives.A Systematic Literature Review is conducted to identify the benefits and challenges of DevOps adoption, and the DevOps practices. Interviews are conducted to further validate the SLR findings, and identify the solutions to overcome DevOps adoption challenges, and the DevOps practices. The SLR and interview results are mapped, and a survey questionnaire is designed.The survey is conducted to validate the qualitative data, and to identify the other benefits and challenges of DevOps adoption, solutions to overcome the challenges, DevOps practices, and the problems faced by DevOps teams during continuous integration, deployment and testing. Results. 31 primary studies relevant to the research are identified for conducting the SLR. After analysing the primary studies, an initial list of the benefits and challenges of DevOps adoption, and the DevOps practices is obtained. Based on the SLR findings, a semi-structured interview questionnaire is designed, and interviews are conducted. The interview data is thematically coded, and a list of the benefits, challenges of DevOps adoption and solutions to overcome them, DevOps practices, and problems faced by DevOps teams is obtained. The survey responses are statistically analysed, and a final list of the benefits of adopting DevOps, the adoption challenges and solutions to overcome them, DevOps practices and problems faced by DevOps teams is obtained. Conclusions. Using the mixed methods approach, a final list of the benefits of adopting DevOps, DevOps adoption challenges, solutions to overcome the challenges, practices of DevOps, and the problems faced by DevOps teams during continuous integration, deployment and testing is obtained. The list is clearly elucidated in the document. The final list can aid researchers and software practitioners in obtaining a better understanding regarding the functioning and adoption of DevOps. Also, it has been observed that there is a need for more empirical research in this domain.
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Liu, Teresa (Teresa Ming) 1977. "Configuration management for a distributed and collaborative software development environment." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/9019.

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Thesis (M.Eng.)--Massachusetts Institute of Technology, Dept. of Civil and Environmental Engineering, 2000.
Includes bibliographical references (leaves 104-106).
In the face of changing technology, the world is becoming more global by the minute. This globalization has resulted in dispersed teams and collaborative opportunities, which offer value and depth to projects. Software development also reflects this globalization, as do all the processes involved in software development. It is important to understand these changes and how they affect not only the entire development process as a whole but also each individual part of the process. Configuration management is an integral part of the software development process. In order to perform good software development, it is imperative to understand and be able to implement proper configuration management. Thus, as configuration management is important to software development, it is also important to study the effects of how the changing context of software development toward distributed and collaborative environments affects configuration management. Not only does configuration management influence the transition to this type of environment, it also is quite affected by it. In this thesis, I aim to examine the impact of a distributed and collaborative development environment on configuration management. I will first give an overview of software engineering with respect to configuration management; next, I will provide and introduction to traditional configuration management, and in the following chapter, I will discuss distributed and collaborative configuration management as it exists today. Next, I will provide a case study of the ieCollab project, a project in which developers were dispersed and a great deal of collaboration occurred, and finally, I will discuss the future of collaborative and distributed configuration management.
by Teresa Liu.
M.Eng.
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Wonderlich, Michael C. "The development of the Edison System as a truly portable software development environment." Kansas State University, 1989. http://hdl.handle.net/2097/36159.

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Bateman, Kathleen Suzanne. "Three-dimensional virtual environment for spatial development." Texas A&M University, 2004. http://hdl.handle.net/1969.1/1567.

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The purpose of this project is to design a computer program to help children understand a strategy for changing vantage points within an imagined space and gain knowledge of how spatial transformations work. The developed software, called Viewpoints, presents a virtual three-dimensional environment to be explored and modified by the user. Object and camera manipulations are illustrated through animation. Furthermore, the program was designed to have an intuitive interface and be easy to access. This should allow the software’s target audience of children to focus on the spatial orientation and spatial visualization aspects. A small study evaluated the software in terms of content, instructional design, technical quality, student use, and instructor use. The study provided valuable feedback on how to improve Viewpoints in the future. Information gathered suggests the issue of speed should be addressed and supplemental materials should be added.
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Gimenes, Itana Maria de Sousa. "Towards a process-centred software engineering environment to support the development of high integrity software." Thesis, University of York, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.316176.

