scholarly journals Continuous Software Engineering and Unit Testing: From Theory to Practice

2021 ◽  
Vol 9 ◽  
pp. 113-124
Author(s):  
Hadas Chassidim ◽  
Dani Almog ◽  
Shlomo Mark

With the Agile development approach, the software industry has moved to a more flexible and continuous Software Development Life Cycle (SDLC), which integrates the stages of development, delivery and deployment. This trend has exposed a tendency of increasing reliance on both unit testing and test automation for the fundamental quality-activities during the code development. To implement Continuous Software Engineering (CSE), it is vital to assure that unit-testing activities are an integral and well-defined part of a continuous process. This paper focuses on the initial role of actual testing – viewing unit testing as a quality indicator during the development life cycle. We review the definition of unit-testing from the CSE world, and describe a qualitative study in which we examined implementation of unit testing in three software companies that recently migrated to CSE methodology. The results from the qualitative study corroborate our argument that under the continues approach, quality-based development practices such as unit testing are of increasing importance, lacking common set of measurements and KPI's. A possible explanation to this may be the role of continuous practices as well as unit testing in the software engineering curriculum

2002 ◽  
Vol 44 (4) ◽  
pp. 1-23
Author(s):  
David Luery ◽  
David Hanlon

Pricing research has an important role to play in the go/no-go decisions taken to finance the progress of new drugs in development. There is a hierarchy in decision-making when it comes to determining the price of new drugs. Many different audiences (government, HMOs/insurance companies, formulary committees, physicians and patients) play a role in determining the price of new drugs. The questions then are when should we start pricing research, who should we talk to and what techniques should be used? This paper explores the role of pricing research throughout the eight- to ten-year development life cycle of new drugs. We examine the various pricing research approaches tailored to suit the different decision-marking audiences at the appropriate milestones in assessing the clinical and commercial potential of new drugs.


2021 ◽  
Vol 23 (1) ◽  
pp. 69-75
Author(s):  
Wiwik Widiyatni ◽  
Vilianty Rafida ◽  
Ita Arfyanti

Research on Web-based Company Profile Design of the Association of Indonesian Construction Companies (GAPEKSINDO) is a research to make it easier for people to obtain complete and up-to-date information because information is considered very important in decision making and in achieving goals. In addition to obtaining complete and up-to-date information, the website can also send and publish information to the wider community online. The system development method used in this research is the System Development Life Cycle (SDLC) method, or better known as the system development life cycle in system engineering and software engineering, is the process of making and changing systems and the models and methodologies used to develop these systems. The research results are expected that this system can publish its activities for more up-to-date information so that the public can find out about the activities that have been carried out, the ease of information about GAPEKSINDO.


2020 ◽  
Vol 22 (1) ◽  
pp. 93-101
Author(s):  
Yulindawati Yulindawati ◽  
Hanifah Ekawati

The research to build Website Profile of Tenggarong Kelurahan is a study to facilitate the public to obtain complete and up-to-date information because the information is felt to be very important in decision making and in achieving goals. In addition to obtaining complete and up-to-date information, the website can also send and publish information to the wider community online. The system development method used in this research is the System Development Life Cycle (SDLC) method, or better known as the system development life cycle in system engineering and software engineering, is the process of making and changing systems and the models and methodologies used to develop these systems. The long-term goal to be achieved is that it is hoped that this system will be able to publicize its activities for more up-to-date information so that the public can find out about the activities that have been carried out, ease of information on the procedures for handling correspondence in the Melayu Tenggarong village to the public at large. So that the specific target of using the Tenggarong Kelurahan website as an effective medium for delivering information can be achieved.


2020 ◽  
Vol 17 (9) ◽  
pp. 4635-4642
Author(s):  
Mudita ◽  
Deepali Gupta

Software Engineering is the fundamental methodology used in the process of developing the software. Software Development Life Cycle (SDLC) is the backbone of software engineering. SDLC is emerging in several forms to support software development at different phases. SDLC plays as a role of guide for engineers that are involved from traditional desktop application development to much trending development. The new emerging technologies accelerate the process of software engineering, resulting in saving time and resources and enhance the quality of software systems. This paper focuses on technologies used to accelerate the process of software engineering in solving problems associated with its phases. The first section of this paper contains an introduction to Software Engineering (SE) and Artificial Intelligence (AI). The next section describes the aspects of emerging technologies in software engineering. After this, the role of AI in SE is discussed followed by a conclusion in the last section.


