软件产品线案例研究——以手机游戏领域为例

L. Nascimento, E. Almeida, S. Meira
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引用次数: 21

摘要

软件产品线(SPL)过程逐渐被许多领域的公司所采用。考虑到手机的多样性,采用这种工艺可能带来相关好处的一个特定领域是移动应用领域,尽管该领域的特点通常会对在实践中应用这些工艺造成障碍,例如内存大小和处理能力的限制以及不同制造商的不同API实现。在此背景下,本文结合已经发布的过程中的良好实践,简要介绍了一种将SPL中的核心资产应用于手机游戏领域的实用方法,并详细描述了基于三款不同冒险手机游戏的应用该方法的案例研究。案例研究的结果表明,该方法可以适用于所讨论的领域。
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A Case Study in Software Product Lines - The Case of the Mobile Game Domain
Software product lines (SPL) processes are gradually being adopted by many companies in several domains. A particular domain where the adoption of such processes may bring relevant benefits is the mobile applications domain given the big diversity of handsets, although the characteristics of this domain usually create barriers to apply these processes in practice, such as, restrictions of memory size and processing power and different API implementations by different manufacturers. In this context, this work presents briefly a practical approach to implement core assets in a SPL applied to the mobile game domain combining the good practices from the already published processes and describes in details a case study performed with the application of this approach, based on three different adventure mobile games. The results of the case study have shown the approach can be suitable for the domain in question.
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