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1

Heydenrych, Christine. "Fostering the effectiveness of reportable arrangements provisions by enhancing digitalisation at the South African Revenue Service." Diss., University of Pretoria, 2020. http://hdl.handle.net/2263/80443.

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Maladministration at the South African Revenue Service (SARS) resulted in the loss of public trust and negative implications on voluntary tax compliance and may encourage taxpayers to partake in aggressive tax planning schemes. This maladministration also resulted in the degeneration of SARS systems whilst technology advanced internationally. Digitalisation at SARS is crucial to address aggressive tax planning that has become more advanced as a result of the mobility of the digital economy. This study used a qualitative research methodology based on exploratory research which involved literature reviews of textbooks and articles in order to provide recommendations of how digitalisation can be adopted by SARS with a specific focus on ensuring the effectiveness of the South African Reportable Arrangements legislation. The operation of the South African Reportable Arrangements legislation was explained in order to benchmark it against the design features and best practices recommended by the OECD in Action 12 of the BEPS project and to highlight how digitalisation can enhance these provisions. Recommendations made considered the current state of digitalisation at SARS, how other countries’ tax administrations have become more digitalised and practical concerns to be borne in mind when deciding the appropriate technology. The study found that there are a handful of recommendations remaining on how South Africa could improve reportable arrangement legislation without unnecessarily increasing the compliance burden. Digitalisation techniques that could be considered are advanced analytics, artificial intelligence, blockchain technology and Application Programme Interfaces. The study proposed, amongst others, that these could be adopted by SARS to be able to gather information from various sources in real time to identify further characteristics of aggressive tax planning, perform completeness checks on reported transactions and re-deploy resources to investigate pre-identified possible reportable transactions.
Mini Dissertation (MPhil (International Taxation))--University of Pretoria, 2020.
pt2021
Taxation
MPhil (International Taxation)
Unrestricted
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Flatscher, Rony G. "Anatomy of a GUI (Graphical User Interface) Application for Rexx Programmers." Rexx Language Association, 2018. http://epub.wu.ac.at/6875/2/201803%2DAnatomyOfGUI%2DArticle.pdf.

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Creating for the first time GUI (graphical user interface) applications is an endeavor that can be most challenging. This article introduces the general concepts of GUIs and the need to interact with GUI elements only on the so called "GUI thread". The concepts pertain to GUI applications written for Windows, Linux and MacOS alike. Using Java libraries for creating Rexx GUI applications makes these Rexx GUI applications totally platform independent. Taking advantage of BSF4ooRexx even the powerful JavaFX GUI libraries can be exploited by pure Rexx, allowing Rexx programmers to create the most demanding and complex GUI applications in an unparalleled easiness in an astonishing short period of time. The introduced GUI concepts will be demonstrated with short nutshell examples exploiting the JavaFX GUI libraries, empowering the Rexx programmers with the ability to create stable and error free GUI applications in Rexx.
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Chen, Kun-Che. "Extending the solicitation management system: User interface improvement and system administration support." CSUSB ScholarWorks, 2008. https://scholarworks.lib.csusb.edu/etd-project/3398.

