Re-Usability and Extendability in Object-Oriented and Object-Based Design
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
New Inheritance Models That Facilitate Source Code Reuse in Object-Oriented Programming
NEW INHERITANCE MODELS THAT FACILITATE SOURCE CODE REUSE IN OBJECT- ORIENTED PROGRAMMING By HISHAM M. AL-HADDAD Bachelor of Science Yarmouk University lrbid, Jordan 1986 Master of Science Northrop University Los Angeles, California 1988 Submitted to the Faculty of the Graduate College of the Oklahoma State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY July, 1992 Oklahoma Statt.' Ur1iv. Library NEW INHERITANCE MODELS THAT FACILITATE SOURCE CODE REUSE IN OBJECT- ORIENTED PROGRAMMING C/ wU::r-~ B I A~c;p .... _.-~ Dean of the Graduate CoUege ii PREFACE Code reusability is a primary objective in the development of software systems. The object-oriented programming methodology is one of the areas that facilitate the development of software systems by allowing and promoting code reuse and modular designs. Object-oriented programming languages (OOPLs) provide different facilities to attain efficient reuse and reliable extension of existing software components. Inheritance is an important language feature that is conducive to reusability and extensibility. Various OOPLs provide different inheritance models based on different interpretations of the inheritance notion. Therefore, OOPLs have different characteristics derived from their respective inheritance models. This dissertation is concerned with solutions for three major problems that limit the utilization of inheritance for code reusability. The range of object-oriented applications and thus the usage of object-oriented programming in general is also discussed. The three major problems are: 1) the relationship between inheritance and other related issues such as encapsulation, access techniques, visibility of inheritance, and subtyping; 2) the hierarchical structure imposed by inheritance among classes; and 3) the accessibility of previous versions of the modified methods defmed in classes located at higher levels of the inheritance structure than the parent classes. -
Software Quality Management
Software Quality Management 2004-2005 Marco Scotto ([email protected]) Software Quality Management Contents ¾Definitions ¾Quality of the software product ¾Special features of software ¾ Early software quality models •Boehm model • McCall model ¾ Standard ISO 9126 Software Quality Management 2 Definitions ¾ Software: intellectual product consisting of information stored on a storage device (ISO/DIS 9000: 2000) • Software may occur as concepts, transactions, procedures. One example of software is a computer program • Software is "intellectual creation comprising the programs, procedures, rules and any associated documentation pertaining to the operation of a data processing system" •A software product is the "complete set of computer programs, procedures and associated documentation and data designated for delivery to a user" [ISO 9000-3] • Software is independent of the medium on which it is recorded Software Quality Management 3 Quality of the software product ¾The product should, on the highest level… • Ensure the satisfaction of the user needs • Ensure its proper use ¾ Earlier: 1 developer, 1 user • The program should run and produce results similar to those expected ¾ Later: more developers, more users • Need to economical use of the storage devices • Understandability, portability • User-friendliness, learnability ¾ Nowadays: • Efficiency, reliability, no errors, able to restart without using data Software Quality Management 4 Special features of software (1/6) ¾ Why is software ”different”? • Does not really have “physical” existence -
Easychair Preprint Machine Learning Algorithm for Assessing Reusability
EasyChair Preprint № 4142 Machine Learning Algorithm for Assessing Reusability in Component Based Software Development Pooja Negi and Umesh Kumar Tiwari EasyChair preprints are intended for rapid dissemination of research results and are integrated with the rest of EasyChair. September 7, 2020 MACHINE LEARNING ALGORITHM FOR ASSESING REUSABILITY IN COMPONENT BASED SOFTWARE DEVELOPMENT 1Pooja Negi, 2Umesh Kumar Tiwari 1,2 Department of Computer Science and Engineering, Graphic Era Deemed to be University, Dehradun [email protected], 2 [email protected] Abstract- Software reusability has been present for several decades. Software reusability is defined as making new software from existing one. Objects that can be reused: design, code, software framework. We reviewed several approaches in this dissertation, i.e. object-oriented metrics, coupling factor, etc., by which the software's reusability increases. Therefore this thesis analysis on how to classify and reuse the program using those metrics and apply the algorithm of machine learning. In this thesis we test open source software and generate a ck metric of that source code then a machine learning algorithm will process the data using weka tool to give the result. We test coefficient of correlation, mean absolute error, root mean square error, relative absolute error and root relative square error less the program would be better from this we get 98.64 accuracy on online examination system software. Keywords- Reusability, Machine Learning Algorithm, Random Forest, ck-metric. 1. Introduction In today’s world every sector of service or industry is dependent on computer based application. Industry which develops and outsources the software service is major and growing rapidly in the world. -
