sOFTWARE REUSE
sOFTWARE REUSE
Software reusability is the likelihood a piece of source code that can be used again to add
new functionalities with slight or no modification. Programmers have always reused sections of
code, functions and procedures. Code reuse is the idea that a partial or complete computer
program written at one time is being or should be used in another program written at a later time.
The concept of software reuse emerged as a recognized area after proposed basing of industry on
reusable components. To achieve full potential of reuse, we need to focus our attention on
development for reuse.
This Mathematical Theory of Intelligence structures objects in such a way that they become
maximally reusable, interoperable and archival. The theory claims that reusability of an object is
maximized if the object itself is defined as having been produced by maximizing reuse of the
operations that were used to produce it. Many metrics and models have been developed for
software reuse and reusability.
INTRODUCTION
Ad hoc code reuse has been practiced from the earliest days of programming.
Programmers have always reused sections of code, templates, functions, and procedures.
Software reuse as a recognized area of study in software engineering, however, dates only from
1968 when Douglas McIlroy of Bell Laboratories proposed basing the software industry on
reusable components. Code reuse is the idea that a partial or complete computer program written
at one time can be, should be, or is being used in another program written at a later time. The
reuse of programming code is a common technique which attempts to save time and energy by
reducing redundant work.
Programmers may decide to create internal abstractions so that certain parts of their
program can be reused, or may create custom libraries for their own use. Some characteristics
that make software more easily reusable are modularity, loose coupling, high cohesion,
information hiding and separation of concerns. For newly written code to use a piece of existing
code, some kind of interface, or means of communication, must be defined. These commonly
include a "call" or use of a subroutine, object, class, or prototype. In organizations, such practices
are formalized and standardized by software product line engineering.
Development for reuse is the process of producing potentially reusable components. The
emphasis of the research should be on development for reuse rather than development with
reuse. The process of developing potentially reusable components depends on defining their
characteristics. Reuse guidelines can represent such characteristics clearly. Therefore, we need to
formulate objective and automatable reuse guidelines.
Many researchers have worked to make reuse faster, easier, more systematic, and an
integral part of the normal process of programming. Current reuse techniques focus on the reuse
of software artifacts on the basis of desired functionality. Systems fail because of inadequate
performance, security, reliability, usability, or precision, to name a few. Capabilities to measure
the reusability of software artifacts can have benefits for developers and adopters of information
systems, but reusability is generally omitted from most measurements of technology readiness.
Motivation
“If you want to live a happy life, tie it to a goal, not to people or things” Albert Einstein
•Productivity
•Quality
•Duplication
•Time to Market
•Maintenance
Time to market is an important competitive advantage, but not at the cost of Quality. Reuse is the
most powerful model to incorporate successful innovations quickly and at lower costs.
What is Software Reuse?
Software reuse is the process of creating software systems from existing software rather
than building software systems from scratch. Something that was originally written for a
different project will usually be recognized as reuse. Code reuse is the idea that a partial or
complete computer program written at one time can be, should be, or is being used in another
program written at a later time. The reuse of programming code is a common technique which
attempts to save time and energy by reducing redundant work. Software assets, or components,
include all software products, from requirements and proposals, to specifications and designs,
high level designs, data formats, algorithms to user manuals and test suites. Anything that is
produced from a software development effort can potentially be reused.
Software developed and used repeatedly by the same people on the same project, Product
maintenance and new product versions, use of operating systems, database management systems,
and other system tools doesn’t amount to reuse.
Software engineering has been more focused on original development but it is now recognised
that to achieve better software, more quickly and at lower cost, we need to adopt a design
process that is based on systematic software reuse. For systematic reuse to succeed organizations
must recognize that good components, frameworks, and software architectures require time to
design, implement, optimize, validate, apply, maintain, and enhance.
Creating reusable software assets requires a mature organization whose developers and architects
can distinguish key sources of variability and commonality in their application domain.
3. Why Software Reuse?
A good software reuse process facilitates the increase of productivity, quality, and reliability,
performance and the decrease of costs, effort, risk and implementation time. An initial
investment is required to start a software reuse process, but that investment pays for itself in a
few reuses. In short, the development of a reuse process and repository produces a base of
knowledge that improves in quality after every reuse, minimizing the amount of development
work required for future projects, and ultimately reducing the risk of new projects that are based
on repository knowledge.
Benefits
•Reusing code saves programming time, which reduces costs. If one person or team has already
solved a problem, and they share the solution, there's no need to solve the problem again (with
some potential caveats see Drawbacks).
•Sharing code can help prevent bugs by reducing the amount of total code that needs to be
written to perform a set of tasks. Generally, the more code a system contains the more bugs it's
likely to have. The shared code can also be tested separately from the applications which use it.
•Separating code into common libraries lets programmers specialize in their particular strengths.
A security library, for example, can be built by security experts while a user interface which uses
the library can let UI experts focus on their tasks.
