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1

Ravi, Rahul. "Digital Twin of an Automatic Machine Using Unity and Prespective Software." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020.

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Digital Twin is the modern way of prototyping. It is a new layer on top of an existing model, extending the possibilities. This thesis work was carried out and developed at the research laboratory “LIAM LAB”. The main focus was to study the efficacy in developing a Digital Twin of an automatic machine in detail. It is a packaging machine (Technocoil 2200) from “SICA” using PRESPECTIVE, a Digital Twining software based on a game engine UNITY3D. Digital Twin tools and solutions are offered by many major companies, but these have the potential disadvantage of vendor lock-in. Although these brands claim to be open, their tools do not operate very well with third-party software. This makes many users to opt for openness which will help in integrating many features as per their requirement. Another main factor is providing high resolution simulations with an ability to solve complex physical problems which could be handled by Unity. The process of modelling a Digital Twin is studied extensively in this thesis work. But, in particular the tube guide part of the machine was considered, and its Digital Twin was modelled using Prespective and subsequently the interfacing of the model in Prespective with a PLC was implemented. Finally, the interfacing is validated by forcing values from controller and visualizing the outputs in Unity.
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Söderbäck, Karl. "Design, Implementation, and Performance Evaluation of HLA in Unity." Thesis, Linköpings universitet, Programvara och system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-138127.

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This report investigates if an HLA-plugin for the game engine Unity can be made and whether or not it would lead to any drawbacks in regard to data exchange and performance. An implementation of a plugin and performance tests on it proceeds to show that the possibilities of running HLA as a plugin in Unity shows a lot of promise for 3D-applications designed in Unity communicating over HLA.
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Bodén, Mattias, and Nandin Rakovic. "ChessCraft nätverk." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-46003.

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Denna rapport beskriver processen för utvecklingen av nätverksdelen för spelet ChessCraft. Spelet har skickats in till nordens största spelutvecklartävling vid namnet Swedish Game Award.<br>This report is describing the process for the development of the networking part of the game called ChessCraft. This game is submitted to the largest game developing contest in Scandinavia that goes under the name of Swedish Game Awards.
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4

Iacobi, Jonas. "Software for Analyzing User Experiences in Virtual Reality using Eye Tracking." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232058.

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As a result of improved hardware, Virtual Reality (VR) has made a return to the digital entertainment market. The tools to create VR applications are now readily available and numerous developers are attempting to create engaging experiences. Concurrently, eye tracking technology is increasingly implemented in VR hardware, enabling better immersion and analytics. Due to its recent popularization, few tools for analyzing VR experiences exist. As such, this study aimed to find a method for collecting and visualizing eye tracking data to that end. A case study was conducted to answer these questions, wherein software for collecting, saving, and visualizing gaze data was constructed. A user test to assess the program's accuracy and viability followed. The study found a performance friendly way to get and save data using software provided by the hardware manufacturers, and resulted in a system for visualization in which the user's gaze is played back. The user test confirmed the system's accuracy, and identified possible behavioral patterns, suggesting the software can be used for analysis. The study provides a base for further research.<br>Som en följd av den senare tidens hårdvaruutveckling har Virtual Reality (VR) återvänt till den digitala underhållningsmarknaden. Verktygen för att skapa VRapplikationer är numera tillgängliga för alla, och många utvecklare har gett sig i kast med att skapa engagerande upplevelser för mediet. Samtidigt används ögonspårande teknologi inom VR i ökande utsträckning, vilket möjliggör bättre inlevelse samt analytiska möjligheter. I egenskap av sin nyvunna popularitet finns få verktyg och metoder för att analyzera VR-upplevelser. Därför ämnar denna studie samla och visualisera data från ögonspårande hårdvara i det syftet. En fallstudie genomfördes för att svara på hur detta kan göras, i vilken mjukvara för att samla, spara, och visa ögondata skapades. Ett användartest för att bedöma programmets träffsäkerhet och användbarhet följde. Studien hittade ett prestandavänligt sätt att samla och spara datan, och resulterade i ett visualiseringssystem som återspelar användarens blick. Användartestet bekräftade systemets precision, och identifierade möjliga beteendemönster, vilket antyder att mjukvaran kan användas för analys. Studien lägger en grund för vidare forskning.
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Horký, Lukáš. "Rozšíření vývojové platformy Unity pro vizuální programování." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-385939.

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The goal of the thesis is to create an extension for Unity Development Platform that will allow creation of computer games from design of game logic to scene programming on visual level. The extension forms an abstract layer between designers, who manage game objects on logic level, and programmers, who are responsible for implementation of parts that can't be created automatically. It then facilitates some designing processes and iterations by eliminating the need of manual programming in places that can by automate and allows to concentrate on the design process itself.
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Wang, Yifan. "An Object-oriented Software Framework for Immersive Virtual Reality Exergames." Thesis, The University of Sydney, 2020. https://hdl.handle.net/2123/21986.

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Immersive Virtual Reality (VR) exergames have significant impacts on research outcomes of human factors. On one hand, VR has positive psychological effects on user experience such as enjoyment and engagement. On the other hand, exergames with VR increase users’ physical activity levels and energy consumption, showing a great potential in improving health. However, the main challenges in employing VR with exergames are the design and development for customised applications targeting different research purposes. In recent years, we have seen a growing number of Human-Computer Interaction (HCI) research projects using frameworks to ease the development, customisation and design challenges of VR exergames. Nevertheless, only few projects target on providing an object-oriented framework for VR exergame development. This thesis presents an object-oriented software framework to reduce the effort in building immersive VR exergames. VR design aspects including safety, motion sickness and feedback of activity, are involved in this framework, meanwhile design patterns, modular architecture and object-oriented programming are used to enable the developer to easily prototype an experiment-oriented VR exergame. This framework has been used in our research group to develop several VR exergames, where we evaluate how the framework simplifies the development process. Evaluation results show that the development effort and time spent in programming are significantly reduced by using the framework. In addition, the code metrics results of the framework source code are analysed to revel its good quality in terms of maintainability, reliability and reusability. Further, the framework’s feasibility and usability are also evaluated through several user studies. The user feedback and user performance demonstrate that the VR exergames built with this framework can engage players to do moderate exercise, which shows the practicality of using the framework in experiment-oriented user studies.
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Nilsson, Robin. "Battery Performance Comparison Of Unreal Engine 4 And Unity Applications Running On Android." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18104.

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This thesis evaluates the battery performance of two widely known game engines and compares the results to find the most battery friendly choice. Unity and Unreal Engine 4 are the two engines being compared; it aims to fill the need for research around mobile games battery performance. Smartphones battery life issues becomes more and more common with the powerful smartphones we use in today’s society. They are becoming faster every year, but the batteries stay the same. Power hungry games are not uncommon to find on the biggest game market that has surpassed the combined income of PC and Console games. Tests were performed on an Android system where multiple applications were tested while the battery consumption was measured. The applications are testing how different 2D or 3D components will impact the battery consumption compared to their baseline idling consumption. This thesis provides instructions on how the test applications were developed and which components were included. The findings show that the components had very little impact on the battery consumption for both Unity and Unreal Engine 4. Unity consumed between 1,1 – 1,4 % (36-42mAh) battery for all applications, Unreal Engine 4 consumed between 1,3 – 1,6% (39-48mAh) battery. This thesis conclusion is that Unreal Engine 4 game components require more battery power than the corresponding components of Unity. Therefore, Unity is according to the findings of this thesis a more battery friendly game engine for android games. These results mean that those who looks to create a smaller 2D or 3D game would get a more battery friendly application if they chose to use Unity. However, the results are limited because of how features like gyro, GPS and bigger applications were not included in the performed test cases.
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Brage, Carl. "Synchronizing 3D data between software : Driving 3D collaboration forward using direct links." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-175165.

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In the area of 3D visualization there are often several stages in the design process. These stages can involve creating a model, applying a texture to the model and creating a rendered image from the model. Some software can handle all stages of the process while some are focused on a single stage to try to perfect and narrow down the service provided. In this case there needs to be a way to transfer 3D data between software in an efficient way where the user experience isn’t lacking. This thesis explores the area of 3D data synchronization by first getting foundation from the prestudy and literature study. The findings from these studies are used in a shared file-based implementation and a design of a network-based system. The work presented in this thesis forms a comprehensive overview which can be used for future work.
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9

Termopoli, Anna. "Progettazione e realizzazione mediante Unity 3D di un'applicazione per l'arredamento personalizzato d'interni." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017.

