787 resultados para Cross-platform software development
Resumo:
Software development methodologies are becoming increasingly abstract, progressing from low level assembly and implementation languages such as C and Ada, to component based approaches that can be used to assemble applications using technologies such as JavaBeans and the .NET framework. Meanwhile, model driven approaches emphasise the role of higher level models and notations, and embody a process of automatically deriving lower level representations and concrete software implementations. The relationship between data and software is also evolving. Modern data formats are becoming increasingly standardised, open and empowered in order to support a growing need to share data in both academia and industry. Many contemporary data formats, most notably those based on XML, are self-describing, able to specify valid data structure and content, and can also describe data manipulations and transformations. Furthermore, while applications of the past have made extensive use of data, the runtime behaviour of future applications may be driven by data, as demonstrated by the field of dynamic data driven application systems. The combination of empowered data formats and high level software development methodologies forms the basis of modern game development technologies, which drive software capabilities and runtime behaviour using empowered data formats describing game content. While low level libraries provide optimised runtime execution, content data is used to drive a wide variety of interactive and immersive experiences. This thesis describes the Fluid project, which combines component based software development and game development technologies in order to define novel component technologies for the description of data driven component based applications. The thesis makes explicit contributions to the fields of component based software development and visualisation of spatiotemporal scenes, and also describes potential implications for game development technologies. The thesis also proposes a number of developments in dynamic data driven application systems in order to further empower the role of data in this field.
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Current state of Russian databases for substances and materials properties was considered. A brief review of integration methods of given information systems was prepared and a distributed databases integration approach based on metabase was proposed. Implementation details were mentioned on the posed database on electronics materials integration approach. An operating pilot version of given integrated information system implemented at IMET RAS was considered.
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Computer software plays an important role in business, government, society and sciences. To solve real-world problems, it is very important to measure the quality and reliability in the software development life cycle (SDLC). Software Engineering (SE) is the computing field concerned with designing, developing, implementing, maintaining and modifying software. The present paper gives an overview of the Data Mining (DM) techniques that can be applied to various types of SE data in order to solve the challenges posed by SE tasks such as programming, bug detection, debugging and maintenance. A specific DM software is discussed, namely one of the analytical tools for analyzing data and summarizing the relationships that have been identified. The paper concludes that the proposed techniques of DM within the domain of SE could be well applied in fields such as Customer Relationship Management (CRM), eCommerce and eGovernment. ACM Computing Classification System (1998): H.2.8.
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Syftet med denna studie är att undersöka fördröjningsskillnader inom användargränssnitt mellan nativeutvecklade appar (utveckling till varje plattform) och appar av typen generated apps. Eftersom arbetet syftar till att bidra med information om prestanda ansågs en experimentell metod vara det bästa valet. Mätning av laddningstider gjordes med hjälp av en videokamera som filmade utförandet av experimenten vilket gjorde metoden simpel och liknar det som en användare kommer att uppleva. Avgränsning till plattformarna Android och iOS gjordes där Xamarin valdes som ramverk inom tekniker som skapar generated apps. Mätdata från experiment som undersökte laddningstider, experiment med användare som hanterade listors respons samt undersökning av CPU och minnesanvändning tyder på ett återkommande mönster. Xamarin Forms med XAML är den teknik som presterat sämst under experimenten som sedan följs av Xamarin Forms. Xamarin Android/iOS hade inte lika stora prestandaförluster jämfört med nativeutvecklade delar. Generellt hanterar Xamarin Forms telefonens resurser sämre än vad Xamarin Android/iOS och native gör. Resultat från studien kan användas som beslutsstöd vid val av teknik. Studien bidrar även med data som kan användas vid vidare forskning inom området.
