Model-Driven Development of Complex Software: a Research Roadmap Robert France, Bernhard Rumpe
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Writing and Reviewing Use-Case Descriptions
Bittner/Spence_06.fm Page 145 Tuesday, July 30, 2002 12:04 PM PART II WRITING AND REVIEWING USE-CASE DESCRIPTIONS Part I, Getting Started with Use-Case Modeling, introduced the basic con- cepts of use-case modeling, including defining the basic concepts and understanding how to use these concepts to define the vision, find actors and use cases, and to define the basic concepts the system will use. If we go no further, we have an overview of what the system will do, an under- standing of the stakeholders of the system, and an understanding of the ways the system provides value to those stakeholders. What we do not have, if we stop at this point, is an understanding of exactly what the system does. In short, we lack the details needed to actually develop and test the system. Some people, having only come this far, wonder what use-case model- ing is all about and question its value. If one only comes this far with use- case modeling, we are forced to agree; the real value of use-case modeling comes from the descriptions of the interactions of the actors and the system, and from the descriptions of what the system does in response to the actions of the actors. Surprisingly, and disappointingly, many teams stop after developing little more than simple outlines for their use cases and consider themselves done. These same teams encounter problems because their use cases are vague and lack detail, so they blame the use-case approach for having let them down. The failing in these cases is not with the approach, but with its application. -
Dissertation a Meta-Modeling Approach to Specifying
DISSERTATION A META-MODELING APPROACH TO SPECIFYING PATTERNS Submitted by Dae-Kyoo Kim Department of Computer Science In partial fulfillment of the requirements for the Degree of Doctor of Philosophy Colorado State University Fort Collins, Colorado Summer 2004 COLORADO STATE UNIVERSITY June 21, 2004 WE HEREBY RECOMMEND THAT THE DISSERTATION PREPARED UNDER OUR SUPERVISION BY DAE-KYOO KIM ENTITLED A META- MODELING APPROACH TO SPECIFYING PATTERNS BE ACCEPTED AS FULFILLING IN PART REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY. Committee on Graduate Work Committee Member: Dr. James M. Bieman Committee Member: Dr. Sudipto Ghosh Committee Member: Dr. Daniel E. Turk Adviser: Dr. Robert B. France Department Head: Dr. L. Darrell Whitley ii ABSTRACT OF DISSERTATION A META-MODELING APPROACH TO SPECIFYING PATTERNS A major goal in software development is to produce quality products in less time and with less cost. Systematic reuse of software artifacts that encapsulate high-quality development experience can help one achieve the goal. Design patterns are a common form of reusable design experience that can help developers reduce development time. Prevalent design patterns are, however, described informally (e.g., [35]). This prevents systematic use of patterns. The research documented in this dissertation is aimed at developing a practical pattern specification technique that supports the systematic use of patterns during design modeling. A pattern specification language called the Role-Based Metamod- eling Language (RBML) was developed as part of this research. The RBML specifies a pattern as a specialization of the UML metamodel. The RBML uses the Unified Modeling Language (UML) as a syntactic base to enable the use of UML modeling tools for creating and evolving pattern specifications. -
Engineering Modeling Languages Turning Domain Knowledge Into Tools Chapman & Hall/CRC Innovations in Software Engineering and Software Development
