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Creating a graphical user interface for cross-platform devices with a user-centered agile processBytyqi, Meriton January 2022 (has links)
PC-Dart is a software that the Swedish Armed Forces use to communicate when active on the field. They are limited to using the program only on Windows operating system, and their devices are not suitable for challenging contexts. It is not convenient for the army to bring impractical devices to the field, and it requires the soldiers to bring sleds of batteries and charging equipment with them. This thesis explores the possibilities of recreating the graphical user interface onto other platforms such as Android and Linux. It helps to increase the mobility on the field for the troops of the Swedish Armed Forces, which also means that there is not any restrictions by using their program on one platform. The development of the program required a pilot study on what available cross-platform frameworks to use in terms of developing an application that works on multiple platforms. Together with a relevant framework and a custom user-centered agile work process, this thesis strives to create an application that is cross-platform and with a graphical user interface that old users of the previous program can relate to. The project results show that a graphical user interface can be developed with a cross-platform framework while working in a user-centered agile process. However, it also shows that it can be a lot of work for one person, negatively affecting the process.
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Porovnání implementace GUI v různých knihovnách v OS Linux / Comparing GUI Implementation in Different Libraries in OS LinuxŠelepa, Jan January 2009 (has links)
This thesis presents the elemental properties and principles in graphical user interface. It then shows how one can work with a graphical user interface on GNU/Linux operating system and gives some examples of toolkits used for this purpose. The next part shows the design of an aplication based on an existing anti-virus program. The last part shows the dierences between the two implementations of the designed application.
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Swift vs React Native : A performance comparison for automatization of gamification using QR-codes / Swift vs React Native : En jämförelse i prestation för automatisering av gamification med QR-koderTajik, Farzaneh, Lindström, Josefin January 2023 (has links)
In the world of mobile applications, there is no lack of frameworks and languages to use for development. One of the most used frameworks is React Native, which builds on React for web browsers. The React Native framework allows the developer to write the application in JavaScript, and run the application on iOS or Android devices. As the market for mobile applications expands, the time it takes to develop an application is under pressure, and a framework allowing for one codebase for two applications can save time and money. Deedster is a company that provides a mobile application where the user can learn about climate change and perform small tasks, deeds, that give a positive impact on the environment. A common request from the users is the automatization of completion of deeds. This thesis creates two implementations of a QR-code scanning application for completion of deeds, one with Swift and one with React Native, and compares the experiences during development and the results of the implementation. The evaluation uses both a quantitative and a qualitative analysis. The produced application fulfilled most of the requirements, including the scanning of a QR-code to open the application, an authentication process and the completion of a deed with confirmation for the user. The execution times for the two implementations did not differ largely, but the measurements of the application launch time proved flawed in design due to the difference in measurement technique between the two implementations. When it came to the development process, the React Native framework provided major difficulties with configuration and dependencies, resulting in difficulties when locating the source of errors. The launching process for the Swift application required some manual configurations that proved difficult such as creating certificates, while the React Native implementation used Expo to convert the project to a launchable file format which created all required files for the developer. While the usage of Expo was smooth once it worked, build errors and lacking bridges appeared which proved hard to solve. In conclusion, while the process for React Native was smooth once all dependencies were figured out, the time it took to get all configurations in place consumed a large chunk of the project’s time budget while the Swift implementation provided steady progress with few unexpected errors. / För applikationsutveckling för mobiler finns det en uppsjö av språk och ramverk för att underlätta utvecklingsprocessen. Ett av de vanligaste ramverken är React Native som bygger på React för webbläsare. React Native-ramverket låter utvecklare skriva koden i JavaScript, men köra applikationen på både iOS- och Android-enheter. I takt med att marknaden för mobilapplikationer växer, sätts det högre press på kortare utvecklingsfaser och snabbare lansering. För att underlätta processen och spara tid och pengar kan React Native vara en bra lösning. Deedster är ett företag som erbjuder en mobilapplikation där användaren kan lära sig om klimatförändringar och utföra små uppdrag, deeds, som ger en positiv påverkan på klimatet. En vanlig förfrågan från användare är ett sätt att automatisera avklarandet av deeds. Den här uppsatsen skapar två implementationer av en applikation som scannar en QR-kod för att markera en deed som avklarad. Den ena byggs med Swift och den andra med React Native och syftar till att jämföra utvecklingsprocessen och den resulterande applikationen. Evalueringen sker med både en kvalitativ och en kvantitativ analys. Den färdiga applikationen uppfyllde de flesta kraven som Deedster ställt, inklusive att appen öppnas genom att scanna en QR-kod, en användare kan autentisera sig, klicka för att markera en deed som klar och få bekräftelse från appen om att det är klart. Exekveringstiderna för de två implementationerna varierade inte märkbart, men mätningarna för starttiden för applikationerna visade sig bristfällig då mättekniken för de två apparna inte blev jämförbar. Gällande utvecklingsprocessen resulterade användandet av React Native i stora problem med konfigurationer och versionskompatibilitet vilket gjorde felsökning svårt. Lanseringsprocessen för Swift-appen krävde en del manuell konfigurering med till exempel certifikat, medan React Native implementationen använde Expo för att konvertera React Native-projektet till ett lanserbart filformat som skapade alla behövda filer åt användaren. Trots att Expo för pakethantering var enkelt och smidigt när det väl fungerade så krävde alla fel vid kompilering och avsaknad av bryggor mycket tid och var svårt att lösa. Slutsatsen blev att React Native var smidigt när alla konfigurationer var på plats, men den tid det tog att konfigurera allt stod för merparten av den tid som lagts på att bygga applikationen. För Swift var processen istället smidig om än inte lika automatiserad, och bjöd på få om ens några oväntade fel.
