• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 91
  • 20
  • 9
  • 2
  • 2
  • 1
  • 1
  • 1
  • Tagged with
  • 131
  • 131
  • 57
  • 54
  • 43
  • 37
  • 37
  • 34
  • 33
  • 32
  • 28
  • 27
  • 25
  • 24
  • 24
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Separation and Execution of graphical engine on a cross platform IDE to enhance performance

Hasan, Mohammad Rashedul January 2010 (has links)
“Biosim” is a simulation software which works to simulate the harvesting system.This system is able to design a model for any logistic problem with the combination of several objects so that the artificial system can show the performance of an individual model. The system will also describe the efficiency, possibility to be chosen for real life application of that particular model. So, when any one wish to setup a logistic model like- harvesting system, in real life he/she may be noticed about the suitable prostitution for his plants and factories as well as he/she may get information about the least number of objects, total time to complete the task, total investment required for his model, total amount of noise produced for his establishment in advance. It will produce an advance over view for his model. But “Biosim” is quite slow .As it is an object based system, it takes long time to make its decision. Here the main task is to modify the system so that it can work faster than the previous. So, the main objective of this thesis is to reduce the load of “Biosim” by making some modification of the original system as well as to increase its efficiency. So that the whole system will be faster than the previous one and performs more efficiently when it will be applied in real life. Theconcept is to separate the execution part of ”Biosim” form its graphical engine and run this separated portion in a third generation language platform. C++ is chosenhere as this external platform. After completing the proposed system, results with different models have been observed. The results show that, for any type of plants of fields, for any number of trucks, the proposed system is faster than the original system. The proposed system takes at least 15% less time “Biosim”. The efficiency increase with the complexity of than the original the model. More complex the model, more efficient the proposed system is than original “Biosim”.Depending on the complexity of a model, the proposed system can be 56.53 % faster than the original “Biosim”.
2

A Company Case Study: Examining criteria in cross-platform evaluation frameworks

Ionzon, Victor, Jägstrand, Stefan January 2022 (has links)
The world of mobile application development faces many challenges today. Software companies want their applications available on both iOS and Android platforms to reach as many users as possible but developing for each native platform separately is time consuming and takes up unnecessary resources. This is the problem that cross-platform development frameworks aim to solve. Today the market is flooded with many cross-platform frameworks to choose from. This has led to a need for companies to identify which cross-platform framework to choose based on a framework’s strengths and weaknesses. Many methods of evaluating cross-platform frameworks have been created, but the challenge of choosing the right one still prevails. This research is aimed to investigate one of these evaluation methods, claiming to be the definitive evaluation framework. This thesis was chosen to be a case study, by cooperating with a company to get insight in the industry’s view on this evaluation framework and learn their opinion of what values are important when evaluating a development framework. The evaluation framework consists of a set of 33 criteria, each aimed at evaluating different parts of a development framework and the resulting applications. In this research, we investigate 8 of these criteria in depth and explore how these could be assigned points in an objective manner. We developed one prototype for each development framework subject to evaluation and gave these points using a system based on the evaluation framework with the added extension of defining our own sub-criteria system for assigning points as objectively as possible. From the collected data during the study we could see, not only, if the company could decide which of the development frameworks in our evaluation was more suitable for their needs. If the evaluation framework performed as intended by the creators and if this was something the company could use further on, for other projects. Results from using the proposed sub-criteria system in the evaluation are also presented and discussed.
3

ACHIEVING PORTABILITY FOR LEGACY SOFTWARE USING JAVA

Cooper, D. Kelly 10 1900 (has links)
ITC/USA 2007 Conference Proceedings / The Forty-Third Annual International Telemetering Conference and Technical Exhibition / October 22-25, 2007 / Riviera Hotel & Convention Center, Las Vegas, Nevada / Increasingly, many software developers are facing the challenge of adapting software applications developed on one platform to work on multiple platforms. While software standards have helped this effort, they do not go far enough, and many platforms only partially support these standards leaving many needed functions in platform specific libraries. This is particularly evident in the areas of graphics and user interfaces, threading and synchronization, and in network and file access. Fortunately, Java offers a common interface where native libraries diverge. This paper outlines a phased strategy for migrating platform specific applications to be platform independent while reusing the robust, existing algorithms.
4

