Academic literature on the topic 'Software development kit'

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Journal articles on the topic "Software development kit"

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Mascorro, Arturo, Francisco Mesa, Jose Alvarez, and Laura Cruz. "Native Development Kit and Software Development Kit Comparison for Android Applications." International Journal of Information and Communication Technologies in Education 6, no. 3 (November 27, 2017): 5–13. http://dx.doi.org/10.1515/ijicte-2017-0011.

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ABSTRACTA computational cost comparative study through both Java and C applications was developed. Computational routines consist of a matrix multiplications, the discrete cosine transform and the bubble-sorting algorithm. Memory and Runtime for each application were measure. It was determined that the runtime of matrix multiplication in Java was within the limits of 200 and 300 milliseconds, as opposed to the application developed in C, which shown to be stable with an execution period less than 20 milliseconds. In the ordering algorithm with the bubble method, it was observe that the Java language show be very slow compared to C. In addition, the memory usage was lower in most of the applications, showing a minimum difference. Applications were tested in both, a mobile LG-E510f and a Laptop Toshiba Satellite. The study allowed to report the profit generated in both runtime and memory consumption when performing a native implementation in C and Java.
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Björnson, Kristofer. "TBTK: A quantum mechanics software development kit." SoftwareX 9 (January 2019): 205–10. http://dx.doi.org/10.1016/j.softx.2019.02.005.

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Takano, Y., A. Uda, and M. Ishida. "The Design of Robot Software Development kit RoboStudio." Proceedings of JSME annual Conference on Robotics and Mechatronics (Robomec) 2004 (2004): 36. http://dx.doi.org/10.1299/jsmermd.2004.36_1.

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Gardiner, J., J. Hamilton, J. Lawton, K. Knight, A. Wilson, and S. Spagna. "Software development kit for a compact cryo-refrigerator." IOP Conference Series: Materials Science and Engineering 278 (December 2017): 012164. http://dx.doi.org/10.1088/1757-899x/278/1/012164.

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Marshall, J. S., and M. A. Thomson. "The Pandora Software Development Kit for Particle Flow Calorimetry." Journal of Physics: Conference Series 396, no. 2 (December 13, 2012): 022034. http://dx.doi.org/10.1088/1742-6596/396/2/022034.

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Longair, I. M., and A. D. Morgan. "Bit-Slice Microprocessors — A Hardware and Software Development Kit." International Journal of Electrical Engineering & Education 24, no. 4 (October 1987): 325–36. http://dx.doi.org/10.1177/002072098702400407.

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This paper details a circuit based upon the popular AMD 2900 family of bit-slice products which may be used to allow students to gain practical experience in the use of bit-slice products at both the hardware and software level.
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Speers, Vanessa. "Development of the CCRU kit squad: Centralization of biospecimen “kit” management." Journal of Clinical Oncology 36, no. 30_suppl (October 20, 2018): 295. http://dx.doi.org/10.1200/jco.2018.36.30_suppl.295.

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295 Background: Personalized medicine has resulted in a rapid increase in biospecimens collection. Each biospecimen collected requires supplies that are provided in the form of “kits”. The number of kit types per protocol ranges anywhere from 2-60, with an average of 30 different kit types per trial. Historically, each trials nurse has managed their own kits resulting in large amounts of nursing time being spent on kit management. Kits took up a large amount of space in clinical areas, including expired kits, and they were being managed in no standardized fashion. Due to rapidly increasing biospecimen volumes, existing methods of kit management were no longer feasible and the CCRU Kit Squad was developed. Methods: Over the course of 12-mos, an extensive assessment of current kit management practices were reviewed with all disease site groups, including workflows and quantities utilized. An e-commerce software platform was selected, and semi-customized to centralize online ordering and receiving of kits, and the creation of a central location was setup for kit storage and daily operations. On-boarding of each group included retrieving existing kits from each nurse, uploading kits to the software, training each nurse to use the software, setting up accounts with each respective vendor for deliveries and re-supply, and disposing of expired kits. Results: Disease site groups were transitioned to the CCRU Kit Squad stepwise from Oct 2016 to Dec 2017 (15-mos), which included 80 nurses, 16 disease site groups, and over 400 clinical trials. By the end of 2017, the average number of kits ordered per day, and per month were 33 and 1003, respectively. Conclusions: The CCRU Kit Squad developed a centralized online service for kit management, thereby reducing administrative burden on clinical trial nurses. It has streamlined the management of biospecimen kits, eliminated wasted space in clinical areas, and facilitated the selection of the right kit for the right test at the right time.
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Huang, Hong Hsin, Chien Yuan Liu, Ming Chih Huang, I. Chun Ko, and Jia Ming Lee. "Digital I/O Training Kit Development for Arduino Platforms." Applied Mechanics and Materials 214 (November 2012): 649–53. http://dx.doi.org/10.4028/www.scientific.net/amm.214.649.

