7,835 research outputs found

    ChimpCheck: Property-Based Randomized Test Generation for Interactive Apps

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    We consider the problem of generating relevant execution traces to test rich interactive applications. Rich interactive applications, such as apps on mobile platforms, are complex stateful and often distributed systems where sufficiently exercising the app with user-interaction (UI) event sequences to expose defects is both hard and time-consuming. In particular, there is a fundamental tension between brute-force random UI exercising tools, which are fully-automated but offer low relevance, and UI test scripts, which are manual but offer high relevance. In this paper, we consider a middle way---enabling a seamless fusion of scripted and randomized UI testing. This fusion is prototyped in a testing tool called ChimpCheck for programming, generating, and executing property-based randomized test cases for Android apps. Our approach realizes this fusion by offering a high-level, embedded domain-specific language for defining custom generators of simulated user-interaction event sequences. What follows is a combinator library built on industrial strength frameworks for property-based testing (ScalaCheck) and Android testing (Android JUnit and Espresso) to implement property-based randomized testing for Android development. Driven by real, reported issues in open source Android apps, we show, through case studies, how ChimpCheck enables expressing effective testing patterns in a compact manner.Comment: 20 pages, 21 figures, Symposium on New ideas, New Paradigms, and Reflections on Programming and Software (Onward!2017

    Accessible user interface support for multi-device ubiquitous applications: architectural modifiability considerations

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    The market for personal computing devices is rapidly expanding from PC, to mobile, home entertainment systems, and even the automotive industry. When developing software targeting such ubiquitous devices, the balance between development costs and market coverage has turned out to be a challenging issue. With the rise of Web technology and the Internet of things, ubiquitous applications have become a reality. Nonetheless, the diversity of presentation and interaction modalities still drastically limit the number of targetable devices and the accessibility toward end users. This paper presents webinos, a multi-device application middleware platform founded on the Future Internet infrastructure. Hereto, the platform's architectural modifiability considerations are described and evaluated as a generic enabler for supporting applications, which are executed in ubiquitous computing environments

    A cloud robotics architecture for an emergency management and monitoring service in a smart cityenvironment

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    Cloud robotics is revolutionizing not only the robotics industry but also the ICT world, giving robots more storage and computing capacity, opening new scenarios that blend the physical to the digital world. In this vision new IT architectures are required to manage robots, retrieve data from them and create services to interact with users. In this paper a possible implementation of a cloud robotics architecture for the interaction between users and UAVs is described. Using the latter as monitoring agents, a service for fighting crime in urban environment is proposed, making one step forward towards the idea of smart cit

    The fans united will always be connected: building a practical DTN in a football stadium

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    Football stadia present a difficult environment for the deployment of digital services, due to their architectural design and the capacity problems from the numbers of fans. We present preliminary results from deploying an Android app building an ad hoc network amongst the attendees at matches at Brighton and Hove Albion's AMEX stadium, so as to share the available capacity and supply digital services to season ticket holders. We describe the protocol, how we engaged our users in service design so that the app was attractive to use and the problems we encountered in using Android

    Hardware/Software interface for enhanced remote control of Android set-top-box

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    This dissertation describes the research and development of a communication system to support remote control devices (RCD) for Android-based set-to-box (STB). The target RCD is a low-complexity device using 3D motion tracking to provide new interactive functionalities to di erent types of multimedia content and applications. The system architecture comprises an RCD with Magnetic, Angular Rate, Gravity (MARG) unit for 3D motion tracking, transmitting data to an Android STB. The communication between the RCD and the STB was implemented using the Radio Frequency for Consumer Electronics (RF4CE) protocol, which required the development of an external module for the STB. An Application Programming Interface (API) was developed to enable seamless computation of the remote control data and allowing six input pro- les on the Android: Absolute air mouse, Relative air mouse, multitouch, accelerometer, gyroscope and magnetometer. To allow the sensors from the MARG unit in the remote control device to be natively recognized on the Android OS, an Android sensors library was also developed, this reads the sensors data from the API. The demonstration of the system functionalities was done through an Android application speci cally developed to simulate and test a potential usage environment. A study to nd out whether the most complex functions should run on the RCD or on the Android STB was also carried out. The optimal solution still remains an open issue since it depends on the speci c application and portability requirements taking into account energy consumption. The analysis of energy consumption on the RCD shows that transmitting the raw data from the sensors to be processed in the API, results in a lower energy consumption, and consequently higher portability with good accuracy. Since the STB has no limitations on energy consumption and superior computational power, the API was designed to be able to perform all the processing of sensors data, thus allowing the implementation of complex fusion algorithms with higher precision

