Designing Real-Time Software Product Line Architectures

Author(s):  
Hassan Gomaa
2021 ◽  
Vol 115 ◽  
pp. 104925 ◽  
Author(s):  
Hamza Gharsellaoui ◽  
Jihen Maazoun ◽  
Nadia Bouassida ◽  
Samir Ben Ahmed ◽  
Hanene Ben-Abdallah

2006 ◽  
Vol 3 (1) ◽  
pp. 13-16 ◽  
Author(s):  
Arvind S. Krishna ◽  
Aniruddha Gokhale ◽  
Douglas C. Schmidt ◽  
Venkatesh Prasad Ranganath ◽  
John Hatcliff

Author(s):  
Juan Carlos Martínez-Arias ◽  
Gloria Inés Álvarez-Vargas ◽  
Martín Vladimir Alonso Sierra-Galvis ◽  
María Constanza Pabón-Burbano ◽  
Diego Luis Linares-Ospina ◽  
...  

SATReLO is a tool for the creation of customized applications that support language therapy for children with hearing disabilities. These applications consist of video games that replicate therapeutic activities. Video games can motivate children to embrace therapy positively, increasing the time they dedicate towards this therapy, especially at home. SATReLO allows therapists to customize video games according to the needs of each patient and it keeps a record of his or her progress over time. SATReLO contains a software product line, which makes it possible to derive new video games in real time. The process of testing the system, both in terms of functionality and usability, was thorough and allowed many details of its operation to be fine-tuned. Preliminary tests about the impact of the video games in therapeutic process have been very positive.


2021 ◽  
Vol 26 (2) ◽  
Author(s):  
Elias Kuiter ◽  
Sebastian Krieter ◽  
Jacob Krüger ◽  
Gunter Saake ◽  
Thomas Leich

AbstractFeature models are a helpful means to document, manage, maintain, and configure the variability of a software system, and thus are a core artifact in software product-line engineering. Due to the various purposes of feature models, they can be a cross-cutting concern in an organization, integrating technical and business aspects. For this reason, various stakeholders (e.g., developers and consultants) may get involved into modeling the features of a software product line. Currently, collaboration in such a scenario can only be done with face-to-face meetings or by combining single-user feature-model editors with additional communication and version-control systems. While face-to-face meetings are often costly and impractical, using version-control systems can cause merge conflicts and inconsistency within a model, due to the different intentions of the involved stakeholders. Advanced tools that solve these problems by enabling collaborative, real-time feature modeling, analogous to Google Docs or Overleaf for text editing, are missing. In this article, we build on a previous paper and describe (1) the extended formal foundations of collaborative, real-time feature modeling, (2) our conflict resolution algorithm in more detail, (3) proofs that our formalization converges and preserves causality as well as user intentions, (4) the implementation of our prototype, and (5) the results of an empirical evaluation to assess the prototype’s usability. Our contributions provide the basis for advancing existing feature-modeling tools and practices to support collaborative feature modeling. The results of our evaluation show that our prototype is considered helpful and valuable by 17 users, also indicating potential for extending our tool and opportunities for new research directions.


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