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Performance Evaluation of Kotlin Multiplatform Mobile and Native iOS Development in Swift / Prestandautvärdering av Kotlin Multiplatform Mobile och Native iOS-utveckling med SwiftSkantz, Anna January 2023 (has links)
Today's mobile development resides in the two main operating systems Android and iOS. It is popular to develop mobile applications individually for each respective platform, referred to as native development. To reduce additional costs, cross-platform solutions have emerged that enable shared development for both platforms. Kotlin Multiplatform Mobile (KMM) is a relatively unexplored cross-platform tool developed by JetBrains. The purpose of this study is to evaluate the performance of iOS applications developed in KMM compared to native Swift. We compare the two approaches for developing iOS apps by compiling a benchmark suite and measuring the performance metrics execution time, memory consumption, and CPU usage. Our benchmark suite is a collection of 7 benchmarks consisting of high-level functionalities networking and database management, as well as low-level computational tasks from the Computer Language Benchmarks Game (CLBG) suite. For the studied benchmarks, the results indicate that KMM generally achieves faster execution times, as higher memory consumption and CPU usage. but with a trade-off overhead in higher memory consumption and CPU usage. We have found KMM to achieve up to 2,7 seconds faster execution time, consume up to 390MB more memory, and up to 30% more CPU than with native Swift. libraries achieve faster execution times, but with a trade-off overhead in increased memory consumption and CPU usage. Besides, our results highlight correlations between the garbage collection cycles of KMM with profiling patterns of memory consumption and CPU usage. the specific benchmark implementations analyzed, and the device used to benchmark them. studies are therefore needed to further generalize our conclusions. / Den nutida mobilutvecklingen domineras av de två huvudsakliga operativsystemen Android och iOS. Det är populärt att utveckla mobilapplikationer separat för varje plattform, så kallad native utveckling. För att minska kostnader relaterade till native utveckling har plattformsoberoende lösningar tillkommit, som istället möjliggör delad utveckling för båda plattformarna. Kotlin Multiplatform Mobile (KMM) är ett relativt outforskat plattformsoberoende verktyg utvecklat av JetBrains. Syftet med denna studie är att utvärdera prestandan hos iOS-applikationer utvecklade i KMM jämfört med native Swift. Vi jämför de två tillvägagångssätten för att utveckla iOS-appar genom att sammanställa en benchmark-svit och mäta prestandametrikerna exekveringstid, minnesanvändning och CPU-användning. Vår benchmark svit består av 7 benchmark-program som omfattar högnivåfunktionaliteter som nätverk- och databashantering, samt lågnivåfunktionaliteter med benchmark-algoritmer från Computer Language Benchmarks Game (CLBG)-sviten. För att exekvera benchmark-programmen och samla in prestandametriker har en applikation utvecklats och använts för att utföra våra experiment på en iOS-enhet. För de undersökta benchmark-programmen visar resultaten att KMM generellt uppnår snabbare exekveringstider, men med en kompromiss i form av ökad minnesanvändning och CPU-användning. Vi har observerat att KMM kan uppnå upp till 2,7 sekunder snabbare exekveringstid, förbruka upp till 390MB mer minne och upp till 30% mer CPU-användning jämfört med native Swift. Dessutom antyder våra resultat korrelationer mellan KMM Garbage Collection cykler och profileringsbeteendet i dess minnes- och CPU-användning.
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Förstärkt verklighet med ARCore : Utveckling av en förstärkt verklighetsapplikation i Android med Kotlin och Azure / Augmented reality with ARCore : Development of an augmented reality application in Android with Kotlin and AzureHübsch, Jacob, Persson, Magnus January 2019 (has links)
The technology of “augmented reality” has existed in an experimental stage since the early 1990s, but it is not until around year 2010 that commercial use in the form of both hardware and software became available, for example, when Pokémon GO and Google Glass were announced. The aim of this thesis is to develop a mobile application that utilizes the technique of augmented reality to gain an insight into the technique’s potential, as well as the various tools available in this type of development. The project resulted in an augmented reality application, written in the program language Kotlin for the mobile operating system Android. The main use of the application includes group activities such as tourism, as the main functionality is to visualize other users' location via the mobile camera using the tools ARCore and Azure’s database Cosmos DB. Even though the technology is relatively new, the work has progressed without major difficulties, and even with basic programming knowledge it is possible to do software development in this area.
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Navigace v městské hromadné dopravě / Navigation in Public TransportTuric, Matúš January 2018 (has links)
This master's thesis deals with the issue of traveling in public transport. In the first part the author informs about similar applications and theories necessary for understanding the problems. In the second part, the author describes the design and behavior of the mobile and server application, including the used technologies. Created mobile application has the task of navigating the user from one point to another in the shortest possible time, while it should be possible to replace the current route with faster one.
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Aplikace pro Android na bezpečnostní monitorování komunikace / Android App for Security Monitoring of CommunicationKlepáčková, Karolína January 2019 (has links)
This diploma thesis is focused on implementation of application for security monitoring of network communication of other applications in mobile device with Android platform. Provides users information about security risks that may harm his/her privacy or device. It uses a local VPN to tunnel all data sent to the wireless network. These can be linked to an application that has sent them because the Android kernel is derived from the Linux kernel and can be used to retrieve information about established network connections and the application identifier associated with the connection. This mapping allows to get more information about an app that is potentially dangerous for your mobile device.
