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Web application for ordering food
Ovaj završni rad naglašava implementaciju web-baziranog sustava za narudžbe
restorana i stvaranje prihoda. Ključno riješeno pitanje bilo je naručivanje hrane od strane krajnjih
korisnika s lakoćom, a istodobno je pružatelju usluge omogućeno učinkovito upravljanje narudžbama.
Problem je riješen korištenjem Django okruženja koji je omogućio brzinu razvoja, implementaciju
sigurnosti poput zaštite od SQL injekcija, kao i integraciju Stripe sustava plaćanja. Dobiveni rezultati
sastoje se od operativnog sustava vidljivog krajnjem korisniku koji uključuje mogućnost pretraživanja
proizvoda, dodavanja proizvoda u košaricu, odabira načina plaćanja kao i dostave te omogućuje
upravljanje narudžbama i jelovnicima.This final paper emphasizes the implementation of a web-based system for restaurant orders
and revenue generation. The key issue addressed was enabling end-users to order food with ease, while
simultaneously providing service providers with efficient order management capabilities. The problem
was resolved by using the Django framework, which facilitated rapid development, implemented
security measures such as SQL injection protection, and integrated the Stripe payment system. The
achieved results consist of an operational system visible to the end-user, including the ability to browse
products, add products to the cart, choose payment and delivery options, and allow management of
orders and menus
Training a mobile agent in simulation using reinforcement learning and application in real world
U ovom diplomskom radu provedeno je treniranje agenta koji upravlja četveronožnim
mobilnim robotom pomoću metode podržanog učenja, odnosno još specifičnije, PPO algoritmom.
Odabrani četveronožni robot je robot tvrtke Petoi zvani Nybble. Agent je u obliku neuronske mreže
prebačen na mikroupravljač čime je agentu omogućeno upravljanje 3D ispisanom verzijom robota.
Agent ima mogućnost upravljanja osam nožnih zglobova robota i treniranjem je naučeno da ih pomiče
na način da se robot kreće unaprijed. Za treniranje agenta korišteni su alati Isaac Sim i Isaac Gym tvrtke
Nvidia, dok je za prevođenje neuronske mreže na mikroupravljač korišteno razvojno okruženje
STM32Cube IDE tvrtke STMicroelectronics koristeći dodatak X-CUBE-AI. Spomenuto razvojno okruženje
korišteno je i za razvijanje programskog koda u svrhu prilagođavanja ulaza i izlaza neuronske mreže te za
pisanje programskog koda za upravljanje servo motorima robota, napisano u C programskom jeziku.
Zbog ograničenja hardvera agent ulazne podatke potrebne za inferenciju neuronske mreže ne skuplja iz
stvarnog okoliša, već su ulazni podaci prikupljeni iz simulacijskog okruženja i pohranjeni unutar
memorije mikroupravljača. Rezultatima je pokazano kako je prijenos naučenog iz simulacije u stvarni
svijet moguć čak i s jeftinim hardverom te iako rezultati nisu optimalni velikim dijelom je to krivnja
samog hardvera.This master's thesis addresses the problem of training an agent to control a quadruped robot
using a machine learning method called reinforcement learning, and more specifically the PPO
algorithm. The chosen quadruped robot model is Nybble by the Petoi company. After successful training,
the agent was transferred onto a microcontroller in the form of a neural network to have the ability to
control a 3D printed version of Nybble. The agent has the ability to control Nybble's eight leg joints and
with training it learned how to move them in such a way to achieve forward movement. The agent was
trained using the Isaac Sim and Isaac Gym tools by Nvidia, and the STM32Cube IDE by
STMicroelectronics was used to translate the agent neural network to the microcontroller using the XCUBE-
AI addon. The IDE was also used to develop the source code responsible for adapting the inputs
and outputs of the neural network, as well as to write the drivers to control the Nybble's servo motors,
all written in C programming language. Because of the hardware limitations, the agent doesn't collect
actual environment data necessary for neural network inference while on the real-world model. The
data has been previously collected in the simulation and stored into the microcontroller's internal
memory. The results show that the simulation to reality transfer is possible even with cheap hardware,
and even though the results aren't optimal, most of it can be blamed on the hardware itself
Arduino game console with Nokia 5110 display
U ovom radu prikazana je detaljna izrada jednostavne Arduino igraće konzole s Nokia 5110
pokaznikom. Za realizaciju ovog projekta korištena je Arduino UNO pločica. Ukratko je opisana
svaka komponenta igraće konzole, pokazano je kako je riješen problem dodavanjem PCB pločice.