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The State of Progressive Web Applications : an investigation of the experiences and opinions of developers in the industry / Progressiva Webbapplikationers Status : en undersökning av erfarenheter och åsikter från utvecklare i branschenElfström, Adam January 2021 (has links)
Mobile applications can be developed using a variety of different techniques and technologies. One of the most recent of these techniques is the Progressive Web Application (PWA), a cross-platform solution that is built exclusively using common web technologies. The technique has great potential to become a major competitor to native applications but is currently held back by a few rather significant limitations. This project was initiated because of a significant lack of academic research on the topic of PWA, and a perceived poor level of knowledge in the industry about the technique. The goal of the project was to determine if PWA deserved broader utilization or if the current low level of adoption was justified. During the project, two surveys were conducted. The first survey asked mobile application developers from companies in different countries about things such as their knowledge of, experience with, and opinions of PWA. The second survey asked similar questions but was instead answered by lecturers in higher education in Sweden only. The results of this project show that the average level of knowledge of PWAis very low and that developers’ opinions of the technique are quite negative. The limitations of PWA were found to be few but crippling to its potential to achieve widespread adoption.
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Analyzing player experience of multi-platform games : A case study of a single-player gameKlint, Robin January 2022 (has links)
The player experience (PX) of games can be inspected in various ways to help developers understand the essential ingredients for a successful and engaging game design. Users are even able to experience games on a variety of different gaming platforms, which presents more ways of interaction compared to games that are restricted to only a single gaming platform. The overall chain of interactions between games and platforms, becomes a central design target to understand the complex nature of digital games. However, there are a limited number of studies that investigate how the gaming platforms affects the general PX, and how to conduct an effective evaluation on a game that exists on several platforms. The purpose of this thesis is to research the general PX of these multi-platform games and to generate information about a topic of interest where there is not much prior knowledge. This was done through a single case study using participants and measure their overall PX when played on two different platforms. This process used playability heuristics based on literature focusing on PX and usability, along with semi-structured interviews and observations. The data from this case study would then be discussed to serve as a base for a future hypothesis to be studied, and to discuss how research around multi-platform gamescan be managed and assist game developers in their process of creating an enjoyable PX.Besides presenting how games developed for several platforms can affect the evaluation of the PX, the study also presents findings for how players personal preference for gaming platforms can impact both their performance, and their opinions of a games design.
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Die lewensvatbaarheid van 'n mobiele elektroniese rekeningkundige stelsel vir klein- tot mediumgrootte ondernemings / Lihan Brink BadenhorstBadenhorst, Lihan Brink January 2013 (has links)
Businesses' demand for information technology-(IT) capacity and IT solutions are growing daily. As available services and products expand, users require more convenience, cost savings, user-friendliness and reliability. Manufacturers of mobile devices have always been motivated to develop mobile devices which are more flexible and reliable. As a consequence of the above mentioned, the importance of business in the modern technological environment was greatly overestimated as a result of development in mobile technology. Mobile technology breaks the limitations of mobility in businesses which provides innovative possibilities
Mobile distance-based services have attracted much attention because of the growing potential that it offers. Businesses need mobile options that deal with specific needs. A mobile accounting system will provide adaptability and flexibility to an entity, which at this stage has not been possible. An improved adaptability and flexibility of enterprises will have a positive impact on productivity and innovation as a result. The rapid growth and development of mobile technology creates the opportunity for the development of many innovative mobile applications.
