94 research outputs found

    J2EE – JSP, Servlets y Strusts

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    [ES]En este capítulo vamos a describir la tecnología J2EE y sus entornos tecnológicos mediante los cuales se pueden desarrollar aplicaciones web usando el lenguaje de programación Java. Un servidor de aplicaciones es un ordenador que funciona como contenedor de aplicaciones permitiendo la ejecución de las mismas dentro de la red. El término también hace referencia al software instalado en tal ordenador para facilitar la ejecución de esas aplicaciones. Mediante los servidores de aplicaciones se podrán desplegar las aplicaciones en la web y podrán ser usadas por los usuarios finales. Por último, en este capitulo se explican los Servlets y los structs presentes en la tecnología J2EE[EN]In this chapter we are going to describe the J2EE technology and its technological environ-ments through which web applications can be developed using the Java programming language. An application server is a computer that works as a container of applications allowing the execution of the same within the network. The term also refers to the software installed on such a computer to facilitate the execution of those applications. Through the application servers the applications can be deployed on the web and used by end users. Finally, this chapter explains the Servlets and structs present in J2EE technology

    Introducción a HTML

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    [ES]HyperText Markup Language (HTML) es un lenguaje muy sencillo que permite describir hipertexto, es decir, texto presentado de forma estructurada y agradable, con vínculos o enlaces (hyperlinks) que conducen a otros documentos o fuentes de información relacionadas y con inserciones multimedia (gráficos, sonido, etc.). Este lenguaje fue desarrollado por Tim Berners-Lee durante los años 90 y ha proliferado con el crecimiento explosivo de la Web. Durante este tiempo, el lenguaje HTML se desarrollo de diferentes maneras, pero la Web en sí misma depende de que todos los desarrolladores compartan las mismas convenciones HTML, lo que ha motivado un trabajo colectivo en la especificación de HTML a lo largo de un gran periodo de tiempo. En este capítulo se introduce el lenguaje y se presentan ejemplos básicos[EN]HyperText Markup Language (HTML) is a very simple language for describing hypertext, i.e. text presented in a structured and pleasant way, with links (hyperlinks) leading to other documents or related information sources and multimedia insertions (graphics, sound, etc.). This language was developed by Tim Berners-Lee during the 90s and has proliferated with the explosive growth of the Web. During this time, the HTML language developed in different ways, but the Web itself depends on everyone sharing the same HTML conventions, which has led to collective work on HTML specifi-cation over a long period of time. This chapter introduces the language and presents basic examples

    Personalización y comercio electrónico. Fidelización de clientes. Técnicas y herramientas de CRM

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    [ES]En la ultima década el comercio electrónico se ha hecho con gran parte del mercado, siendo uno de los preferidos por los usuarios. La personalización dentro del contexto del comercio electrónico es un punto muy importante. Esto es asi, ya que la personalización es la construcción de un modelo de los usuarios que utilizan el comercio electrónico, lo que permite conocer a los usuarios y segmetarlos según sus preferencias. De esta forma, se puede proceder a dar un tratamiento mas personalizado a los clientes lo que se traduce en su fidelización. Se concluye este capitulo explicando las técnicas y herramientas de CRM mas habituales en el comercio electrónico para conseguir la fidelización de los clientes.[EN]In the last decade e-commerce has taken over a large part of the market, being one of the preferred by users. The personalization within the context of e-commerce is a very important point. This is so, since personalization is the construction of a model of users who use electronic commerce, which allows users to know and segment them according to their pre-ferences. In this way, you can proceed to give a more personalized treatment to customers which translates into their loyalty. This chapter concludes by explaining the most common CRM techniques and tools in e-commerce to achieve customer loyalty

    Aplicaciones móviles en entornos servidor

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    [ES]En este documento vamos a analizar desde diferentes facetas la transmisión de datos en los entornos celulares. Empezaremos analizando en profundidad las distintas características de las redes móviles celulares que implicarán consecuencias realmente interesantes de estudiar en la transmisión de datos en estas redes. Posteriormente analizaremos algunos modelos de negocio que se establecen en las aplicaciones de descargas de contenidos y de acceso a Internet. En este apartado haremos un análisis en profundidad de los modelos de WAP e i-mode estableciendo semejanzas y diferencias. Finalmente, los dos últimos apartados giran en torno a la parte más tecnológica de las aplicaciones cliente-servidor. La descarga segura de contenidos es un tema importante en el mundo móvil porque ha generado bastante dinero y porque se considera como una de las mayores fuentes de ingresos futuros. Sobre este tema han ido apareciendo tecnologías propietarias que finalmente han desembocado en un estándar común tanto de los procedimientos de descarga como de los métodos de protección de los contenidos. Además, también analizaremos los protocolos de transmisión, las características y los formatos de los contenidos multimedia. La transmisión de sonidos, imágenes e incluso vídeos es considerada como una de las grandes oportunidades para aprovechar los grandes anchos de banda que están disponibles en las redes 3G.[EN]In this document we will analyze from different facets the data transmission in cellular environ-ments. We will begin analyzing in depth the different characteristics of cellular mobile networks that will imply really interesting consequences of studying in the data transmission in these networks. Later we will analyze some business models that are established in the applications of content downloads and Internet access. In this section we will make an in-depth analysis of the WAP and i-mode models, establishing sim-ilarities and differences. Finally, the last two sections revolve around the more technological part of client-server applications. Safe downloading of content is an important issue in the mobile world because it has generated a lot of money and because it is considered to be one of the biggest sources of future income. Proprietary technologies have been appearing on this subject, which have finally resulted in a common standard of both downloading procedures and content protection methods. In addition, we will also analyse the transmission protocols, characteristics and forms of multimedia content. The transmission of sounds, images and even videos is considered to be one of the great opportunities to take advantage of the large bandwidths that are available on 3G networks