•Repeatedly, separating code into specialized libraries lets each be tuned for performance,
security, and special cases. For example, a Python application might delegate graphics
functionality to a C library for performance.
•Delegation of tasks into shared modules allows offloading of some functionality onto separate
systems. For example, a system specialized for fast readonly database queries can be used for
reporting and accessed by multiple desktop applications.
•Proper and efficient reuse of code can help avoid code bloat. Bloated code contains unnecessary
duplication and unused instructions. By efficiently sharing code across systems each individual
component avoids duplicate or unneeded functionality.
Drawbacks
•Depending on the platform and programming language, a library or framework might perform
slower than desired. In some situations it might be beneficial to build a specialized onetime
solution instead of using a common library.
APIs accessed over a network will sometimes be slower than solving a problem within the local
system.
•The system of modularity itself might create a bottleneck. For example, extra process
initialization or shared library management can create overhead.
•Loss of control over 3rd party solutions might have negative repercussions. For example, there
might be lack of support, desired feature enhancements might not get added, or security might
not be fully tested. Outside the technical considerations, there might also be licensing and
liability issues.
•When not well implemented or when taken too far, code reuse can eventually cause code bloat.
Ironically, adding modularity can eventually lead to lingering APIs and libraries which go
unused. In very large systems it's not uncommon to lose track of how every component is used.
Over time a component my become useless, but linger in the system. This, however, is not so
much an inherent drawback of code reuse as it's a problem of implementation.
Types
Opportunistic reuse: While getting ready to begin a project, the team realizes that there are
existing components that they can reuse. Opportunistic reuse can be categorized as
Internal reuse: A team reuses its own components. This may be a business decision, since the
team may want to control a component critical to the project.
External reuse: A team may choose to license a thirdparty component. Licensing a thirdparty
component typically costs the team 1 to 20 percent of what it would cost to develop internally.[1]
The team must also consider the time it takes to find, learn and integrate the component.
Planned reuse; A team strategically designs components so that they'll be reusable in future
projects.
4. Design Techniques
Some characteristics that make software more easily reusable are Modularity
Separation of concerns
Modular programming
A design technique that increases the extent to which software is composed of separate parts,
called modules. Conceptually, modules represent a separation of concerns, and improve
maintainability by enforcing logical boundaries between components.[1] Modules are typically
incorporated into the program through interfaces. A module interface expresses the elements that
are provided and required by the module. The elements defined in the interface are detectable by
other modules. The implementation contains the working code that corresponds to the elements
declared in the interface.
With Modular Programming, concerns are separated such that no (or few) modules depend upon
other modules of the system. To have as few dependencies as possible is the goal. When creating
a modular system, instead of creating a monolithic application (where the smallest component is
the whole application), several smaller modules are built (and usually compiled) separately that,
when composed together, will construct the executable application program. A just in time
compiler may perform some of this construction "onthefly" at run time.
Loose coupling
Coupling refers to the degree of direct knowledge that one class has of another. This is not meant
to be interpreted as encapsulation vs. nonencapsulation. It is not a reference to one class's
knowledge of another class's attributes or implementation, but rather knowledge of that other
class itself.
Strong coupling occurs when a dependent class contains a pointer directly to a concrete class
which provides the required behavior. Loose coupling occurs when the dependent class contains
a pointer only to an interface, which can then be implemented by one or many concrete classes.
Loose coupling provides extensibility to designs. A new concrete class can easily be added later
that implements that same interface without ever having to modify and recompile the dependent
class. Strong coupling does not allow this.
High cohesion
Cohesion is a measure of how stronglyrelated is the functionality expressed by the source code
of a software module. cohesion is a measure of how strongly related or focused the
responsibilities of a single module are.
Information hiding
Information hiding is the principle of segregation of design decisions in a computer program that
are most likely to change, thus protecting other parts of the program from extensive modification
if the design decision is changed. The protection involves providing a stable interface which
protects the remainder of the program from the implementation (the details that are most likely to
change).
A common use of information hiding is to hide the physical storage layout for data so that if it is
changed, the change is restricted to a small subset of the total program.
Separation of concerns
SoC is the process of separating a computer program into distinct features that overlap in
functionality as little as possible. A concern is any piece of interest or focus in a program.
Typically, concerns are synonymous with features or behaviors. Progress towards SoC is
traditionally achieved through modularity of programming and encapsulation (or "transparency"
of operation), with the help of information hiding. Layered designs in information systems are
also often based on separation of concerns (e.g., presentation layer, business logic layer, data
access layer, database layer).
Development for reuse is a process of producing potentially reusable components. The emphasis
here is on development for reuse rather than development with reuse, which is a process of
normal systems development. The process of developing potentially reusable components
depends solely on defining their characteristics such as language features and domain
abstractions. Reuse guidelines can represent such characteristics clearly. Therefore, we need to
formulate objective and automatable reuse guidelines.
