918 resultados para Open Source Software


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El mundo de la animación 3D está en plena actualidad en este momento. Salas de cine, programas de televisión y la publicidad nos muestran constantemente personajes y objetos animados creados por ordenador. Son muchos los programas que pueden usarse para la realización de animación en 3D. En este proyecto vamos a centrarnos en Blender. Blender es un programa de animación y modelado que se puede obtener de manera gratuita por internet. Se trata de un programa de software libre, por lo que constantemente está siendo modificado gracias a la aportación de usuarios anónimos por internet. El objetivo de este proyecto es la creación de un corto de animación de un minuto de duración con Blender, para lo cual serán necesarias una serie de pautas iniciales sobre cómo funciona Blender y sus posibilidades. La primera parte de este proyecto es una guía básica sobre Blender y sus características. Capítulo a capítulo se irán describiendo la interfaz del programa y la creación de objetos (modelado, asignación de materiales y texturas) para luego aprender a animarlos y a visualizarlos como imágenes o video. La segunda parte se centra en el corto MOL. Creado a partir de los conocimientos adquiridos en la guía anterior, añadiendo en algunos casos, nuevas propiedades necesarias para su elaboración. Se describirán cada uno de los elementos y su creación. Esta guía pretende ser un referente para aquel que quiera introducirse en el mundo de la animación 3D con Blender. The world of 3D animation is a trending topic nowadays. Cinema, television and advertising constantly show us characters and animated objects created with computer graphics. There are many programs that can be used to perform 3D animations. In this project we will focus on Blender. Blender is a modeling and animation program that is available for free online. Blender is an open source program, so it is constantly being modified and improved by anonymous online users. The objective of this project is to create a one-minute animation short with Blender, for which we will require an initial set of guidelines on how Blender works and its possibilities. The first part of this project is a basic guide and will only cover basic features of Blender. In each chapter we will describe the interface and how to create objects (modeling, assigning materials and textures) and then we will learn to animate these objects and to display them as images or video. The second part focuses on the short film MOL. Created from the knowledge gained in the previous guide adding, in same cases, new properties necessary for its creation. We will describe each of the elements involved in the making of. This guide is intended to be a referent guide for anyone who wants to enter the world of 3D animation with Blender.

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The energy and specific energy absorbed in the main cell compartments (nucleus and cytoplasm) in typical radiobiology experiments are usually estimated by calculations as they are not accessible for a direct measurement. In most of the work, the cell geometry is modelled using the combination of simple mathematical volumes. We propose a method based on high resolution confocal imaging and ion beam analysis (IBA) in order to import realistic cell nuclei geometries in Monte-Carlo simulations and thus take into account the variety of different geometries encountered in a typical cell population. Seventy-six cell nuclei have been imaged using confocal microscopy and their chemical composition has been measured using IBA. A cellular phantom was created from these data using the ImageJ image analysis software and imported in the Geant4 Monte-Carlo simulation toolkit. Total energy and specific energy distributions in the 76 cell nuclei have been calculated for two types of irradiation protocols: a 3 MeV alpha particle microbeam used for targeted irradiation and a 239Pu alpha source used for large angle random irradiation. Qualitative images of the energy deposited along the particle tracks have been produced and show good agreement with images of DNA double strand break signalling proteins obtained experimentally. The methodology presented in this paper provides microdosimetric quantities calculated from realistic cellular volumes. It is based on open-source oriented software that is publicly available.

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Access to information and continuous education represent critical factors for physicians and researchers over the world. For African professionals, this situation is even more problematic due to the frequently difficult access to technological infrastructures and basic information. Both education and information technologies (e.g., including hardware, software or networking) are expensive and unaffordable for many African professionals. Thus, the use of e-learning and an open approach to information exchange and software use have been already proposed to improve medical informatics issues in Africa. In this context, the AFRICA BUILD project, supported by the European Commission, aims to develop a virtual platform to provide access to a wide range of biomedical informatics and learning resources to professionals and researchers in Africa. A consortium of four African and four European partners work together in this initiative. In this framework, we have developed a prototype of a cloud-computing infrastructure to demonstrate, as a proof of concept, the feasibility of this approach. We have conducted the experiment in two different locations in Africa: Burundi and Egypt. As shown in this paper, technologies such as cloud computing and the use of open source medical software for a large range of case present significant challenges and opportunities for developing countries, such as many in Africa.

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Rapid prototyping environments can speed up the research of visual control algorithms. We have designed and implemented a software framework for fast prototyping of visual control algorithms for Micro Aerial Vehicles (MAV). We have applied a combination of a proxy-based network communication architecture and a custom Application Programming Interface. This allows multiple experimental configurations, like drone swarms or distributed processing of a drone’s video stream. Currently, the framework supports a low-cost MAV: the Parrot AR.Drone. Real tests have been performed on this platform and the results show comparatively low figures of the extra communication delay introduced by the framework, while adding new functionalities and flexibility to the selected drone. This implementation is open-source and can be downloaded from www.vision4uav.com/?q=VC4MAV-FW

