Academic literature on the topic 'Android'

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Journal articles on the topic "Android"

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Li, Ting Shun, Shu Gang Jing, Jiao Hui Xu, and Yong Qiang Cheng. "The Research of Dalvik Virtual Machine on the Andriod Platform." Advanced Materials Research 468-471 (February 2012): 2534–37. http://dx.doi.org/10.4028/www.scientific.net/amr.468-471.2534.

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Android is a software platform used for mobile collection, which includes operating system, middleware and key applications. The paper describes the differences between Android and Dalvik, the main features of Andriod, the compare of Dalvik and JVM. For the mobile platform, Android becomes the most popular mobile platform operating system because of more optimization.
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Schroeder, Sarah, Kurtis Goad, Nicole Rothner, Ali Momen, and Eva Wiese. "Effect of Individual Differences in Fear and Anxiety on Face Perception of Human and Android Agents." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 65, no. 1 (September 2021): 796–800. http://dx.doi.org/10.1177/1071181321651303.

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People process human faces configurally—as a Gestalt or integrated whole—but perceive objects in terms of their individual features. As a result, faces—but not objects—are more difficult to process when presented upside down versus upright. Previous research demonstrates that this inversion effect is not observed when recognizing previously seen android faces, suggesting they are processed more like objects, perhaps due to a lack of perceptual experience and/or motivation to recognize android faces. The current study aimed to determine whether negative emotions, particularly fear of androids, may lessen configural processing of android faces compared to human faces. While the current study replicated previous research showing a greater inversion effect for human compared to android faces, we did not find evidence that negative emotions—such as fear—towards androids influenced the face inversion effect. We discuss the implications of this study and opportunities for future research.
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Jihad, Asep, and Aan Lasmanah. "Pembelajaran matematika berbasis android untuk meningkatkan kemampuan komunikasi matematika di SMP." Jurnal Analisa 5, no. 2 (December 27, 2019): 199–205. http://dx.doi.org/10.15575/ja.v5i2.6884.

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Perkembangan teknologi menuntut peningkatan kompetensi guru matematika dengan mengembangkan pembelajaran berbasis teknologi satunya membuat media pembelajaran matematika berbasis android. Penelitian eksperimen, bertujuan menganalisis peningkatan kemampuan komunikasi matematik siswa melaluim pembelajaran berbasis androrid, hasil penelitian menunjukan bahwa pembelajaran berbasis android dapat meningkatkan kemampuan kounikasis matematika siswa SMP
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Riski, Widya Yuliatin. "PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID BERMUATAN KEARIFAN LOKAL PADA MATERI GERAK DI MASA NEW NORMAL COVID-19 KELAS VIII SMP NEGERI 1 LEDO." Jurnal Inovasi Pendidikan dan Pengajaran (JIPP) 1, no. 2 (July 30, 2022): 96–105. http://dx.doi.org/10.31571/jipp.v1i2.4967.

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The purpose of this study was to determine the development and feasibility of Andriod-based learningmedia containing local wisdom according to material experts, the feasibility of Andriod-based learning mediacontaining local wisdom according to media experts, and knowing student responses to Andriod-based learningmedia containing local wisdom. This type of research is research (R & D) in the form of an Android-based learning media product containing local wisdom on motion material. The development method used in this research is the ADDIE model. The ADDIE model is a development model consisting of five stages consisting ofanalysis, design, development, implementation and evaluation. Based on the results of the research that 1) Thefeasibility of android-based learning media containing local wisdom can be seen from the results of the assessmentof material experts getting an average score of 85% with very decent criteria; 2) The feasibility of android-basedlearning media containing local wisdom can be seen from the results of the assessment of media experts getting anaverage score of 90% with very decent criteria; 3) Student responses to the use of android-based learning mediacontaining local wisdom obtained an average score of 81% with the criteria of strongly agreeing. Thus theandroid-based learning media containing local wisdom in the motion material developed is considered suitable tobe used as a learning medium.
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Sasala, An. "Panic! Humanity's Cis-Heteronormative Fear of the Transgender Android." Somatechnics 8, no. 1 (March 2018): 64–78. http://dx.doi.org/10.3366/soma.2018.0237.

