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Near-miss software clones in open source games: An empirical study

机译:开源游戏中的近长小姐软件克隆:实证研究

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Developers tend to reuse source code by copy/paste. This form of reuse introduces code clones to software systems. Cloning in games can happen in different levels of granularity. The extreme case is known as Game Clone where the complete project is being cloned, e.g., by making a new independent branch which the original game's source code constitutes the seed for the new branch. Although it has been more than two decades since research on code clones started, various characteristics of cloning in open source games has not been studied. Therefore, there is no specific evidence on status of cloning e.g., dominant clone type in games. In this paper, we present an empirical study on code cloning in open source games by applying a state of the art clone detector, NiCad, and a clone visualization and analysis tool, VisCad. We identify both exact and near-miss clones from more than twenty open source C, Java and Python-based games, such as Jake2, Duo, Hexen2, jChess and OpenRPG from five different categories. Furthermore, we analyze a set of metrics for code clones in several different dimensions, including language, category, clone density and clone location to answer six essential research questions about the current status of cloning in open source games. Our research illustrates that cloning happens not only at inter-project level but also intra-project, specifically in First Person Shooter games developed using C (Type-1 50% clones). Such observation concretely shows the necessity of adopting clone management systems for game development.
机译:开发人员倾向于通过复制/粘贴重用源代码。这种形式的重用将代码克隆引入软件系统。在游戏中克隆可能发生在不同水平的粒度。极端情况被称为游戏克隆,其中正在克隆完整的项目,例如,通过制作原始游戏的源代码的新的独立分支构成新分支的种子。虽然已经超过二十年了,因为研究了对代码克隆的研究开始,但尚未研究开源游戏中克隆的各种特征。因此,没有关于克隆地位的具体证据。在游戏中的主要克隆类型。在本文中,我们通过应用现有技术的克隆探测器,尼卡尔和克隆可视化和分析工具,Viscad来提出对开源游戏中的代码克隆的实证研究。我们从二十多个开源C,Jave和Python的游戏中确定精确和近乎近似的克隆,例如来自五个不同类别的Jake2,Duo,Hexen2,JChess和OpenRPG。此外,我们分析了一系列代码克隆的指标,包括几个不同的尺寸,包括语言,类别,克隆密度和克隆地点,以回答有关开源游戏中克隆当前状态的六个基本研究问题。我们的研究表明,克隆不仅在项目间级别,而且在项目内部,特别是在使用C(类型-1 50%克隆)开发的第一人称射击游戏中。这种观察具体示出了采用克隆管理系统进行游戏开发的必要性。

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