2023
Autores
Gregório, N; Bispo, J; Fernandes, JP; de Medeiros, SQ;
Publicação
J. Comput. Lang.
Abstract
2023
Autores
Gregorio, N; Bispo, J; Fernandes, JP; de Medeiros, SQ;
Publicação
JOURNAL OF COMPUTER LANGUAGES
Abstract
Energy efficiency is a non-functional requirement that developers must consider, particularly when building software for battery-operated devices like mobile ones: a long-lasting battery is an essential requirement for an enjoyable user experience.In previous studies, it has been shown that many mobile applications include inefficiencies that cause battery to be drained faster than necessary. Some of these inefficiencies result from software patterns that have been catalogued, and for which more energy-efficient alternatives are also known.The existing catalogues, however, assume as a fundamental requirement that one has access to the source code of an application in order to be able to analyse it. This requirement makes independent energy analysis challenging, or even impossible, e.g. for a mobile user or, most significantly, an App Store trying to provide information on how efficient an application being submitted for publication is.We study the viability of looking for known energy patterns in applications by decompiling them and analysing the resulting code. For this, we decompiled and analysed 420 open-source applications by extending an existing tool, which is now capable of transparently decompiling and analysing android applications. With the collected data, we performed a comparative study of the presence of four energy patterns between the source code and the decompiled code.We performed two types of analysis: (i) comparing the total number of energy pattern detections; (ii) comparing the similarity between energy pattern detections. When comparing the total number of detections in source code against decompiled code, we found that 79.29% of the applications reported the same number of energy pattern detections.To test the similarity between source code and APKs, we calculated, for each application, a similarity score based on our four implemented detectors. Of all applications, 35.76% achieved a perfect similarity score of 4, and 89.40% got a score of 3 or more out of 4. Furthermore, only two applications got a score of 0.When viewed in tandem, the results of the two analyses we performed point in a promising direction. They provide initial evidence that static analysis techniques, typically used in source code, can be a viable method to inspect APKs when access to source code is restricted, and further research in this area is worthwhile.
2023
Autores
Bispo, J; Charles, HP; Cherubin, S; Massari, G;
Publicação
PARMA-DITAM
Abstract
2023
Autores
Bispo, J; Paulino, N; Sousa, LM;
Publicação
PARMA-DITAM
Abstract
The C/C++ compilation stack (Intermediate Representations (IRs), compilation passes and backends) is encumbered by a steep learning curve, which we believe can be lowered by complementing it with approaches such as source-to-source compilation. Source-to-source compilation is a technology that is widely used and quite mature in certain programming environments, such as JavaScript, but that faces a low adoption rate in others. In the particular case of C and C++ some of the identified factors include the high complexity of the languages, increased difficulty in building and maintaining C/C++ parsers, or limitations on using source code as an intermediate representation. Additionally, new technologies such as Multi-Level Intermediate Representation (MLIR) have appeared as potential competitors to source-to-source compilers at this level. In this paper, we present what we have identified as current challenges of source-to-source compilation of C and C++, as well as what we consider to be opportunities and possible directions forward. We also present several examples, implemented on top of the Clava source-to-source compiler, that use some of these ideas and techniques to raise the abstraction level of compiler research on complex compiled languages such as C or C++. The examples include automatic parallelization of for loops, high-level synthesis optimisation, hardware/software partitioning with run-time decisions, and automatic insertion of inline assembly for fast prototyping of custom instructions.
2023
Autores
Garcia, JE; Palha, J; Queirós, R;
Publicação
International Conferences on Applied Computing 2023, AC 2023 and WWW/Internet 2023, ICWI 2023
Abstract
The world of video games has more and more users, and today it is considered as an alternative to the existing reality. Online games like Second Life have independent economies with independent businesses and there is a growing interest to create rich experiences with high levels of presence, to create an alternative to reality, where you can work, be with friends, socialize and much more. With this new era that could be true virtual reality, and with advertising agents always trying to innovate the way they convey their advertising messages, it will be necessary to keep up with the medium to also reach new consumers. This integration of advertising in video games is not recent, however, and the practice itself has become increasingly popular in sports games, car racing games and many others that already have the presence of brands and advertising messages. This study intends to work as an introductory study to the theme, proposing some questions regarding the influence of the way advertising is inserted in the game. In this sense, an initial descriptive investigation of acquired data was developed, using a game created on the Unity platform, specifically for this research. The game was developed in 3 different versions, in which each one integrates advertising messages in a distinct way. Subsequently, a questionnaire survey was conducted to assess the respondents' opinion about the game, the effectiveness of advertising and the players' opinion regarding the practice of inserting advertising in video games. The influence and effectiveness of in-game advertising was also analyzed in order and to acquire their opinion regarding the practice used. The descriptive research indicates preliminarily that the way advertising is integrated may influence the effectiveness of in-game advertising. It was also possible to perceive that although the opinion is generally neutral, the respondents that have as a habitual leisure activity the consumption of videogames have a higher retention to in-game advertising when compared with non-gamers. At the end of this study, proposals and recommendations for future research involving this theme are presented. © ICWI 2023.All rights reserved.
2023
Autores
Sajed, S; Sanati, A; Garcia, JE; Rostami, H; Keshavarz, A; Teixeira, A;
Publicação
APPLIED SOFT COMPUTING
Abstract
Recently, deep learning has proven to be a successful technique especially in medical image analysis. This paper aims to highlight the importance of deep learning architectures in lung disease diagnosis using CXR images. Related articles were identified through searches of electronic resources, including IEEE, Springer, Elsevier, PubMed, Nature and, Hindawi digital library. The inclusion of articles was based on high-performance artificial intelligence models, developed for the classification of possible findings in CXR images published from 2018 to 2023.After the quality assessment of papers, 129 articles were included according to PRISMA guidelines. Papers were studied by types of lung disease, data source, algorithm type, and outcome metrics. Three main categories of computer-aided lung disease detection were covered: traditional machine learning, deep learning-based methods, and combination of aforementioned methods for all lung diseases.The results showed that various pre-trained networks including ResNet, VGG, and DenseNet, are the most frequently used CNN architectures and would result in a notable increase in sensitivity and accuracy. Recent research suggests that utilizing a combination of deep networks with a robust machine learning classifier can outperform deep learning approaches that rely solely on fully connected neural networks as their classifier. Finally, the limitations of the existing literature and potential future research opportunities in possible findings in CXR images using deep learning architectures are discussed in this systematic review.
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