Do Developers Read Compiler Error Messages?


Our full paper, Do Developers Read Compiler Error Messages?, has been accepted to the International Conference on Software Engineering. I will be presenting the paper at the conference in Buenos Aires, Argentina.

The abstract of the paper follows:

In integrated development environments, developers receive compiler error messages through a variety of textual and visual mechanisms, such as popups and wavy red underlines. Although error messages are the primary means of communicating defects to developers, researchers have a limited understanding on how developers actually use these messages to resolve defects. To understand how developers use error messages, we conducted an eye tracking study with 56 participants from undergraduate and graduate software engineering courses at our university. The participants attempted to resolve common, yet problematic defects in a Java code base within the Eclipse development environment. We found that: 1) participants read error messages and the difficulty of reading these messages is comparable to the difficulty of reading source code, 2) difficulty reading error messages significantly predicts participants’ task performance, and 3) participants allocate a substantial portion of their total task to reading error messages (13%-25%). The results of our study offer empirical justification for the need to improve compiler error messages for developers.

Software Engineering Research for the Post-apocalypse

Designing for Dystopia

I presented our short paper, Designing for Dystopia: Software Engineering Research for the Post-apocalypse, at the Visions and Reflections Track in Foundations of Software Engineering conference at Seattle, Washington.

The abstract of the paper follows:

Software engineering researchers have a tendency to be optimistic about the future. Though useful, optimism bias bolsters unrealistic expectations towards desirable outcomes. We argue that explicitly framing software engineering research through pessimistic futures, or dystopias, will mitigate optimism bias and engender more diverse and thought-provoking research directions. We demonstrate through three pop culture dystopias, Battlestar Galactica, Fallout 3, and Children of Men, how reflecting on dystopian scenarios provides research opportunities as well as implications, such as making research accessible to non-experts, that are relevant to our present.

Check it out before the world ends.

From Quick Fixes to Slow Fixes

Our full paper, From Quick Fixes to Slow Fixes: Reimagining Static Analysis Resolutions to Enable Design Space Exploration, has been accepted to the International Conference on Software Maintenance and Evolution (ICSME). In addition, I also served as Web Chair of the Organizing Committee. ICSME is hosted this year in Raleigh, North Carolina.

The abstract of the paper follows:

Quick Fixes as implemented by IDEs today prioritize the speed of applying the fix as a primary criteria for success. In this paper, we argue that when tools over-optimize this criteria, such tools neglect other dimensions that are important to successfully applying a fix, such as being able to explore the design space of multiple fixes. This is especially true in cases where a fix only partially implements the intention of the developer.

In this paper, we implement an extension to the FindBugs defect finding tool, called FixBugs, an interactive resolution approach within the Eclipse development environment that prioritizes other design criteria to the successful application of suggested fixes. Our empirical evaluation method of 12 developers suggests that FixBugs enables developers to explore alternative designs and balances the benefits of manual fixing with automated fixing, without having to compromise in either effectiveness or efficiency. Our analytic evaluation method with six usability experts identified trade-offs between FixBugs and Quick Fix, and suggests ways in which FixBugs and Quick Fix can offer complementary capabilities to better support developers.

Supplemental materials for the FixBugs study have also been made available.

Blending Programming Environments and Games

Titus presents. Photo by Austin Henley.

I presented our full paper, A Perspective on Blending Programming Environments and Games: Beyond Points, Badges, and Leaderboards, at the IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC 2016) in Cambridge, UK.

The abstract of the paper follows:

Programming environments and game environments share many of the same characteristics, such as requiring their users to understand strategies and solve difficult challenges. Yet, only game designers have been able to capitalize on methods that are consistently able to keep their users engaged. Consequently, software engineers have been increasingly interested in understanding how these game experiences can be transferred to programming experiences, a process termed gamification.

In this perspective paper, we offer a formal argument that gamification as applied today is predominately narrow, placing emphasis on the reward aspects of game mechanics at the expense of other important game elements, such as framing. We argue that more authentic game experiences are possible when programming environments are re-conceptualized and assessed as holistic, serious games. This broad gamification enables us to more effectively apply and leverage the breadth of game elements to the construction and understanding of programming environments.

