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1

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

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

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

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

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

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

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

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

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

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

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Intresset för fiske i Sveriges sjöar har blivit stort, men för att fiskevattnets tillstånd inteska försämras så behöver man värna om Sveriges sjöar bättre än i dagsläget. SverigesSportfiske- och Fiskevårdsförbund har tidigare försökt att få in rapporter på fångster avfiskarna via enkäter och via deras hemsida. Detta resulterade dock i få rapporteringar.Problemet ansågs inte ligga i viljan att rapportera då, i en undersökning, hela 90% svaradeatt de ville rapportera sin fångst. Problemet ansågs istället ligga i sättet att registrera enfångst. Detta skall förenklas genom en mobil applikation vilket ger möjlighet till att rapporterafångsten direkt på plats. Applikationen skall vara enkel att använda för att få inså många rapporteringar som möjligt, men ändå få med den information om fångsten somSveriges Sportfiske- och Fiskevårdsförbund vill åt. Resultatet blev en Androidapplikationsom täcker alla krav som var satta, där de högst prioriterade kraven var att rapportera enfångst med all nödvändig information om den och att applikationen täcker alltså hela Vänern.Applikationen täcker för tillfället endast Vänern som är Sveriges största sjö. Förutomrapportering av fångst så finns det även en informationsvy samt en statistikvy där användarenfår en lämplig statistik över sina rapporteringar. Applikationen väntas att få in merrapporteringar och kommer i sin tur att hjälpa Sveriges Sportfiske- och Fiskevårdsförbundatt ta hand om Sveriges fiskevatten bättre.
The interest in fishing in lakes in Sweden has become very large, but for the fishing watersnot to deteriorate one needs to take care of Sweden’s lakes better than the current situation.Sweden’s Sportfishing and Conservation Association has previously tried to get reportsof fish catches through surveys or through their website. However, this resulted in veryfew reports being received. The problem in this was not considered to be in the lack ofwillingness to report hence, in a survey, a full 90 % responded that they wanted to reporttheir catch. The problem was considered instead to lie with the way to register a catch. Thisshould be resolved through a mobile application, which allows for reporting the catch onthe spot. The application should be as simple to use as possible to get as many registrationsas possible, while still getting the information about the catch Sweden’s Sportfishing andConservation Association want. The results were an Android application that covers allthe requirements that were set, the requirements with the highest priority was to reporta catch with all the necessary information about it and that the application covers all ofVänern. The application currently covers only Vänern, Sweden’s largest lake. In additionto reporting of the catch, there is also a data view and a statistics view where the user getsan adequate statistics on their reports. The application is expected to get more reports andwill in turn help Sweden’s Sportfishing and Conservation Association to care for Swedishwaters better.
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Loganathan, Madhumitha. "Android number game". Kansas State University, 2011. http://hdl.handle.net/2097/13245.

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Master of Science
Department of Computing and Information Sciences
Daniel Andresen
Mobile application development is one of the recent trends in computing Industry. Among several existing platforms for mobile, Android is one of the largest platforms in the world that run in several smart phones and tablets from various manufacturers like Google, Motorola, Samsung, HTC etc. Android number game is a simple game application in android targeting the school children to train their mathematical skills and help them to think. The application presents a graphical user interface with several colored bubble balls moving in random directions each with a number on it. The numbers are generated randomly within a specified range. The application allows the user to burst a moving bubble by touching it. The user’s goal is to burst all the bubbles in the ascending order of numbers on them. The application contains multiple levels and the number of bubbles increase as the levels increase. Also, the complexity of the set of numbers on the bubbles increases with increasing levels. Three lives are given to clear all the levels of the game and scores are computed for every correct shot on the ball. Bonus points are also added for clearing every level. The application maintains the top 10 players with their scores.
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Kothakapu, Aravind Reddy. "Android Quick Browser". Kansas State University, 2016. http://hdl.handle.net/2097/32178.

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Master of Science
Department of Computing and Information Sciences
Daniel Andresen
People are more inclined to use mobiles instead of other computing devices like desktops and laptops due to their portability and ease of use. A number of desktop applications have become available as mobile applications in response to the increasing market demand. Android is one of the largest and most popular open source platforms that offers developers complete access to framework APIs in order to develop innovative mobile applications The objective of this project was to develop an Android application for daily users of Android mobiles. This application advantageously allows users to search the internet on their phone, save preferred links, and prioritize outputs based on saved links. The application uses the Google search engine as its primary search engine and customizes links for the user.
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Дядечко, Алла Миколаївна, Алла Николаевна Дядечко, Alla Mykolaivna Diadechko i A. Skrynnyk. "Android operating system". Thesis, Видавництво СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/13457.

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Chvála, Jan. "Android IP kamera". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2015. http://www.nusl.cz/ntk/nusl-234969.