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Este proyecto consiste en el diseño y construcción de un sintetizador basado en el chip 6581 Sound Interface Device (SID). Este chip era el encargado de la generación de sonido en el Commodore 64, ordenador personal comercializado en 1982, y fue el primer sintetizador complejo construido para ordenador. El chip en cuestión es un sintetizador de tres voces, cada una de ellas capaz de generar cuatro diferentes formas de onda. Cada voz tiene control independiente de varios parámetros, permitiendo una relativamente amplia variedad de sonidos y efectos, muy útil para su uso en videojuegos. Además está dotado de un filtro programable para conseguir distintos timbres mediante síntesis sustractiva. El sintetizador se ha construido sobre Arduino, una plataforma de electrónica abierta concebida para la creación de prototipos, consistente en una placa de circuito impreso con un microcontrolador, programable desde un PC para que realice múltiples funciones (desde encender LEDs hasta controlar servomecanismos en robótica, procesado y transmisión de datos, etc.). El sintetizador es controlable vía MIDI, por ejemplo, desde un teclado de piano. A través de MIDI recibe información tal como qué notas debe tocar, o los valores de los parámetros del SID que modifican las propiedades del sonido. Además, toda esa información también la puede recibir de un PC mediante una conexión USB. Se han construido dos versiones del sintetizador: una versión “hardware”, que utiliza el SID para la generación de sonido, y otra “software”, que reemplaza el SID por un emulador, es decir, un programa que se comporta (en la medida de lo posible) de la misma manera que el SID. El emulador se ha implementado en un microcontrolador Atmega 168 de Atmel, el mismo que utiliza Arduino. ABSTRACT. This project consists on design and construction of a synthesizer which is based on chip 6581 Sound Interface Device (SID). This chip was used for sound generation on the Commodore 64, a home computer presented in 1982, and it was the first complex synthesizer built for computers. The chip is a three-voice synthesizer, each voice capable of generating four different waveforms. Each voice has independent control of several parameters, allowing a relatively wide variety of sounds and effects, very useful for its use on videogames. It also includes a programmable filter, allowing more timbre control via subtractive synthesis. The synthesizer has been built on Arduino, an open-source electronics prototyping platform that consists on a printed circuit board with a microcontroller, which is programmable with a computer to do several functions (lighting LEDs, controlling servomechanisms on robotics, data processing or transmission, etc.). The synthesizer is controlled via MIDI, in example, from a piano-type keyboard. It receives from MIDI information such as the notes that should be played or SID’s parameter values that modify the sound. It also can receive that information from a PC via USB connection. Two versions of the synthesizer have been built: a hardware one that uses the SID chip for sound generation, and a software one that replaces SID by an emulator, it is, a program that behaves (as far as possible) in the same way the SID would. The emulator is implemented on an Atmel’s Atmega 168 microcontroller, the same one that is used on Arduino.

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VladBot es un robot autónomo diseñado para posicionar en interiores un micrófono de medida. Este prototipo puede valorar la idea de automatizar medidas acústicas en interiores mediante un robot autónomo. Posee dos ruedas motrices y una rueda loca. Ésta rueda loca aporta maniobrabilidad al robot. Un soporte extensible hecho de aluminio sostiene el micrófono de medida. VladBot ha sido diseñado con tecnologías de bajo coste y bajo una plataforma abierta, Arduino. Arduino es una plataforma electrónica libre. Esto quiere decir que los usuarios tienen libre acceso a toda la información referente a los micro-controladores (hardware) y referente al software. Ofrece un IDE (Integrated Development Environment, en español, Entorno de Desarrollo Integrado) de forma gratuita y con un sencillo lenguaje de programación, con el que se pueden realizar proyectos de cualquier tipo. Además, los usuarios disponen de un foro donde encontrar ayuda, “Arduino Forum”. VladBot se comunica con el usuario a través de Bluetooth, creando un enlace fiable y con un alcance suficiente (aproximadamente 100 metros) para que controlar a VladBot desde una sala contigua. Hoy en día, Bluetooth es una tecnología implantada en casi todos los ordenadores, por lo que no necesario ningún sistema adicional para crear dicho enlace. Esta comunicación utiliza un protocolo de comunicaciones, JSON (JavaScript Object Notation). JSON hace que la comunicación sea más fiable, ya que sólo un tipo de mensajes preestablecidos son reconocidos. Gracias a este protocolo es posible la comunicación con otro software, permitiendo crear itinerarios en otro programa externo. El diseño de VladBot favorece su evolución hasta un sistema más preciso ya que el usuario puede realizar modificaciones en el robot. El código que se proporciona puede ser modificado, aumentando las funcionalidades de VladBot o mejorándolas. Sus componentes pueden ser cambiados también (incluso añadir nuevos dispositivos) para aumentar sus capacidades. Vladbot es por tanto, un sistema de transporte (de bajo coste) para un micrófono de medida que se puede comunicar inalámbricamente con el usuario de manera fiable. ABSTRACT. VladBot is an autonomous robot designed to indoor positioning of a measurement microphone. This prototype can value the idea of making automatic acoustic measurements indoor with an autonomous robot. It has two drive wheels and a caster ball. This caster ball provides manoeuvrability to the robot. An extendible stand made in aluminium holds the measurement microphone. VladBot has been designed with low cost technologies and under an open-source platform, Arduino. Arduino is a freeFsource electronics platform. This means that users have free access to all the information about micro-controllers (hardware) and about the software. Arduino offers a free IDE (Integrated Development Environment) with an easy programming language, which any kind of project can be made with. Besides, users have a forum where find help, “Arduino Forum”. VladBot communicates with the user by Bluetooth, creating a reliable link with enough range (100 meters approximately) for controlling VladBot in the next room. Nowadays, Bluetooth is a technology embedded in almost laptops, so it is not necessary any additional system for create this link. This communication uses a communication protocol, JSON (JavaScript Object Notation). JSON makes the communication more reliable, since only a preFestablished kind of messages are recognised. Thanks to this protocol is possible the communication with another software, allowing to create routes in an external program. VladBot´s design favours its evolution to an accurate system since the user can make modifications in the robot. The code given can be changed, increasing VladBot´s uses or improving these uses. Their components can be changed too (even new devices can be added) for increasing its abilities. So, VladBot is a (low cost) transport system for a measurement microphone, which can communicate with the user in a reliable way.