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Morarji, H. L. "Development of a software environment for investigative teaching of computational mathematics." Thesis, University of Kent, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.375176.

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Wallström, Andreas. "Guidance on Implementing Agile Software Development Methods within a Traditional Environment." Thesis, KTH, Industriell ekonomi och organisation (Inst.), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-296990.

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Agile software development methods keep increasing in popularity. Many organizations who are using traditional software development methods, such as water-fall and stagegate based methods are switching to agile software development methods. This transition can be challenging, especially for organizations using project governance models that hinder the adoption of agile practices. This study aims to provide guidance to managers on how to introduce agile software development methods in such traditional organizations. The study is a single-case study on a large governmental agency in Sweden. Eight interviews with developers, team-leads and managers were conducted. The study identifies practical tools and ideas that managers can use to introduce a shared definition of agile, adopting an agile mindset, dedicated teams, and CI&CD. Together, this guidance supports managers with the introduction of agile software development methods in organizations utilizing traditional project governance structures and traditional software development methods.
Agila systemutvecklingsmetoder fortsätter öka i popularitet. Många organisationer som använder sig av traditionella systemutvecklingsmetoder så som vattenfallsmodellen byter till agila systemutvecklingsmetoder. Denna övergång kan vara utmanande, speciellt för organisationer som använder sig av projektbaserade förvaltningsmodeller som hindrar implementeringen av agila metoder. Den här studien syftar till att ge vägledningen till chefer kring hur de kan introducera agila systemutvecklingsmetoder iden nyss nämnda typen av traditionella organisationer. Studien är en fallstudie gjort på en stor myndighet i Sverige. Åtta intervjuer med systemutvecklare, lag-ledare och chefer har utförts. Studien identifierar verktyg och idéer som chefer kan använda sig avför att introducera en delad gemensam definition av agilt, anamma ett agilt tankesätt, introducera dedikerade teams och CI&CD. Tillsammans hjälper de här verktygen med introduktionen av agila systemutvecklingsmetoder i organisationer som använder sig av traditionella systemutvecklingsmetoder och förvaltningsmodeller.
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Cui, X. "Delay time modelling and software development." Thesis, University of Salford, 2002. http://usir.salford.ac.uk/2159/.

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Delay time modelling (DTM) is the process to establish the mathematical model based on the delay time concept and then to use it for improving plant maintenance management. The delay time model can be divided into a single component model (component-tracking model) or a complex system model (pooled-components model). DTM has been proved to be a methodology readily embraced by engineers for modelling maintenance decisions. The application and research of delay time modelling has come to a stage where a semi-automated tool can be developed. In this thesis, the research on the software development of delay time modelling will be presented. Firstly, delay time models for both a single component (or component-tracking model) and a complex system (or pooled-components model) are introduced. The key part is delay time parameter estimation, which will be presented in details using available subjective, objective or both Secondly, the development of the software package is presented. It includes project analysis, database design, and program design. In the project analysis phase, the delay time models are transformed to program models. All analysis of program models consists of three parts, such as input, processing and output. In the database design phase, some tables are created to store processing information, which is then used in subsequent mathematical modelling. Detailed programming work is given in the program design phase. The major achievement of this research and an open discussion of future work conclude the thesis.
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Jones, K. D. "The application of a formal development method to a parallel machine environment." Thesis, University of Manchester, 1985. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.376136.

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Jones, Jeremiah Kenton. "A Software Development Environment for Building Context-Aware Systems for Family Technology." Diss., CLICK HERE for online access, 2005. http://contentdm.lib.byu.edu/ETD/image/etd1106.pdf.