Quality-Based Software Reuse
Quality-Based Software Reuse Julio Cesar Sampaio do Prado Leite1, Yijun Yu2, Lin Liu3, Eric S. K. Yu2, John Mylopoulos2 1Departmento de Informatica, Pontif´ıcia Universidade Catolica´ do Rio de Janeiro, RJ 22453-900, Brasil 2Department of Computer Science, University of Toronto, M5S 3E4 Canada 3School of Software, Tsinghua University, Beijing, 100084, China Abstract. Work in software reuse focuses on reusing artifacts. In this context, finding a reusable artifact is driven by a desired functionality. This paper proposes a change to this common view. We argue that it is possible and necessary to also look at reuse from a non-functional (quality) perspective. Combining ideas from reuse, from goal-oriented requirements, from aspect-oriented programming and quality management, we obtain a goal-driven process to enable the quality-based reusability. 1 Introduction Software reuse has been a lofty goal for Software Engineering (SE) research and prac- tice, as a means to reduced development costs1 and improved quality. The past decade has seen considerable progress in fulfilling this goal, both with respect to research ideas and industrial practices (e.g., [1–3]). Current reuse techniques focus on the reuse of software artifacts on the basis of de- sired functionality. However, non-functional properties (qualities) of a software system are also crucial. Systems fail because of inadequate performance, security, reliability, usability, or precision, to name a few. Quality concerns, therefore, should also be front and centre in methods for software reuse. For example, in designing for the NASA Mars Spirit spacecraft, one would not adopt a “cosine” function from an arbitrary mathemat- ical library. -
Generic Programming
Generic Programming July 21, 1998 A Dagstuhl Seminar on the topic of Generic Programming was held April 27– May 1, 1998, with forty seven participants from ten countries. During the meeting there were thirty seven lectures, a panel session, and several problem sessions. The outcomes of the meeting include • A collection of abstracts of the lectures, made publicly available via this booklet and a web site at http://www-ca.informatik.uni-tuebingen.de/dagstuhl/gpdag.html. • Plans for a proceedings volume of papers submitted after the seminar that present (possibly extended) discussions of the topics covered in the lectures, problem sessions, and the panel session. • A list of generic programming projects and open problems, which will be maintained publicly on the World Wide Web at http://www-ca.informatik.uni-tuebingen.de/people/musser/gp/pop/index.html http://www.cs.rpi.edu/˜musser/gp/pop/index.html. 1 Contents 1 Motivation 3 2 Standards Panel 4 3 Lectures 4 3.1 Foundations and Methodology Comparisons ........ 4 Fundamentals of Generic Programming.................. 4 Jim Dehnert and Alex Stepanov Automatic Program Specialization by Partial Evaluation........ 4 Robert Gl¨uck Evaluating Generic Programming in Practice............... 6 Mehdi Jazayeri Polytypic Programming........................... 6 Johan Jeuring Recasting Algorithms As Objects: AnAlternativetoIterators . 7 Murali Sitaraman Using Genericity to Improve OO Designs................. 8 Karsten Weihe Inheritance, Genericity, and Class Hierarchies.............. 8 Wolf Zimmermann 3.2 Programming Methodology ................... 9 Hierarchical Iterators and Algorithms................... 9 Matt Austern Generic Programming in C++: Matrix Case Study........... 9 Krzysztof Czarnecki Generative Programming: Beyond Generic Programming........ 10 Ulrich Eisenecker Generic Programming Using Adaptive and Aspect-Oriented Programming . -
Code Reuse and Refactoring: Going Agile on Complex Products
Code Reuse and Refactoring: Going Agile on Complex Products Using enterprise Software Version Management to coordinate complex products, seamlessly support Git developers, and solve refactoring problems. Table of Contents Component-Based Development __________________________________________________ 1 CBD Product Model ______________________________________________________________ 1 The Repository Model ____________________________________________________________ 2 Managing CBD in Git _____________________________________________________________ 2 Setting Up the CBD Model _____________________________________________________ 2 Incorporating Non-Software Components ____________________________________ 3 Updating Component Baselines ________________________________________________ 3 Submitting Patches to Components _____________________________________________ 4 Developer View _______________________________________________________________ 4 Refactoring: In Practice ________________________________________________________ 4 Refactoring: Developer Impact _________________________________________________ 4 Managing CBD in Perforce Software Version Management and Perforce Git Fusion ______ 5 Setting Up the CBD Model _____________________________________________________ 5 Incorporating Non-Software Components ____________________________________ 5 Updating Component Baselines ________________________________________________ 5 Submitting Patches to Components _____________________________________________ 5 Developer View _______________________________________________________________ -