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La seguente tesi tratta della progettazione e realizzazione di un software per l'arredamento personalizzato d'interni. L'applicazione creata con Unity, permette di progettare e realizzare l'arredamento di un ambiente interno con l'utilizzo di modelli tridimensionali. Nell'applicazione è possibile caricare un proprio modello fbx contentente una stanza tridimensionale, oppure scegliere tra quelle presenti. A questo punto l'utente può scegliere dal catalogo i modelli 3D da utilizzare per arredare la stanza.
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10

Fält, Viktor. "Strategies to effectively integrate a 3D model of a building in a software systems for real-time visualization." Thesis, Linköpings universitet, Kommunikations- och transportsystem, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119954.

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En unik presentation av en byggnad modellerad som en 3D-modell kan göras med avancerad teknik. Ett sätt att presentera den på är till exempel på en 360-graders immersiv display, där möjligheten att interaktivt ”gå runt i” 3D-modellen erbjuds med hjälp av sex stycken projektorer som samverkar. Detta presentationssätt har Norrköpings visualiseringscenter som mål att erbjuda. För att göra detta krävs det att man tar hjälp av programvaror för realtidsvisualisering. En av dessa kan vara Unity 5 som är en spelmotor. Målet med examensarbetet är att hitta tillvägagångssätt och strategier för att effektiv integrera en 3D-modell av en byggnad i Unity 5. För att göra detta så tillämpas en teknisk undersökning med observationer som metod. Denna undersökning visar att en integration för att återspegla modellen modellerad i Revit till programvarusystem för realtidsvisualisering kan utföras. Återspeglingen är ett faktum som får tas i relation till integrationens helhet och kan inte bli exakt. Frågan är om den kan utföras effektivt nog för vad som Norrköpings visualiseringscenter vill kunna erbjuda. Vilket den kan om modellens uppbyggnad, storlek och projektbegränsningar är rimliga i förhållande till tid och kostnad. Det är dessa aspekter som avgör om integrationen kan utföras effektivt. Kunskap om hur integrationen ska gå till med alla materialinställningar som behövs är dessutom en väsentlig faktor.
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11

Westberg, Johannes. "UniRx and Unity 5 : Working with C# and object-oriented reactive programming." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-323737.

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Gameplay programming is vital for video game development and benefits from good tools and techniques. However, techniques are still used in the industry that involves describing how the computer operates. Reactive programming is a way to describe eventful and stateful computer programs declaratively, focusing on what the program should accomplish. This thesis uses the reactive library UniRx with the game engine Unity 5 to create an FPS with reactive techniques, and discusses the advantages and disadvantages of these. Object-oriented reactive programming is used to combine reactive objects with Unity’s component-based framework without using wrappers for non-reactive objects. The results include static methods for observable user input, patterns when defining game components with reactive content, and communication between game objects through interface components. It can be concluded that reactive programming for game programming enables the programmer to describe and understand game logic in a declarative manner. However, combining UniRx and Unity 5 led to complex patterns. Suggestion for future work is using reactive programming with game engines that allows to design game objects that are fully reactive.<br>Gameplay-programmering är avgörande för utveckling av videospel och har nytta av bra verktyg och tekniker. Dock används tekniker i spelbranschen som kräver att programmeraren beskriver hur datorn utför uppgifter. Reaktiv programmering är ett sätt att beskriva händelserika och föränderliga datorprogram med fokus på vad programmet ska utföra. Denna avhandling använder det reaktiva biblioteket UniRx med spelmotorn Unity 5 för att skapa en FPS med reaktiva tekniker, samt diskuterar fördelarna och nackdelarna med dessa. Objektorienterad reaktiv programmering används för att kombinera reaktiva objekt med Unity’s komponentbaserade ramverk utan att använda wrappers för icke-reaktiva objekt. Resultaten inkluderar statiska metoder för observerbar användarinput, programmeringsmönster för definition av spelkomponenter med reaktivt innehåll och kommunikation mellan spelobjekt via gränssnittskomponenter. Man kan dra slutsatsen att reaktiv programmering för spelprogrammering gör det möjligt för programmeraren att beskriva och förstå spellogik på ett deklarativt sätt. Kombinationen av UniRx och Unity 5 ledde emellertid till komplexa mönster. Förslag till framtida arbete är att använda reaktiv programmering med spelmotorer som gör det möjligt att designa spelobjekt som är helt reaktiva.
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12

Antonini, Edoardo. "Studio del modello Augmented Worlds per l'ingegneria di sistemi software basati su realtà aumentata: esplorazioni basate su Unity e Android." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10925/.

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Negli ultimi anni il crescere della capacità di calcolo dei dispositivi e il diminuire delle loro dimensioni ha permesso di far nascere idee innovative e di esplorare più in dettaglio alcuni settori. Uno di questi è sicuramente quello della realtà aumentata (Augmented reality), infatti, la discussione su questo argomento nasce già negli anni 40 del novecento, ma, per mancanza di mezzi tecnologici adeguati, solo ora si iniziano a realizzare le prime applicazioni che si basano su questa idea e il grande pubblico inizia ad interessarsi all'argomento. La costruzione di applicazioni di realtà aumentata, al momento, è basata sull'utilizzo di alcuni framework che mettono a disposizione dello sviluppatore alcune funzioni molto comuni in questi software, come il tracking di marker e l'utilizzo di bottoni virtuali. Questi strumenti, seppur comodi, non garantiscono sempre la buona progettazione dell'applicazione e tendono a unire insieme parti di logica applicativa e di grafica. Per questo motivo, anche nella ricerca, si stanno cercando di studiare dei metodi in grado di permettere una divisione ottimale dei compiti in modo da ottenere un software riusabile e facilmente mantenibile, ma che permetta anche di sfruttare appieno le potenzialità dell'AR attraverso, per esempio, sistemi distribuiti. Un framework concettuale che rientra in questa categoria è sicuramente quello degli Augmented Worlds, mondi virtuali collegati a quello fisico che ne incrementano le caratteristiche e le possibilità tramite la presenza di entità aumentate. La tesi, quindi, si propone di sviluppare un prototipo di un framework con le caratteristiche sopra citate di estendibilità, utilizzando le piattaforme in questo momento a disposizione e ispirandosi alla visione degli Augmented Worlds.
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AL, Halbouni Hadi, and Frank Hansen. "A Scenario-Based evaluation of Game Architecture." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20241.

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When developers or organizations need to develop a game, simulation or a similar project, they phase the question of whether or not to use a game engine as well as the question on which one to use. Are all game engines the same or does the architecture change and how is the game design different between various game engines? The objective of this thesis is to research these questions as well as giving a concrete understanding of the impact of picking one engine over the other and how each engine influences the way games are developed and answer some more specific questions regarding architecture and usability.  A project was designed with the goal of developing a game. This game was developed by two separate teams over a period of 6 weeks, using two different game engines. The development was split into separate iterations done simultaneously between the teams and questionnaires were filled in to gather data. The game engines used for projects had similarities but also things which were different. Each engine offered ways to speed up development by allowing the developer to reuse and distribute changes among objects to reduce work. The differences caused one engine’s code architecture to be more complex than the other while allowing a better code structure as well as adding more time to learn how the engine handles certain things such as collisions. In conclusion, there is an importance to properly evaluating different game engines depending on the project a developer or organization is creating, not evaluating this properly will impact development speed and project complexity. Even though each engine has their differences, there is no superior game engine as it all depends on the project being developed. The game developed for this project was only touching on certain areas related to 2D games.
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Nämerforslund, Tim. "Machine Learning Adversaries in Video Games : Using reinforcement learning in the Unity Engine to create compelling enemy characters." Thesis, Mittuniversitetet, Institutionen för informationssystem och –teknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-42746.