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Las metodologías para el desarrollo de productos se han convertido en herramientas de vital importancia en el ámbito del desarrollo software debido a que su implantación nos permite estructurar, planificar y controlar el proceso de desarrollo completo de un determinado proyecto y obtener como resultado un producto final exitoso. Por tanto, la elección de una metodología para su implantación en una determinada empresa, es un proceso que requiere especial atención, ya que del éxito o el fracaso de su establecimiento dependerán en gran medida los resultados de los diversos procesos de desarrollo de esa entidad. El trabajo de fin de grado extractado en este documento, tiene como objetivo principal realizar un estudio sobre algunas de las diversas metodologías basadas en líneas de productos software (LPS) presentes en el mercado, tales como el modelo TWIN, el modelo WATCH, el modelo ESPLEP o el modelo SEI. Dicho estudio y la posterior comparativa de los modelos, persigue el propósito de adaptar y concretar alguna de estas metodologías al ciclo de vida de desarrollo habitual en el mercado de la ingeniería de software y más concretamente a los productos desarrollados por la empresa everis. Sin embargo, tras la realización de la comparativa, se llego a la conclusión de que las diferentes características que ofrecen las metodologías a estudio, no satisfacen por completo las necesidades específicas demandadas por everis. Por este motivo, al no poder adaptar ninguno de los modelos, el objetivo principal paso a ser la creación de una metodología propia que aunara las características más importantes de cada uno de los modelos estudiados y se compaginara con las particularidades proporcionadas por el modelo COM exclusivo de everis, obteniendo como resultado un modelo propio de desarrollo ágil, basado en líneas de productos software. Por último, una vez creada la nueva metodología, se buscaba alcanzar dos objetivos finales. El primero es la realización de un pequeño estudio con el propósito de conocer las diversas herramientas “open source” que puedan servir como base o apoyo para la metodología. Y el segundo, realizar un estudio de aplicabilidad del nuevo modelo en un proyecto simulado con el fin de comprobar su efectividad.

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Modern embedded applications typically integrate a multitude of functionalities with potentially different criticality levels into a single system. Without appropriate preconditions, the integration of mixed-criticality subsystems can lead to a significant and potentially unacceptable increase of engineering and certification costs. A promising solution is to incorporate mechanisms that establish multiple partitions with strict temporal and spatial separation between the individual partitions. In this approach, subsystems with different levels of criticality can be placed in different partitions and can be verified and validated in isolation. The MultiPARTES FP7 project aims at supporting mixed- criticality integration for embedded systems based on virtualization techniques for heterogeneous multicore processors. A major outcome of the project is the MultiPARTES XtratuM, an open source hypervisor designed as a generic virtualization layer for heterogeneous multicore. MultiPARTES evaluates the developed technology through selected use cases from the offshore wind power, space, visual surveillance, and automotive domains. The impact of MultiPARTES on the targeted domains will be also discussed. In a number of ongoing research initiatives (e.g., RECOMP, ARAMIS, MultiPARTES, CERTAINTY) mixed-criticality integration is considered in multicore processors. Key challenges are the combination of software virtualization and hardware segregation and the extension of partitioning mechanisms to jointly address significant non-functional requirements (e.g., time, energy and power budgets, adaptivity, reliability, safety, security, volume, weight, etc.) along with development and certification methodology.

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Background DCE@urLAB is a software application for analysis of dynamic contrast-enhanced magnetic resonance imaging data (DCE-MRI). The tool incorporates a friendly graphical user interface (GUI) to interactively select and analyze a region of interest (ROI) within the image set, taking into account the tissue concentration of the contrast agent (CA) and its effect on pixel intensity. Results Pixel-wise model-based quantitative parameters are estimated by fitting DCE-MRI data to several pharmacokinetic models using the Levenberg-Marquardt algorithm (LMA). DCE@urLAB also includes the semi-quantitative parametric and heuristic analysis approaches commonly used in practice. This software application has been programmed in the Interactive Data Language (IDL) and tested both with publicly available simulated data and preclinical studies from tumor-bearing mouse brains. Conclusions A user-friendly solution for applying pharmacokinetic and non-quantitative analysis DCE-MRI in preclinical studies has been implemented and tested. The proposed tool has been specially designed for easy selection of multi-pixel ROIs. A public release of DCE@urLAB, together with the open source code and sample datasets, is available at http://www.die.upm.es/im/archives/DCEurLAB/ webcite.

