959 resultados para programmazione asincrona, JavaScript, Web app, jQuery, Node.js
Resumo:
Mentre navighiamo siamo veramente certi che i nostri dati e la nostra privacy siano al sicuro? I browser e le tecnologie di cui fanno uso possono rivelare una miriade di informazioni. Al crescere delle informazioni reperibili, si inizia a superare una massa critica che può permettere l'identificazione. Il device fingerprinting è proprio il rilevamento di questa tipologia di dati. HTML5 e le nuove API che esso mette a disposizione aumentano a dismisura le modalità per fare fingerprinting. Durante lo sviluppo della presente tesi è stato realizzato un framework molto potente che verrà mostrato nel dettaglio. Come a seguito di un disastro aereo, l'ingegneria aeronautica si mette all'opera per scovare i punti deboli allo scopo di rendere più robusti gli aerei di nuova generazione, noi con la presente tesi vogliamo dare il nostro contributo al miglioramento del web del futuro. Affinchè la nostra privacy sia veramente nelle nostre mani e possiamo essere artefici del nostro domani.
Resumo:
Shield UI’s advanced framework for creating rich charts and graphs is the first of a line of data visualization components, giving web developers the power for embedding rich graphics in their web projects with minimum effort. Built with HTML, CSS3 and packaged as a jQuery plugin, the library has full support for legacy and modern desktop web browsers, as well as the latest mobile devices.
Resumo:
En este trabajo de fin de grado se ha desarrollado una aplicación de administración que sustituye a las que ofrecen por defecto las aplicaciones creadas con el framework de desarrollo web Django. La aplicación está compuesta por dos partes: un servidor, desarrollado con Node y Express, que ataca a la base de datos MySQL de la aplicación Django (es el nexo de unión entre ambas), y expone una API que es utilizada por la otra parte que compone la aplicación, la parte del cliente. La API es totalmente privada, siendo necesario un token de autenticación válido para poder obtener una respuesta satisfactoria de la misma. La generación del token también es tarea del servidor. El cliente, que es la parte que ve el usuario final, está desarrollada usando el framework Angular. La interfaz de usuario utiliza Bootstrap, por lo que su visualización es correcta en cualquier tipo de dispositivo, tanto de escritorio como móvil. En definitiva, se ha desarrollado una aplicación JavaScript End-to-End, empleando las últimas tecnologías web, mejorando ostensiblemente, las prestaciones que ofrece un panel de administración generado automáticamente por una aplicación Django.
Resumo:
The participatory turn, fuelled by discourses and rhetoric regarding social media, and in the aftermath of the dot.com crash of the early 2000s, enrols to some extent an idea of being able to deploy networks to achieve institutional aims. The arts and cultural sector in the UK, in the face of funding cuts, has been keen to engage with such ideas in order to demonstrate value for money; by improving the efficiency of their operations, improving their respective audience experience and ultimately increasing audience size and engagement. Drawing on a case study compiled via a collaborative research project with a UK-based symphony orchestra (UKSO) we interrogate the potentials of social media engagement for audience development work through participatory media and networked publics. We argue that the literature related to mobile phones and applications (‘apps’) has focused primarily on marketing for engagement where institutional contexts are concerned. In contrast, our analysis elucidates the broader potentials and limitations of social-media-enabled apps for audience development and engagement beyond a marketing paradigm. In the case of UKSO, it appears that the technologically deterministic discourses often associated with institutional enrolment of participatory media and networked publics may not necessarily apply due to classical music culture. More generally, this work raises the contradictory nature of networked publics and argues for increased critical engagement with the concept.