European Conference on Object-Oriented Programming Retrospective

Through my research in HCI and software engineering tools, I typically make the annual rounds in conferences such as ICSE, FSE, and VL/HCC. Thus, having the opportunity to attend ECOOP 2016 was definitely outside of my comfort area, but it was worthwhile in that it provided me with exposure to an otherwise enigmatic area of Computer Science.

As a first-timer to ECOOP, I expected all of the conference to basically be about programming language (PL) theory (or as we call it in HCI, the land of Greek letters). I was surprised, however, to find workshops on the usability aspects of programming languages. I attended two such workshops:

  • LIVE, a workshop on live programming systems that “abandon the traditional edit-compile-run cycle in favor of fluid user experiences.”
  • Grace, a workshop on the emerging Grace programming language. Originating at ECOOP in 2010, the Grace programming language is designed to allow novices to discover object-oriented programming in simpler ways.

To gain exposure to new ideas, I also attended ICOOOLPS, a workshop on compiler optimization and performance for object-oriented programming.

Although my own research community and ECOOP have relatively little intersection, through these smaller workshops I quickly met new colleagues, including James Noble, Michael Kölling, and my own PhD advisor’s advisor, Andrew Black.

An aspect of ECOOP that I particularly appreciated was the morning breakfast sessions, where students like myself were paired with faculty members to learn more about ECOOP research. I took full advantage of these sessions and introduced myself to a new faculty member each day for breakfast: Matthias Felleisen, Tobias Wrigstad, Laurence Tratt, and Jan Vitek.

Another highlight of the conference was the ECOOP Summer School. The lecturers for these talks made a significant effort to provide a gentle introduction to programming language theory and to explain the types of problems researchers in PL study. One of the more memorable lectures was a hands-on session by Laurence Tratt and Carl Friedrich Bolz, where we worked on our laptops to implement a JIT in Python.

ECOOP Summer School

Thanks again to the NSF for providing this amazing opportunity.

A process for surviving survey design and sailing through survey deployment

Perspectives on Data Science for Software Engineering I’m happy to announce that our book chapter, A process for surviving survey design and sailing through survey deployment, contained within Perspectives on Data Science for Software Engineering (eds. Tim Menzies, Laurie Williams and Thomas Zimmermann), is now available in press. The book chapter is intended for software engineering researchers and practitioners who are interested in deploying surveys within their organization.

As an author, an interesting aspect of the writing process for this book is that the materials were developed and peer-reviewed collaboratively on the GitHub ds4se repository. For example, here are the reviews for our own book chapter from the drafting process.

The abstract of the chapter follows:

Odysseus and the Sirens by Herbert James Draper, c. 1909.

In the Odyssey, Odysseus and his crew must confront Persephone’s Sirens, creatures that sang in irresistible voices and lured sailors to their deaths. Still, adventurers risked the journey for the promise of knowledge, for through the Sirens’ song, “[o]ver all the generous earth [the adventurers] know everything that happens.” With guidance from Circe, the goddess of magic, Odysseus instructed his crew to plug their ears to deafen them from the song. He then had his crew tie him to the mast and commanded them not to release him under any circumstances. And so Odysseus and his crew navigated safely past the Sirens. Odysseus, having heard the Sirens’ song, sailed away a wiser man.

Surveys, as with Persephone’s Sirens, are an attractive instrument that offer a similar lure of knowledge. Like Circe, we offer guidance, grounded in our own experiences, on a successful process for understanding the practice of software engineering through surveys.

European Conference on Object-Oriented Programming

This year I’m able to attend the European Conference on Object-Oriented Programming (ECOOP) in Rome, Italy, thanks to generous travel support from the National Science Foundation. This will be my first time at ECOOP.

ECOOP

I’m looking forward to meeting other researchers, building collaborations, discovering emerging research areas, and attending the ECOOP Summer School lectures to learn more about the formal and technical aspects of programming languages and tools.