Dissertations / Theses on the topic 'Software engineer'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 dissertations / theses for your research on the topic 'Software engineer.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.
Popov, A., and N. Gudkova. "Career path for software engineer in Ukraine." Thesis, Міжнародний центр науки і досліджень, 2020. https://er.knutd.edu.ua/handle/123456789/16770.
Full textZielieke, Jane. "Maximizing student software engineer productivity in hybrid commercial-educational environments." Online version, 2004. http://www.uwstout.edu/lib/thesis/2004/2004zieliekej.pdf.
Full textBruce, Bobby R. "The blind software engineer : improving the non-functional properties of software by means of genetic improvement." Thesis, University College London (University of London), 2018. http://discovery.ucl.ac.uk/10052290/.
Full textLaGuardia, John Louis. "Computer Aided Parametric Screw Design and Analysis Using Pro/Engineer Solid Modeling Software." University of Akron / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=akron1237988201.
Full textIftikhar, Muhammad Usman. "A Model-Based Approach to Engineer Self-Adaptive Systems with Guarantees." Doctoral thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-69136.
Full textMarie Curie CIG, FP7-PEOPLE-2011-CIG, Project ID: 303791
França, Alberto César Cavalcanti. "A theory of motivation and satisfaction of software engineers." Universidade Federal de Pernambuco, 2014. https://repositorio.ufpe.br/handle/123456789/12006.
Full textMade available in DSpace on 2015-03-11T18:03:12Z (GMT). No. of bitstreams: 2 TESE Alberto César Cavalcanti França.pdf: 3788012 bytes, checksum: a84eaeee00c35211070eb3130be655f2 (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Previous issue date: 2014
CNPq
Pesquisas na área de engenharia de software indicam que o gerenciamento apropriado da motivação e satisfação no trabalho são importantes para o sucesso de projetos de software. No entanto, rara tem sido a preocupação com o uso apropriado de teorias bem estabelecidas para fundamentar tais pesquisas, o que deixa em aberto várias questões práticas sobre motivação e satisfação no contexto do desenvolvimento de softwares. Evidências apontam que o conhecimento sobre a satisfação no trabalho, neste contexto, está relativamente consolidado, mas ainda há muito a se aprender sobre as características específicas que antecedem a motivação dos engenheiros de software. Objetivo: O ponto de partida compreende teorias de Satisfação no Trabalho e das Características do Trabalho, que defendem que motivação e satisfação no trabalho referem-se a fenômenos distintos. Esta tese objetiva então clarificar quais são as características do trabalho que influenciam a motivação de engenheiros de software. Método: Este quadro teórico inicial foi evoluído baseado nos aprendizados resultantes de um estudo de múltiplos casos, executado em quatro organisações de software em Recife-PE. Durante 11 meses, dados foram coletados nestas organizações, através de entrevistas semi-estruturadas, estudos diários, e análise documental. Resultados: Os resultados apontam que (1) engenheiros de software não estão conscientes sobre a distinção entre os dois fenômenos (motivação e satisfação no trabalho), (2) motivação é caracterizada pelo engajamento e concentração, (3) motivação é afetada por diversas características da tarefa do engenheiro de software, mas também pela percepção sobre o engajamento dos colegas de trabalho e pela auto-confiança técnica do trabalhador, (4) motivação contribui para a satisfação no trabalho, moderada pela informação provida sobre a performance individual dos engenheiros, e (5) o papel mediador das características pessoais do indivíduo é universal. Conclusão: Com base nestes dados, é proposta uma nova teoria de motivação e satisfação de engenheiros de software (TMS-SE) que une elementos de teorias bem estabelecidas, expandindo-as e adaptando-as à realidade específica de engenheiros de software. A TMS-SE representa um avanço em nossa compreensão do comportamento de engenheiros de software, bem como levanta novas questões e propõe um terreno organizado para futuras investigações nesta área.
Context: Previous research work in the Software Engineering field indicates that a proper management of motivation and job satisfaction at work can help software organisations to achieve higher levels of project success. However, the little concern with the adequate use of well-established theories to underpin these researches left unclear several theoretical and practical aspects of work motivation and job satisfaction in the software context. In fact, there is enough knowledge about job satisfaction factors, but not on specific characteristics of the work that motivate software engineers. Objective: The starting point of this research comprises the Job Satisfaction and the Job Characteristics theories, which argue that job satisfaction and work motivation are distinguishable phenomena, with distinct antecedents and different outcomes. Then, this thesis aims to clarify specifically what factors drive motivation of software engineers at work. Method: The initial theoretical framework was evaluated and enhanced based on findings from a multiple case study that comprised four different software organisations from Recife, Brazil. For 11 months, rich data was collected independently in those organisations, by means of semi-structured interviews, diary studies, and document analyses, and the synthesis followed a standard procedure of cross-case analysis. Results: The results point out that (1) practitioners are not aware of the distinction between work motivation and job satisfaction, (2) work motivation is characterized by engagement and concentration, (3) work motivation is affected by software engineering tasks characteristics and by the co-workers’ engagement, workload and technical confidence, (4) work motivation improves satisfaction moderated by feedback information provided about the individual’s performance, and (5) the mediating role of individual characteristics is pervasive. Conclusion: Based on these data, it was possible to draw up a new theory of motivation and satisfaction of software engineers (TMS-SE), which unites elements from well established theories, expands and adapts them to the software engineering specific context. The TMS-SE represents an advance on our understanding of software engineers’ behaviour as well as it raises new questions and provides an organised ground for future investigations in this area.
SANTOS, Ronnie Edson de Souza. "The Influence of Job Rotation on Motivation and Satisfaction of Software Engineers." Universidade Federal de Pernambuco, 2015. https://repositorio.ufpe.br/handle/123456789/16366.
Full textMade available in DSpace on 2016-04-07T12:05:26Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Ronnie Edson de Souza Santos - Dissertação de Mestrado.pdf: 1606424 bytes, checksum: a113e8f9718b34411e84149694b571ce (MD5) Previous issue date: 2015-01-22
Context. During the last decades, human factors have become of great interest for many software engineering researchers, considering there are a wide variety of human and social aspects that might affect the way software engineers perform their work. As an example of this, recent research revealed a need for the proper management of two elements, the motivation and the satisfaction of software engineers, in order to achieve higher levels of performance at work. In this context, the Theory of Motivation and Satisfaction of Software Engineers (TMS-SE), recently established, confirms this need and recognizes the difference between these two factors, demonstrating that motivated software engineers are engaged and concentrated, while satisfaction is perceived in terms of happiness at work. Goal. Although having observed a wide diversity of aspects present at the software development environment, the TMS-SE did not specifically address the practice known as Job Rotation, whereby people are constantly switching jobs or projects at the same organization, and the effects of this practice on the motivation and satisfaction of software engineers. Thus, the main goal of this research is to investigate and discuss how the practice of job rotation can influence the motivation and the satisfaction of these individuals. Method. To achieve this goal, a qualitative case study was conducted in a software organization where the practice of job rotation amongst software projects is common. A group of software engineers were interviewed in order to collect data about their experience with this practice. Results. The findings suggest that, in a context in which the rotation of software engineers is frequent, it is necessary to find the balance between the positive and negative factors affecting the engagement and the concentration of these individuals, otherwise, their motivation will be impaired by the increase in the cognitive overload at work. In addition, the lack of feedback, resultant from constant movement among projects and teams, has a direct and negative impact on job satisfaction.