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Background The use of mobile apps for health and well being promotion has grown exponentially in recent years. Yet, there is currently no app-quality assessment tool beyond “star”-ratings. Objective The objective of this study was to develop a reliable, multidimensional measure for trialling, classifying, and rating the quality of mobile health apps. Methods A literature search was conducted to identify articles containing explicit Web or app quality rating criteria published between January 2000 and January 2013. Existing criteria for the assessment of app quality were categorized by an expert panel to develop the new Mobile App Rating Scale (MARS) subscales, items, descriptors, and anchors. There were sixty well being apps that were randomly selected using an iTunes search for MARS rating. There were ten that were used to pilot the rating procedure, and the remaining 50 provided data on interrater reliability. Results There were 372 explicit criteria for assessing Web or app quality that were extracted from 25 published papers, conference proceedings, and Internet resources. There were five broad categories of criteria that were identified including four objective quality scales: engagement, functionality, aesthetics, and information quality; and one subjective quality scale; which were refined into the 23-item MARS. The MARS demonstrated excellent internal consistency (alpha = .90) and interrater reliability intraclass correlation coefficient (ICC = .79). Conclusions The MARS is a simple, objective, and reliable tool for classifying and assessing the quality of mobile health apps. It can also be used to provide a checklist for the design and development of new high quality health apps.
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As the virtual world grows more complex, finding a standard way for storing data becomes increasingly important. Ideally, each data item would be brought into the computer system only once. References for data items need to be cryptographically verifiable, so the data can maintain its identity while being passed around. This way there will be only one copy of the users family photo album, while the user can use multiple tools to show or manipulate the album. Copies of users data could be stored on some of his family members computer, some of his computers, but also at some online services which he uses. When all actors operate over one replicated copy of the data, the system automatically avoids a single point of failure. Thus the data will not disappear with one computer breaking, or one service provider going out of business. One shared copy also makes it possible to delete a piece of data from all systems at once, on users request. In our research we tried to find a model that would make data manageable to users, and make it possible to have the same data stored at various locations. We studied three systems, Persona, Freenet, and GNUnet, that suggest different models for protecting user data. The main application areas of the systems studied include securing online social networks, providing anonymous web, and preventing censorship in file-sharing. Each of the systems studied store user data on machines belonging to third parties. The systems differ in measures they take to protect their users from data loss, forged information, censorship, and being monitored. All of the systems use cryptography to secure names used for the content, and to protect the data from outsiders. Based on the gained knowledge, we built a prototype platform called Peerscape, which stores user data in a synchronized, protected database. Data items themselves are protected with cryptography against forgery, but not encrypted as the focus has been disseminating the data directly among family and friends instead of letting third parties store the information. We turned the synchronizing database into peer-to-peer web by revealing its contents through an integrated http server. The REST-like http API supports development of applications in javascript. To evaluate the platform’s suitability for application development we wrote some simple applications, including a public chat room, bittorrent site, and a flower growing game. During our early tests we came to the conclusion that using the platform for simple applications works well. As web standards develop further, writing applications for the platform should become easier. Any system this complex will have its problems, and we are not expecting our platform to replace the existing web, but are fairly impressed with the results and consider our work important from the perspective of managing user data.
Resumo:
As the virtual world grows more complex, finding a standard way for storing data becomes increasingly important. Ideally, each data item would be brought into the computer system only once. References for data items need to be cryptographically verifiable, so the data can maintain its identity while being passed around. This way there will be only one copy of the users family photo album, while the user can use multiple tools to show or manipulate the album. Copies of users data could be stored on some of his family members computer, some of his computers, but also at some online services which he uses. When all actors operate over one replicated copy of the data, the system automatically avoids a single point of failure. Thus the data will not disappear with one computer breaking, or one service provider going out of business. One shared copy also makes it possible to delete a piece of data from all systems at once, on users request. In our research we tried to find a model that would make data manageable to users, and make it possible to have the same data stored at various locations. We studied three systems, Persona, Freenet, and GNUnet, that suggest different models for protecting user data. The main application areas of the systems studied include securing online social networks, providing anonymous web, and preventing censorship in file-sharing. Each of the systems studied store user data on machines belonging to third parties. The systems differ in measures they take to protect their users from data loss, forged information, censorship, and being monitored. All of the systems use cryptography to secure names used for the content, and to protect the data from outsiders. Based on the gained knowledge, we built a prototype platform called Peerscape, which stores user data in a synchronized, protected database. Data items themselves are protected with cryptography against forgery, but not encrypted as the focus has been disseminating the data directly among family and friends instead of letting third parties store the information. We turned the synchronizing database into peer-to-peer web by revealing its contents through an integrated http server. The REST-like http API supports development of applications in javascript. To evaluate the platform s suitability for application development we wrote some simple applications, including a public chat room, bittorrent site, and a flower growing game. During our early tests we came to the conclusion that using the platform for simple applications works well. As web standards develop further, writing applications for the platform should become easier. Any system this complex will have its problems, and we are not expecting our platform to replace the existing web, but are fairly impressed with the results and consider our work important from the perspective of managing user data.