3, Improving components for reuse which is the process of modifying and adding reusability attributes.
Most existing programming languages including objectoriented languages provide features that
support reuse. However, simply writing code in those languages doesn't promote reusability.
Components must be designed for reusability using those features. Such features must be listed
as a set of design techniques for reusability before design takes place.
The objective of the design process is to produce components which are potentially
reusable. These components form building blocks for future development and are applicable for
various situations and perhaps across application domains.
In development with reuse, reuse is desirable but there need be no resources expended in
creating new reusable components. Development for reuse implies expending resources
specifically to increase the reusability of components. In many cases, this process might follow
development with reuse where components generated during normal system development are
made more reusable by generalisation and improvement. Figure 1 shows number of stages to be
followed which start from identifying an application domain, identify & classify reusable
abstractions, domainoriented reuse, language oriented reuse, design components, assessment for
reuse, improvement for reuse, and deliver potentially reusable components. The idea is to
identify a number of frequently reusable domain specific abstractions and then to apply domain-
specific and languagespecific criteria that are defined by the reuse guidelines.
Identify domain
Domain analysis has been identified as essential for effective reuse. The first step is to identify a
specific application domain and define its boundary.
Identify and classify frequently reusable abstractions
To identify potentially reusable components, the reuse assessor must know what the important
domain abstractions are and how frequently these abstractions are used in systems developed for
that domain. There is not much point in devoting a lot of effort in producing a reusable domain
abstraction if that abstraction is rarely used. Domain classification helps to identify effective
reusable abstractions. This stage involves interviewing domain experts, surveying domain
literature and studying existing systems.
This emphasises the effective use of language features for reuse. This process includes studies of
existing techniques and appropriate modifications to them.
This emphasises the reusable domain abstractions that are identified in the application domain.
Guidelines should not just be general advice but should be specific and verifiable for creating
potentially reusable components. Design/ redesign components based on these guidelines.
Reuse assessment
Reuse improvement is a process of modifying and improving these components for reuse by
adding attributes of an abstraction for reuse. This process is based on the assessment report
produced during the previous step. The reuse improver must know what attributes of an
abstraction must be generalised to make it reusable. Again, an automatic reuse improvement is
essential. Finally, produce potentially reusable components
Automate
Where possible, these two processes of assessing and improving components for reuse.
6.4. Automation
The guidelines discussed can be partially or completely automated as shown in Figure 2. This
system takes a component, checks through various reuse guidelines that are applicable, provides
reuse advice and analysis to the reuser, and generates that component which is improved for
reuse. Components are modelled using component templates and reuse guidelines are checked
objectively against that template. Some of these
domain reuse guidelines have been represented and analysed using component templates. For
most of these guidelines, automation depends on some user interactions and domain knowledge.
One of the major objectives of this system is to demonstrate, how welldefined reuse guidelines
can be used to automate the process of reuse assessment by providing support for language
analysis and domain analysis. The system interacts with the engineer to discover information that
can't be determined automatically. The conclusion of this first pass is an estimate of how many
guidelines are applicable to the component and how many of these have been breached. The
The second pass involves applying domain knowledge to the system. The component templates
have been modelled representing static and dynamic structures. Their reusability is assessed by
comparing the component with that template. The support provided by the system ensures that
the reuse engineer carries out a systematic analysis of the component according to the suggested
guidelines. He or she need not be a domain expert. Again, an analysis is produced which allows
the engineer to assess how much work is required to improve system reusability.
•Wherever possible, a rulebased representation is used so that it is clear when a guideline should
be applied. We have found that rulebased representations are mostly applicable for language-
oriented guidelines.
•For domainoriented guidelines, we are mostly concerned with checking that a component fits a
model of a reusable domain abstraction.
7. Metrics and Models
Software reuse is a key method for significantly improving software quality and productivity.
Reusability is the degree to which a thing can be reused. To achieve significant payoffs a reuse
program must be systematic. Organizations implementing systematic software reuse programs
must be able to measure their progress and identify the most effective reuse strategies. A metric
is a quantitative indicator of an attribute of a thing. A model specifies relationships among
metrics.
As organizations contemplate systematic software reuse, the first question of concern will be
costs and benefits. Organizations will need to justify the cost and time involved in systematic
reuse by estimating these costs and potential payoffs. Cost benefit analysis models include
economic cost benefit models and quality and productivity payoff analyses. Models allow a user
to simulate the tradeoffs between important economic parameters such as cost and productivity.
These are estimated by setting arbitrary values for cost and productivity measures of systems
without reuse, and then estimating these parameters for systems with reuse. There is considerable
commonality among the models, as described in the following.
Cost/Productivity Models
Two cost and productivity models for software reuse are in practice [4]. The simple model shows
the cost of reusing software components. The costof development model builds upon the simple
model by representing the cost of developing reusable components. The simple model works as
follows.