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I och med att videospel blir mer avancerade, inte bara grafiskt utan också som konstform samt att dom erbjuder en mer inlevelsefull upplevelse, så kan det förväntas att spelen också ska erbjuda en större utmaning för att få spelaren bli ännu mer engagerad i spelet. Dagens spelare är vana vid fiender vars beteende styrs av tydliga mönster och regler, som beroende på situation agerar på ett förprogrammerat sätt och agerar utifrån förutsägbara mönster. Detta leder till en spelupplevelse där målet blir att klura ut det här mönstret och hitta ett sätt att överlista eller besegra det. Men tänk om det fanns en möjlighet att skapa en ny form av fiende svarar och anpassar sig beroende på hur spelaren beter sig? Som anpassar sig och kommer på egna strategier utifrån hur spelaren spelar, som aktivt försöker överlista spelaren? Genom maskininlärning i spel möjliggörs just detta. Med en maskininlärningsmodell som styr fienderna och tränas mot spelarna som möter den så lär sig fienderna att möta spelarna på ett dynamiskt sätt som anpassas allt eftersom spelaren spelar spelet. Den här studien ämnar att undersöka stegen som krävs för att implementera maskininlärning i Unity motorn samt undersöka ifall det finns någon upplevd skillnad i spelupplevelsen hos spelare som fått möta fiender styrda av en maskininlärningsmodell samt en mer traditionell typ av fiende. Data samlas in från testspelarnas spelsessioner samt deras svar i form av ett frågeformulär, där datan presenteras i grafform för att ge insikt kring ifall fienderna var likvärdigt svåra att spela mot. Svaren från frågeformulären används för att jämföra spelarnas spelupplevelser och utifrån detta se skillnaderna mellan dom. Skalan på spelet och dess enkelhet leder till att svaren inte bör påverkas av okända och ej kontrollerbara faktorer, vilket ger svar som ger oss insikt i skillnaderna mellan dom olika spelupplevelserna där en preferens för fiender styrda av maskininlärningsmodeller kan anas, då dom upplevs mer oförutsägbara och varierande.<br>As video games become more complex and more immersive, not just graphically or as an artform, but also technically, it can be expected that games behave on a deeper level to challenge and immerse the player further. Today’s gamers have gotten used to pattern based enemies, moving between preprogrammed states with predictable patterns, which lends itself to a certain kind of gameplay where the goal is to figure out how to beat said pattern. But what if there could be more in terms of challenging the player on an interactive level? What if the enemies could learn and adapt, trying to outsmart the player just as much as the player tries to outsmart the enemies. This is where the field of machine learning enters the stage and opens up for an entirely new type of non-player character in videogames. An enemy who uses a trained machine learning model to play against the player, who can adapt and become better as more people play the game. This study aims to look at early steps to implement machine learning in video games, in this case in the Unity engine, and look at the players perception of said enemies compared to normal state-driven enemies. Via testing voluntary players by letting them play against two kinds of enemies, data is gathered to compare the average performance of the players, after which players answer a questionnaire. These answers are analysed to give an indication of preference in type of enemy. Overall the small scale of the game and simplicity of the enemies gives clear answers but also limits the potential complexity of the enemies and thus the players enjoyment. Though this also enables us to discern a perceived difference in the players experience, where a preference for machine learning controlled enemies is noticeable, as they behave less predictable with more varied behaviour.
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Erhard-Olsson, Niklas. "Procedural Generation of 2D Levels for a Motion-based Platformer Game in Unity with Large Amount of Movement." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-152860.

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This thesis mainly describes and implements a new way of analyzing motion generated when playing a motion controlled game. It also describes the implementation of automatic level generation together with the utilization of Unitys excellent new 2D tools. The motion controller used to play the prototype game is ported and implemented with Unitys own shader language and stored as a reusable prefab for any Unity project. A new specific method of analyzing the motion mapped to the level is implemented in Unity. Some game specific analysises is presented with the said method, and examples of how the method can be used for more and richer analysis’s is discussed.
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Flomén, Rasmus, and Micaela Gustafsson. "Game developer experience : A cognitive task analysis with different game engines." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19615.

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Context: Today there are a lot of different kinds of game engines to choose from, but is one of these engines more suitable for a developer with a beginners' experience in game development? Objective: This is something we explore in order to help teachers choose a suitable engine for teaching game development to beginners.In this study, two teams of two persons each compare two of these engines, Godot and Unity. Method: We conducted a study, consisting of six iterations, to observe the development of a prototype game using the two engines. We collected data during the development of the game using a think-aloud protocol and a questionnaire, and after the development using a questionnaire that included the SUS scale for assessing the overall usability of the game engines. Results: The Godot engine have been focused on completing their documentation and the documentation is somewhat directed to more experienced developers. In comparison the Unity engine got more solutions outside of the documentation and also got their own special guides towards beginners.Although Godot engine got a more simpler GUI which will be easier at first but as the tasks became more difficult this became more of a disadvantage and some solutions were not found easily among the documentation. In comparison the Unity engine got more menus and can seem a lot to a beginner but became to be more helpful the harder the tasks became and even though most solutions were not found among the documentation, there were enough information from other sources to solve all problems with an easy search.Neither of the engines provided with a lot of helpful information within the tool, although the Godot engine had some cases where the tool would let the developers know a certain component was needed. Conclusion: Our main conclusion is that Godot is a good entry point into game development but as the tasks gets more difficult students would need the teacher’s help in order to solve the tasks as easy as with Unity. In contrast, Unity starts more difficult but as tasks gets more difficult Unity have more solutions online, which makes it more suitable if students are to develop on their own.\\This study is rather small with only four participants and this limits the results, for future studies it would be best to have more participants. Keywords: Cognitive task analysis, game developer experience, Godot, Unity, game engine, usability
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Hahne, Erik, and Mustafa Alho. "ChessCraft." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-46006.

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Procedurell generering är ett kraftigt verktyg för att kunna skapa en stor mängd spelvärldar utan att själv behöva manuellt designa spelplaner en och en. Med bra programmerade algoritmer kan man få tillgång till en nästan obegränsad mängd av unika spelvärldar med mycket mindre arbete. Vårt uppdrag är att skapa spellogiken och spelplansgenerering till ett spel som ska skickas in som bidrag till Swedish Game Awards[1], som är nordens största tävling för spelutveckling. Vi samarbetar med en annan grupp som ska göra Nätverk och Server-funktionalitet. Deras uppgift är att skapa en huvudserver-applikation, och ett klient/server-system där två spelare kan spela mot varandra med en av spelarna som agerar server. Slutgiltiga målet är att integrera de två olika projekteten till en slutgiltig produkt. Spelet vi tänker skapa är ett schack-baserat spel som utspelar sig i en 3D-miljö. De två spelarna kommer att ha en mängd olika enheter som de kan välja att köpa för sina pengar, kallade för credits i spelet. Spelarna använder sina enheter för att förstöra motspelarens enheter, och målet är att besegra motståndarens kung. Spelet pågår tills någon av spelarnas kungar är besegrad eller tills en av spelarna ger upp.<br>Procedural generation is a powerful tool for creating a large set of game worlds without having to design each one individually. With the proper implementation, this can allow an almost unlimited amount of unique game worlds using far less resource and time. Our task is to create the game logic and game map generation for a game that will be entered as a contestant in Swedish Game Awards, the biggest competition for game development in the Nordic Countries. We will be working in parallel with a separate group who will be implementing the networking side of the application, where the goal is to have a server where two players can play against each other from separate end systems. As the deadline for the competition approaches, we will then combine the two projects to a finished product. The game we are creating is a chess-influenced game that takes place in a 3D world. Two players will have access to different types of units that can be purchased by the in game resource known as credits, and the main objective is to defeat the enemy king. One game session continues until either of the two kings is defeated, or one of the players surrender.
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Östling, Marcus. "Quantities and units in software models." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-291333.

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Quantities and units, while they are commonly used in science and engineer-ing, they are not at all that common in software. The purpose of this thesis is to study how quantities and units can be incorporated into software, and what the impact of such an incorporation would be on the software’s source code as well as its performance. This was achieved by first designing a solution and implementing a proof-of-concept of it. The proof-of-concept was used to evaluate the impact on the software and compare it to the existing library UnitsNet as well as a solution using the primitive type double. The design resulted in a statically typed solution and the impact on the source code was measured on two large codebases, 265k and 1138k lines of code. The software metrics barely showed any difference between the solutions, but the opinion of asked developers showed that a statically typed solution was preferred over a solution that used the primitive type double. The performance tests showed that when the types were used in composite functions, it had the same rate of growth as the solution using doubles had. But, the statically typed solutions did increase the execution time by a constant factor. The constant factor could result in ≈50 times slower execution time.<br>Storheter och enheter är vanligt förekommande inom vetenskap och ingenjörs-vetenskap, men inte alls lika förekommande inom mjukvaruutveckling. Syf-tet med denna rapport är att studera möjligheterna att integrera storheter och enheter i mjukvara och utvärdera hur det påverkar mjukvarans källkod samt dess prestanda. Detta genomfördes genom att först designa en lösning och im-plementera ett koncepttest av lösningen. Koncepttestet användes sedan för att utvärdera påverkan på mjukvaran och för att jämföras mot det existerade bib-liotek UnitsNet samt en lösning som använder den primitiva typen double. Designen resulterade i en statiskt typad lösning och påverkan på källkoden mättes på två stora kodbaser, 265k och 1138k rader kod. Mätvärden på mjuk-varan visade ingen markant skillnad mellan lösningarna, men åsikterna som gavs av utvecklare visade att en statiskt typat lösning var att föredra över en lösning som använder den primitiva typen double. Prestandatesterna visade att när typerna användes i sammansatta funktioner så hade de statiskt typade lös-ningarna samma tillväxttakt som lösningen med double hade. Den konstanta faktorn kunde öka exekveringstiden med ≈50 gånger.
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Shamshiri, Sina. "Automated unit testing of evolving software." Thesis, University of Sheffield, 2016. http://etheses.whiterose.ac.uk/17066/.

