96 resultados para cross-platform iOS Android Mobile-development Ionic-Framework Ionic performance-test

em Doria (National Library of Finland DSpace Services) - National Library of Finland, Finland


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Smart phones became part and parcel of our life, where mobility provides a freedom of not being bounded by time and space. In addition, number of smartphones produced each year is skyrocketing. However, this also created discrepancies or fragmentation among devices and OSes, which in turn made an exceeding hard for developers to deliver hundreds of similar featured applications with various versions for the market consumption. This thesis is an attempt to investigate whether cloud based mobile development platforms can mitigate and eventually eliminate fragmentation challenges. During this research, we have selected and analyzed the most popular cloud based development platforms and tested integrated cloud features. This research showed that cloud based mobile development platforms may able to reduce mobile fragmentation and enable to utilize single codebase to deliver a mobile application for different platforms.

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Tässä kandidaatintyössä esitellään mobiilimarkkoiden pirstaloitumisongelma, ja se millaisia haasteita kehittäjät voivat kokea kehittäessään sovelluksia, jotka tukevat useampia mobiilialustoja. Lisäksi työssä esitellään erilaisia mobiilisovelluksissa käytettäviä monetisaatiomalleja. Työssä tarkastellaan myös monialustakehitystyökalujen ja HTML5-tekniikan soveltuvuutta mobiilialustojen kehityshaasteiden ratkaisemiseen. Työn lopuksi toteutetaan ja julkaistaan käytännön pelisovellus monialustatyökalulla eri alustoja tukien. Tämän demosovelluksen avulla perehdytään julkaisuprosesseihin käytännössä, tuoden esille eri alustojen asettamia vaatimuksia kehittäjälle.

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In this thesis, a Peer-to-Peer communication middleware for mobile environment is developed using the Qt framework and the Qt Mobility extension. The Peer-to-Peer middleware – called as PeerHood – is for service sharing in network neighborhood. In addition, the PeerHood enables service connectivity and device monitoring functionalities. The concept of the PeerHood is already available in native C++ implementation on Linux platform using services from the platform. In this work, the PeerHood concept is remade to be based on use of the Qt framework. The objective of the new solution is to increase PeerHood quality with using functionalities from the Qt framework and the Qt Mobility extension. Furthermore, by using the Qt framework, the PeerHood middleware can be implemented to be portable cross-platform middleware. The quality of the new PeerHood implementation is evaluated with defined quality factors and compared with the existing PeerHood. Reliability, CPU usage, memory usage and static code analysis metrics are used in evaluation. The new PeerHood is shown to be more reliable and flexible that the existing one.

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Japan has been a major actor in the field of development cooperation for five decades, even holding the title of largest donor of Official Development Assistance (ODA) during the 1990s. Financial flows, however, are subject to pre-existing paradigms that dictate both donor and recipient behaviour. In this respect Japan has been left wanting for more recognition. The dominance of the so called ‘Washington Consensus’ embodied in the International Monetary Fund (IMF) and the World Bank has long circumvented any indigenous approaches to development problems. The Tokyo International Conference on African Development (TICAD) is a development cooperation conference that Japan has hosted since 1993 every five years. As the main organizer of the conference Japan has opted for the leading position of African development. This has come in the wake of success in the Asian region where Japan has called attention to its role in the so called ‘Asian Miracle’ of fast growing economies. These aspirations have enabled Japan to try asserting itself as a major player in directing the course of global development discourse using historical narratives from both Asia and Africa. Over the years TICAD has evolved into a continuous process with ministerial and follow-up meetings in between conferences. Each conference has produced a declaration that stipulates the way the participants approach the question of African development. Although a multilateral framework, Japan has over the years made its presence more and more felt within the process. This research examines the way Japan approaches the paradigms of international development cooperation and tries to direct them in the context of the TICAD process. Supplementing these questions are inquiries concerning Japan’s foreign policy aspirations. The research shows that Japan has utilized the conference platform to contest other development actors and especially the dominant forces of the IMF and the World Bank in development discourse debate. Japan’s dominance of the process is evident in the narratives found in the conference documents. Relative success has come about by remaining consistent as shown by the acceptance of items from the TICAD agenda in other forums, such as the G8. But the emergence of new players such as China has changed the playing field, as they are engaging other developing countries from a more equal level.

