• Title/Summary/Keyword: 개발자경험

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C Coding Style Checker for Home Appliance Software (가전 기기 소프트웨어를 위한 C 코딩 스타일 검사기)

  • Lim, Jin-Su;Lee, Dong-Ju;Cho, In-Haeng;Woo, Gyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.291-294
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    • 2010
  • 표준 코딩 스타일은 개발 단계에서 오류 가능성이 있는 코드를 사전에 차단하고 코드의 가독성을 높여 소스코드의 품질을 높일 수 있는 대표적인 방법이다. 자동차 분야에서는 MISRA-C 와 같은 표준 코딩 스타일이 있으며 이를 검사하는 다수의 도구가 개발되었다. 본 논문에서는 소프트웨어의 안전성 및 신뢰성을 기반으로 국제 및 산업 표준 권고 사항과 경험적인 사례를 바탕으로 가전 기기 소프트웨어에 적합한 코딩 스타일 43 종을 정의했으며 이를 구현한 자동화 도구를 개발했다. 개발된 C 코딩 스타일 검사기를 이용하여 냉장고와 세탁기에 탑재된 소스코드에 대상으로 실험해 개발자들이 쉽게 위배하는 규칙에 대해서 살펴보았다. 위배한 코딩 스타일 중 주석관련 스타일이 각 소스코드 별로 64%, 24%로 가장 많이 차지하고 있으며, 제어문 관련 규칙이 12%, 17%, 코드 모양(Layout)관련 규칙이 4%, 11% 순으로 나타났다. 본 논문에서 개발한 코딩 스타일 검사 도구는 향후 양산되는 제품에 계속적으로 적용될 것이며 소프트웨어 품질 향상에 실질적인 도움이 될 것으로 기대된다.

A Method for Improving Interface Fault Tolerance in the Embedded Software (임베디드 소프트웨어의 인터페이스 결함허용성 향상 기법)

  • Choi, In Hwa;Paik, Jong Ho;Hwang, Jun
    • Journal of Internet Computing and Services
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    • v.14 no.1
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    • pp.31-39
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    • 2013
  • Generally, there can be a interface discrepancy between the legacy hardware and the new software in combining new software component with reused hardware components in the embedded system. This kind of the interface discrepancy may cause various types of faults and also result in declining interface fault tolerance. In this paper we propose a method to improve interface fault tolerance. First of all, the new interface discrepancy fault type which has not been dealt with before is to be defined and next the testing method for generating test paths is proposed by considering the new defined interface discrepancy fault type in this paper. Several tests show that the proposed method detects more fatal faults about 7.9% in comparison with the existing testing method for commercial broadcasting receiver. Since the proposed method can provide software developers with test paths to be available earlier on the software development cycle, in addition, software developers can regard on interface discrepancy fault in advance. Consequently, more efficient test planning can be established to improve the interface fault tolerance.

An Empirical Study Applying the PAD Factors to Loyalty of Culture and Arts Website Service (감정반응(PAD) 요인이 문화예술 웹사이트 서비스에서의 만족과 구전을 통해 충성도에 미치는 영향)

  • Baek, Heon;Kwon, Doo-Soon;Lee, Jae-Beom;Kim, Jin-Hwa
    • Information Systems Review
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    • v.14 no.1
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    • pp.105-128
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    • 2012
  • The Culture and Arts Website, one of the parts of providing information related to culture and art utilizing internet, is the website that giving information of arts genre like theater, music, art, architecture, video, and literature. As growing interest in the field of culture and arts, market of this website has been increasing and providing customized content which each customer wants in the field of culture and arts. Developers of culture and arts website consider the website media for increasing and developing awareness about culture and arts. They are accelerating development of various business models and application of culture and arts website service which it meets trend of the times and customers needs. This study will seize about influencing factors to culture and arts website service of domestic website users and analyze how these factors affect loyalty through satisfaction and word of mouth. This study presented research model applied main parameters of PAD(Pleasure, Arousal, Dominance) theory emphasized human's emotions that they are expected to affect the loyalty of culture and arts website service users based on satisfaction and word of mouth. The researcher in this study surveyed students of Seoul S University who had experiences with such culture and arts website to validate the model empirically. The results, firstly, if you experienced feeling related to pleasure and dominance in culture and arts website, you would satisfy this website and it could lead to loyalty. Secondly, the feeling related to ventilation does not affect the loyalty through satisfaction and word of mouth. Thirdly, the results show that all of three factors of emotional responses do not influence the loyalty through word of mouth.