From the above it is clear that there is an existing trend that companies want to implement more mobility in their business. From an accounting perspective, small-to medium-sized businesses have simpler rules and regulations that must be obeyed (IFRS for SMEs). Thus, the point of entrance of this study will focus on the feasibility of a mobile accounting system for small to medium sized entities (SME). On a global scale, should the importance of small-to medium-sized entities (SMEs) not be overlooked. SMEs are the mainstay of most national economies and represent between 30 to 60 percent of the economy's gross domestic product.
A mobile accounting system will provide managers and business owners the option to have “anytime anywhere” access to the entity's financial information. This will also allow businesses to be more mobile. Thus, invoices can be issued, receivables added, payments entered (creditors and so on) and all this can be done without physically being on the business premises. The mobile system will therefore communicate in real time with the database on the business premises which is stored electronically and so information for everyone who uses it will be updated and correct. / MCom (Accountancy), North-West University, Potchefstroom Campus, 2014
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Die lewensvatbaarheid van 'n mobiele elektroniese rekeningkundige stelsel vir klein- tot mediumgrootte ondernemings / Lihan Brink BadenhorstBadenhorst, Lihan Brink January 2013 (has links)
Businesses' demand for information technology-(IT) capacity and IT solutions are growing daily. As available services and products expand, users require more convenience, cost savings, user-friendliness and reliability. Manufacturers of mobile devices have always been motivated to develop mobile devices which are more flexible and reliable. As a consequence of the above mentioned, the importance of business in the modern technological environment was greatly overestimated as a result of development in mobile technology. Mobile technology breaks the limitations of mobility in businesses which provides innovative possibilities
Mobile distance-based services have attracted much attention because of the growing potential that it offers. Businesses need mobile options that deal with specific needs. A mobile accounting system will provide adaptability and flexibility to an entity, which at this stage has not been possible. An improved adaptability and flexibility of enterprises will have a positive impact on productivity and innovation as a result. The rapid growth and development of mobile technology creates the opportunity for the development of many innovative mobile applications.
From the above it is clear that there is an existing trend that companies want to implement more mobility in their business. From an accounting perspective, small-to medium-sized businesses have simpler rules and regulations that must be obeyed (IFRS for SMEs). Thus, the point of entrance of this study will focus on the feasibility of a mobile accounting system for small to medium sized entities (SME). On a global scale, should the importance of small-to medium-sized entities (SMEs) not be overlooked. SMEs are the mainstay of most national economies and represent between 30 to 60 percent of the economy's gross domestic product.
A mobile accounting system will provide managers and business owners the option to have “anytime anywhere” access to the entity's financial information. This will also allow businesses to be more mobile. Thus, invoices can be issued, receivables added, payments entered (creditors and so on) and all this can be done without physically being on the business premises. The mobile system will therefore communicate in real time with the database on the business premises which is stored electronically and so information for everyone who uses it will be updated and correct. / MCom (Accountancy), North-West University, Potchefstroom Campus, 2014
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Integrating data mining and social network techniques into the development of a Web-based adaptive play-based assessment tool for school readinessSuleiman, Iyad January 2013 (has links)
A major challenge that faces most families is effectively anticipating how ready to start school a given child is. Traditional tests are not very effective as they depend on the skills of the expert conducting the test. It is argued that automated tools are more attractive especially when they are extended with games capabilities that would be the most attractive for the children to be seriously involved in the test. The first part of this thesis reviews the school readiness approaches applied in various countries. This motivated the development of the sophisticated system described in the thesis. Extensive research was conducted to enrich the system with features that consider machine learning and social network aspects. A modified genetic algorithm was integrated into a web-based stealth assessment tool for school readiness. The research goal is to create a web-based stealth assessment tool that can learn the user's skills and adjust the assessment tests accordingly. The user plays various sessions from various games, while the Genetic Algorithm (GA) selects the upcoming session or group of sessions to be presented to the user according to his/her skills and status. The modified GA and the learning procedure were described. A penalizing system and a fitness heuristic for best choice selection were integrated into the GA. Two methods for learning were presented, namely a memory system and a no-memory system. Several methods were presented for the improvement of the speed of learning. In addition, learning mechanisms were introduced in the social network aspect to address further usage of stealth assessment automation. The effect of the relatives and friends on the readiness of the child was studied by investigating the social communities to which the child belongs and how the trend in these communities will reflect on to the child under investigation. The plan is to develop this framework further by incorporating more information related to social network construction and analysis. Also, it is planned to turn the framework into a self adaptive one by utilizing the feedback from the usage patterns to learn and adjust the evaluation process accordingly.