Na konzoli je testiran rad jedne igre čiji kȏd je prilagođen kako bi igra bila funkcionalnija. Konzola
kao dodatnu mogućnost ima i testni način rada u koji konzola može ući prilikom resetiranja. Testni
način rada omogućava testiranje funkcionalnosti tipki i joysticka.This bachelor's thesis presents a detailed construction of a simple DIY Arduino gaming console
with a Nokia 5110 display. The Arduino UNO board was used for this project. Each component
of the gaming console is briefly described, along with how the problem was solved by adding a
PCB board. The operation of one game was tested on the console, with the code adjusted to make
the game more functional. As an additional feature, the console also has a test mode that can be
entered upon reset, allowing testing of the button and joystick functionality
Energy Saving with the Application of Intelligent Street Lighting
Ovaj rad predstavio je jedan on načina implementacije pametne ulične rasvjete kroz
primjenu senzora za detekciju. U radu se koristilo simulacijskim programom CupCarbon. Cilj je bio
prikazati rezultate takve rasvjete u usporedbi s tradicionalnom. Analizirana je energetska učinkovitost
takvih sustava.This paper presented one of the ways to implement smart street lighting through the
application of detection sensors. The CupCarbon simulation program was used in the paper. The goal
was to demonstrate the results of such lighting in comparison with traditional lighting. The energy
efficiency of such system was analyzed
Development of geothermal power plant technologies
Diplomski rad istražuje trenutni razvoj tehnologija geotermalnih elektrana, s
posebnim naglaskom na važnost implementacije obnovljivih izvora energije poput geotermalne energije,
zbog njezine neiscrpivosti. Rad se sastoji od tri glavna dijela: teorijskog, istraživačkog i proračunskog. U
teorijskom dijelu opisana je geotermalna energija i geotermalne elektrane, uključujući različite tipove
elektrana poput onih na suhu paru, sa separiranjem pare i s binarnim ciklusom. Analizirani su uvjeti
potrebni za uspješnu izgradnju geotermalnih elektrana, rizici ulaganja te utjecaj na okoliš. Također je
prikazano trenutno stanje instaliranih kapaciteta geotermalnih elektrana u svijetu i Hrvatskoj, uz
razmatranje njihovih prednosti, nedostataka i troškova. Istraživački dio rada usredotočen je na
suvremeno stanje tehnologija geotermalnih elektrana. Iskazane su razine tehnološke spremnosti (TRL)
ključnih dijelova geotermalnih elektrana te su navedeni najvažniji proizvođači suvremene geotermalne
opreme. Proučeni su vodeći proizvođači geotermalne opreme i njihove specifikacije, poseban naglasak je
na odabiru materijala za optimalan rad geotermalne opreme u teškim radnim uvjetima. Proračunski dio
diplomskog rada uključuje tehno-ekonomski i termodinamički proračun stupnja djelovanja prve Hrvatske
geotermalne elektrane Velika 1 koja se nalazi u Cigleni, uz detaljan opis njezine tehničke konfiguracije i
performansi.This thesis explores the current development of geothermal power plant technologies, with a
particular emphasis on the importance of implementing renewable energy sources such as geothermal
energy due to its inexhaustibility. The thesis is divided into three main parts: theoretical, research, and
calculation. The theoretical part describes geothermal energy and geothermal power plants, including
different types of plants such as dry steam, flash steam, and binary cycle power plants. It analyzes the
conditions necessary for the successful construction of geothermal power plants, investment risks, and
environmental impacts. The current state of installed geothermal power plant capacities worldwide and
in Croatia is also presented, along with a consideration of their advantages, disadvantages, and costs.