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Tässä työssä esiteltiin Android laitteisto- ja sovellusalustana sekä kuvattiin, kuinka Android-pelisovelluksen käyttöliittymä voidaan pitää yhtenäisenä eri näyttölaitteilla skaalauskertoimien ja ankkuroinnin avulla. Toisena osiona työtä käsiteltiin yksinkertaisia tapoja, joilla pelisovelluksien suorituskykyä voidaan parantaa. Näistä tarkempiin mittauksiin valittiin matalatarkkuuksinen piirtopuskuri ja näkymättömissä olevien kappaleiden piilotus. Mittauksissa valitut menetelmät vaikuttivat demosovelluksen suorituskykyyn huomattavasti. Tässä työssä rajauduttiin Android-ohjelmointiin Java-kielellä ilman ulkoisia kirjastoja, jolloin työn tuloksia voi helposti hyödyntää mahdollisimman monessa eri käyttökohteessa.

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Fenix on suuri metsäteollisuuden tuotannonohjausjärjestelmä. Fenix-järjestelmän raportointi- ja tulostuspalvelut elävätvaihdekautta. Aikaisemmin käytetyt raportointityökalut ovat vanhentumassa ja neon korvattava uusilla. Uusi raportointialusta, Global Printing System (GPS), onrakennettu StreamServe Business Communication Platformin ympärille. Uuden alustan on tarkoitus hoitaa Fenixin tulostus sekä raportointitehtävät. Työ kuvaa raportointialustan toteutuksen sekä sen tärkeimmät ominaisuudet. Uuden alustan suorituskyvyssä on ollut toivomisen varaa. Etenkin suurien raporttien generoiminen on kestänyt joskus toivottoman pitkään. Työssä analysoidaan raportointialustan suorituskykyä ja etsitään mahdolliset pullonkaulat. Suorituskyvyn heikkouksiin pyritään löytämään ratkaisut ja annetaan ehdotuksia suorituskyvyn parantamiseksi. XML pohjaisena järjestelmänä GPS:n suorituskyvyssä suurta osaaesittää XML:n tehokkuus. GPS sisääntuleva data tulee XML-muodossa ja sisääntulon parsimisen tehokkuus on avaintekijöitä koko GPS:n tehokkuuden kannalta. Suorituskyvyn parantamisessa keskitytäänki vahvasti XML:n tehokkaampaan käyttöön ja esitetään ehdotuksia sen parantamiseksi.

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In this thesis the membrane filtration equipment for plate type ceramic membranes was developed based on filtration results achieved with different kinds of wastewaters. The experiments were mainly made with pulp and board mill wastewaters, but some experiments were also made with a bore well water and a stone cutting mine wastewater. The ceramicmembranes used were alpha-alumina membranes with a pore size of 100 nm. Some ofthe membranes were coated with a gamma-alumina layer to reduce the membrane pore size to 10 nm, and some of them were modified with different metal oxides in order to change the surface properties of the membranes. The effects of operationparameters, such as cross-flow velocity, filtration pressure and backflushing on filtration performance were studied. The measured parameters were the permeateflux, the quality of the permeate, as well as the fouling tendency of the membrane. A dynamic membrane or a cake layer forming on top of the membrane was observed to decrease the flux and increase separa-tion of certain substances, especially at low cross-flow velocities. When the cross-flow velocities were increased the membrane properties became more important. Backflushing could also be used to decrease the thickness of the cake layer and thus it improved the permeate flux. However, backflushing can lead to a reduction of retentions in cases where the cake layer is improving them. The wastewater quality was important for the thickness of the dynamic membrane and the membrane pore size influenced the permeate flux. In general, the optimization of operation conditions is very important for the successful operation of a membrane filtration system. The filtration equipment with a reasonable range of operational conditions is necessary, especiallywhen different kinds of wastewaters are treated. This should be taken into account already in the development stage of a filtration equipment.

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This thesis evaluates methods for obtaining high performance in applications running on the mobile Java platform. Based on the evaluated methods, an optimization was done to a Java extension API running on top the Symbian operating system. The API provides location-based services for mobile Java applications. As a part of this thesis, the JNI implementation in Symbian OS was also benchmarked. A benchmarking tool was implemented in the analysis phase in order to implement extensive performance test set. Based on the benchmark results, it was noted that the landmarks implementation of the API was performing very slowly with large amounts of data. The existing implementation proved to be very inconvenient for optimization because the early implementers did not take performance and design issues into consideration. A completely new architecture was implemented for the API in order to provide scalable landmark initialization and data extraction by using lazy initialization methods. Additionally, runtime memory consumption was also an important part of the optimization. The improvement proved to be very efficient based on the measurements after the optimization. Most of the common API use cases performed extremely well compared to the old implementation. Performance optimization is an important quality attribute of any piece of software especially in embedded mobile devices. Typically, projects get into trouble with performance because there are no clear performance targets and knowledge how to achieve them. Well-known guidelines and performance models help to achieve good overall performance in Java applications and programming interfaces.

