In this paper we present the results from a survey about the beliefs, practices, and personalities of software engineers in a large software company. The survey received 797 responses. We report statistics about beliefs of software engineers, their work practices, as well as differences in those with respect to personality traits. For example, we observed no personality differences between developers and testers; managers were conscientious and more extraverted. We observed several differences for engineers who are listening to music and for engineers who have built a tool. We also observed that engineers who agree with the statement “Agile development is awesome” were more extroverted and less neurotic.p>
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Please submit to the 24th ACM SIGSOFT International Symposium on the Foundations of Software Engineering (FSE 2016). The conference will be held in Seattle, WA, USA between November 13 and November 19, 2016. I’m the General Chair of the conference. There are many ways for you to participate in FSE: research papers, workshop proposals, vision and reflections papers, industry papers, demo papers, doctoral symposium, and the student research competition. Please check the full list of call for contributions.
The first deadlines are approaching:
So What’s new with FSE 2016?
- The Research track will include Author rebuttal.
- The conference will include a strong focus on practice: The Showcase Track and the Industry Track will highlight and solicit state-of-the-practice, best practices, as well as exemplary applied research in software engineering
- The Demo track is now accepting data sets in addition to tool demos.
- The new Visions and Reflections track will feature radical new directions that represent disruptive innovations in the making as well as startling results and bold arguments on current research directions.
- We will focus on a unique conference experience: The new Mentorship program will connect you more efficiently with other attendees. Other initiatives to improve the conference experience will be announced soon.
- The Artifacts stream will collect and catalog reusable artifacts.
A special thanks to our corporate supporters: Microsoft, Tata Consultancy Services, Accenture, Google, Huawei, and Infosys. If you are interested in supporting FSE, please contact me.
In game development, software teams often conduct postmortems to reflect on what went well and what went wrong in a project. The postmortems are shared publicly on gaming sites or at developer conferences. In this paper, we present an analysis of 155 postmortems published on the gaming site Gamasutra.com. We identify characteristics of game development, link the characteristics to positive and negative experiences in the postmortems and distill a set of best practices and pitfalls for game development.
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Please submit to the 13th International Conference on Mining Software Repositories (MSR 2016), co-located with ICSE 2016 in Austin, Texas, USA. The submission deadline is January 29, 2016 (abstracts January 22; as always, please check the webpage for any extensions). I’m a member of the Program Committee for the technical track.
In addition to the technical track, MSR features a Data Showcase and a Mining Challenge (both with later deadlines in mid February).
Software repositories such as source control systems, archived communications between project personnel, and defect tracking systems are used to help manage the progress of software projects. Software practitioners and researchers are recognizing the benefits of mining this information to support the maintenance of software systems, improve software design/reuse, and empirically validate novel ideas and techniques. Research is now proceeding to uncover the ways in which mining these repositories can help to understand software development and software evolution, to support predictions about software development, and to exploit this knowledge in planning future development. The goal of this two-day international conference is to advance the science and practice of software engineering via the analysis of data stored in software repositories.
This year, we solicit three types of papers: research, practice, and data. As in previous MSR editions, there will be a Mining Challenge and a special issue of the best MSR papers published in the Empirical Software Engineering journal. For the research and practice papers, we especially encourage submissions that facilitate reproducibility and follow up research by publicly providing data sets and tools. Publicly providing reusable research artifacts (data or tools) is not mandatory, but will strengthen the reproducibility of the research, which is an explicit evaluation criterion.
MSR solicits Research Papers, Practice Papers, Data Papers, and Mining Challenge Report.
Please submit to the 2nd International Workshop on BIG Data Software Engineering (BIGDSE 2016), a workshop in conjunction with ICSE 2016 in Austin, Texas, USA. The submission deadline is January 22, 2016 (as always, please check the webpage for any extensions). I’m a co-organizer of the workshop.
Big Data is about extracting valuable information from data to use it in intelligent ways such as to revolutionize decision-making in businesses, science and society.
Big Data analytics is able to handle data volume (large data sets), velocity (data arriving at high frequency), variety (heterogeneous and unstructured data) and veracity (data uncertainty) – the so called four Vs of Big Data. Research on software analytics and mining software repositories has delivered promising results mainly focusing on data volume. However, novel opportunities may arise when leveraging the remaining three Vs of Big Data. Examples include using streaming data (velocity), such as monitoring data from services and things, and combining a broad range of heterogeneous data sources (variety) to take decisions about dynamic software adaptation.
BIGDSE’16 aims to explore opportunities that Big Data technology offers to software engineering, both in research and practice (“big data for software engineering”). In addition, BIGDSE’16 will look at the software engineering challenges imposed by building Big Data software systems (“software engineering for big data”).
Please submit to the Fifth International Workshop on Games and Software Engineering (GAS 2016), a workshop in conjunction with ICSE 2016 in Austin, Texas, USA. The submission deadline is January 22, 2016 (as always, please check the webpage for any extensions). I’m a member of the Program Committee.
GAS 2016 explores issues that crosscut the software engineering and the game engineering communities. Modern games entail the development, integration, and balancing of software capabilities drawn from algorithm design and complexity, artificial intelligence, computer graphics, computer-supported cooperative work/play, database management systems, human-computer interaction and interface design, operating systems and resource/storage management, networking, programming/scripting language design and interpretation, performance monitoring, and more. Few other software system application arenas demand such technical mastery and integration skill. Yet game development is expected to rely on such mastery, and provide a game play experience that most users find satisfying, fun, and engaging. Computer games are thus an excellent domain for which to research and develop new ways and means for software engineering.
Please submit to the First International Workshop on Bringing Architecture Design Thinking into Developers’ Daily Activities (BRIDGE 2016), a workshop in conjunction with ICSE 2016 in Austin, Texas, USA. The submission deadline is January 22, 2016 (as always, please check the webpage for any extensions). I’m a member of the Program Committee.
In software engineering there has traditionally been a distinction between high-level architecting and low-level implementation activities such as coding. Those who are developing and maintain the software are often not engaged in early design phases of the software; junior software programmers tend to lack design thinking and architectural skills. On the other hand, architects are often blamed for not knowing how to write good code or not being engaged in low-level (often technical) challenges of implementing a software system. This causes a knowledge gap which results in software quality issues such as an implementation that is drifted from initial design, missing architectural choices in the code or incorrect implementation of architectural decisions.
The continuous shift towards reducing upfront architecture design efforts, and the popularity of practices such as test-first development, highlight the importance of bridging the software implementation practices with new architecting notions, practices and tools. BRIDGE’16 aims to bring the community of architects, developers, and testers together to identify and formulate challenges related to designing, implementing and maintaining the architecture.
Research, position, and experience papers are invited on any topic that addresses the intersection of architecture and implementation.