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Xplore Articles related to Software Product Lines

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(CSDA) Software Requirements

(CSDA) Software Requirements, 01/18/2012

This tutorial is part of a series of eLearning courses designed to help you prepare for the examination to become a Certified Software Development Associate (CSDA) or to learn more about specific software engineering topics. Courses in this series address one or more of the fifteen Knowledge Areas that comprise the Software Engineering Body of Knowledge - or SWEBOK, upon ...


Dynamic Software Product Lines

Software Technology: 10 Years of Innovation in IEEE Computer, None

Economies of scope imply mass customization, which can be defined as producing goods and services to meet individual customers' needs with near mass production efficiency. Product line engineering (PLE) provides a means of customizing variants of mass–produced products. Its key aim is to create an underlying architecture for an organization's product platform in which core assets can be reused to ...


Evaluating Lehman's Laws of Software Evolution for Software Product Lines

IEEE Software, 2016

The evolution of software to maintain its performance and usefulness over time occurs in successful software development processes. To address this, Meir Lehman formulated his well-known software-evolution laws. This article evaluates Lehman's laws in the context of two companies' real-world software- product-line projects to gain useful insights about the evolution process.


From Goal Models to Feature Models: A Rule-Based Approach for Software Product Lines

2015 Asia-Pacific Software Engineering Conference (APSEC), 2015

Identifying features and creating a feature model during the process of software product line engineering is time-consuming and requires substantial effort from modelers. In recent years, a number of approaches that map goal models to feature models have been proposed so as to avoid creating the feature model from scratch. However, these approaches can only map part of the elements, ...


Effects of Variable Part Auto Configuration and Management for Software Product Line

2018 IEEE 42nd Annual Computer Software and Applications Conference (COMPSAC), 2018

LG Electronics Mobile Communications division developed the Variable part Auto Configuration and Management System (VACMS) to improve its current smartphone application development process. However, the effects of the new process using the VACMS have not been assessed yet. In this study, we compare the current process and the new process through a case study. The assessment results show that using ...


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Educational Resources on Software Product Lines

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IEEE-USA E-Books

  • (CSDA) Software Requirements

    This tutorial is part of a series of eLearning courses designed to help you prepare for the examination to become a Certified Software Development Associate (CSDA) or to learn more about specific software engineering topics. Courses in this series address one or more of the fifteen Knowledge Areas that comprise the Software Engineering Body of Knowledge - or SWEBOK, upon which the Certification Exam is based. This course is intended to assess your understanding of software requirements through inline quizzes and feedback. The CSDA credential is intended for graduating software engineers and entry- level software professionals and serves to bridge the gap between your educational experience and real-world work requirements. The Software Requirements Knowledge Area (KA) is concerned with the elicitation, analysis, specification and validation of software requirements. It is widely acknowledged within the software industry that software engineering projects are critically vulnerable when these activities are performed poorly. Software requirements express the needs and constraints placed on a software product that contribute to the solution of some real-world problem.

  • Dynamic Software Product Lines

    Economies of scope imply mass customization, which can be defined as producing goods and services to meet individual customers' needs with near mass production efficiency. Product line engineering (PLE) provides a means of customizing variants of mass–produced products. Its key aim is to create an underlying architecture for an organization's product platform in which core assets can be reused to engineer new products from the basic family. Developers have successfully applied software product lines (SPLs) in many different domains – including avionics, medical devices, and information systems – in a wide variety of organizations. In addition, modern computing and network environments demand a higher degree of adaptability from their software systems. Computing environments, user requirements, and interface mechanisms between software and hardware devices, such as sensors, can change dynamically during runtime. In dynamic software product lines (DSPLs), monitoring the current situation and controlling the adaptation are the central tasks

  • Evaluating Lehman's Laws of Software Evolution for Software Product Lines

    The evolution of software to maintain its performance and usefulness over time occurs in successful software development processes. To address this, Meir Lehman formulated his well-known software-evolution laws. This article evaluates Lehman's laws in the context of two companies' real-world software- product-line projects to gain useful insights about the evolution process.

  • From Goal Models to Feature Models: A Rule-Based Approach for Software Product Lines

    Identifying features and creating a feature model during the process of software product line engineering is time-consuming and requires substantial effort from modelers. In recent years, a number of approaches that map goal models to feature models have been proposed so as to avoid creating the feature model from scratch. However, these approaches can only map part of the elements, such as the goals. The question of how to map the dependencies among actors to the feature model remains an open problem. In this paper, we exploit the standard goal-oriented framework, i.e., the i* framework, for constructing a more complete domain feature model. In particular, we propose mapping rules as well as an algorithm for mapping dependencies among actors to the feature model. In addition, we seek to customize the application products using the i* model evaluation approach during the application engineering phase. The case shows that our approach is practical and efficient.

  • Effects of Variable Part Auto Configuration and Management for Software Product Line

    LG Electronics Mobile Communications division developed the Variable part Auto Configuration and Management System (VACMS) to improve its current smartphone application development process. However, the effects of the new process using the VACMS have not been assessed yet. In this study, we compare the current process and the new process through a case study. The assessment results show that using the new process the development effort is reduced to 32.5% of that of the current process and the reuse rate becomes 2.34 times higher in Lines of Code.