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Androids occupy a position of fascination within US pop culture and science fiction television, yet they rarely acknowledge their own experiences of gender. Reading Wendy the entertainment android from Syfy Channel's Dark Matter (2015–2017) as trans*, this article analyzes the material, cultural, and imagined bodies of the android through an intersectional lens of gender, sex, and race. At times, the article slips between different versions of the transgender android, wading through their cinematic representation, theoretical conceptualization, socio-cultural construction, and material reality, striving always to relate these overlapping categories to the android's trans* and technological body. First, the article delves into gender, race, and David Huebert's ‘species panic’, arguing that the triply othered transgender android would inspire a triple panic with direct ramifications for trans* bodies, especially trans women of color. The article then addresses the role of the multilayered cinematic, scientific, raced, cis-heteronormative gaze in the biopolitical ordering of life. Using Susan Stryker's theorization of passing and micha cárdenas's practice of the shift, the article then views sexual encounters as creating both the potential for and then panic of transgender otherness. This potential and potentially real panic then directly impacts the bodies of trans women of color and transgender androids through a reliance on sex work narratives and the commodification of sex.
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Dewi Kusumaningsih, Bety Ayu Windi Ariyanto, Haryanti Budi Utami, and Krisna Adi Ismaya. "La PUISIFY The Form of Application-Based Poetry Learning Media SAC.2.0 on Android." AKSIS: Jurnal Pendidikan Bahasa dan Sastra Indonesia 3, no. 2 (December 31, 2019): 334–36. http://dx.doi.org/10.21009/aksis.030210.

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The study highlights the development of poetry learning instrument using Smart Application Creator (SAC) 2.0 program for Android. The study belongs to a Research and Development (RnD). The initial exploration included the observation of the Indonesian Language learning instrument utilized by a number of secondary schools which are the former education institutions of the students of Indonesian Language and Literature Department (PBSI) of University of Veteran Bangun Nusantara Sukoharjo. The result of observation became the underlying framework for the development of poetry learning instrument through the SAC 2.0 program for Android. The design of the learning instrument development refered to the four-D model development that consists of four stages, including define, design, develop, and disseminate. The development model was firstly developed by Thiagarajan, dkk. The findings revealed that Android-based learning instrument had yet been massively utilized for secondary schools. Most of the teachers still rely on the PowerPoint presentation which is displayed through the projector. The development of the learning instrument that refers to the 4D stages has successfully provided an innovative Android-based poetry learning instrument. The instrument has also been disseminated publicly. The new learning instrument is easy in its installation and application through Android devices. Keywords: android, learning instrument, poetry instrument, smart application creator 2.0. Abstrak Penelitian ini mengangkat pengembangan media pembelajaran puisi dengan menggunakan program Smart Aplication Creator 2.0 berbasis andoid. Bentuk penelitian adalah Research and Development (RnD). Eksplorasi awal dengan pengamatan penggunaan media pembelajaran Bahasa Indonesia di SMA-SMA alumni para mahasiswa Progdi Pendidikan Bahasa dan Sastra Indonesia (PBSI) FKIP Universitas Veteran Bantara. Hasil pengamatan dipakai sebagai dasar pengembangan media pembelajaran bahasa Indonesia khususnya puisi dengan aplikasi SAC 2.0 di android. Model pengembangan dalam merancang dan membuat media pembelajaran puisi berbasis android ini menggunakan model pengembangan four-D models yang terdiri dari 4 tahap yaitu Define (pendefinisian), Design (perancangan), Develop (pengembangan) dan Dessiminate (penyebaran). Model pengembangan ini dikembangkan oleh Thiagarajan, dkk. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis andriod di SMA belum digunakan. Guru masih menggunakan media pembelajaran power point serta proyektor saja. Proses pengembangan model media pembelajaran dilakukan sesuai 4 langkah D berhasil membuat inovasi media pembelajaran puisi berbasis adroid yang sudah diseminasikan pada publik. Model media pembelajaran ini mudah diinstal dan diaplikasikan di telepon genggam berbasis android. Kata kunci: andriod, media pembelajaran, media puisi, smart aplication creator 2.0.
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ISHIGURO, Hiroshi. "Android." Journal of the Society of Mechanical Engineers 115, no. 1126 (2012): 630–31. http://dx.doi.org/10.1299/jsmemag.115.1126_630.

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Rasool, Ghulam, and Azhar Ali. "Recovering Android Bad Smells from Android Applications." Arabian Journal for Science and Engineering 45, no. 4 (February 1, 2020): 3289–315. http://dx.doi.org/10.1007/s13369-020-04365-1.

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Wang, Shensheng, Yuk F. Cheong, Daniel D. Dilks, and Philippe Rochat. "The Uncanny Valley Phenomenon and the Temporal Dynamics of Face Animacy Perception." Perception 49, no. 10 (September 9, 2020): 1069–89. http://dx.doi.org/10.1177/0301006620952611.