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Actualmente existen aplicaciones que permiten simular el comportamiento de bacterias en distintos hábitats y los procesos que ocurren en estos para facilitar su estudio y experimentación sin la necesidad de un laboratorio. Una de las aplicaciones de software libre para la simulación de poblaciones bacteriológicas mas usada es iDynoMiCS (individual-based Dynamics of Microbial Communities Simulator), un simulador basado en agentes que permite trabajar con varios modelos computacionales de bacterias en 2D y 3D. Este simulador permite una gran libertad al configurar una numerosa cantidad de variables con respecto al entorno, reacciones químicas y otros detalles importantes. Una característica importante es el poder simular de manera sencilla la conjugación de plásmidos entre bacterias. Los plásmidos son moléculas de ADN diferentes del cromosoma celular, generalmente circularles, que se replican, transcriben y conjugan independientemente del ADN cromosómico. Estas están presentes normalmente en bacterias procariotas, y en algunas ocasiones en eucariotas, sin embargo, en este tipo de células son llamados episomas. Dado el complejo comportamiento de los plásmidos y la gama de posibilidades que estos presentan como mecanismos externos al funcionamiento básico de la célula, en la mayoría de los casos confiriéndole distintas ventajas evolutivas, como por ejemplo: resistencia antibiótica, entre otros, resulta importante su estudio y subsecuente manipulación. Sin embargo, el marco operativo del iDynoMiCS, en cuanto a simulación de plásmidos se refiere, es demasiado sencillo y no permite realizar operaciones más complejas que el análisis de la propagación de un plásmido en la comunidad. El presente trabajo surge para resolver esta deficiencia de iDynomics. Aquí se analizarán, desarrollarán e implementarán las modificaciones necesarias para que iDynomics pueda simular satisfactoriamente y mas apegado a la realidad la conjugación de plásmidos y permita así mismo resolver distintas operaciones lógicas, como lo son los circuitos genéticos, basadas en plásmidos. También se analizarán los resultados obtenidos de acuerdo a distintos estudios relevantes y a la comparación de los resultados obtenidos con el código original de iDynomics. Adicionalmente se analizará un estudio comparando la eficiencia de detección de una sustancia mediante dos circuitos genéticos distintos. Asimismo el presente trabajo puede tener interés para el grupo LIA de la Facultad de Informática de la Universidad Politécnica de Madrid, el cual está participando en el proyecto europeo BACTOCOM que se centra en el estudio de la conjugación de plásmidos y circuitos genéticos. --ABSTRACT--Currently there are applications that simulate the behavior of bacteria in different habitats and the ongoing processes inside them to facilitate their study and experimentation without the need for an actual laboratory. One of the most used open source applications to simulate bacterial populations is iDynoMiCS (individual-based Dynamics of Microbial Communities Simulator), an agent-based simulator that allows working with several computer models of 2D and 3D bacteria in biofilms. This simulator allows great freedom by means of a large number of configurable variables regarding environment, chemical reactions and other important details of the simulation. Within these characteristics there exists a very basic framework to simulate plasmid conjugation. Plasmids are DNA molecules physically different from the cell’s chromosome, commonly found as small circular, double-stranded DNA molecules that are replicated, conjugated and transcribed independently of chromosomal DNA. These bacteria are normally present in prokaryotes and sometimes in eukaryotes, which in this case these cells are called episomes. Plasmids are external mechanisms to the cells basic operations, and as such, in the majority of the cases, confer to the host cell various evolutionary advantages, like antibiotic resistance for example. It is mperative to further study plasmids and the possibilities they present. However, the operational framework of the iDynoMiCS plasmid simulation is too simple, and does not allow more complex operations that the analysis of the spread of a plasmid in the community. This project was conceived to resolve this particular deficiency in iDynomics, moreover, in this paper is discussed, developed and implemented the necessary changes to iDynomics simulation software so it can satisfactorily and realistically simulate plasmid conjugation, and allow the possibility to solve various ogic operations, such as plasmid-based genetic circuits. Moreover the results obtained will be analyzed and compared with other relevant studies and with those obtained with the original iDynomics code. Conjointly, an additional study detailing the sensing of a substance with two different genetic circuits will be presented. This work may also be relevant to the LIA group of the Faculty of Informatics of the Polytechnic University of Madrid, which is participating in the European project BACTOCOM that focuses on the study of the of plasmid conjugation and genetic circuits.

