990 resultados para applicazione nativa,biodiversità,API,PostgreSQL,ecosistema,back-end,insetti impollinatori,android


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The paper presents how workflow-oriented, single-user Grid portals could be extended to meet the requirements of users with collaborative needs. Through collaborative Grid portals different research and engineering teams would be able to share knowledge and resources. At the same time the workflow concept assures that the shared knowledge and computational capacity is aggregated to achieve the high-level goals of the group. The paper discusses the different issues collaborative support requires from Grid portal environments during the different phases of the workflow-oriented development work. While in the design period the most important task of the portal is to provide consistent and fault tolerant data management, during the workflow execution it must act upon the security framework its back-end Grids are built on.

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Web services are loosely coupled applications that use XML documents as a way of integrating distinct systems on the internet. Such documents are used by in standards such as SOAP, WSDL and UDDI which establish, respectively, integrated patterns for the representation of messages, description, and publication of services, thus facilitating the interoperability between heterogeneous systems. Often one single service does not meet the users needs, therefore new systems can be designed from the composition of two or more services. This which is the design goal behind the of the Service Oriented Architecture. Parallel to this scenario, we have the PEWS (Predicate Path-Expressions for Web Services) language, which speci es behavioural speci cations of composite web service interfaces.. The development of the PEWS language is divided into two parts: front-end and back-end. From a PEWS program, the front-end performs the lexical analysis, syntactic and semantic compositions and nally generate XML code. The function of the back-end is to execute the composition PEWS. This master's dissertation work aims to: (i) reformulate the proposed architecture for the runtime system of the language, (ii) Implement the back-end for PEWS by using .NET Framework tools to execute PEWS programs using the Windows Work ow Foundation

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The applications market is heated and has grown in the recent years, every day thousands of apps are downloaded and many of these are electronic games and are intended for smartphones and tablets. The electronic games are often integrated with an online system which has the function of providing extra functionality to the players. This project proposes the development of online support system to a game designed for mobile devices, consisting of a website and a database which has the function of storing data online beyond a system called the back end which has the function to integrate all the modules mentioned previously

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We propose a slow-wave MEMS phase shifter that can be fabricated using the CMOS back-end and an additional maskless post-process etch. The tunable phase shifter concept is formed by a conventional slow-wave transmission line. The metallic ribbons that form the patterned floating shield of this type of structure are released to allow motion when a control voltage is applied, which changes the characteristic impedance and the phase velocity. For this device a quality factor greater than 40 can be maintained, resulting in a figure of merit on the order of 0.7 dB/360 degrees and a total area smaller than 0.14 mm(2) for a 60-GHz working frequency. (C) 2011 Elsevier B.V. All rights reserved.

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The sustained demand for faster,more powerful chips has beenmet by the availability of chip manufacturing processes allowing for the integration of increasing numbers of computation units onto a single die. The resulting outcome, especially in the embedded domain, has often been called SYSTEM-ON-CHIP (SOC) or MULTI-PROCESSOR SYSTEM-ON-CHIP (MPSOC). MPSoC design brings to the foreground a large number of challenges, one of the most prominent of which is the design of the chip interconnection. With a number of on-chip blocks presently ranging in the tens, and quickly approaching the hundreds, the novel issue of how to best provide on-chip communication resources is clearly felt. NETWORKS-ON-CHIPS (NOCS) are the most comprehensive and scalable answer to this design concern. By bringing large-scale networking concepts to the on-chip domain, they guarantee a structured answer to present and future communication requirements. The point-to-point connection and packet switching paradigms they involve are also of great help in minimizing wiring overhead and physical routing issues. However, as with any technology of recent inception, NoC design is still an evolving discipline. Several main areas of interest require deep investigation for NoCs to become viable solutions: • The design of the NoC architecture needs to strike the best tradeoff among performance, features and the tight area and power constraints of the on-chip domain. • Simulation and verification infrastructure must be put in place to explore, validate and optimize the NoC performance. • NoCs offer a huge design space, thanks to their extreme customizability in terms of topology and architectural parameters. Design tools are needed to prune this space and pick the best solutions. • Even more so given their global, distributed nature, it is essential to evaluate the physical implementation of NoCs to evaluate their suitability for next-generation designs and their area and power costs. This dissertation focuses on all of the above points, by describing a NoC architectural implementation called ×pipes; a NoC simulation environment within a cycle-accurate MPSoC emulator called MPARM; a NoC design flow consisting of a front-end tool for optimal NoC instantiation, called SunFloor, and a set of back-end facilities for the study of NoC physical implementations. This dissertation proves the viability of NoCs for current and upcoming designs, by outlining their advantages (alongwith a fewtradeoffs) and by providing a full NoC implementation framework. It also presents some examples of additional extensions of NoCs, allowing e.g. for increased fault tolerance, and outlines where NoCsmay find further application scenarios, such as in stacked chips.