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Fritz, Thomas. "Developer-centric models: easing access to relevant information in a software development environment." Thesis, University of British Columbia, 2011. http://hdl.handle.net/2429/33716.

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During the development of a software system, large amounts of new information, such as source code, work items and documentation, are produced continuously. As a developer works, one of his major activities is to consult portions of this information pertinent to his work to answer the questions he has about the system and its development. Current development environments are centered around models of the artifacts used in development, rather than of the people who perform the work, making it difficult and sometimes infeasible for the developer to satisfy his information needs. We introduce two developer-centric models, the degree-of-knowledge (DOK) model and the information fragments model, which support developers in accessing the small portions of information needed to answer the questions they have. The degree-of-knowledge model computes automatically, for each source code element in the development environment, a real value that represents a developer's knowledge of that element based on a developer's authorship and interaction data. We present evidence that shows that both authorship and interaction information are important in characterizing a developer's knowledge of code. We report on the usage of our model in case studies on expert finding, knowledge transfer and identifying changes of interest. We show that our model improves upon an existing expertise finding approach and can accurately identify changes for which a developer should likely be aware. Finally, we discuss the robustness of the model across multiple development sites and teams. The information fragment model automates the composition of different kinds of information and allows developers to easily choose how to display the composed information. We show that the model supports answering 78 questions that involve the integration of information siloed by existing programming environments. We identified these questions from interviews with developers. We also describe how 18 professional developers were able to use a prototype tool based on our model to successfully and quickly answer 94% of eight of the 78 questions posed in a case study. The separation of composition and presentation supported by the model, allowed the developers to answer the questions according to their personal preferences.
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Heidtmann, Sara C. "Working as a Technical Communicator in a Tumultuous Software Development Environment: An Internship." Miami University / OhioLINK, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=miami1050324892.

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Newcomb, Philip H. "The Knowledge Integration Tool : a knowledge based system development environment." Virtual Press, 1988. http://liblink.bsu.edu/uhtbin/catkey/546143.

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The current generation of conventional software productivity tools is likely to achieve at most a factor of two reduction in life-cycle costs by the early 1990s. With projected order of magnitude increases in system complexity and size, a far greater improvement (factor of 10 or higher) is needed. Significant cost reductions and qualitative improvements for many kinds of applications can be demonstrated by means of a knowledge-based integrated tool environment that both adheres to the software development standards of the software development organization and promotes rapid development of high quality knowledge-based systems and their integration within highly specialized application environmentsThis investigation has led to the construction of the (K)nowledge (I)ntegration (T)ool, an operational testbed and architectural framework for the rapid development of highly extensible artificial intelligence systems and environments that both support the conventional life-cycle paradigm and facilitate the evolution of a knowledge-based life-cycle paradigm. A knowledge-based system is a programming system characterized by the ease with which objects, the relationships between them, and higher-level concepts composed of such objects and relationships, are manipulated and presented graphically and textually. The KIT consists of: knowledge-based integrated tool environments, integrated assemblages of knowledge-based systems that possess a man-machine interface that adjusts to the needs of individual users by means of user-profile and application-specific information; and a knowledge-based based system development environment, a knowledge-based system that supports the construction and maintenance of software systems, and acts as a mechanism to improve the reliability of the software development process. This thesis describes the synthesis of these system types in the KIT.Following the KIT's successful prototyping and demonstration, it is being scaled up and incrementally developed to provide life-cycle automation capabilities for a roboticized factory of a major aerospace company. In this thesis the historical and theoretical foundations, capabilities, current and planned uses of the KIT are described.Key Words: Artificial Intelligence, Knowledge Base, Life-cycle Automation, Knowledge-Based Environment, Knowledge-Based Systems, Knowledge-Based Project Management, Knowledge-Based Configuration Management, Knowledge-Based System Development, Knowledge-Based Software Engineering.
Department of Computer Science
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Quan, Nguyen. "Distributed Game Environment : A Software Product Line for Education and Research." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-29077.

