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João Eduardo Montandon

Publications and source records attributed to João Eduardo Montandon.

10 recordsLinked to original sources

Type Hints in Python Libraries and Frameworks: An Empirical Analysis of Adoption and Maintenance

Context: In Python, type hints allow developers to annotate variables and functions with explicit type information, improving code clarity and reliability. Although type hints are widely available, little is known about how they are adopted and maintained in libraries and frameworks. Objective: We investigate the adoption, usage, maintenance, and rationale of type hints in Python libraries and frameworks. Method: We analyzed 1,000 popular GitHub repositories, identifying libraries and frameworks and extracting their type annotations. We examined annotation coverage, the locations and origins of annotations, their evolution across git histories, and the relationship between developer annotations and types inferred by Pyright. Results: Of the analyzed repositories, 91% of libraries use type hints at least once, although adoption is inconsistent. Among libraries with systematic usage, maintainers prioritize function parameters and return types, with median coverage of 45.8% and 35.9%, respectively, and mainly use built-in types (73.0%). When modified, annotations tend to migrate to more expressive types. Developers annotate members even when Pyright can infer their types, and these annotations often simplify the inferred type. Conclusion: Type hints in Python libraries and frameworks primarily serve as API contracts rather than comprehensive descriptions of implementation details. The findings suggest opportunities for tooling that prioritizes public interfaces, identifies meaningful annotation changes, and supports maintainers in evolving type information.

cs.SE↗

Legacy System Modernization with Coding Agents: A Case Study

Legacy systems built on discontinued platforms are a recurring technological liability in organizations that depend on these applications to sustain critical business processes. Although modernization is strategically necessary, it is costly and error-prone when performed exclusively through manual effort. In this paper, we report on a case study conducted in a real industrial setting, where we evaluate both the effectiveness and efficiency of AI coding agents in supporting the migration of legacy systems to modern platforms. By using one version of Claude Code agent, we migrated 12 features of distinct complexity levels from a corporate ERP system written in Visual Basic 6 to C# .NET 10 under a single-generation strategy. Once the migration sessions were completed, we measured the equivalence of the migrated features against the original ones, and collected data about the time spent and the number of tokens consumed by the agent during the process. In our experiment, the agent achieved an average equivalence of 70%, with a strong asymmetry across complexity levels; low-level features achieved 92%, and high-complexity ones scored 47%. Similar asymmetry was observed in the cost-based metrics; low-level features consumed 1.47M tokens ($1.66), whereas high-level ones used 9.09M ($10.28). We reveal the practical scenarios and circumstances where this migration strategy is more effective, as well as discuss the limitations and challenges of using AI agents for legacy system modernization.

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What's Inside a GitHub Repository? An Empirical Study on the Contents of 10K Projects

GitHub is the largest code hosting platform, with millions of repositories spanning multiple technologies. Despite this, little is known about the actual contents of GitHub's repositories in the wild. This paper presents an initial empirical analysis to better understand the contents of real-world GitHub repositories. We analyze the files, directories, and extensions present in 10,000 GitHub repositories, as well as their evolution over ten years. Our results show major changes in GitHub over the last decade: (1) the consolidation of README.md, .gitignore, and LICENSE as standard artifacts; (2) the rise of GitHub Actions as the dominant CI/CD platform; (3) the growth of configuration formats such as TOML, YAML, and JSON, alongside a decline in XML; (4) new trends, such as the growth of Dockerfile; and (5) emerging content related to LLMs and generative AI (e.g., AGENTS.md and CLAUDE.md). Based on our findings, we discuss implications, including that open source is not only evolving organically but also increasingly guided by GitHub's standards, the rise and fall of technologies, and the potential support for mining software repository studies.

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Beyond Strict Rules: Assessing the Effectiveness of Large Language Models for Code Smell Detection

Code smells are symptoms of potential code quality problems that may affect software maintainability, thus increasing development costs and impacting software reliability. Large language models (LLMs) have shown remarkable capabilities for supporting various software engineering activities, but their use for detecting code smells remains underexplored. However, unlike the rigid rules of static analysis tools, LLMs can support flexible and adaptable detection strategies tailored to the unique properties of code smells. This paper evaluates the effectiveness of four LLMs -- DeepSeek-R1, GPT-5 mini, Llama-3.3, and Qwen2.5-Code -- for detecting nine code smells across 30 Java projects. For the empirical evaluation, we created a ground-truth dataset by asking 76 developers to manually inspect 268 code-smell candidates. Our results indicate that LLMs perform strongly for structurally straightforward smells, such as Large Class and Long Method. However, we also observed that different LLMs and tools fare better for distinct code smells. We then propose and evaluate a detection strategy that combines LLMs and static analysis tools. The proposed strategy outperforms LLMs and tools in five out of nine code smells in terms of F1-Score. However, it also generates more false positives for complex smells. Therefore, we conclude that the optimal strategy depends on whether Recall or Precision is the main priority for code smell detection.

