Migrating the Android Apo-Games into an Annotation-Based Software Product Line

Jonas Åkesson, Sebastian Nilsson, J. Krüger, T. Berger
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引用次数: 16

Abstract

Most organizations start to reuse software by cloning complete systems and adapting them to new customer requirements. However, with an increasing number of cloned systems, the problems of this approach become severe, due to synchronization efforts. In such cases, organizations often decide to extract a software product line, which promises to reduce development and maintenance costs. While this scenario is common in practice, the research community is still missing knowledge about best practices and needs datasets to evaluate supportive techniques. In this paper, we report our experiences with extracting a preprocessor-based software product line from five cloned Android games of the Apo-Games challenge. Besides the process we employed, we also discuss lessons learned and contribute corresponding artifacts, namely a feature model and source code. The insights into the processes help researchers and practitioners to improve their understanding of extractive software-product-line adoption. Our artifacts can serve as a valuable dataset for evaluations and can be extended in the future to support researchers as a real-world baseline.
将Android游戏移植到基于注解的软件产品线中
大多数组织通过克隆完整的系统并使其适应新的客户需求来开始重用软件。然而,随着克隆系统数量的增加,由于同步工作,这种方法的问题变得严重。在这种情况下,组织通常决定提取一条软件产品线,它承诺减少开发和维护成本。虽然这种情况在实践中很常见,但研究界仍然缺乏关于最佳实践的知识,并且需要数据集来评估支持技术。在本文中,我们将介绍从5款克隆Android游戏中提取基于预处理器的软件产品线的经验。除了我们使用的过程之外,我们还讨论了经验教训,并贡献了相应的工件,即特性模型和源代码。对过程的洞察帮助研究人员和实践者提高他们对抽取软件产品线采用的理解。我们的工件可以作为评估的有价值的数据集,并且可以在将来扩展,以支持研究人员作为现实世界的基线。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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