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A software product line is a set of software-intensive systems that share a common, managed set of features satisfying the specific needs of a particular market segment or demand. Software product lines capitalize commonality and manage variation to reduce the time, effort, cost and complexity when creating and maintaining products in a product line. Therefore reusing core assets, software product line can address problems such as cost, time-to-market, quality, complexity of developing and maintaining variants, and need to quickly respond to market’s demands. The development of a software product line is different from conventional software development and in the area of education and research of product line there is a lack of a suitable purposefully designed and developed software product line (SPL) that can be used for educational or research purposes. In this thesis we have developed a software product line for turn-based two players distributed board games environment that can be used for educational and research purposes. The software product line supports dynamic runtime update, including games, chat, and security features, via OSGi framework. Furthermore, it supports remote gameplay via local area network and dynamic runtime activity recovery. We delivered a product configuration tool that is used to derive and configure products from the core assets based on feature selection. We have also modeled the software product line’s features and documented its requirements, architecture and user guides. Furthermore, we performed functional and integration tests of the software product line to ensure that the requirements are met according to the requirements specification prescribed by the stakeholders.
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DeLong, David Blane. "A web-based, database bound, WYSIWYG development environment for web applications." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2580.

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This project, WebAppDesigner, combines a "What You See Is What You Get" (WYSISYG) web page designer, database table designer, query tool, and an automatic deployment process into a single easy to use solution for small businesses and individuals.
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Herndon, Nic. "ATTITUDE a tidy touchscreen interface to a UML development environment /." abstract and full text PDF (free order & download UNR users only), 2008. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1456410.

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Chang, Genevieve. "Designing an effective user interface for the Android tablet environment." Thesis, University of Cape Town, 2015. http://pubs.cs.uct.ac.za/archive/00001024/.

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With over 1.3 million applications on the Android marketplace, there is increasing competition between mobile applications for customer sales. As usability is a significant factor in an application’s success, many mobile developers refer to the Android design guidelines when designing the user interface (UI). These principles help to provide consistency of navigation and aesthetics, with the rest of the Android platform. However, misinterpretation of the abstract guidelines may mean that patterns and elements selected to organise content of an application do not improve the usability. Therefore, usability tests would be beneficial to ensure that an application meets objectives efficiently and improve on user experience. Usability testing is an important and crucial step in the mobile development process Many freelance developers, however, have limited resources for usability testing, even though the advantages of usability feedback during initial development stages are clear and can save time and money in the long-run. In this thesis, we investigate which method of usability testing is most useful for resource constrained mobile developers. To test the efficacy of Android guidelines, three alternate designs of a unique Android tablet application, Glycano, are developed. High-fidelity paper prototypes were presented to end-users for usability testing and to usability experts for heuristic evaluations. Both usability and heuristic tests demonstrated that following the Android guidelines aids in user familiarity and learnability. Regardless of the different UI designs of the three mockups, Android guidelines provided an initial level of usability by providing familiarity to proficient users and an intuitiveness of certain patterns to new users. However, efficiency in building Glycano schematics was an issue that arose consistently. Testing with end-users and experts, revealed several navigational problems. Usability experts uncovered more general UI problems than the end-user group, who focused more on the content of the application. More refinements and suggestions of additional features to enhance usability and user experience were provided by the experts. Use of usability experts would therefore be most advantageous in initial design stages of an application. Feedback from usability testing is, however, also beneficial and is more valuable than not performing any test at all.
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Pascoulis, Christacis. "Understanding the successes, failures and limitations of adopting SSM in a software development environment." Thesis, University of Hertfordshire, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.409471.

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Lin, Wenhsyong. "An object-oriented software development environment for geometric modeling in intelligent computer aided design." Diss., Virginia Tech, 1992. http://hdl.handle.net/10919/40409.