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In this paper, a DIO training kit developed for fundamental embedded system learning was presented. The jobs of the research comprised the developments of a microcontroller board, four DIO functional modules with multiplexing circuit, and some control software. At present, the DIO training kit was implemented on an experimental breadboard. The integration and verification of hardware and software were conducted successfully. The results showed that the DIO training kit for Arduino platform are extremely suitable to support the Arduino based embedded systems training.
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Rahman, Nurulhuda Abdul, Muhammad Ridzuan Idris, and Khairul Salleh Baharudin. "Development of educational kit for IoT online learning." International Journal of Technology, Innovation and Humanities 1, no. 1 (October 21, 2020): 26–32. http://dx.doi.org/10.29210/881001.

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Internet of Thing (IoT) is one of the elements that drive the development of the Industrial Revolution (IR 4.0). Therefore, IoT has become the most important agenda in the globalization era including the field of education. The IoT element has been widely engaged in higher education syllabus. However, in COVID 19 pandemic, the teaching and learning process for IoT becomes more challenging and difficult to deliver. As a solution, the Educational Kit for IoT Online Learning has been developed. This online learning kit will help students to practically learn the IoT without a face to face lecture. The objectives of the paper are to provide an overview of existing IoT education solutions and to develop IoT online learning kit. This learning kit consists of IoT development hardware and software which are equipped with a camera that connected to the online conference software. This paper will explain the development of the kit. Compared to other kits, this learning kit can directly be used for online learning and helps students to practice IoT at home, especially during a pandemic. On the other hand, IoT Online Kits is a pioneer in higher education for practical online learning.
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Tsyrulnyk, Serhii. "SOFTWARE AND HARDWARE SYSTEM «ARDUINO LEARNER KIT»." OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY, no. 10 (2021): 231–40. http://dx.doi.org/10.28925/2414-0325.2021.1019.

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The difference between programming embedded systems from the classical one is that in addition to knowledge of the theory of algorithms, programming languages, it is necessary to know the hardware of the object, its physical or electrical properties. Programming for embedded systems is considered a separate area. Embedded-developer is engaged in the development, maintenance, testing of software and hardware. The article considers issues related to the peculiarities of practical training and the formation of professional skills in programming embedded-systems by students studying in the field of knowledge 12 Information Technology, 17 Electronics and Telecommunications software and hardware complex "Arduino Learner Kit" based on the platform Arduino Nano. The software-hardware system "Arduino Learner Kit" is intended for experiments on the control of LEDs, generation of color and adjustment of the brightness of RGB LED, creation of a tone signal, processing of events of clock buttons, reading of data from the potentiometer, DHT11 sensor, LM35 sensor, seven-segment display, LED dot matrix indicator, LCD-indicator, Arduino port sealing by shift register 74HC595, data exchange via SPI interface (MAX7219), and I2C (DS1307). The approach of the application of the physical and virtual stand "Arduino Learner Kit" for training on the mixed and distance form is offered. Arduino Learner Kit software and technology teaches that students study demonstration programs on each topic and get acquainted with their work on the virtual stand "Arduino Learner Kit" and explore the work on the real stand by the peculiarities of the educational process in the educational institution. Features of modeling, testing, and debugging of projects with Arduino in the Proteus 8.X environment are revealed. The list of topics for the formation of Arduino programming skills, drawing diagrams from ready-made modules and parts using the software and hardware system "Arduino Learner Kit", which are implemented in the educational process.
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Dissertations / Theses on the topic "Software development kit"

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Broberg, Magnus. "Software Development Kit in future Scania Interactors." Thesis, Uppsala University, Department of Information Technology, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-88750.

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This Master of Science thesis in Information Technology Engineering highlights and investigates some aspects of creating a new Software Development Kit (SDK) for the Scania Interactor using Microsoft .Net.

The contents of the SDK is specified, and an Interactor Development Kit (IDK), the software components of the SDK, is designed with an architecture that includes a service in order to handle data propagation and initialization, and class libraries for referencing by Interactor applications.

For the service, the traditional distributed technology .Net Remoting is compared to the new technology Windows Communication Foundation, and .Net Remoting is found to be most appropriate since it supports full type fidelity and can be integrated in the IDK in a flexible way.