Let C be the cost of software development for a given product relative to all new code (for which
C = 1). R is the proportion of reused code in the product(R <= 1). (Note that R is a type of reuse
level; this topic is discussed in detail in Section 4.) b is the cost relative to that for all new code,
of incorporating the reused code into the new product ( b = 1 for all new code).
[(relative cost of all new code)*(proportion of new code)]+ [(relative cost of reused
software)*(proportion of reused software)].
The equation for this is:
C = (1)(1R)+(b)(R) = [(b1)R+1
and the corresponding relative productivity is, P = 1/C=1/((b1)R+1).b must be < 1 for reuse to be
cost effective. The size of b depends on the life cycle phase of the reusable component. If only
the source code is reused, then one must go through the requirements, design, and testing to
complete development of the reusable component. In this case, Gaffney and Durek estimate b =
0.85. If requirements, design, and code are reused as well, then only the testing phase must be
done and b is estimated to be 0.08.
The cost of development model includes the cost of reusing software and the cost of developing
reusable components as follows. Let E represent the cost of developing a reusable component
relative to the cost of producing a component that is not reusable. E is expected to be >1 because
creating a component for reuse generally requires extra effort. Let n be the number of uses over
which the code development cost will be amortized. The new value for C (cost) incorporates
these measures: C = (b+(E/n)1)R+1.
Quality of Investment
Reuse activities are divided into producer activities and consumer activities.
Producer activities are reuse investments, or costs incurred while making one or more work
products easier to reuse by others.
Consumer activities are reuse benefits, or measures in dollars of how much the earlier reuse
investment helped or hurt the effectiveness of an activity. The total reuse benefit can then be
found by estimating the reuse benefit for all subsequent activities that profit from the reuse
investment.
Quality of investment (Q) is the ratio of reuse benefits (B) to reuse investments
(R)
Q = B/R.
If Q is less than one for a reuse effort, then that effort resulted in a net financial loss. If Q is
greater than one, then the investment provided a good return. Three major strategies are
identified for increasing Q:
A set of metrics is used to estimate the effort saved by reuse. The study weighs potential benefits
against the expenditures of time and resources required to identify and integrate reusable
software into a product. Here, cost is broken down into development
Reuse percent reflects how much of the product can be attributed to reuse. This distinguishes the
reuse percent of a product, the reuse percent of a product release, and the reuse percent for the
entire organization.
Development cost avoidance = RSI * 0.8 * (new code cost) Service cost avoidance = RSI *
(error rate) * (new code cost
Reuse value added a productivity index that differs from the previous definitions of relative
productivity by including in the definition of reused code source code that is reused within the
product and source code that is reused by others.
Additional development cost increased product costs as a result of developing reusable software
(same as E in the Barnes and Bollinger model). This study estimates the cost of additional effort
at 50 percent of the cost of new development.
Additional Development Cost = (relative cost of reuse 1) * code written for reuse by others *
new code cost.
Relative cost of writing for reuse is the cost of writing reusable code relative to the cost of
writing code for 1time use (estimated at 1.5). Code written for reuse by others is the kloc of code
written for reuse by the initiating project.
7.2. Maturity Assessment
Reuse maturity models support an assessment of how advanced reuse programs are in
implementing systematic reuse, using an ordinal scale of reuse phases. They are similar to the
Capability Maturity Model developed at the Software. A maturity model is at the core of planned
reuse, helping organizations understand their past, current, and future goals for reuse activities.
Several reuse maturity models have been developed and used, though they have not been
validated.
7.3. Amount of Reuse
Amount of reuse metrics are used to assess and monitor a reuse improvement effort by tracking
percentages of reuse of life cycle objects over time. In general, the metric is Amount of life cycle
object reused / total size of life cycle object. A common form of this metric is based on lines of
code as follows. Lines of reused code in system or module / total lines of code in system or
module
Amount of Reuse metric by defining reuse level metrics that include factors such as abstraction
level of the life cycle objects and formal definitions of internal and external reuse. Work is also
underway to define metrics specifically for object oriented systems.
The basic dependent variable in software reuse improvement efforts is the level of reuse. Reuse
level measurement assumes that a system is composed of parts at different levels of abstraction.
The levels of abstraction must be defined to measure reuse. A software component (lower level
item) may be internal or external. An internal lower level component is one developed for the
higher level component. An external lower level component is used by the higher level
component, but was created for a different item or for general use. The following quantities can
be calculated given a higher level item composed of lower level items
L = the total number of lower level items in the higher level item.
E = the number of lower level items from an external repository in the higher level item.
I = the number of lower level items in the higher level item that are not from an external
repository.
M = the number of items not from an external repository that are used more than once.
These counts are of unique items, not tokens. Given these quantities, the following reuse level
metrics are defined
Internal, external, and total reuse levels will assume values between 0 and 1. More reuse occurs
as the reuse level value approaches 1. A reuse level of 0 indicates no reuse.