A Model of Inheritance for Declarative Visual Programming Languages
An Abstract Of The Dissertation Of Rebecca Djang for the degree of Doctor of Philosophy in Computer Science presented on December 17, 1998. Title: Similarity Inheritance: A Model of Inheritance for Declarative Visual Programming Languages. Abstract approved: Margaret M. Burnett Declarative visual programming languages (VPLs), including spreadsheets, make up a large portion of both research and commercial VPLs. Spreadsheets in particular enjoy a wide audience, including end users. Unfortunately, spreadsheets and most other declarative VPLs still suffer from some of the problems that have been solved in other languages, such as ad-hoc (cut-and-paste) reuse of code which has been remedied in object-oriented languages, for example, through the code-reuse mechanism of inheritance. We believe spreadsheets and other declarative VPLs can benefit from the addition of an inheritance-like mechanism for fine-grained code reuse. This dissertation first examines the opportunities for supporting reuse inherent in declarative VPLs, and then introduces similarity inheritance and describes a prototype of this model in the research spreadsheet language Forms/3. Similarity inheritance is very flexible, allowing multiple granularities of code sharing and even mutual inheritance; it includes explicit representations of inherited code and all sharing relationships, and it subsumes the current spreadsheet mechanisms for formula propagation, providing a gradual migration from simple formula reuse to more sophisticated uses of inheritance among objects. Since the inheritance model separates inheritance from types, we investigate what notion of types is appropriate to support reuse of functions on different types (operation polymorphism). Because it is important to us that immediate feedback, which is characteristic of many VPLs, be preserved, including feedback with respect to type errors, we introduce a model of types suitable for static type inference in the presence of operation polymorphism with similarity inheritance. -
Beginning SOLID Principles and Design Patterns for ASP.NET Developers — Bipin Joshi Beginning SOLID Principles and Design Patterns for ASP.NET Developers
THE EXPERT’S VOICE® IN .NET DEVELOPMENT Beginning SOLID Principles and Design Patterns for ASP.NET Developers — Bipin Joshi Beginning SOLID Principles and Design Patterns for ASP.NET Developers Bipin Joshi Beginning SOLID Principles and Design Patterns for ASP.NET Developers Bipin Joshi 301 Pitruchhaya Thane, India ISBN-13 (pbk): 978-1-4842-1847-1 ISBN-13 (electronic): 978-1-4842-1848-8 DOI 10.1007/978-1-4842-1848-8 Library of Congress Control Number: 2016937316 Copyright © 2016 by Bipin Joshi This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Exempted from this legal reservation are brief excerpts in connection with reviews or scholarly analysis or material supplied specifically for the purpose of being entered and executed on a computer system, for exclusive use by the purchaser of the work. Duplication of this publication or parts thereof is permitted only under the provisions of the Copyright Law of the Publisher's location, in its current version, and permission for use must always be obtained from Springer. Permissions for use may be obtained through RightsLink at the Copyright Clearance Center. Violations are liable to prosecution under the respective Copyright Law. Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. -
Adaptability Evaluation at Software Architecture Level Pentti Tarvainen*
The Open Software Engineering Journal, 2008, 2, 1-30 1 Open Access Adaptability Evaluation at Software Architecture Level Pentti Tarvainen* VTT Technical Research Centre of Finland, Kaitoväylä 1, P.O. Box 1100, FIN-90571 Oulu, Finland Abstract: Quality of software is one of the major issues in software intensive systems and it is important to analyze it as early as possible. An increasingly important quality attribute of complex software systems is adaptability. Software archi- tecture for adaptive software systems should be flexible enough to allow components to change their behaviors depending upon the environmental and stakeholders' changes and goals of the system. Evaluating adaptability at software architec- ture level to identify the weaknesses of the architecture and further to improve adaptability of the architecture are very important tasks for software architects today. Our contribution is an Adaptability Evaluation Method (AEM) that defines, before system implementation, how adaptability requirements can be negotiated and mapped to the architecture, how they can be represented in architectural models, and how the architecture can be evaluated and analyzed in order to validate whether or not the requirements are met. AEM fills the gap from requirements engineering to evaluation and provides an approach for adaptability evaluation at the software architecture level. In this paper AEM is described and validated with a real-world wireless environment control system. Furthermore, adaptability aspects, role of quality attributes, and diversity of adaptability definitions at software architecture level are discussed. Keywords: Adaptability, adaptation, adaptive software architecture, software quality, software quality attribute. INTRODUCTION understand the system [6]. Examples of design decisions are the decisions such as “we shall separate user interface from Today, quality of a software system plays an increasingly the rest of the application to make both user interface and important role in the domain of software engineering. -