The IDK supports access control in order to provide exclusive access to some of its functionality from applications developed by Scania. Access control is implemented using Microsoft strong names for assemblies, and using strong name access restricted objects, the Remoting call context, and a custom sink for the service. The part of the IDK that manages CAN data propagation is implemented together with a mechanism for parameterized subscriptions of events, something that has been requested by end users.

A sample application is also implemented that uses a modified version of the IDK, which aquires data through the old SDK instead of a future black box over IP.

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Cronin, Devlin. "A Software Development Kit for Camera-Based Gesture Interaction." DigitalCommons@CalPoly, 2013. https://digitalcommons.calpoly.edu/theses/1146.

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Human-Computer Interaction is a rapidly expanding field, in which new implementations of ideas are consistently being released. In recent years, much of the concentration in this field has been on gesture-based control, either touch-based or camera-based. Even though camera-based gesture recognition was previously seen more in science fiction than in reality, this method of interaction is rising in popularity. There are a number of devices readily available to the average consumer that are designed to support this type of input, including the popular Microsoft Kinect and Leap Motion devices. Despite this rise in availability and popularity, development for these devices is currently an arduous task, unless only the most simple of gestures is required. The goal of this thesis is to develop a Software Development Kit (SDK) with which developers can more easily develop interfaces that utilize gesture-based control. If successful, this SDK could significantly reduce the amount of work (both in effort and in lines of code) necessary for a programmer to implement gesture control in an application. This, in turn, could help reduce the intellectual barrier which many face when attempting to implement a new interface. The developed SDK has three main goals. The SDK will place an emphasis on simplicity of code for developers using it; will allow for a variety of gestures, including gestures made by single or multiple trackable objects (e.g., hands and fingers), gestures performed in stages, and continuously-updating gestures; and will be device-agnostic, in that it will not be written exclusively for a single device. The thesis presents the results of a system validation study that suggests all of these goals have been met.
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Nikolaidis, Fotios. "Tromos : a software development kit for virtual storage systems." Thesis, Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLV033/document.

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Les applications modernes ont des tendances de diverger à la fois le profile I/O et les requiers du stockage. La liaison d'une application scientifique ou commerciale avec un system "general-purpose" produit probablement un résultât sous-optimale. Même sous la présence des systèmes "purpose specific" des application aux classes multiples de workloads ont encore besoin de distribuer du travail de calcul au correct system. Cependant, cette stratégie n'est pas triviale comme des plateformes différentes butent diversifier leur propos et par conséquence elles requièrent que l'application intégrée des chemins multiples de code. Le but de l'implémentation de ces chemins n'est pas trivial, il requiert beaucoup d'effort et des capacités de codage. Le problème devient vaste quand les applications ont besoin de bénéficier de plusieurs data-stores en parallèle. Dans cette dissertation, on va introduire les "storage containers" comme le prochain étape logique, mais révolutionnaire. Un "storage container" est une infrastructure virtuelle qui découple une application de ses data-stores correspondants avec la même manière que Docker découple l'application runtime des servers physiques. En particulier, un "storage container" est un middleware qui sépare des changements fait pour bouts de code des application par des utilisateurs scientifiques, de celui fait pour des actions de I/O par des développeurs ou des administrateurs.Pour faciliter le développement et déploiement d'un "storage container" on va introduire un cadre appelé Tromos. Parmi son filtre, tout qui est nécessaire pour qu'un architecte d'une application construite une solution de stockage est de modéliser l'environnement voulu dans un fichier de définition and laisser le reste au logiciel. Tromos est livré avec un dépôt de plugins parmi les quelles l'architecte peut choisir d'optimiser le conteneur pour l'application activée. Parmi des options disponibles, sont inclus des transformations des données, des politiques de placement des données, des méthodes de reconstruction des données, du management d'espace de noms, et de la gestion de la cohérence à la demande. Comme preuve de concept, on utilisera Tromos pour créer des environnements de stockage personnalisés facilement comparés à Gluster, un système de stockage bien établi et polyvalent. Les résultats vous montrent que les "storage containers" adaptés aux applications, même s'ils sont auto-produits, peuvent surpasser les systèmes "general purpose" les plus sophistiqués en supprimant simplement la surcharge inutile de fonctionnalités factices
Modern applications tend to diverge both in the I/O profile and storage requirements. Matching a scientific or commercial application with a general-purpose system will most likely yield suboptimal performance. Even in the presence of purpose-specific' systems, applications with multiple classes of workloads are still in need to disseminate the workload to the right system. This strategy, however, is not trivial as different platforms aim at diversified goals and therefore require the application to incorporate multiple codepaths. Implementing such codepaths is non-trivial, requires a lot of effort and programming skills, and is error-prone. The hurdles are getting worse when applications need to leverage multiple data-stores in parallel. In this dissertation, we introduce "storage containers" as the next logical in the storage evolution. A "storage container" is virtual infrastructure that decouples the application from the underlying data-stores in the same way Docker decouples the application runtime from the physical servers. In other words, it is middleware that separate changes made to application codes by science users from changes made to I/O actions by developers or administrators.To facilitate the development and deployment of a "storage container" we introduce a framework called Tromos. Through its lens, all that it takes for an application architect to spin-up a custom storage solution is to model the target environment into a definition file and let the framework handles the rest. Tromos comes with a repository of plugins which the architect can choose as to optimize the container for the application at hand. Available options include data transformations, data placement policies, data reconstruction methods, namespace management, and on-demand consistency handling.As a proof-of-concept we use Tromos to prototype customized storage environments which we compare against Gluster; a well-estalished and versatile storage system. The results have shown that application-tailored "storage containers", even if they are auto-produced, can outperform more mature "general-purpose" systems by merely removing the unnecessary overhead of unused features
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Wilhelmsson, Patrik. "Visual Programming with the Unreal Development Kit." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-94243.

