1 / 24

Visualizing Software Ecosystems as Living Cities

Visualizing Software Ecosystems as Living Cities. Clint Jeffery University of Idaho. Outline. Motivation & Background Visualizing Software as (Static) Cities “Living” Cities Implementation Conclusions. Motivation. Motivation. Millions of lines of code

Download Presentation

Visualizing Software Ecosystems as Living Cities

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Visualizing Software Ecosystems as Living Cities Clint Jeffery University of Idaho

  2. Outline • Motivation & Background • Visualizing Software as (Static) Cities • “Living” Cities • Implementation • Conclusions

  3. Motivation

  4. Motivation • Millions of lines of code • Still perceived as boring and solitary • “Software visualization” promised a fix • Time to just go do it

  5. Visualizing Software as Cities • Wettel and Lanza proposed CodeCity • Swiss, SmallTalk, treemap rendering • Static view of a software repository

  6. Outliers Among 8000+ Classes

  7. Topography

  8. 2D Minimap – Initial Layout

  9. Software Maps Kuhn, Loretan, Nierstrasz

  10. CrocoCosmos

  11. Depicting Associations?

  12. The “Living City” Metaphor • 3D Representation of Running System • City Structure: Depicts Code of Multiple Programs • Denizens of the City: the users, the running instances of the programs they are using, and finer-grained objects • Convey a projection of cyber-reality • Stronger man-machine connection • Users stroll, chat, write code, shoot bugs

  13. Roadways • Street, arterial, and freeway

  14. Buildings • Dimensions convey class size • Texture conveys date of origin

  15. Building Interiors • One storey per method • Building directory and central elevator

  16. Method Details • Walls show code, profile information • Space holds activation records

  17. Time Model • Wall clock vs. “CPU Time” per thread

  18. Executions

  19. Procedures

  20. Bugs

  21. Unicon City? • 570,000 LOC; 195,000 is C code • ~350,000 LOC .icn written by 60 authors • 142 directories, ~half have payload

  22. Unicon City, Take #2

  23. Implementation Notes • Collaborative virtual environment • Initial “world” generation from codebase • Incremental algorithms for code changes • Rich source of high performance dynamic data • Heaps of NPC AI • Piles of gameplay mechanics • Enthusiastic user base • Big iron

  24. Conclusions • Large project • Yes, we now can implement Neuromancer • Need volunteers, partners, and a grant/sponsor • Will take ~3 years, culmination of 20+ • Some of you will still be here to enjoy it at that time

More Related