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The goal of this thesis is to design a system which would allow video data streaming from a mobile device and real time playback using a standard web browser. The technological background and the implementation platform are both part of this thesis. Web Real Time Communications (WebRTC) technology was used for acquiring multimedia data on mobile device. This technology is natively supported in the latest major web browsers and in WebView component (Android version 5.0 and above). Sending push notifications from a server to a mobile device to start the streaming is done with Google Cloud Messaging technology. The resultant system allows a user to start the application on mobile device with easy web browser access. This starts the multimedia stream from device, which can be parametrized and secured by password. The benefit of this thesis is the overview of WebRTC technology and its demonstration. The IP camera implementation shows how easy it is to use the WebRTC in real applications.
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Skogberg, Benny. "Android Application Development". Thesis, Malmö högskola, Teknik och samhälle, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20813.

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Examensuppsatsen i datavetenskap innehåller utveckling av mjukvara för Android som ska användas av handhållna enheter som använder operativsystemet Android. Uppsatsen omfattar grunderna så som att skapa en utvecklingsmiljö samt att ladda ner lämpliga verktyg och tillägg. Uppsatsen kan användas som riktlinjer för genomsnittsprogrammeraren som söker efter problemlösningar som inte finns tillgänglig i litteraturen. Uppsatsen innehåller en beskrivning av Android samt en diskussion om dess fördelar och nackdelar förs. Resurser och råd för Androidutveckling och Androidversioner presenteras. Uppsatsen innehåller också utvecklingsstrategier.Utveckling för Android och dess egenskaper för datatrafik är intressanta, vilket också inkluderas i uppsatsen. Uppkoppling gentemot Facebook och annan kommunikation så som att hämta data från en webbserver behandlas i uppsatsen.
The Degree Thesis in Computer Science focuses on development of Android applications to be used on a handheld device running the Android Operating System (OS). It covers the basics such as setting up a development environment, downloading appropriate tools and add-ons. The thesis serves as a guideline to intermediate developers, seeking solutions to problems not discussed in available textbooks.Android is a platform consisting of an operating system and a Software Development Kit (SDK) for handheld devices. It originates from a small software company, acquired by Google and is now owned by Open handset Alliance (OHA), where Google is a member. A description of Android is included and its advantages and disadvantages are discussed. Resources and recommendations on Android development and Android versioning are presented. Strategies on development are also suggested throughout this thesis.The development for an Android device and its data traffic characteristics is of interest, which is also included in this thesis. Connectivity and communication like connecting to Facebook and pulling data from an internet-connected web server, is discussed.
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Bui-Nguyen, Honghanh. "Polymer for Android". Research Showcase @ CMU, 2016. http://repository.cmu.edu/theses/111.

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Building on the Polymer system designed by Bauer, Ligatti and Walker, which allowed enforcing user-defined security policies on single-threaded Java applications, this research extends Polymer to enforce policies on multiple applications, possibly distributed across several hosts. Using Android as a case study, we adapted Polymer to equip each app with a monitor, and we added communication capability and central storage so that monitors can regulate interactions between apps and make decisions based on their shared state. Our central storage design also includes load-linked and store-conditional operations to support synchronization of parallel updates, and each communication module is accompanied by a non-circumvention policy designed to protect the integrity, authenticity and confidentiality properties of the channel. The non-circumvention policy can be composed with user-defined policies that involve two or more apps. To demonstrate the efficacy of the system, we implemented and tested three policies: the first prevents apps from making background calls caused by confused deputy attacks or collusion attacks; the second disallows sending background SMS messages exceeding a specified quota, and the third enforces a specified device location sampling rate among all apps on the device.
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Boemo, Marco. "Customizzazione di Android". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/3877/.

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Ridolfi, Andrea. "TuCSoN on Android". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amslaurea.unibo.it/5099/.

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TuCSoN (Tuple Centres Spread over the Network) è un modello di coordinazione per processi distribuiti o agenti autonomi. Il modello di TuCSoN viene implementato come un middleware distribuito Java-based, distribuito Open Source sotto la licenza LGPL tramite Googlecode. Il fatto che lo stesso sia Open Source e Java-based ha reso possibile il suo porting su Android, rendendo il noto sistema operativo di Google un possibile agente partecipante ad un sistema TuCSoN. La tesi descrive il percorso che ha portato dallo studio dell'infrastruttura TuCSoN e del sistema Android alla realizzazione dell'applicazione Android, rendendo possibile a qualsiasi dispositivo Android di partecipare ad un sistema TuCSoN. Nel particolare l'obiettivo finale dell'applicazione Android, e di questa tesi, è rendere lo smartphone un nodo TuCSoN funzionante. La tesi non si pone l'obiettivo di analizzare ed esplorare le funzionalità e le possibilitàa delle due tecnologie principali trattate (Android e TuCSoN) nel loro singolo, quanto quello di esplorare le criticità che un porting di questo tipo comporta, quali ad esempio le differenze intrinseche fra la JVM e la DalvikVM e come aggirarle, o le funzionalità di Android e come utilizzarle allo scopo di realizzare un applicazione che funga da server ad una infra- struttura distribuita, oppure le differenze a livello di gestione della GUI fra Android e plain-java, e di analizzare le soluzioni trovate per risolvere (o dove non era possibile risolvere evitare) tali problemi al fine del raggiungimento dell'obiettivo che ci si era prefissati.
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19

Rinaldi, Giuseppe Pio. "Customizzazione di android". Master's thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amslaurea.unibo.it/6191/.