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Thermal effects are rapidly gaining importance in nanometer heterogeneous integrated systems. Increased power density, coupled with spatio-temporal variability of chip workload, cause lateral and vertical temperature non-uniformities (variations) in the chip structure. The assumption of an uniform temperature for a large circuit leads to inaccurate determination of key design parameters. To improve design quality, we need precise estimation of temperature at detailed spatial resolution which is very computationally intensive. Consequently, thermal analysis of the designs needs to be done at multiple levels of granularity. To further investigate the flow of chip/package thermal analysis we exploit the Intel Single Chip Cloud Computer (SCC) and propose a methodology for calibration of SCC on-die temperature sensors. We also develop an infrastructure for online monitoring of SCC temperature sensor readings and SCC power consumption. Having the thermal simulation tool in hand, we propose MiMAPT, an approach for analyzing delay, power and temperature in digital integrated circuits. MiMAPT integrates seamlessly into industrial Front-end and Back-end chip design flows. It accounts for temperature non-uniformities and self-heating while performing analysis. Furthermore, we extend the temperature variation aware analysis of designs to 3D MPSoCs with Wide-I/O DRAM. We improve the DRAM refresh power by considering the lateral and vertical temperature variations in the 3D structure and adapting the per-DRAM-bank refresh period accordingly. We develop an advanced virtual platform which models the performance, power, and thermal behavior of a 3D-integrated MPSoC with Wide-I/O DRAMs in detail. Moving towards real-world multi-core heterogeneous SoC designs, a reconfigurable heterogeneous platform (ZYNQ) is exploited to further study the performance and energy efficiency of various CPU-accelerator data sharing methods in heterogeneous hardware architectures. A complete hardware accelerator featuring clusters of OpenRISC CPUs, with dynamic address remapping capability is built and verified on a real hardware.

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Questo studio si propone di realizzare un’applicazione per dispositivi Android che permetta, per mezzo di un gioco di ruolo strutturato come caccia al tesoro, di visitare in prima persona città d’arte e luoghi turistici. Gli utenti finali, grazie alle funzionalità dell’app stessa, potranno giocare, creare e condividere cacce al tesoro basate sulla ricerca di edifici, monumenti, luoghi di rilevanza artistico-storica o turistica; in particolare al fine di completare ciascuna tappa di una caccia al tesoro il giocatore dovrà scattare una fotografia al monumento o edificio descritto nell’obiettivo della caccia stessa. Il software grazie ai dati rilevati tramite GPS e giroscopio (qualora il dispositivo ne sia dotato) e per mezzo di un algoritmo di instance recognition sarà in grado di affermare se la foto scattata rappresenta la risposta corretta al quesito della tappa. L’applicazione GeoPhotoHunt rappresenta non solo uno strumento ludico per la visita di città turistiche o più in generale luoghi di interesse, lo studio propone, infatti come suo contributo originale, l’implementazione su piattaforma mobile di un Content Based Image Retrieval System (CBIR) del tutto indipendente da un supporto server. Nello specifico il server dell’applicazione non sarà altro che uno strumento di appoggio con il quale i membri della “community” di GeoPhotoHunt potranno pubblicare le cacce al tesoro da loro create e condividere i punteggi che hanno totalizzato partecipando a una caccia al tesoro. In questo modo quando un utente ha scaricato sul proprio smartphone i dati di una caccia al tesoro potrà iniziare l’avventura anche in assenza di una connessione internet. L’intero studio è stato suddiviso in più fasi, ognuna di queste corrisponde ad una specifica sezione dell’elaborato che segue. In primo luogo si sono effettuate delle ricerche, soprattutto nel web, con lo scopo di individuare altre applicazioni che implementano l’idea della caccia al tesoro su piattaforma mobile o applicazioni che implementassero algoritmi di instance recognition direttamente su smartphone. In secondo luogo si è ricercato in letteratura quali fossero gli algoritmi di riconoscimento di immagini più largamente diffusi e studiati in modo da avere una panoramica dei metodi da testare per poi fare la scelta dell’algoritmo più adatto al caso di studio. Quindi si è proceduto con lo sviluppo dell’applicazione GeoPhotoHunt stessa, sia per quanto riguarda l’app front-end per dispositivi Android sia la parte back-end server. Infine si è passati ad una fase di test di algoritmi di riconoscimento di immagini in modo di avere una sufficiente quantità di dati sperimentali da permettere di effettuare una scelta dell’algoritmo più adatto al caso di studio. Al termine della fase di testing si è deciso di implementare su Android un algoritmo basato sulla distanza tra istogrammi di colore costruiti sulla scala cromatica HSV, questo metodo pur non essendo robusto in presenza di variazioni di luminosità e contrasto, rappresenta un buon compromesso tra prestazioni, complessità computazionale in modo da rendere la user experience quanto più coinvolgente.