I-Shop: a context-aware cross-platform shopping advisor

Jain, Ishita 28 February 2013 (has links)
This thesis presents the design and implementation of I-Shop, a context-aware, shopping smartphone application designed to provide shoppers with relevant advertisements for product and services available in close proximity. We argue that current context-aware mobile applications exhibit significant limitations in the following domains: (1) use of context, (2) invasion of privacy, (3) spam management, and (4) platform dependency. The proposed context model attempts to tackle these shortcomings by exploiting available contextual information from social media networks such as Facebook. Our goal is to use a user’s personal information, such as their native language and personal interests, to direct the most relevant advertisements to them. To alleviate any privacy issues, a user’s personal information is never sent out to any back-end services and only apply the filters locally. In addition, unlike most other predictive approaches that track the user’s location history, we follow a reactive approach which triggers only when the user is close to a shopping area. When a user arrives to a particular shopping area, the application asks whether she wishes to view any advertisements of local products and services. Upon approval, the application retrieves deals on products including services sorted by domain from databases, such as Groupon and our custom extended deals database. Finally, the application filters the retrieved data according to personal interests and then displays the results. As a proof of concept, we designed and implemented the I-Shop prototype application. We built I-Shop as a hybrid application using IBM’s state-of-the-art Worklight infrastructure. This approach lets developers optimize their time and effort; enabling a “write once, deploy everywhere” development model that not only reduces development costs but also increases application performance by providing a combination of native and web capabilities. In addition, I-Shop also leverages several features offered by the IBM Worklight infrastructure including cross-platform support, direct update, internalization, and integration of third-party libraries and toolkits. / Graduate
5

Cross-Platform Multimedia Contents through Model Transformations: The Digital TV Case