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The main purpose of this project is to develop new functionalities for the Solicitation Management System (SMS) to support the Office of Technology Transfer and Commercialization (OTTC), California State University San Bernardino (CSUSB) and the Center for the Commercialization of Advanced Technology (CCAT), San Diego State University (SDSU) for the 2008 solicitation, which opened on 28 Jan 2008. SMS is a system built to facilitate the processing of grant proposal solicitations. The SMS was first built in 2004 and was primarily used by the OTTC, CSUSB for its solicitation activities. The new version of the SMS is more user friendly, so that it is easier for users to use and comprehend. The purpose of this software is to aid the processing of a solicitation for organizations that conduct solicitations for grant proposals.
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Cabral, Ana Carolina Simões de Freitas. "Estratégias lúdicas inseridas na experência do usuário: Duolingo e sua forma de aproximação." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21395.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
Not everyone has the ease and pleasure to learn new languages. However, learning languages is increasingly important. With regard to entry into the labor market, for example, 91% of executives from different countries interviewed in the Global English Corporation survey believe that English is the main language of business. In the search for a solution to this issue, combining learning, translation and gamification, the Duolingo application was able to facilitate this task for users of the platform, who got involved and learned languages with the help of it. However, although widely used and well-evaluated in digital stores, under an academic view, many articles criticize its methodology (SANTANA, 2016; MOTA et al., 2016; DUARTE et al., 2016; BOGDAN, 2016; VALADARES et al., 2016; Gavarri, 2016), believing that it is inappropriate for this teaching. But if the methodology used is said to be ineffective, what corroborated for the application to reach so many users? This research aimed to evaluate heuristically (NIELSEN AND MOLICH, 1990; DESURVIRE et al., 2004; MALONE, 1980; PINELLI et al, 2008) the design of Duolingo interface and the way you interact directly with your users by playful aspects, in order to understand the relevance of these in the popularization of the application. In this way, we evaluated the role of user experience in the use of the application, the involvement with the learning offered there and the return to the use of the interface. It was inferred from the obtained results that, in the search for applications that can aid in the learning of foreign languages, it is not only the educational aspects and the contents presented that govern the choice of the users, they also look for easily understandable interfaces and personally satisfying experiences, apt to add intrinsic motivation to learning
Nem todos tem facilidade e prazer em aprender novas línguas. Contudo, aprender idiomas se demonstra cada vez mais importante. No que diz respeito à entrada no mercado de trabalho, por exemplo, 91% dos executivos de países distintos entrevistados na pesquisa da Global English Corporation acredita ser o inglês o principal idioma dos negócios. Na busca de uma solução para essa questão, unindo aprendizado, tradução e gamificação, o aplicativo Duolingo conseguiu facilitar esta tarefa aos usuários da plataforma, que se envolveram e aprenderam idiomas com a ajuda da mesma. Entretanto, apesar de muito utilizado e bem avaliado em lojas digitais, sob um olhar acadêmico, muitos artigos criticam sua metodologia (SANTANA, 2016; MOTA et al., 2016; DUARTE et al., 2016; BOGDAN, 2016; VALADARES et al., 2016; GAVARRI, 2016), acreditando que a mesma seja inadequada para este ensino. Mas se a metodologia utilizada é dita como ineficaz, o que corroborou para que o aplicativo alcançasse tantos usuários? A presente pesquisa buscou avaliar heuristicamente (NIELSEN E MOLICH, 1990; DESURVIRE et al., 2004; MALONE, 1980; PINELLI et al., 2008) o design da interface do Duolingo e a forma como interage diretamente com seus usuários mediante aspectos lúdicos, a fim de compreender a relevância destes na popularização do aplicativo. Desta forma, foi avaliado o papel da experiência do usuário no uso do aplicativo, no envolvimento com o aprendizado ali oferecido e no retorno ao uso da interface. Inferiu-se a partir dos resultados obtidos que, na busca por aplicativos que possam auxiliar no aprendizado de línguas estrangeiras, não são apenas os aspectos educacionais e os conteúdos apresentados que regem a escolha dos usuários, estes buscam também interfaces facilmente compreensíveis e experiências pessoalmente satisfatórias, aptas a adicionar motivação intrínseca ao aprendizado
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Bilderback, Mark Leslie. "Graphics.c, a simplified graphics application programming interface for the X Window environment." Virtual Press, 1995. http://liblink.bsu.edu/uhtbin/catkey/935938.

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An often overlooked area of graphics is the ability of application programs to create graphical images. Many programs exist which allow creation interactively, but few offer the same ability for noninteractive application programs. By allowing an application program to create graphical images more user friendly programs may be created by programmers.
Department of Computer Science
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Pérez, Martín. "Conditional resource management for mobile devices." Universidade Tecnológica Federal do Paraná, 2014. http://repositorio.utfpr.edu.br/jspui/handle/1/1036.

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Dispositivos móveis, como os tablets e smartphones, ficam mais populares a cada dia. Esta nova classe de dispositivos está evoluindo constantemente em suas capacidades computacionais, permitindo os usuários trocarem computadores maiores por estes dispositivos móveis menores. Diariamente novas aplicações para estes dispositivos são desenvolvidas e publicadas em repositórios de software, possibilitando que os usuários instalem e se beneficiem de novos aplicativos rapidamente. Para gerenciar múltiplas requisições de recursos de diferentes aplicações rodando em paralelo, o design de gestão de recursos do sistema operacional desempenha um papel chave. A vasta maioria dos gerentes de recursos disponíveis nos dispositivos móveis são projetados para maximizar o desempenho do sistema como um todo, nem sempre levando em consideração as características dos processos solicitando recursos na camada de aplicação. Este tipo de estratégia pode levar a casos onde algumas aplicações experimentem tempos de latência mais longos que os desejados durante os acessos aos recursos, comprometendo a Qualidade de Serviço ou a segurança do sistema. Este trabalho tem por objetivo oferecer um novo modelo de gerência de recursos para dispositivos móveis, permitindo a criação de regras que priorizem a alocação de recursos para aplicações específicas de acordo com suas necessidades. Além disso foi implementado um prototótipo como prova de conceito deste modelo, usando a plataforma Android, para confirmando a viabilidade do mesmo.
Mobile devices, such as smartphones and tablets, are becoming more popular everyday. This new devices class is constantly evolving on what concerns computing capabilities, allowing users to switch from larger computers to smaller mobile devices in several cases. Everyday new apps for these devices are developed and published in software repositories, enabling users to quickly install and benefit from new software. In order to deal with the multiple resource requests from different applications running in parallel, the operating system’s resource management design plays a key role. Most resource managers available to mobile phones are designed to maximize the performance of the system as a whole, not always taking into account the characteristics of the processes requiring resources in the application layer. This type of strategy can lead to cases where some applications experience longer latencies than desired while accessing resources, compromising the Quality of Service or system security. This work aims to offer a new resource management model for mobile devices, allowing the creation of rules that can prioritize the resource allocation for specific applications according to their needs. Also it implemented a proof of concept prototype version of this model, using the Android platform, confirming its viability.
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Hoentsch, Sandra Costa Pinto. "SocialNetLab : serviços de localização através da API de geolocalização do HTML5 e do Web Service Dinâmico." Pós-Graduação em Ciência da Computação, 2013. https://ri.ufs.br/handle/riufs/3336.