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Learning of preference relations has recently received significant attention in machine learning community. It is closely related to the classification and regression analysis and can be reduced to these tasks. However, preference learning involves prediction of ordering of the data points rather than prediction of a single numerical value as in case of regression or a class label as in case of classification. Therefore, studying preference relations within a separate framework facilitates not only better theoretical understanding of the problem, but also motivates development of the efficient algorithms for the task. Preference learning has many applications in domains such as information retrieval, bioinformatics, natural language processing, etc. For example, algorithms that learn to rank are frequently used in search engines for ordering documents retrieved by the query. Preference learning methods have been also applied to collaborative filtering problems for predicting individual customer choices from the vast amount of user generated feedback. In this thesis we propose several algorithms for learning preference relations. These algorithms stem from well founded and robust class of regularized least-squares methods and have many attractive computational properties. In order to improve the performance of our methods, we introduce several non-linear kernel functions. Thus, contribution of this thesis is twofold: kernel functions for structured data that are used to take advantage of various non-vectorial data representations and the preference learning algorithms that are suitable for different tasks, namely efficient learning of preference relations, learning with large amount of training data, and semi-supervised preference learning. Proposed kernel-based algorithms and kernels are applied to the parse ranking task in natural language processing, document ranking in information retrieval, and remote homology detection in bioinformatics domain. Training of kernel-based ranking algorithms can be infeasible when the size of the training set is large. This problem is addressed by proposing a preference learning algorithm whose computation complexity scales linearly with the number of training data points. We also introduce sparse approximation of the algorithm that can be efficiently trained with large amount of data. For situations when small amount of labeled data but a large amount of unlabeled data is available, we propose a co-regularized preference learning algorithm. To conclude, the methods presented in this thesis address not only the problem of the efficient training of the algorithms but also fast regularization parameter selection, multiple output prediction, and cross-validation. Furthermore, proposed algorithms lead to notably better performance in many preference learning tasks considered.

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The aim of the thesis is to devise a framework for analyzing simulation games, in particular introductory supply chain simulation games which are used in education and process development. The framework is then applied to three case examples which are introductory supply chain simulation games used at Lappeenranta University of Technology. The theoretical part of the thesis studies simulation games in the context of education and training as well as of process management. Simulation games can be seen as learning processes which comprise of briefing, micro cycle, and debriefing which includes observation and reflection as well as conceptualization. The micro cycle, i.e. the game itself, is defined through elements and characteristics. Both briefing and debriefing ought to support the micro cycle. The whole learning process needs to support learning objectives of the simulation game. Based on the analysis of the case simulation games, suggestions on how to boost the debriefing and promote long term effects of the games are made. In addition, a framework is suggested to be used in designing simulation games and characteristics of introductory supply chain simulation games are defined. They are designed for general purposes, are simple and operated manually, are multifunctional interplays, and last about 2.5 4 hours. Participants co operate during a game run and competition arises between different runs or game sessions.

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Tämän diplomityön tavoitteena on kuvata suunnitelma, jossa alun perin WWW-ympäristöön kehitettyä palvelua muokataan siten, että palvelu skaalautuu mahdollisimman hyvin tulevaisuuden laajennuksiin. Selainpohjaisten palveluiden lisäksi esimerkiksi mobiili-palvelut ja erilaiset työpöytäsovellusintegraatiot ovat kasvattaneet suosiotaan. Samoin eri palveluiden välisestä yhteistoiminnasta on kasvanut merkittävä osa Internet-palveluiden loppukäyttäjilleen tarjoamaa palvelukokonaisuutta. Esimerkkejä WWW-palveluiden integroinneista päätelaitteille ovat hakukoneiden ja pikaviestimien mobiili-versiot, ja palveluiden yhteistoiminnasta erilaisten uutispalveluiden ja sosiaalisten palveluiden, kuten Facebook, väliset yhteisölinkitykset. Tässä diplomityössä selvitetään aluksi Internet-pohjaisten palveluiden kehitystä sekä tutustutaan tarkemmin palveluiden monikanavaisuuteen. Tämän jälkeen käydään läpi loppukäyttäjien saatavilla olevia päätelaitteita verkkoyhteyksineen ja WWW-palveluiden suunnittelumalleja. Suunnittelun lähtökohtana oli se, että erilaisten päätelaitteiden, päätelaitteiden ohjelmistojen ja käytössä olevien verkkoyhteyksien muodostamien palvelualustojen liittäminen palveluun olisi mahdollisimman yksinkertaista. Ja tukea uusien palvelualustojen käyttäjien ja sisällön sovittamista olemassa olevaan palveluun. Työn lopputuloksena on suunnitelma, joka pohjautuu välikerroksen rakentamiseen uusien palvelualustojen ja vanhan palvelun väliin. Palveluun tarjotaan välikerroksen kautta personoitu rajapinta luotetuille asiakkaille sekä kaikille avoin julkinen rajapinta. Välikerros suunniteltiin yksinkertaisella REST-arkkitehtuurityylillä, mikä mahdollistaa palvelun tarjonnan turvallisesti ja tehokkaasti. Tähän välikerrokseen lisätään käyttäjän- ja sisällönhallinnan komponentteja pitämään huolen palvelun eheydestä. Tämä diplomityö osoittaa, että oikealla arkkitehtuurilla suunniteltu monikerroksinen väliohjelmisto tarjoaa tehokkaan tavan integroida ja hallinnoida uusia alustoja.