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As software programs evolve, developers need to ensure that new changes do not affect the originally intended functionality of the program. To increase their confidence, developers commonly write unit tests along with the program, and execute them after a change is made. However, manually writing these unit-tests is difficult and time-consuming, and as their number increases, so does the cost of executing and maintaining them. Automated test generation techniques have been proposed in the literature to assist developers in the endeavour of writing these tests. However, it remains an open question how well these tools can help with fault finding in practice, and maintaining these automatically generated tests may require extra effort compared to human written ones. This thesis evaluates the effectiveness of a number of existing automatic unit test generation techniques at detecting real faults, and explores how these techniques can be improved. In particular, we present a novel multi-objective search-based approach for generating tests that reveal changes across two versions of a program. We then investigate whether these tests can be used such that no maintenance effort is necessary. Our results show that overall, state-of-the-art test generation tools can indeed be effective at detecting real faults: collectively, the tools revealed more than half of the bugs we studied. We also show that our proposed alternative technique that is better suited to the problem of revealing changes, can detect more faults, and does so more frequently. However, we also find that for a majority of object-oriented programs, even a random search can achieve good results. Finally, we show that such change-revealing tests can be generated on demand in practice, without requiring them to be maintained over time.
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Toscanelli, Massimo. "Multicore Software Development for Engine Control Units." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/19281/.

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The aim of this thesis was to find the best solution for multi-core data transfer of Engine Control Units provided with AUTOSAR architecture. Once studied the best algorithm to design a proper inter-core communicator, a code generator has been developed to automatically produce C code and implement multi-core control units' functionalities.
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Pfleger, Phillip Isaac. "Designing Software to Unify Person-Fit Assessment." BYU ScholarsArchive, 2020. https://scholarsarchive.byu.edu/etd/8776.

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Item-response theory (IRT)assumes that the model fits the data. One commonly overlooked aspect of model-fit assessment is an examination of personfit, or person-fit assessment (PFA). One reason that PFA lacks popularity among psychometricians is that comprehensive software is notpresent.This dissertation outlines the development and testing ofa new software package, called wizirt, that will begin to meet this need. This software package provides a wide gamut of tools to the user but is currently limited to unidimensional, dichotomous, and parametricmodels. The wizirt package is built in the open source language R, where it combines the capabilities of a number of other R packages under a single syntax.In addition to the wizirt package, I have created a number of resources to help users learn to use the package. This includes support for individuals who have never used R before, as well as more experienced R users.
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Medeiros, de Campos José Carlos. "Search-based unit test generation for evolving software." Thesis, University of Sheffield, 2017. http://etheses.whiterose.ac.uk/20271/.

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Search-based software testing has been successfully applied to generate unit test cases for object-oriented software. Typically, in search-based test generation approaches, evolutionary search algorithms are guided by code coverage criteria such as branch coverage to generate tests for individual coverage objectives. Although it has been shown that this approach can be effective, there remain fundamental open questions. In particular, which criteria should test generation use in order to produce the best test suites? Which evolutionary algorithms are more effective at generating test cases with high coverage? How to scale up search-based unit test generation to software projects consisting of large numbers of components, evolving and changing frequently over time? As a result, the applicability of search-based test generation techniques in practice is still fundamentally limited. In order to answer these fundamental questions, we investigate the following improvements to search-based testing. First, we propose the simultaneous optimisation of several coverage criteria at the same time using an evolutionary algorithm, rather than optimising for individual criteria. We then perform an empirical evaluation of different evolutionary algorithms to understand the influence of each one on the test optimisation problem. We then extend a coverage-based test generation with a non-functional criterion to increase the likelihood of detecting faults as well as helping developers to identify the locations of the faults. Finally, we propose several strategies and tools to efficiently apply search-based test generation techniques in large and evolving software projects. Our results show that, overall, the optimisation of several coverage criteria is efficient, there is indeed an evolutionary algorithm that clearly works better for test generation problem than others, the extended coverage-based test generation is effective at revealing and localising faults, and our proposed strategies, specifically designed to test entire software projects in a continuous way, improve efficiency and lead to higher code coverage. Consequently, the techniques and toolset presented in this thesis - which provides support to all contributions here described - brings search-based software testing one step closer to practical usage, by equipping software engineers with the state of the art in automated test generation.
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Estefo, Carrasco Pablo Ignacio. "Reestructuración y refactorización de Unit tests con TestSurgeon." Tesis, Universidad de Chile, 2013. http://www.repositorio.uchile.cl/handle/2250/115493.

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Ingeniero Civil en Computación<br>Actualmente la actividad de Testing es fundamental dentro del ciclo de desarrollo de cualquier proyecto de software serio. Es más, las metodologías ágiles elevan su relevancia dentro de la construcción del software a tal nivel que está prohibido añadir una nueva funcionalidad sin que se haya escrito previamente un test que la valide. A medida que el software crece en funcionalidades y cambian los requerimientos se vuelve más complejo. Es por eso que existen varias técnicas para reestructurar el código haciéndolo más flexible a los cambios y permitiendo que crezca. Sin embargo, los test también crecen en número y en complejidad. Por lo que no son raros los casos de test redundantes tanto desde el punto de vista de su código fuente (duplicación de test) como de su ejecución. Pero a diferencia con el código "funcional", poco esfuerzo se ha realizado por parte de la industria por promover técnicas y crear herramientas que faciliten la tarea de mantener su estructura y diseño limpio. Una de las consecuencias importantes de este problema, es el gran tiempo que toma ejecutar todos los tests. Al haber redundancia, la ejecución tarda más tiempo del necesario lo hace que los desarrolladores los corran con menos frecuencia e inclusive invierten menos tiempo en escribir nuevos test lo cual minimiza la cobertura. Esto último atenta críticamente en la confiabilidad del código base y por ende de la aplicación. En este trabajo se propone una herramienta para detectar problemas de diseño de los tests. TestSurgeon aborda este problema desde dos perspectivas de análisis principales: su código fuente y su ejecución. A través de una intuitiva interfaz, el desarrollador puede navegar sobre las pruebas unitarias y realizar comparaciones entre tests guiado por métricas dedicadas que facilitan la detección de casos interesantes. Además provee una completa visualización que condensa dos métricas que describen y diferencian la ejecución de los test en comparación, permitiendo realizar un análisis eficaz. Finalmente, TestSurgeon permite detectar diferencias semánticas entre tests y encontrar redundancias entre estos para una posible refactorización. Se presentan distintos escenarios de refactorización y reestructuración que son detectados por TestSurgeon. Estos son descritos con ejemplos reales en base a una experiencia de aplicación de TestSurgeon sobre los tests de Roassal, un motor de visualización ágil. TestSurgeon ganó el primer lugar en la competencia internacional ACM Student Research Competition (categoría pregrado) durante la conferencia ICSE (principal en Ingeniería de Software) el año 2012.
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Altman, Erik R. (Erik Richter). "Optimal software pipelining with function unit and register constraints." Thesis, McGill University, 1995. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=29381.

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This dissertation is concerned with software pipelining in the presence of resource constraints--both register and function unit. Software pipelining attempts to combine or schedule operations from different iterations of a loop into a new loop body which can execute as fast as possible or rate-optimally on a given architecture. Approaches for software pipelining can be categorized as exact--meaning the approach guarantees it will find a rate-optimal schedule--or inexact meaning the approach makes no such guarantee. This thesis proposes two novel and exact approaches.<br>One approach represents the software pipelining problem as an Integer Linear Programming (ILP) problem. A unified framework is developed that includes both function unit and register constraints. This framework can represent both fully pipelined function units as well as function units with structural hazards. In the latter case, difficulties in mapping instructions to function units are identified and a solution developed.<br>Our other software pipelining approach is to enumerate a sufficiently large set of schedules so as to guarantee inclusion of a rate-optimal, minimum register schedule fitting the target architecture. As the set of legal schedules is often large or infinite, drastic pruning is required to make this approach feasible. Requirements for this pruning are developed which insure that the enumerated set still contains all schedules of interest. Both the enumeration and ILP approaches are easily adapted to handle resource minimization, making them suitable for use in synthesis and architectural definition as well as in compilers.<br>A powerful tested containing over 35,000 lines of C code was constructed to evaluate the proposed approaches against each other, as well as to compare them to a set of leading inexact methods. Performance was compared on over 1000 benchmark loops. For a significant number of the loops, use of the proposed ILP and enumeration techniques resulted in schedules that were faster and/or used fewer registers than the inexact methods.
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Zinn, Marcus. "Service-based automation of software construction activities." Thesis, University of Plymouth, 2013. http://hdl.handle.net/10026.1/2862.