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Front of large amount of personal mobile devices sold in the market and the vast amount of location technologies available for use by this equipment, we present a solution of localization that is able to position geographically a user and his friends on any mobile device, regardless of the equipment localization technology, as well as calculate the distance that it is in relation to friends and set the distance to be notified of the proximity thereof. This solution consists of two localization services: the localization service that uses the HTML5 Geolocation API and the localization service that uses Dynamic Web Service. Both services have been deployed and tested in SocialNetLab, which is the mobile social network that was implemented to validate these location services, serve as a laboratory for future research on social networks and will be available for the Department of Computer Science, of the University Federal of Sergipe. The main result we obtained the integration of two localization services in a mobile social network, the SocialNetLab, making it able to find and notify users of the proximity of friends regardless of localization technology available on the device (mobile or not). Upon completion of the tests we obtained satisfactory results in both localization services tested.
Diante da grande quantidade de dispositivos móveis pessoais vendidos no mercado e do vasto número de tecnologias de localização disponível para serem utilizadas por esses equipamentos, apresentamos uma solução de localização que é capaz de posicionar geograficamente um usuário e seus amigos em qualquer dispositivo móvel, independente da tecnologia de localização presente no equipamento, bem como calcular a distancia que o mesmo se encontra em relação aos amigos e definir a distância que deseja ser notificado da proximidade dos mesmos. Essa solução é composta por dois serviços de localização: o serviço de localização que utiliza a API de Geolocalização do HTML5 e o serviço de localização que utiliza Web Service Dinâmico. Ambos os serviços foram implantados e testados na SocialNetLab, que é a rede social móvel que foi implementada para validar esses serviços de localização e que servirá de laboratório para futuras pesquisas em redes sociais e estará disponível para o Departamento de Computação da Universidade Federal de Sergipe. Como principal resultado obtivemos a integração de dois serviços de localização em uma rede social móvel, a SocialNetLab, tornando-a capaz de localizar e notificar usuários da proximidade de amigos independente da tecnologia de localização disponível no dispositivo (móvel ou não). Ao término dos testes obtivemos resultados satisfatórios nos dois serviços de localização testados.
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8

Medeiros, Solange Fávero de Lima. "Estudo das preferências de alunos e professores sobre videoaulas para identificar requisitos de interface para ferramentas de produção." Universidade Tecnológica Federal do Paraná, 2016. http://repositorio.utfpr.edu.br/jspui/handle/1/2550.

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A utilização de videoaula aumentou consideravelmente nos últimos anos. O interesse de alunos e professores tem crescido em parte devido às diversas iniciativas que oferecem acesso a videoaulas por meio da Internet. Em especial, muitos professores estão produzindo videoaulas de diversas formas e finalidades, por exemplo, para educação a distância e para apoio ou complemento de aulas presenciais. Neste trabalho foi realizado um estudo sobre as preferências de alunos e professores com relação à videoaula para identificar requisitos de interface para ferramentas de produção. O levantamento proposto como metodologia foi realizado com discentes e docentes de cursos técnicos na modalidade a distância da Escola Técnica Aberta do Brasil (e-Tec Brasil). Os questionários continham questões sobre a utilização de videoaula e as preferências com relação a estilos de videoaula, tempo médio de duração de videoaulas e recursos interativos, questões para identificar o nível de concordância com relação a algumas afirmações sobre videoaula e, somente para docentes, questões com relação à produção de videoaulas. A comparação entre as preferências de discentes e docentes apontou um conflito entre o estilo mais preferido pelos discentes, estilo tutorial, e o estilo mais preferido pelos docentes, estilo voz e apresentação. O estilo imagem, voz e apresentação é o segundo tanto na preferência dos discentes quanto na preferência dos docentes. A maioria dos docentes expressou que não conhece alguma metodologia ou técnica para a produção de videoaula, mas possui predisposição para aprender novas metodologias e técnicas para a produção de videoaula e também para aprender novas ferramentas de produção. Cinco requisitos de interface foram identificados a partir dos resultados da análise dos dados: prover um meio simples de produzir videoaula em diferentes estilos; controlar o tempo de duração da videoaula durante a produção; facilitar a inclusão de recursos interativos; analisar a voz do professor na videoaula para indicar necessidade de mudança de ritmo; incluir uma metodologia ou técnica para apoio à produção de videoaula.
The use of video lecture has increased considerably in recent years. The interest of students and teachers has grown in part because of a number of initiatives that provide access to video lectures through the Internet. In particular, many teachers are producing video lecture in various forms and purposes, for distance education and to support or complement regular classes. In this paper we present a study about the preferences of students and teachers related to video lecture to identify interface requirements for production tools. The survey proposed was performed with students and teachers of distance learning technical courses of the Open Technical School of Brazil (e-Tec Brazil). The questionnaires for students and teachers contained questions about the use of video lecture and preferences regarding style, duration time and interactive resources; the questionnaires also have questions to identify the level of agreement with regard to some statements about video lecture; only for teachers, the questionnaires had some topics related the video lecture production. The comparison between the preferences of students and teachers pointed out a conflict between the most preferred style by students, tutorial style, and the most preferred style by teachers, voice and presentation style. The style containing image, voice and presentation is the second in both the preference of students as the preference of teachers. Most teachers said that they do not know any method or technique for producing video lecture, but they have predisposition to learn new methodologies and techniques for producing video lecture and also to learn new production tools. Five interface requirements were identified from the results of data analysis: providing a simple means of producing video lecture in different styles; controlling the duration time of the video lecture during production; facilitating the inclusion of interactive resources; analyzing the teacher´s voice in the video lecture to indicate the need for change of pace; including a methodology or technique to support video lecture production.
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DeLong, David Blane. "A web-based, database bound, WYSIWYG development environment for web applications." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2580.