Author(s):  
Monica Bordegoni ◽  
Umberto Cugini

This paper presents a haptic system the authors have developed for shape exploration in the field of industrial design. The system consists of a novel haptic-based digital technology, allowing designers to add the tactile experience to the visual one. The haptic interface developed allows designers to see and haptically feel through free hand motions an object surface during its creation and evolution. The system closes the loop of shape modification and its subsequent evaluation: It is possible to evaluate the “what if” related to a new product shape, applying the modification and comparing the solutions more and more times, and generate and maintain different versions. That improves the level of interaction of designers with the digital models, exploits their skills, and shortens the product development life cycle.


2021 ◽  
Vol 20 (1) ◽  
pp. 133-138
Author(s):  
Mellinia Mellinia ◽  
Rita Wahyuni Arifin

Abstract-Currently technology is developing so rapidly that it often forgets the purpose of life in this world, gadgets have been attached to almost everyone, especially children who still abuse gadgets. The role of parents is very important in supervising children's activities in playing gadgets to make it more useful because most of them are only for playing games every day, plus the current condition of the teaching and learning process is online so that students and students are obliged to use gadgets. The problem behind the creation of instructional media is that grade IV students at Madrasah Ibtidaiyah (MI) Hidayatul Athfal Jonggol have difficulty memorizing short letters in the Al-Qur'an. Not a few of them often forget the order of the verses in short letters. The background factors include not using learning media that are attractive to students. This learning media contains material, Multiple Choice Quizzes, Puzzles and Profile Maker. The method used in the design of this learning media is the Multimedia Development Life Cycle (MDLC) where this method is structured based on 6 (six) stages, namely concept, design, obtaining content material, assembly, testing, and distribution. With the creation of this learning media, it is hoped that this learning media will be able to make it easier for students and students to memorize short letters with correct recitation of recitation and the memorization process will be smoother and more enjoyable.Abstrak- Saat ini teknologi berkembang sangat pesat sehingga sering melupakan tujuan hidup di dunia ini, gadget sudah melekat hampir kepada setiap orang, terutama anak-anak yang masih menyalahgunakan gadget. Peran orang tua sangatlah penting dalam mengawasi kegiatan anak dalam bermain gadget agar lebih berguna karena kebanyakan hanya untuk bermain game di setiap harinya, ditambah lagi dengan kondisi proses belajar mengajar saat ini adalah daring sehingga siswa dan siswi wajib menggunakan gadget. Permasalahan yang melatarbelakangi dibuatnya media pembelajaran adalah siswa kelas IV Pada Madrasah Ibtidaiyah (MI) Hidayatul Athfal Jonggol yang mengalami kesulitan untuk menghafal surat-surat pendek dalam Al-Qur’an. Tidak sedikit dari mereka seringkali lupa akan urutan ayat dalam surat-surat pendek. Faktor yang melatarbelakangi antara lain belum digunakannya media pembelajaran yang menarik bagi siswa. Media pembelajaran ini berisi mengenai materi, Quiz Pilihan Ganda, Puzzle dan Profil Pembuat. Metode yang digunakan dalam perancangan media pembelajaran ini adalah Multimedia Development Life Cycle (MDLC) dimana metode ini tersusun berdasarkan 6 (enam) tahapan yaitu concept, design, obtaining content material, assembly, testing, dan distribution. Dengan adanya pembuatan media pembelajaran ini diharapkan media pembelajaran ini mampu memudahkan siswa dan siswi dalam menghafal surat-surat pendek dengan bacaan tajwid yang benar serta proses menghafal menjadi lebih lancar dan menyenangkan.


2016 ◽  
Vol 4 (2) ◽  
pp. 249 ◽  
Author(s):  
Dilan Arya Sujati ◽  
R. Rizal Isnanto ◽  
Kurniawan Teguh Martono

With the advancement of technology in various aspects of life of today's technology allows developers to create applications that aims to facilitate the public in obtaining information based on mobile. Seeing the importance of the role of astronomy satellites it needs to make a multimedia application with Augmented Reality technology that can provide an overview and brief specifications on astronomy satellite without having to go to the planetarium or observatory.This research is using MDLC (Multimedia Development Life Cycle) framework. The process of assembly (pemasangan) was performed using Unity and Vuforia library. The result is a book containing related image about NASA’s astronomy satellites which functioned as a marker and an Augmented Reality application based on Android that is capable of displaying NASA’s astronomical satellites on the top of marker that can display brief information about the shape and its parts when touched on the screen. The application that has been made function properly and in accordance with the concept and design. The ideal condition of using the application in places exposed to light with the intensity of 108,3 ± 2,5 lux upwards. In addition the camera is directed to the distance between 10-75 cm of the marker and the angle between 40 ± 0,5 O – 140 ± 0,5 O .. The greater the intensity of the light does not affect the sensitivity of the camera to detect the marker increases. In other words, the marker will not be detected if the distance marker on the camera more than 75 cm and the angle of the camera marker less than 40 ± 0,5 O or more than 140 ± 0,5 O though the light intensity is greater.


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