The user must provide information to calculate these reuse measures. The user must define the
abstraction hierarchy, a definition of external repositories, and a definition of the “uses”
relationship. For each part in the partsbased approach, we must know the name of the part,
source of the part (internal or external), level of abstraction, and amount of usage.
ITL = internal threshold level, the maximum number of times an internal item can be used before
it is reused.
ETL = external threshold level, the maximum number of times an external item can be used
before it is reused.
IU = number of internal lower level items that are used more than ITL. EU = number of external
lower level items that are used more than ETL.
T = total number of lower level items in the higher level item, both internal and external.
The reuse frequency metric is based on references (tokens) to reused components rather than
counting components only once as was done for reuse level. The variables and reuse frequency
metrics are:
IUF = number of references in the higher level item to reused internal lower level items.
EUF = number of references in the higher level item to reused external lower level items.
TF = total number of references to lower level items in the higher level item, both internal and
external.
The software tool rl calculates reuse level and frequency for C code. Given a set of C files, rl
reports the following information
Implementing systematic reuse is difficult, involving both technical and nontechnical factors.
Failure modes analysis provides an approach to measuring and improving a reuse process based
on a model of the ways a reuse process can fail. The reuse failure modes model reported by
Frakes and Fox [1996] can be used to evaluate the quality of a systematic reuse program, to
determine reuse impediments in an organization and to devise an improvement strategy for a
systematic reuse program. Given the many factors that may affect reuse success, how does an
organization decide which ones to address in its reuse improvement program? This question can
be answered by finding out why reuse is not taking place in the organization. This can be done
by considering reuse failure modes— that is, the ways that reuse can fail.
The reuse failure modes model has seven failure modes corresponding to the steps a software
engineer will need to complete in order to reuse a component.
No Attempt to Reuse Part Does Not Exist Part Is Not Available Part Is Not Found
Each failure mode has failure causes associated with it. “No Attempt to Reuse,” has among its
failure causes, for example, resource constraints, no incentive to reuse, and lack of education. To
use the model, an organization gathers data on reuse failure modes and causes, and then uses this
information to prioritize its reuse improvement activities.
7.5. Reusability Assessment
Another important reuse measurement area concerns the estimation of reusability for a
component. Such metrics are potentially useful in two key areas of reuse: reuse design and
reengineering for reuse. The essential question is, are there measurable attributes of a component
that indicate its potential reusability? If so, then these attributes will be goals for reuse design
and reengineering. One of the difficulties in this area is that attributes of reusability are often
specific to given types of reusable components, and to the languages in which they are
implemented. In this section we review work in this area.
Fewer module calls per source line Fewer I/O parameters per source line Fewer read/write
statements per line Higher comment to code ratios
More utility function calls per source line Fewer source lines
7.6 Reuse Library Metrics
As can be seen in Figure 4, a reuse library is a repository for storing reusable assets, plus an
interface for searching the repository. Library assets can be obtained from existing systems
through reengineering, designed and built from scratch, or purchased. Components then are
usually certified, a process for assuring that they have desired attributes such as testing of a
certain type. The components are then classified so that users can effectively search for them.
The most common classification schemes are enumerated, faceted, and free text indexing [Frakes
and Gandel 1990]. The evaluation criteria for indexing schemes of reuse libraries are: costs,
searching effectiveness, support for understanding, and efficiency.
Indexing costs include the cost of creating a classification scheme, maintaining the classification
scheme, and updating the database for the scheme. These concerns are negligible for a small
collection, but become more important as the collection grows. Each of these costs can be
measured in terms of dollars or effort. These costs can be normalized by dividing total costs by
the number of components handled by the library.
Searching effectiveness addresses how well the classification methods help users locate reusable
components, and is usually measured with recall and precision. Recall is the number of relevant
items retrieved divided by the number of relevant items in the database. The denominator is
generally not known and must be estimated using sampling methods. Precision is the number of
relevant items retrieved divided by the total of items retrieved. Another effectiveness measure is
overlap, which reports the percentage of relevant documents retrieved jointly by two methods.
Frakes and Pole [1994], in a study of representation methods for reusable software, reported no
statistically significant difference in terms of recall and precision between enumerated, faceted,
free text keyword, and attribute value classification schemes. They reported high overlap
measures ranging from .72 to . 85 for all pairs of the classification methods.
To reuse a component, a software engineer must not only find it, but also understand it.
Understanding metrics measure how well a classification method helps users understand reusable
components. Frakes and Pole [1994] used a 7point ordinal scale (7 5 best) to measure support for
understanding. They reported no significant difference between the classification methods using
this metric. In order to be useful, a reuse library must also be efficient. Library efficiency deals
with nonfunctional requirements such as memory usage, indexing file size, and retrieval speed.