Rodríguez Alsina, Aitor 01 October 2012 (has links)
L’actual diversitat de dispositius de consum amb accés a Internet fa possible una gran varietat de plataformes multimèdia per accedir a contingut audiovisual, serveis interactius, jocs i tot tipus d’aplicacions d’usuari. El concepte de televisió digital està evolucionant des de ser considerada una tecnologia unidireccional i relativament aïllada a formar part de l’ecosistema de serveis que l’usuari te disponible des de qualsevol entorn multimèdia, com la pròpia llar. En aquest context, la convergència entre televisió, Internet i aplicacions és una realitat gràcies a extensa família de dispositius intel·ligents que hi ha al mercat. Las Smart TVs, smartphones, tablets i consoles permeten als usuaris accedir a continguts de televisió i aplicacions interactives a través múltiples xarxes. El nombre I varietat de format d'aplicacions i entorns d'execució que actualment permeten accedir a algun tipus de televisió interactiva (iTV) dificulten la portabilitat de les aplicacions desenvolupades entre diferents entorns. La manca d'un estàndard unificat i acceptat a nivell mundial per al desplegament de continguts interactius en plataformes de televisió requereix de tècniques especials per adaptar els continguts d'una plataforma a una altra. Així, els productors de contingut interactiu poden estalviar temps i recursos en el desenvolupament dels mateixos continguts per a diferents plataformes. El principal objectiu d’aquesta dissertació és la proposta i validació de una metodologia apropiada per la generació i manteniment eficients d’aplicacions per a TV interactiva. Això permet una millor separació entre el proses de disseny d’una aplicació i les múltiples implementacions que es poden fer per plataformes diferents. Aquesta tesi analitza l’estat actual de la televisió interactiva i proposa una metodologia concreta per generar “write once, adapt to anywhere” (“escriu una vegada i adapta-ho a qualsevol plataforma”) basada en un format estàndard per a contingut portable anomenat DVB-PCF. La metodologia proposta és validada a través de l’aplicació de diferent casos d’ús que han servit per testejar les eines desenvolupades en el transcurs d’aquesta recerca. Això inclou els mòduls necessàries per traduir les descripcions multiplataforma (escrites en DVB-PCF) en aplicacions iTV per a plataformes especifiques (com MHP, HTML5, …) i un entorn de desenvolupament integrat que incorpora un editor visual d’interfícies d’usuari basat en el format seleccionat per descriure contingut portable. L’estudi de la sincronització del contingut multimèdia en plataformes web ha generat una aportació secundària relativa al desenvolupament de sistemes de subtitulació basats en HTML5. Aquesta proposta treu profit de SVG i SMIL per sincronitzar subtítols que son personalitzables per l’usuari i mostrar-los en qualsevol plataforma que s’hi connecti. Això també redueix considerablement el codi necessari per mantenir una línia de temps global. Els resultats de l’avaluació de l’experiència d’usuari per al sistema proposat de subtitulació mostren que les característiques de temps proporcionades per SMIL permeten una gestió eficient dels subtítols a través de múltiples plataformes HTML5 sense perdre la sincronització entre els components de la presentació. / The current diversity of internet-connected consumer devices enables an increasing variety of multimedia platforms for accessing audiovisual content, interactive services, games and all kind of user applications. The concept of digital TV is evolving from being an isolated unidirectional technology to become part of the ecosystem of services users consume in their multimedia home or nomadic environment. In this context, the convergence between interactive TV, Internet, and applications is a reality thanks to the family of smart devices that are available on the market. Smart TVs, smartphones, tablets, and game consoles allow users to access TV contents and interactive applications through multiple networks. The number of different application formats and runtime environments that currently enable interactive TV services hinders the portability of applications developed for those environments. The lack of a globally unified and accepted standard for the deployment of interactive contents on TV platforms requires the use of special techniques to adapt those contents from one platform to another. Interactive content producers can save both time and resources when developing the same content for different platforms. The main objective of this dissertation is the proposal and validation of a suitable methodology for the efficient generation and maintenance of cross-platform iTV applications, which allows the separation between the design process and its multiple implementations for different platforms. This thesis analyzes the current context of interactive TV and proposes a solution for generating “write once, adapt to anywhere” applications based on a portable content format for TV environments. The proposed methodology is validated through different application use cases that have been tested using the software framework developed in the course of this research. This includes the required modules for translating cross-platform descriptions into platform-specific iTV applications and an integrated development environment containing a visual editor for graphic user interfaces that stores the interface description in the portable content format. The study of multimedia content synchronization in web-based platforms generated a secondary contribution for the development of subtitling systems based on HTML5. This proposal takes advantage of SVG and SMIL for synchronizing customizable video subtitles across web platforms. It also enables to reduce considerably the code required by an application for managing time issues. The results of the user experience evaluation for the proposed subtitling system show that SMIL time features allow an efficient management of subtitles across different HTML5 platforms without losing the synchronization between the presentation components.
6

A unified approach for cross-platform software development

Stuart, Jeffrey Alan. January 2005 (has links)
Thesis (M.S.)--University of Nevada, Reno, 2005. / "August, 2005." Includes bibliographical references (leaves 40-41). Online version available on the World Wide Web.
7

Measuring Influence Across Social Media Platforms: Empirical Analysis Using Symbolic Transfer Entropy

Bhattacharjee, Abhishek 21 June 2019 (has links)
Social media platforms are interconnected environments that influence each other. Information from one social media platform spreads to another. This thesis proposes a platform-independent framework to analyze information transfer across social media platforms. This thesis uses Symbolic Transfer Entropy and Statistical Significance Test to measure influence and optimize the time window of influence between different platforms. To validate the framework, the thesis analyses the temporal activity dynamics and the information transfer across three different platforms, Reddit, Twitter and GitHub. Two data driven studies are described in this thesis. The first study finds the optimum time windows of influence between the three platforms during two different cyber attack events on cryptocurrency exchanges. It finds that specific types of activities are more influential than others, and optimum time interval changes with pre, during, and post event days. The second study applies information revealed in the first study and specifically the optimal time window to link cross-platform information cascades from Twitter and Reddit. The case-study is a heuristic that, we show, can reduce the search space for connecting information cascades across different platforms.
8

