991 resultados para Software programming
Resumo:
Quality management has become a strategic issue for organisations and is very valuable to produce quality software. However, quality management systems (QMS) are not easy to implement and maintain. The authors' experience shows the benefits of developing a QMS by first formalising it using semantic web ontologies and then putting them into practice through a semantic wiki. The QMS ontology that has been developed captures the core concepts of a traditional QMS and combines them with concepts coming from the MPIu'a development process model, which is geared towards obtaining usable and accessible software products. Then, the ontology semantics is directly put into play by a semantics-aware tool, the Semantic MediaWiki. The developed QMS tool is being used for 2 years by the GRIHO research group, where it has manages almost 50 software development projects taking into account the quality management issues. It has also been externally audited by a quality certification organisation. Its users are very satisfied with their daily work with the tool, which manages all the documents created during project development and also allows them to collaborate, thanks to the wiki features.
Resumo:
Software projects have proved to be troublesome to be implemented and as the size of software keeps increasing it is more and more important to follow-up the projects. The proportion of succeeded software projects is still quite low in spite of the research and the development of the project control methodologies. The success and failure factors of projects are known, as well as the project risks but nevertheless the projects still have problems with keeping the schedule and the budget and achieving the defined functionality and adequate quality. The purpose of this thesis was to find out what deviations are there in projects at the moment, what causes them, and what is measured in projects. Also project deviation was defined in the viewpoint of literature and field experts. The analysis was made using a qualitative research approach. It was found out that there are still deviations in software projects with schedule, budget, quality, requirements, documenting, effort, and resources. In addition also changes in requirements were identified. It was also found out that for example schedule deviations can be affected by reducing the size of a task and adding measurements.
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World Wide Webin suosiolla on ollut merkittävä vaikutus yhteiskuntaan. WWW-sivut ovat helposti saatavilla ja sisällön tekeminen WWW:hen on helppoa. WWW-ympäristölle myös kehitetään paljon sovelluksia. WWW-sovellusten kehittämiselle ominaista on valinnanvapaus ja nopeuden tavoittelu. WWW-sovellusten ohjelmoinnin mahdollistavat useat toisilleen vaihtoehtoiset tekniikat. Ne eroavat toisistaan suoritusnopeudessa, ominaisuuksien määrässä ja joustavuudessa. Ohjelmoinnissa käytetään apuna useita erilaisia menetelmiä. Apumenetelmiä ovat muun muassa työkalut ja valmiiden komponenttien hyödyntäminen. Valmiit komponentit voivat olla joko ilmaisia, avointa lähdekoodia tai maksullisia. Tämän kandidaatintyön aikana valmistui sovellus, joka piirtää tilastotiedoista kaaviokuvia ja näyttää niitä dynaamisella WWW-sivulla. Sovellus pyrittiin toteuttamaan älykkäästi apumenetelmiä sopivasti hyödyntäen. Sovelluksen kehittämisessä käytettiin apuna sekä ohjelmointityökaluja että valmiita komponentteja. Kaaviokuvien tyypin ja ulkoasun haluttiin olevan käyttäjien muokattavissa. Toisaalta sovelluksen haluttiin olevan helposti laajennettavissa. Vaatimuksiin vastattiin tekemällä kaaviokuvien piirrosta osittain tietokannalla ohjelmoitava.
Resumo:
Possibilistic Defeasible Logic Programming (P-DeLP) is a logic programming language which combines features from argumentation theory and logic programming, incorporating the treatment of possibilistic uncertainty at the object-language level. In spite of its expressive power, an important limitation in P-DeLP is that imprecise, fuzzy information cannot be expressed in the object language. One interesting alternative for solving this limitation is the use of PGL+, a possibilistic logic over Gödel logic extended with fuzzy constants. Fuzzy constants in PGL+ allow expressing disjunctive information about the unknown value of a variable, in the sense of a magnitude, modelled as a (unary) predicate. The aim of this article is twofold: firstly, we formalize DePGL+, a possibilistic defeasible logic programming language that extends P-DeLP through the use of PGL+ in order to incorporate fuzzy constants and a fuzzy unification mechanism for them. Secondly, we propose a way to handle conflicting arguments in the context of the extended framework.
Resumo:
In the last decade defeasible argumentation frameworks have evolved to become a sound setting to formalize commonsense, qualitative reasoning. The logic programming paradigm has shown to be particularly useful for developing different argument-based frameworks on the basis of different variants of logic programming which incorporate defeasible rules. Most of such frameworks, however, are unable to deal with explicit uncertainty, nor with vague knowledge, as defeasibility is directly encoded in the object language. This paper presents Possibilistic Logic Programming (P-DeLP), a new logic programming language which combines features from argumentation theory and logic programming, incorporating as well the treatment of possibilistic uncertainty. Such features are formalized on the basis of PGL, a possibilistic logic based on G¨odel fuzzy logic. One of the applications of P-DeLP is providing an intelligent agent with non-monotonic, argumentative inference capabilities. In this paper we also provide a better understanding of such capabilities by defining two non-monotonic operators which model the expansion of a given program P by adding new weighed facts associated with argument conclusions and warranted literals, respectively. Different logical properties for the proposed operators are studied
Resumo:
Agile software development methods are attempting to provide an answer to the software development industry's need of lighter weight, more agile processes that offer the possibility to react to changes during the software development process. The objective of this thesis is to analyze and experiment the possibility of using agile methods or practices also in small software projects, even in projects containing only one developer. In the practical part of the thesis a small software project was executed with some agile methods and practices that in the theoretical part of the thesis were found possible to be applied to the project. In the project a Bluetooth proxy application that is run in the S60 smartphone platform and PC was developed further to contain some new features. As a result it was found that certain agile practices can be useful even in the very small projects. The selection of the suitable practices depends on the project and the size of the project team.
