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Antipatterns are "poor" solutions to recurring design problems which are conjectured in the literature to make object-oriented systems harder to maintain. However, little quantitative evidence exists to support this conjecture. We performed an empirical study to investigate whether the occurrence of antipatterns does indeed affect the understandability of systems by developers during comprehension...
Despite the large number of quality models and publicly available quality assessment tools like PMD, Checkstyle, or FindBugs, very few studies have investigated the use of quality models by developers in their daily activities. One reason for this lack of studies is the absence of integrated environments for monitoring the evolution of software quality. We propose SQUANER (Software QUality ANalyzER),...
Antipatterns are poor object-oriented solutions to recurring design problems. The identification of occurrences of antipatterns in systems has received recently some attention but current approaches have two main limitations: either (1) they classify classes strictly as being or not antipatterns, and thus cannot report accurate information for borderline classes, or (2) they return the probabilities...
Code smells are poor implementation choices, thought to make object-oriented systems hard to maintain. In this study, we investigate if classes with code smells are more change-prone than classes without smells. Specifically, we test the general hypothesis: classes with code smells are not more change prone than other classes. We detect 29 code smells in 9 releases of Azureus and in 13 releases of...
Object-oriented software quality models usually use metrics of classes and of relationships among classes to assess the quality of systems. However, software quality does not depend on classes solely: it also depends on the organization of classes, i.e., their design. Our thesis is that it is possible to understand how the design of systems affects their quality and to build quality models that take...
"God class" is a term used to describe a certain type of large classes which "know too much or do too much". Often a God class (GC) is created by accident as functionalities are incrementally added to a central class over the course of its evolution. GCs are generally thought to be examples of bad code that should be detected and removed to ensure software quality. However, in...
This work presents a descriptive and analytic study of classes playing zero, one, or two roles in six different design patterns (and combinations thereof). First, we answer three research questions showing that (1) classes playing one or two roles do exist in programs and are not negligible and that there are significant differences among the (2) internal (class metrics) and (3) external (change-proneness)...
The presence of code and design smells can have a severe impact on the quality of a program. Consequently, their detection and correction have drawn the attention of both researchers and practitioners who have proposed various approaches to detect code and design smells in programs. However, none of these approaches handle the inherent uncertainty of the detection process. We propose a Bayesian approach...
We study the impact of design patterns on quality attributes in the context of software maintenance and evolution. We show that, contrary to popular beliefs, design patterns in practice impact negatively several quality attributes, thus providing concrete evidence against common lore. We then study design patterns and object-oriented best practices by formulating a second hypothesis on the impact...
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