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This thesis discusses the differences of programming with the Unreal Engine 3’s visual scripting tool Kismet versus traditional programming. A simple action adventure game was developed with the Unreal Development Kit (UDK) in order to gain experience with the tool. UDK is the free version of Epic Games’ game engine Unreal Engine 3. The resulting game has a mixture of a third person behind the character default camera and fixed camera angles. The gameplay is simple; the playable character can run, investigate the level, shoot and lift and push objects. The game focused on exploration and puzzle solving. The writer found programming with Kismet to be easy to get into and highly useful. It was preferred over traditional programming for beginners. The same principles of planning ahead before writing code applied even to visual programming. It was concluded that good structure to the code was very important for larger sequences in order to have readable code. For complex gameplay classes the Unreal Engine 3’s own programming language UnrealScript was preferred. The resulting opinions of programming with a visual language are of highly subjective nature and suggestions for further studies were given.
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Chu, Huey-Der. "Towards quality programming in the automated testing of distributed applications." Thesis, University of Newcastle Upon Tyne, 1998. http://hdl.handle.net/10443/2074.

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Software testing is a very time-consuming and tedious activity and accounts for over 25% of the cost of software development. In addition to its high cost, manual testing is unpopular and often inconsistently executed. Software Testing Environments (STEs) overcome the deficiencies of manual testing through automating the test process and integrating testing tools to support a wide range of test capabilities. Most prior work on testing is in single-thread applications. This thesis is a contribution to testing of distributed applications, which has not been well explored. To address two crucial issues in testing, when to stop testing and how good the software is after testing, a statistics-based integrated test environment which is an extension of the testing concept in Quality Programming for distributed applications is presented. It provides automatic support for test execution by the Test Driver, test development by the SMAD Tree Editor and the Test Data Generator, test failure analysis by the Test Results Validator and the Test Paths Tracer, test measurement by the Quality Analyst, test management by the Test Manager and test planning by the Modeller. These tools are integrated around a public, shared data model describing the data entities and relationships which are manipulable by these tools. It enables early entry of the test process into the life cycle due to the definition of the quality planning and message-flow routings in the modelling. After well-prepared modelling and requirements specification are undertaken, the test process and the software design and implementation can proceed concurrently. A simple banking application written using Java Remote Method Invocation (RMI) and Java DataBase Connectivity (JDBC) shows the testing process of fitting it into the integrated test environment. The concept of the automated test execution through mobile agents across multiple platforms is also illustrated on this 3-tier client/server application.
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Labiausse, Pierre. "A state of the art media box." Thesis, KTH, Kommunikationssystem, CoS, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-119159.