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The reuse of software units, such as classes, components and services require professional knowledge to be performed. Today a multiplicity of different software unit technologies, supporting tools, and related activities used in reuse processes exist. Each of these relevant reuse elements may also include a high number of variations and may differ in the level and quality of necessary reuse knowledge. In such an environment of increasing variations and, therefore, an increasing need for knowledge, software engineers must obtain such knowledge to be able to perform software unit reuse activities. Today many different reuse activities exist for a software unit. Some typical knowledge intensive activities are: transformation, integration, and deployment. In addition to the problem of the amount of knowledge required for such activities, other difficulties also exist. The global industrial environment makes it challenging to identify sources of, and access to, knowledge. Typically, such sources (e.g., repositories) are made to search and retrieve information about software unitsand not about the required reuse activity knowledge for a special unit. Additionally, the knowledge has to be learned by inexperienced software engineers and, therefore, to be interpreted. This interpretation may lead to variations in the reuse result and can differ from the estimated result of the knowledge creator. This makes it difficult to exchange knowledge between software engineers or global teams. Additionally, the reuse results of reuse activities have to be repeatable and sustainable. In such a scenario, the knowledge about software reuse activities has to be exchanged without the above mentioned problems by an inexperienced software engineer. The literature shows a lack of techniques to store and subsequently distribute relevant reuse activity knowledge among software engineers. The central aim of this thesis is to enable inexperienced software engineers to use knowledge required to perform reuse activities without experiencing the aforementioned problems. The reuse activities: transformation, integration, and deployment, have been selected as the foundation for the research. Based on the construction level of handling a software unit, these activities are called Software Construction Activities (SCAcs) throughout the research. To achieve the aim, specialised software construction activity models have been created and combined with an abstract software unit model. As a result, different SCAc knowledge is described and combined with different software unit artefacts needed by the SCAcs. Additionally, the management (e.g., the execution of an SCAc) will be provided in a service-oriented environment. Because of the focus on reuse activities, an approach which avoids changing the knowledge level of software engineers and the abstraction view on software units and activities, the object of the investigation differs from other approaches which aim to solve the insufficient reuse activity knowledge problem. The research devised novel abstraction models to describe SCAcs as knowledge models related to the relevant information of software units. The models and the focused environment have been created using standard technologies. As a result, these were realised easily in a real world environment. Softwareengineers were able to perform single SCAcs without having previously acquired the necessary knowledge. The risk of failing reuse decreases because single activities can be performed. The analysis of the research results is based on a case study. An example of a reuse environmenthas been created and tested in a case study to prove the operational capability of the approach. The main result of the research is a proven concept enabling inexperienced software engineers to reuse software units by reusing SCAcs. The research shows the reduction in time for reuse and a decrease of learning effort is significant.
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Ström, Joakim, and Jakob Sjölund. "Unit Test of Capsules using Google Test Framework." Thesis, Linköpings universitet, Programvara och system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-125232.

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Software testing is an important part of modern system development. It is a collection of methods used to detect and correct bugs and faults found in software code. Unit testing is a widely used technique in software testing where individual units of source code are isolated, often divided up into classes and functions, and tested separately. When developing in a modeling environment, the system components and their respective behavior are expressed by models written in the Unified Modeling Language (UML). These model descriptions are then used to automatically generate programming code for compilation into real-time systems. The generated code can in turn be subjected to unit testing in order to aid in the verification of the systems behavior and functionality. The modeling tool Rational Software Architect RealTime Edition (RSARTE), developed by IBM, is one example of such an environment. The generated code from the UML models in RSARTE is designed to execute in a real-time computing C++ runtime environment. An essential building block for real-time functionality is the Capsule model. A capsule is an element with an internal state-machine and ports defining its behavior and communication with other capsules. This construction is of great help when programming concurrent real-time applications. Due to the complexity provided by the real-time runtime environment, it is difficult to isolate and unit test the behavior of designed capsules. In this thesis we will show that a capsule in this environment can be isolated and then subjected to unit testing with the help of an integrated third party unit test framework. Also, before integrating a suitable framework, we will select one by doing a review, discussion and a comparison of different mature and available unit test frameworks for use in the C++ language.
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Amlinger, Hanna. "Application of a New Software Tool for the Automated Test of Automotive Electronic Control Unit Software." Thesis, Linköping University, Department of Electrical Engineering, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-16785.

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<p>Testing plays a very important role for assuring the quality of developed software. In a modern vehicle, more and more of the functionality is controlled by software and the complexity of the software always increases. The expectations on automating the testing process are to save time and to reach an even higher quality.</p><p>In this thesis, which was performed at ZF Friedrichshafen AG, a new tool for automated tests is studied. The tool is used for software in the loop simulation based system tests. The user specifies which outputs that shall be observed and which inputs that can be controlled. Based on these prerequisites, test cases are generated.</p><p>It has been studied how to apply the tool, how the test case generation can be influenced, on which systems it successfully could be used and which results that could be reached with the tool. The tool has been evaluated on the hand of two real-life examples; the software of an automatic transmission and of a pressure controller, a module of this software. It was found that there are many interesting possibilities to apply the tool in order to support the present testing process.</p>
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Jaks, Liis. "Security Evaluation of the Electronic Control Unit Software Update Process." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-188171.

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A modern vehicle is controlled by a distributed network of embedded devices - Electronic Control Units. The software of these devices is updated over an easily accessible and standardised diagnostic interface. Their hardware capabilities are very low, and thereby the security implementations are fairly minimalistic. This thesis analyses the Electronic Control Units used in the heavy-duty vehicle company Scania for security vulnerabilities. First, a list of security requirements was compiled. The implementation of these requirements was verified on several Electronic Control Units by the application of software testing methods. Testing identified two potentially dangerous shortfalls: short encryption seeds used in the authentication challenge, and a lack of reliable software source verification. These vulnerabilities were validated by performing experimental attacks. A brute-force attack was performed on a device with 2-byte seeds and keys. Next, an active man-in-the-middle attack was successfuly carried out to bypass authentication and ash the Electronic Control Unit with arbitrary software. Additionally, a passive man-in-the-middle attack was performed to sniff and store software files. The final attack was a combination: a valid seed and authentication code pair was sniffed over a flashing session, followed by using the pair to gain access later. To mitigate these attacks, it is most important to use long authentication seeds and keys, and implement all security standards. Public-key cryptography may also be an alternative for authentication. Software data encryption could be considered for integrity and confidentiality. A less computation-intense solution would be adding cryptographic signatures to messages.
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Sandberg, Daniel. "Automatiserad unit testning." Thesis, Blekinge Tekniska Högskola, Avdelningen för telekommunikationssystem, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3186.

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Dagens utveckling av mjukvara går snabbare och snabbare samtidigt som mjukvaran blir allt mer komplex. Att under dessa omständigheter kunna bibehålla en lika om inte högre kodkvalité är en utmaning. På UIQ bestämde de sig för att undersöka om ett automatiserat unit test kunde hjälpa dem. Metoderna för att komma fram till resultaten i denna rapport har varit intervjuer, en enkät, intern information och litteratur så som forskningsartiklar m.m. Denna rapport är en utredning av automatiserade test, vad man bör tänka på, vilka fördelarna är, vilka testfall som är möjliga att automatisera med mera. Rapporten kommer även att presentera grunderna i testning av mjukvara, en introduktion till eXtreme Programming och Test-Driven Development samt hur testningen utförs på UIQ idag. Då jag kom fram till att ett automatiserat unit test skulle passa sig bra på UIQ kommer jag i slutet av denna rapport presentera ett implementerings förslag. Man bör även införa en test driven utvecklings metodik för att säkerhetsställa att det kommer att utvecklas automatiserade testfall.<br>Det första en utvecklare tänker på när man hör de tre magiska orden automatisk unit testning är att han äntligen slipper sitta med den tråkiga testningen. Medan chefen och ekonomiansvarige börjar räkna på hur mycket pengar de kan spara efter de sagt upp halva testavdelningen. Tyvärr får båda tänka om då oftast den automatiska testningen har lika lång utvecklingstid men förhoppningvis om den blir lyckad så förbättrar den kodkvalitén. Vilket kan vara minst lika mycket värt som att man sparar några kronor i minskade personalkostnader.
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Rasmussen, Nichlas. "Operator unit simulator." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-45676.