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Human replicas highly resembling people tend to elicit eerie sensations—a phenomenon known as the uncanny valley. To test whether this effect is attributable to people’s ascription of mind to (i.e., mind perception hypothesis) or subtraction of mind from androids (i.e., dehumanization hypothesis), in Study 1, we examined the effect of face exposure time on the perceived animacy of human, android, and mechanical-looking robot faces. In Study 2, in addition to exposure time, we also manipulated the spatial frequency of faces, by preserving either their fine (high spatial frequency) or coarse (low spatial frequency) information, to examine its effect on faces’ perceived animacy and uncanniness. We found that perceived animacy decreased as a function of exposure time only in android but not in human or mechanical-looking robot faces (Study 1). In addition, the manipulation of spatial frequency eliminated the decrease in android faces’ perceived animacy and reduced their perceived uncanniness (Study 2). These findings link perceived uncanniness in androids to the temporal dynamics of face animacy perception. We discuss these findings in relation to the dehumanization hypothesis and alternative hypotheses of the uncanny valley phenomenon.
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Kusumawardhani, Arianti, Shafiq Nurdin, and Mokh Suseno Aji Sari. "TEKNOLOGI SMARTPHONE ANDROID DAN APLIKASINYA SEBAGAI PENGENDALI PINTU AIR DAERAH ALIRAN SUNGAI (DAS)." Teknika: Engineering and Sains Journal 1, no. 2 (December 18, 2017): 89. http://dx.doi.org/10.51804/tesj.v1i2.127.89-94.

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Pengoperasian pintu air pada aliran sungai saat ini masih menggunakan sistem manual dengan menggunakan campur tangan tenaga manusia untuk pengendali buka tutupnya. Hal ini mendorong peneliti untuk melakukan penelitian dengan sistem kendali berbasis smartphone berbasis android. Dalam penelitian ini penulis menggunakan smartphone android sebagai sarana untuk kendali pintu air. Smartphone dipilih oleh penulis karena saat ini menjadi alat komunikasi sehari-hari yang mobile di semua kalangan masyarakat sedangkan andriod merupakan sistem operasi yang sebagian besar dipakai pada smartphone tersebut. Smartphone berbasis android akan secara langsung mengendalikan buka tutup pintu Daerah Aliran Sungai (DAS) dengan menggunakan program aplikasi. Masukan dari aplikasi akan memberikan informasi perintah yang diberikan, selanjutnya akan diterima oleh sistem kendali yang terhubung pada mekanisme gerakan mekanik pintu air sungai. Peralatan kendali menggunakan perangkat Arduino Uno yang mampu mengubah signal digital menjadi gerakan mekanik dalam mengoperasikan pintu DAS. Hasil penelitian yang diperoleh, penggunaan perangkat kendali Arduino Uno tidak menyediakan ruang dalam pengelolaan database secara online, maka dibutuhkan software pendukung lainnya untuk mengatasi hal tersebut. Sebagai pengendali dan sistem android merupakan media penghubung informasi saling terkait merupakan sumber informasi yang terbuka.
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Dissertations / Theses on the topic "Android"

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Sedin, Patrik. "Android - Onlinespelutveckling." Thesis, Mittuniversitetet, Avdelningen för informations- och kommunikationssystem, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-24898.

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I dagens samhälle har telefonerna gått ifrån att bara vara ett kommunikationsmedel till så mycket mer. Idag finns miljontals applikationer till telefonerna som gör dom mer lik en nöjesenhet än en telefon. Syftet med projektet har varit att med hjälp av förundersökningar skapa en mobilapplikation till operativsystemet Android. I applikationen är syftet att lägga vikt på användarvänlig design, snabb och effektiv funktionalitet. Målet med projektet är att få kunskap hur syftet ska kunna uppnås. Förundersökningenhar som uppgift att ge svar på hur en applikation blir populär och framgångsrik. Applikationen som har skapats i projektet är en kasinoapplikation som kommer innehålla speciella funktioner baserat på svaren från förundersökningen. Utöverapplikationen har en server skapats som klienten ska kommunicera med vid inloggning och vid lagring av information. I projektet har utvecklingsmetoden Extremprogrammering använts och applikationen har utvecklats i miljön Eclipse med hjälp av verktygen Android SDK och Facebook SDK. För att enklare kunna skriva programkod ritades skisser på applikationen och UML-diagram för de mest komplicerade funktionerna. De mål som sattes upp för projektet har uppfyllts och de problem som fanns innan projektet har lösts. Det finns stora säkerhetsrisker just nu som kommer att behövas fixas i framtiden. Det finns även andra förbättringar att göra i framtiden, t.ex. snyggare design och fler funktioner och spel i applikationen.
In modern day, the cellphones have gone from being a simple communicationunit to something so much more. Today there are millions of appliatins for yourphone which makes them more like an entertainmet unit than just a phone. Thepurpose of this project is, with help of reaearch, make a cellphone application tothe operating system Android. The purpose of the application is to make adesign which is clean and has high usability, fast and effective software and tomake the application able to be successful. The projects goal is to gainknowledge in how to achieve that purpose. The goal with the research is to gainknowledge about what makes an application desirable and popular. The application created in this project is a casino application that will includecertain functions depending on the results of the research. Besides theapplication there was also a server created with the purpose of storing userinformation and communication between server and client. The developmentmethod used in this project is Extremeprogramming and has been developed inthe Eclipse IDE. There has been modules for Android SDK and Facebook SDKadded to the Eclipse IDE. There was scetches and UML-diagrams drawn tomake the programming easier and to gain better understanding of the mostcomplicated functions. The goal overall with the project has ben fullfilled.Although there is a huge problem with the security risks that will have besolved in future work. Besides working on the security there could also be somefixes made on the design and add more functions and games to the applicationin the future.
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Danielsson, André. "Comparing Android Runtime with native : Fast Fourier Transform on Android." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208964.