Contexto. Durante as últimas décadas, os fatores humanos tem recebido grande atenção de muitos pesquisadores de área de Engenharia de Software, pois estes fatores afetam a forma como os engenheiros de software executam o seu trabalho. A exemplo disto, pesquisas recentes revelaram a necessidade de uma gestão adequada da motivação e satisfação de engenheiros de software para que se possa atingir altos níveis de desempenho. Neste contexto, a Teoria da Motivação e Satisfação dos Engenheiros de Software (TMS-SE), estabelecida recentemente, confirma esta necessidade e estabelece a diferença entre estes dois fatores, demonstrando que engenheiros de software motivados são empenhados e concentrados, enquanto a satisfação é percebida em termos de contentamento com o trabalho. Objetivo. Apesar de ter discutido uma grande variedade de aspectos relacionados com o trabalho de equipes de desenvolvimento de software, a TMS-SE não explica diretamente o impacto da prática de Job Rotation (rotações de trabalho), através da qual estes indivíduos são periodicamente mudados de equipe e de projeto de software, na motivação e satisfação dos engenheiros de software. Assim, o objetivo desta pesquisa foi investigar e discutir como as rotações de trabalho podem influenciar a motivação e a satisfação de engenheiros de software. Método. Para atingir este objetivo, um estudo de caso qualitativo foi realizado em uma organização de software que utiliza a prática de rotação de engenheiros de software, os quais foram entrevistados sobre a sua experiência neste processo. Resultados. Os resultados sugerem que, em um contexto em que a rotação de engenheiros de software é freqüente, faz-se necessário buscar o equilíbrio entre os fatores positivos e negativos que afetam o engajamento e a concentração destes indivíduos, caso contrário, sua motivação será prejudicada pelo aumento da carga cognitiva do trabalho. Além disso, a falta de feedback sobre o trabalho, tem impacto negativo direto sobre a satisfação no trabalho.
Karlson, Max, and Fredrik Olsson. "Investigating the Newly Graduated StudentsExperience after University." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18133.
Full textFerreira, Adriane Pedroso Dias. "MetImage: uma metodologia para desenvolvimento de software para o processamento e análise de imagens." Universidade Federal de Santa Maria, 2006. http://repositorio.ufsm.br/handle/1/8243.
Full textO desenvolvimento de software para processamento e análise de imagens é uma tarefa complexa por utilizar métodos matemáticos para resolver os problemas, por necessitar de uma equipe multidisciplinar e por exigir alto grau de qualidade do software desenvolvido. Portanto, fazer uso de uma metodologia que organize e melhore o processo de desenvolvimento desse tipo de software é de vital importância. A existência de uma metodologia é apontada como um dos primeiros passos em direção ao gerenciamento e a melhoria do processo de desenvolvimento de software. Assim, este trabalho apresenta uma metodologia específica para o desenvolvimento de software para processamento e análise de imagens, chamada nesse trabalho de MetImage. O objetivo dessa metodologia é suprir as deficiências detectadas nas metodologias existentes, tais como o excesso de recursos, burocracia, controle exagerado e falta de documentação, em alguns casos específicos. A metodologia proposta foi implantada no contexto de um grupo de pesquisa. Os principais resultados obtidos foram: a especificação das atividades da equipe, a inclusão de uma etapa de aprendizagem sobre os métodos matemáticos necessários para a implementação das funcionalidades requeridas pelos sistemas e a padronização de código. Além disso, a documentação gerada pode servir de apoio para o entendimento entre especialistas das diferentes áreas que fazem parte do grupo de pesquisa.
Cyrillo, Luciano Cavallini. "GesProDS - um modelo de gestão de projetos distribuídos de software." Universidade de São Paulo, 2005. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-01032006-113023/.
Full textThis work shows a model for management of Global Software Development projects. Initially the main problems identified in literature for this kind of projects are presented. After that, some specialized models of project management are discussed. A comparison between the identified models and the most known models of project management in relation to the main described problems for this context is also carried through. From the described information, the best practices of project management are identified and used to compose a project management model (GesProDS) for Global Software Development Projects. This model is described including its roles, responsibilities of organizations and required resources. Further more, the structure of the virtual organization and management processes are described.
Vieira, Junior Ivanilson Fran?a. "Uma abordagem na camada de middleware para troca din?mica de componentes em sistemas multim?dia distribu?dos baseados no framework Cosmos." Universidade Federal do Rio Grande do Norte, 2009. http://repositorio.ufrn.br:8080/jspui/handle/123456789/17998.
Full textCoordena??o de Aperfei?oamento de Pessoal de N?vel Superior
To manage the complexity associated with the management of multimedia distributed systems, a solution must incorporate concepts of middleware in order to hide specific hardware and operating systems aspects. Applications in these systems can be implemented in different types of platforms, and the components of these systems must interact each with the other. Because of the variability of the state of the platforms implementation, a flexible approach should allow dynamic substitution of components in order to ensure the level of QoS of the running application . In this context, this work presents an approach in the layer of middleware that we are proposing for supporting dynamic substitution of components in the context the Cosmos framework , starting with the choice of target component, rising taking the decision, which, among components candidates will be chosen and concluding with the process defined for the exchange. The approach was defined considering the Cosmos QoS model and how it deals with dynamic reconfiguration
Para tratar a complexidade associada ao gerenciamento dos sistemas multim?dia distribu?dos, uma solu??o deve incorporar conceitos de middleware de forma a abstrair especificidades de hardware e sistemas operacionais. Aplica??es nesses sistemas podem ser executadas em diferentes tipos de plataformas, e os componentes destes sistemas precisam interagir uns com os outros. Devido ? variabilidade dos estados das plataforma de execu??o, uma abordagem flex?vel deve permitir a troca din?mica de componentes visando garantir o n?vel de QoS da aplica??o em execu??o. Neste contexto, o presente trabalho apresenta uma abordagem na camada de middleware para a realiza??o de troca din?mica de componentes no contexto do framework Cosmos, iniciando com a escolha do componente alvo para a troca, passando pela tomada de decis?o de qual, entre os componentes candidatos, ser? escolhido e concluindo com o processo definido para a troca. A abordagem foi definida com base nos requisitos de QoS considerados no framework Cosmos de maneira a suportar a reconfigura??o din?mica de componentes
Cournoyer, Richard John. "The Application of Parametric Software into the Undergraduate Computer-Aided Manufacturing Environment." Digital WPI, 1999. https://digitalcommons.wpi.edu/etd-theses/1078.