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Questo elaborato di tesi illustra la realizzazione del back-end di LogicPlayer, un'app Android per la didattica della Deduzione Naturale

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L'applicazione implementata in questa tesi è stata sviluppata per la piattaforma Android ed ha origine da un idea del Sig. Marco Casadio. Lo scopo principale è quella di monitorare l'attività sportiva e di chiamare aiuto in caso di incidente o malore. L'elaborato è stato ottimizzato per supportare un set predefinito di sport, e la tesi ne illustra gli algoritmi.

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Lo scopo della tesi è quello di descrivere e mettere a confronto tre diversi linguaggi, e quindi approcci, alla programmazione server-side e di back-end, ovvero il linguaggio PHP, il linguaggio Python ed il linguaggio Javascript, utilizzato però per una programmazione “Server Side”, e quindi associato al framework NodeJS. Questo confronto si pone l’obiettivo di sottolineare le differenti caratteristiche di ogni linguaggio, gli scopi a cui esso maggiormente si addice e di fornire una sorta di guida per far in modo che si possa comprendere al meglio quale dei tre linguaggi maggiormente usati per la programmazione backend si conformi meglio all’obiettivo prepostosi.

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L’applicazione dei metodi tradizionali dell’ingegneria del software non garantiscono il successo di un progetto, per questo motivo da circa quindici anni è emersa una nuova filosofia di sviluppo nota come Agile Software Development. In questa tesi è stata decritta una panoramica sulle metodologie agili, con particolare attenzione al framework Scrum e un caso di studio reale al quale Scrum è stato applicato. Il caso di studio riguarda l’implementazione di una applicazione web per la gestione del front-end di un Corporate Banking. L’applicazione di Scrum ha permesso di ottenere la soddisfazione del cliente finale, la crescita dello Scrum Team e un tasso di manutenzione correttiva accettabile.

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Spreading the PSF over a quite large amount of pixels is an increasingly used observing technique in order to reach extremely precise photometry, such as in the case of exoplanets searching and characterization via transits observations. A PSF top-hat profile helps to minimize the errors contribution due to the uncertainty on the knowledge of the detector flat field. This work has been carried out during the recent design study in the framework of the ESA small mission CHEOPS. Because of lack of perfect flat-fielding information, in the CHEOPS optics it is required to spread the light of a source into a well defined angular area, in a manner as uniform as possible. Furthermore this should be accomplished still retaining the features of a true focal plane onto the detector. In this way, for instance, the angular displacement on the focal plane is fully retained and in case of several stars in a field these look as separated as their distance is larger than the spreading size. An obvious way is to apply a defocus, while the presence of an intermediate pupil plane in the Back End Optics makes attractive to introduce here an optical device that is able to spread the light in a well defined manner, still retaining the direction of the chief ray hitting it. This can be accomplished through an holographic diffuser or through a lenslet array. Both techniques implement the concept of segmenting the pupil into several sub-zones where light is spread to a well defined angle. We present experimental results on how to deliver such PSF profile by mean of holographic diffuser and lenslet array. Both the devices are located in an intermediate pupil plane of a properly scaled laboratory setup mimicking the CHEOPS optical design configuration. © (2014) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.

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We present and evaluate a compiler from Prolog (and extensions) to JavaScript which makes it possible to use (constraint) logic programming to develop the client side of web applications while being compliant with current industry standards. Targeting JavaScript makes (C)LP programs executable in virtually every modern computing device with no additional software requirements from the point of view of the user. In turn, the use of a very high-level language facilitates the development of high-quality, complex software. The compiler is a back end of the Ciao system and supports most of its features, including its module system and its rich language extension mechanism based on packages. We present an overview of the compilation process and a detailed description of the run-time system, including the support for modular compilation into separate JavaScript code. We demonstrate the maturity of the compiler by testing it with complex code such as a CLP(FD) library written in Prolog with attributed variables. Finally, we validate our proposal by measuring the performance of some LP and CLP(FD) benchmarks running on top of major JavaScript engines.