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Context: Game development has become increasingly important in the software industry, but this importance has not affected the way software engineering approaches and methodologies manage the differences they have with game development. Similarly, software engineering does not fully support sustainability practices, causing this element to often not be considered or even known as a requirement for a development lifecycle. Goal: The aim of this thesis is to study the mode in which games are developed, and the involved sustainable aspects and the relevant concerns regarding the migration processes. Method: A quantitative study was conducted, gathering 33 answers of game professionals from four continents, from administrative (25%) and technical oriented positions (75%). Results: Three trends were observed: 1) Agile process models are used, 2) major concerns for mobile development and digital marketing, 3) minor concerns for eco-impact elements and certain development phases such as testing and crunch time development. Conclusion: Traditional Software engineering would require a major change on its processes and models to fit with modern agile development, game development approaches and sustainable requirements.

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Työn tavoitteena on poistaa tulostettujen lentoratataulukoiden ja laskukoneen tarve pitkän matkan ammunnassa, sekä myös parantaa osumapisteen arvioinnin tarkkuutta ja nopeutta. Tavoite saavutetaan mobiililaitteelle kehitettävällä ulkoballistiikkasovelluk-sella, joka mallintaa luotien lentoratoja Arthur J. Pejsan kaavojen avulla. Työ tutkii sovelluksen käytön etuja sekä verifioi tulokset käytännön testein ja vertaamalla kilpaileviin hyväksihavaittuihin sovelluksiin.

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New emerging technologies in the recent decade have brought new options to cross platform computer graphics development. This master thesis took a look for cross platform 3D graphics development possibilities. All platform dependent and non real time solutions were excluded. WebGL and two different OpenGL based solutions were assessed via demo application by using most recent development tools. In the results pros and cons of the each solutions were noted.

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Only recently, during the past five years, consumer electronics has been evolving rapidly. Many products have started to include “smart home” capabilities, enabling communication and interoperability of various smart devices. Even more devices and sensors can be remote controlled and monitored through cloud services. While the smart home systems have become very affordable to average consumer compared to the early solutions decades ago, there are still many issues and things that need to be fixed or improved upon: energy efficiency, connectivity with other devices and applications, security and privacy concerns, reliability, and response time. This paper focuses on designing Internet of Things (IoT) node and platform architectures that take these issues into account, notes other currently used solutions, and selects technologies in order to provide better solution. The node architecture aims for energy efficiency and modularity, while the platform architecture goals are in scalability, portability, maintainability, performance, and modularity. Moreover, the platform architecture attempts to improve user experience by providing higher reliability and lower response time compared to the alternative platforms. The architectures were developed iteratively using a development process involving research, planning, design, implementation, testing, and analysis. Additionally, they were documented using Kruchten’s 4+1 view model, which is used to describe the use cases and different views of the architectures. The node architecture consisted of energy efficient hardware, FC3180 microprocessor and CC2520 RF transceiver, modular operating system, Contiki, and a communication protocol, AllJoyn, used for providing better interoperability with other IoT devices and applications. The platform architecture provided reliable low response time control, monitoring, and initial setup capabilities by utilizing web technologies on various devices such as smart phones, tablets, and computers. Furthermore, an optional cloud service was provided in order to control devices and monitor sensors remotely by utilizing scalable high performance technologies in the backend enabling low response time and high reliability.