Turning FAIR Data Into Reality
Final Report and Action Plan from the European Commission Expert Group on FAIR Data TURNING FAIR INTO REALITY Research and Innovation 2018 Turning FAIR into reality European Commission Directorate General for Research and Innovation Directorate B – Open Innovation and Open Science Unit B2 – Open Science Contact Athanasios Karalopoulos E-mail [email protected] [email protected] European Commission B-1049 Brussels Manuscript completed in November 2018. This document has been prepared for the European Commission however it reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein. More information on the European Union is available on the internet (http://europa.eu). Luxembourg: Publications Office of the European Union, 2018 Print ISBN 978-92-79-96547-0 doi:10.2777/54599 KI-06-18-206-EN-C PDF ISBN 978-92-79-96546-3 doi: 10.2777/1524 KI-06-18-206-EN-N © European Union, 2018. Reuse is authorised provided the source is acknowledged. The reuse policy of European Commission documents is regulated by Decision 2011/833/EU (OJ L 330, 14.12.2011, p. 39). For any use or reproduction of photos or other material that is not under the EU copyright, permission must be sought directly from the copyright holders. The Expert Group operates in full autonomy and transparency. The views and recommendations in this report are those of the Expert Group members acting in their personal capacities and do not necessarily represent the opinions of the European Commission or any other body; nor do they commit the Commission to implement them. -
Design Rules
Design rules Chapter 7 adapted by Dr. Kristina Lapin, Vilnius University design rules Designing for maximum usability – the goal of interaction design • Principles of usability – general understanding • Standards and guidelines – direction for design • Design patterns – capture and reuse design knowledge types of design rules • principles – abstract design rules – low authority – high generality Guideline s • standards – specific design rules – high authority – limited application increasinggenerality Standards • guidelines generality increasing – lower authority increasing authority increasing authority – more general application Principles to support usability Learnability the ease with which new users can begin effective interaction and achieve maximal performance Flexibility the multiplicity of ways the user and system exchange information Robustness the level of support provided the user in determining successful achievement and assessment of goal- directed behaviour •Predictability •Synthezability Learnability •Familiarity •Generalizability •Consistency Principles of learnability Predictability – determining effect of future actions based on past interaction history – operation visibility Predictability http://www.webbyawards.com/ 7 Principles of learnability Synthesizability – assessing the effect of past actions – immediate vs. eventual honesty Synthesizability 1. 2. 3. 9 Principles of learnability (ctd) Familiarity – how prior knowledge applies to new system – guessability; affordance Principles of learnability (ctd) Generalizability -
Usability Basics for Software Developers Usability Engineering
focususability engineering Usability Basics for Software Developers Xavier Ferré and Natalia Juristo, Universidad Politécnica de Madrid Helmut Windl, Siemens AG, Germany Larry Constantine, Constantine & Lockwood n recent years, software system usability has made some interesting ad- vances, with more and more organizations starting to take usability seri- ously.1 Unfortunately, the average developer has not adopted these new I concepts, so the usability level of software products has not improved. Contrary to what some might think, us- Usability engineering defines the target us- This tutorial ability is not just the appearance of the user ability level in advance and ensures that the examines the interface (UI). Usability relates to how the software developed reaches that level. The system interacts with the user, and it includes term was coined to reflect the engineering ap- relationship five basic attributes: learnability, efficiency, proach some usability specialists take.3 It is between usability user retention over time, error rate, and sat- “a process through which usability character- and the user isfaction. Here, we present the general us- istics are specified, quantitatively and early in interface and ability process for building a system with the the development process, and measured desired level of usability. This process, which throughout the process.”4 Usability is an is- discusses how most usability practitioners apply with slight sue we can approach from multiple view- the usability variation, is structured around a design- points, which is why many different disci- process follows a evaluate-redesign cycle. Practitioners initiate plines, such as psychology, computer science, design-evaluate- the process by analyzing the targeted users and sociology, are trying to tackle it.