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Detta examensarbete utfördes som ett uppdrag av Atlas Copco där målet var att utveckla en programvara som kan simulera en OU (Operator Unit) i en PC miljö. Atlas Copcos egenutvecklade radiostyrningssystem för gruvfordon består av en sändare, kallad OU, och en mottagare, kallad MU (Machine Unit). En OU är en kontroller med reglage i form av knappar, joysticks och switchar och med indikatorer i form av LEDs och display. För att säkerställa att en OU endast kan kommunicera med en specifik MU och vice versa måste enheternas radiomoduler paras ihop genom en process som kallas ”learn link”, som görs genom att ansluta en CAN-kabel mellan enheterna.   Genom att använda en OU simulator vid MU produktionstest skulle det vara lättare att utföra vissa tester, såsom internfel och varningar, och det skulle vara möjligt att inkludera tester som är omöjliga att göra med en hårdvaru-OU, som att avsiktligt sända en felberäknad checksumma, för att undersöka MU-enhetens respons. OU simulatorn skulle ha ett grafiskt gränssnitt och genom att ansluta ett radiokort till PC:n skulle den kunna skicka och ta emot data från en MU. Den skulle också kunna utföra ”learn link”. Den färdiga produkten utvecklades med hjälp av C# och en XP-inspirerad utvecklingsmetod.<br>This thesis was developed as an assignment from Atlas Copco where the goal was to develop software that could simulate an OU (Operator Unit) in a PC environment. Atlas Copco’s proprietary radio-control system for mining vehicles consists of a transmitter, called OU, and a receiver, called MU (Machine Unit). An OU is a controller with controls in the form of buttons, joysticks and switches and with indicators in the form of LEDs and display. To ensure that an OU only can communicate with a specific MU and vice versa the units’ radio modules must be paired together through a process called “learn link”, that is performed by connecting the units with a CAN-cable.   By using an OU simulator for MU production tests it would be easier to perform some tests, such as internal errors and warnings, and it would be possible to include tests that are impossible to do with OU hardware, such as intentionally send a miscalculated checksum, to examine the MU’s response. The OU simulator should have a graphical user interface and by connecting a radio card to the PC it should be able to send and receive data from an MU. It should also be able to perform “learn link”. The final product was developed using C# together with an XP-inspired development method.
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Mikhail, Rana Farid. "Unit testing database applications using SpecDB : a database of software specifications." [Tampa, Fla] : University of South Florida, 2006. http://purl.fcla.edu/usf/dc/et/SFE0001626.

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Kupferschmidt, Benjamin. "INTEGRATING ENGINEERING UNIT CONVERSIONS AND SENSOR CALIBRATION INTO INSTRUMENTATION SETUP SOFTWARE." International Foundation for Telemetering, 2007. http://hdl.handle.net/10150/604520.

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ITC/USA 2007 Conference Proceedings / The Forty-Third Annual International Telemetering Conference and Technical Exhibition / October 22-25, 2007 / Riviera Hotel & Convention Center, Las Vegas, Nevada<br>Historically, different aspects of the configuration of an airborne instrumentation system were specified in a variety of different software applications. Instrumentation setup software handled the definition of measurements and PCM Formats while separate applications handled pre-flight checkout, calibration and post-flight data analysis. This led to the manual entry of the same data multiple times. Industry standards such as TMATS strive to address this problem by creating a data-interchange format for passing setup information from one application to another. However, a better alternative is to input all of the relevant setup information about the sensor and the measurement when it is initially created in the instrumentation vendor’s software. Furthermore, an additional performance enhancement can be achieved by adding the ability to perform sensor calibration and engineering unit conversions to pre-flight data visualization software that is tightly coupled with the instrumentation setup software. All of the setup information can then be transferred to the ground station for post-flight processing and data reduction. Detailed reports can also be generated for each measurement. This paper describes the flow of data through an integrated airborne instrumentation setup application that allows sensors and measurements to be defined, acquired, calibrated and converted from raw counts to engineering units. The process of performing a sensor calibration, configuring engineering unit conversions, and importing calibration and transducer data sheets will also be discussed.
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Shah, Raza. "Repeater Unit Software Development in Wireless Interactive Video Data Service System." Thesis, Virginia Tech, 2000. http://hdl.handle.net/10919/31889.

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Information, products and services can be requested and purchased via the Interactive Video Data Service (IVDS) system developed by The Center for Wireless Telecommunications, Virginia Tech. This system consists of three components - User control, Repeater unit and a Host program. The user requests a service using his/her television remote (User control). A transceiver (User control) located near the television set responds to user requests by extracting information hidden in the commercial's audio, and transmitting information to the repeater unit. The receiver unit decodes received messages and forwards them in capsules to the Host component. Thus the user requests are received by the host system. The repeater unit is a real-time operating system with its in-built hardware and software functions. Application specific software can be written using the existing software drivers and libraries (kernel) to decode and process messages. The Host program monitors and responds to received user messages. This thesis focuses on the repeater unit hardware setup and discusses the application software implementation developed to receive messages from the transceiver box and to retransmit the messages in a different format over the Internet. The software specifications included no incoming message loss, ability to statically hold 10000 user messages, time-stamp and location-stamp (using a GPS receiver) forwarded messages, scheduling messages for retransmission based on message priority, and retransmission using the point-to-point protocol (PPP) using a dial-up modem connection. In order to achieve better performance the existing software kernel was re-written in some sections. This thesis also discusses some of the system limitations from the repeater unit's perspective.<br>Master of Science
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34

Mohyla, Jan. "Analýza aplikačního software pro testování klimatizací." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2018. http://www.nusl.cz/ntk/nusl-376987.

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This thesis deals with the analysis of application software for testing airconditioning units. The main objective of the work is to analyze the application software and create its documentation. On the basis of the documentation, the software problems are analyzed and the possible solutions are proposed. Within the thesis the technology of airconditioning units, the programmable logic controller FA-M3 and its programming tool Widefield are described.
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Tulchak, L. V., I. M. Drozd, Л. В. Тульчак, and І. М. Дрозд. "The importance of automated software testing." Thesis, Вінницький національний аграрний університет, 2015. http://ir.lib.vntu.edu.ua/handle/123456789/7679.

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With test automation, as well as with many other compartmentalized IT - disciplines, involves a lot of misconceptions. In order to avoid inefficient use of automation should get its drawbacks and maximize the benefits. Next we will list and give a brief description of the basic nuances of automation and give an answer to the main question of this article - when the automation pays to do to apply.
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Valouch, Tomáš. "Rozhraní pro jádro antivirového software." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2008. http://www.nusl.cz/ntk/nusl-235871.

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This master's thesis is dealing with problematics of antivirus program development. It describe evolution of viruses, antiviruses and it is trying to estimate the future development in this area of interest. There is described a design of graphic user interface for antivirus program. Finally are dicussed possible approaches for implementing the graphics user interface for forementioned antivirus program. Important part of this thesis is part which is dealing with description of implementation of mentioned user interface.
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37

Ursic, Mihael. "Experiences from Test-Driven Development for Prototyping Software in Commercial Vehicles Industry." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-113349.

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This master’s thesis, carried out at MAN Truck &amp; Bus AG, presents a self-observational case study of the software  development  methodology  Test-driven  development  (TDD)  in  the  context  of  developing  a framework  for  human-machine  interface  concepts  in  commercial  vehicles.  Software  developers  are constantly looking for ways to improve productivity and the quality of their code. TDD has been said to do precisely this, but not many experience reports from new practitioners can be found, making it difficult to know what to expect when using it for the first time. This thesis focuses on the experiences of a beginner to the TDD practice and follows the development of the framework and the changes made to the design over time. The framework, consisting of a C++ server application and an Android client, was developed using TDD. Decisions, obstacles and general experiences from the development process are documented in this report with the aim of finding out how TDD works in practice for a beginner and how well the practice is suited for this particular kind of project. It was concluded that TDD seems to have both benefits and drawbacks, as it appears to facilitate lower coupling of the code and a more structured design, but also complicates the changing of public interfaces since the changes often also affect the test code. Subjectively perceived effects of the practice included that developer  focus  improved,  that  testing  actually  occurred  and  that  the  continuous  passing  of  tests  gave confidence and a sense of accomplishment to the developer. Furthermore it was concluded that experienced developers may reap more benefits from TDD whereas developers with little experience might have a harder time  adjusting  to  the  practice  and  may  not  see  any  notable  improvement  on  the  design.  The  observed developer in this study also found that TDD was difficult to get used to and that it would have been helpful to initially pair up with an experienced TDD practitioner to be properly guided through the first steps and to form good habits. Some  parts  of  the  framework  developed  were  left  out  of  the  TDD  because  of  complexity  and  time reasons, leading the suitability of the practice for similar frameworks to be judged as moderate. The areas that  induced  problematic  situations  were  multithreading,  networking  and  graphical  user  interfaces  which were all considered difficult to handle with TDD.
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38

Tan, Roy Patrick. "Programming Language and Tools for Automated Testing." Diss., Virginia Tech, 2007. http://hdl.handle.net/10919/28684.