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Automated Schedulability-Aware Mapping of Real-Time Object-Oriented Models to Multi-Threaded Implementations (실시간 객체 모델의 다중 스레드 구현으로의 스케줄링을 고려한 자동화된 변환)

  • Hong, Sung-Soo
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.2
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    • pp.174-182
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    • 2002
  • The object-oriented design methods and their CASE tools are widely used in practice by many real-time software developers. However, object-oriented CASE tools require an additional step of identifying tasks from a given design model. Unfortunately, it is difficult to automate this step for a couple of reasons: (1) there are inherent discrepancies between objects and tasks; and (2) it is hard to derive tasks while maximizing real-time schedulability since this problem makes a non-trivial optimization problem. As a result, in practical object-oriented CASE tools, task identification is usually performed in an ad-hoc manner using hints provided by human designers. In this paper, we present a systematic, schedulability-aware approach that can help mapping real-time object-oriented models to multi-threaded implementations. In our approach, a task contains a group of mutually exclusive transactions that may possess different periods and deadline. For this new task model, we provide a new schedulability analysis algorithm. We also show how the run-time system is implemented and how executable code is generated in our frame work. We have performed a case study. It shows the difficulty of task derivation problem and the utility of the automated synthesis of implementations as well as the Inappropriateness of the single-threaded implementations.

A Study on Enhancing Efficiency for Feeling-of-Hit in Games (게임의 타격감에 대한 효율 향상 연구)

  • Moon, Sung-Jun;Cho, Hyung-Je
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.3-14
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    • 2012
  • As one of elements to be able to endow more exciting and higher degree of completion for game, the feeling of hit is realized by image, sound and body-sensing (vibration) effects. When the feeling of hit is realized by game developer, most proper effects will be chosen with regard to genre, system and standpoint of world for the game. In general, most of choices for the effects are performed by the experience of game developer or referring the other games. Nevertheless the related studies are not significant in comparison with the importance for the feeling of hit, and the fundamental studies are mostly not accomplished. This paper introduces a study on efficiency and important factors for the feeling of hit by analyzing the properties and degrees of feeling for all effects to represent the feeling of hit through experiments. For this, a software simulator was implemented to test all effects and therewith the final results are presented through questionnaires for the feeling of hit sent to gamers. Our results are expected to be used to accomplish higher degree of completion for mobile games or web games with limited resources.

The Effect on the Job Performance of Open Source Software Usage in Software Development (오픈소스 소프트웨어 기반의 소프트웨어 개발 과정에서 업무 성과에 미치는 영향을 미치는 요인)

  • Kim, YoonWoo;Chae, Myungsin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.4
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    • pp.74-84
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    • 2016
  • Open Source Software (OSS) is a new paradigm for software development. The system is based on the notion of giving software (including sources) away for free, and making money on services, customizing and maintenance. For these reasons, many software companies have considered adopting and using OSS in Software R&D. A variety of factors may influence the use of decision making of OSS. The objective of this study was to explore the significant factors affecting the use decision of OSS and the job performance of OSS usage in software R&D. A research model was suggested based on the TOE Framework and Information Systems Success Model. These findings show that technical benefits of OSS have significant effects on OSS use. The technical benefits of OSS, and organization context, in turn, have significant effects on the use of OSS. On the other hand, the technical risks of OSS and the environment context have no effects on OSS use. In addition, OSS use and user satisfaction have significant effects on the individual job performance. This research contributes towards advancing the theoretical understanding of the OSS Benefits and Performance in Software Development.