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Mode switches are used to partition the system’s behavior into different modes to reduce the complexity of large embedded systems. Such systems operate in multiple modes in which each one corresponds to a specific application scenario; these are called Multi-Mode Systems (MMS). A different piece of software is normally executed for each mode. At any given time, the system can be in one of the predefined modes and then be switched to another as a result of a certain condition. A mode switch mechanism (or mode change protocol) is used to shift the system from one mode to another at run-time. In this thesis we have used a hierarchical scheduling framework to implement a multi-mode system called Multi-Mode Hierarchical Scheduling Framework (MMHSF). A two-level Hierarchical Scheduling Framework (HSF) has already been implemented in an open source real-time operating system, FreeRTOS, to support temporal isolation among real-time components. The main contribution of this thesis is the extension of the HSF featuring a multimode feature with an emphasis on making minimal changes in the underlying operating system (FreeRTOS) and its HSF implementation. Our implementation uses fixed-priority preemptive scheduling at both local and global scheduling levels and idling periodic servers. It also now supports different modes of the system which can be switched at run-time. Each subsystem and task exhibit different timing attributes according to mode, and upon a Mode Change Request (MCR) the task-set and timing interfaces of the entire system (including subsystems and tasks) undergo a change. A Mode Change Protocol specifies precisely how the system-mode will be changed. However, an application may not only need to change a mode but also a different mode change protocol semantic. For example, the mode change from normal to shutdown can allow all the tasks to be completed before the mode itself is changed, while changing a mode from normal to emergency may require aborting all tasks instantly. In our work, both the system mode and the mode change protocol can be changed at run-time. We have implemented three different mode change protocols to switch from one mode to another: the Suspend/resume protocol, the Abort protocol, and the Complete protocol. These protocols increase the flexibility of the system, allowing users to select the way they want to switch to a new mode. The implementation of MMHSF is tested and evaluated on an AVR-based 32 bit board EVK1100 with an AVR32UC3A0512 micro-controller. We have tested the behavior of each system mode and for each mode change protocol. We also provide the results for the performance measures of all mode change protocols in the thesis. RESUMEN Los conmutadores de modo son usados para particionar el comportamiento del sistema en diferentes modos, reduciendo así la complejidad de grandes sistemas empotrados. Estos sistemas tienen multiples modos de operación, cada uno de ellos correspondiente a distintos escenarios y para distintas aplicaciones; son llamados Sistemas Multimodales (o en inglés “Multi-Mode Systems” o MMS). Normalmente cada modo ejecuta una parte de código distinto. En un momento dado el sistema, que está en un modo concreto, puede ser cambiado a otro modo distinto como resultado de alguna condicion impuesta previamente. Los mecanismos de cambio de modo (o protocolos de cambio de modo) son usados para mover el sistema de un modo a otro durante el tiempo de ejecución. En este trabajo se ha usado un modelo de sistema operativo para implementar un sistema multimodo llamado MMHSF, siglas en inglés correspondientes a (Multi-Mode Hierarchical Scheduling Framework). Este sistema está basado en el HSF (Hierarchical Scheduling Framework), un modelo de sistema operativo con jerarquía de dos niveles, implementado en un sistema operativo en tiempo real de libre distribución llamado FreeRTOS, capaz de permitir el aislamiento temporal entre componentes. La principal contribución de este trabajo es la ampliación del HSF convirtiendolo en un sistema multimodo realizando los cambios mínimos necesarios sobre el sistema operativo FreeRTOS y la implementación ya existente del HSF. Esta implementación usa un sistema de planificación de prioridad fija para ambos niveles de jerarquía, ocupando el tiempo entre tareas con un “modo reposo”. Además el sistema es capaz de cambiar de un modo a otro en tiempo de ejecución. Cada subsistema y tarea son capaces de tener distintos atributos de tiempo (prioridad, periodo y tiempo de ejecución) en función del modo. Bajo una demanda de cambio de modo (Mode Change Request MCR) se puede variar el set de tareas en ejecución, así como los atributos de los servidores y las tareas. Un protocolo de cambio de modo espeficica precisamente cómo será cambiado el sistema de un modo a otro. Sin embargo una aplicación puede requerir no solo un cambio de modo, sino que lo haga de una forma especifica. Por ejemplo, el cambio de modo de “normal” a “apagado” puede permitir a las tareas en ejecución ser finalizadas antes de que se complete la transición, pero sin embargo el cambio de “normal” a “emergencia” puede requerir abortar todas las tareas instantaneamente. En este trabajo ambas características, tanto el modo como el protocolo de cambio, pueden ser cambiadas en tiempo de ejecución, pero deben ser previamente definidas por el desarrollador. Han sido definidos tres protocolos de cambios: el protocolo “suspender/continuar”, protocolo “abortar” y el protocolo “completar”. Estos protocolos incrementan la flexibilidad del sistema, permitiendo al usuario seleccionar de que forma quieren cambiar hacia el nuevo modo. La implementación del MMHSF ha sido testada y evaluada en una placa AVR EVK1100, con un micro-controlador AVR32UC3A0. Se ha comprobado el comportamiento de los distintos modos para los distintos protocolos, definidos previamente. Como resultado se proporcionan las medidades de rendimiento de los distintos protocolos de cambio de modo.