The research part focuses on the current state of geothermal power plant technologies. The technology
readiness levels (TRL) of key components in geothermal power plants are presented, and the most
important manufacturers of modern geothermal equipment are listed. The leading manufacturers of
geothermal equipment and their specifications are examined, with a particular emphasis on the
selection of materials for optimal operation of geothermal equipment in harsh working conditions. The
calculation part of the thesis includes a techno-economic and thermodynamic efficiency calculation for
Croatia's first geothermal power plant, Velika 1, located in Ciglena, along with a detailed description of
its technical configuration and performance
Use of MVVM architecture for IOS application development
Ovaj diplomski rad fokusira se na razvoj i implementaciju napredne mobilne iOS
aplikacije, koja je koncipirana kao interaktivni turistički vodič za grad Đakovo. Aplikacija je osmišljena s
ciljem da korisnicima pruži cjelovito i intuitivno iskustvo istraživanja gradskih znamenitosti, uključujući
kulturne, povijesne i prirodne atrakcije. Glavni korisnički interface temelji se na interaktivnoj karti koja
omogućuje jednostavno pretraživanje i filtriranje sadržaja prema individualnim interesima korisnika,
čime se značajno olakšava pronalaženje relevantnih točaka interesa. Aplikacija koristi Model-View-
ViewModel (MVVM) arhitekturu, koja omogućuje jasnu separaciju poslovne logike od korisničkog
sučelja, čime se postiže bolje održavanje koda, veća skalabilnost, te lakša nadogradnja funkcionalnosti u
budućnosti. Za razvoj korisničkog sučelja upotrijebljen je SwiftUI, moderna i moćna tehnologija za razvoj
sučelja na iOS platformi, koja dodatno pridonosi responzivnosti i fluidnosti korisničkog iskustva. Podaci o
znamenitostima pohranjuju se u Firebase bazu podataka, što omogućuje kontinuiranu ažuriranost i
dinamičnost sadržaja unutar aplikacije. Također, aplikacija koristi lokacijske usluge kako bi pratila
trenutnu poziciju korisnika, omogućujući precizno navođenje do odabrane destinacije putem različitih
načina prijevoza, poput pješačenja, vožnje automobilom ili korištenja javnog prijevoza. Jedna od ključnih
funkcionalnosti aplikacije je integracija Text-to-Speech (TTS) tehnologije, koja korisnicima omogućuje da
slušaju informacije o znamenitostima umjesto da ih čitaju, čime se poboljšava pristupačnost aplikacije,
posebice u situacijama gdje je vizualno praćenje zaslona otežano. U budućnosti, aplikacija nudi značajan
prostor za daljnji razvoj i nadogradnju. Potencijalne nadogradnje uključuju integraciju proširene
stvarnosti (AR), koja bi omogućila korisnicima interakciju sa stvarnim okolišem kroz digitalne dodatke,
kao i uvođenje umjetne inteligencije (AI) za pružanje još personaliziranijih preporuka na temelju
korisničkih preferencija i ponašanja. Ova prilagodljivost i mogućnost daljnjeg razvoja čine aplikaciju
dugoročno održivim rješenjem koje može nastaviti rasti i evoluirati u skladu s tehnološkim napretkom i
promjenama korisničkih potreba.This thesis focuses on the development and implementation of an advanced mobile iOS
application, designed as an interactive tourist guide for the city of Đakovo. The application is intended to
provide users with a comprehensive and intuitive experience in exploring the city's landmarks, including
cultural, historical, and natural attractions. The main user interface is based on an interactive map that
allows easy searching and filtering of content according to the individual interests of users, significantly
facilitating the discovery of relevant points of interest. The application employs the Model-View-
ViewModel (MVVM) architecture, which ensures a clear separation of business logic from the user
interface, resulting in better code maintenance, greater scalability, and easier functionality upgrades in
the future. SwiftUI, a modern and powerful technology for interface development on the iOS platform,
was used for developing the user interface, further contributing to the responsiveness and fluidity of the
user experience. Data on landmarks are stored in a Firebase database, allowing continuous updating and
dynamic content within the application. Additionally, the application uses location services to track the
user's current position, enabling precise navigation to the selected destination via different modes of
