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Querying JSON and XML : Performance evaluation of querying tools for offline-enabled web applicationsHellström, Adrian January 2012 (has links)
This article explores the viability of third-party JSON tools as an alternative to XML when an application requires querying and filtering of data, as well as how the application deviates between browsers. We examine and describe the querying alternatives as well as the technologies we worked with and used in the application. The application is built using HTML 5 features such as local storage and canvas, and is benchmarked in Internet Explorer, Chrome and Firefox. The application built is an animated infographical display that uses querying functions in JSON and XML to filter values from a dataset and then display them through the HTML5 canvas technology. The results were in favor of JSON and suggested that using third-party tools did not impact performance compared to native XML functions. In addition, the usage of JSON enabled easier development and cross-browser compatibility. Further research is proposed to examine document-based data filtering as well as investigating why performance deviated between toolsets.
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Comparing frontend frameworks and cloud services by using House of QualityWikhög, Magnus January 2018 (has links)
The objective of this study has been to investigate and compare frontend javascript frameworks and cloud services in order to find which ones are most suitable to implement a web based product development application. The application will be based on the "House of Quality" methodology, which is commonly used in product development. It is basically a way to organize customer requirements, identify relevant quantifiable technical parameters and rank them in order to find out which ones are most important for the finished product. By using this very methodology on the application itself, the most important parameters were found to be data update delays and the need for additional services. The selected cloud services were benchmarked according to these parameters. For framework comparison, the methodology was based on existing research regarding what developers actually base their selection of frontend javascript frameworks on, which resulted in the metrics maturity, community size and documentation. SQL queries and benchmarking scripts were constructed in order to gather statistics from online services and run performance benchmarks. The results reveal substantial differences between frameworks as well as in performance among cloud services. A combination of the frontend framework Angular, the backend service Firebase and the authentication service Auth0 were found to be well suited for fulfilling the requirements of the product development application. Finally, potential problems, ethical considerations and areas where more research is required are discussed.
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Mätning av svarstider på grafiskt tunga webbutiker : Med användning av AngularJS, Twitter Bootstrap och Foundation / Measuring response time of heavy graphic e-commerce : Using AngularJS, Twitter Bootstrap and FoundationSaleh, Jango January 2015 (has links)
No description available.
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Dynamisk visualisering av geo data med html5 och javascript : Optimerade interaktiva webbkartor / Dynamic geo data visualization in html5 and javascript : Optimized interactive web mappingRoslund, Fredrik January 2016 (has links)
Kan användandet av mobiltelefoner användas till positionsangivelser med godtagbar felmarginal? Kan ett mindre frekvent användande av GPS-signal användas för reducerad batteråtgång, och vilken teknik för rendering av grafiskt material belastar mobiltelefonens CPU på minsta sätt? Dessa frågor ställs och undersöks i detta arbete. Med bakgrund i Global Position Systems GPS, utreds positionering med hjälp av satelliter och triangulering av bl.a. mobilmaster och Wifi-signal. Användandet av ett geografiskt API ger möjligheten att skapa ett lätt och hanterbart gränssnitt som återger positioner för en användare. Med stöd i HTML5 för Canvas och SVG-element renderas förlustfri vektoriserad grafik utan kravet att installera insticksmoduler från tredjepart. Med hjälp av JavaScript och HTML5 skapas en applikation som har till syfte att återge en spelares position på en renderad golfbana.
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Kollaborativ ljudredigering i webbläsaren : Synkronisera JSON med Differential Synchronization, med eller utan internetuppkoppling.Nilsson, Christian January 2015 (has links)
Syftet med arbetet var att undersöka möjligheten att skapa en applikation för kolla- borativ ljudredigering i webbläsaren men samtidigt inte kräva ständig internetupp- koppling av användarna. Algoritmen Differential Synchronization används för att synkronisera text så att det ser likadant ut hos alla användare. Algoritmen måste först modifieras för att fungera med ljudfiler och tillåta att användare kan göra ändringar utan internetuppkoppling.
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Sign Engine : Enkel reklamToivonen, Daniel January 2013 (has links)
The project aims to develop a web-based interface for managing an advertisingsystem, development of a mobile application, more specifically an Android application,whose main task is to present advertising. The Android application issupposed to run on an Android device which is connected to a TV or monitorfor viewing slides, consisting of the advertises. The web interface is developedin PHP, HTML, and CSS while the Android application is developed in a Javabasedlanguage. The project aims to develop an easy to use and cost effectivealternative to the existing systems available in the market today. The project isdeveloped as a "proof of concept" and is delimited to the creation of an Androidapplication with features to launch the application automatically, set up the device, and viewing slideshows with advertises. The web-based system is delimitedto manage business/customers , users, devices , slides , and slides. The projectalso focused on security, primarily in the form of licenses (number of units)and unauthorized access to other customers. The objectives of the project areconsidered to be fulfilled in that a functioning Android application has been developed,as well as a completion of the web-based interface with previouslysaid features.