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The concept of intelligent CAD systems to assist a designer in automating the design process has been discussed for years. It has been recognized that knowledge engineering techniques and the study of design theory can provide certain solutions to this approach. A major issue in developing intelligent CAD systems for geometric modeling is the integration of the design geometry with the representation of the design constraints. Current commercial computer aided design (CAD) systems are used primarily for recording the results of the design process. Using conventional CAD systems, a design engineer either must create the geometry of the design object with precise coordinates and dimensions, or start his design from an existing geometry of a previous design. It is difficult to propagate a dimensional change throughout an entire model -- especially solid models. This rigidity imposed by conventional CAD systems discourages a designer from exploring different approaches in creating a novel product.
Ph. D.
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Lilja, Erik, and William Rosander. "Lead time analysis for code changes in a large-scale telecom development environment : An Ericsson case study." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14557.

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In this study, we investigate how lead time is affected during development of a large-scale telecom product. We collected raw data from the product’s Gerrit repository which were later processed with statistical analysis. When we analysed the various areas, we concluded that a method to divide the lead time into different sequences would be the preferred method. We therefore chose to analyse lead time for different parts of the development. We found that on average lead time is roughly 3,4 days for the areas we investigate. The results indicated that lead time for reviewing increases with the years. The results also indicated that the lead time decreases for developers as they become more familiar with the product however the overall lead time for implementation did not. This can be as developers switch tasks internally or decides to change employment. The results also indicated that there is no relation between the amount of submitted LOC and lead time.
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Jacobsson, Robert. "Improving the test environment with focus on computer cloning, hotfixing and simulation software." Thesis, Linköping University, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-15387.

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When restoring a test environment, the key to success is that the process is fast and automatic. The goal is to have as little user interaction as possible.

This master thesis evaluates solutions for handling the restoration of the test environments and investigates a couple of possible approaches. It turns out that the most effective way of solving the problem is to elaborate a customized software. The interface and workflow of this software is described in the thesis.

Testing of the new software is performed and the thesis ends with some conclusions regarding the new solution and proposals for future development.

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Kessler, Gregory Drew. "A flexible framework for the development of distributed, multi-user virtual environment applications." Diss., Georgia Institute of Technology, 1997. http://hdl.handle.net/1853/8191.

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Jayaraman, Usha. "Toward the development of control software for an operator interface in the distributed automation environment." Master's thesis, This resource online, 1992. http://scholar.lib.vt.edu/theses/available/etd-04122010-083449/.

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Maeurer, Theodore R. (Theodore Robert) 1967. "Implementation of the critical chain project management methodology in IBM's S/390 software development environment." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/9766.

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Thesis (S.M.)--Massachusetts Institute of Technology, System Design and Management Program, February 1999.
"December 1998."
Includes bibliographical references (p. 91-92).
Software Development projects have a long history of being notoriously difficult to manage. From early experiences with the IBM OS/360 Operating System over 20 years ago to more recent experiences with the IBM OS/390 Operating System, the Project Management challenges remain. This phenomenon exists despite the wide spread availability of well-developed Project Management techniques such as the Critical Path Method (CPM) and the Project Evaluation and Review Technique (PERT). The challenges also transcend the introduction of ever more powerful programming tools and techniques such as structured programming, high-level languages, source-level debuggers, and object-oriented programming. As in many industries, a key challenge in the Software industry is the reliable delivery of products in an environment of ever decreasing product cycle times. Recent work by Eliyahu M. Goldratt suggests that the struggle with on-time delivery may well lie with the underlying Project Management techniques that have become so widely accepted. These techniques foster behavior patterns that are counter-productive to the shortening of product cycle times. They fail to focus the organization on the Project Management system at large and can encourage dysfunctional decision making [l ]. Work in the field of System Dynamics has independently reached similar conclusions. The traditional Project Management techniques offer little to help the Project Manager cope with issues at the strategic level. Without strategic guidance, the Project Manager is left to make poor, informal judgments and may not make adequate allowances for factors that negatively impact project performance [2]. Goldratt offers a new, alternative project scheduling approach called Critical Chain as a mechanism for improving an organization's underlying Project Management structure. Critical Chain is based on principles developed a decade earlier in Goldratt's Theory of Constraints. The Theory of Constraints changed the way organizations think about Manufacturing processes. Likewise, Critical Chain requires that organizations reformulate their approach to managing development projects. This thesis will study the successful results of applying Critical Chain on two actual Software Development projects in IBM's System 390 Division. Each of these projects achieved commitments on time. Critical Chain's contribution to these results will be discussed. The experiences gained along with potential pitfalls of Critical Chain will also be considered. In particular, the issues involved with applying this approach to a Software Development environment in which traditional methods are in widespread use will be emphasized. A discussion of the potential limitations of the Critical Chain approach will also be provided.
by Theodore R. Maeurer.
S.M.
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Al-Malki, Dana Mohammed. "Development of virtual network computing (VNC) environment for networking and enhancing user experience." Thesis, City, University of London, 2006. http://openaccess.city.ac.uk/18319/.