Full textFilho, Ari do Amaral Torres. "AnÃlise da utilizaÃÃo de mÃtodos Ãgeis no desenvolvimento de ambientes virtuais de aprendizagem: um estudo de caso do Solar 2.0." Universidade Federal do CearÃ, 2014. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=12689.
Full textNas duas Ãltimas dÃcadas houve um considerÃvel avanÃo no uso de Tecnologias da InformaÃÃo e ComunicaÃÃo Digitais no processo de ensino e aprendizagem, tanto na modalidade de EducaÃÃo presencial quanto a distÃncia. Neste contexto, o uso de Ambientes Virtuais de Aprendizagem - softwares criados para o suporte a cursos atravÃs da Internet - vÃm crescendo e seu acesso se tornando cada vez mais diversificado, indo de computadores desktop a celulares smartphones. Desta forma, a complexidade de criaÃÃo destes ambientes se torna cada vez maior e exige tÃcnicas de Engenharia de Software e GestÃo de Projetos cada vez melhores para garantir a qualidade do produto gerado e a satisfaÃÃo do cliente. Tendo em vista tal cenÃrio, o presente trabalho propÃe o uso de Metodologias Ãgeis tanto no desenvolvimento quanto na gestÃo de projetos de ambientes virtuais como uma soluÃÃo mais interessante que a tradicional forma de criaÃÃo de softwares baseada somente na qualidade do produto, esquecendo, muitas vezes, a satisfaÃÃo do cliente e a motivaÃÃo dos desenvolvedores
In the last two decades there has been considerable progress in the use of Information Technologies and Digital Communication in the process of teaching and learning, both in the form of classroom education as distance. In this context, the use of Virtual Learning Environments - software designed to support the courses via the Internet - is growing and access becoming increasingly diverse, ranging from desktop computers to mobile smartphones. Thus, the complexity of creating these environments becomes increasingly technical and requires Software Engineering and Project Management always better to ensure product quality and customer satisfaction generated. Given such a scenario, this paper proposes the use of Agile methodologies in the development and project management of virtual environments as a more interesting way than traditional software delivery based only on product quality, forgetting often , customer satisfaction and motivation of developers. This paper reports the adoption of agile methodologies in the development of the SOLAR AVA 2.0, showing that it is possible to succeed in both the technical level and at the organizational and personally with the adoption of agile practices in the development of AVAs that can be proven through experiments done with the satisfaction surveys with users and project developers.
Valbasas, Hubertas. "Aparatinės programų apsaugos metodų tyrimas ir paskirstytų skaičiavimų modelio panaudojimas apsaugos rakto realizacijai." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2011. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2011~D_20110901_122838-58955.
Full textSoftware protection is important problem of nowaday. In 2009 the piracy rate reaches 43% of all globe softwares usage, especialy high piracy rate is in Eastern Europe, where 64% of softwares are illegal. This brings hardware-based protection to be one of the prime defense against illegal software usage. The analysis of hardware-based software protection showed that the weakest part of hardware-based protection is communication with software, so dongle method, which computes part of the software inside dongle, could withstand most of reverse engineer attack methods. To prove this Matlab model of distributed dongle-based protection scheme was created and its experimental evaluation showed, that suggested software protection model is resistant against deassembling, debbuging and software cloning attacks. Equally, experimental distributed computing protection dongle prototype was created and tested with two experimental programs against deassembling, debbuging, decompilation and software cloning attacks. This shows that attackers can find calls to the dongle, but can not jump or nop it, such it was done in experimental software protected with traditional commercial dongle.
Hrnčíř, Petr. "Ocelová konstrukce průmyslové skladovací haly." Master's thesis, Vysoké učení technické v Brně. Fakulta stavební, 2012. http://www.nusl.cz/ntk/nusl-225489.
Full textKratz, Ricardo de Andrade. "Fábrica de adequação de conteúdos de ensino para objetos de aprendizagem reutilizáveis (RLOs) respeitando a norma SCORM." Universidade do Vale do Rio do Sinos, 2006. http://www.repositorio.jesuita.org.br/handle/UNISINOS/2219.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
Para promover a reutilização de conteúdos de aprendizagem é necessário promover a normalização desses conteúdos para que possam funcionar corretamente em qualquer sistema de e-learning. A normalização permite: uma fácil reutilização; a portabilidade dos conteúdos criados; a padronização dos processos de criação; e a gestão dos conteúdos de aprendizagem. Porém, normalizar um ambiente de Educação a Distância já existente não é uma tarefa trivial e necessita de uma adequação tanto dos conteúdos de aprendizagem quanto do sistema de e-learning, pois toda a arquitetura é alterada, sendo necessário separar o conteúdo da estrutura. Esta pesquisa propõe e implementa uma arquite-tura denominada Fábrica de Adequação capaz de promover a interoperabilidade dos conteúdos educacionais e promover a adequação de recursos educacionais para Objetos de Aprendizagem Reutilizáveis, respeitando a norma SCORM, utilizando de tecnologias de Agentes de Software,Meta-dado (SCORM) e Web Services, os quais dispõem de mecanismo de auton
To promote learning object reusability it is necessary to provide the normalization of its contents so that they can work appropriately in any e-learning system. The normalization alows easy reusability, portability of created contents, standardization of processes of creation, and management of learning objects. However, to normalize an existing E-learning environment it is not a trivial task and it requires adequacy either of the learning contents and the e-learning system, once the whole architecture is modified, being necessary though to separate the content from the structure. This research proposes and implements an architecture caled Adequacy Factory which is capable of promoting the interoperability of educational contents and the adequacy of educational resources for Learning Object Reusability, respecting the SCORM norm by using technologies such as Soft-ware Agents, Meta-Data (SCORM), and Web Services which make use of autonomy mechanism, interaction, invocation, access, and reuse of services
Torres, Filho Ari do Amaral. "Análise da utilização de métodos ágeis no desenvolvimento de ambientes virtuais de aprendizagem: um estudo de caso do Solar 2.0." reponame:Repositório Institucional da UFC, 2014. http://www.repositorio.ufc.br/handle/riufc/13359.