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This project, WebAppDesigner, combines a "What You See Is What You Get" (WYSISYG) web page designer, database table designer, query tool, and an automatic deployment process into a single easy to use solution for small businesses and individuals.
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Liz, Nevton de. "Tecnologia móvel no ensino e aprendizagem de língua inglesa na escola." Universidade Tecnológica Federal do Paraná, 2015. http://repositorio.utfpr.edu.br/jspui/handle/1/2168.

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Acompanha: Tecnologia móvel no ensino e aprendizagem de língua inglesa na escola
O ensino de língua estrangeira no Brasil tem sido motivo de muitas discussões em torno de abordagens teóricas e metodológicas que ofereçam melhorias ao processo de ensino e aprendizagem. A inclusão das novas tecnologias aplicadas ao contexto escolar pode auxiliar esse processo, uma vez que os alunos, desde muito pequenos, já têm contato com essas ferramentas, o que facilita o trabalho do professor. Assim, a presente pesquisa tem por objetivos: produzir um aplicativo para auxiliar o ensino de língua inglesa no Ensino Médio; aplicar o protótipo em sala de aula; relatar os aspectos positivos e negativos da proposta e analisar a participação dos alunos e da professora regente durante a aplicação. Os fundamentos teóricos que nortearam a pesquisa foram as teorias de aprendizagem por dispositivos móveis de Lemos (2010), Lévy (2010); os conceitos de mídias digitais e m-learning de Sharples, Taylor e Vavoula (2007), Barbosa, Amarolinda e Schlemmer (2011), Marçal, Andrade e Rios (2005) e Moura (2010); a teoria do desenvolvimento social e aprendizagem ou sociointeracionismo, interação e aprendizagem de acordo com os estudos de Vigotsky (1999) e Vigotsky e Cole (1998); o conceito de aprendizagem de língua estrangeira pela abordagem comunicativa de aquisição e desenvolvimento no convívio multicultural e contextualizado de Foster e Ohta (2005) e Krashen (1987) e, por último, os conceitos de affordance na perspectiva de Gibson e Pick (2000) e Cakmak et al. (2007). Para a realização do estudo, utilizamos os tipos de pesquisa: descritiva, bibliográfica, de campo, experimental e analítica. Os participantes do estudo foram quinze alunos do primeiro ano do Ensino Médio da rede pública da cidade de Londrina, Paraná. Os resultados mostraram que os smartphones e tablets oferecem possibilidades reais de aprendizagem, se explorados apropriadamente pelo professor. A aprendizagem de língua inglesa pelo uso das mídias móveis maximizou a aquisição de habilidades e competências linguísticas, permitindo que os alunos tivessem contato com contextos multiculturais e contextualizados de produção oral, a qualquer hora, em qualquer lugar, auxiliando na criação de um ambiente descontraído, motivador e produtivo, otimizando o tempo de estudo.
The foreign language teaching in Brazil has been subject of lots of discussions around the theoretical approaches and methodologies, which offer improvement to the learning process. The inclusion of the new technologies applied to the school context may support this process, once students since very early get in touch with such tools, what may make facilitate the teacher’s job. The arrival of the mobile devices (smartphones e tablets), with the instantaneous and ubiquitous into the classrooms it has shown itself as being an important pedagogical support, which makes the didactic contents more authentic, appealing and challenging. Therefore, this current research has the following objectives: produce an application to support the English Language Teaching at High School; apply the prototype in the classroom; report the positive and negative aspects of this application; analyze the participation of the students and teacher in class during the application. The theoretical base that guided the learning theories through the use of the mobile devices of Lemos (2010), Lévy (2010); the concept of digital and of m-learning of Sharples, Taylor and Vavoula (2007), Barbosa, Amarolinda e Schlemmer (2011), Marçal, Andrade e Rios (2005) and Moura (2010); the theory of social development and learning or sociointeracionism, interaction and learning according to the studies of Vigotsky (1999) and Vigotsky and Cole (1998); the conception of learning of foreign language through the communicative approach of acquisition and development in multicultural and contextualized of Foster and Ohta (2005) and Krashen (1987); and lastly the concept of affordance under the perspective of Gibson and Pick (2000) and Cakmak et al. (2007). In order to be able to carry out this study we used the following kinds of research: descriptive, bibliographic, experimental, and analytical. The participants of the research were 15 students of the first grade of High School of the Public Educational system from the city of Londrina, Paraná state. The results showed that the mobile devices offer real learning possibilities, provide that the teacher taps them appropriately. The learning of the English language by the use of the mobile Medias has promoted an improvement on the language acquisition, allowing students to create a friendly, motivating and productive environment, optimizing the studying time.
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Coupat, Raphaël. "Méthodologie pour les études d’automatisation et la génération automatique de programmes Automates Programmables Industrielssûrs de fonctionnement. Application aux Equipements d’Alimentation des Lignes Électrifiées." Thesis, Reims, 2014. http://www.theses.fr/2014REIMS019/document.