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Virtual Network Computing (VNC) is a thin client developed by Real VNC Ltd, Formerly of Olivetti Research Ltd/AT&T labs Cambridge and can be used as a collaborative environment, therefore it has been chosen as the basis of this research study. The purpose of this thesis is to investigate and develop a VNC based environment over the network and to improve the users’ Quality of Experience (QoE) of using VNC between networked groups by the incorporation of videoconferencing with VNC and enhancing QoE in Mobile environments where the network status is far from ideal and is prone to disconnection. This thesis investigates the operation of VNC in different environments and scenarios such as wireless environments by investigating user and device mobility and ways to sustain their seamless connection when in motion. As part of the study I also researched all groups that implement VNC like universities, research groups and laboratories and virtual laboratories. In addition to that I identified the successful features and security measures in VNC in order to create a secure environment. This was achieved by pinpointing the points of strength and weakness in VNC as opposed to popular thin clients and remote control applications and analysing VNC according to conforming to several security measures. Furthermore, it is reasonable to say that the success of any scheme that attempts to deliver desirable levels of Quality of Service (QoS) of an effective application for the future Internet must be based, not only on the progress of technology, but on usersʹ requirements. For instance, a collaborative environment has not yet reached the desired expectation of its users since it is not capable of handling any unexpected events which can result from a sudden disconnection of a nomadic user engaged in an ongoing collaborative session; this is consequently associated with breaking the social dynamics of the group collaborating in the session. Therefore, I have concluded that knowing the social dynamics of application’s users as a group and their requirements and expectations of a successful experience can lead an application designer to exploit technology to autonomously support the initiating and maintaining of social interaction. Moreover, I was able to successfully develop a VNC based environment for networked groups that facilitates the administration of different remote VNC sessions. In addition to a prototype that uses videoconferencing in parallel to VNC to provide a better user’s QoE of VNC. The last part of the thesis was concerned with designing a framework to improve and assess QoE of all users in a collaborative environment where it can be especially applied in the presence of nomadic clients with their much frequent disconnections. I have designed a conceptual algorithm called Improved Collaborative Quality of Experience (IC‐QoE), an algorithm that aims to eliminate frustration and improve QoE of users in a collaborative session in the case of disconnections and examined its use and benefits in real world scenarios such as research teams and implemented a prototype to present the concepts of this algorithm. Finally, I have designed a framework to suggest ways to evaluate this algorithm.
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Sullins, Tyler Kayne. "The Development of a Prosthetic Training Software for Upper Limb Amputees." Scholar Commons, 2016. http://scholarcommons.usf.edu/etd/6406.