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Software testing is a necessary and integral part of the software quality process. It is estimated that inadequate testing infrastructure cost the US economy between $22.2 and $59.5 billion. We present Sulu, a programming language designed with automated unit testing specifically in mind, as a demonstration of how software testing may be more integrated and automated into the software development process. Sulu's runtime and tools support automated testing from end to end; automating the generation, execution, and evaluation of test suites using both code coverage and mutation analysis. Sulu is also designed to fully integrate automatically generated tests with manually written test suites. Sulu's tools incorporate pluggable test case generators, which enables the software developer to employ different test case generation algorithms. To show the effectiveness of this integrated approach, we designed an experiment to evaluate a family of test suites generated using one test case generation algorithm, which exhaustively enumerates every sequence of method calls within a certain bound. The results show over 80\% code coverage and high mutation coverage for the most comprehensive test suite generated.<br>Ph. D.
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Hubený, František. "Využití softwarového PLC v tepelné technice budov." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2012. http://www.nusl.cz/ntk/nusl-219691.

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This presenting master’s thesis deals with a problem of digitaly controled room temperature using the software PLC. The result of this work was creating of an algorithm to control temperature on the requested leve ofl setpoint, minimizing operating costs of the building. The PLC softwares from different manufacturers were analyzed and compared with conventional PLC. The testing facility was disigned and used to control the temperature in the room and data visualization. Room temperature was regulated by PS controller or two point regulator.
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40

Pavan, Kumar Maareddygari Pavan Kumar, and Bharadwaj Yellambalse Prem Kumar Anoop Anoop. "Design and Construction of Chassis for Uniti L7e Vehicle." Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-32946.

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Chassis is the primary structural component of an automobile. It is the main supporting structure of a vehicle to which all other systems like braking, suspension and differential are attached. In this thesis, a methodology for L7e category vehicle chassis design and structural stability analysis is presented. The present car being developed at Uniti Sweden AB is classified as L7e category vehicle as per the European Union, therefore the chassis developed in this thesis considers the specific characteristics that vehicles under this category demands for. A literature study is carried out to review various existing designs of vehicle chassis, latest innovations and advanced materials used to manufacture the same. The various types of forces and stresses commonly acting on chassis structures are analyzed and their effects on the vehicle is understood. After completing literature study, several findings are listed in a systematic manner, by providing ample arguments to justify each of them. The pro-con analysis is conducted to evaluate merits and demerits of each alternative type of chassis and the material to manufacture it. The most essential design criteria are derived from the QFD (Quality function deployment) which then acts as important guidelines during the actual design process. Structural chassis frame is designed as per the design criteria, using the CAD software CATIAV5R19 and the structural stability of the same is tested and analyzed using ANSYS 15.0 software. From the results of these analysis tests the static structural stability of the design is confirmed.
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Morsiani, Alessandro. "Tecniche di analisi statistica sull'attività di lobbying negli Stati Uniti usando il software R." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8183/.

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La tesi fornisce una panoramica delle principali metodologie di analisi dei dati utilizzando il software open source R e l’ambiente di sviluppo integrato (IDE) RStudio. Viene effettuata un’analisi descrittiva e quantitativa dei dati GICS, tassonomia industriale che cataloga le principali aziende per il processo di gestione e ricerca degli asset di investimento. Sono stati studiati i principali settori del mercato USA considerando il fatturato, le spese per il lobbying e tre indici che misurano il grado di collegamento fra industrie. Su questi dati si sono svolte delle analisi quantitative e si sono tentati alcuni modelli nell’ambito della regressione lineare semplice e multipla. Tale studio ha il compito di verificare eventuali interazioni fra le variabili o pattern di comportamento strategico societario durante il periodo 2007 - 2012, anni di rinnovo e miglioramento delle regolamentazioni in materia di lobbying negli Stati Uniti. Più nello specifico vengono presi in esame tre settori: IT, Health Care e Industrial dove viene studiato l’andamento del reddito medio e la spesa media in attività di lobbying dei settori. I risultati ottenuti mostrano l’utilità dei pacchetti di R per l’analisi dei dati: vengono individuati alcuni andamenti che, se confermati da ulteriori e necessarie analisi, potrebbero essere interessanti per capire non solo i meccanismi impliciti nell’attività di lobbying ma anche comportamenti anomali legati a questa attività.
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42

Simons, Edward. "THE EFFECTIVENESS OF DYNAMIC MATHEMATICAL SOFTWARE IN THE INSTRUCTION OF THE UNIT CIRCLE." CSUSB ScholarWorks, 2019. https://scholarworks.lib.csusb.edu/etd/959.

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This study is attempting to test the effectiveness of dynamic computer models such as GeoGebra and Desmos on high school students’ ability to understand key concepts with regards to the introduction of unit circle and the graphing of the sine and cosine functions. Algebra two high school students of varying ages were chosen and randomly placed into two groups. Both groups were given the same pre-assessment and an identical lesson. The two groups’ only difference occurred with the individual student practice portion of the lesson where one group did ‘traditional’ paper and pencil practice for graphing and solving while the other group used only computer models as their individual practice. Both groups were then reassessed by giving the same assessment again. Their levels of improvement were compared using standard statistical analysis and a mean comparison test. The results showed a statistically significant improvement in the student group that used the dynamic models versus the group that did not use the computer. The sample size was large enough to generate a confidence value of over 99% (99.3%) so we were able to reject the null hypothesis that there was no difference between the group results and accept the hypothesis that the student group that used the computer models improved by a statistically significant amount. The non computer group improved by 7.7 percent while the computer aided group improved by over 49 percent. This represented an 88 percent increase in the scores of the computer group when compared with the control group. I was able to definitively conclude that the dynamic software did have a significant and positive effect on the students' learning of the unit circle. It is hoped that this information will be used to help inform more effective instruction for high school and college students as they learn this topic. It also provides a strong argument for an increased emphasis on educating teachers to become more fluent in the use of dynamic models and software as both a demonstration tool and as an interactive tool for their students in a variety of math levels. These results may also have wider applications to many other math topics and math instruction in general.
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43

Nejedlý, David. "Jednotkové testování Java EE aplikací." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-162742.

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The diploma objectives are to describe software quality model defined in ISO/IEC 9126, to describe the basic concepts of quality assurance and software testing, to identify possible errors when writing tests, introduce designs patterns for writing tests. Further describe the architecture of applications built on the Java EE platform, to introduce frameworks for testing various parts of the applications built on the Java EE platform, to illustrate the creation of unit tests using test doubles for these applications, to evaluate the importance of unit tests for quality assurance software.
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44

Braaf, Joakim. "Introducing Mock framework for Unit Test ina modeling environment." Thesis, Linköpings universitet, Programvara och system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-105219.

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Testing is an important part in the software development process. Unit testsaim to test individual units in isolation. These units may have dependenciesto their surroundings that make the units hard to test in isolation withoutalso testing the surrounding units. A technique to help isolate these units isto replace the surrounding units with mock objects. This work investigateshow a C++ mock framework can be integrated into a modeling environ-ment’s unit test framework. Several mock frameworks are evaluated, and aproof of concept is created to show that integration is possible. Additionally,ideas for how to use mocks in a model environment are presented.
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45

Hill, Jerry L. "Realtime Telemetry Processing System (RTPS) III: A Preview of Software Development in the 1990s." International Foundation for Telemetering, 1988. http://hdl.handle.net/10150/615057.

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International Telemetering Conference Proceedings / October 17-20, 1988 / Riviera Hotel, Las Vegas, Nevada<br>Software development is becoming less an art form and more an engineering discipline. Methods of software development which leave as little as possible to chance are constantly being sought and documented. However, the gap between what is written and what is actually applied is usually quite wide. The only way this gap can be narrowed is through practical application of these very detailed and complex methods. Since it is unlikely that the complexity of these methods will be reduced, automation must be employed wherever possible in the software development process. This paper addresses the successful development of software for the Navy's Realtime Telemetry Processing System III (RTPS III) using practical application of existing methodology in conjunction with a Computer Aided Software Engineering (CASE) tool. Based on this experience, the conclusion presents implications affecting software development the 1990s.
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46

Grimm, Frank. "Enabling collaborative modelling for a multi-site model-driven software development approach for electronic control units." Thesis, Bournemouth University, 2012. http://eprints.bournemouth.ac.uk/20688/.