Engineering Modeling Languages Turning Domain Knowledge into Tools Chapman & Hall/CRC Innovations in Software Engineering and Software Development Series Editor Richard LeBlanc Chair, Department of Computer Science and Software Engineering, Seattle University AIMS AND SCOPE This series covers all aspects of software engineering and software development. Books in the series will be innovative reference books, research monographs, and textbooks at the undergradu- ate and graduate level. Coverage will include traditional subject matter, cutting-edge research, and current industry practice, such as agile software development methods and service-oriented architectures. We also welcome proposals for books that capture the latest results on the domains and conditions in which practices are most effective. PUBLISHED TITLES Building Enterprise Systems with ODP: An Introduction to Open Distributed Processing Peter F. Linington, Zoran Milosevic, Akira Tanaka, and Antonio Vallecillo Computer Games and Software Engineering Kendra M. L. Cooper and Walt Scacchi Engineering Modeling Languages: Turning Domain Knowledge into Tools Benoit Combemale, Robert B. France, Jean-Marc Jézéquel, Bernhard Rumpe, Jim Steel, and Didier Vojtisek Evidence-Based Software Engineering and Systematic Reviews Barbara Ann Kitchenham, David Budgen, and Pearl Brereton Fundamentals of Dependable Computing for Software Engineers John Knight Introduction to Combinatorial Testing D. Richard Kuhn, Raghu N. Kacker, and Yu Lei Introduction to Software Engineering, Second Edition Ronald -
Agile Software Development: the Cooperative Game Free
FREE AGILE SOFTWARE DEVELOPMENT: THE COOPERATIVE GAME PDF Alistair Cockburn | 504 pages | 19 Oct 2006 | Pearson Education (US) | 9780321482754 | English | New Jersey, United States Cockburn, Agile Software Development: The Cooperative Game, 2nd Edition | Pearson View larger. Preview this title online. Request a copy. Additional order info. Buy this product. The author has a deep background and gives us a tour de force of the emerging agile methods. The agile model of software development has taken the world by storm. Cockburn also explains how the cooperative game is played in business and on engineering projects, not just software development. Next, he systematically illuminates the agile model, shows how it has evolved, and answers the Agile Software Development: The Cooperative Game developers and project managers ask most often, including. Cockburn takes on crucial misconceptions that cause agile projects to fail. Cockburn turns to the practical Agile Software Development: The Cooperative Game of constructing agile methodologies for your own teams. This edition contains important new contributions on these and other topics:. This product is part of the following series. Click on a series title to see the full list of products in the series. Chapter 1. Chapter 5. Chapter 6. Appendix A. Pearson offers special pricing when you package your text with other student resources. If you're interested in creating a cost-saving package for your students, contact your Pearson rep. Alistair Cockburn is an internationally renowned expert on all aspects of software development, from object-oriented modeling and architecture, to methodology design, to project management and organizational alignment. Sincehe has led projects and taught in places from Oslo to Cape Town, from Vancouver to Beijing. -
GRASP Patterns
GRASP Patterns David Duncan November 16, 2012 Introduction • GRASP (General Responsibility Assignment Software Patterns) is an acronym created by Craig Larman to encompass nine object‐oriented design principles related to creating responsibilities for classes • These principles can also be viewed as design patterns and offer benefits similar to the classic “Gang of Four” patterns • GRASP is an attempt to document what expert designers probably know intuitively • All nine GRASP patterns will be presented and briefly discussed What is GRASP? • GRASP = General Responsibility Assignment Software Patterns (or Principles) • A collection of general objected‐oriented design patterns related to assigning defining objects • Originally described as a collection by Craig Larman in Applying UML and Patterns: An Introduction to Object‐Oriented Analysis and Design, 1st edition, in 1997. Context (1 of 2) • The third edition of Applying UML and Patterns is the most current edition, published in 2005, and is by far the source most drawn upon for this material • Larman assumes the development of some type of analysis artifacts prior to the use of GRASP – Of particular note, a domain model is used • A domain model describes the subject domain without describing the software implementation • It may look similar to a UML class diagram, but there is a major difference between domain objects and software objects Context (2 of 2) • Otherwise, assumptions are broad: primarily, the practitioner is using some type of sensible and iterative process – Larman chooses -