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Le projet de recherche présenté dans cette thèse a été réalisé avec la collaboration de la Direction de l'Ingénierie SNCF et le CReSTIC de l'Université de Reims Champagne-Ardenne (URCA). L'objectif de ce projet est de contribuer à l'amélioration des études de conception du contrôle/commande des projets d'électrification menées par les chargés d'études. Ce projet doit répondre à des objectifs humains, économiques et techniques exprimés par la SNCF, notamment appliqué au domaine des Equipements d'Alimentation des Lignes Electrifiées (EALE). Pour répondre à ces problématiques, une méthodologie pour les études d'automatisation est proposée. Elle intègre deux axes de recherche. Le premier axe est la génération automatique de livrables (codes, documents, schémas…). Celle-ci repose nécessairement sur une standardisation et une modélisation du « métier ». L'approche MDD (Model Driven Development) du génie logiciel et l'approche DSM (Domain Specific Modeling), apporte des éléments de solution reposant sur l'utilisation de « templates métiers ». Toutefois, il est fondamental de générer des livrables de qualité et du code API (Automates Programmables Industriels) sûr de fonctionnement. Le second axe de recherche s'intéresse à la commande sûre de fonctionnement. Trois approches de synthèse de la commande (la Supervisory Control Theory (SCT), la synthèse algébrique, la commande par contraintes logiques) permettant a priori de répondre à ces objectifs de sûreté sont présentées et discutées. La commande par contraintes logiques présente l'avantage majeur de séparer la sécurité (qui est vérifiée formellement hors ligne par model-checking) et le fonctionnel, et de pouvoir être utilisée avec des programmes API existants, ne remettant pas ainsi en cause la méthodologie de travail des chargés d'études
The research project presented in this thesis has been realized with the collaboration of the Engineer Department of the SNCF and the CReSTIC of the University of Reims Champagne-Ardenne. The goal of this project is to contribute to the improvement of the control studies of the electrification projects realized by the design engineers. This project must meet human, economic and technical aims expressed by the SNCF applied to the field of the Power Supply Equipments of the Electrified Lines (EALE in french). To answer these problems, a methodology for the automation studies is proposed. It integrates two research orientations were studied. The first axis is the automatic generation the deliverables (codes, documents, diagrams…). This axis is based on standardization and modeling of the “work”. MDD (Model Driven Development) and DSM (Domain Specific Modeling) approaches, brings suggestions for solution based on the use of “work templates”. However, it is fundamental to generate quality deliverables and safe PLC (Programmable Logic Controller) code. The second research orientation is interested in safe control. Three approaches of control synthesis (Supervisory Control Theory (SCT), the algebraic synthesis, the control by logical constraints) permitting a priori to reach these aims of safety are presented and discussed. The major advantage of the control by logical constraints is to separate the safety (which is checked formally off line by model-checking) and the functional parts. It can be used with existing PLC programs, which doesn't change thus the working methodology of the design engineers
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Song, Shanpeng. "A book management system eLibrary." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/31.

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"eLibrary" is a book management software application that runs on Microsoft Windows platforms. The software incorporates a Windows Explorer like interface and XML/XSL to display book details. The purpose of this project is to build a full-featured, commerical-quality software package to help people manage their books (either printed or electronic). The goal is for eLibrary to be a complete solution for people who wish to build their own personal electronic library catalog.
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Schefer, Ricardo Pezzotti. "Diretrizes MobiDeaf: uma abordagem para desenvolvimento de aplicações de redes sociais em dispositivos móveis para os surdos." Universidade Federal de São Carlos, 2016. https://repositorio.ufscar.br/handle/ufscar/8808.