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Background: Haemophilus influenzae (H. Influenzae) is the causative agent of pneumonia, bacteraemia and meningitis. The organism is responsible for large number of deaths in both developed and developing countries. Even-though the first bacterial genome to be sequenced was that of H. Influenzae, there is no exclusive database dedicated for H. Influenzae. This prompted us to develop the Haemophilus influenzae Genome Database (HIGDB). Methods: All data of HIGDB are stored and managed in MySQL database. The HIGDB is hosted on Solaris server and developed using PERL modules. Ajax and JavaScript are used for the interface development. Results: The HIGDB contains detailed information on 42,741 proteins, 18,077 genes including 10 whole genome sequences and also 284 three dimensional structures of proteins of H. influenzae. In addition, the database provides ``Motif search'' and ``GBrowse''. The HIGDB is freely accessible through the URL:http://bioserverl.physicslisc.ernetin/HIGDB/. Discussion: The HIGDB will be a single point access for bacteriological, clinical, genomic and proteomic information of H. influenzae. The database can also be used to identify DNA motifs within H. influenzae genomes and to compare gene or protein sequences of a particular strain with other strains of H. influenzae. (C) 2014 Elsevier Ltd. All rights reserved.
Resumo:
API bidez eskainitako web zerbitzu baten oinarritutako mashup aplikazioa da, ingelesez idatzitako testu batean okerrak antzeman ahal izateko. REST, JSON, AJAX, Javascript eta jQuery erabiliz garatu da web aplikazio hau.
Resumo:
El objetivo del proyecto es implantar una aplicación web, para que los clientes puedan acceder a toda la información referente a esta empresa. Una de las peculiaridades de esta aplicación web es que, además de mostrar toda la información referente a la empresa, posee un módulo, que permitirá a todos los clientes de la empresa poder saber, en cada instante, el estado de su automóvil y pagar la factura de la reparación desde casa, con total confianza y comodidad, y todo ello mediante PayPal o por transferencia bancaria. Otro de los módulos que se van a desarrollar va a ser el panel de administración, a través del cual los administradores podrán realizar numerosas gestiones. También se va a desarrollar una App para Android que permitirá a la empresa estar conectada con sus clientes.
Resumo:
El proyecto consiste en migrar una aplicación web existente (Babelium) implementada mediante flash a una que utilice HTML5 y un Framework basado en Javascript para programar la funcionalidad de la aplicación. Se parte de un prototipo que contiene gran parte de contenido de la aplicación web Flash migrado a HTML5 pero que no utiliza ningún Framework.(http://mintzabel.com) El idioma del proyecto es el Español.
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Tradicionalmente la enseñanza de los autómatas y lenguajes formales basa su principal aplicación práctica en la construcción de compiladores. Sin embargo, las tareas de diseño y programación necesarias son excesivamente complejas como para que los estudiantes, que están cursando el tercer cuatrimestre de la Ingeniería, puedan abordarlas con el rigor necesario. Es posible incorporar otro enfoque práctico, real y más actual de las expresiones regulares en estas asignaturas, aprovechando su frecuente uso como herramienta de especificación de patrones a la hora de diseñar formularios de entrada de datos en diferentes contextos y, particularmente, en aplicaciones web de tres capas. El hecho de trabajar esta competencia junto con el desarrollo teórico de las expresiones regulares permite a los estudiantes ser conscientes de la importante utilidad práctica de este concepto, sin restringirlo a otros usos más clásicos relacionados con el diseño de procesadores de textos o analizadores léxicos. Durante el curso 2006-07 se ha propuesto a los estudiantes de Ingeniería Técnica en Informática de Sistemas de la Universidad del País Vasco desarrollar fragmentos de código basados en una notación formal para resolver problemas de reconocimiento de patrones. La experiencia se ha llevado a cabo utilizando concretamente la notación, inspirada en las expresiones regulares, de JavaScript, resultando viable, efectiva y bien valorada por parte de los estudiantes.
