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This thesis evaluates and compares current Full-Stack JavaScript Technologies. Through extensive research on the state of the art of JavaScript and its related frameworks, different aspects of FullStack Development are analysed to judge the popularity of technologies.
The language JavaScript and the idea of Full-Stack Development are presented with the functionality of different frameworks. The JavaScript runtime Node.js was examined and marked as the most influential JavaScript technology, which opened up many opportunities.
As technology stacks MERN, MEAN and MEVN were investigated, featuring the base technologies Node.js, MongoDB and Express.js. It was discovered that front-end frameworks have the most influence on which variant of Full-Stack can be chosen. Comparison criteria between the technology stacks were the learning curve, the maintainability, modularity and media integration. These criteria were extracted from research and a questionnaire conducted with students of the University of Applied Sciences Offenburg.
For the purposes of testing and experiencing a Full-Stack JavaScript application, the game RemArrow, based on the 1979s game Simon, was designed and implemented. The comparison with predefined criteria shows the result that the MERN stack with React.js is the best to learn and promises the most potential. Arising JavaScript technologies and their popularity are very dependent on the industry and skill set of the developer.
In conclusion, it can be established that the concept of Full-Stack Development is currently very interesting and more than just a trend. It has potential of becoming a new kind of web development, and part of the curriculum taught at universities. Expert knowledge is needed but there is a high demand and much potential for Full-Stack JavaScript Developers.
The development of secure software systems is of ever-increasing importance. While software companies often invest large amounts of resources into the upkeeping and general security properties of large-scale applications when in production, they appear to neglect utilizing threat modeling in the earlier stages of the software development lifecycle. When applied during the design phase of development, and continuously during development iterations, threat modeling can help in following a “Security by Design” approach. This approach allows issues relating to IT security to be found early during development, reducing the need for later improvement – and thus saving resources in the long term. In this thesis the current state of threat modeling is investigated. Based on this analysis, requirements for a new tool are derived. These requirements are then used to develop a new tool, called OVVL, which utilizes all main components of current threat modeling methodologies, as well as functionality not available in existing solutions. After documenting the development process and OVVL in general, this newly developed tool is used to conduct two case studies in the field of e-commerce and IoT.
G.R.E.C is a adventure game, set in an dystopien industrial world, where you are a scavenger for hire. Explore the village of Vankhart Valley and grab everything valuable you can get your hands on.
Your trusty old jump boots will help you avoiding the nasty and deadly spores that changed the world of G.R.E.C forever.
This thesis deals with the implementation of character controls and combat system of the Action Adventure 'Scout 3D'. The game development was realized with the game engine Unity 3D. In the first part, the architecture of a typical game engine is explained. The single components are describes step by step. Then, five well-known game engines are compared and evaluated. In the next chapter, a short overview about design and architecture patterns is worked out. The features of Unity, that are used for the implementation, and Unity's animation system 'Mecanim, are described finally. The second part includes the requirement definitions for the game 'Scout COD' which define player input, different conditions that allow or disallow several activities and the behaviour of enemies. With the help of patterns the architecture of the game is designed. Then, the implementation is explained by means of code snippets.