Volume 11 - 2019
Application development using serverless architecture - An example of using Firebase and the iOS platform
Serverless architecture offers solution for faster application development as well as reducing development and maintenance costs relative to client-server architecture. Although the name might be misinterpreted, in serverless architecture, the server still exists but it is taken care of by the cloud provider. In that manner, we can focus on the development and maintenance of the application itself, rather than on the infrastructure required to run the application. In this paper we have presented advantages and disadvantages of serverless software development. We have developed an application that provides comic book information using serverless architecture. For the cloud provider, we used Firebase and introduced its products that are needed to run the application. We have implemented the client part of the application for the iOS platform. We used Swift, as a programming language, described the integration between Firebase and iOS, as well as the basic functionality of the client application.
INTRODUCTION TO REACTIVE PROGRAMMING PARADIGM BY USING SPRING FRAMEWORK
In order to acquire a comprehensive understanding of the mutual similarities, differences, advantages and disadvantages of the traditional and reactive approach to solving some of the problems encountered by modern web applications, as well as the possibilities offered by the reactive module of the popular Spring framework, this article will demonstrate the development of the web applications that manage companies’ shares on the stock market, using both of the aforementioned approaches.
APPLICATION OF THE MINIMAX ALGORITHM IN THE GAME "DOTS AND BOXES"
In this paper, the two-player game "Dots and boxes" is presented and several different algorithms for playing this game are analyzed. The main approach, which aims to simulate the behaviour of advanced players, was implemented by using the minimax algorithm, whereas the other algorithms, implemented for comparison purposes, aim to simulate players of different, smaller skillsets. These algorithms were compared by simulating them on game boards of varying sizes and those results are presented here. Besides simulating the algorithms, this paper also covers several approaches that could further improve both the efficiency and the success rate of these algorithms.