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Agile Software Development methodologies have grown in popularity both among academic researchers and industrial practitioners. Among the various methodologies or practices proposed, pair programming, which is concerned with two programmers collaborating on design, coding and testing, has become a controversial focus of interest. Even though some success stories have been reported with the use of pair-programming in real software development environment, many people remain rather skeptical of the claims on pair-programming productivity. Previous studies in pair programming have only addressed the basic understanding of the productivity of pairs and they have not addressed the variation in productivity between pairs of varying skills and experience, such as between novice–novice and expert–expert. Statistical productivity measurements reported by different researchers also seem to lead to contradictory conclusions. Until now, the literature has not addressed how those results and experiments were related to each other. In this paper, we propose a controlled experiment called repeat-programming which can facilitate the understanding of relationships between human experience and programming productivity. Repeat-programming can be performed when controversial issues in non-traditional programming methodologies and development productivity need to be investigated into. To illustrate how the proposed empirical experiment can put arguable, divisive problems into perspective, we have examined the productivity in pair programming as a case study. With repeat-programming, we are able to (i) better understand why results of previous pair programming control experiments reached different conclusions as to the productivity of pair programming and (ii) most importantly, present a case in which novice–novice pairs against novice solos are much more productive than expert–expert pairs against expert solos.  相似文献   

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We present the results of an extensive and substantial case study on pair programming, which was carried out in courses for software development at the University of Dortmund, Germany. Thirteen software development teams with about 100 students took part in the experiments. The groups were divided into two sets with different working conditions. In one set, the group members worked on their projects in pairs. Even though the paired teams could only use half of the workstations the teams of individual workers could use, the paired teams produced nearly as much code as the teams of individual workers at the same time. In addition, the code produced by the paired teams was easier to read and to understand. This facilitates finding errors and maintenance.  相似文献   

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There has been a growing research interest in understanding knowledge sharing in agile development. Yet, empirical research that sheds light on its underlying practices, such as pair programming, is evolving. This study uses insights from coopetition and software literature to focus inquiry on the relation between coopetitive rewards and high-quality knowledge sharing in pair programming teams. Theoretical hypotheses are developed and validated, suggesting that: ‘coopetitive rewards influence high-quality knowledge sharing both directly and over time through their impact on the level of knowledge sharing satisfaction’, and, ‘the impact of coopetitive rewards on high-quality knowledge sharing is dependent upon task complexity and the history of working under similar reward structure’. This study generates new understanding related to the use of rewards in pair programming teams, and offers a rigorous and replicable seven-step experimental process for simulating coopetitive structures and investigating their role in pair programming and in similar collaborative contexts.  相似文献   

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Adapting data transfer to network throughput enables real-time interactive Web-based navigation of large 3D anatomical data sets. This article focuses mainly on network performance and data encoding issues. We describe our implementation and the principles of slice and label extraction. Evaluating the proposed solution's performance and the server's behavior when serving multiple clients simultaneously points to several issues for further exploration  相似文献   

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This paper describes the role of logic programming in the Fifth Generation Computer Project. We started the project with the conjecture that logic programming is the “bridge” connecting knowledge information processing and parallel computer architecture. Four years have passed since we started the project, and now we can say that this conjecture has been substantially confirmed. The paper gives an overview of the developments which have reinforced this foundational conjecture and how our “bridge” is being realized.  相似文献   

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Conventional design and optimization methods are being challenged by the rapid evolution of electronic and optical communication networks. It becomes necessary to incorporate the stochastic effect of traffic flows into network models. This paper introduces the stochastic programming (SP) methodology to characterize the stochastic traffic. A multi-commodity network model is proposed. Two SP approaches, here-and-now and scenario tracking, are described through case studies for a prototype network.  相似文献   

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结对编程(Pair Programming)是极限编程(Extreme Programming)的十二个实践之一,是团队设计的基础。它是指两个开发人员共用一台计算机,其中一个人负责具体细节,另一个人关注整体,并且这两人的角色可以随时交换。本文通过一个项目的运作过程的试验实例,分析结对编程的成本和收益。结对编程的优势在于:改进设计质量、减少程序缺陷、降低人员风险、提高技术技能和团队合作精神。为中小型企业软件过程改进提供了具有相当经济意义的方案,推动企业生产力、企业文化改进。  相似文献   

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We improve the famous divide-and-conquer algorithm by Bentley and Shamos for the planar closest-pair problem. For n points on the plane, our algorithm keeps the optimal O(n log n) time complexity and, using a circle-packing property, computes at most 7n/2 Euclidean distances, which improves Ge et al.'s bound of (3n log n)/2 Euclidean distances. We present experimental results of our comparative studies on four different versions of the divide-and-conquer closest pair algorithm and propose two effective heuristics.  相似文献   

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This paper discusses and meditates about problems and solutions on man-machine interfaces. The incorporation of the user and the designer, local operating models and system theory, standarization efforts and a special example on design are presented and annotated. A way to connect low-level partial solutions and integrated systems is exhibited.  相似文献   