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This thesis investigates the performance differences between Java code compiled by Android Runtime and C++ code compiled by Clang on Android. For testing the differences, the Fast Fourier Transform (FFT) algorithm was chosen to demonstrate examples of when it is relevant to have high performance computing on a mobile device. Different aspects that could affect the execution time of a program were examined. One test measured the overhead related to the Java Native Interface (JNI).  The results showed that the overhead was insignificant for FFT sizes larger than 64.  Another test compared matching implementations of FFTs between Java and native code. The conclusion drawn from this test was that, of the converted algorithms, Columbia Iterative FFT performed the best in both Java and C++. A third test, evaluating the performance of vectorization, proved to be an efficient option for native optimization. Finally, tests examining the effect of using single-point precision (float) versus double-point precision (double) data types were covered. Choosing float could improve performance by using the cache in an efficient manner.
I denna studie undersöktes prestandaskillnader mellan Java-kod kompilerad av Android Runtime och C++-kod kompilerad av Clang på Android. En snabb Fourier Transform (FFT) användes under experimenten för att visa vilka användningsområden som kräver hög prestanda på en mobil enhet. Olika påverkande aspekter vid användningen av en FFT undersöktes. Ett test undersökte hur mycket påverkan Java Native Interface (JNI) hade på ett program i helhet. Resultaten från dessa tester visade att påverkan inte var signifikant för FFT-storlekar större än 64. Ett annat test undersökte prestandaskillnader mellan FFT-algoritmer översatta från Java till C++. Slutsatsen kring dessa tester var att av de översatta algoritmerna var Columbia Iterative FFT den som presterade bäst, både i Java och i C++. Vektorisering visade sig vara en effektiv optimeringsteknik för arkitekturspecifik kod skriven i C++. Slutligen utfördes tester som undersökte prestandaskillnader mellan flyttalsprecision för datatyperna float och double. float kunde förbättra prestandan genom att på ett effektivt sätt utnyttja processorns cache.
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Rodgren, Staffan. "Android Map Application." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-177260.

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Nowadays people use maps everyday in many situations. Maps are available and free. What was expensive and required the user to get a paper copy in a shop is now available on any Smartphone. Not only maps but location-related information visible on the maps is an obvious feature. This work is an application of opportunistic networking for the spreading of maps and location-related data in an ad-hoc, distributed fashion. The system can also add user-created information to the map in form of points of interest. The result is a best effort service for spreading of maps and points of interest. The exchange of local maps and location-related user data is done on the basis of the user position. In particular, each user receives the portion of the map containing his/her surroundings along with other information in form of points of interest.
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Nordström, Johan, and Thommie Jönsson. "Orderhantering via Android." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-9603.

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This degree project deals with creating an Android application for managing representation orders placed in stores as well as evaluating Androids usage as a platform for that line of work. The evaluation will be based on tests of the application on an Android phone together with a survey consisting of written questions and a practical test of the application.
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Arvidsson, Simon, and Tobias Ekblom. "Marknadsplatsapplikation för Android." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-77045.