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A Web Application for Daily Staff Coordination in Hospital Care / En webbapplikation för samordning av personal inom sjukhusvårdenAdolfsson, Hampus, Adolfsson, Mattias, Wang, Daniel January 2019 (has links)
Stress and heavy workloads are commonplace for those who work within Swedish healthcare; the issue is exacerbated further by the current shortage of qualified personnel. Therein arises a need for tools to help lessen the burden on the personnel. This report presents a prototype of a web application made for daily staff scheduling, tailored to the needs of the pediatric surgery department at Uppsala University Hospital. The aim of the project was to deliver a more flexible digital solution of daily staff coordination at the department. Two fundamentals of the application were that it should be easy to use and display informationclearly with few misunderstandings. The resulting prototype met the usability requirement, other than a few specific usability issues, and improved upon the readability of the contents displayed in comparison to the previous system. To further improve the system, work could be done to increase the efficiency with which tasks can be performed. / Stress och tunga arbetsbördor hör till vardagen för den som jobbar inom svensk sjukvård, och problemet förvärras ytterligare av den rådande bristen på kvalificerad personal. Däri uppstår ett behov av verktyg som lätter på personalens belastning. Denna rapport presenterar en prototyp av en webbapplikation för dygnsmässig schemaläggning av personal, anpassad för barnoperationsavdelningen vid Uppsala akademiska sjukhus. Målet med projektet var att leverera en flexiblare digital lösning för avdelningens samordning av personal. Två fundamentala egenskaper hos applikationen var att den skulle vara enkel att använda samt visa upp informationen tydligt och med få missförstånd. Den resulterande prototypen uppfyllde kraven på användbarhet, med undantag för ett antal specifika problem, och förbättrade läsbarheten i jämförelse med det tidigare systemet. Det finns dock viss möjlighet för förbättring vad gäller effektiviteten uppgifter kan genomföras med.
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Mobila hybridapplikationers prestanda : En experimentell studie / The performance of mobile hybrid applications : An experimental studyNilsson, Elias, Lagerqvist, Alexander January 2015 (has links)
Syfte – Studiens syfte är att undersöka hybridapplikationers prestanda i olika situationer för att ta reda på varför de upplevs som långsamma. För att uppnå syftet besvaras följande frågeställningar: Hur presterar hybridapplikationer jämfört med nativapplikationer beräkningsmässigt Är JavaScript-biblioteken anledningen till hybridapplikationers sämre prestanda, och vilket av de bibliotek som undersöks är det mest lämpade för bästa prestanda? Kan hybridapplikationer hantera stora datamängder med IndexedDB utan att bli oresponsiva? Metod – Studien använder sig av en experimentell forskningsmetod där hypoteser och förutsägelser formuleras och sedan testas för att besvara frågeställningarna. Resultat – Resultatet från studien visar att prestandan för mobila hybrid-applikationer är i de flesta fall, vid utförande av samma uppgift, underlägsen den för dess motsvarande nativapplikationer. Resultaten visar även att prestandan påverkas av vilket JavaScript-bibliotek som används men att biblioteken inte är anledningen till hybridapplikationers långsamma prestanda. Vidare visar resultaten att hybridapplikationer kan hantera stora datamängder utan att bli oresponsiva. Implikationer – Studien bidrar till att bredda den kunskapsbas som finns om hybridapplikationers prestanda och ger framtida forskning referensdata att bygga vidare på. Studien påvisar dessutom att hybridapplikationer fortfarande är ett alternativ, i synnerhet för företag som vill spara tid och som ej kräver applikationer som utför tunga beräkningar. Begränsningar – Användandet av applikationer som sannolikt inte förekommer i ett verklighetstroget scenario bidrog till resultat som inte har stor relevans inom de användningsområden som finns för hybridapplikationer. / Purpose – The purpose of this thesis is to examine the performance of hybrid mobile applications in different situations to find out why they are perceived as slow. To fulfill the purpose, the following research questions will be answered: How do hybrid applications perform compared to native applications computationally? Are the JavaScript-libraries the reason behind the slower performance of hybrid applications, and which one of the libraries that are examined is most suitable for the best performance? Can hybrid applications manage large amounts of data with IndexedDB without getting unresponsive? Method – The study uses an experimental research method where hypotheses and predictions are formulated and later tested to answer the research questions. Results – The results show that the performance of mobile hybrid applications are in most cases, when performing the same task, inferior to that of corresponding native applications. The results also show that the performance is affected by which JavaScript-library that is being used, but that it is not the main reason for hybrid applications poor performance. They also show that hybrid applications can manage large amounts of data without becoming unresponsive. Implications – The study contributes to broadening the knowledge available on the performance of mobile hybrid applications and provides future research with reference data to build upon. The study also demonstrate that hybrid applications still is an alternative, especially for enterprises who want to save time and does not demand applications that perform heavy computations. Research limitations – The use of applications that most likely would not occur in a realistic scenario contributed with results that have little relevance in the areas of use that exists for hybrid applications.
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