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This document is the result of a process of web development to create a tool that will allow to Cracow University of Technology consult, create and manage timetables. The technologies chosen for this purpose are Apache Tomcat Server, My SQL Community Server, JDBC driver, Java Servlets and JSPs for the server side. The client part counts on Javascript, jQuery, AJAX and CSS technologies to perform the dynamism. The document will justify the choice of these technologies and will explain some development tools that help in the integration and development of all this elements: specifically, NetBeans IDE and MySQL workbench have been used as helpful tools. After explaining all the elements involved in the development of the web application, the architecture and the code developed are explained through UML diagrams. Some implementation details related to security are also deeper explained through sequence diagrams. As the source code of the application is provided, an installation manual has been developed to run the project. In addition, as the platform is intended to be a beta that will be grown, some unimplemented ideas for future development are also exposed. Finally, some annexes with important files and scripts related to the initiation of the platform are attached. This project started through an existing tool that needed to be expanded. The main purpose of the project along its development has focused on setting the roots for a whole new platform that will replace the existing one. For this goal, it has been needed to make a deep inspection on the existing web technologies: a web server and a SQL database had to be chosen. Although the alternatives were a lot, Java technology for the server was finally selected because of the big community backwards, the easiness of modelling the language through UML diagrams and the fact of being free license software. Apache Tomcat is the open source server that can use Java Servlet and JSP technology. Related to the SQL database, MySQL Community Server is the most popular open-source SQL Server, with a big community after and quite a lot of tools to manage the server. JDBC is the driver needed to put in contact Java and MySQL. Once we chose the technologies that would be part of the platform, the development process started. After a detailed explanation of the development environment installation, we used UML use case diagrams to set the main tasks of the platform; UML class diagrams served to establish the existing relations between the classes generated; the architecture of the platform was represented through UML deployment diagrams; and Enhanced entity–relationship (EER) model were used to define the tables of the database and their relationships. Apart from the previous diagrams, some implementation issues were explained to make a better understanding of the developed code - UML sequence diagrams helped to explain this. Once the whole platform was properly defined and developed, the performance of the application has been shown: it has been proved that with the current state of the code, the platform covers the use cases that were set as the main target. Nevertheless, some requisites needed for the proper working of the platform have been specified. As the project is aimed to be grown, some ideas that could not be added to this beta have been explained in order not to be missed for future development. Finally, some annexes containing important configuration issues for the platform have been added after proper explanation, as well as an installation guide that will let a new developer get the project ready. In addition to this document some other files related to the project are provided: - Javadoc. The Javadoc containing the information of every Java class created is necessary for a better understanding of the source code. - database_model.mwb. This file contains the model of the database for MySQL Workbench. This model allows, among other things, generate the MySQL script for the creation of the tables. - ScheduleManager.war. The WAR file that will allow loading the developed application into Tomcat Server without using NetBeans. - ScheduleManager.zip. The source code exported from NetBeans project containing all Java packages, JSPs, Javascript files and CSS files that are part of the platform. - config.properties. The configuration file to properly get the names and credentials to use the database, also explained in Annex II. Example of config.properties file. - db_init_script.sql. The SQL query to initiate the database explained in Annex III. SQL statements for MySQL initialization. RESUMEN. Este proyecto tiene como punto de partida la necesidad de evolución de una herramienta web existente. El propósito principal del proyecto durante su desarrollo se ha centrado en establecer las bases de una completamente nueva plataforma que reemplazará a la existente. Para lograr esto, ha sido necesario realizar una profunda inspección en las tecnologías web existentes: un servidor web y una base de datos SQL debían ser elegidos. Aunque existen muchas alternativas, la tecnología Java ha resultado ser elegida debido a la gran comunidad de desarrolladores que tiene detrás, además de la facilidad que proporciona este lenguaje a la hora de modelarlo usando diagramas UML. Tampoco hay que olvidar que es una tecnología de uso libre de licencia. Apache Tomcat es el servidor de código libre que permite emplear Java Servlets y JSPs para hacer uso de la tecnología de Java. Respecto a la base de datos SQL, el servidor más popular de código libre es MySQL, y cuenta también con una gran comunidad detrás y buenas herramientas de modelado, creación y gestión de la bases de datos. JDBC es el driver que va a permitir comunicar las aplicaciones Java con MySQL. Tras elegir las tecnologías que formarían parte de esta nueva plataforma, el proceso de desarrollo tiene comienzo. Tras una extensa explicación de la instalación del entorno de desarrollo, se han usado diagramas de caso de UML para establecer cuáles son los objetivos principales de la plataforma; los diagramas de clases nos permiten realizar una organización del código java desarrollado de modo que sean fácilmente entendibles las relaciones entre las diferentes clases. La arquitectura de la plataforma queda definida a través de diagramas de despliegue. Por último, diagramas EER van a definir las relaciones entre las tablas creadas en la base de datos. Aparte de estos diagramas, algunos detalles de implementación se van a justificar para tener una mejor comprensión del código desarrollado. Diagramas de secuencia ayudarán en estas explicaciones. Una vez que toda la plataforma haya quedad debidamente definida y desarrollada, se va a realizar una demostración de la misma: se demostrará cómo los objetivos generales han sido alcanzados con el desarrollo actual del proyecto. No obstante, algunos requisitos han sido aclarados para que la plataforma trabaje adecuadamente. Como la intención del proyecto es crecer (no es una versión final), algunas ideas que se han podido llevar acabo han quedado descritas de manera que no se pierdan. Por último, algunos anexos que contienen información importante acerca de la plataforma se han añadido tras la correspondiente explicación de su utilidad, así como una guía de instalación que va a permitir a un nuevo desarrollador tener el proyecto preparado. Junto a este documento, ficheros conteniendo el proyecto desarrollado quedan adjuntos. Estos ficheros son: - Documentación Javadoc. Contiene la información de las clases Java que han sido creadas. - database_model.mwb. Este fichero contiene el modelo de la base de datos para MySQL Workbench. Esto permite, entre otras cosas, generar el script de iniciación de la base de datos para la creación de las tablas. - ScheduleManager.war. El fichero WAR que permite desplegar la plataforma en un servidor Apache Tomcat. - ScheduleManager.zip. El código fuente exportado directamente del proyecto de Netbeans. Contiene todos los paquetes de Java generados, ficheros JSPs, Javascript y CSS que forman parte de la plataforma. - config.properties. Ejemplo del fichero de configuración que permite obtener los nombres de la base de datos - db_init_script.sql. Las consultas SQL necesarias para la creación de la base de datos.