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La medida de la presión sonora es un proceso de extrema importancia para la ingeniería acústica, de aplicación en numerosas áreas de esta disciplina, como la acústica arquitectónica o el control de ruido. Sobre todo en esta última, es necesario poder efectuar medidas precisas en condiciones muy diversas. Por otra parte, la ubicuidad de los dispositivos móviles inteligentes (smartphones, tabletas, etc.), dispositivos que integran potencia de procesado, conectividad, interactividad y una interfaz intuitiva en un tamaño reducido, abre la posibilidad de su uso como sistemas de medida de calidad y de coste bajo. En este Proyecto se pretende utilizar las capacidades de entrada y salida, procesado, conectividad inalámbrica y geolocalización de los dispositivos móviles basados en iOS, en concreto el iPhone, para implementar un sistema de medidas acústicas que iguale o supere las prestaciones de los sonómetros existentes en el mercado. SonoPhone permitirá, mediante la conexión de un micrófono de medida adecuado, la realización de medidas de acuerdo a las normas técnicas en vigor, así como la posibilidad de programar, configurar y almacenar o trasmitir las medidas realizadas, que además estarán geolocalizadas con el GPS integrado en el dispositivo móvil. También se permitirá enviar los datos de la medida a un almacenamiento remoto en la nube. La aplicación tiene una estructura modular en la que un módulo de adquisición de datos lee la señal del micrófono, un back-end efectúa el procesado necesario, y otros módulos permiten la calibración del dispositivo y programar y configurar las medidas, así como su almacenamiento y transmisión en red. Una interfaz de usuario (GUI) permite visualizar las medidas y efectuar las configuraciones deseadas por el usuario, todo ello en tiempo real. Además de implementar la aplicación, se ha realizado una prueba de funcionamiento para determinar si el hardware del iPhone es adecuado para la medida de la presión acústica de acuerdo a las normas internacionales. Sound pressure measurement is an extremely important process in the field of acoustic engineering, with applications in numerous subfields, like for instance building acoustics and noise control, where it is necessary to be able to accurately measure sound pressure in very diverse (and sometimes adverse) conditions. On the other hand, the growing ubiquity of mobile devices such as smartphones or tablets, which combine processing power, connectivity, interactivity and an intuitive interface in a small size, makes it possible to use these devices as quality low-cost measurement systems. This Project aims to use the input-output capabilities of iOS-based mobile devices, in particular the iPhone, together with their processing power, wireless connectivity and geolocation features, to implement an acoustic measurement system that rivals the performance of existing devices. SonoPhone allows, with the addition of an adequate measurement microphone, to carry out measurements that comply with current technical regulations, as well as programming, configuring, storing and transmitting the results of the measurement. These measurements will be geolocated using the integrated GPS, and can be transmitted effortlessly to a remote cloud storage. The application is structured in modular fashion. A data acquisition module reads the signal from the microphone, while a back-end module carries out the necessary processing. Other modules permit the device to be calibrated, or control the configuration of the measurement and its storage or transmission. A Graphical User Interface (GUI) allows visual feedback on the measurement in progress, and provides the user with real-time control over the measurement parameters. Not only an application has been developed; a laboratory test was carried out with the goal of determining if the hardware of the iPhone permits the whole system to comply with international regulations regarding sound level meters.

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Spanish Young Generation in Nuclear (Jóvenes Nucleares, JJNN) is a non-profrt organization that depends on the Spanish Nuclear Society (Sociedad Nuclear Española, SNE).Since one of rts main goals is to spread the knowledge about nuclear power,severa! technical tours to facilities wrth an importan!role in the nuclear fuel cycle have been organized for the purpose ofleaming about the different stages of the Spanish tuel cycle. Spanish Young Generation in Nuclear had the opportunity to visit ENUSA Fuel Assembly Factory in Juzbado (Salamanca, Spain), Where it could be understood the front-end cycle which involves the uranium supply and storage, design and manufacturing of fuel bundles for European nuclear power plants. Alterwards, due to the tour of Almaraz NPP (PWR) and Santa María de Garoña NPP (BWR), rt could be comprehended how to obtain energy from this fuel in two different types of reactors.Furthermore,in these two plants, the facilities related to the back-end cycle could be toured. lt was possible to watch the Spent FuelPools, where the fuel bundles are stored under water until their activity is reduced enough to transport them to an Individual Temporary Storage Facility orto the Centralized Temporary Storage. Finally, a technical tour to ENSA Heavy Components Factory (ENSA) was accomplished, Where it could be experienced at first hand how different Nuclear Steam Supply System (NSSS) components and other nuclear elements, such as racks or shipping and storage casks for spent nuclear fuel, are manulactured. All these perlonned technical tours were a complete success thanks to a generous care and know-how of the wor1