Resumo:
简化多语言Web网站服务的管理与开发。在实践中,管理与开发多语言网站的大部分工作是保持网站的各种信息之间相互独立。在开发与管理多语言网站的过程中有许多与人相关的角色,如设计人员、实施人员(如程序员)、系统管理员、翻译人员与用户等角色。按照这些不同的角色对网站的各种信息进行严格分类,并保持在同一个网站中这些分类后的信息相互独立,也就是说负责翻译的人员不需要看到脚本语言,如JavaScript。同样,图形设计人员也不需要精通多种语言,也不必在多种语言环境中工作。从以上方面论述如何设计及实现多语言网站.
Resumo:
Personal response systems using hardware such as 'clickers' have been around for some time, however their use is often restricted to multiple choice questions (MCQs) and they are therefore used as a summative assessment tool for the individual student. More recent innovations such as 'Socrative' have removed the need for specialist hardware, instead utilising web-based technology and devices common to students, such as smartphones, tablets and laptops. While improving the potential for use in larger classrooms, this also creates the opportunity to pose more engaging open-response questions to students who can 'text in' their thoughts on questions posed in class. This poster will present two applications of the Socrative system in an undergraduate psychology curriculum which aimed to encourage interactive engagement with course content using real-time student responses and lecturer feedback. Data is currently being collected and result will be presented at the conference.
The first application used Socrative to pose MCQs at the end of two modules (a level one Statistics module and level two Individual Differences Psychology module, class size N≈100), with the intention of helping students assess their knowledge of the course. They were asked to rate their self-perceived knowledge of the course on a five-point Likert scale before and after completing the MCQs, as well as their views on the value of the revision session and any issues that had with using the app. The online MCQs remained open between the lecture and the exam, allowing students to revisit the questions at any time during their revision.
This poster will present data regarding the usefulness of the revision MCQs, the metacognitive effect of the MCQs on student's judgements of learning (pre vs post MCQ testing), as well as student engagement with the MCQs between the revision session and the examination. Student opinions on the use of the Socrative system in class will also be discussed.
The second application used Socrative to facilitate a flipped classroom lecture on a level two 'Conceptual Issues in Psychology' module, class size N≈100). The content of this module requires students to think critically about historical and contemporary conceptual issues in psychology and the philosophy of science. Students traditionally struggle with this module due to the emphasis on critical thinking skills, rather than simply the retention of concrete knowledge. To prepare students for the written examination, a flipped classroom lecture was held at the end of the semester. Students were asked to revise their knowledge of a particular area of Psychology by assigned reading, and were told that the flipped lecture would involve them thinking critically about the conceptual issues found in this area. They were informed that questions would be posed by the lecturer in class, and that they would be asked to post their thoughts using the Socrative app for a class discussion. The level of preparation students engaged in for the flipped lecture was measured, as well as qualitative opinions on the usefulness of the session. This poster will discuss the level of student engagement with the flipped lecture, both in terms of preparation for the lecture, and engagement with questions posed during the lecture, as well as the lecturer's experience in facilitating the flipped classroom using the Socrative platform.
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Este trabalho de Projecto consiste numa plataforma online que possibilita ao seu utilizador gerir simultaneamente a saúde, o exercício físico e o regime alimentar. A plataforma é uma ferramenta que ajuda a promover o bem-estar do indivíduo, porque auxilia a monitorizar a toma de medicação e a agendar consultas e/ou exames. Permite ainda identificar o exercício físico e a dieta adequada para o estado de saúde do utilizador, através do teste de aptidão física e das calculadoras de IMC, TMB e NCD. Para o desenvolvimento da plataforma foram considerados os princípios da usabilidade e acessibilidade heurística de Jacob Nielsen. O desenvolvimento do projecto assenta nas linguagens de Programação de HTML5, CSS3, PHP, MySQL, Javascript (JQuery) e na plataforma de RWD do Twitter-Bootstrap.