Agile and Iterative Development : a Managers Guide Pdf, Epub, Ebook
AGILE AND ITERATIVE DEVELOPMENT : A MANAGERS GUIDE PDF, EPUB, EBOOK Craig Larman | 368 pages | 11 Aug 2003 | Pearson Education (US) | 9780131111554 | English | Boston, United States Agile and Iterative Development : A Managers Guide PDF Book Rum Haunt. The Agile Manifesto and Principles. Download pdf. Investors poured billions into unproven concepts. Problems with the Waterfall. Agile is the ability to create and respond to change. Distinct preferred subjects that distribute on our catalog are trending books, solution key, test test question and answer, manual example, exercise guideline, test sample, customer handbook, owner's guideline, assistance instructions, restoration guide, and so forth. It is a way of dealing with, and ultimately succeeding in, an uncertain and turbulent environment. Evolutionary and Adaptive Development. We will identify the effective date of the revision in the posting. Each sprint has a fixed length, typically weeks, and the team has a predefined list of work items to work through in each sprint. Learn more. Timeboxed Iterative Development. The added benefit of having the definitions and practices of the individual methods in one book is also great. The Facts of Change on Software Projects. Agile Software Development Series. A lot of people peg the start of Agile software development, and to some extent Agile in general, to a meeting that occurred in when the term Agile software development was coined. They then determine how to pursue that strategy and its related goals and objectives by prioritizing different initiatives, many of which they identify by using quantitative and qualitative research tactics. Orders delivered to U. New Paperback Quantity available: 1. -
On the Interplay of Architecture and Collaboration on Software Evolution and Maintenance
On the Interplay of Architecture and Collaboration on Software Evolution and Maintenance A Thesis Submitted to the Faculty of Drexel University by Sunny Wong in partial fulfillment of the requirements for the degree of Ph.D. in Computer Science December 2010 c Copyright 2010 Sunny Wong. All Rights Reserved. Acknowledgements Numerous people have been involved in the completion of this thesis. I am grateful for their support and acknowledge that, without them, I would not be where I am today. Words cannot express my gratitude to everyone who has helped me along the way—but here goes anyways. First and foremost, I would like to express my gratitude and appreciation to my advisor, Dr. Yuanfang Cai, without whom this thesis would not be possible. Dr. Cai’s guidance and support has been the driving force behind my success. I am indebted to her patient advising in leading me through this journey known as graduate school and academic research. The unique opportunity of working with her as been a truly unforgettable experience. I would like to thank the other members of my thesis committee: Dr. Carliss Baldwin, Dr. Spiros Mancoridis, Dr. Ali Shokoufandeh, Dr. Giuseppe “Peppo” Valetto, and Dr. Tao Xie. The feedback and encouragement from my committee members have pushed me to look at my work from different perspectives and to work outside of my comfort zone. Their time and input has been greatly appreciated. I want to recognize Dr. Miryung Kim for her editorial advice and insights. She has helped me become a better writer in more clearly explaining technical details. -
Iterative, Evolutionary, and Agile