Memory usage can be measured by the number of bytes needed to store the collection. Indexing
overhead ratios can be calculated by dividing the sum of the size of the raw data, and indexing
files by the size of the indexing files. Retrieval speed is usually calculated by measuring the time
it takes the system to execute a search of a given query on a given database. Quality of assets is
another important aspect of a reuse library.
There is considerable anecdotal evidence that this is the most important factor in determining
successful use of a reuse library. Frakes and Nejmeh [1987] proposed the following metrics as
indicators of the quality of assets in a reuse library.
Time in Use the module should have been used in one or more systems that have been released
to the field for a period of three months.
Reuse Statistics the extent to which the module has been successfully reused by others is perhaps
the best indicator of module quality.
Reuse Reviews favorable reviews from those that have used the module are a good indication
that the module is of higher quality.
Complexity overly complex modules may not be easy to modify or maintain. Inspection: the
module should have been inspected.
Testing the modules should have been thoroughly tested at the unit level with statement coverage
of 100 percent and branch coverage of at least 80 percent.
Another class of reuse library metrics is used to measure usage of a reuse library system. The
following list was supplied by the ASSET system, an online commercial reuse library system.
Time online (system availability) this is a measure of the number of hours the system is available
for use.
Asset distribution whether electronic or via a human librarian; Number of subscriber accounts;
Request for services by Telnet Logins,modem Logins, FTP, World Wide Web.
8. Quality in Software Reuse
Software reuse has been a goal for Software Engineering practice, as a means to reduced
development cost and improved quality. Current reuse techniques focus on the reuse of software
artifacts on the basis of desired functionality. However, nonfunctional properties of a software
system are also crucial. Systems fail because of inadequate performance, security, reliability,
usability, or precision, to name a few. Quality concerns, therefore, should also be front and
centre in methods for software reuse.
One must look for, and possibly adopt, a reusable component that meets stringent requirements
in precision, performance and reliability. Despite this practical need, few methods for reuse have
focused on nonfunctional requirements. The typical object of software reuse as surveyed is an
artifact, initially executable code, and more recently largescale components, software
architectures, designs, frameworks, and software product lines. All of these are predominantly
reused on the basis of functionality. One will not find precision, performance or reliability as
components readymade for reuse. Improved software productivity and reduced development
costs result from building with reuse; building for reuse actually has an overhead cost.
Why is it hard to incorporate quality requirements into reuse methods? One important reason for
this is that software artifacts include both functional and quality fragments. Some of the quality
fragments are hard to recognize since they are mingled with the functional fragments in order to
be executable.
Recognizing the need to measure the maturity of software for reuse, the NASA Earth Science
Data Systems (ESDS) Software Reuse Working Group (WG) proposes a set of Reuse Readiness
Levels (RRLs). The maturity of a particular technology can be measured in various ways, one
common method being with Technology Readiness Levels (TRLs) or other similar
measurements. However, the ability or readiness of a particular technology to be reused is
generally not considered, or plays only a small role if it is considered.
Recognizing that the existing TRLs are a useful measure and have been successfully applied
within their domain, the WG decided to use NASA‟s TRLs [11] as a guide while developing
RRLs. In particular, the WG agreed to have RRLs ranging from 1 to 9 (inclusive), to align with
the familiar TRL scale.
9.2 Readiness Levels
Following the format of TRLs, there are nine Reuse Readiness Levels (RRLs) ranging from 1
(least mature) to 9 (most mature).
Little is provided beyond limited source code or precompiled, executable binaries. There is no
support, contact information for developers or rights for reuse specified, the software is not
extensible, and there is inadequate or no documentation.
Some source code, documentation, and contact information are provided, but these are still very
limited. Initial testing has been done, but reuse rights are still unclear. Reuse would be
challenging and costprohibitive.
RRL 3 – Basic reusability; the software might be reusable by skilled users at substantial effort,
cost, and risk.
Software has some modularity and standards compliance, some support is provided by
developers, and detailed installation instructions are available, but rights are unspecified. An
expert may be able to reuse the software, but general users would not.
RRL 4 – Reuse is possible; the software might be reused by most users with some effort, cost,
and risk.
Software and documentation are complete and understandable. Software has been demonstrated
in a lab on one or more specific platforms, infrequent patches are available, and intellectual
property issues would need to be negotiated. Reuse is possible, but may be difficult.
RRL 5 – Reuse is practical; the software could be reused by most users with reasonable cost and
risk.
Software is moderately portable, modular, extendable, and configurable, has low fidelity
standards compliance, a user manual, and has been tested in a lab. A user community exists, but
may be a small community of experts. Developers may be contacted to request limited rights for
reuse.
RRL 6 – Software is reusable; the software can be reused by most users although there may be
some cost and risk.
Software has been designed for extensibility, modularity, and portability, but software and
documentation may still have limited applicability. Tutorials are available, and the software has
been demonstrated in a relevant context. Developers may be contacted to obtain formal
statements on restricted rights or to negotiate additional rights.