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La tesi tratta in primo piano la personalizzazione di un sistema Android utilizzata come piattaforma per la seconda parte del lavoro. Quest'ultima consiste nell'installazione sul sistema operativo Android, personalizzato, un modulo e un'applicazione, il primo denominato Transmission Error Detector (TED), che estende il funzionamento della tecnologia WiFi e la seconda denominata Wvdial che estende invece il funzionamento della tecnologia 3G(o UMTS). Entrambi fanno parte di una architettura per il supporto alla mobilità in contesti eterogenei.
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20

Reed, James R. "Cotextual Android Education". DigitalCommons@CalPoly, 2010. https://digitalcommons.calpoly.edu/theses/441.

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With advances in mobile phone hardware, the demand for mobile applica- tions has risen drastically. This has resulted in mobile phones becoming a pop- ular new medium for application development. However, the body of knowledge for contextual examples and tutorials leaves much to be desired. As of January 2010, California Polytechnic State University has offered a mobile development class that teaches students how to write applications for phones running Google’s Android platform. This class aims at taking advantage of students’ current in- terest in mobile applications to teach them about difficult computer science topics. As a corollary, the class hopes to foster and encourage a sense of inde- pendence and entrepreneurship through having students design, implement, and publish their own applications to the Android Application Marketplace. The main contribution of this thesis project comes in the form of a series of detailed educational laboratory exercises and a system for grading student submissions in an automated fashion. These labs are designed to supplement the Android documentation by providing contextual examples, activities, and tutorials. It is therefore the goal of this thesis project to aid in transforming the class of mobile development students into a group of successful, practicing, mobile developers.
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21

Klepáčková, Karolína. "Aplikace pro Android na bezpečnostní monitorování komunikace". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-399203.

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This diploma thesis is focused on implementation of application for security monitoring of network communication of other applications in mobile device with Android platform. Provides users information about security risks that may harm his/her privacy or device. It uses a local VPN to tunnel all data sent to the wireless network. These can be linked to an application that has sent them because the Android kernel is derived from the Linux kernel and can be used to retrieve information about established network connections and the application identifier associated with the connection. This mapping allows to get more information about an app that is potentially dangerous for your mobile device.
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22

Fahlén, Matthias. "Larmhanteringssystem i Android : Utveckling av ett webb-baserat larmhanteringssystem med Android klient". Thesis, Uppsala universitet, Informationssystem, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-198750.

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Webbaserade informationssystem är idag en vanlig metod för företag att effektivisera sin verksamhet. Genom att använda sig av webbapplikationer så som web-services, kan resurser och data enkelt delas inom företaget på lokal och även global nivå över internet, genom att dessa resurser och data hämtas via web-servicen från centrala databaser. Examensarbetet utfördes hos Syntronic Software Innovations (SSI) i Gävle och det är utifrån deras specifikationer och krav som systemet har utvecklats. Denna uppsats redogör för hur ett sådant webbsystem kan utvecklas, samt vilka tekniker och verktyg som finns tillgängliga idag lämpar sig bäst för ändamålet. För att kunna svara på dessa frågor kommer forskningsmetoden design science att användas. De tekniker och verktyg som under forskningsarbetet visats sig vara bäst lämpade för ändamålet kommer sen att användas för att praktiskt utveckla en IT-artefakt i form av ett webbsystem där en webapplikation, eller web-service, innehåller funktionalitet för att koppla upp mot databasen och hämta data, samt en klient till vilken dessa data hämtas. IT-artefakten utvärderas sedan med hjälp av metoden ”black box testing”, eller verifikationstest, för att undersöka om systemet uppfyllt de krav som angetts i kravspecifikationen. Forskningsarbetet visar att det är möjligt att skapa ett sådant system med hjälp av den forskningsmetod som använts.
Web-based information systems are now a common practice for companies to optimize their operations. By making use of web applications such as web services, resources and data can easily be shared within the company at a local and even global level over the internet, by accessing these resources and data from centralized databases through the web-service. This work was performed at Syntronic Software Innovations (SSI) in Gävle and it is based on their specifications and requirements that the system has been developed. This thesis describes how such a web system can be developed, as well as how the techniques and tools available today are best suited for the purpose. To answer these questions, the design science research method has been used. The techniques and tools that the research showed to be best suited for this purpose will then be used to practically develop an IT artifact in the form of a web system where a web application - or web service - contains the functionality to connect to the database and retrieve data, and a client to which the data will be retrieved. The IT artifact is then evaluated using the method of "black box testing", or verification testing, to determine whether the system met the requirements in the requirement specification. The research shows that it is possible to develop such a system by means of the research method used.
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23

Karlsen, Mats-Gøran. "Android object recognition framework". Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-19219.