    Diseño de contenidos digitales interactivos

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    [ES]A veces definir un objeto o concepto es más complejo que simplemente identificarlo. Re-sulta evidente que una canción en formato .mp3, una película en formato .avi, un texto en formato .html o una imagen en formato .jpg son contenidos digitales fácilmente identificables como tales. Aproxi-marse a una definición de los conceptos constituye un ejercicio útil para establecer un punto de partida para una reflexión más profunda que permita ahondar tanto en la naturaleza de los objetos digitales interactivos, como en la de sus canales de distribución y las finalidades que cumplen en la nueva socie-dad de la información y el conocimiento. En este capítulo se analizarán aspectos relativos al diseño de contenidos digitales interactivos.[EN]Sometimes defining an object or concept is more complex than simply identifying it. It is evident that a song in .mp3 format, a film in .avi format, a text in .html format or an image in .jpg format are digital contents easily identifiable as such. Approaching a definition of concepts is a useful exercise to establish a starting point for a deeper reflection to delve into the nature of interactive digital objects, their distribution channels and the purposes they serve in the new information and knowledge society. This chapter will analyse aspects relating to the design of interactive digital content

    Reversibility of Symmetric Linear Cellular Automata with Radius r = 3

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    The aim of this work is to completely solve the reversibility problem for symmetric linear cellular automata with radius r = 3 and null boundary conditions. The main result obtained is the explicit computation of the local transition functions of the inverse cellular automata. This allows introduction of possible and interesting applications in digital image encryption.This research was funded by Ministerio de Ciencia, Innovación y Universidades (MCIU, Spain), Agencia Estatal de Investigación (AEI, Spain), and Fondo Europeo de Desarrollo Regional (FEDER, UE) under project TIN2017-84844-C2-2-R (MAGERAN) and project SA054G18 supported by Consejería de Educación (Junta de Castilla y León, Spain)

    On the Optimal Control of a Malware Propagation Model

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    An important way considered to control malware epidemic processes is to take into account security measures that are associated to the systems of ordinary differential equations that governs the dynamics of such systems. We can observe two types of control measures: the analysis of the basic reproductive number and the study of control measure functions. The first one is taken at the beginning of the epidemic process and, therefore, we can consider this to be a prevention measure. The second one is taken during the epidemic process. In this work, we use the theory of optimal control that is associated to systems of ordinary equations in order to find a new function to control malware epidemic through time. Specifically, this approach is evaluate on a particular compartmental malware model that considers carrier devices.This research has been partially supported by Ministerio de Ciencia, Innovación y Universidades (MCIU, Spain), Agencia Estatal de Investigación (AEI, Spain), and Fondo Europeo de Desarrollo Regional (FEDER, UE) under project with reference TIN2017-84844-C2-2-R (MAGERAN) and the project with reference SA054G18 (MASEDECID) supported by Consejería de Educación (Junta de Castilla y León, Spain). J.D. Hernández Guillén is supported by University of Salamanca (Spain) and Banco Santander under a doctoral grant

    Agent organisations: from independent agents to virtual organisations and societies of agents

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    Real world applications using agent-based solutions can include many agents that needs to communicate and interact with each other in order to meet their objectives. In organisations; Agent open multi-agent systems, problems can include not only the organisation of a large number of agents, but can also be heterogeneous and of unpredictable provenance or behavior. An overview of the alternatives for dealing with these problems is presented, highlighting the way they try to solve or mitigate them. This approach allows the development of complex systems in which there are agents that show very different behaviours and that are able to adapt to unforeseen changes in the environment. This makes it possible to simulate socio-technical or natural environments and observe their possible evolution without the ethical considerations involved in experimenting in real environments.This work has been developed as part of “Virtual-Ledgers-Tecnologías DLT/Blockchain y Cripto-IOT sobre organizaciones virtuales de agentes ligeros y su aplicación en la eficiencia en el transporte de última milla”, ID SA267P18, project financed by Junta Castilla y León, Consejería de Educación, and FEDER funds. It has been partially supported by the European Regional Development Fund (ERDF) through the Interreg Spain-Portugal V-A Program (POCTEP) under grant 0631_DIGITEC_3_E (Smart growth through the specialization of the cross-border business fabric in advanced digital technologies and blockchain.)

    Proposing to use artificial neural Networks for NoSQL attack detection

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    [EN] Relationships databases have enjoyed a certain boom in software worlds until now. These days, with the rise of modern applications, unstructured data production, traditional databases do not completely meet the needs of all systems. Regarding these issues, NOSQL databases have been developed and are a good alternative. But security aspects stay behind. Injection attacks are the most serious class of web attacks that are not taken seriously in NoSQL. This paper presents a Neural Network model approach for NoSQL injection. This method attempts to use the best and most effective features to identify an injection. The features used are divided into two categories, the first one based on the content of the request, and the second one independent of the request meta parameters. In order to detect attack payloads features, we work on character level analysis to obtain malicious rate of user inputs. The results demonstrate that our model has detected more attack payloads compare with models that work black list approach in keyword level
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