RRL 7 – Software is highly reusable; the software can be reused by most users with minimum
cost and risk.
Software is highly portable and modular, has highfidelity standards compliance, provides auto-
build installation, and has been tested in a relevant context. Support is developerorganized, and
an interface guide is available. Software and documentation are applicable for most systems.
Brief statements are available describing limited rights for reuse and developers may be
contacted to negotiate additional rights.
RRL 8 – Demonstrated local reusability; the software has been reused by multiple users.
Software has been shown to be extensible, and has been qualified through test and
demonstration. An extension guide and organizationprovided support are available. Brief
statements are available describing unrestricted rights for reuse and developers may be contacted
to obtain formal rights statements.
RRL 9 – Demonstrated extensive reusability; the software is being reused by many classes of
users over a wide range of systems.
Software is fully portable and modular, with all appropriate documentation and standards
compliance, encapsulated packaging, a GUI installer, and a large support community that
provides patches. Software has been tested and validated through successful use of application
output. Multiple statements describing unrestricted rights for reuse and the recommended citation
are embedded into the product.
The detailed topic area levels described here are labeled as “Level”, but their numbering
corresponds to the overall RRLs. This resulted in some topic areas with less than nine levels
missing some level numbers, as the levels present were spread out over the entire ninelevel range
of the overall RRLs.
Documentation
Source code is available and fully commented, but no other documentation is provided. It may be
challenging for a good programmer to determine how to reuse the software.
For example, a README file, a “man” page, or command line usage examples. This type of
documentation would be sufficient for a sophisticated user to figure out how to use the software,
but probably not a general user.
Reference manual provides complete documentation on use of the software, but may not be
easily approached or accessed by general users. Some documentation relevant to customization
is available.
Level 5 – User manual available.
User manual allows a “normal” or general user to understand how to use and possibly customize
aspects of the software.
Stepbystep walkthroughs of how the software is customized and used in various scenarios,
demos, etc. This makes it very easy to understand/teach the software and use it in a new project.
Documentation describes how to customize and interface the software with other software,
programmatic interfaces, APIs, etc., so that it can more easily be embedded in a larger system.
An extension guide provides information on how to customize and add to the software, add plug-
ins and the like, use internal programming “languages”, etc. A design/developers guide provides
a description of internals, design documentation, internal documentation, etc. that is sufficient for
someone “skilled in the art” to contribute to the development of the software or take over
maintenance of the software.
All stages of the software engineering lifecycle are fully documented. This includes design and
review artifacts, testing artifacts, customization, and regression tests. The documentation
provided is easy to read/access and is appropriate for different categories of users.
Extensibility
Source code is not available; execution parameters cannot be changed, and/or it is not possible to
extend the functionality of the software, even for application contexts similar to the original
application domain.
Level 2 – Very difficult to extend the software system, even for application contexts similar to
the original application domain.
The software was not designed with extensibility in mind. While some level of documentation
and/or source code is available, it is extremely difficult to extend the software. For cases where
source code is available, the logical flow of code may be hard to follow, with few (if any)
comments, and little to no cohesion.
Level 3 – Extending the software is difficult, even for application contexts similar to the original
application domain.
Minimal consideration to extensibility is included in the design, through use of methods such as
objectoriented design or other tools which provide logical cohesion. Where source code is
available, the software has some structure, but may have a high number of independent logical
paths, minimal comments and documentation, and/or a low degree of cohesion.
Level 4 – Some extensibility is possible through configuration changes and/or moderate software
modification.
Level 5 – Consideration for future extensibility designed into the system for a moderate range of
application contexts; extensibility approach defined and at least partially documented.
The procedures for extending the software are defined, whether by source code modification
(e.g., objectoriented design) or through the provision of some type of extension functionality
(e.g., callback hooks or scripting capabilities). Where source code modification is part of the
extension plan, the software is well structured, has a moderate to high level of cohesion, and has
configuration elements clearly separated from logic and display elements. Internal and external
documentation are sufficient to allow an experienced programmer to understand program flow
and logic with moderate effort.
The extensibility capability for the software is well defined, sufficient to enable an experienced
developer generally familiar with the project to extend the software. That documentation should
include clear information about the range of application contexts to which the software can be
extended as well as potential limitations on expansion.
The software has been extended and applied to a similar application context to the original. This
extension may have been done by an external team using extension documentation, by may have
involved substantial assistance from the original development team members.
Level 8 – Demonstrated extensibility on an external program, clear approach for modifying and
extending features across a broad range of application domains. The software has been extended
by at least one group of users outside the original development group using existing
documentation and with no assistance from the original development team.
Level 9 – Demonstrated extensibility in multiple scenarios, provides specific documentation and
features to build extensions which are used across a range of domains by multiple user groups.
The software is regularly extended externally by users across multiple applications using
available documentation. There may be a library available of usergenerated content for
extensions.