Full textSubmitted by Daniel Eduardo Alencar da Silva (dealencar.silva@gmail.com) on 2015-01-23T20:18:36Z No. of bitstreams: 1 2014_dis_aatfilho.pdf: 5052662 bytes, checksum: bbc494f5731e2ba4a447896641ee5d11 (MD5)
Approved for entry into archive by Rocilda Sales(rocilda@ufc.br) on 2015-09-23T16:29:47Z (GMT) No. of bitstreams: 1 2014_dis_aatfilho.pdf: 5052662 bytes, checksum: bbc494f5731e2ba4a447896641ee5d11 (MD5)
Made available in DSpace on 2015-09-23T16:29:47Z (GMT). No. of bitstreams: 1 2014_dis_aatfilho.pdf: 5052662 bytes, checksum: bbc494f5731e2ba4a447896641ee5d11 (MD5) Previous issue date: 2014
In the last two decades there has been considerable progress in the use of Information Technologies and Digital Communication in the process of teaching and learning, both in the form of classroom education as distance. In this context, the use of Virtual Learning Environments - software designed to support the courses via the Internet - is growing and access becoming increasingly diverse, ranging from desktop computers to mobile smartphones. Thus, the complexity of creating these environments becomes increasingly technical and requires Software Engineering and Project Management always better to ensure product quality and customer satisfaction generated. Given such a scenario, this paper proposes the use of Agile methodologies in the development and project management of virtual environments as a more interesting way than traditional software delivery based only on product quality, forgetting often , customer satisfaction and motivation of developers. This paper reports the adoption of agile methodologies in the development of the SOLAR AVA 2.0, showing that it is possible to succeed in both the technical level and at the organizational and personally with the adoption of agile practices in the development of AVAs that can be proven through experiments done with the satisfaction surveys with users and project developers.
Nas duas últimas décadas houve um considerável avanço no uso de Tecnologias da Informação e Comunicação Digitais no processo de ensino e aprendizagem, tanto na modalidade de Educação presencial quanto a distância. Neste contexto, o uso de Ambientes Virtuais de Aprendizagem - softwares criados para o suporte a cursos através da Internet - vêm crescendo e seu acesso se tornando cada vez mais diversificado, indo de computadores desktop a celulares smartphones. Desta forma, a complexidade de criação destes ambientes se torna cada vez maior e exige técnicas de Engenharia de Software e Gestão de Projetos cada vez melhores para garantir a qualidade do produto gerado e a satisfação do cliente. Tendo em vista tal cenário, o presente trabalho propõe o uso de Metodologias Ágeis tanto no desenvolvimento quanto na gestão de projetos de ambientes virtuais como uma solução mais interessante que a tradicional forma de criação de softwares baseada somente na qualidade do produto, esquecendo, muitas vezes, a satisfação do cliente e a motivação dos desenvolvedores
Blaauw, Pieter. "Search engine poisoning and its prevalence in modern search engines." Thesis, Rhodes University, 2013. http://hdl.handle.net/10962/d1002037.
Full textChan, Kwok Hung Billy Carleton University Dissertation Engineering Mechanical. "Software for welding engineers." Ottawa, 1990.
Find full textBradley, Roxanne. "Software design : communication between human factors engineers and software developers /." Thesis, This resource online, 1991. http://scholar.lib.vt.edu/theses/available/etd-08222009-040239/.
Full textPalmé, Michael, and Felix Toppar. "Line of Code Software Metrics Applied to Novice Software Engineers." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-264120.
Full textMenigen med detta arbete är att ta reda på hur tiden som läggs på ett mjukvaruprojekt distrubieras på en arbetsplats med nyutbildade mjukvaruingenjörer.Målet med detta arbete är att förbättra förståelsen angående hur nyutbildade mjukvaruingenjörer bidrar till ett mjukvaruprojekt.I det här arbetet så har en fallstudie gjorts med två stycken nyutbildade mjukvaruingenjörer för att undersöka hur nyutbildade ingenjörer bidrar till ett mjukvaruprojekt. Fallstudien följer dessa två ingenjörer på en arbetsplats där en kvantitativ undersökning görs med hjälp av Line of Code mjukvarumetriken som används för att dokumentera hur ingenjörerna fördelade sin tid på arbetsplatsen.Resultaten av fallstudien visade att dessa två nyutbildade ingenjörer spenderade mycket mer tid åt kodande än åt planerande, och att de skrev kod snabbare än den genomsnittliga erfarna ingenjören.
Miranda, Jonathan Rodrigo A. "Automating Self Evaluations for Software Engineers." DigitalCommons@CalPoly, 2016. https://digitalcommons.calpoly.edu/theses/1614.
Full textSavary-Leblanc, Maxime. "Augmenting software engineers with modeling assistants." Thesis, Université de Lille (2018-2021), 2021. https://pepite-depot.univ-lille.fr/LIBRE/EDMADIS/2021/2021LILUB027.pdf.
Full textDomain knowledge is a prerequisite to produce software design and implementation tailored to stakeholders’ requirements. One common way to formalize that knowledge is achieved through conceptual models, which are commonly used to describe or simulate a system. Acquiring such expertise requires to discuss with knowledgeable stakeholders and/or to get an access to useful documents, which both might not always be easily accessible. In the same time, more and more model samples can be gathered from multiple sources, what represents an increasing number of already formalized and accessible knowledge pieces. For example, some companies keep archives of internal model repositories. There also exist numerous open source projects that contain models while some modeling tools even offer the possibility to create public projects that are free to browse. Such data sources could be exploited to create domain knowledge that could be provided to software engineers while modeling. To be useful, this knowledge must be of high quality, but must also be well integrated into the software modeling process. The focus of this thesis is to provide a framework to exploit knowledge to assist users of computer-based modeling tools with software modeling assistants. This thesis first introduces our research questions based on a systematic mapping study about software assistants for software engineering, and then focuses on software assistants for modeling. It reports on the design of modeling assistants based on a user-centered approach. We present the conclusions of interviews conducted with experts in modeling, a stage in which requirements are collected. Then, we develop the creation of a prototype modeling knowledge base allowing (i) to create general and specific artificial modeling knowledge, and (ii) to make them available to any software client via recommendations. After introducing the results of an experiment regarding the accuracy of the system, we discuss these preliminary results. Finally, this thesis presents a software modeling assistant implementation integrated to the Papyrus tool, which aims to cognify the UML modeling environment by integrating the previously created knowledge. Our work helps to clarify the need for assistance during software modeling work, presents an initial approach to the design of software assistants for software modeling, and identify research challenges in modeling assistance
Bates, Christopher David. "Message passing : how software engineers use talk." Thesis, Sheffield Hallam University, 2014. http://shura.shu.ac.uk/19328/.
Full textCosic, Prica Srdjan. "Video Games and Software Engineers : Designing a study based on the benefits from Video Games and how they can improve Software Engineers." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15324.
