Migrating the android apo-games into an annotation-based software product line
Paper i proceeding, 2019

Most organizations start to reuse software by cloning complete systems and adapting them to new customer requirements. However, with an increasing number of cloned systems, the problems of this approach become severe, due to synchronization efforts. In such cases, organizations often decide to extract a software product line, which promises to reduce development and maintenance costs. While this scenario is common in practice, the research community is still missing knowledge about best practices and needs datasets to evaluate supportive techniques. In this paper, we report our experiences with extracting a preprocessor-based software product line from five cloned Android games of the Apo-Games challenge. Besides the process we employed, we also discuss lessons learned and contribute corresponding artifacts, namely a feature model and source code. The insights into the processes help researchers and practitioners to improve their understanding of extractive software-product-line adoption. Our artifacts can serve as a valuable dataset for evaluations and can be extended in the future to support researchers as a real-world baseline.

Case study

Antenna

Apo-Games

Software product line

Feature model

Extraction

Författare

Jonas Åkesson

Student vid Chalmers

Sebastian Nilsson

Student vid Chalmers

Jacob Krüger

Otto von Guericke Universitaet Magdeburg

Thorsten Berger

Göteborgs universitet

ACM International Conference Proceeding Series

Vol. A
9781450371384 (ISBN)

23rd International Systems and Software Product Line Conference, SPLC 2019, co-located with the 13th European Conference on Software Architecture, ECSA 2019
Paris, France,

Ämneskategorier

Programvaruteknik

Systemvetenskap

Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning

DOI

10.1145/3336294.3342362

Mer information

Senast uppdaterat

2022-02-01