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Målet med examensarbetet är att utveckla en marknadsplatsapplikation för Android. Marknadsplatsapplikationen ska tillhandahålla funktioner för att ge användaren förutsättningar att hitta och ladda ner applikationer över Internet ifrån marknadsplatsens serversida. Marknadsplatsapplikationen kommer likt en tunn klient vara helt beroende av innehåll från en serversida. Vid examensarbetets utförande existerade dock ingen serversida då denna ännu inte var färdigutvecklad. För att utveckla marknadsplatsapplikationen utan närvaron av en serversida, implementerades en emulerad serversida som utåt sett hade funktionaliteten av en framtida serversida. En mjukvaruarkitektur implementerades bestående av tre lager: användargränsnitt (GUI), kärnfunktionalitet (Core) och webbkommunikation (WebCom). Syftet med arikitekturen var dels att begränsa inverkan av övergången från en emulerad serversida till en riktig serversida, och dels att avgränsa och avlasta användargränsnittet från tunga operationer för att därigenom uppnå god responsivitet. Marknadsplatsapplikationen implementerades med all funktionalitet som planerades. Arkitekturen med tydlig separation mellan GUI, Core ochWebCom, förväntas leda till en smidig övergång till en riktig serversida. Även ett tydligt öde för att hämta och skicka data mellan marknadsplatsapplikationen och serversida förväntas underlätta att implementera ny funktionalitet som är beroende av en serversida. Användargränsnittet uppvisar fortfarande brist på responsivitet. Arkitekturen med endast en asynkron klass GuiWorker, som hanterar exekveringen av tunga operationer på bakgrundstrådar, förväntas dock kunna uppnå ett responsivt användargränsnitt.
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Warsén, Daniel. "Spelmotorgränssnitt för Android." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-177173.

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Målet med detta arbete har varit att undersöka huruvida det finns ett bra sätt att utveckla en flexibel och framtidssäker spelmotor för en specifik speltyp, strategispel, för Android-enheter. Rapporten behandlar användargränssnittet för spelmotorn. För att nå målen har ett grundläggande användargränssnitt, ett proof-of-concept, utvecklats och sedan testats och utvärderats enligt både vedertagna och icke-vedertagna metoder. Resultaten som framkommit av dessa tester och utvärderingar har varit blandade och givit utrymme för flera intressanta analyser och slutsatser, där de slutgiltiga pekar på att projektet i grunden har varit av god kvalitet men att det finns vissa brister som bör åtgärdas innan motorn färdig- och vidareutvecklas. Resultaten och slutsatserna visar att det finns ett utrymme för produkten, men inte nödvändigtvis ett intresse (detta är bortom denna rapports omfång), och fingervisningen är att denna grund kan användas för att utveckla den produkt som visionerats med den utvecklade prototypen som bas.
The goal of this thesis has been to research whether there are good ways to develop a flexible and future-proof game engine for a specific game type, strategy games, for Android units. This report covers the user interface of the game engine. To reach this goal a basic user interface, a proof-of-concept, has been developed and then tested and evaluated using both accepted and non-accepted methods. The results of these tests and evaluations have been mixed and have given room for several interesting analyses and conclusions, where the bottom line shows that the basis of the project is of sound quality, however there are certain issues that need to be dealt with before the engine is further developed and finished. The results and conclusions show that there is room for the product, however not necessarily an interest (testing this is beyond the scope of this report), and hint at the possibility to use this base as a basis for the development of the product that has been envisioned.
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Björnerhag, Erik. "Spelmotorkonstruktion för Android." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-177174.

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Syftet med arbetet har varit att undersöka huruvida XML fungerar som ett beskrivningsspråk till en spelmotor sett till aspekter såsom vad som kan definieras i XML, vad laddningstiderna är och om det är en tydlig och attraktiv lösning. Tanken med lösningen är att det skall vara enkelt att, tillsammans med en spelmotor, kunna skapa tvådimensionella strategispel utan att skriva någon kompilerande kod, vilket i sin tur skulle möjliggöra för aspirerande spelutvecklare att få en enkel utgångspunkt där de kan starta sin karriär. Resultaten av undersökningarna visar att XML fungerar som en lösning för denna typ av spel och det går att göra väldigt mycket med det. Laddningstiderna håller sig långt under den maximala gränsen, enligt specifikationerna på mängd av indata som skall laddas in. Det är även en attraktiv lösning som flera personer skulle kunna tänka sig att använda. Dock har det visat sig att XML på egen hand inte klarar av att vara tydligt – exempelvis vad innehållet i XML-filerna betyder, något som ger tecken på att det behöver läggas mer fokus på att dokumentera dessa och komplettera XML-lösningen med denna dokumentation.
The purpose of this project has been to investigate if XML works as a language of description in a game engine. With focus on aspects such as what can be defined in the XML, what the loading times are and if the solution is easy to understand and if it is attractive. The idea behind the solution is that it should be easy to, together with a game engine, create two-dimensional strategy games without writing any compiling code, which in turn would make it possible for aspiring game developers to have an easy starting point where they can start their career. Results of the research shows that XML works as a solution for this kind of game and that it is possible to do a lot with it. The loading times for the system keep below acceptable levels with much to spare, according to the specifications set regarding to the amount of data to load. This solution is also an attractive one and there are several people that would want to utilize it. However, it has been shown that XML alone can not manage to be clear - for example, what the content of the XML files does, something that gives the indication that there needs to be more focus on documenting this and complete the XML solution with said documentation.
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Andersson, Fredrik. "Applikationsutveckling för Android." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-12193.