    Vasteajan mittausjärjestelmän suunnittelu, toteutus ja testaus

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    A touchscreen is a commonly used medium for the interaction between a user and a device. Response to user's action is often indicated visually on the screen after a certain delay. This interface latency is inherent in any computer system. Studies indicate that the latency has a major contribution on how users perceive the interaction with the device. While modern commercial touchscreen devices manifest latencies ranging between 50 ms and 200 ms, research indicates that the user performance for tapping tasks deteriorates at considerably lower levels and users are able to discern the latency as low as 3 ms. In this Thesis we present a novel solution for Android operated mobile devices to expose factors behind the feedback latency of a tap event. We start by reviewing the main components of the Android operating system. Next we describe the internal system elements which partake in the interaction between the user's touch input event and its corresponding visual presentation on the screen of the device. Propelled by the obtained information, we implement an affordable, fully automated system that is capable of collecting both temporal and environmental data. The constructed measurement system provided revealing results. We discovered that most of the feedback latency on a mobile device is accumulated by the internal components which are involved in presenting the visual feedback to the user. We also identified two main user action patterns which impose a huge effect upon system's responsiveness. Firstly, the location of touch is reflected in the amount of feedback latency. Secondly, the interval between two consecutive touch events might cause even unexpected results. Our study demonstrated that the latency can vary a lot between different devices by ranging from no effect on one device to a five-fold difference on another device. The study concludes that, despite the feedback latency is affected by multiple factors, the latency can be measured very precisely with the system that can be built even by an average Joe.Kosketusnäyttö on yleisesti käytetty kanava käyttäjän ja laitteen välisessä vuorovaikutuksessa. Järjestelmän palaute käyttäjän antamaan syötteeseen esitetään usein visuaalisesti laitteen näytöllä. Vasteen tuottamisessa syntyy kuitenkin jonkin verran viivettä eli latenssia. Tutkimusten mukaan viiveellä on suuri vaikutus käyttäjäkokemukseen. Nykyisten kosketuslaitteiden latenssi vaihtelee yleensä 50 ja 200 millisekunnin välillä. Kosketuspohjaisten tapahtumien suorittamisen on todettu heikentyvät jo huomattavasti pienemmän viiveen johdosta ja jopa alle kolme millisekuntia kestävä viive on vielä havaittavissa. Tässä diplomityössä esitetään Android-pohjaisille mobiililaitteille luotu edullinen järjestelmä, jonka avulla pystytään mittaamaan käyttäjän näytölle luoman kosketuksen ja sitä vastaavan järjestelmän antaman visuaalisen palautteen välistä viivettä. Työssä esitetellään ensin Android-käyttöjärjestelmän komponentit, jotka osallistuvat tämän tapahtumaketjun suorittamiseksi vaadittaviin toimintoihin. Tietojen pohjalta luodaan järjestelmä, jolla voidaan kerätä automaattisesti dataa viiveen eri syntykohdista ja sen ympäristöön littyvistä seikoista. Datan avulla pystytään aiempaa paremmin arvioimaan viiveen syntyyn vaikuttavia tekijöitä. Saatua tietoa voidaan hyödyntää yleisesti viiveen hallitsemiseen tähtääviin toimenpiteisiin ja siten lopulta käyttäjäkokemuksen parantamiseen. Järjestelmällä mitatuista tuloksista selviää, että suurin osa tapahtumaketjun latenssista syntyy käyttäjälle esitettävän visuaalisen palautteen vaatimiin toimenpiteisiin. Lisäksi työ tuo esille kaksi käyttäjän syötteen antamiseen liittyvää toimintatapaa, joilla on suuri vaikutus latenssiin. Kosketuksen sijainti ruudulla ja kahden peräkkäisen kosketuksen välinen aika vaikuttavat vasteaikaan. Latenssi ei aina muodostu suoraviivaisesti ja se voi ilmentää jopa yllättäviä piirteitä eri laitteiden välillä: toimintatapa yhdessä laitteessa ei vaikuta tulokseen, mutta saattaa toisessa laitteessa näkyä moninkertaisena erona. Vaikka latenssin syntyyn vaikuttaa monta eri tekijää, sitä voidaan onneksi mitata erittäin tarkasti järjestelmällä, jonka jopa Matti Meikäläinen pystyy rakentamaan

    I-bin : the intelligent and entertaining bin

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    This thesis report submitted in partial fulfillment of the requirement for the degree of Bachelor of Science in Electrical and Electronic Engineering, 2014.Cataloged from PDF version of thesis report.Includes bibliographical references (page 39).The object of this project is to develop a program on android device to control a robot to collect discarded material using human voice and can detect hindrance. In this recent time, android device as a user and as developer is become more popular. So we have selected android based device which have Google voice command and developed an application to control the robot to get a desirable output. We can communicate with the robot from the android device by a Bluetooth module which is connected to an arduino installed in the robot. This robot is also can detect obstacle and avoidance using sonar. It transmits phonetic pulses in its surroundings and for the echoes from the objects nearby that lie within its working range, hence detects obstacles. The robot is installed with Omni wheel which is a special function of this robot. This Omni wheel that provides easy 360° movement propel with rotational and sideways maneuverability. The outcome of the project is a combination of embedded computing and programming.Nolok Noor, Mohammad Wasiul HaqB. Electrical and Electronic Engineerin
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