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The easy access to mobile and social networking is changing the way people communicate; however, the deaf person is segregated in some of these media. Although there are many designers working with some recommendations, these are still too general and do not satisfy the complete interaction of the deaf in these environments. In this scenario, the deaf audience is not considered in the creation of these applications either because the developers do not know or because they cannot find direct and accurate information about the needs of this group. Supported by literature and experiments, this paper proposes guidelines for developing applications for social networks on mobile devices specifically focused on the deaf audience. Through action research approach (AR), at first we tried to know the difficulties of the public from the perspectives of interaction with mobile devices applied to social networks, specifically Facebook. This first AR cycle was carried out through tests with users for Communicability Evaluation Method (CEM). Afterwards, one participatory design session (DP) was performed, in which the prototypes produced by the users were analyzed and classified by the Model 3C vision. Based on guidelines and the results of experiments, the MobiDeaf was created with eight guidelines. Mobideaf was evaluated by comparison with the WCAG 2.0 recommendations in two types of tests: (i) with designers who produced prototypes, which were analyzed, inspected and reproduced in a test application, and; (ii) with deaf people who experimented the test application. This project contributes in bringing a set of guidelines that help both the designer and the target audience. Also describes CEM tests and a DP session. Presents a mapping of the features worked by the deaf based on Facebook social network, in the Model 3C. Shows in detail the creation and evaluation of guidelines that can be used to enable better interaction of the deaf with society in general through social networking on mobiles.
O acesso fácil aos dispositivos móveis e redes sociais vem modificando a forma como as pessoas se comunicam, porém, a pessoa surda ainda se vê segregada em muitas dessas mídias. Ainda que muitos trabalhem com algumas recomendações, estas são muito genéricas não satisfazendo de forma plena a interação do surdo nesses ambientes. Diante desse cenário, o público surdo, não é considerado na criação desses aplicativos, seja porque os desenvolvedores de interface não conhecem ou não encontram informações diretas e precisas sobre as necessidades deste grupo. Apoiado em bibliografia e em experimentos realizados, este trabalho propõe diretrizes para desenvolvimento de aplicações para redes sociais em dispositivos móveis especificamente com foco no público surdo. Através da abordagem da pesquisa-ação (AR), em um primeiro momento procurou-se conhecer as dificuldades deste público sob as perspectivas de interação com dispositivos móveis aplicados às redes sociais, mais especificamente o Facebook. Esse primeiro ciclo AR se deu através de testes com os usuários utilizando o Método de Avaliação de Comunicabilidade (MAC). Em segundo momento realizou-se uma sessão de design participativo (DP) onde os protótipos produzidos pelos usuários foram analisados e classificados sob a ótica do Modelo 3C. Com base em diretrizes pertinentes ao estudo e nos resultados dos experimentos, criou-se o MobiDeaf com oito diretrizes. Este foi avaliado por comparação com as recomendações WCAG 2.0 em dois tipos de testes: (i) com designers que produziram protótipos, que foram analisados, inspecionados e reproduzidos em um aplicativo teste e; (ii) junto aos surdos que testaram este aplicativo. Este projeto contribuiu ao trazer um conjunto de diretrizes que ajudam tanto o designer quanto o público alvo. Ainda descreve detalhadamente testes MAC e uma sessão DP. Apresenta um Mapeamento das funcionalidades trabalhadas pelos surdos baseado na rede social Facebook, nos moldes do Modelo 3C. Descreve em detalhes a criação e avaliação das diretrizes que podem ser utilizadas para permitir melhor interação do público surdo com a sociedade em geral através de redes sociais em dispositivos móveis.
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14

Ndakunda, Shange-Ishiwa Tangeni. "A mobile toolkit and customised location server for the creation of cross-referencing location-based services." Thesis, Rhodes University, 2013. http://hdl.handle.net/10962/d1013604.

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Although there are several Software Development kits and Application Programming Interfaces for client-side location-based services development, they mostly involve the creation of self-referencing location-based services. Self-referencing location-based services include services such as geocoding, reverse geocoding, route management and navigation which focus on satisfying the location-based requirements of a single mobile device. There is a lack of open-source Software Development Kits for the development of client-side location-based services that are cross-referencing. Cross-referencing location-based services are designed for the sharing of location information amongst different entities on a given network. This project was undertaken to assemble, through incremental prototyping, a client-side Java Micro Edition location-based services Software Development Kit and a Mobicents location server to aid mobile network operators and developers alike in the quick creation of the transport and privacy protection of cross-referencing location-based applications on Session Initiation Protocol bearer networks. The privacy of the location information is protected using geolocation policies. Developers do not need to have an understanding of Session Initiation Protocol event signaling specifications or of the XML Configuration Access Protocol to use the tools that we put together. The developed tools are later consolidated using two sample applications, the friend-finder and child-tracker services. Developer guidelines are also provided, to aid in using the provided tools.
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15

Carvalho, Aglaíse Frota Moura. "M-CODE: um modelo para medição de confidencialidade e desempenho para aplicações móveis seguras." reponame:Repositório Institucional da UFC, 2008. http://www.repositorio.ufc.br/handle/riufc/16901.

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CARVALHO, Aglaíse Frota Moura. M-CODE: um modelo para medição de confidencialidade e desempenho para aplicações móveis seguras. 2008. 93 f. : Dissertação (mestrado) - Universidade Federal do Ceará, Centro de Ciências, Departamento de Computação, Fortaleza-CE, 2008.
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Mobile devices have resource restrictions that constrain the use of security mechanisms in applications, such as e-commerce, which demand, for example, confidentiality issues. There is then a need for a mechanism to help developers to choose the appropriate solution that provides security for a specific mobile device application, taking in consideration the limitation of performance, memory and battery, among others. Thus, this work proposes a security measurement model focused on confidentiality and performance for mobile applications. This model is defined in conformance with the cryptographic algorithm and/or protocol more adequate to the mobile application. Confidentiality and performance degrees are calculated according to the proposed model measurements and weights defined by the secure mobile application developer. . The following measurement approaches are used to specify the proposal: Goal-Question-Metric (GQM) and Goal-Driven Software Measurement (GDSM), variations of these approaches, and the Security Measurement (SM) framework. As a case study, a mobile application already existent is used for the analysis and calculation of the confidentiality and performance degrees of chosen algorithms and protocols
Os dispositivos móveis têm limitações de recursos que restringem o uso de mecanismos de segurança em aplicações, tais como comércio eletrônico, as quais exigem, por exemplo, o requisito de confidencialidade. Como é indispensável a implementação de mecanismos de segurança nesse tipo de aplicações, é fundamental auxiliar os desenvolvedores na escolha de um mecanismo que respeite limitações, por exemplo, de desempenho, memória e bateria, dos dispositivos móveis. Esta dissertação propõe então um modelo para medir o grau de confidencialidade e de desempenho necessários para determinadas aplicações que irão executar em dispositivos móveis. A fim de escolher o algoritmo criptográfico e/ou o protocolo mais adequado a uma aplicação móvel específica, os cálculos da confidencialidade e desempenho são realizados através de medidas já definidas no modelo e de pesos definidos pelo desenvolvedor, de acordo com a relevância de cada medida para aplicação. Para especificar a proposta, as abordagens de Goal-Question-Metric (GQM), Goal-Driven Software Measurement (GDSM), variações destas abordagens e o Security Measurement (SM) framework são utilizados. Em seguida, para validar o modelo, é utilizada uma aplicação móvel segura já existente como estudo de caso, sendo feita a análise e cálculo dos graus de confidencialidade e desempenho de algoritmos e protocolos
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16