A Design and Adaptation Technique of UML-based Layered Meta-Model for Component Development (컴포넌트 개발을 위한 UML 기반의 계층형 메타 모델 설계 및 적용기법)

  • Lee, Sook-Hee;Kim, Chul-Jin;Cho, Eun-Sook
    • Journal of the Korea Society for Simulation
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    • v.15 no.2
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    • pp.59-69
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    • 2006
  • Component-based software development is introduced as a new development paradigm in software development method. This approach is different from existing software development approach because it is based on reusable and autonomous unit, component. Therefore, component-based development(CBD)is divided into two stages; component development process and component assembly process; application development process. Component development process is the core of CBD because component has a key for good software. Currently many methodologies or tools have been introduced by various academies or industries. However, those don't suggest systematic and flexible modeling techniques adaptable easily into component development project. Existing approaches have a unique orarbitrary modeling technique or provide heuristic guidelines for component modeling. As a result, many component developers are faced with a difficult problems; how to developcomponent models, when develop which diagrams, and so on. In order to address this problem, we suggest a meta-model driven approach for component development in this paper. We provide meta-models according to both layer and development phase. We expect that suggested meta-models allow component developers to develop appropriate models of the time.

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Design and Implementation of an Index Manager for a Main Memory DBMS (주기억장치 DBMS를 위한 인덱스 관리자의 설계 및 구현)

  • Kim, Sang-Wook;Yeom, Sang-Min;Kim, Yun-Ho;Lee, Seung-Sun;Choi, Wan
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.25 no.4B
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    • pp.661-674
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    • 2000
  • The main memory DBMS(MMDBMS) efficiently supports various database applications that require high performance since it employs main memory rather than disk as a primary storage. In this paper, we discuss theexperiences obtained in developing the index manager of the Tachyon, a next-generation MMDBMS. The indexmanager is an essential sub-component of the DBMS used to speed up the retrieval of objects from a largevolume of a database in response to a certain search condition. Previous research efforts on indexing proposed various index structures. However, they hardly dealt with the practical issues occured in implementating an index manager on a target DBMS. In this paper, we touch these issues and present our experiences in developing the index manager on the Tachyon as solutions. The main issues touched are (1) compact representation of an indexentry, (2) support of variable-length keys, (3) support of multiple-attribute keys, (4) support of duplicated keys,(5) definition of external APls, (6) concurrency control, and (7) backup and recovery. We believe that ourcontribution would help MMDBMS developers highly reduce their trial-and-errors.

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A Mathematical Approach of Work Assignment for Human Resource in Software Development (소프트웨어 개발인력 배치를 위한 수학적 업무 배정 방법)

  • Chen, Xiang;Lee, Sang-Joon;Seo, Seong-Chae;Kim, Byung-Ki
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.205-214
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    • 2013
  • Team collaboration is becoming commonplace and it is spotlighted in agile software development projects as well. More efficient teamwork in terms of effective team operation and project performance is very important. Heuristic software development staffing method has been used, but algorithm approach is needed to compensate for it. In this paper, we propose a mathematical approaches for staffing developers in teamwork-based software development projects. This consist of six process, and activities in each processor is defined as a mathematical function placement, and functional deployment matrix is used. A case study is presented in order to prove the usefulness of this approach. This paper is a significant research because a mathematical approach of work assignment is developed for human resources by quantitative logic and it deviate from intuitive or heuristic methods used previously.

An User-driven Service Creation Architecture in Consumer Networking Environments (소비자 네트워킹 환경에서의 사용자 주도 서비스의 효율적 생성)

  • Jung, Yuchul;Kim, Jin-Young;Lee, Hyejin;Kim, Kwang-Young;Suh, Dongjun
    • Journal of Digital Contents Society
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    • v.17 no.6
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    • pp.479-487
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    • 2016
  • In a Web 2.0 context, users are exposed to numerous smart devices and services that allow real-time interaction between users (or consumers) and developers (or producers). For the provisioning of new user-created services based on user's context, the data management of service creation experiences becomes a non-trivial task. This article introduces a data model for service creation and then proposes a service creation management architecture which enables new service creation using the data model, the management of the service creation data, and the semantic service discovery across internal/external service repositories. The article also explains the use of the proposed architecture with two different scenarios: home and mobile environments. The proposed architecture for service creation data management offers consistent and seamless handling of the service creation data throughout its usage lifecycle.