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This thesis is a continuation of the author’s specialization project where the ultimate goal is to build an object recognition framework suitable for mobile devices in real world environments, where control over parameters such as illumination, distance, noise and availability of consistent network architectures are limited. Based on shortcomings related to object recognition performance and architectural issues the author’s goal was to increase the flexibility, usability and performance of the framework.Literature was reviewed on frameworks in order to discover useful techniques for development and documentation. Together with a re-introduction to the implemented recognition scheme an evaluation of the original framework artefact was performed with regards to the goals of this thesis. The results from the evaluation aided in finding an approach that balanced trade-offs between flexibility, usability, correctness and performance. By using proven framework development and documentation tactics from the literature study the author created a new iteration of the framework, improving upon the previous solution. The result is a stand alone artefact containing a hierarchy of software packages which divide functionality and offer customization using a combination of inheritance and components. The introduction of components hides domain knowledge and allows for easier reuse.In order to improve recognition performance and framework flexibility the author added external server support for image information extraction as well as support for the usage of different feature detectors and descriptor extractors. Because of time constraints the author did not test these new feature detectors and descriptor extractors suitability or performance. This testing can now be performed by the customer.In order to ensure proper correctness a lower bound on the image resolution is set at 600x600 pixels. Using properly built models correct recognition in about 90% of the cases is achievable. The added support for server side information extraction improves the object recognition performance by 42% in ideal conditions using the lower bound images. This improvement is still not enough to meet the performance criteria and combined with other issues results in the framework falling short of being ready to build production environment applications.
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24

Turesson, Jesper. "Kristianstad Studentkårs Android Applikation". Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-10738.

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This degree project deals with an Android application that has been made available to Kristianstad Student Union. The main objective of this work was to create a communicative simplicity between students and Kristianstad Student Union at Kristianstad University. The second objective was to try and make the application entertaining, based on interviews with users.
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25

Ulhagen, Victor. "Data visualization on Android". Thesis, Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-7627.

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The project discussed in this thesis was initiated by the Swedish IT company Ninetech in an effort to simplify maintenance of the company's server farm. The proposed method of simplifying maintenance was to create an Android application capable of visualizing key elements of the server farm. Since the internal information that the application should expose is of a classied nature, the whole system needs to be secured to prevent unauthorized access. This thesis describes the development of an Android application as well as a server application handling the communication between the Android application and the server farm information service.
Data visualization on Android
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26

Mathukumalli, Sravya. "Vocal combo android application". Kansas State University, 2016. http://hdl.handle.net/2097/32505.

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Master of Science
Department of Computing and Information Sciences
Mitchell L. Neilsen
Now-a-days people from various backgrounds need different information on demand. People are relying on web as a source of information they need. But to get connected to internet all the time with a computer system is not possible. Android, being open source has already made its mark in the mobile application development. The highest smart phone user base and the ease of developing the applications in Android is an added advantage for the users as well as the Android developers. The vocal combo is an Android application which provides the required functionality on Android supported smart phone or a tablet. This provides the flexibility of accessing information at the users’ fingertips. This application is built using Android SDK, which makes the application easy to deploy on any Android powered device. Vocal Combo is a combination of voice based applications. It includes a Text-To-Voice convertor and Voice-To-Text convertor. This application helps the user to learn the pronunciation of various words. At the same time the user can also check his/her pronunciation skills. This application also provides the functionality of meaning check where the user can check the meaning of the words he types in or speaks out. At any point of time, the user can check the history of the words for which he has checked the meaning or pronunciation for. The application also provides the support to the user on how to use this application.
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27

Tulchak, L. V., A. O. Kontsevoi, Л. В. Тульчак i А. О. Концевой. "Focus on developing android". Thesis, Вінницький національний аграрний університет, 2015. http://ir.lib.vntu.edu.ua/handle/123456789/7676.

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Android is a mobile operating system (OS) based on the Linux kernel and currently developed by Google. Android is designed primarily for touchscreen mobile devices such as smartphones and tablet computers with specialized user interfaces for televisions (Android TV), cars (Android Auto) and wrist watches (Android Wear).
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Вітович, М. М. "Метод автентифікації користувачів Android". Thesis, ВНТУ, 2017. https://conferences.vntu.edu.ua/index.php/all-fitki/all-fitki-2017/paper/view/3206.

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Проаналізовано найпоширеніші методи автентифікації користувачів в ОС Android. Проведено аналіз переваг та недоліків кожного з методів, а також запропоновано власний метод автентифікації користувачів в ОС Android.
This research paper describes a common user authentication methods in the Android OS. An analysis of the advantages and disadvantages of each method, as well as offer their own user authentication method on the Android OS.
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Вітович, М. М. "Метод автентифікації користувачів Android". Thesis, ВНТУ, 2017. http://ir.lib.vntu.edu.ua//handle/123456789/24296.