Resumo:
En esta memoria final se encuentra embebida la investigación realizada para poder generar una aplicación web que permite registrar los procesos realizados para la producción de leche en el Cantón Cayambe de la provincia de Pichincha en Ecuador.
Resumo:
In this research work we searched for open source libraries which supports graph drawing and visualisation and can run in a browser. Subsequent these libraries were evaluated to find out which one is the best for this task. The result was the d3.js is that library which has the greatest functionality, flexibility and customisability. Afterwards we developed an open source software tool where d3.js was included and which was written in JavaScript so that it can run browser-based.
Resumo:
La finalidad de este proyecto es desarrollar un espacio colaborativo donde poder compartir y gestionar conocimiento.
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Creació de dos prototips, un per Android i l'altre perUnity, establint les bases per a la producció d'un videojoc d'acció lateral (Beat 'em up)amb plataformes (puzles) anomenat "Ouroboros". Android és un sistema operatiu basat en Linux, designat primerament per mòbils tàctils(smartphones) i tabletes. En concret s'utilitzarà el SDK (Software Development Kit) dins del'entorn de programació Eclipse amb llenguatge Java, i les bases d'un frameworkanomenat LibGDX. Unity, en canvi, és un motor de videojocs multi-plataforma amb un entorn dedesenvolupament integrat, del que nosaltres utilitzarem la versió en Javascript.Es volen explorar les dues plataformes per tal d'esbrinar quina de les dues vies és la mésidònia de cares a la producció final d'un joc
Resumo:
L'objectiu d'aquest projecte és traspassar totes les característiques que tenia fins ara el projecte de la Universitat Autònoma de Barcelona en programació estructurada en PHP a programació orientada a l'objecte també en PHP, mantenint les funcionalitats i l'aspecte de la web, però millorant el reaprofitament de codi i facilitant la tasca de fer nous formularis.
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Implantación de un virtual learning environment (VLE), en concreto Moodle, para la Escuela Internacional de Medios Audiovisuales (EIMA).
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ASP eli sovellusvuokraus on jatkuvasti yleistyvä vaihtoehto perinteiselle ohjelmistojen ostamiselle. Suomessa on pieniä ASP-toimittajia joilla voisi olla mahdollisuuksia pärjätä kansainvälisillä markkinoilla, mutta kansainvälistyminen tuo haasteita kaupallisesti sekä myös teknisesti. Työn tavoitteena on suunnitella ASP-ohjelmiston kehittämistä kansainväliseen käyttöön sopivaksi sekä tarkastella myös laajemmin ASP-ohjelmiston vientiä koskevia kysymyksiä. Erityisesti kainsainvälistymiseen liittyvien aiheiden lisäksi työssä esitellään myös ASP-toimintamalli, kehityksen kohteena oleva Severa Oy:n ASP-palvelu sekä ASP-sovelluksen kehittämiseen käytettäviä tekniikoita ja työkaluja niin WWW-sovelluskehityksen kuin tietokantojenkin osalta.
Resumo:
Tässä työssä on esitetty sen ohjelmiston kehittämisen prosessi, joka on tarkoitettu annettavien palveluiden valvottavaksi käyttäen prototyyppimallia. Raportti sisältää vaatimusten, kohteisiin suunnatun analyysin ja suunnittelun, realisointiprosessien kuvauksen ja prototyypin testauksen. Ohjelmiston käyttöala – antavien palveluiden valvonta. Vaatimukset sovellukselle analysoitiin ohjelmistomarkkinoiden perusteella sekä ohjelmiston engineeringin periaatteiden mukaisesti. Ohjelmiston prototyyppi on realisoitu käyttäen asiakas-/palvelinhybridimallia sekä ralaatiokantaa. Kehitetty ohjelmisto on tarkoitettu venäläisille tietokonekerhoille, jotka erikoistuvat pelipalvelinten antamiseen.
Resumo:
The question of Pilot Project creation, due to support pre-development stage of software product elaboration, nowadays might be used as an approach, which allows improving the whole scheme of information technology project running. This subject is not new, but till now no model has been presented, which gives deep description of this important stage on the early phase of project. This Master's Thesis represents the research's results and findings concerning the pre-development study from the Software Engineering point of view. The aspects of feasibility study, pilot prototype developments are analyzed in this paper. As the result, the technique of Pilot Project is formulated and scheme has been presented. The experimental part is focused on particular area Pilot Project scheme's implementation- Internationally Distributed Software projects. The specific characteristic, aspects, obstacles, advantages and disadvantages are considered on the example of cross border region of Russia and Finland. The real case of Pilot Project technique implementation is given.