Full textArnaud, Virginie B. (Virginie Blandine). "Quantifying architects' and engineers' use of structural design software." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/82174.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis. Page 137 blank.
Includes bibliographical references (p. 135-136).
Both architects and engineers encounter significant barriers and hurdles that compartmentalize both fields and increase the complexity of collaborative design. In addition to little interaction between both fields, software programs are limited in many aspects. That is why the current industry's organization and tools confront engineers and architects with significant challenges. If improvements are made, they would reduce designers' effort and the time spent to overcome these challenges, and would positively impact the quality of their work. Thus, it is necessary to identify problems in current tools and to study the design process to find areas for improvement in design software programs. This paper presents a discussion on the limitations of structural design software and a study on the differences between architects and engineers during the design process through the analysis of the use of a newly developed framework: StructureFIT. This tool was recently developed at MIT and aims to create an interface between both disciplines. In this thesis, a usability study and a questionnaire were specifically designed to gather data from 38 graduate students of architecture and engineering. This material aims to assess users' level of satisfaction with current tools, identify the areas to be improved in current software programs, quantify the differences in designers' practices, and assess StructureFIT. The analysis of findings suggests that users are not fully satisfied with current tools. The reason is that most design tools do not easily foster the exploration of structural alternatives due to lack of user-friendliness, compared to StructureFIT that did meet the users' demands. This work also provides a better understanding of engineers' and architects' respective design approaches as discussed through the analysis of the usability study results. Lastly, StructureFIT does provide a positive design exploration for designers, since the tool enabled users to dramatically improve structural performance while providing a wide diversity of solutions. The richness of generated efficient design solutions is what makes StructureFIT an innovative and promising approach.
by Virginie B. Arnaud.
M.Eng.
Kutomi, Esdras. "Supporting Support Engineers." BYU ScholarsArchive, 2020. https://scholarsarchive.byu.edu/etd/8431.
Full textSach, Rien. "The impact of feedback on the motivation of software engineers." Thesis, Open University, 2013. http://oro.open.ac.uk/39125/.
Full textWheeler, Sharon A. "Software Engineers: License, Certify or Classify ? Modeling Practitioners Through SPECS." NSUWorks, 2005. http://nsuworks.nova.edu/gscis_etd/916.
Full textBuisman, Jacco. "Game Theory and Bidding for Software Projects An Evaluation of the Bidding Behaviour of Software Engineers." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik och datavetenskap, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5850.
Full textJacco Buisman Bonairestraat 32 9715 SE Groningen The Netherlands
Toscanelli, Massimo. "Multicore Software Development for Engine Control Units." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/19281/.
Full textShah, Dhaval Kashyap. "Impact of Visualization on Engineers – A Survey." Scholar Commons, 2016. http://scholarcommons.usf.edu/etd/6385.
Full textSABINO, Melina Mongiovi Cunha Lima. "Scaling testing of refactoring engines." Universidade Federal de Campina Grande, 2016. http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/883.
Full textMade available in DSpace on 2018-06-05T13:58:29Z (GMT). No. of bitstreams: 1 MELINA MONGIOVI CUNHA LIMA SABINO - TESE (PPGCC) 2016.pdf: 4752189 bytes, checksum: e1034c42632a733df07a498a7eea6d0b (MD5) Previous issue date: 2016
Capes
Definir e implementar refatoramentos não é uma tarefa trivial, pois é difícil definir todas as pré-condições necessárias para garantir que a transformação preserve o comportamento observável do programa. Com isso, ferramentas de refatoramentos podem ter condições muito fracas, condições muito fortes e podem aplicar transformações que não seguem a definição do refatoramento. Na prática, desenvolvedores escrevem casos de testes para checar suas implementações de refatoramentos e se preocupam em evitar esses tipos de bugs, pois 84% das asserções de testes do Eclipse e JRRT testam as ferramentas com relação aos bugs citados anteriormente. No entanto, as ferramentas ainda possuem esses bugs. Existem algumas técnicas automáticas para testar ferramentas de refatoramentos, mas elas podem ter limitações relacionadas com tipos de bugs que podem ser detectados, geração de entradas de testes, automação e performance. Este trabalho propõe uma técnica para escalar testes de ferramentas de refatoramentos. A técnica contém DOLLY um gerador automático de programas Java e C, no qual foram adicionadas mais construções de Java (classes e métodos abstratos e interface) e uma estratégia de pular algumas entradas de testes com o propósito de reduzir o tempo de testar as implementações de refatoramentos. Foi proposto um conjunto de oráculos para avaliar a corretude das transformações, dentre eles SAFEREFACTORIMPACT que identifica falhas relacionadas com mudanças comportamentais. SAFEREFACTORIMPACT gera testes apenas para os métodos impactados pela transformação. Além disso, foi proposto um novo oráculo para identificar transformações que não seguem a definição do refatoramento e uma nova técnica para identificar condições muito fortes. A técnica proposta foi avaliada em 28 implementações de refatoramentos de Java (Eclipse e JRRT) e C (Eclipse) e detectou 119 bugs relacionados com erros de compilação, mudanças comportamentais, condições muito fortes, e transformações que não seguem a definição do refatoramento. Usando pulos de 10 e 25 no gerador de programas, a técnica reduziu em 90% e 96% o tempo para testar as implementações de refatoramentos, enquanto deixou de detectar apenas 3% e 6% dos bugs, respectivamente. Além disso, detectou a primeira falha geralmente em alguns segundos. Por fim, com o objetivo de avaliar a técnica proposta com outras entradas de testes, foram avaliadas implementações do Eclipse e JRRT usando os programas de entrada das suas coleções de testes. Neste estudo, nossa técnica detectou mais 31 bugs não detectados pelos desenvolvedores das ferramentas.
Defining and implementing refactorings is a nontrivial task since it is difficult to define preconditions to guarantee that the transformation preserves the program behavior. There fore, refactoring engines may have overly weak preconditions, overly strong preconditions, and transformation issues related to the refactoring definition. In practice, developers manually write test cases to check their refactoring implementations. We find that 84% of the test suites of Eclipse and JRRT are concerned with identifying these kinds of bugs. However, bugs are still present. Researchers have proposed a number of techniques for testing refactoring engines. Nevertheless, they may have limitations related to the bug type, program generation, time consumption, and number of refactoring engines necessary to evaluate the implementations. In this work, we propose a technique to scale testing of refactoring engines by extending a previous technique. It automatically generates programs as test inputs using Dolly, a Java and C program generator. We add more Java constructs in DOLLY, such abstract classes and methods and interface, and a skip parameter to reduce the time to test the refactoring implementations by skipping some consecutive test inputs. Our technique uses SAFEREFACTORIMPACT to identify failures related to behavioral changes. It generates test cases only for the methods impacted by a transformation. Also, we propose a new oracle to evaluate whether refactoring preconditions are overly strong by disabling a subset of them. Finally, we present a technique to identify transformation issues related to the refactoring definition. We evaluate our technique in 28 refactoring implementations of Java (Eclipse and JRRT) and C (Eclipse) and find 119 bugs related to compilation errors, behavioral changes, overly strong preconditions, and transformation issues. The technique reduces the time in 90% and 96% using skips of 10 and 25 in Dolly while missing only 3% and 6% of the bugs, respectively. Additionally, it finds the first failure in general in a few seconds using skips. Finally, we evaluate our proposed technique by using other test inputs, such as the input programs of Eclipse and JRRT refactoring test suites. We find 31 bugs not detected by the developers.