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Today media centers are often cluttered with multiple devices each controlled by their own remote control. It is often hard and/or painful to manage and utilize these devices, especially for inexperienced users. Simstream wants to build an innovative smart-TV that as much as possible centralizes functions and controls.  Operating the system should be intuitive and simple, yet experienced users should have access to more advanced operations. This requires acquiring several inputs as well as integrating the communication devices that are necessary to control the attached external devices. Whenever possible, we want to efficiently process every input while minimizing latencies.  As a result, we want all the frequent operation to be as quick and lightweight as possible in order to provide a high quality user experience even under high system loads. This project takes advantage of the widespread availability of touchscreen mobile devices in order to provide an innovative means of control over the television, with remote control mobile applications running on an user’s familiar device. A remote controller will also be sold together with the television, and this remote controller will also have a touchscreen, and will propose the same capabilities as the remote control mobile applications. Finally, this platform will be open to third-party applications, and as a result this thesis project developed a software development kit which is designed to be easy and familiar enough for developers to adopt it and create applications with it. Applications will be developed together with an interface displayed on the remote controllers, in order to tailor the remote control interface to what is currently displayed on the television screen
Idag är mediecentrer ofta belamrade med många enheter som är kontrollerade av sina egna fjärrkontroller. Det är ofta svårt och / eller smärtsamt att använda dessa enheterna, särskilt för oerfarna användare. Simstream vill bygga en innovativ smart TV som centraliserar funktioner och kontroller så mycket som möjligt. Att använda systemet ska vara intuitivt och enkelt, men mer erfarna användare ska också ha tillgång till mer avancerade funktioner. Detta kräver att förvärva flera indata samt att integrera kommunikationsenheterna som är nödvändiga för att kontrollera de anslutna externa enheter. När det är möjligt vill vi behandla varje indata på ett effektivt sätt oh samtidigt minimera latenser. Det här betyder att en operation som utförs ofta skall vara så snabb och så lätt som möjligt, för att förbättra användarupplevelse även när systemet är hårt belastad. Detta projekt drar fördel av den vidsprädda tillgången till pekskärma mobila enheter för att tillföra användaren en innovativ kontroll över sin TV, direkt från sin bekanta enhet. Slutligen kommer denna plattformen att vara öppen för tredjepartsutvecklare, och som ett resultat har detta examensarbete utvecklat ett software development kit som är gjort för att vara enkelt och välbekant nog för att utvecklare ska kunna använda det och skapa applikationer med det.
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Swain, Nathan R. "Tethys Platform: A Development and Hosting Platform for Water Resources Web Apps." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/5832.

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The interactive nature of web applications or “web apps” makes it an excellent medium for conveying complex scientific concepts to lay audiences and creating decision support tools that harness cutting edge modeling techniques. However, the technical expertise required to develop them represents a barrier for would-be developers. The barrier can be characterized by the following hurdles that developers must overcome: (1) identify, select, and install software that meet the spatial and computational capabilities commonly required for water resources modeling; (2) orchestrate the use of multiple FOSS and FOSS4G projects and navigate their differing application programming interfaces (APIs); (3) learn the multi-language programming skills required for modern web development; and (4) develop a web-safe and fully featured web site to host the app. This research has resulted in two primary products that effectively lower the barrier to water resources web app development: (1) a literature review of free and open source software (i.e. software review) and (2) Tethys Platform. The software review included earth science web apps that were published in the peer-reviewed literature in the last decade and it was performed to determine which FOSS4G and FOSS web software has been used to develop such web apps. The review highlights 11 FOSS4G software projects and 9 FOSS projects for web development that were used to develop 45 earth sciences web apps, which constitutes a significantly reduced list of possible software projects that could be used to meet the needs of water resources web app development—greatly lowering the barrier for entry to water resources web development. While the software review addresses the hurdle of identifying FOSS software to provide a web framework and spatial data capabilities for water resources web apps, there are still other hurdles that needed to be overcome to make development more viable. Tethys Platform was developed to address these other hurdles and streamline the development of water resources web apps. It includes (1) a suite of free and open source software that address the unique data and computational needs common to water resources web app development, (2) a Python software development kit for incorporating the functionality of each software element into web apps and streamlining their development, and (3) a customizable web portal that is used to deploy the completed web apps. Tethys Platform has been used to develop a broad array of web apps for water resources modeling and decision support.
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Lohmüller, Valentin [Verfasser], and Christian [Akademischer Betreuer] Wolff. "Second Screen Applications: A Multi-Platform Software Development Kit and Optimization of Human-Computer Interaction in Distributed Systems / Valentin Lohmüller ; Betreuer: Christian Wolff." Regensburg : Universitätsbibliothek Regensburg, 2019. http://d-nb.info/1201884233/34.

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Brett, Todd Christopher. "An Event Monitor and Response Framework Based on the WSLogA Architecture." NSUWorks, 2008. http://nsuworks.nova.edu/gscis_etd/349.