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Проаналізовано найпоширеніші методи автентифікації користувачів в ОС Android. Проведено аналіз переваг та недоліків кожного з методів, а також запропоновано власний метод автентифікації користувачів в ОС Android
This research paper describes a common user authentication methods in the Android OS. An analysis of the advantages and disadvantages of each method, as well as offer their own user authentication method on the Android OS.
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30

Šabata, David. "Letecká hra pro Android". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236377.

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This work deals with flight game development on Android platform. Firstly the possibilities of native development and development using Libgdx library will be discussed. Then flight mechanics of a real aircraft and simplified mechanics used in flight games will be explained. The work will also summarize current trends in mobile flight game controls and will propose a new control method based on touch input. Using this method a flight game will be designed and implemented. In the end of this work the process of testing and publishing will discussed, as well as possibilities of further development.
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31

Benedikt, Jan. "Multimediální přehrávač pro Android". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2019. http://www.nusl.cz/ntk/nusl-400953.

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This thesis aims to create an advanced multimedia player with support of an adaptive stream, securing of the multimedia content and support for playing advertisement. The first part explains the used technologies followed by an analysis of available solutions and the comparison between the two. The theoretical framework is then used to create a player library and a testing application. The player library is based on the framework of ExoPlayer application. Whole application is created in Java for the operation system Android OS.
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32

Borges, Daniel. "Privacidade no sistema Android". Master's thesis, Universidade de Aveiro, 2014. http://hdl.handle.net/10773/13803.

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Mestrado em Engenharia Eletrónica e Telecomunicações
Computational development has, in recent years, led to a massive spread of mobile devices, these devices are highly evolved not only computationally as also in the ability to access and store all types of data, thus, the possibility of system or privacy attacks increases. Android is among the most used operating systems on mobile devices, with a very significant market share. This system takes advantage of using open source software, relying with a tremendous evolution, however, as in all operating systems, it is necessary to adapt and upgrade it to meet the market demands. With regard to security, Android has some flaws and this added to the number of ordinary users constantly increasing or the need to adapt the system security to a enterprise level, is required to make Android more secure, building mechanisms to ensure user’s privacy. This operating system allows to install applications from a variety of sources, this, and free applications, often implies costs to the user’s privacy since these applications access the private resources that do not require. The aim of this work is to study mechanisms of confinement and illusion offering individual and efficient control over which applications access certain content or physical resource. For this purpose, we create a false profile but coherent and as realistic as possible, granting or denying access to the data we want to applications that attempt to access private information without the need for their normal functioning.
O desenvolvimento computacional tem, nos últimos anos, conduzido a uma massificação da utilização de dispositivos móveis, dispositivos estes muito evoluidos não só em poder computacional como também na capacidade de consultar e armazenar todo o tipo de dados e, com isto, a possibilidade de ataque ao sistema e à privacidade do utilizador aumenta. Entre os sistemas operativos mais usados nos dispositivos móveis encontra-se o Android, com uma quota de mercado muito significativa. Este sistema aproveita as enormes vantagens da utilização de código aberto, contando assim com uma evolução tremenda, no entanto, como em todos os sistemas operativos, torna-se necessário adaptar e atualizar o sistema para corresponder às exigências do mercado. No que diz respeito à segurança, o Android tem algumas falhas, e sendo que por um lado, o número de utilizadores comuns não pára de crescer, por outro lado, existe a necessidade de adaptar a segurança do sistema ao mercado empresarial bem como, instituições e organismos governamentais que possuem padrões de segurança elevados. Nesta linha de pensamento, e fazendo uma análise ao sistema operativo, é obrigatório tornar o Android mais seguro construindo mecanismos que permitam zelar pela privacidade do utilizador. Este sistema operativo permite que se instalem aplicações das mais variadas fontes e isto, aliado a uma disponibilização gratuita das mesmas, acarreta muitas vezes custos à privacidade do utilizador já que estas aplicações acedem a recursos privados de que não necessitam. Pretende-se então com este trabalho estudar mecanismos de confinamento e ilusão que ofereçam um controlo individual e eficiente sobre que aplicações acedem a determinado conteúdo ou recurso físico. Criando para esse efeito, um perfil falso e distinto do perfil do utilizador, mas coerente e o mais realista possível, passando apenas as informações desejadas às aplicações que tentam aceder a informações privadas sem que delas necessitem para o seu normal funcionamento.
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33

Lucchi, Riccardo. "Workout Manager Android App". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/7747/.