Wu, Xiongnan Newman. "A Compositional Automation Engine for Verifying Complex System Software." Thesis, Yale University, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=13851930.
Full textFormal verification is the only known way of building bug-free or hacker-proof programs. However, due to its prohibitive associated costs, formal verification has rarely been considered as an option in building robust large-scale system software. Practical system software normally consists of highly correlated interdependent subsystems, with complex invariants that need to be globally maintained. To reason about the correctness of a program, we not only need to show that the program in consideration satisfies the invariants and the specification, but also prove that the invariants cannot be accidentally broken by other parts of the system, e.g., via pointer manipulation. Furthermore, we often have some snippet of code that temporarily breaks the invariants, and re-establishes them later, which could make reasoning of such code more complex. Even worse, many complex system software contains device drivers to work with the devices, which brings a major challenge of handling device interrupts; and consists of multiple threads running on multiple CPUs concurrently. This forces us to further reason about arbitrary interactions and interleaved executions among different devices, interrupts, and programs running on different CPUs, which could quickly make the verification task intractable.
In this dissertation, we present a compositional, and powerful automation engine for effectively verifying complex system software. It is compositional because it solely focuses on providing strong automation support for verifying functional correctness properties of C source programs, while taking the memory isolation and invariant properties as given, and separately provide a systematic approach for guaranteeing the isolation among different in-memory data, and proving invariants, completely at the logical level. The engine also contains a novel way of representing devices and drivers, and simulation-based approach for turning the low-level interrupt model into an equivalent abstract model which is suitable for reasoning about interruptible code. Furthermore, the engine provides a new way of representing concurrently shared states into a sequence of external UO events and allows us to verify concurrent programs as if they were sequential and provided a separate logical framework to effectively reason about interleaved executions. This very modular design allows us to be able to reason about each aspect of the system separately, and while each of the reasoning tasks looks unbelievably simple, we could combine all the proofs to obtain proofs of properties about complex system software. An OS kernel is a typical example of complex low-level system software with highly interdependent modules. To illustrate the effectiveness of our approach, using all the tools, we have developed a fully verified feature-rich operating system kernel with machine-checkable proof in the Coq proof assistant.
Sandy, Megan Elizabeth. "Longitudinal Study of Adjustable Workstations." Scholar Commons, 2016. http://scholarcommons.usf.edu/etd/6378.
Full textEstlind, Björn. "Order Engine : Prestandajämförelse mellan paradigmen MTEDA och COOA." Thesis, Mittuniversitetet, Avdelningen för informations- och kommunikationssystem, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-28124.
Full textThe purpose of this project has been about comparing what performance-differences there is between the paradigms MTEDA and COOA when applied for an “Order Engine”-system, a system that receives orders (tasks) from internal and external units and executes them asynchronously. The company Dewire that has developed the COOA-system has supervised the author to find out if an OE-system can benefit from using the MTEDA-paradigm. The solution for the MTEDA-system included a structure where a master-process delegate incoming orders for slave-processes, the slave-processes then executes the orders through an event-driven manner. The COOA-system on the other hand uses a thread-pool, where the orders get assigned to the threads in the pool if they are available. It turned out that the MTEDA- system executed the orders faster than the COOA-system, even though the MTEDA-system can gain- or loose execution-speed depending on the conditions of the orders. The way MTEDA delegates the orders, that is spawning and destroying processes, turned out to be more expensive for the CPU. Assigning orders to threads that are already active turned out to be an efficient way of using the resources. Both of these paradigms could be the better choice when developing an OE-system. Therefore, the things that should decide that choice is the resources available and the general conditions that the incoming orders have.
Dippmann, Junghänel, Müller, Richter, Riedel, Schier, Strobel, Trapp, Wegener, and Ziegler. "Mitteilungen des URZ 2/2003." Universitätsbibliothek Chemnitz, 2004. http://nbn-resolving.de/urn:nbn:de:swb:ch1-200400223.
Full textFestini, Wendorff Matthew Alexander, and Ferreyros Carlos Mauriccio Torres. "Desarrollo de un videojuego con Unreal Engine." Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/622446.
Full textEl objetivo de este proyecto es resolver el problema de la ausencia de una metodología de desarrollo enfocada en videojuegos en el Perú. Para lograrlo, se ha diseñado y desarrollado un videojuego de género plataformas y acción utilizando la tecnología de Unreal Engine, motor de videojuegos desarrollado por Epic Games. Los resultados obtenidos al finalizar este proyecto fueron beneficiosos, se pudo crear un videojuego de alta calidad en un corto periodo de tiempo y con recursos limitados. Así mismo, se encontró que la metodología puede ser adaptada dependiendo del alcance del proyecto, presupuesto y equipo. El uso de documentos y metodologías de trabajo han servido para poder establecer un orden en el desarrollo de un videojuego, las etapas definidas de Preproducción, Producción, Testing y Postproducción fueron bastante ventajosos para poder terminar el proyecto a tiempo.
PAULA, MAIRA GRECO DE. "COMUNIHC-ES: AN HCI TOOL TO SUPPORT THE COMMUNICATION BETWEEN HCI PROFESSIONALS AND SOFTWARE ENGINEERS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2007. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=11496@1.