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Web services provide organizations with a powerful infrastructure by which information and products may be distributed, but the task of supporting Web service systems can be difficult due to the complex nature of environment configuration and operation. Tools are needed to monitor and analyze such Enterprise environments so that appropriate engineering, quality control, or business activities can be pursued. This investigation resulted in the development of a software development kit, the WSLogA Framework, which is inspired by the vision of Cruz et al. (2003, 2004). The WSLogA Framework provides distributed Enterprise systems with a platform for comprehensive information capture and environment management. Five component groups are intended for employment to enable integrated workflows addressing monitoring and response activities, but these components may also be used individually to facilitate the phased integration of the WSLogA Framework into existing environments. The WSLogA Framework's design is portable across technology platforms (e.g., Java and .NET) and a variety of technologies may be substituted for the provided implementations to address unique system architectures. The WSLogA Framework supersedes existing logging and monitoring solutions in terms of both capability and intent. Applications based on the WSLogA Framework have an internal, real-time view of their operation and may adjust their environment based on the information provided by events related to their or system activities. The WSLogA Framework is intended as a software development kit around which system functionality may be organized and implemented, which makes the WSLogA Framework an architectural peer or complement to traditional application frameworks such as Spring's Web module. WSLogA Framework based systems should be envisioned as information appliance elements rather than traditionally scoped applications or services.
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Mičiulis, Audrius. "Programinės įrangos kūrimo priemonių mobiliosioms platformoms tyrimas." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2013. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2013~D_20130821_152222-62508.

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Šiuo metu viena iš labiausiai bei sparčiausiai besivystančių technologijos krypčių yra mobiliesiems telefonams, planšetiniams kompiuteriams bei multimedijos įrenginiams skirta programinė įranga. Vartotojų susidomėjimas šia sritimi bei mobiliųjų įrenginių techninės įrangos tobulėjimas skatina vis daugiau IT kompanijų plėtoti savo veiklą šioje srityje. Viena iš didžiausių klaidų, kurias yra sunkiausia ištaisyti, yra pirminėje projekto stadijoje neteisingai pasirinktos technologijos. Šiame darbe apžvelgiamos ir palyginamos trijų populiariausių, į mobiliuosius įrenginius diegiamų operacinių sistemų: Android, iOS bei Windows Phone programų kūrimo sąsajos ir nustatomi jų privalumai bei trūkumai. Vertinimai yra atliekami atsižvelgiant į operacinės sistemos architektūrą, programų kūrimo įrankius, suderinamumą su technine įranga, programų derinimo galimybėmis, saugumo užtikrinimu, grafinės vartotojo sąsajos kūrimu, daugiakalbystės palaikymu, animacijos, garsų bei video medžiagos pateikimu, HTML turinio atvaizdavimu, integracija su žemėlapiais, vartotojo buvimo vietos nustatymu, sensorių bei tinklų pasiekiamumu, foninių procesų kūrimu, duomenų išsaugojimo bei apsikeitimo su kitomis programomis galimybėmis. Tyrimo metu nustatyta, kad Android turi geriausias sąsajas kurti foninius procesus bei integruotis su kitomis programomis. iOS turi geriausius įrankius bei grafinės vartotojo sąsajos kūrimo priemones, o Windows Phone turi patogiausia karkasą darbui su multimedija, žemėlapiais bei... [toliau žr. visą tekstą]
At a present time, one of the most developing area of technology is software for mobile phones, tablets and multimedia devices. Growing numbers of users and improved hardware makes more and more companies to expand their activity in this market. One of the biggest mistakes, that is very hard to solve, is badly chosen technologies in a beginning stage of the projects. The main objective of this project is to compare three of the most popular operating systems Android, iOS and Windows Phone software development kits and to determinate their advantages and disadvantages. Analysis is made based on operating system architecture, tools, compatibility with hardware, debugging, security, graphical user interface, multilanguage support, animation, sounds, video, HTML preview, interaction with maps and user location, sensors, networks, background processes, data persistence and integration with another software. In this research was identified that Android has best interfaces to create background processes and share data between programs. iOS has best tools and components for graphical user interface and Windows Phone has best framework to work with multimedia, maps and user location services.
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Books on the topic "Software development kit"

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Raymond, Camden, Arehart Charlie, and Forta Ben, eds. Adobe ColdFusion 8 Web application construction kit. 8th ed. Berkeley, CA: Peachpit Press, 2008.

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The JAVA developer's tool kit. New York: McGraw-Hill, 1997.

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Goodman, Danny. Danny Goodman's Apple guide starter kit. Wokingham: Addison-Wesley, 1995.

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Joan, Hewes Jeremy, and Goodman Danny, eds. Danny Goodman's apple guide starter kit. Reading, Mass: Addison-Wesley Pub. Co., 1995.