  • Robots and their Variability -- A Societal Challenge and a Potential Solution

    A robot is essentially a real-time, distributed embedded system operating in a physical environment. Often, control and communication paths within the system are tightly coupled to the actual hardware configuration of the robot. Furthermore, the domain contains a high amount of variability on different levels, ranging from hardware, over software to the environment in which the robot is operated. Today, special robots are used in households to perform monotonous and recurring tasks like vacuuming or mowing the lawn. In the future there may be robots that can be configured and programmed for more complicated tasks, like washing dishes or cleaning up or to assist elderly people. Nowadays, programming a robot is a highly complex and challenging task, which can be carried out only by programmers with dedicated background in robotics. Societal acceptance of robots can only be achieved, if they are easy to program. In this paper we present our approach to provide customized programming environments enabling programmers without background knowledge in robotics to specify robot programs. Our solution was realized using product line techniques.

  • Bottom-Up Technologies for Reuse: Automated Extractive Adoption of Software Product Lines

    Adopting Software Product Line (SPL) engineering principles demands a high up- front investment. Bottom-Up Technologies for Reuse (BUT4Reuse) is a generic and extensible tool aimed to leverage existing similar software products in order to help in extractive SPL adoption. The envisioned users are 1) SPL adopters and 2) Integrators of techniques and algorithms to provide automation in SPL adoption activities. We present the methodology it implies for both types of users and we present the validation studies that were already conducted. BUT4Reuse tool and source code are publicly available under the EPL license. Website http://but4reuse.github.io Video: https://www.youtube.com/watch?v=pa62Yc9LWyk.

  • The Quest for Formal Methods in Software Product Line Engineering

    Software product line engineering (SPLE) aims to alleviate the complexity by providing a set of systems with well‐defined commonalities and variabilities. SPLE offers a commercially successful approach that can improve both time to market and quality. A major limiting factor of quality assurance in existing SPLE practice is the heterogeneity of modeling formalisms in different development phases. The modeling language should be capable of expressing all relevant system aspects and their variability based on a common formal semantics. The modeling framework should contain rich behavioral specification mechanisms in addition to structural description techniques that allow for modeling and reasoning about system behavior. Variability modeling to represent system diversity is integral to a uniform modeling framework. Modularization allows splitting the product line model into manageable parts to alleviate design complexity. The abstract behavioral specification language (ABS) is an integrated modeling language comprising variability modeling with structural and behavioral system modeling

  • Modeling and Reasoning about Software Systems Containing Uncertainty and Variability

    Summary form only given. When building large software-intensive systems, engineers need to express and reason about at least two different types of choices. One type concerns uncertainty - choosing between different design alternatives, resolving inconsistencies, or resolving conflicting stakeholder requirements. Another type deals with variability - supporting different variants of software that serve multiple customers or market segments. Partial modeling has been proposed as a technique for managing uncertainty within a software model. A partial model explicates points of uncertainty and represents the set of possible models that could be obtained by making decisions and resolving the uncertainty. Methods for reasoning about the entire set of possibilities, transforming the entire set and uncertainty- reducing refinements have recently been developed. Software product line engineering approaches propose techniques for managing the variability within sets of related software product variants. Such approaches explicate points of variability (a.k.a.features) and relationships between them in an artifact usually referred to as a feature model. A selection of features from this model guides the derivation of a specific product of a software product line (SPL). Techniques for reasoning about sets of SPL products, transforming the entire SPL and supporting their partial configuration have recently been developed. Partial models and SPL representations are naturally quite similar - both provide ways of encoding and managing sets of artifacts. The techniques for representing, reasoning with and manipulating these sets, naturally, have much in common. Yet, the goals for creating these product sets are quite different, and thus the two techniques lead to distinct methodological considerations. Uncertainty is an aspect of the development process itself; it is transient and must be reduced and eventually eliminated as knowledge is gathered and decisions are made. Thus, the ultimate goal of resolving uncertainty is to produce only one desired artifact. On the other hand, variability is an aspect of the artifacts simultaneously managed through the entire development process; it is to be preserved and carefully engineered to represent the desired range of product variants required. Thus, product lines aim to produce and simultaneously manage multiple artifacts. In this talk, I will survey approaches to representing, reasoning with and transforming models with uncertainty and variability, separately, as well as discuss current work on trying to combine the two approaches.

  • Correct, Efficient, and Tailored: The Future of Build Systems

    Build systems are used in every nontrivial software project. They contain knowledge of how software is built and provide tools to get it built as fast as possible. While being central to day-to-day productivity, they sometimes fail to deliver their promise of being correct, efficient, and tailored. This situation gets aggravated with huge code bases and fast-paced continuous- integration pipelines. This article surveys state-of-the-art techniques and algorithms that relegate the occasional inconsistent build, slow execution times, and boilerplate makefiles to another age. This article is part of a special issue on release engineering.



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