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Doriane Olewicki

Publications and source records attributed to Doriane Olewicki.

4 recordsLinked to original sources

Assessing the Feasibility of Selective Instrumentation for Runtime Code Coverage in Large C++ Game Engines

Code coverage is a valuable guide for testing, but in AAA games the overhead of instrumentation conflicts with strict performance requirements and can destabilize automated tests. We propose and assess a selective instrumentation approach tailored to large game engines written in \texttt{C++}, which reduces the scope of instrumentation while preserving relevant coverage data to developer commits. Our framework integrates into an industrial game testing pipeline, enabling developers to receive immediate coverage feedback on tests run against their changes. The compilation overhead of our approach is minimal, allowing instrumentation of over 2,000 commits before doubling build time. In performance evaluations, even the worst-case scenario maintains frame rates above 50\% of the non-instrumented baseline. Across two production test suites maintained by our industry partner, our framework caused no automated test failures, avoiding the instability observed under full instrumentation. Our work shows that commit-level or build-level coverage of large \texttt{C++} game engines can be achieved with minimal overhead and without compromising test stability.

cs.SE

Impact of LLM-based Review Comment Generation in Practice: A Mixed Open-/Closed-source User Study

We conduct a large-scale empirical user study in a live setup to evaluate the acceptance of LLM-generated comments and their impact on the review process. This user study was performed in two organizations, Mozilla (which has its codebase available as open source) and Ubisoft (fully closed-source). Inside their usual review environment, participants were given access to RevMate, an LLM-based assistive tool suggesting generated review comments using an off-the-shelf LLM with Retrieval Augmented Generation to provide extra code and review context, combined with LLM-as-a-Judge, to auto-evaluate the generated comments and discard irrelevant cases. Based on more than 587 patch reviews provided by RevMate, we observed that 8.1% and 7.2%, respectively, of LLM-generated comments were accepted by reviewers in each organization, while 14.6% and 20.5% other comments were still marked as valuable as review or development tips. Refactoring-related comments are more likely to be accepted than Functional comments (18.2% and 18.6% compared to 4.8% and 5.2%). The extra time spent by reviewers to inspect generated comments or edit accepted ones (36/119), yielding an overall median of 43s per patch, is reasonable. The accepted generated comments are as likely to yield future revisions of the revised patch as human-written comments (74% vs 73% at chunk-level).

cs.SE

An Empirical Study on Code Review Activity Prediction and Its Impact in Practice

During code reviews, an essential step in software quality assurance, reviewers have the difficult task of understanding and evaluating code changes to validate their quality and prevent introducing faults to the codebase. This is a tedious process where the effort needed is highly dependent on the code submitted, as well as the author's and the reviewer's experience, leading to median wait times for review feedback of 15-64 hours. Through an initial user study carried with 29 experts, we found that re-ordering the files changed by a patch within the review environment has potential to improve review quality, as more comments are written (+23%), and participants' file-level hot-spot precision and recall increases to 53% (+13%) and 28% (+8%), respectively, compared to the alphanumeric ordering. Hence, this paper aims to help code reviewers by predicting which files in a submitted patch need to be (1) commented, (2) revised, or (3) are hot-spots (commented or revised). To predict these tasks, we evaluate two different types of text embeddings (i.e., Bag-of-Words and Large Language Models encoding) and review process features (i.e., code size-based and history-based features). Our empirical study on three open-source and two industrial datasets shows that combining the code embedding and review process features leads to better results than the state-of-the-art approach. For all tasks, F1-scores (median of 40-62%) are significantly better than the state-of-the-art (from +1 to +9%).

cs.SE

On the Costs and Benefits of Adopting Lifelong Learning for Software Analytics -- Empirical Study on Brown Build and Risk Prediction

Nowadays, software analytics tools using machine learning (ML) models to, for example, predict the risk of a code change are well established. However, as the goals of a project shift over time, and developers and their habits change, the performance of said models tends to degrade (drift) over time. Current retraining practices typically require retraining a new model from scratch on a large updated dataset when performance decay is observed, thus incurring a computational cost; also there is no continuity between the models as the past model is discarded and ignored during the new model training. Even though the literature has taken interest in online learning approaches, those have rarely been integrated and evaluated in industrial environments. This paper evaluates the use of lifelong learning (LL) for industrial use cases at Ubisoft, evaluating both the performance and the required computational effort in comparison to the retraining-from-scratch approaches commonly used by the industry. LL is used to continuously build and maintain ML-based software analytics tools using an incremental learner that progressively updates the old model using new data. To avoid so-called "catastrophic forgetting" of important older data points, we adopt a replay buffer of older data, which still allows us to drastically reduce the size of the overall training dataset, and hence model training time.

cs.SE