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L’obiettivo di questa tesi è quello di progettare e sviluppare un'applicazione Android inerente alle palestre. In particolare l'utente finale dovrà essere in grado di poter scaricare i propri allenamenti da un server SQL remoto e visualizzarli con un layout grafico che ne ricordi la struttura di un allenamento cartaceo (con l’utilizzo quindi di schede, esercizi, serie, ripetizioni,...). Attraverso una procedura guidata, l’applicazione dovrà seguire l’utente durante il suo allenamento e registrarne i progressi. Questi ultimi dovranno essere memorizzati permanentemente e visualizzati attraverso dei grafici.
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34

Husa, Martin. "Vývoj aplikací pro Android". Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2019. http://www.nusl.cz/ntk/nusl-402553.

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This Master’s thesis contains search study about operating system Android, principles of game application programming and practical example of game for Android. The genre of game can be classify as 2D platformer. Application with thesis text will serve as learning tool in VUT FSI or as manual for game developing.
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35

Nellaiappan, Kalaivani. "Gobuddy - Android mobile application". CSUSB ScholarWorks, 2011. https://scholarworks.lib.csusb.edu/etd-project/3323.

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The purpose of this application is to serve the end user of an Android Smart phone, with reliable, instantaneous and location based information on places of interest such as restaurants, gas stations, hotels, movie theaters, and the like by using the phones' built-in GPS. The basic information includes viewing the map and address of the place of interest and getting the directions to a particular place in addition to having some extra features. Contains computer source code.
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36

Máca, Michal. "Informační systém pro Android". Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2015. http://www.nusl.cz/ntk/nusl-225111.

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This thesis deals with a proposal and an implementation of an information system for the Android operating system with available web interface. The first part of thesis deals with the theoretical information and information about application develop. The theoretical part contains proposal of the application and her implementation.
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37

Esbjörnsson, Linus. "Android GUI Testing : A comparative study of open source Android GUI testing frameworks". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11107.

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Android is one of the most popular mobile operating systems on the market today with a vast majority of the market share when it comes to mobile devices. Graphical user interfaces (GUI) are often seen on the applications on these devices. Testing of these GUIs is important since they often make up for half of the source code of the application, and they are used to interact with the application. Automating these tests is very useful since it saves a lot of time, but can be difficult. The tools that are available for automating the tests are often not suitable for the developers’ needs, because of the lack of functionality. Therefore, the need for a characterization of the frameworks is needed, so that developers more easily can fit a framework for their needs. In this study, four open source frameworks for Android GUI testing have been selected for evaluation: Robotium, Selendroid, UI Automator and Espresso. Criteria used in the evaluation have been identified with the help of a literature analysis.The results show that two of the frameworks, Robotium and Espresso, lack the ability to fully test activities, which is the main component of Android application GUIs. Furthermore, the study resulted in characterizations of the frameworks.
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38

Levaginas, Saulius. "Android programų kūrimo įrankių galimybių spręsti šilumos pernešimo uždavinius analizė". Master's thesis, Lithuanian Academic Libraries Network (LABT), 2013. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2013~D_20130729_152930-75668.

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Esminis šio darbo siekis yra išanalizuoti „Android“ operacinės sistemos (OS) programų kūrimo įrankių galimybes. Remiantis darbo rezultatais, matome, kad ši OS uţima daugiausiai rinkos pagal pardavimus. Taip pat yra įţvelgiama, kad pasirinktas programavimo įrankių komplektas (Android SDK) nėra iki galo išdirbtas programų kūrimui, tačiau nelabai yra iš ko rinktis, kadangi alternatyvios programavimo aplinkos reikalauja jos įdiegimo. Reikia pridurti, kad testavimui yra būtina naudoti realius fizinius įrenginius. Taip pat norėtųsi paminėti, kad šiai OS buvo rastas tik vienas programinis įrankis (FuturEye), skirtas šilumos pernešimo uţdaviniams spręsti.
The main purpose of this work is to make an analysis of abilities of tools for development of Android operating system programs. In the view of the work results, we can conclude, that this OS has the biggest part of the market share by sales. Also we can see, that we are left with only one choice for development tools (Android SDK) of Android programs, because all other programming environments require that Android SDK must be installed. For a more accurate programming results, one should test applications on real devices. In addition, we should say, that only one programming tool (FuturEye) was found for heat transfer problems evaluation.
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39

Bodley, Antonie Marie. "The android and our cyborg selves| What androids will teach us about being (post)human". Thesis, Washington State University, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3715164.

