3 resultados para Interface de programação de aplicativos (software de computador)

em Universidade Federal de Uberlândia


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One of the most common forms of reuse is through API usage. However, one of the main challenges to effective usage is an accessible and easy to understand documentation. Several papers have proposed alternatives to make more understandable API documentation, or even more detailed. However, these studies have not taken into account the complexity of understanding of the examples to make these documentations adaptable to different levels of experience of developers. In this work we developed and evaluated four different methodologies to generate tutorials for APIs from the contents of Stack Overflow and organizing them according to the complexity of understanding. The methodologies were evaluated through tutorials generated for the Swing API. A survey was conducted to evaluate eight different features of the generated tutorials. The overall outcome of the tutorials was positive on several characteristics, showing the feasibility of the use of tutorials generated automatically. In addition, the use of criteria for presentation of tutorial elements in order of complexity, the separation of the tutorial in basic and advanced parts, the nature of tutorial to the selected posts and existence of didactic source had significantly different results regarding a chosen generation methodology. A second study compared the official documentation of the Android API and tutorial generated by the best methodology of the previous study. A controlled experiment was conducted with students who had a first contact with the Android development. In the experiment these students developed two tasks, one using the official documentation of Android and using the generated tutorial. The results of this experiment showed that in most cases, the students had the best performance in tasks when they used the tutorial proposed in this work. The main reasons for the poor performance of students in tasks using the official API documentation were due to lack of usage examples, as well as its difficult use.

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The past few decades have brought many changes to the dental practice and the technology has become ready available. The result of a satisfactory rehabilitation treatment basically depends on the balance between biological and mechanical factors. The marginal adaptation of crowns and prosthetic structures is vital factor for long-term success. The development of CAD / CAM technology in the manufacture of dental prostheses revolutionized dentistry, this technology is capable of generating a virtual model from the direct digital scanning from the mouth, casts or impressions. It allows the planning and design of the structure in a computered software. The virtual projects are obtained with high precision and a significant reduction in clinical and laboratory time. Thus, the present study (Chapters 1, 2 and 3) computed microtomography was used to evaluate, different materials, different CAD/CAM systems, different ways of obtaining virtual model (with direct or indirect scanning), and in addition, also aims to evaluate the influence of cementing agent in the final adaptation of crowns and copings obtained by CAD / CAM. Furthermore, this study (Chapter 4, 5 and 6) also aims to evaluate significant differences in vertical and horizontal misfits in abutment-free frameworks on external hexagon implants (HE) using full castable UCLAs, castable UCLAs with cobalt-chromium pre-machined bases and obtained by CAD / CAM with CoCr or Zirconia by different scanning and milling systems. For this, the scanning electron microscopy and interferometry were used. It was concluded that the CAD / CAM technology is capable to produce restorations, copings and screw-retained implant-supported frameworks in different materials and systems offering satisfactory results of marginal accuracy, with significative reduction in clinical and laboratory time.

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The number of overweight people has increased in the last few years. Factors such as attention to diet and changes in lifestyle are crucial in the prevention and control of obesity and diseases related to it. Experts believe that such actions are most effective when initiated during childhood, and that children raised in an environment that encourages physical activity ultimately become healthier adults. However, to arouse and maintain interest in such activities represent a major challenge, which are initially perceived as repetitive and boring, and, thus, soon abandoned. Computer games, traditionally seen as stimulants to a sedentary lifestyle are changing this perception using non-conventional controls that require constant movement of the player. Applications that combine the playfulness of such games to physical activity through devices, like Microsoft Kinect, might become interesting tools in this scenario, by using the familiarity of Natural User Interfaces along with the challenge and the fun of video games, in order to make attractive exercise routines for schoolchildren. The project carried out consists of an exergame composed of several activities designed and implemented with the participation of a Physical Educator, aimed at children between eight and ten years old, whose performance and progress can be remotely monitored by a professional via web interface. The application arising from this work was accompanied by tests with a group of graduating Physical Education students from the University of Rio Verde GO, and subsequently validated through questionnaires whose results are shown on this work.