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Detta projekt handlar om ett applikationsutvecklingsprojekt för Androidplattformen vilket innefattar Androids uppbyggnad, Javaprogrammering, design i XML miljö, grunder i Eclipse samt publicering på Google Play (före detta Android market). Projektet resulterar i en Androidapplikation i form av ett enkelt Pongspel med olika funktioner som highscorelista samt att uppsatsen beskriver det man behöver kunna för att utveckla applikationer för Android.
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Andersson, Gustaf, and Fredrik Andersson. "Android Environment Security." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-20512.

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In modern times mobile devices are a increasing technology and malicious users are increasing as well. On a mobile device it often exist valuable private information that a malicious user is interested in and it often has lower security features implemented compared to computers. It is therefore important to be aware of the security risks that exist when using a mobile device in order to stay protected.In this thesis information about what security risks and attacks that are possible to execute towards a mobile device running Android will be presented. Possible attack scenarios are attacking the device itself, the communication between the device and a server and finally the server.
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Wahman, Joakim, and Erik Larsson. "Sportfiskeapplikation till Android." Thesis, Karlstads universitet, Institutionen för matematik och datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-32321.

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Intresset för fiske i Sveriges sjöar har blivit stort, men för att fiskevattnets tillstånd inteska försämras så behöver man värna om Sveriges sjöar bättre än i dagsläget. SverigesSportfiske- och Fiskevårdsförbund har tidigare försökt att få in rapporter på fångster avfiskarna via enkäter och via deras hemsida. Detta resulterade dock i få rapporteringar.Problemet ansågs inte ligga i viljan att rapportera då, i en undersökning, hela 90% svaradeatt de ville rapportera sin fångst. Problemet ansågs istället ligga i sättet att registrera enfångst. Detta skall förenklas genom en mobil applikation vilket ger möjlighet till att rapporterafångsten direkt på plats. Applikationen skall vara enkel att använda för att få inså många rapporteringar som möjligt, men ändå få med den information om fångsten somSveriges Sportfiske- och Fiskevårdsförbund vill åt. Resultatet blev en Androidapplikationsom täcker alla krav som var satta, där de högst prioriterade kraven var att rapportera enfångst med all nödvändig information om den och att applikationen täcker alltså hela Vänern.Applikationen täcker för tillfället endast Vänern som är Sveriges största sjö. Förutomrapportering av fångst så finns det även en informationsvy samt en statistikvy där användarenfår en lämplig statistik över sina rapporteringar. Applikationen väntas att få in merrapporteringar och kommer i sin tur att hjälpa Sveriges Sportfiske- och Fiskevårdsförbundatt ta hand om Sveriges fiskevatten bättre.
The interest in fishing in lakes in Sweden has become very large, but for the fishing watersnot to deteriorate one needs to take care of Sweden’s lakes better than the current situation.Sweden’s Sportfishing and Conservation Association has previously tried to get reportsof fish catches through surveys or through their website. However, this resulted in veryfew reports being received. The problem in this was not considered to be in the lack ofwillingness to report hence, in a survey, a full 90 % responded that they wanted to reporttheir catch. The problem was considered instead to lie with the way to register a catch. Thisshould be resolved through a mobile application, which allows for reporting the catch onthe spot. The application should be as simple to use as possible to get as many registrationsas possible, while still getting the information about the catch Sweden’s Sportfishing andConservation Association want. The results were an Android application that covers allthe requirements that were set, the requirements with the highest priority was to reporta catch with all the necessary information about it and that the application covers all ofVänern. The application currently covers only Vänern, Sweden’s largest lake. In additionto reporting of the catch, there is also a data view and a statistics view where the user getsan adequate statistics on their reports. The application is expected to get more reports andwill in turn help Sweden’s Sportfishing and Conservation Association to care for Swedishwaters better.
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Books on the topic "Android"

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Mosemann, Heiko, and Matthias Kose. Android. München: Carl Hanser Verlag GmbH & Co. KG, 2009. http://dx.doi.org/10.3139/9783446420717.