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In the search for understanding a future for our selves with the potential merging of strong Artificial Intelligence and humanoid robotics, this dissertation uses the figure of the android in science fiction and science fact as an evocative object. Here, I propose android theory to consider the philosophical, social, and personal impacts humanoid robotics and AI will have on our understanding of the human subject. From the perspective of critical posthumanism and cyborg feminism, I consider popular culture understandings of AI and humanoid robotics as a way to explore the potential effect of androids by examining their embodiment and disembodiment. After an introduction to associated theories of humanism, posthumanism, and transhumanism, followed by a brief history of the figure of the android in fiction, I turn to popular culture examples. First, using two icons of contemporary AI, Deep Blue, a chess playing program and Watson, a linguistic artificially intelligent program, I explore how their public performances in games evoke rich discussion for understanding a philosophy of mind in a non-species specific way. Next, I turn to the Terminator film series (1984-2009) to discuss how the humanoid embodiment of artificial intelligence exists in an uncanny position for our emotional attachments to nonhuman entities. Lastly, I ask where these relationships will take us in our intimate lives; I explore personhood and human-nonhuman relationships in what I call the nonhuman dilemma. Using the human-Cylon relationships in the reimagined Battlestar Galactica television series (2003-2009), the posthuman family make-over in the film Fido (2006), as well as a real-life story of men with their life-sized doll companions, as seen in the TLC reality television series My Strange Addiction (2010), I explore the coming dilemma of life with nonhuman humanoids.

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40

Lu, Can. "Revisiting the Evolution of Android Permissions". University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1535377084768501.

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41

Caselli, Andrea. "Find to play Android App". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/9550/.

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L’argomento centrale della tesi sono i centri sportivi, l’applicazione permette quindi all’utente di cercare un centro sportivo per nome, per città o per provincia. Consente inoltre di visualizzare la disponibilità per ogni campo offerto dalle strutture ed eventualmente di effettuare una prenotazione. Il centro sportivo renderà disponibili informazioni altrimenti difficilmente reperibili come gli orari, il numero telefonico, l’indirizzo, ecc.. Il progetto si compone di una parte front end e una parte back end. Il front consiste in un’applicazione android nativo (sviluppata in java). Il back-end invece vede un applicativo basato su ASP.NET Web API 2, con db Entity Framework Code First. Per la gestione degli user è stato scelto il framework ASP.NET Identity 2.1.
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42

Haugsrud, Stephan. "Developing Android Applications with Arctis". Thesis, Norwegian University of Science and Technology, Department of Telematics, 2009. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9879.

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The focus of this thesis is the design of Android applications from building blocks in Arctis. The Arctis tool is used for modeling applications with UML activities, which already can be deployed on the Java ME and Java SE platforms. State machines and a runtime support system are generated. Creation of a generator for Arctis, enabling deployment to the Android platform, is the key element in this work. The Android platform is presented using an example application. A discussion on challenges, solutions and architectures for the design and implementation of Android applications using Arctis is presented. Then, the example application is redesigned using Arctis building blocks and deployed as a Java project using the existing code generator for Java SE. The adaptations necessary for turning the Java project into a runnable Android project is studied in detail and serves as a basis for the development of our code generator, along with the discussion. After describing our code generator, several building blocks are designed for an Android building block library. Demonstration of the code generator and the building blocks are done by designing and deploying an Android application named emph{TwitterFromAndroid}.

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43

Johansson, Andreas, i Peter Dahlbäck. "Mobil trygghetsapplikation för operativsystemet Android". Thesis, Örebro University, School of Science and Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-10312.

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This report details the development of an application for personal safety for the Android operating system. Android is a relatively new platform, primarily used on mobile phones.

The purpose of the developed application is to give the user the possibility to easily and quickly alert a number of contacts by phone in case of emergencies, and to show the user’s location on a map. This is not only used during emergencies, but for other purposes as well – for example to monitor a jogging round.

The project was carried out in co-operation with the company D-Safety, the developer of the "SoftAlarm" – the product on which the developed application is based.


Denna rapport redogör för utvecklingen av en trygghetsapplikation för Android, en relativt ny plattform som till största delen används i mobiltelefoner. Denna applikation skulle innefatta möjligheten att via telefonen snabbt och enkelt manuellt larma ett antal kontakter vid farliga och oroande situationer. Utöver detta skulle applikationen även kunna visa användarens position på en karta i samband med detta, och även mer sport- och fritidsrelaterade ändamål såsom löprundor.

Arbetet utfördes åt D-Safety, och baseras på en applikation kallad SoftAlarm, som i skrivande stund är under utveckling hos företaget.

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44

Roxbo, Daniel. "Vidareutveckling av ett Android-spel". Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129193.

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Rapporten behandlar en vidareutveckling av ett kartbaserat Android-spel där vidareutvecklingen moderniserar koden, implementerar ny funktionalitet och optimerar spelets prestanda. Vid kodmoderniseringen identifieras 8 föråldrade API-användningar som bytts ut under arbetets gång. Prestandamässigt sänks arbetsbördan vilket gör att enheten snabbare kan generera bildrutor. Minneskonsumtionen för spelet minskas med nästan 40% under delar av spelet. Flera nya funktioner implementeras och presenteras vilket tar spelet närmare ett lanseringsklart stadie.
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45

Cederlund, Mattias. "Utvärdering av prestandaoptimeringsverktyg för Android". Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-147991.