Full textO desenvolvimento de sistemas interativos envolve profissionais de várias áreas, dentre as quais interação humano-computador (IHC) e engenharia de software (ESw), cada qual com o seu foco e objetivo. IHC se concentra, de modo geral, em entender as características, necessidades e objetivos dos usuários da aplicação, o seu ambiente de trabalho e as tarefas que eles precisam ou desejam realizar através do sistema. A partir deste entendimento, IHC projeta a interface e interação, tendo como atividade constante a avaliação dos artefatos produzidos. Já a ESw tem como principal objetivo a especificação, implementação e testes das funcionalidades e arquitetura do sistema interativo. Essas duas áreas possuem um objetivo comum: a criação de um sistema interativo que atenda bem as necessidades dos usuários da aplicação. Para alcançar esse objetivo, este trabalho supõe que a comunicação entre os profissionais dessas áreas durante o processo de desenvolvimento é necessária para que se possa criar um entendimento compartilhado do problema e do que deve ser construído e, conseqüentemente, para que a camada de aplicação desenvolvida seja compatível com a camada de interação, mantendo-se a consistência do que será apresentado para o usuário final. Então, para apoiar a comunicação e negociação sobre o projeto da interação entre as áreas de IHC e ESw, esta pesquisa propõe uma ferramenta de comunicação fundamentada na engenharia semiótica, a ComunIHC-ES. Essa ferramenta contém informações sobre o domínio em questão, seus usuários, as tarefas envolvidas e o contexto de uso; uma linguagem para se projetar a interação; e elementos para apoiar a explicação deste projeto para os engenheiros de software. A ComunIHC-ES foi utilizada em um estudo de caso envolvendo profissionais dessas duas áreas e, após a análise dos resultados, obteve-se indícios de sua utilidade no apoio à comunicação e ao trabalho dos engenheiros de software.
Developing interactive systems involves professionals from many areas of expertise, including HCI (Human-Computer Interaction) and Software Engineering (SE), each one with specific focus and goals. HCI focuses, generally, on understanding the users` characteristics, needs and objectives, their work environment and the tasks they need or want to perform using the system. Based on this understanding, HCI designs interface and interaction, constantly evaluating the produced artifacts. SE, on the other hand, aims primarily at specifying, implementing and testing the interactive system`s functionalities and architecture. These two areas have a common objective: to create an interactive system that meets the needs of its users. To attain this goal, this work supposes that, throughout the development process, communication is needed between the professionals from these areas, in order to create a shared understanding about the problem and about what should be built, so that, consequently, the developed application layer will be compatible with the interaction layer, promoting the consistency of what will be presented to the end user. Thus, to support both the communication and the negotiation about interaction design between HCI and SE professionals, this research proposes a communication tool based on semiotic engineering, called ComunIHC-ES. This tool contains information about the problem domain, its users, the tasks involved and the usage context; a language to represent the interaction; and elements that help to explain the HCI design to software engineers. ComunIHC-ES was used in a case study involving professionals from both areas and, after analyzing its results, indications were obtained of its usefulness in supporting both the HCISE communication and the software engineers work.
Lopes, André Filipe da Rocha. "tlCell: a software transactional memory for the cell broadband engine architecture." Master's thesis, Faculdade de Cencias e Tecnologia, 2010. http://hdl.handle.net/10362/4110.
Full textOs computadores evoluíram exponencialmente na ultima década. A performance tem sido o principal objectivo resultando no aumento do frequência dos processadores, situação que já não é fazível devido ao consumo de energia exagerado dos processadores actuais. A arquitectura Cell Broadband Engine começou com o objectivo de providenciar alta capacidade computacional com um baixo consumo energético. O resultado é uma arquitectura com multiprocessadores heterogéneos e uma distribuição de memória única com vista a alto desempenho e redução da complexidade do hardware para reduzir o custo de produção. Espera-se que as técnicas de concorrência e paralelismo aumentem a performance desta arquitectura, no entanto as soluções de alto desempenho apresentadas s˜ao sempre muito especificas e devido à sua arquitectura e distribuição de memória inovadora ´e ainda difícil apresentar ferramentas passíveis de explorar concorrência e paralelismo como um camada de abstracção. Memória Transaccional por Software é um modelo de programação que propõe este nível de abstracção e tem vindo a ganhar popularidade existindo já variadas implementações com performance perto de soluções específicas de grão fino. A possibilidade de usar Memória Transaccional por Software nesta arquitectura inovadora, desenvolvendo uma ferramenta capaz de abstrair o programador da consistência e gestão de memória é apelativo. Neste documento especifica-se uma plataforma deffered-update de Memória Transactional por Software para a arquitectura Cell Broadband Engine que tira partido da capacidade computacional dos Synergistic Processing Elements (SPEs) usando locks em commit-time. São propostos dois modelos diferentes, fully local e multi-buffered de forma a poder estudar as implicações das escolhas feitas no desenho da plataforma.
Bartholomew, David L. "Spectral modeling of the SSME enhancements and a software system." Ohio : Ohio University, 1992. http://www.ohiolink.edu/etd/view.cgi?ohiou1172083672.
Full textToivonen, Daniel. "Sign Engine : Enkel reklam." Thesis, Mittuniversitetet, Avdelningen för informations- och kommunikationssystem, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-27079.
Full textVogel, Thomas, and Holger Giese. "Model-driven engineering of adaptation engines for self-adaptive software : executable runtime megamodels." Universität Potsdam, 2013. http://opus.kobv.de/ubp/volltexte/2013/6382/.
Full textDie Entwicklung selbst-adaptiver Software erfordert die Konstruktion einer sogenannten "Adaptation Engine", die mittels Feedbackschleifen die unterliegende Software steuert und anpasst. Die Anpassung selbst wird häufig mittels Laufzeitmodellen, die die laufende Software repräsentieren, und Aktivitäten wie beispielsweise Analyse und Planung, die diese Laufzeitmodelle nutzen, beschrieben. Um das Zusammenspiel zwischen Laufzeitmodellen und Aktivitäten systematisch zu erfassen, wurden Megamodelle zur Laufzeit für selbst-adaptive Software vorgeschlagen. Ein Megamodell zur Laufzeit ist ein spezielles Laufzeitmodell, dessen Elemente Aktivitäten und andere Laufzeitmodelle sind. Folglich erfasst ein Megamodell das Zusammenspiel zwischen verschiedenen Laufzeitmodellen und zwischen Aktivitäten und Laufzeitmodellen als auch die Aktivierung und Ausführung der Aktivitäten. Darauf aufbauend präsentieren wir in diesem Artikel eine Modellierungssprache für ausführbare Megamodelle zur Laufzeit, EUREMA genannt, die aufgrund eines modellgetriebenen Ansatzes die Entwicklung selbst-adaptiver Software erleichtert. Der Ansatz umfasst eine domänen-spezifische Modellierungssprache und einen Laufzeit-Interpreter für Adaptation Engines, insbesondere für Feedbackschleifen. EUREMA Megamodelle werden über die Spezifikationsphase hinaus explizit zur Laufzeit genutzt, um mittels Interpreter Feedbackschleifen direkt auszuführen. Zusätzlich können Megamodelle zur Laufzeit dynamisch geändert werden, um Feedbackschleifen anzupassen. Daher unterstützt EUREMA die Entwicklung selbst-adaptiver Software durch die explizite Spezifikation von Feedbackschleifen, der verwendeten Laufzeitmodelle, und Adaptionsaktivitäten auf einer höheren Abstraktionsebene. Darüber hinaus ermöglicht EUREMA komplexe Lösungskonzepte, die mehrere Feedbackschleifen und deren Interaktion wie auch die hierarchische Komposition von Feedbackschleifen umfassen. Dies unterstützt schließlich das integrierte Zusammenspiel von Selbst-Adaption und Wartung für die Evolution der Software.