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El objetivo del Proyecto Fin de Carrera (PFC) es el de conocer, simular y crear una red VoIP sobre una red de datos en un entorno docente, más concretamente, en la asignatura Redes y Servicios de telecomunicación en Grado en Ingeniería de Telecomunicaciones en la Universidad Politécnica de Madrid (UPM). Una vez se adquieran los conocimientos necesarios, se propondrán una serie de prácticas para que los alumnos se vayan familiarizando con el software y hardware utilizados, de manera que, se irá subiendo el grado de dificultad hasta que puedan realizar una auténtica red VoIP por sí mismos. A parte de la realización de las prácticas, los alumnos deberán pasar una prueba de los conocimientos adquiridos al final de cada práctica mediante preguntas tipo test. Los sistemas elegidos para la implantación de una red VoIP en los módulos de laboratorio son: 3CX System Phone y Asteisk-Trixbox. Los cuales, son capaces de trabajar mediante gestores gráficos para simplificar el nivel de dificultad de la configuración. 3CX es una PBX que trabaja sobre Windows y se basa exclusivamente en el protocolo SIP. Esto facilita el manejo para usuarios que solo han usado Windows sin quitar funcionalidades que tienen otras centralitas en otros sistemas operativos. La versión demo activa todas las opciones para poder familiarizarse con este sistema. Por otro lado, Asterisk trabaja en todas las plataformas, aunque se ha seleccionado trabajar sobre Linux. Esta selección se ha realizado porque el resto de plataformas limitan la configuración de la IP PBX, esta es de código abierto y permite realizar todo tipo de configuraciones. Además, es un software gratuito, esto es una ventaja a la hora de configurar novedades o resolver problemas, ya que hay muchos especialistas que dan soporte y ayudan de forma gratuita. La voz sobre Internet es habitualmente conocida como VoIP (Voice Over IP), debido a que IP (Internet Protocol) es el protocolo de red de Internet. Como tecnología, la VoIP no es solo un paso más en el crecimiento de las comunicaciones por voz, sino que supone integrar las comunicaciones de datos y las de voz en una misma red, y en concreto, en la red con mayor cobertura mundial: Internet. La mayor importancia y motivación de este Proyecto Fin de Carrera es que el alumno sea capaz de llegar a un entorno laboral y pueda tener unos conocimientos capaces de afrontar esta tecnología que esta tan a la orden del día. La importancia que estas redes tienen y tendrán en un futuro muy próximo en el mundo de la informática y las comunicaciones. Cabe decir, que se observa que estas disciplinas tecnológicas evolucionan a pasos agigantados y se requieren conocimientos más sólidos. ABSTRACT. The objective of my final project during my studies in university was, to simulate and create a VoIP network over a data network in a teaching environment, more specifically on the subject of telecommunications networks and services in Telecommunication Engineering Degree in Polytechnic University of Madrid (UPM). Once acquiring the necessary knowledge a number of practices were proposed to the students to become familiar with the software and hardware used, so that it would rise to the level of difficulty that they could make a real VoIP network for themselves. Parts of the experimental practices were that students must pass a test of knowledge acquired at the end of each practice by choice questions. The systems chosen for the implementation of a VoIP network in the laboratory modules are: 3CX Phone System and Asteisk - Trixbox. Which were able to work with graphics operators to simplify the difficulty level of the configuration. 3CX is a PBX that works on Windows and is based solely on the SIP protocol. This facilitates handling for users who have only used Windows without removing functionality with other exchanges in other operating systems. Active demo version all options to get to grips with this system. Moreover, Asterisk works on all platforms, but has been selected to work on Linux. This selection was made because other platforms limit the IP PBX configuration, as this is open source and allows all kinds of configurations. Also, Linux is a free software and an advantage when configuring new or solve problems, as there are many specialists that support and help for free. Voice over Internet is commonly known as VoIP (Voice Over IP), because IP (Internet Protocol) is the Internet protocol network. As technology, VoIP is not just another step in the growth of voice communications, but communications of integrating data and voice on a single network, and in particular, in the network with the largest global coverage: Internet. The increased importance and motivation of this Thesis is that the student is able to reach a working environment and may have some knowledge to deal with these technologies that is so much the order of the day. The importances of these networks have and will be of essences in the very near future in the world of computing and communications. It must be said it is observed that these technological disciplines evolve by leaps and bounds stronger knowledge required.