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An important aspect of support for distributed work is to enable users at different sites to work collaboratively, across different sites, even different countries but where they may be working on the same artefacts. Where the case is the design of software systems, design models need to be accessible by more than one modeller at a time allowing them to work independently from each other in what can be called a collaborative modelling process supporting parallel evolution. In addition, as such design is a largely creative process users are free to create layouts which appear to better depict their understanding of certain model elements presented in a diagram. That is, that the layout of the model brings meaning which exceed the simple structural or topological connections. However, tools for merging such models tend to do so from a purely structural perspective, thus losing an important aspect of the meaning which was intended to be conveyed by the modeller. This thesis presents a novel approach to model merging which allows the preservation of such layout meaning when merging. It first presents evidence from an industrial study which demonstrates how modellers use layout to convey meanings. An important finding of the study is that diagram layout conveys domain-specific meaning and is important for modellers. This thesis therefore demonstrates the importance of diagram layout in model-based software engineering. It then introduces an approach to merging which allows for the preservation of domain-specific meaning in diagrams of models, and finally describes a prototype tool and core aspects of its implementation.
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47

Panella, Nicola. "Software implementation of a BMS algorithm for automotive application." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2022.

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This work aims to provide a solid understanding of the Simulink Model Based Design development process of a BMS algorithm, with the help of an example implementation of a Software Component (SWC) on the Micro Controller Unit (MCU). All SWCs are developed in Simulink environment using a specific workflow and toolset: Simulink Embedded Coder will then generate the C code which will be implemented in the MCU programming software. The introduction will cover basic control functions required by the BMS system to effectively monitor the battery pack of an automotive application, implementing a variety of safety procedures. The following section explains in detail the actual development of the sample SWC according to the Model Based Design Workflow presented: key factors of the development are Requirement Based Verification and Testing and Unit Testing implementation. This workflow’s toolset allows the development team to access sparse information providing a consistent linkage between multiple documented requirements and the programming environment. As a result, all the required information regarding every Unit or “module” is accessed within the Simulink interface. Error detection during development is greatly enhanced. This aspect is extremely important with regards to the debug process: the more the project in development is at the end of its life cycle (towards the client acceptance phase), the higher the bug fix cost results. Furthermore, some useful Simulink Add-Ons can perform compliance tests towards a collection of selected regulations as, inter alia, ISO 26262 “Road Vehicles – Functional Safety” Standard. Limitations imposed by integrated regulations during components’ development can ultimately facilitate the required certification and approval by competent authorities.
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48

Gordon, Christopher Todd. "A visual language for ADA program unit specifications." Thesis, This resource online, 1990. http://scholar.lib.vt.edu/theses/available/etd-06232009-063007/.

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49

Freitas, Eduardo Noronha de Andrade. "SCOUT: a multi-objective method to select components in designing unit testing." Universidade Federal de Goiás, 2016. http://repositorio.bc.ufg.br/tede/handle/tede/5674.

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Submitted by Marlene Santos (marlene.bc.ufg@gmail.com) on 2016-06-09T17:02:10Z No. of bitstreams: 2 Tese - Eduardo Noronha de Andrade Freitas - 2016.pdf: 1936673 bytes, checksum: 4336d187b0e552ae806ef83b9f695db0 (MD5) license_rdf: 19874 bytes, checksum: 38cb62ef53e6f513db2fb7e337df6485 (MD5)<br>Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2016-06-10T11:14:00Z (GMT) No. of bitstreams: 2 Tese - Eduardo Noronha de Andrade Freitas - 2016.pdf: 1936673 bytes, checksum: 4336d187b0e552ae806ef83b9f695db0 (MD5) license_rdf: 19874 bytes, checksum: 38cb62ef53e6f513db2fb7e337df6485 (MD5)<br>Made available in DSpace on 2016-06-10T11:14:00Z (GMT). No. of bitstreams: 2 Tese - Eduardo Noronha de Andrade Freitas - 2016.pdf: 1936673 bytes, checksum: 4336d187b0e552ae806ef83b9f695db0 (MD5) license_rdf: 19874 bytes, checksum: 38cb62ef53e6f513db2fb7e337df6485 (MD5) Previous issue date: 2016-02-15<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>Fundação de Amparo à Pesquisa do Estado de Goiás - FAPEG<br>The creation of a suite of unit testing is preceded by the selection of which components (code units) should be tested. This selection is a significant challenge, usually made based on the team member’s experience or guided by defect prediction or fault localization models. We modeled the selection of components for unit testing with limited resources as a multi-objective problem, addressing two different objectives: maximizing benefits and minimizing cost. To measure the benefit of a component, we made use of important metrics from static analysis (cost of future maintenance), dynamic analysis (risk of fault, and frequency of calls), and business value. We tackled gaps and challenges in the literature to formulate an effective method, the Selector of Software Components for Unit testing (SCOUT). SCOUT was structured in two stages: an automated extraction of all necessary data and a multi-objective optimization process. The Android platform was chosen to perform our experiments, and nine leading open-source applications were used as our subjects. SCOUT was compared with two of the most frequently used strategies in terms of efficacy.We also compared the effectiveness and efficiency of seven algorithms in solving a multi-objective component selection problem: random technique; constructivist heuristic; Gurobi, a commercial tool; genetic algorithm; SPEA_II; NSGA_II; and NSGA_III. The results indicate the benefits of using multi-objective evolutionary approaches such as NSGA_II and demonstrate that SCOUT has a significant potential to reduce market vulnerability. To the best of our knowledge, SCOUT is the first method to assist software testing managers in selecting components at the method level for the development of unit testing in an automated way based on a multi-objective approach, exploring static and dynamic metrics and business value.<br>(Sem resumo)
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50

Pehrsson, David, and Jesús Garza. "Bootloader with reprogramming functionality for electronic control units in vehicles: Analysis, design and Implementation." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Data- och elektroteknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-20136.

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In an automotive context today’s need of testing functions while in factory, correcting faults in the workshop or adding extra value in the aftermarket makes it very important to easily be able to download new software to the electronic control units in vehicles. In the platform for standard automotive software development called AUTOSAR, two known protocols are presented to specify the procedure on how to implement this download operation: Unified Diagnostic Services (UDS) and the Universal Measurement and Calibration Protocol (XCP). However the part of the UDS and XCP standards that is about reprogramming is not completely a part of the AUTOSAR standard yet. In this thesis, UDS and XCP have been compared to evaluate which of the two that has most support in AUTOSAR today and are most likely to be fully integrated into AUTOSAR in the future. Since UDS already has support in AUTOSAR for some of the functions needed for reprogramming and because of the fact that UDS is a part of the extensively used On-board Diagnostic standard (OBD-II), UDS is chosen to be the most suitable protocol for implementing reprogramming functionality according to AUTOSAR. A bootloader with the ability to download data has been developed using only relevant functions from UDS and following the AUTOSAR specifications where it is applicable.<br>För att kunna testa fordonsfunktioner i fabriken, åtgärda mjukvarufel under service eller för att uppgradera fordonet med nya funktioner är det viktigt att kunna ladda ner ny mjukvara till fordonets styrsystem. Den standardiserade mjukvaruplattformen för fordonsindustrin, AUTOSAR, innehåller två protokoll som båda specificerar hur mjukvara kan laddas ner: Unified Diagnostic Services (UDS) och Universal Measurement and Calibration Protocol (XCP). Tyvärr är de delarna av UDS och XCP som beskriver mjukvarunerladdning inte en del av AUTOSAR än. I det här examensarbetet har UDS och XCP jämförts för att utvärdera vilken av de båda som i dagsläget har störst stöd för nerladdning av mjukvara i AUTOSAR och vilken som troligast kommer att bli en del av AUTOSAR i framtiden. Eftersom AUTOSAR redan stödjer några av de funktioner i UDS som behövs för nerladdning av mjukvara samt på grund av att UDS är en del av branschstandarden för fordonsdiagnostik OBD-II, har UDS valts som den mest lämpade att i dagsläget användas för att implementera nerladdning av mjukvara enligt AUTOSAR. En bootloader som stödjer nerladdning av mjukvara via UDS har sedan implementerats enligt AUTOSAR-specifikationen så långt som möjligt.
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