Evaluation of a static architectural conformance checking method in a line of computer games

Tobias Olsson, Daniel Toll, Anna Wingkvist, Morgan Ericsson
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引用次数: 8

Abstract

We present an evaluation of a simple method to find architectural problems in a product line of computer games. The method uses dependencies (direct, indirect, or no) to automatically classify types in the implementation to high-level components in the product line architecture. We use a commercially available tool to analyse dependencies in the source code. The automatic classification of types is compared to a manual classification by the developer, and all mismatches are reported. To evaluate the method, we inspect the source code and look for a pre-defined set of architectural problems in all types. We compare the set of types that contained problems to the set of types where the manual and automatic classification disagreed to determine precision and recall. We also investigate what changes are needed to correct the found mismatches by either designing and implementing changes in the source code or refining the automatic classification. Our evaluation shows that the simple method is effective at detecting architectural problems in a product line of four games. The method is lightweight, customisable and easy to implement early in the development cycle.
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计算机游戏系列中静态架构一致性检查方法的评估
我们提出了一种简单的方法来评估在电脑游戏产品线中发现架构问题。该方法使用依赖关系(直接的、间接的或非依赖关系)来自动将实现中的类型分类到产品线体系结构中的高级组件。我们使用商业上可用的工具来分析源代码中的依赖关系。由开发人员将类型的自动分类与手动分类进行比较,并报告所有不匹配。为了评估该方法,我们检查源代码,并在所有类型中寻找一组预定义的体系结构问题。我们将包含问题的类型集与手动和自动分类不一致的类型集进行比较,以确定准确率和召回率。我们还通过在源代码中设计和实现更改或改进自动分类来研究需要进行哪些更改来纠正发现的不匹配。我们的评估表明,这种简单的方法在检测包含四个游戏的产品线中的架构问题方面是有效的。该方法轻量级、可定制且易于在开发周期的早期实现。
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