Santos, Bruno Marinho. "Extensões do metamodelo KDM para apoiar modernizações orientadas a aspectos de sistemas legados." Universidade Federal de São Carlos, 2014. https://repositorio.ufscar.br/handle/ufscar/593.
Full textMaintaining legacy systems is a complex and expensive activity for many companies. A recently proposal to solve this problem is Architecture-Driven Modernization (ADM), proposed by Object Management Group (OMG). The ADM consists of a set of concepts and standard metamodels that support systems modernization using models. The Knowledge Discovery Metamodel (KDM) is the main metamodel of ADM, it can represent many artifacts of a legacy system, such as source code, architecture, user interface, configuration files and business process. In general, legacy systems have crosscutting concerns, it can show source code problems like tangling and scattering, and it raises the maintenance costs. The aspect orientation is an alternative to improve crosscutting concerns modularization. Thus, in this dissertation is presented the term Aspect Oriented Modernization that uses the aspect oriented concepts in the ADM context. This modernization process consists in modularize legacy systems with aspects represented in model level. To achieve this goal, in this work were performed a lightweight and a heavyweight extension in the KDM metamodel, to analyze which one would present a better performance if used by Modernization Engineers. The evaluation of these extensions was performed by a case study that considered the modernization with aspects of a small-sized system. To evaluate the case study in both extensions, a set of comparison criteria were created to support the software engineers in choosing the best extension mechanism, according to their needs. In the context of this dissertation an experimental study were developed that aimed reproducing the scenarios that the modernization engineers had to perform maintenances and developing new refactorings in a aspect oriented KDM model. The experiment data considered the development time of the activities and the found number of errors. Finally, it was noticed that the extension mechanism to be choose will depend on the context that it will be applied, however, considering the approach studied here the best extension mechanism is the heavyweight one.
Manter sistemas legados é uma atividade complexa e onerosa para muitas empresas. Uma proposta recente para esse problema é a Modernização Dirigida à Arquitetura (Architecture-Driven Modernization - ADM), proposta pela OMG (Object Management Group). A ADM consiste em um conjunto de princípios e metamodelos padrões que apoiam a modernização de sistemas utilizando modelos. O Knowledge Discovery Metamodel (KDM) é o principal metamodelo da ADM, podendo representar diversos artefatos de um sistema, como código-fonte, arquitetura, interface de usuário, arquivos de configuração e processos de negócio. Em geral, sistemas legados possuem interesses transversais, apresentando problemas de entrelaçamento e espalhamento de código, o que eleva os custos de manutenção. A orientação a aspectos é uma alternativa para melhorar a modularização de interesses transversais. Mediante isso, neste trabalho é apresentado o termo Modernização Orientada a Aspectos que utiliza os conceitos da orientação a aspectos na ADM. Essa modernização consiste em remodularizar sistemas legados utilizando aspectos representados em nível de modelo. Para atingir esse objetivo, foi realizada uma extensão leve e outra pesada do metamodelo KDM, para analisar em qual das duas o desempenho dos engenheiros de modernização seria melhor. Para fazer a avaliação das extensões, foi realizado um estudo de caso levando em consideração a modernização com aspectos em um sistema de pequeno porte. Com o objetivo de avaliar o estudo de caso usando as duas extensões, foram desenvolvidos critérios de comparação que auxiliassem os engenheiros de software a escolher qual dos dois mecanismos de extensão utilizar em seu projeto. Foi feito também um estudo experimental que buscou reproduzir os cenários em que engenheiros de modernização tivessem que realizar manutenções e desenvolver novas refatorações em um modelo KDM orientado a aspectos. Os dados do experimento foram avaliados em relação ao tempo de desenvolvimento das atividades e quantidade de erros encontrados. Por fim, percebeu-se que o mecanismo de extensão a ser utilizado vai depender do contexto em que ele será aplicado, mas, para o domínio aqui estudado a extensão que melhor atendeu aos requisitos foi a pesada.
Rodríguez, Rodríguez Juan Tomás, and Sebastian Hönel. "Developing pedagogical software describing processes in Computer Graphics." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-21567.
Full textÅlind, Markus. "A Skeleton library for Cell Broadband Engine." Thesis, Linköping University, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-54476.
Full textThe Cell Broadband Engine processor is a powerful processor capable of over 220 GFLOPS. It is highly specialized and can be controlled in detail by the programmer. The Cell is significantly more complicated to program than a standard homogeneous multi core processor such as the Intel Core2 Duo and Quad. This thesis explores the possibility to abstract some of the complexities of Cell programming while maintaining high performance. The abstraction is achieved through a library of parallel skeletons implemented in the bulk synchronous parallel programming environment NestStep. The library includes constructs for user defined SIMD optimized data parallel skeletons such as map, reduce and more. The evaluation of the library includes porting of a vector based scientific computation program from sequential C code to the Cell using the library and the NestStep environment. The ported program shows good performance when compared to the sequential original code run on a high-end x86 processor. The evaluation also shows that a dot product implemented with the skeleton library is faster than the dot product in the IBM BLAS library for the Cell processor with more than two slave processors.
Zhai, Yujia. "Advanced neural network based control for automotive engines." Thesis, Liverpool John Moores University, 2009. http://researchonline.ljmu.ac.uk/5933/.
Full textPučálka, Martin. "Herní engine pro ITIL trenažér." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-385956.
Full textWalid, Rohaimi. "Software Evolution in the context of .Net Framework." Thesis, Jönköping University, School of Engineering, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-902.
Full textThis paper discusses the process of software evolution and especially software migration in the context of .NET Technologies. Actually most of the companies that uses legacy systems implemented with procedural languages as C, Visual Basic and so on, meet some problems when new requirement specifications have to be integrated.
One possibility to deal with this situation is to choose a good migration strategy from these legacy systems towards new Object Oriented design.
There are some migration processes that enable the fulfilment of this task but most of the time theses processes cannot be applied directly without any modification.
This report presents a migration strategy and migration process applied for a real case of an application in a company. The New Object Oriented design of the application and the result are discussed in the following sections of this document.
Pikartová, Ivana. "Analýza komunikačního mixu společnosti Memos Software s.r.o." Master's thesis, Vysoká škola ekonomická v Praze, 2007. http://www.nusl.cz/ntk/nusl-5278.
Full text