首页> 外文会议>International Conference on Software Product Lines(SPLC 2005); 20050926-29; Rennes(FR) >Reuse without Compromising Performance: Industrial Experience from RPG Software Product Line for Mobile Devices
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Reuse without Compromising Performance: Industrial Experience from RPG Software Product Line for Mobile Devices

机译:在不影响性能的情况下重用:用于移动设备的RPG软件产品线的行业经验

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摘要

It is often believed that reusable solutions, being generic, must necessarily compromise performance. In this paper, we consider a family of Role-Playing Games (RPGs). We analyzed similarities and differences among four RPGs. By applying a reuse technique of XVCL, we built an RPG product line architecture (RPG-PLA) from which we could derive any of the four RPGs. We built into the RPG-PLA a number of performance optimization strategies that could benefit any of the four (and possibly other similar) RPGs. By comparing the original vs. the new RPGs derived from the RPG-PLA, we demonstrated that reuse allowed us to achieve improved performance, both speed and memory utilization, as compared to each game developed individually. At the same time, our solution facilitated rapid development of new games, for new mobile devices, as well as ease of evolving with new features the RPG-PLA and custom games already in use.
机译:人们通常认为,通用的可重用解决方案必须损害性能。在本文中,我们考虑了一系列角色扮演游戏(RPG)。我们分析了四个RPG之间的异同。通过应用XVCL的重用技术,我们构建了一个RPG产品线体系结构(RPG-PLA),从中我们可以得出四个RPG中的任何一个。我们在RPG-PLA中内置了许多性能优化策略,这些策略可以使这四个(可能还有其他类似的)RPG中的任何一个受益。通过比较从RPG-PLA衍生出来的原始RPG和新RPG,我们证明了与每个单独开发的游戏相比,重用可以使我们在速度和内存利用率方面实现更高的性能。同时,我们的解决方案促进了针对新移动设备的新游戏的快速开发,并借助RPG-PLA和已在使用的自定义游戏的新功能简化了开发过程。

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