transportation, such as walking, driving, or using public transport. One of the key features of the
application is the integration of Text-to-Speech (TTS) technology, which allows users to listen to
information about landmarks instead of reading it, thereby enhancing the application's accessibility,
especially in situations where visual attention to the screen is challenging. In the future, the application
offers significant potential for further development and enhancement. Potential upgrades include the
integration of augmented reality (AR), which would allow users to interact with the real environment
through digital overlays, as well as the introduction of artificial intelligence (AI) to provide even more
personalized recommendations based on user preferences and behavior. This adaptability and potential
for further development make the application a sustainable long-term solution that can continue to
grow and evolve in line with technological advancements and changing user needs
Android application for household budget tracking
U ovom radu prikazana je važnost praćenja osobnih financija putem mobilnih
aplikacija koje pojednostavljuju upravljanje prihodima i rashodima. Za potrebe ovog diplomskog rada
izrađena je mobilna aplikacija za Android platformu, osmišljena kako bi korisnicima omogućila
jednostavno evidentiranje financijskih podataka. Aplikacija koristi napredne tehnologije poput OCR-a za
automatsko prepoznavanje računa i QR kôdova, što omogućuje brz i točan unos podataka. Također,
aplikacija podržava kategorizaciju troškova po različitim stavkama, čime korisnici dobivaju bolji uvid u
svoju potrošnju. Aplikacija je razvijena u Kotlin programskom jeziku unutar Android Studio okruženja, a
koristi se modularna arhitektura koja omogućuje skalabilnost, jednostavno održavanje i buduća
proširenja.This paper presents the importance of tracking personal finances through mobile applications
that simplify the management of income and expenses. For the purposes of this thesis, a mobile
application for the Android platform was developed, designed to enable users to easily record financial
data. The application uses advanced technologies such as OCR for automatic receipt recognition and QR
codes, allowing for fast and accurate data entry. Additionally, the application supports the
categorization of expenses into various categories, giving users better insight into their spending. The
application was developed in the Kotlin programming language within the Android Studio environment,
utilizing a modular architecture that allows for scalability, easy maintenance, and future upgrades
Energy Management in Experimental Model of Prosumer with Electric Vehicle
SAŽETAK
Opisani osnovni elementi, toplogije i način upravljanja energijom kao kupca s vlastitom proizvodnjom. Napravljen pregled trenutnog razvoja tržišta punionica električnih vozila za kupce s vlastitom proizvodnjom. Opis regulativa za kupca s vlastitom proizvodnjom u Republici Hrvatskoj. U laboratoriju testiran eksperimentalni model električnog vozila i različite strategije upravljanja energijom na eksperimentalnom modelu kupca s vlastitom proizvodnjom. Kroz daljnju analizu pet simulacija omogućeno je dublje razumijevanje različitih konfiguracija koje uključuju prisutnost FN sustava, BESS-a, EV-a i kritične potrošnje, utječu na dinamiku i performanse elektroenergetske mrže. Rezultati nam pružaju izravan uvid u optimalizaciju i bolje razumijevanje obnovljivih izvora energije i naprednih tehnologija skladištenja električne energije.SUMMARY
The desrcibed basic elements, toplogies, and energy managment method for prosumers. An overview of the current develoment and market of elektric vehicle charging stations for prosumers. Descriptin of regulatin for prosumers in the Republic of Croatia. An experimental model od an electric vehicle was teasted in the laboratory, along with variouns energy managment straetiges on the experimenatal model of prosumers. Through a detailed analysis of five simulations, a deeper understanding of different configuratins involving the presence of a photovoltaic aystem (FN), battery energy storage (BESS), electic vehicles (EV), and critical consumption, influencing the dynamics and perfomanse of the elektrical powergrid, was enabled. The results provide us with direct insight into tehe optimization and better understatin of the implementation of renewable energy sources and advanced elektricital energy storage technogies.