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Analytical Data Visualization for Open Data : Using Sundsvall Municipality Public DataTirgar, Mehdi January 2015 (has links)
To guarantee the well-functioning of modern societies, it is essential to ensure thatcitizens are aware of their environment as well as the government's actions andperformance. Therefor citizens need to have access to data collected by publicbodies from the activities within their society. However, these data may not easilyand instantly be perceivable by people. To release the potential of these data,which lead to improving the lives of citizen, the data need to analyzed, enhancedand eventually visualized, so the outcome would be usable to all regardless theirage and education. In this project, we propose, design, implement, and evaluate aninteractive analytical visualization framework for open-data. To achieve our purpose,the recent open data-sets from Sundsvall Municipality has been used as bothour case-study and demonstration sample. The solution has been design and builtbased on a set of requirements and principles we suggested for an ideal solution.The offered solution in this project enables users to analyze data by interactingwith the visualization graphics. The solution let the user extract information andfacts from large data-sets, and correlate different property of data by applying filtersand categorizing data, and see the result instantly. Standard web technologieswere used to implement the solution, namely HTML5, JavaScript, and SVGgraphics, which made the system to be cross-platform and high-performing. Tohandle the big-data, we enhance the data-set before-hand by performing aggregateoperations using Map-Reduce and parallel computing algorithms (i.e. Java-8 parallelstreams), and the further computation is implemented in JavaScript, and processedat the client-side.
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Comparison study of cross-platform development tools for iPhone devicesDanielsson, Jakob January 2014 (has links)
Developing applications for mobile devices is nowadays a very large business. However, the process of developing an application can be both very time consuming and costly due to different languages used for different devices. Lately, a lot of tools have been developed to handle the different languages problem going under the name “cross-platform” - so many that it might get hard for the developer to make a choice between the different products. This thesis presents 4 different approaches for programming cross-platform applications: Web based, cross-compiled, interpreted and hybrid solutions. For each category, one product is chosen and is evaluated according to comparison tests suggested in the thesis, including benchmark tests, technical evaluation tests seen from both the developing perspective and the infrastructure perspective and last a functionality evaluation. Other important parameters to think about when developing an application are also presented. At the end of the thesis, a taxonomy of applications is presented in order to give examples when a cross-platform solution is suitable and which cross-platform tool should be used. Finally, there are some important points taken up about what the developer should think about, when choosing a solution according to this thesis as there is no straight forward way to say that one cross-platform solution is the best of them all. / Utvecklandet av mobila applikationer är idag en väldigt stor marknad, men utvecklingsprocessen kan ibland vara både tidskonsumerande och kostsam eftersom de olika mobila enheterna använder olika utvecklingsspråk. Den senaste tiden har många verktyg utvecklats för att hantera detta problem, dessa verktyg ingår i kategorin cross-plattform verktyg. I själva verket är det så många verktyg som har utvecklats att det kan bli svårt för utvecklarna att välja mellan de olika verktygen. Denna uppsats presenterar 4 olika tillvägagångssätt för att programmera cross-plattforms applikationer: web baserade lösningar, hybrid lösningar, översatta lösningar och cross-kompilerade lösningar. För varje kategori väljs sedan en produkt, som skall evalueras enligt ett jämförelsetest som denna uppsats föreslår, detta test inkluderar ett benchmark test, en teknisk evaluering och en funktionsevaluering. Förutom dessa test ges även andra viktiga parametrar gällande cross-plattforms utveckling. I slutet av uppsatsen är en taxonomi av mobila applikationer presenterad vars syfte är att ge exempel när ett cross-plattforms verktyg är passande för en mobil applikation, och även vilket verktyg som är passande. Slutligen tas några viktiga punkter upp som utvecklaren bör tänka på när ett cross-plattforms verktyg skall användas för utveckling, eftersom det inte finns något direkt sätt att säga att ett cross-plattforms verktyg är bättre än ett annat.
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Comparing Software LibrariesCaroline, Millgårdh January 2013 (has links)
When building an application, native or web-based, you can be faced with the dilemma of finding an external library that will fit your needs. This thesis investigates the problem from a commercial viability standpoint. A new Compliance Reporting System needed a chart library to create appealing dashboards and reports. The aim of the thesis was to develop a generic method for finding, comparing and testing software libraries. The method was developed making use of multiple phases which were then applied to different chart libraries for the Compliance Reporting System. The devised method did not result in the desired outcome of finding a library for the Compliance Reporting System. It did, however, contain a number of successful steps. The first set of prerequisites was used to define relevant search terms. The second set of prerequisites reduced the selection of libraries. The adaptability tests examined the APIs. It was also found that the quality of documentation and public interface of the library can influence the possibility of successful utilization. Testing the extendibility would also have been beneficial. As for chart libraries in general, a lexicon of standardized terminology would be of great benefit.
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Effects of design and feedback in a motion-based gameCronstrand, Rasmus January 2015 (has links)
Movement-based games are becoming more frequent in everyday lives. With easier access to webcams built into laptops and web-based games, a game which utilises both concepts can become a good option for everyday gaming.This study evaluates a movement-based game written in JavaScript using phaser.io which uses a webcam for control and HTML5 technique for capture. The main questions in the study are what observations can be done and are there any problems when developing a game with webcam-based motion-detection in regards to factors like flow, feedback and positioning. This study tries to answer these questions by building upon an existing game and implementing new functions and feedback and then observing how these effect the game-play. The results of the study showed that it is important to consider good feedback and how to position oneself when playing such a game and that more testing should be done to gain further knowledge about these two. But also that many of the implementations done made the person achieve flow while playing. Further work should be beneficial also to make the game even better while keeping it easy to play.
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