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Louis, Dirk, and Peter Müller. Android. München: Carl Hanser Verlag GmbH & Co. KG, 2014. http://dx.doi.org/10.3139/9783446438316.

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1975-, Conder Shane, ed. Android wireless application development: Android essentials. 3rd ed. Upper Saddle River, NJ: Addison-Wesley, 2012.

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Nolan, Godfrey. Decompiling Android. Berkeley, CA: Apress, 2012.

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Mednieks, Zigurd R. Programming Android. Sebastopol, Calif: O'Reilly, 2011.

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Domokos, Tamás. Pornoid Android. Budapest: Fiatal Írók Szövetsége, 2010.

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Nolan, Godfrey. Decompiling Android. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4249-9.

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Murphy, Mark L. Beginning Android. Berkeley, CA: Apress, 2009. http://dx.doi.org/10.1007/978-1-4302-2420-4.

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Wickham, Mark. Practical Android. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3333-7.

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Hashimi, Sayed Y., and Satya Komatineni. Pro Android. Berkeley, CA: Apress, 2009. http://dx.doi.org/10.1007/978-1-4302-1597-4.

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Book chapters on the topic "Android"

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Holly, Russell. "Why Android? Which Android?" In Taking Your Android Tablets to the Max, 1–23. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3690-0_1.

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Allen, Sarah, Vidal Graupera, and Lee Lundrigan. "Android." In Pro Smartphone Cross-Platform Development, 35–50. Berkeley, CA: Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-2869-1_3.

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Oechsle, Rainer. "Android." In Java-Komponenten, 269–304. München: Carl Hanser Verlag GmbH & Co. KG, 2013. http://dx.doi.org/10.3139/9783446435919.016.

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Louis, Dirk, and Peter Müller. "Der Rechner wird vorbereitet." In Android, 1–15. München: Carl Hanser Verlag GmbH & Co. KG, 2014. http://dx.doi.org/10.3139/9783446438316.001.

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Louis, Dirk, and Peter Müller. "Auf die Plätze, fertig … App!" In Android, 17–46. München: Carl Hanser Verlag GmbH & Co. KG, 2014. http://dx.doi.org/10.3139/9783446438316.002.

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Louis, Dirk, and Peter Müller. "Was wann wofür." In Android, 47–60. München: Carl Hanser Verlag GmbH & Co. KG, 2014. http://dx.doi.org/10.3139/9783446438316.003.

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Louis, Dirk, and Peter Müller. "Code." In Android, 61–85. München: Carl Hanser Verlag GmbH & Co. KG, 2014. http://dx.doi.org/10.3139/9783446438316.004.

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Louis, Dirk, and Peter Müller. "Die Benutzeroberfläche (Layout)." In Android, 87–129. München: Carl Hanser Verlag GmbH & Co. KG, 2014. http://dx.doi.org/10.3139/9783446438316.005.

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Louis, Dirk, and Peter Müller. "Ressourcen." In Android, 131–56. München: Carl Hanser Verlag GmbH & Co. KG, 2014. http://dx.doi.org/10.3139/9783446438316.006.

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Louis, Dirk, and Peter Müller. "Mit dem Anwender interagieren." In Android, 157–74. München: Carl Hanser Verlag GmbH & Co. KG, 2014. http://dx.doi.org/10.3139/9783446438316.007.

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Conference papers on the topic "Android"

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Goaer, Olivier Le, Franck Barbier, Eric Cariou, and Samson Pierre. "Android Executable Modeling: Beyond Android Programming." In 2014 2nd International Conference on Future Internet of Things and Cloud (FiCloud). IEEE, 2014. http://dx.doi.org/10.1109/ficloud.2014.73.

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Harty, Julian, and Matthias Müller. "Better Android apps using Android vitals." In the 3rd ACM SIGSOFT International Workshop. New York, New York, USA: ACM Press, 2019. http://dx.doi.org/10.1145/3340496.3342761.

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Pepić, Selver, Marija Mojsilović, and Muzafer SaračevićMuzafer Saračević. "Android game development." In 9th International Scientific Conference Technics and Informatics in Education. University of Kragujevac, Faculty of Technical Sciences Čačak, 2022. http://dx.doi.org/10.46793/tie22.088p.