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The purpose of this study was to develop an intuitive software that aids in the field of prosthetic training and rehabilitation by creating an individualized visualization of joint angles. This software is titled “the prosthetic training software (PTS) for individualized joint angle representation”, and it enables the individualized portrayal of predicted or pre-recorded joint angles. The PTS is an intuitive program for clinicians and prosthesis users that produces an animation of a virtual avatar reflecting the user’s segment lengths and amputation for rehabilitation and training purposes. The PTS consists of a graphical user interface (GUI) and a 3D visualization of the information input into the GUI. This software was developed in Microsoft Visual Studio (Microsoft, Redmond, Washington) as well as the Unity game engine (Unity Technologies, San Francisco, California) in the programming language C#. Four GUI tabs were created consisting of a patient input tab, a patient measurements tab, a prosthesis view and search tab, and a tab dedicated to editing a list of prostheses. Code was developed to take information input into these tabs to create an individualized 3D human model for the visualization. Twenty-four models were created in order to allow for unique portrayal of that input data. The models consisted of small, medium and large sizes, both male and female genders, and able-bodied, transradial left side, and transradial right side amputation variations. A generic transradial prosthesis was created for the use in the variations of these models. An additional six stick figure models were generated in order to give additional perspective of the portrayed joint angles. Code was also developed in order to animate these models accurately to the joint angles that are sent to them. Playback speed, viewing orientation, and perspective control functionalities were developed in order to assist in the comprehensiveness of the displayed joint angles. The PTS is not meant to be standalone software, however, the functionalities that it needed to encapsulate in order to work in conjunction with research currently being conducted at USF were tested. The intuitiveness of the GUI and visualization was evaluated by ease of use surveys, as well as volunteer commentary, in order to find how easily the interface that can be operated in a home setting without the oversight of an experienced operator. On average, subjects agreed that the PTS was intuitive to use, both for inputting information and utilizing the visualization. Feedback from these surveys will be used to further improve the PTS in the future. The feasibility of learning from the visualization output from the PTS was tested by comparing motions from five able-bodied subjects before and after having been taught three motions comprising pre-recorded joint angles animated by the PTS. Joint angles were calculated from recorded marker positions. It was found that after viewing the animation, the joint angles were markedly closer to the joint angles portrayed to them. This shows that the PTS is fully capable of showing joint angles in a comprehensive way. Future work will include additional testing of these functionalities, including the testing of prosthesis users, as well as the introduction and testing of new features of prosthesis recommendation and predictive joint angle production when later combined with future research.
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47

DeLozier, Gregory Steven. "Feature Location using Unit Test Coverage in an Agile Development Environment." Kent State University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=kent1406157529.

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48

Koivuniemi, J. (Jarmo). "Shortening feedback time in continuous integration environment in large-scale embedded software development with test selection." Master's thesis, University of Oulu, 2017. http://urn.fi/URN:NBN:fi:oulu-201704121470.

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Continuous integration is one of the Extreme Programming practices and is used in agile software development to provide rapid feedback and to have a working system at all times. In continuous integration, a developer commits code to projects mainline at least once a day which triggers automated build and tests. Large projects can struggle with continuous integration because with growing code base the number of tests that need to execute after a developer checks in code also gets bigger. The growing number of tests means that the build times can become long. With embedded systems, the problem can be even bigger as the testing is dependent on target hardware. With long builds, feedback becomes longer thus making it harder to practice continuous integration. Long feedback leads to infrequent integrations which can result in continuous integration becoming a bottle-neck to the development process and can even affect an ability to release software frequently. To shorten the feedback this thesis implements an automated test selection tool to work in continuous integration environment. The test selection tool selects the tests that are relevant for a specific code change instead of executing all tests for each commit. The case company is suffering from long feedbacks and the expensiveness of testing has become a problem. This thesis hopes to solve that problem with the implemented test selection tool. The tool is evaluated using three metrics; feedback time improvement, reduction in number of executed test cases and fault finding capability. The test selection tool was tested with two test suites with different size by collecting data from continuous integration system. “Shock” suite consisted of about 30 test cases and regression suite about 800 test cases. The average improvement in feedback time for Shock tests was 29.3% and 55.7% for regression suite. The test selection tool reduced the number of test cases executed in Shock by 67.1% and 78.2% for regression suite. Fault finding capability was measured for Shock suite and the tool was able to find same faults as the full suite in 97.8% of the cases. Statistical tests show that the test selection has a significant impact on feedback time. By being able to safely shorten the feedback, the test selection tool can potentially help developers in the case company to practice continuous integration.
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49

