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dc.contributor.authorAlves, Vander-
dc.contributor.authorSantos, Gustavo-
dc.contributor.authorCalheiros, Fernando-
dc.contributor.authorNepomuceno, Vilmar-
dc.contributor.authorPires, Davi-
dc.contributor.authorCosta Neto, Alberto-
dc.contributor.authorBorba, Paulo-
dc.date.accessioned2013-09-02T21:08:46Z-
dc.date.available2013-09-02T21:08:46Z-
dc.date.issued2006-08-
dc.identifier.citationALVES, Vander et al. Beyond code: handling variability in art artifacts in mobile game product lines. In: MANAGING VARIABILITY FOR SOFTWARE PRODUCT LINES: WORKING WITH VARIABILITY MECHANISMS WORKSHOP, INTERNATIONAL SOFTWARE PRODUCT LINE CONFERENCE (SPLC), 10., 2006, Baltimore. Anais... Baltimore: IEEE, 2006. Disponível em: <http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.84.6116&rep=rep1&type=pdf>. Acesso em: 2 set. 2013.pt_BR
dc.identifier.urihttps://ri.ufs.br/handle/riufs/697-
dc.description.abstractThis position paper addresses on going work in exploring variability mechanisms for relevant artifacts in the domain of Mobile Game Software Product Lines. In particular, we show such mechanisms for images and sound and reason on the choice of such mechanism based on factors such as binding-time, performance, and reusability. Future work consists of refining a reasoning framework to encompass additional factors for the selection of such mechanism and exploring more closely the influence of such artifacts not only in code but also in tests.pt_BR
dc.language.isoenpt_BR
dc.subjectLinha de produtos de softwarept_BR
dc.subjectJogos para celularpt_BR
dc.titleBeyond code: handling variability in art artifacts in mobile game product linespt_BR
dc.typeTrabalhos em Eventospt_BR
Aparece nas coleções:DCOMP - Trabalhos apresentados em eventos

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