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Raymond, Camden, and Arehart Charlie, eds. Adobe Coldfusion 9 Web application construction kit. Berkeley, CA: Adobe Press, 2010.

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Nate, Weiss, and Forta Ben, eds. The ColdFusion 5 Web application construction kit. 4th ed. Indianapolis, Ind: Que, 2001.

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Schenk, Thomas. Open Source Web Site Construction Kit. Upper Saddle River: Pearson Education, 2003.

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Open source Web site construction kit. Indianapolis, Ind: Sams, 2002.

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Wilson, Scott F. Analyzing requirements and defining solution architectures: MCSD training kit : for exam 70-100. Redmond, Wash: Microsoft Press, 1999.

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Tackett, Jack. The MFC Windows controls construction kit: A programmer's resource. Cary, NC: Tristar Press, 1995.

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Book chapters on the topic "Software development kit"

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Brackney, Larry, Andrew Parker, Daniel Macumber, and Kyle Benne. "The OpenStudio Software Development Kit." In Building Energy Modeling with OpenStudio, 287–314. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-77809-9_9.

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Gorodetski, Vladimir, Oleg Karsayev, Igor Kotenko, and Alexey Khabalov. "Software Development Kit for Multi-agent Systems Design and Implementation." In From Theory to Practice in Multi-Agent Systems, 121–30. Berlin, Heidelberg: Springer Berlin Heidelberg, 2002. http://dx.doi.org/10.1007/3-540-45941-3_13.

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Hermerschmidt, Lars, Antonio Navarro Perez, and Bernhard Rumpe. "A Model-based Software Development Kit for the SensorCloud Platform." In Trusted Cloud Computing, 125–40. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-12718-7_8.

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Chang, Yu-Shin, Sheng-Pang Kuo, and Chua-Huang Huang. "Design and Implementation of a Software Development Kit for LLRP Readers." In Advances in Intelligent Systems and Applications - Volume 1, 673–82. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-35452-6_68.

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Pluskal, Tomáš, Nils Hoffmann, Xiuxia Du, and Jing-Ke Weng. "CHAPTER 17. Mass Spectrometry Development Kit (MSDK): a Java Library for Mass Spectrometry Data Processing." In Processing Metabolomics and Proteomics Data with Open Software, 399–405. Cambridge: Royal Society of Chemistry, 2020. http://dx.doi.org/10.1039/9781788019880-00399.

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Aliaga, Tomas, Hugo Estrada, Miguel González Mendoza, and Daniele Pizzolli. "SMARTSDK - A FIWARE-Based Software Development Kit for Smart Applications for the Needs of Europe and Mexico." In Communications in Computer and Information Science, 197–203. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-63161-1_18.

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Martínez-Espronceda, Miguel, Santiago Led, Maciej Niegowski, Luis Serrano, and Luis Cabezas. "A Novel Software Development Kit (SDK) to Foster Adoption of Health Informatics Standards in Personal Health Device (PHD) Communications." In Lecture Notes in Computer Science, 66–73. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-35395-6_9.

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So, Preston. "Software Development Kits and Reference Builds." In Decoupled Drupal in Practice, 283–309. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-4072-4_16.

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Arcos, Josep Lluís, Marc Esteva, Pablo Noriega, Juan Antonio Rodríguez-Aguilar, and Carles Sierra. "An Integrated Development Environment for Electronic Institutions." In Software Agent-Based Applications, Platforms and Development Kits, 121–42. Basel: Birkhäuser Basel, 2005. http://dx.doi.org/10.1007/3-7643-7348-2_6.

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Di Stefano, Antonella, and Corrado Santoro. "Supporting Agent Development in Erlang through the eXAT Platform." In Software Agent-Based Applications, Platforms and Development Kits, 47–71. Basel: Birkhäuser Basel, 2005. http://dx.doi.org/10.1007/3-7643-7348-2_3.

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Conference papers on the topic "Software development kit"

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Hu, Yuhan, Sang-won Leigh, and Pattie Maes. "Hand Development Kit." In UIST '17: The 30th Annual ACM Symposium on User Interface Software and Technology. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3131785.3131805.

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Araujo, Rodrigo Fraxino, Daniel Henrique Barboza, Otavio Busatto Pontes, Rafael Medeiros Teixeira, Renato Stoffalette Joao, Wainer Santos Moschetta, and Vinicius H. S. Durelli. "IBM Software Development Kit for PowerLinux." In 2012 2nd Workshop on Developing Tools as Plug-ins (TOPI). IEEE, 2012. http://dx.doi.org/10.1109/topi.2012.6229818.