UML and Patterns.book Page 17 Thursday, September 16, 2004 9:48 PM Chapter 2 2 ITERATIVE, EVOLUTIONARY, AND AGILE You should use iterative development only on projects that you want to succeed. —Martin Fowler Objectives G Provide motivation for the content and order of the book. G Define an iterative and agile process. G Define fundamental concepts in the Unified Process. Introduction Iterative development lies at the heart of how OOA/D is best practiced and is presented in this book. Agile practices such as Agile Modeling are key to apply- ing the UML in an effective way. This chapter introduces these subjects, and the Unified Process as a relatively popular sample iterative method. What’s Next? Having introduced OOA/D, this chapter explores iterative development. The next introduces the case studies that are evolved throughout the book, across three iterations. Iterative, OOA/D Case Evolutionary Inception Introduction & Agile Studies 17 UML and Patterns.book Page 18 Thursday, September 16, 2004 9:48 PM 2 – ITERATIVE, EVOLUTIONARY, AND AGILE Iterative and evolutionary development—contrasted with a sequential or “waterfall” lifecycle—involves early programming and testing of a partial sys- tem, in repeating cycles. It also normally assumes development starts before all the requirements are defined in detail; feedback is used to clarify and improve the evolving specifications. We rely on short quick development steps, feedback, and adaptation to clarify the requirements and design. To contrast, waterfall values promoted big up- front speculative requirements and design steps before programming. Consis- tently, success/failure studies show that the waterfall is strongly associated with the highest failure rates for software projects and was historically promoted due to belief or hearsay rather than statistically significant evidence. -
Programming Embedded Manycore: Refinement and Optimizing
i THESE` DE DOCTORAT DE l’UNIVERSITE´ PIERRE ET MARIE CURIE Sp´ecialit´e Informatique Ecole´ Doctorale Informatique, T´el´ecommunications et Electronique´ (Paris) Pr´esent´eepar Ivan LLOPARD Pour obtenir le grade de DOCTEUR de l’UNIVERSITE´ PIERRE ET MARIE CURIE Sujet de la th`ese: Programming Embedded Manycore : Refinement and Optimizing Compilation of a Parallel Action Language for Hierarchical State Machines soutenue le 26 avril, 2016 devant le jury compos´ede : M. Reinhard von Hanxleden Rapporteur Professeur `al’Universit´ede Kiel, Allemagne M. Saddek Bensalem Rapporteur Professeur `al’Universit´eJoseph Fourier, Grenoble M. Robert de Simone Examinateur Directeur de recherche, INRIA Sophia-Antipolis, Valbonne Mme Sophie Dupuy-Chessa Examinateur Professeur `al’Universit´ePierre Mend`esFrance, Grenoble M. Lionel Lacassagne Examinateur Professeur `al’Universit´ePierre et Marie Curie, Paris M. Eric Lenormand Examinateur Thales Group R&T, Palaiseau M. Albert Cohen Directeur de th`ese Directeur de recherche, INRIA/ENS, Paris M. Christian Fabre Co-encadrant Ing´enieurChercheur, CEA LETI, Grenoble Remerciements Je remercie M. Reinhard VON HANXLEDEN, M. Saddek BENSALEM, M. Robert DE SIMONE, Mme Sophie DUPUY-CHESSA, M. Lionel LACASSAGNE et M. Eric LENORMAND, qui m’ont fait l’honneur et le plaisir de participer a` mon jury de these.` J’adresse mes plus grands remerciements a` mon directeur de these` Albert COHEN et mon co- encadrant Christian FABRE. Ils ont su me guider et m’encourager avec beaucoup de patience et de sagesse tout au long de mon parcours de these.` J’ai beaucoup grandi a` vos cotˆ es,´ humaine- ment et scientifiquement, et je vous en suis tres` reconnaissant. -
Youth, Race, and Envisioning the Postwar World, 1940-1960
THE UNIVERSITY OF CHICAGO FRANCE BETWEEN EUROPE AND AFRICA: YOUTH, RACE, AND ENVISIONING THE POSTWAR WORLD, 1940-1960 A DISSERTATION SUBMITTED TO THE FACULTY OF THE DIVISION OF THE SOCIAL SCIENCES IN CANDIDACY FOR THE DEGREE OF DOCTOR OF PHILOSOPHY DEPARTMENT OF HISTORY BY EMILY MARKER CHICAGO, ILLINOIS DECEMBER 2016 For My Parents TABLE OF CONTENTS List of Figures iv Abbreviations v Acknowledgements vi Introduction 1 Chapter 1 The Civilizational Moment: Postwar Empire and United Europe 37 Chapter 2 Rebuilding France, Europe and Empire: Wartime Planning for Education Reform from London to Brazzaville, 1940-1944 80 Chapter 3 The Culturalization of Christianity in Postwar Youth and Education Policy, 1944-1950 124 Chapter 4 Youth, Education, and the Making of Postwar Racial Common Sense, 1944-1950 175 Chapter 5 Encountering Difference in “Eurafrica”: Francophone African Students in France in the 1950s 217 Chapter 6 Global Horizons with Civilizational Boundaries: Cold War Youth Politics, Third Worldism, and Islam Noir, 1945-1960 276 Epilogue 310 Bibliography 323 iii LIST OF FIGURES Fig. 1 Reprinted Photograph of a March at the Congress of European Youth, 1953 2 Fig. 2 Reprinted Photograph of a Dinner at the Congress of European Youth, 1953 2 Fig. 3 Map of the European Economic Community in 1957 6 Fig. 4 Original Photograph of African Student Summer Program, 1960 11 Fig. 5 Reprinted Photograph of a Scouts de France Ceremony in Ziguinchor, 1958 108 Fig. 6 Reprinted Photograph of the Preparatory Session of the College of Europe, 1949 152 Fig. 7 Title Page of “De Jeunes Africains Parlent,” 1957 233 Fig. -
