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An aspect-oriented architecture for handling variation across mobile platforms

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dc.contributor.advisor Janecek, Paul, Doctor (Chairperson) en_US
dc.contributor.author Chokchai Phatharamalai en_US
dc.date.accessioned 2015-01-12T10:40:58Z
dc.date.available 2015-01-12T10:40:58Z
dc.date.issued 2008-05 en_US
dc.identifier.other AIT Thesis no.CS-08-10 en_US
dc.identifier.uri http://www.cs.ait.ac.th/xmlui/handle/123456789/364
dc.description 49 p. en_US
dc.description.abstract Developing applications that are capable of running on a variety of mobile plat- forms is a technically challenging business requirement. The goals of this thesis are using Aspect-Oriented Programming (AOP) to separate and generalize code of two concerns: business logic and device functionalities extraction; encouraging reusability of both parts, deriving an architecture which embedded with a bridge between busi- ness logic and device functionalities for e ective handling reoccurring problems, and evaluating the strengths and weaknesses of the taken approach in the term of perfor- mance, object-oriented metrics and reusability of code. The case study has been done in two phases on two mobile games. Each of them was used in each phase. The rst phase is focusing on extracting the business logic of the game, called as game logic, and generalizing extracted code to be able for reusing across platforms. The second phase is focusing on device speci c code, trying to generalize them to cope with reusability across games. The implementation of the thesis can be divided into three sections. The rst section is to use AOP to provide more exibility in code level for handling variation. The second section is tackling variation problems in device speci c code where the usage of AOP, discovered in the rst section, was applied. The third section is constructing architecture with design decisions made in the second parts to handle variation problems e ectively. The thesis also has evaluated the impact of applying AOP to a mobile game in three criteria: performance impact, architectural analysis and reusability of code. The result of performance impact analysis was acceptable small. The architectural analysis was done with object-oriented metrics which shows a decrease in cyclomatic complexity, and structural changes that support better code reuse. The result for reusability of code was resulted in developing a mobile game for every platform can be done with a cost of single one. This thesis also discussed disadvantages of the advantages of the taken approach; however, the candidate ap- proach which suggested in the future work must wait for the aspect technology to be evolved. In conclusion, separating business logic of a mobile application out of which is concerning device features extraction increase reusability of both parts. The AOP reveals a possible solution for cleanly separate them, resulting in a single code base for a mobile application which can support wide range of devices. An architecture proposed in the thesis helps for e ectively handling reoccurring problems. The most crucial point in it is the connection between the business logic and the driver. The approach taken for implementing the connection has some drawbacks in it; however, an alternative approach (which will be more preferable if there are more support from aspect oriented tool) was suggested in the future work. en_US
dc.language.iso en en_US
dc.publisher Asian Institute of Technology en_US
dc.relation.ispartofseries AIT Publications; en_US
dc.subject Aspect-oriented programming en_US
dc.title An aspect-oriented architecture for handling variation across mobile platforms en_US
dc.type Thesis en_US


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