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Frantz, Rafael Z., and Rafael Corchuelo. "A software development kit to implement integration solutions." In the 27th Annual ACM Symposium. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2245276.2232042.

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Maffione, Vincenzo, Francesco Salvestrini, Eduard Grasa, Leonardo Bergesio, and Miquel Tarzan. "A software development kit to exploit RINA programmability." In ICC 2016 - 2016 IEEE International Conference on Communications. IEEE, 2016. http://dx.doi.org/10.1109/icc.2016.7510711.

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Kasai, H. "Embedded software development kit for sustainable distributed mobile Geocast." In 2013 IEEE International Conference on Consumer Electronics (ICCE). IEEE, 2013. http://dx.doi.org/10.1109/icce.2013.6487005.

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Stanek, Sean R., Wallapak Tavanapong, Johnny Wong, JungHwan Oh, Ruwan D. Nawarathna, Jayantha Muthukudage, and Piet C. de Groen. "SAPPHIRE middleware and software development kit for medical video analysis." In 2011 24th International Symposium on Computer-Based Medical Systems (CBMS). IEEE, 2011. http://dx.doi.org/10.1109/cbms.2011.5999145.

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Camara, Mateus Karvat, and Adriana Postal. "Quantum Development Kit: Ambiente Open Source para Estudo de Computação Quântica." In Congresso Latino-Americano de Software Livre e Tecnologias Abertas. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/latinoware.2019.10334.

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A Computação Quântica é uma área multidisciplinar que faz uso da Matemática, Física e Ciência da Computação, se valendo de conceitos com alto nível de complexidade em seus estudos. Tendo isso em vista, o presente trabalho busca elucidar os conceitos centrais dessa nova área do conhecimento, a fim de prover uma sólida base teórica a estudos posteriores acerca do tema. Os conceitos a serem estudados são: qubits, superposição, portas lógicas quânticas e circuitos quânticos. Visto que a implementação de tais conceitos se faz essencial a este estudo, o ambiente open source Quantum Development Kit será utilizado para analisar o comportamento de portas lógicas quânticas, qubits, da superposição de estados e do algoritmo de Grover. Este algoritmo receberá destaque em virtude do ganho significativo que ele apresenta em relação a algoritmos não quânticos que solucionam o mesmo problema.
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Calegario, Filipe, João Tragtenberg, Giordano Cabral, and Geber Ramalho. "Batebit Controller: Popularizing Digital Musical Instruments' Technical Development Process." In Simpósio Brasileiro de Computação Musical. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/sbcm.2019.10453.

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In this paper, we present an ongoing research project related to popularizing the mindset of building new digital musical instruments. We developed a physical kit and software intended to provide beginner users with the first grasp on the development process of a digital musical instrument. We expect that, by using the kit and the software, the users could experiment in a short period the various steps in developing a DMI such as physical structure, electronics, programming, mapping, and sound design. Our approach to popularizing the DMI development process is twofold: reducing the cognitive load for beginners by encapsulating technical details and lowering the costs of the kit by using simple components and opensource software. In the end, we expect that by increasing the interest of beginners in the building process of digital musical instruments, we could make the community of new interfaces for musical expression stronger.
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Falcone, Alberto, Alfredo Garro, Simon J. E. Taylor, and Anastasia Anagnostou. "Simplifying the development of HLA-based distributed simulations with the HLA Development Kit software framework (DKF)." In 2017 IEEE/ACM 21st International Symposium on Distributed Simulation and Real-Time Applications (DS-RT). IEEE, 2017. http://dx.doi.org/10.1109/distra.2017.8167691.

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Muro, Naiara, Nekane Larburu, Jordi Torres, Jon Kerexeta, Garazi Artola, Monica Arrue, Ivan Macia, and Brigitte Seroussi. "Architecture for a Multimodal and Domain-Independent Clinical Decision Support System Software Development Kit." In 2019 41st Annual International Conference of the IEEE Engineering in Medicine & Biology Society (EMBC). IEEE, 2019. http://dx.doi.org/10.1109/embc.2019.8856459.

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Reports on the topic "Software development kit"

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Marshall, Karen, Ross J. Michaels, Kevin Mangold, and Kayee Kwong. Incorporating biometric software development kits into the development process. National Institute of Standards and Technology, April 2013. http://dx.doi.org/10.6028/nist.ir.7929.

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Marshall, Karen, Ross J. Michaels, Kevin Mangold, and Kayee Kwong. Incorporating Biometric Software Development Kits into the Development Process. National Institute of Standards and Technology, July 2014. http://dx.doi.org/10.6028/nist.ir.7929r1.

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