Protected Variation: the Importance of Being Closed Craig Larman
design Editor: Martin Fowler, Thought Works ■ [email protected] Protected Variation: The Importance of Being Closed Craig Larman he Pattern Almanac 2000 (Addison- OCP and PV formalize and generalize a Wesley, 2000) lists around 500 soft- common and fundamental design principle ware-related patterns—and given this described in many guises. OCP and PV are reading list, the curious developer has two expressions of the same principle— Tno time to program! Of course, there protection against change to the existing are underlying, simplifying themes and code and design at variation and evolution principles to this pattern plethora that de- points—with minor differences in emphasis. velopers have long considered and dis- I am nominating the term protected varia- cussed. One example is Larry Constantine’s tion for general use, as it is short and clear. coupling and cohesion guidelines In OCP, the term module includes all dis- (see “Structured Design,” IBM crete software elements, including methods, Systems J., vol. 13, no. 2, 1974). classes, subsystems, applications, and so forth. Yet, these principles must contin- Also, the phrase “closed with respect to X” ually resurface to help each new means that clients are not affected if X generation of developers and ar- changes. For example, “The class is closed chitects cut through the apparent with respect to instance field definitions.” PV disparity in myriad design ideas uses the term interface in the broad sense of an and help them see the underlying access view—not exactly a Java or COM in- and unifying forces. terface, for example. One such principle, which Bertrand Meyer describes in Ob- Information hiding is PV, ject-Oriented Software Construction (IEEE not data encapsulation Press, 1988), is the Open–Closed Principle: “On the Criteria To Be Used in Decom- Modules should be both open (for extension posing Systems Into Modules” is a classic and adaptation) and closed (to avoid modifi- that is often cited but seldom read. -
Object-Oriented Analysis and Design (OOA/D)
Chapter 1 OBJECT-ORIENTED ANALYSIS AND DESIGN The shift of focus (to patterns) will have a profound and enduring effect on the way we write programs. —Ward Cunningham and Ralph Johnson Objectives • Compare and contrast analysis and design. • Define object-oriented analysis and design (OOA/D). • Illustrate a brief example. 1.1 Applying UML and Patterns in OOA/D What does it mean to have a good object design? This book is a tool to help devel- opers and students learn core skills in object-oriented analysis and design (OOA/D). These skills are essential for the creation of well-designed, robust, and maintainable software using object technologies and languages such as Java, C++, Smalltalk, and C#. The proverb "owning a hammer doesn't make one an architect" is especially true with respect to object technology. Knowing an object-oriented language (such as Java) is a necessary but insufficient first step to create object systems. Knowing how to "think in objects" is also critical. This is an This is an introduction to OOA/D while applying the Unified Modeling Lan- introduction guage (UML), patterns, and the Unified Process. It is not meant as an advanced text; it emphasizes mastery of the fundamentals, such as how to assign respon- sibilities to objects, frequently used UML notation, and common design pat- 1 - OBJECT-ORIENTED ANALYSIS AND DESIGN terns. At the same time, primarily in later chapters, the material progresses to a few intermediate-level topics, such as framework design. Applying UML The book is not just about the UML. The UML is a standard diagramming nota- tion.