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På senare tid har smarta mobila enheter fått en allt större roll i vardagen och det finns en uppsjö av applikationer till dessa. Den som är uppmärksam kan upptäcka att prestandan och användarupplevelsen kan variera kraftigt mellan olika applikationer. Prestandaoptimering är en viktig del i utvecklingsprocessen för mobila applikationer eftersom mobila enheter ofta har betydligt mer begränsade resurser jämfört med till exempel persondatorer. Eftersom prestanda är komplext med många faktorer som spelar in kan man använda sig av verktyg för att underlätta optimeringsarbetet. För att hitta de mest lämpliga verktygen för prestandaoptimering av Android-applikationer har en utvärdering av en delmängd verktyg som finns på marknaden utförts. Utvärderingen har fokuserat på verktygens funktionalitet och effektivitet och målet är att utifrån utvärderingsresultatet ge en rekommendation av de verktyg som är lämpligast att använda. Resultatet av utvärderingen visade på att alla verktyg som utvärderats gav goda indikationer och prestandavinster hos testprogramvaran kunde dokumenteras vid användning av samtliga verktyg. Det verktyg som var mest heltäckande gällande dess funktionalitet var Traceview, ett profileringsverktyg som kunde användas för att analysera CPU-prestanda, layout-prestanda och svarstids-prestanda. För att utföra en heltäckande prestandaoptimering krävdes dock kompletterande verktyg för optimeringsområdet minnes-prestanda. Genom arbetet och den resulterade rekommendationen kan utvecklare av Android-applikationer förbättra sina arbetsmetoder vid prestandaoptimering, genom att använda sig av lämpliga och effektiva verktyg.
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46

Malekzadeh, Dirin Mohammad Hossein, i Hassan Zadeh Khiabani Nima Mohammad. "E-Commerce on Android OS". Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-14267.

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Using a smart phone, which has a small screen, for browsing an online store is not an enjoyable experience. Using a device with a very small screen size is not appropriate since the web shop’s functionalities are not optimized to be accessed from these devices.The solution was to develop both a server side plugin and a client side application. The application which was designed for a mobile device should have used a generic communication in order to connect to the plugin. The plugin was an online store's plugin letting the mobile application do the online shopping experience from a mobile device without using the web browser, which would obviously increase the device performance in browsing a web shop.The result was that the implemented plugin and the application worked for all of the E-commerce frameworks’ instances, so instead of developing a server side plugin and a client side application for one single web shop, a variety of web shops have been supported with a single plugin and an application.
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47

Javanmardi, Tahereh, i Negin Malekzadeh. "VPS Administration on Android OS". Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-18145.

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48

Ericsson, Jimmy. "Säkerheten i Android-applikationers nätverkskommunikation". Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13707.

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Kontext. Allt fler vardagliga problem kan idag uträttas via smartphones. I takt med ett alltmer utbrett användande ökar utvecklingen av applikationer till Androids operativsystem. En avgörande faktor blir därmed säkerhetsaspekten, framförallt gällande den data som skickas i kommunikationen med internet (nätkommunikationen). Mål. Målet och syftet med denna uppsats är att försöka påvisa hur säkert olika Android-applikationers nätkommunikation är i dagsläget. Metod. Uppsatsen använder sig av två metoder ett experimentellt och en analysdel. Den experimentella metoden används för att utföra ett antal tester i ett experiment. För att genomföra undersökningen används en Android emulator där trafiken avlyssnas medan olika applikationer används. Undersökningen bygger på tio applikationer som testas på två olika versioner av Android systemet. Totalt blir det 20 tester. Därefter övergår projektet till en analysdel där resultatet av testerna ska analyseras manuellt med ett analyseringsverktyg för nätverkstrafik. Resultat. Resultatet av experimentet och analysen visar att det finns skillnader på säkerheten bland applikationerna och även mellan vilken Android version som används. Slutsats. Av de testade applikationerna fanns en säkerhetsrisk bland vissa. Orsak är att de använde sig av osäkra överföringsprotokoll. En skillnad mellan de två Androidversionerna upptäcktes, det var TLS protokollet. Nyckelord: Smartphones, Android-applikationer, nätkommunikation
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49

Rezaei, Mohammad Ali. "Timelog system on Android OS". Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-23772.

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Usage of smart phones has become more common nowadays. Timelog system is a user friendly and web based application which systemizes the business of a company with the focus on time tracking. Following the Timelog system from small screen of smart phones is not user-friendly because the Timelog application and its features have not been designed to be accessed from these devices. The solution is creating a smart phone client for the Timelog system which can connect to the database of the system. An appropriate approach is to design a Web Service as an intermediate layer to communicate between the client side and the database.The result is a smart phone client that can be used by users of Timelog system to manage their business when they use their mobiles instead of personal computers. The Web Service can also be used for other smart phone platforms. As a result it can be considered as a generic protocol for the mobile-user of Timelog system.
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50

Bengtsson-Ölund, Robert, i Johan Mäkeläinen. "Android och Linux på Beagleboard". Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-58111.

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