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El presente Proyecto de Fin de Máster consiste en crear una herramienta software capaz de monitorizar y gestionar la actividad de Hydra, una herramienta de gestión de entornos distribuidos, para que su estrategia de balanceo de carga se adecúe al modelo creado por GloBeM, una metodología de análisis de entornos distribuidos. GloBeM, que es una metodología externa, puede analizar y crear un modelo de máquina de estados finitos a partir de un sistema distribuido concreto. Hydra, una herramienta también externa, es un sistema de gestión de entornos cloud recientemente desarrollado y de código abierto, con un sistema de balanceo de carga efectivo pero algo limitado. El software construido recoge el modelo creado por GloBeM y lo analiza. A partir de ahí, monitoriza en tiempo real y a una frecuencia determinada la actividad de Hydra y el sistema cloud que ésta gestiona, y reconfigura sus parámetros para que su desempeño se ciña a lo estipulado por el modelo de GloBeM, extendiendo así el sistema de balanceo de carga original de Hydra.---ABSTRACT---This Master's Thesis Project involves creating a software able to monitor and manage the activity of Hydra, a tool for managing distributed environments, in order to adjust its load balancing strategy to the model created by GloBeM, an analysis methodology for distributed environments. GloBeM, which is an external methodology, can analyse and create a finite-state machine model from a particular cloud system. Hydra, also an external tool, is an open source management system for cloud environments recently developed, with a relatively limited system of load balancing. The created software gets the model created by GloBeM as an input and analyses it. From there, it monitors in real time and at a certain frequency Hydra’s activity and the cloud system that it manages, and reconfigures its parameters to adjust its performance to the stipulations by the GloBeM’s model, extending Hydra's original load balancing system.

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With the ever growing trend of smart phones and tablets, Android is becoming more and more popular everyday. With more than one billion active users i to date, Android is the leading technology in smart phone arena. In addition to that, Android also runs on Android TV, Android smart watches and cars. Therefore, in recent years, Android applications have become one of the major development sectors in software industry. As of mid 2013, the number of published applications on Google Play had exceeded one million and the cumulative number of downloads was more than 50 billionii. A 2013 survey also revealed that 71% of the mobile application developers work on developing Android applicationsiii. Considering this size of Android applications, it is quite evident that people rely on these applications on a daily basis for the completion of simple tasks like keeping track of weather to rather complex tasks like managing one’s bank accounts. Hence, like every other kind of code, Android code also needs to be verified in order to work properly and achieve a certain confidence level. Because of the gigantic size of the number of applications, it becomes really hard to manually test Android applications specially when it has to be verified for various versions of the OS and also, various device configurations such as different screen sizes and different hardware availability. Hence, recently there has been a lot of work on developing different testing methods for Android applications in Computer Science fraternity. The model of Android attracts researchers because of its open source nature. It makes the whole research model more streamlined when the code for both, application and the platform are readily available to analyze. And hence, there has been a great deal of research in testing and static analysis of Android applications. A great deal of this research has been focused on the input test generation for Android applications. Hence, there are a several testing tools available now, which focus on automatic generation of test cases for Android applications. These tools differ with one another on the basis of their strategies and heuristics used for this generation of test cases. But there is still very little work done on the comparison of these testing tools and the strategies they use. Recently, some research work has been carried outiv in this regard that compared the performance of various available tools with respect to their respective code coverage, fault detection, ability to work on multiple platforms and their ease of use. It was done, by running these tools on a total of 60 real world Android applications. The results of this research showed that although effective, these strategies being used by the tools, also face limitations and hence, have room for improvement. The purpose of this thesis is to extend this research into a more specific and attribute-­‐ oriented way. Attributes refer to the tasks that can be completed using the Android platform. It can be anything ranging from a basic system call for receiving an SMS to more complex tasks like sending the user to another application from the current one. The idea is to develop a benchmark for Android testing tools, which is based on the performance related to these attributes. This will allow the comparison of these tools with respect to these attributes. For example, if there is an application that plays some audio file, will the testing tool be able to generate a test input that will warrant the execution of this audio file? Using multiple applications using different attributes, it can be visualized that which testing tool is more useful for which kinds of attributes. In this thesis, it was decided that 9 attributes covering the basic nature of tasks, will be targeted for the assessment of three testing tools. Later this can be done for much more attributes to compare even more testing tools. The aim of this work is to show that this approach is effective and can be used on a much larger scale. One of the flagship features of this work, which also differentiates it with the previous work, is that the applications used, are all specially made for this research. The reason for doing that is to analyze just that specific attribute in isolation, which the application is focused on, and not allow the tool to get bottlenecked by something trivial, which is not the main attribute under testing. This means 9 applications, each focused on one specific attribute. The main contributions of this thesis are: A summary of the three existing testing tools and their respective techniques for automatic test input generation of Android Applications. • A detailed study of the usage of these testing tools using the 9 applications specially designed and developed for this study. • The analysis of the obtained results of the study carried out. And a comparison of the performance of the selected tools.