Fredericksen, Michael N. "Aiding computer application programmers and users with the tools of the visual interface." Thesis, 1986. http://hdl.handle.net/10945/21635.

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17

Pereira, David Jorge Cardoso. "EZ-BUD : orçamentação na nuvem." Master's thesis, 2012. http://hdl.handle.net/10437/4684.

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Orientação : Nuno M. Garcia
Não é novidade que o paradigma vigente baseia-se na Internet, em que cada vez mais aplicações mudam o seu modelo de negócio relativamente a licenciamento e manutenção, para passar a oferecer ao utilizador final uma aplicação mais acessível no que concerne a licenciamento e custos de manutenção, já que as aplicações se encontram distribuídas eliminando os custos de capitais e operacionais inerentes a uma arquitetura centralizada. Com a disseminação das Interfaces de Programação de Aplicações (Application Programming Interfaces – API) baseadas na Internet, os programadores passaram a poder desenvolver aplicações que utilizam funcionalidades disponibilizadas por terceiros, sem terem que as programar de raiz. Neste conceito, a API das aplicações Google® permitem a distribuição de aplicações a um mercado muito vasto e a integração com ferramentas de produtividade, sendo uma oportunidade para a difusão de ideias e conceitos. Este trabalho descreve o processo de conceção e implementação de uma plataforma, usando as tecnologias HTML5, Javascript, PHP e MySQL com integração com ®Google Apps, com o objetivo de permitir ao utilizador a preparação de orçamentos, desde o cálculo de preços de custo compostos, preparação dos preços de venda, elaboração do caderno de encargos e respetivo cronograma.
Unsurprisingly the current paradigm is Web based, in which software applications are changing their business model regarding licensing and maintenance, providing the ability to offer end users a more affordable solution regarding licensing and maintenance costs, since the applications are distributed by eliminating the capital and operational costs of a centralized architecture. With the spread of Application Programming Interfaces (API) based on the Internet, developers were able to develop applications that use features provided by third parties, without having to start from scratch. In this concept, the API ®Google Apps allows deployment of applications to a huge market and integration with productivity tools and an opportunity for the dissemination of ideas and concepts. This paper describes the process of designing and implementing a platform using technologies like HTML5, Javascript, PHP and MySQL with ®Google Apps integration in order to allow the user to the preparation of budgets, starting with the calculation of cost compounds , preparation of sales prices, preparation of the specifications and schedule.
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18

Santhiar, Anirudh. "Concurrency Analysis and Mining Techniques for APIs." Thesis, 2017. http://etd.iisc.ernet.in/2005/3692.

