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Published byMaximilian Homer Martin Modified over 9 years ago
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TERRAN How to walk the 2.0 roadmap…
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Agenda Introduction Concept change: 1.7 versus 2.0 Analyzing TERRAN 1.7 Proposals
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Introduction Project done for Software Re-engineering Key-idea: preparing 1.7 for 2.0
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Concept overview of TERRAN 1.7
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Concept overview of TERRAN 2.0
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Analyzing TERRAN: The good… It works! Once used to it, you can do fancy things Up to date end-user documentation Stable, well tested communication protocol
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Analyzing TERRAN: …, the bad… Too complex for ‘non-IP address PATS-ers’ No efficient use of available nodes Few documentation available about it’s internal structure No tests/ testsuites are available (neither unit tests, nor end-to-end tests)
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Analyzing TERRAN: … & the ugly Functionality was added in a ‘Quick & dirty’ fashion ‘No design is also a kind of a design’ Very high coupling grade between classes Classes like to play ping-pong for starting an action
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Analyzing TERRAN: Conclusion Ambiguous class names Many cross-links between classes and packages Too much distributed functionality Interfaces may not have been needed initially, but were never introduced later
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Proposals (1) New Design One SuperController Many UserControllers per SuperController Many TestControllers per UserController SuperController contains TestQueue and Scheduler Every GUI connects via the SuperController to its UserController
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Proposals (2) Look ahead… Smart-scheduling Webinterface New node-types … (Johan’s list) … and implement in a clean way Refactor if necessary Document ‘the internals’ in the TERRAN-Trac
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Proposals (3) Make the software testable Old code: leave it Refactored code: provide a unit test New code: unit test Suggestion: write tests first Automate end-to-end tests: provide a testbase of TERRAN tests
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Questions Who would like to participate in the development of TERRAN Which parts of the code do we Refactor Write from scratch How to improve code manageability
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Design proposal
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Current design: Basic class diagram
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