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Apo-Games: A Case Study for Reverse Engineering Variability from Cloned Java Variants

  • Jacob Krüger
  • , Wolfram Fenske
  • , Thomas Thüm
  • , Dirk Aporius
  • , Gunter Saake
  • , Thomas Leich

Onderzoeksoutput: Hoofdstuk in Boek/Rapport/CongresprocedureConferentiebijdrageAcademicpeer review

Samenvatting

Software-product-line engineering is an approach to systematically manage reusable software features and has been widely adopted in practice. Still, in most cases, organizations start with a single product that they clone and modify when new customer requirements arise (a.k.a. clone-and-own). With an increasing number of variants, maintenance can become challenging and organizations may consider migrating towards a software product line, which is referred to as extractive approach. While this is the most common approach in practice, techniques to extract variability from cloned variants still fall short in several regards. In particular, this accounts for the low accuracy of automated analyses and refactoring, our limited understanding of the costs involved, and the high manual effort. A main reason for these limitations is the lack of realistic case studies. To tackle this problem, we provide a set of cloned variants. In this paper, we characterize these variants and challenge the research community to apply techniques for reverse engineering feature models, feature location, code smell analysis, architecture recovery, and the migration towards a software product line. By evaluating solutions with the developer of these variants, we aim to contribute to a larger body of knowledge on this real-world case study.
Originele taal-2Engels
TitelSPLC '18: Proceedings of the 22nd International Systems and Software Product Line Conference
UitgeverijAssociation for Computing Machinery, Inc.
Pagina's251-256
Aantal pagina's6
Volume1
DOI's
StatusGepubliceerd - 2018
Extern gepubliceerdJa

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