Implementation of a Continuous Integration and Continuous Delivery System for Cross-Platform Mobile Application Development

Nilsson, Samuel January 2016 (has links)
When working in software development teams, there are challenges when it comes to always keeping the software stable and reliable. Continuous integration are frequently used to increase the stability and reliability. Extensive research has been performed on the matter of development processes of continuous integration, but there are no consensus on how systems to support continuous integration should be implemented for best results. In this report a continuous integration system is implemented based on best practices and to support the general continuous integration development process, by using Jenkins and other open source tools. The system is adapted to work well with the cross-platform mobile development framework CoffeeMaker developed by VISIARC AB and the general needs of the company. In order to roughly estimate the increased developer productivity and product quality when introducing the system, a questionnaire that discusses the system and working habits was sent out to the developers. The evaluation lead to the conclusion that the productivity would improve by approximately 30-60 minutes per week and developer. It also lead to the conclusion that the quality of their developed applications would most probably increase by introducing such a system.
9

An Evaluation Framework for Cross-Platform Mobile Application Development Tools

Dhillon, Sanjeet 20 December 2012 (has links)
The mobile application market is becoming increasingly fragmented with the availability of multiple mobile platforms that differ in development procedures. Developers are forced to choose to support only some platforms and specific devices due to limited development resources. To address these challenges, numerous tools have been created to aid developers in building cross-platform applications, however, there is no metric to evaluate the quality of these tools. This thesis introduces a framework for evaluating the features, performance and discuss development experience of existing and future cross-platform development tools. The framework is implemented by benchmarking several tools and the results identify a disparity in the features and performance. This research is carried out in collaboration with industrial partner Desire2Learn, through an NSERC Engage Grant. / NSERC, Desire2Learn
10

DigiExam Cross Platform-Klient : Cross platform-klient för att göra digitala prov / DigiExam Cross Platform Client : Cross platform client for digital assessment

Krupalija, Amar January 2016 (has links)
DigiExam är ett Edtech företag med huvudfokus kring digital kunskapskontroll och som utvecklar en plattform för digitala prov. Fördelen med digital kunskapskontroll är att lärare kan minimera den tid det tar att skapa och administrera prov samt att elever får tillgång till verktyg som både kan underlätta och effektivisera deras skrivande. Digitala prov kräver någon form av mjukvara för att vara möjligt. I DigiExams fall så tillhandahölls till en början fyra klienter för fyra möjliga operativsystem för att göra prov. Två utav klienterna var säregna medan de resterande två baserades på samma kodbas. För att minimera utvecklingstiden men även utvecklingskostnaden så valde man att ta fram en så kallad cross platform-klient. Denna klient skulle göra det möjligt att ha stöd för fyra olika operativsystem men basera applikationen på samma kodbas. Arbetet visar att det är fullt möjligt att skapa cross platform-klienter som baseras på webbteknologi och som kan använda operativsystemets fulla potential.  Resultatet blev en applikation som implementerade samma funktionalitet som de tidigare Mac OSX och Windows-klienterna, men som baserades på samma källkod som iPad- och Chromebook-klienterna. / DigiExam is an Edtech company with main focus on digital assessment. The company develops a platform that enables schools to minimize administrative overhead for teachers and enables students to use tools to help and improve their writing during an exam. In order to be able to take a test on a computer or tablet, the student needs to have some kind of software installed for digital exams. DigiExam used to have four clients for four operative systems. Two of the clients were based on the same source code while the other two were unique which made implementation and maintenance of features unnecessarily costly and time consuming. To deal with these issues the company decided to develop a cross platform-client which enables the developers to use one base source code for all clients and operative systems. The cross platform client developed in this dissertation proves that it is possible to create an application based on web technology and that uses the operative systems full potential. This dissertation gives an example how a cross platform client can be developed and resulted in client for Mac OSX and Windows that shares the same base source code as the Chromebook and iOS clients.

Page generated in 0.0607 seconds