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Testing Framework Migration with Large Language Models

Python developers rely on two major testing frameworks: \texttt{unittest} and \texttt{Pytest}. While \texttt{Pytest} offers simpler assertions, reusable fixtures, and better interoperability, migrating existing suites from \texttt{unittest} remains a manual and time-consuming process. Automating this migration could substantially reduce effort and accelerate test modernization. In this paper, we investigate the capability of Large Language Models (LLMs) to automate test framework migrations from \texttt{unittest} to \texttt{Pytest}. We evaluate GPT 4o and Claude Sonnet 4 under three prompting strategies (Zero-shot, One-shot, and Chain-of-Thought) and two temperature settings (0.0 and 1.0). To support this analysis, we first introduce a curated dataset of real-world migrations extracted from the top 100 Python open-source projects. Next, we actually execute the LLM-generated test migrations in their respective test suites. Overall, we find that 51.5% of the LLM-generated test migrations failed, while 48.5% passed. The results suggest that LLMs can accelerate test migration, but there are often caveats. For example, Claude Sonnet 4 exhibited more conservative migrations (e.g., preserving class-based tests and legacy \texttt{unittest} references), while GPT-4o favored more transformations (e.g., to function-based tests). We conclude by discussing multiple implications for practitioners and researchers.

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Unboxing Default Argument Breaking Changes in 1 + 2 Data Science Libraries

Data Science (DS) has become a cornerstone for modern software, enabling data-driven decisions to improve companies services. Following modern software development practices, data scientists use third-party libraries to support their tasks. As the APIs provided by these tools often require an extensive list of arguments to be set up, data scientists rely on default values to simplify their usage. It turns out that these default values can change over time, leading to a specific type of breaking change, defined as Default Argument Breaking Change (DABC). This work reveals 93 DABCs in three Python libraries frequently used in Data Science tasks -- Scikit Learn, NumPy, and Pandas -- studying their potential impact on more than 500K client applications. We find out that the occurrence of DABCs varies significantly depending on the library; 35% of Scikit Learn clients are affected, while only 0.13% of NumPy clients are impacted. The main reason for introducing DABCs is to enhance API maintainability, but they often change the function's behavior. We discuss the importance of managing DABCs in third-party DS libraries and provide insights for developers to mitigate the potential impact of these changes in their applications.

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Comments or Issues: Where to Document Technical Debt?

Self-Admitted Technical Debt (SATD) is a form of Technical Debt where developers document the debt using source code comments (SATD-C) or issues (SATD-I). However, it is still unclear the circumstances that drive developers to choose one or another. In this paper, we survey authors of both types of debts using a large-scale dataset containing 74K SATD-C and 20K SATD-I instances, extracted from 190 GitHub projects. As a result, we provide 13 guidelines to support developers to decide when to use comments or issues to report Technical Debt.

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Video Game Project Management Anti-patterns

Project Management anti-patterns are well-documented in the software-engineering literature, and studying them allows understanding their impacts on teams and projects. The video game development industry is known for its mismanagement practices, and therefore applying this knowledge would help improving game developers' productivity and well-being. In this paper, we map project management anti-patterns to anti-patterns reported by game developers in the gray literature. We read 440 postmortems problems, identified anti-pattern candidates, and related them with definitions from the software-engineering literature. We discovered that most anti-pattern candidates could be mapped to anti-patterns in the software-engineering literature, except for Feature Creep, Feature Cuts, Working on Multiple Projects, and Absent or Inadequate Tools. We discussed the impact of the unmapped candidates on the development process while also drawing a parallel between video games and traditional software development. Future works include validating the definitions of the candidates via survey with practitioners and also considering development anti-patterns.

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What Skills do IT Companies look for in New Developers? A Study with Stack Overflow Jobs

Context: There is a growing demand for information on how IT companies look for candidates to their open positions. Objective: This paper investigates which hard and soft skills are more required in IT companies by analyzing the description of 20,000 job opportunities. Method: We applied open card sorting to perform a high-level analysis on which types of hard skills are more requested. Further, we manually analyzed the most mentioned soft skills. Results: Programming languages are the most demanded hard skills. Communication, collaboration, and problem-solving are the most demanded soft skills. Conclusion: We recommend developers to organize their resumé according to the positions they are applying. We also highlight the importance of soft skills, as they appear in many job opportunities.

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Are Game Engines Software Frameworks? A Three-perspective Study

Game engines help developers create video games and avoid duplication of code and effort, like frameworks for traditional software systems. In this paper, we explore open-source game engines along three perspectives: literature, code, and human. First, we explore and summarise the academic literature on game engines. Second, we compare the characteristics of the 282 most popular engines and the 282 most popular frameworks in GitHub. Finally, we survey 124 engine developers about their experience with the development of their engines. We report that: (1) Game engines are not well-studied in software-engineering research with few studies having engines as object of research. (2) Open-source game engines are slightly larger in terms of size and complexity and less popular and engaging than traditional frameworks. Their programming languages differ greatly from frameworks. Engine projects have shorter histories with less releases. (3) Developers perceive game engines as different from traditional frameworks. Generally, they build game engines to (a) better control the environment and source code, (b) learn about game engines, and (c) develop specific games. We conclude that open-source game engines have differences compared to traditional open-source frameworks although this differences do not demand special treatments.

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