Level 1 – Developers have been identified, but no rights have been determined. Product
developers have been identified and their responsibilities have been determined, but they have
not considered or determined the rights for the product. Level 2 – Developers are discussing
rights that comply with their organizational policies.
Relevant policies of developers have been reviewed for applicability to intellectual property
rights, but no agreements have been proposed. Rights are not specified. Level 3 – Rights
agreements have been proposed to developers.
Each developer has received a draft intellectual property rights agreement that would result from
cooperative activities with other developers. Rights are not specified.
Developers have reviewed proposals from each of the other developers and have proposed an
agreement that addresses any potential conflicts in the proposed intellectual property rights and
responsibilities for development. A limited rights statement has been drafted and developers may
be contacted to negotiate rights for reuse.
Developers have agreed on proposed ownership, limited intellectual property rights for reuse,
and responsibilities. Order of developers‟ names, recommended citation, and agreements have
been formalized. Developers may be contacted to obtain formal statements on restricted rights
for reuse.
Level 6 – Developer list, recommended citation, and rights statements have been drafted.
Level 7 – Developer list and limited rights statement included in product prototype.
A list of developers, recommended citation, and intellectual property rights statements, including
copyright or ownership statements, are embedded in the source code of the product, in the
documentation, and in the expression of the software upon execution. These include any legal
language that has been approved by all parties or their representatives, machinereadable code
expressing intellectual property, and concise statements in language that can be understood by
laypersons, such as a prewritten, recognizable license. Brief statements are available describing
limited rights, restrictions, and conditions for reuse. Developers may be contacted to negotiate
additional rights.
Level 8 – Recommended citation and intellectual property rights statement included in product.
All parties have reviewed the list of developers, recommended citation, and intellectual property
rights statements, including limited rights for reuse, in the product to ensure that all interests are
represented and that the statements conform to their institutional policies and agreements. Brief
statements are available describing unrestricted rights and any conditions for reuse. Developers
may be contacted to obtain formal rights statements.
Multiple statements are embedded into the product describing unrestricted rights and any
conditions for reuse, including commercial reuse, and the recommended citation. The list of
developers is embedded in the source code of the product, in the documentation, and in the
expression of the software upon execution. The intellectual property rights statements are
expressed in legal language, machine readable code, and in concise statements in language that
can be understood by laypersons, such as a prewritten, recognizable license.
Modularity
Research or prototypegrade code written with no designs for organizing code in terms of
functionality for modularity or reuse.
No clear distinctions between generic and solutionspecific functionality; few internal functions
accessible by external programs (i.e., closed architecture), limited distinction between visible
functions; code is organized into a primary system that provides general functionality and one or
two subsystems that each provide multiple, unrelated, functions; code within each module
contains many independent logical paths.
Top to bottom structuring into individual components that provide functions or services to
outside entities (i.e., open architecture); internal functions or services documented, but not
consistently; modules have been created for generic functions, but modules have not been
created for all of the specified functions; code within each module contains many independent
logical paths.
All functions and data encapsulated into objects or accessible through web service interfaces;
consistent error handling; use of generic extensions to program languages for stronger type
checking and compilationtime error checking; services available externally, e.g., in “thirdparty”
service workflows; code within each module contains few independent logical paths.
MODULARIZATION
The maximization of transfer of the operations that generate the object has the effect of
modularizing the object into a hierarchy of generative components that are maximally reused
within the generation of the object.
CONCLUSION
[5]Boehm, B.W., Brown, J.R., Lipow, M.: Quantitative evaluation of software quality. In: ICSE,
International Conference on Software Engineering, IEEE Computer Society Press (1976) 592–
605
[6]Mylopoulos, J., Chung, L., Nixon, B.: Representing and using nonfunctional requirements: A
processoriented approach. IEEE Trans. Softw. Eng. 18 (1992) 483–497
[7]Chung, L., Nixon, B.A., Yu, E., Mylopoulos, J.: NonFunctional Requirements in Software
Engineering. Kluwer Academic Publishing (2000)
Mylopoulos, J., Chung, L., Yu, E.: From objectoriented to goaloriented requirements analysis.
CACM 42 (1999) 31–37
[9]Kiczales, G., Lamping, J., Mendhekar, A., Maeda, C., Lopes, C., Loingtier, J.M., Irwin, J.:
Aspect oriented programming. LNCS 1241 (1997) 220–242
[10]Yu, Y., do Prado Leite, J.C.S., Mylopoulos, J.: From goals to aspects: Discovering aspects
from goal models. In: RE 2004 International Conference on Requirements Engineering, IEEE
Computer Society Press (2004) 38–47
[11]Technology Readiness Levels: A White Paper,
http://www.hq.nasa.gov/office/codeq/trl/trl.pdf
[13][Tracz87h] W.J. Tracz, Software Reuse Myths. ACM Software Engineering Notes, volume
13, Number l, January, 1988, Pages 1721.