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Mobile devices that are today at the global level with the largest usage rates are precisely those devices that are based on the Android OS platform. The work was based on the description of the created project, that is, the android game. Android games are the areas that are most represented in the IT development world, that is, the world of the mobile development application. Here, the focus is on that part of the application software, which is an integral part of the entire android package. The android system itself provides the opportunity as an open platform programming application solutions and install them on a mobile device. Through the work, its content and code in the form of scripts will be explained.
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Sellwood, James, and Jason Crampton. "Sleeping android." In the Third ACM workshop. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2516760.2516774.

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Te-En Wei, Albert B. Jeng, Hahn-Ming Lee, Chih-How Chen, and Chin-Wei Tien. "Android privacy." In 2012 International Conference on Machine Learning and Cybernetics (ICMLC). IEEE, 2012. http://dx.doi.org/10.1109/icmlc.2012.6359654.

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Roussel, Gilles, Remi Forax, and Jerome Pilliet. "Android 292." In the 12th International Workshop. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2661020.2661032.

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Portokalidis, Georgios, Philip Homburg, Kostas Anagnostakis, and Herbert Bos. "Paranoid Android." In the 26th Annual Computer Security Applications Conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1920261.1920313.

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Kurkovsky, Stan. "Android+Sphero." In Proceeding of the 44th ACM technical symposium. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2445196.2445523.

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Sun, San-Tsai, Andrea Cuadros, and Konstantin Beznosov. "Android Rooting." In CCS'15: The 22nd ACM Conference on Computer and Communications Security. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2808117.2808126.

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Felt, Adrienne Porter, Elizabeth Ha, Serge Egelman, Ariel Haney, Erika Chin, and David Wagner. "Android permissions." In the Eighth Symposium. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2335356.2335360.

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Reports on the topic "Android"

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Fletcher, Jonathan, David Doria, and David Druno. Android Video Streaming. Fort Belvoir, VA: Defense Technical Information Center, May 2014. http://dx.doi.org/10.21236/ada601489.

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Yu, Ken F. Rooting an Android Device. Fort Belvoir, VA: Defense Technical Information Center, September 2015. http://dx.doi.org/10.21236/ada622506.

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Seybold, Patricia. Google Android vs. Apple iPhone. Boston, MA: Patricia Seybold Group, October 2009. http://dx.doi.org/10.1571/psgp10-30-09cc.

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Seybold, Patricia. Google Android vs. Apple iPhone. Boston, MA: Patricia Seybold Group, October 2009. http://dx.doi.org/10.1571//psgp10-30-09cc.

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Bertels, Alex, Robert Bell, and Brandon Eames. Emulating the Android Boot Process. Office of Scientific and Technical Information (OSTI), October 2022. http://dx.doi.org/10.2172/1890781.

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Concannon, Brody. Android third-party library detection. Ames (Iowa): Iowa State University, January 2019. http://dx.doi.org/10.31274/cc-20240624-218.

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Vidas, Timothy, Jiaqi Tan, Jay Nahata, Chaur L. Tan, Nicolas Christin, and Patrick Tague. A5: Automated Analysis of Adversarial Android Applications. Fort Belvoir, VA: Defense Technical Information Center, June 2014. http://dx.doi.org/10.21236/ada609111.

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Yu, Ken F. Android Virtual Machine (VM) Setup on Linux. Fort Belvoir, VA: Defense Technical Information Center, December 2014. http://dx.doi.org/10.21236/ada612920.

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Jovel, Felipe, David Bruno, David Doria, Jonathan Fletcher, and Tamim Sookoor. Mobile Ad-Hoc Networking on Android Devices. Fort Belvoir, VA: Defense Technical Information Center, March 2014. http://dx.doi.org/10.21236/ada598838.

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Поліщук, Олександр Павлович, Сергій Олексійович Семеріков, Ілля Олександрович Теплицький, Олена Петрівна Ліннік, and Иван Иванович Линник. Разработка программного комплекса для ведения торгов на Интернет-аукционе eBay для платформы Google Android. Мінірегіон України, September 2011. http://dx.doi.org/10.31812/0564/956.

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Операционная система Google Android открывает большие возможности для разработки программного обеспечения мобильных устройств. Android имеет потенциал для устранения препятствий на пути к успеху в деле разработки и реализации нового поколения программного обеспечения для мобильных устройств. Точно так же, как стандарты платформ PC и Macintosh создали рынки для настольного и серверного программного обеспечения, Android, предоставляя стандартное среду для мобильных приложений, позволит создать рынок мобильных приложений, предоставив разработчикам возможность получать большую прибыль от реализации своих программных продуктов.
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