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汽车导航系统是智能交通系统不可或缺的组成部分.目前,大多数汽车导航仪由于受到诸多因素的影响,不能满足市场需求,从而使得新型组合导航仪的研发成为全球最大的难点、热点.针对这一问题,首先采用DGNSS/INS组合导航系统实现了实时采集车辆位置、速度信息,提高了导航定位的精确性.其次,重点对适应高速工况的自主导航控制器进行了...  相似文献   

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We introduce a knowledge representation language ${\cal AC(C)}$ extending the syntax and semantics of ASP and CR-Prolog, give some examples of its use, and present an algorithm, $\mathcal{AC}\!solver$ , for computing answer sets of ${\cal AC(C)}$ programs. The algorithm does not require full grounding of a program and combines “classical” ASP solving methods with constraint logic programming techniques and CR-Prolog based abduction. The ${\cal AC(C)}$ based approach often allows to solve problems which are impossible to solve by more traditional ASP solving techniques. We believe that further investigation of the language and development of more efficient and reliable solvers for its programs can help to substantially expand the domain of applicability of the answer set programming paradigm.  相似文献   

14.
化学家利用Internet通用资源搜索引擎如Yahoo、Google获取Internet资源时,检索结果常包含大量相关性较小的内容。Internet化学资源导航系统如ChemDex用人工方法收集和组织资源使资源内容质量和相关性比通用搜索引擎有所提高,但进行细致的分类仍比较困难。由中国科学院过程工程研究所建立、Internet化学化工资源导航系统ChIN的维护工具ChIN-Manag-er采用把两个内容相关的资源简介页互链来表示资源之间的密切相关关系,目前维护人员主要通用测览分类目录来确定相关资源,但这种方式在被索引的资源数量日益增大时其可用性降低。本论文开发了一种新的基于ChIN数据库检索的链接两个关系密切的相关简介页的方法。该方法针对ChIN数据库中简介页的组织特点设计了面向不同资源类型数据表的多种检索策略,这些策略侧重于被检索字段的确定;并为20余种不同类型的资源描述表建立了实现相应检索策略的检索界面。这些检索界面无缝集成到了ChIN-Manager相应的资源编辑界面中,为ChIN提供了一种快速确定被索引资源的密切相关资源的方法。  相似文献   

15.
Internet化学资源导航系统中的相关资源链接   总被引:1,自引:5,他引:1  
化学家利用Internet通用资源搜索引擎如Yahoo、Google获取Internet资源时,检索结果常包含大量相关性较小的内容。Internet化学资源导航系统如ChemDex用人工方法收集和组织资源使资源内容质量和相关性比通过搜索引擎有所提高,但进行细致的分类仍比较困难。由中国科学院过程工程研究所建立、Internet化学化工资源导航系统ChIN的维护工具ChIN-Manager采用把两个内容相关的资源简介页互链来表示资源之间的密切相关关系,目前维护人员主要通用浏览分类目录来确定相关资源,但这种方式在被索引的资源数量日益增大时其可用性降低。本论文开发了一种新的基于ChIN数据库检索的链接两个关系密切的相关简介页的方法。该方法针对ChIN数据库中简介页的组织特点设计了面向不同资源类型数据表的多种检索策略,这些策略侧重于被检索字段的确定;并为20余种不同类型的资源描述表建立了实现相应检索策略的检索界面。这些检索界面无缝集成到了ChIN-Manager相应的资源编辑界面中,为ChIN提供了一种快速确定被索引资源的密切相关资源的方法。  相似文献   

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介绍了结对编程的概念,阐述了其作为学习编程技能的一种过程改进策略在国外计算机专业教学中的实验效果,并论述了相关影响因素。  相似文献   

17.
Oka  M. Suzuoki  M. 《Micro, IEEE》1999,19(6):20-28
Emotion synthesis requires a huge amount of calculation for the physical and thought simulation needed to generate human emotional representation with realistic computer graphics output. To achieve this, the emotion engine main processor contains three independent floating-point processors. A home entertainment computer, the so-called consumer video game, requires perfect compatibility in its parts. The console cannot change its functions or performance during its lifetime. As all CD disks can be played on all CD players, all application titles must execute on all versions of the console. For this tight compatibility, no specification change, including frequency improvement, is allowed. Considering this, we have developed a new entertainment computer system designed to provide the highest performance. We adopted the latest technology and the most advanced manufacturing technology in the early design stages to secure a long product life with the same high performance. Our new architecture runs geometry engines in parallel and allows two or more processors to share the same rendering engine through time sharing. This approach sets the rendering engines in parallel. We describe the architecture of our system, the programming paradigm, and a programming example on this processor  相似文献   

18.
The programming walkthrough is a method for assessing how easy or hard it will be for users to write programs in a programming language. It is intended to enable language designers to identify problems early in design and to help them choose among alternative designs. We describe the method and present experience in applying it in four language design projects. Results indicate that the method is a useful supplement to existing design approaches.  相似文献   

19.
描述了平面最接近点对问题,针对这一问题给出了3种算法,循环遍历算法、分治算法和平面扫描算法,并详细分析了3种算法的时间复杂度。  相似文献   

20.
描述了平面最接近点对问题,针对这一问题给出了3种算法,循环遍历算法、分治算法和平面扫描算法,并详细分析了3种算法的时间复杂度.  相似文献   

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