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The process of developing software is a complex undertaking involving multiple stakeholders. While the intentions of these parties might vary to some extent, the ultimate goal can be seen as a satisfactory product. Lean and agile software development practices strive toward this and they place customer contentment as one of the highest aims of the process. An important aspect of any development process is the act of innovation. Without it, nothing progresses and the whole process is unnecessary. As a target domain expert, the customer is an important part of effective innovation. Problems arise, however, when the customer is not actively taking part in the activities. Lack of familiarity with software development can easily cause such issues. Unfortunately, the amount of research conducted on product innovation is unimpressive. This makes it difficult to formulate a recommended approach on stimulating the customer and encouraging a more active participation. Ultimately, a small set of high-level guidelines were identified from the available literary resources for inducing innovation. To conclude, this thesis presents the findings made during the development of a small web application and compares them to the aforementioned literature findings. While the guidelines seem to provide promising results, further empirical research is needed to attain more significant conclusions.
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This proposal shows that ACO systems can be applied to problems of requirements selection in software incremental development, with the idea of obtaining better results of those produced by expert judgment alone. The evaluation of the ACO systems should be done through a compared analysis with greedy and simulated annealing algorithms, performing experiments with some problems instances
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Software engineering best practices allow significantly improving the software development. However, the implementation of best practices requires skilled professionals, financial investment and technical support to facilitate implementation and achieve the respective improvement. In this paper we proposes a protocol to design techniques to implement best practices of software engineering. The protocol includes the identification and selection of process to improve, the study of standards and models, identification of best practices associated with the process and the possible implementation techniques. In addition, technical design activities are defined in order to create or adapt the techniques of implementing best practices for software development.
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168 p.
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The main purpose of this paper is to propose and test a model to assess the degree of conditions favorability in the adoption of agile methods to develop software where traditional methods predominate. In order to achieve this aim, a survey was applied on software developers of a Brazilian public retail bank. Two different statistical techniques were used in order to assess the quantitative data from the closed questions in the survey. The first, exploratory factorial analysis validated the structure of perspectives related to the agile model of the proposed assessment. The second, frequency distribution analysis to categorize the answers. Qualitative data from the survey opened question were analyzed with the technique of qualitative thematic content analysis. As a result, the paper proposes a model to assess the degree of favorability conditions in the adoption of Agile practices within the context of the proposed study.
Case study on mobile applications UX: effect of the usage of a crosss-platform development framework
Resumo:
Cross-platform development frameworks for mobile applications promise important advantages in cost cuttings and easy maintenance, posing as a very good option for organizations interested in the design of mobile applications for several platforms. Given that platform conventions are especially important for the User eXperience (UX) of mobile applications, the usage of framework where the same code defines the behavior of the app in different platforms could have negative impact in the UX. The objetive of this study is comparing the cross-platform and the native approach for being able to determine if the selected development approach has any impact on the users in terms of UX. To be able to set a base line under this subject, study on cross-platform frameworks was performed to select the most appropriate one from a UX point of view. In order to achieve the objectives of this work, two development teams have developed two versions of the same application; one using framework that generates Android and iOS versions automatically, and another team developing native versions of the same application. The alternative versions for each platform have been evaluated with 37 users with a combination of a laboratory usability test and a longitudinal study. The results show that differences are minimal in the Android version, but in iOS, even if a reasonable good UX can be obtained with the usage of this framework by an UX-conscious design team, a higher level of UX can be obtained directly developing in native code.
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The development of a web platform is a complex and interdisciplinary task, where people with different roles such as project manager, designer or developer participate. Different usability and User Experience evaluation methods can be used in each stage of the development life cycle, but not all of them have the same influence in the software development and in the final product or system. This article presents the study of the impact of these methods applied in the context of an e-Learning platform development. The results show that the impact has been strong from a developer's perspective. Developer team members considered that usability and User Experience evaluation allowed them mainly to identify design mistakes, improve the platform's usability and understand the end users and their needs in a better way. Interviews with potential users, clickmaps and scrollmaps were rated as the most useful methods. Finally, these methods were considered unanimously very useful in the context of the entire software development, only comparable to SCRUM meetings and overcoming the rest of involved factors.