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Návrhové vzory architektury OS Android s využitím jazyka Kotlin / Android OS software design patterns utilizing the Kotlin languageMaloušek, Jan January 2020 (has links)
The aim of this thesis is to describe design patterns and other programming best practices used in the development of Android applications. The theoretical part analyzes design patterns, Kotlin programming language, dependency injection, reactive programming and automatic testing. The practical part deals with the design and implementation of a sample Android application, which demonstrates the advantages of using design patterns and other proven programming practices described in the theoretical part.
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Sběr a cloudové vyhodnocení dat z vícepásmových solárních senzorů / Multiband solar sensors data acquisition and cloud processingHertl, Vít January 2020 (has links)
Tato diplomová práce staví na základech položených v rámci semestrální práce se stejným názvem. Na začátku jsou nejprve uvedeny základní vlastnosti slunečního záření nutné k pochopení výpočtu tzv. performance ratio. Dále jsou popsány solární senzory vyvinuty v ReRa Solutions, které byly zdrojem dat. V následné literární rešerši jsou zkoumány alternativy k nespolehlivému Wi-Fi připojení senzoru a za nejvýhodnější řešení je považována LoRa. V praktické části je detailně popsán proces návrhu a vývoje single page aplikace. Tato aplikace umožňuje jak ukládání dat ze senzorů do databáze, tak jejich opětovné čtení a zobrazení zpět uživateli ve srozumitelné podobě. Aplikace těží z využití moderních programovacích jazyků a frameworků (např. Kotlin, Spring, TypeScript, React, Material-UI). Databázový model, který byl navržen na základně skutečného využití, představuje koncept tzv. monitorované oblasti, což přináší široké konfigurační možnosti. Poté byl model přenesen do databáze ve formě programovatelných entit. Komunikace mezi klientem a serverem podporující autentifikaci na základě uživatelských rolí byla implementována přes REST API. Přes grafické rozhraní aplikace je možné konfigurovat prostředí podle uživatelských požadavků a zobrazit interaktivní grafy obsahující senzory naměřená data. Aplikace byla nasazena v Google Cloudu s oddělenou databází.
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Evaluating alternatives to native development for handheld computersClaesson, Alfred January 2020 (has links)
Selecting a suitable mobile application development framework is challenging. Multiple frameworks exist with respective strengths and weaknesses, and evaluations comparing the different frameworks are lacking. Each company and developer has its own demands and preferences, thereof, no single development framework poses as a suitable solution for every situation. This study is aimed at contributing to the current foundation of research by examining Android application development for handheld computers. By selecting promising cross-platform frameworks and comparing these with the native development framework for Android this study shows that cross-platform development frameworks can provide the tools required to build sufficient applications for handheld computers. This is particularly relevant for the developers affected by the termination of support for Windows Mobile. The findings of this study show that the frameworks Flutter and Xamarin both pose as promising alternatives to native development.
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The Usefulness of Programming Languages Beyond JavaJonsson, Alexander January 2019 (has links)
Beyond Java, new programming languages running on the Java virtual machine (JVM) have been developed, such as Kotlin, Scala, JRuby and Clojure amongst others. Since all those languages compile to Java bytecode, they should theoretically be able to be used together in a project. This paper investigates if it is possible and what benefits it gives using those programming languages together in a project. The languages chosen to be used together were Jython, Scala and Kotlin. An experiment was conducted where in a single project, each programming language was assigned a problem to be solved. The experiment was then conducted in two iterations where in each iteration, the problems to be solved was assigned to a different programming language. From the experiment it was shown that using those languages together in a project was possible but resulted in some complications needed to be solved. It was also shown that the following division amongst the languages worked best in the present use case: Jython for graphical handling, Scala for calculating and computing and Kotlin for data-handling.
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Aplikace rozšířené reality: Měření rozměrů objektů / Application of Augmented Reality: Measurement of Object DimensionsKarásek, Miroslav January 2019 (has links)
The goal of this diploma thesis is design and implementation of an application for automated measurement of objects in augmented reality. It focuses on automating the entire process, so that the user carries out the fewest number of manual actions. The proposed interface divides the measurement into several steps in which it gives the user instructions to progress to the next stage. The result is an Android application with ARCore technology. Is capable of determining the minimal bounding box of an object of a general shape lying on a horizontal surface. Measure error depends on ambient conditions and is in units of percent.
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Mobilní aplikace pro správu a rezervace sportovních lekcí / Mobile App for Management and Reservation of Sports LessonsHynek, Tomáš January 2019 (has links)
The goal of this thesis is to create a mobile application for Android that will offer management for reservations of training lessons. There are two user roles in the application. The first one is coach who can offer his lessons to other users. Users then can book this lesson right from the application. Coach can also manage all of his lessons and see his reservations in calendar. The second type of user is an athlete who can search for training lessons by name or place distance and then he can book them. The name of the application is Fittyy and it complies with Material Design rules. It uses advanced technologies like Android Jetpack to store local data, implement MVVM model or process server requests in the background. Communication between coach and athlete was implemented using CMS system made by Dactyl Group s.r.o.
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