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Software components expose Application Programming Interfaces (APIs) as a means to access their functionality, and facilitate reuse. Developers use APIs supplied by programming languages to access the core data structures and algorithms that are part of the language framework. They use the APIs of third-party libraries for specialized tasks. Thus, APIs play a central role in mediating a developer's interaction with software, and the interaction between different software components. However, APIs are often large, complex and hard to navigate. They may have hundreds of classes and methods, with incomplete or obsolete documentation. They may encapsulate concurrency behaviour that the developer is unaware of. Finding the right functionality in a large API, using APIs correctly, and maintaining software that uses a constantly evolving API are challenges that every developer runs into. In this thesis, we design automated techniques to address two problems pertaining to APIs (1) Concurrency analysis of APIs, and (2) API mining. Speci cally, we consider the concurrency analysis of asynchronous APIs, and mining of math APIs to infer the functional behaviour of API methods. The problem of concurrency bugs such as race conditions and deadlocks has been well studied for multi-threaded programs. However, developers have been eschewing a pure multi-threaded programming model in favour of asynchronous programming models supported by asynchronous APIs. Asynchronous programs and multi-threaded programs have different semantics, due to which existing techniques to analyze the latter cannot detect bugs present in programs that use asynchronous APIs. This thesis addresses the problem of concurrency analysis of programs that use asynchronous APIs in an end-to-end fashion. We give operational semantics for important classes of asynchronous and event-driven systems. The semantics are designed by carefully studying real software and serve to clarify subtleties in scheduling. We use the semantics to inform the design of novel algorithms to find races and deadlocks. We implement the algorithms in tools, and show their effectiveness by finding serious bugs in popular open-source software. To begin with, we consider APIs for asynchronous event-driven systems supporting pro-grammatic event loops. Here, event handlers can spin event loops programmatically in addition to the runtime's default event loop. This concurrency idiom is supported by important classes of APIs including GUI, web browser, and OS APIs. Programs that use these APIs are prone to interference between a handler that is spinning an event loop and another handler that runs inside the loop. We present the first happens-before based race detection technique for such programs. Next, we consider the asynchronous programming model of modern languages like C]. In spite of providing primitives for the disciplined use of asynchrony, C] programs can deadlock because of incorrect use of blocking APIs along with non-blocking (asynchronous) APIs. We present the rst deadlock detection technique for asynchronous C] programs. We formulate necessary conditions for deadlock using a novel program representation that represents procedures and continuations, control ow between them and the threads on which they may be scheduled. We design a static analysis to construct the pro-gram representation and use it to identify deadlocks. Our ideas have resulted in research tools with practical impact. Sparse Racer, our tool to detect races, found 13 previously unknown use-after-free bugs in KDE Linux applications. Dead Wait, our deadlock detector, found 43 previously unknown deadlocks in asynchronous C] libraries. Developers have fixed 43 of these races and deadlocks, indicating that our techniques are useful in practice to detect bugs that developers consider worth fixing. Using large APIs effectively entails finding the right functionality and calling the methods that implement it correctly, possibly composing many API elements. Automatically infer-ring the information required to do this is a challenge that has attracted the attention of the research community. In response, the community has introduced many techniques to mine APIs and produce information ranging from usage examples and patterns, to protocols governing the API method calling sequences. We show how to mine unit tests to match API methods to their functional behaviour, for the specific but important class of math APIs. Math APIs are at the heart of many application domains ranging from machine learning to scientific computations, and are supplied by many competing libraries. In contrast to obtaining usage examples or identifying correct call sequences, the challenge in this domain is to infer API methods required to perform a particular mathematical computation, and to compose them correctly. We let developers specify mathematical computations naturally, as a math expression in the notation of interpreted languages (such as Matlab). Our unit test mining technique maps subexpressions to math API methods such that the method's functional behaviour matches the subexpression's executable semantics, as defined by the interpreter. We apply our technique, called MathFinder, to math API discovery and migration, and validate it in a user study. Developers who used MathFinder nished their programming tasks twice as fast as their counterparts who used the usual techniques like web and code search, and IDE code completion. We also demonstrate the use of MathFinder to assist in the migration of Weka, a popular machine learning library, to a different linear algebra library.
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19

Pandit, Prasanna Vasant. "Cooperative Execution of Opencl Programs on Multiple Heterogeneous Devices." Thesis, 2013. http://etd.iisc.ernet.in/2005/3468.

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Computing systems have become heterogeneous with the increasing prevalence of multi-core CPUs, Graphics Processing Units (GPU) and other accelerators in them. OpenCL has emerged as an attractive programming framework for heterogeneous systems. However, utilizing mul- tiple devices in OpenCL is a challenge as it requires the programmer to explicitly map data and computation to each device. Utilizing multiple devices simultaneously to speed up execu- tion of a kernel is even more complex, as the relative execution time of the kernel on different devices can vary significantly. Also, after each kernel execution, a coherent version of the data needs to be established. This means that, in order to utilize all devices effectively, the programmer has to spend considerable time and effort to distribute work across all devices, keep track of modified data in these devices and correctly perform a merging step to put the data together. Further, the relative performance of a program may vary across different inputs, which means a statically determined work distribution may not work well. In this work, we present FluidiCL, an OpenCL runtime that takes a program written for a single device and uses multiple heterogeneous devices to execute each kernel. The runtime performs dynamic work distribution and cooperatively executes each kernel on all available devices. Since we consider a setup with devices having discrete address spaces, our solution ensures that execution of OpenCL work-groups on devices is adjusted by taking into account the overheads for data management. The data transfers and data merging needed to ensure coherence are handled transparently without requiring any effort from the programmer. Flu- idiCL also does not require prior training or profiling and is completely portable across dif- ferent machines. Because it is dynamic, the runtime is able to adapt to system load. We have developed several optimizations for improving the performance of FluidiCL. We evaluate the runtime across different sets of devices. On a machine with an Intel quad-core processor and an NVidia Fermi GPU, FluidiCL shows a geomean speedup of nearly 64% over the GPU, 88% over the CPU and 14% over the best of the two devices in each benchmark. In all benchmarks, performance of our runtime comes to within 13% of the best of the two devices. FluidiCL shows similar results on a machine with a quad-core CPU and an NVidia Kepler GPU, with up to 26% speedup over the best of the two. We also present results considering an Intel Xeon Phi accelerator and a CPU and find that FluidiCL performs up to 45% faster than the best of the two devices. We extend FluidiCL from a CPU–GPU scenario to a three-device setup hav- ing a quad-core CPU, an NVidia Kepler GPU and an Intel Xeon Phi accelerator and find that FluidiCL obtains a geomean improvement of 6% in kernel execution time over the best of the three devices considered in each case.
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