Sarker, Amit. "Improving the effectiveness and efficiency of project management technique for IT product / services development." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-13274.

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In today’s competitive business world, every company wants to be more profitable. In order to keep the profit margin high, the companies need to work more. It is very hard to find any company which works on a single project. Actually it is not only any specific company’s practice rather it is a practice of the entire human being to do multiple works at the same time. The practice has also become quite common in the companies. Although the practice of working on multiple projects simultaneously has become popular for the companies overtime, the important thing is to manage all the projects efficiently so that all projects can be finished according to the plan. Multiple project management deals with a lot of challenges in terms of resource and time. The facts like resource sharing and resource constraint add more complexity to the management of such multiple simultaneous projects. It is difficult to understand the correct workload during the project and the effects of running all the simultaneous projects to the project deployment time. The situation becomes even critical if the projects run in a dynamic environment which may provide changes during any phase of it. Software development is such a process that deals with multiple projects and also the dynamic environment. The master study will focus on such case where the study has conducted in a software development company named ActionWave Development AB. ActionWave Development AB is dealing with multiple projects with having resource constraint. In this study, readers will come to know about the challenges of ActionWave Development AB in terms of resource scenario and deployment time in case of managing multiple projects simultaneously. The study will analyze the effect of having multiple simultaneous projects to the limited resource of ActionWave Development AB and will also show the effects on projects deployment time. The study does the analysis for the current case and an imaginary test case. Later solution has been provided to overcome the problem. Further recommendations were made in order to conduct an effective project management within the company.
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Nekkanti, Lakshmi Sowjanya. "Impact of coordination challenges on quality of global software development projects." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13323.

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Context. Global software development (GSD) gained huge recognition in today’s business world. Most of the software companies day by day are striving hard to evolve globally where software is developed in the context of different environmental settings that are distanced on various factors like geography, timezone, culture and language. Coordination is the factor that plays one of the prominent roles in such a setting for effective teamwork and project success. Although numerous efforts has been done in this research area, there has been no proper evidence from industry about the impact of these coordination challenges on the overall quality of the software when being developed in a distributed setting. Objectives. The purpose of this study is to examine and identify the coordination challenges and risks faced in global software development projects that has a negative impact on the quality of software from practitioner’s perspective. It also identify the tools, methods, and techniques that are used in industry to overcome these challenges and maintain quality standards. Methods. The aims and objectives of our study are fulfilled by conducting survey among practitioners working in GSD projects all around the globe. Further, 10 interviews are conducted with practitioners working in different companies and geographical locations in order to gain a detailed understanding of the impact of identified coordination challenges on the quality of software in GSD projects. Results. A total of 50 survey responses are recorded, out of which 48 respondents specify that coordination challenges has a negative impact on software quality in GSD context. By the ratings given by the participants, we identified the challenges and risks that had a major impact. Mixed results are obtained during interviews where most of them prioritized coordination as a major problem in GSD projects. It also included that use of some tools, methods and processes help them in overcoming this issue. The quality attributes that are mostly affected due to the challenges in GSD projects are also identified. Conclusions. After the analysis of survey results, the coordination challenges and associated risks in GSD projects are identified. They were found to havemostly negative impact on software quality. After thematic analysis of interview results, we observed that though the impact of coordination challenges is negative, its extent of implication is moderate in most cases.
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