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Comparison of Flutter and native iOS applications
Ovaj diplomski rad bavi se analizom i usporedbom nativnog iOS i višeplatformskog Flutter
pristupa razvoju mobilnih aplikacija. Cilj rada je pronaći i analizirati razlike u performansama oba
pristupa i odrediti njihov utjecaj na korisničko iskustvo. Kako bi se postigla objektivna usporedba,
razvijene su dvije aplikacije identičnih funkcionalnosti, od kojih je jedna razvijena nativnim iOS
pristupom, a druga Flutter pristupom. Analiza se najviše temelji na usporedbi performansi obje
platforme. Provedeni su brojni testovi kao što su: analiza opterećenja centralne procesorske
jedinice, analiza zauzeća memorije i analiza potrošnje baterije. Ovaj rad pruža uvid u prednosti i
nedostatke oba pristupa te može pomoći pri odabiru odgovarajuće tehnologije za razvoj mobilnih
aplikacija.This thesis deals with the analysis and comparison of native iOS and cross-platform Flutter
approaches to mobile application development. The goal of the paper is to find and analyze the
differences in the performance of both approaches and determine their impact on the user
experience. In order to achieve an objective comparison, two applications with identical
functionalities were developed, one of which was developed with a native iOS approach, and the
other with a Flutter approach. The analysis is mostly based on a comparison of the performance of
both platforms. Numerous tests were carried out, such as: analysis of the load on the central
processing unit, analysis of memory usage and analysis of battery consumption. This paper
provides an insight into the advantages and disadvantages of both approaches and can help in
choosing the appropriate technology for mobile application development
Comparison of Flutter and native Android applications
Trenutno jedna od najrelevantnijih tema koja se provlači kroz polje mobilnih tehnologija u svijetu
IT-a je koja tehnologija je najnaprednija i može donijeti najbolje poslovne rezultate.
U ovom radu istraživane su mogućnosti i problemi višeplatformskog i nativnog razvoja mobilnih
aplikacija, alati, te programska arhitektura i načina testiranja performansi aplikacija. Naglasak je
na razvoju Android mobilne aplikacije koristeći Android native i njegov Jetpack Compose skupinu
alata za korisničko sučelje te Flutter za višeplatformski razvoj. Nakon definiranja funkcionalnih i
nefunkcionalnih zahtjeva aplikacije i implementacije, glavni cilj je testiranje performansi oba dva
pristupa i njihov utjecaj na krajnjeg korisnika te subjektivni doživljaj programera tijekom razvoja.
Nakon obavljenog testiranja performansi, ali i funkcionalnosti koristeći alate razvojnog okruženja,
provedena je analiza dobivenih rezultata te zaključak o tome koji pristup je prikladniji za određeni
projekt i tvrtku koja mora odlučiti koju tehnologiju će koristiti. Rezultati su pokazali da je
najpogodnije koristiti nativni razvoj ako su potrebne visoke performanse i kompleksni korisnički
zahtjevi, a Flutter ako nema puno raspoloživih resursa i potrebno je dijeljenje koda.Currently, one of the most relevant topics running through the field of mobile technologies in the
world of IT is which technology is the most advanced and can bring the best business results. In
this paper, the possibilities and problems of multi-platform and native mobile application
development, tools, and program architecture and methods of application performance testing
were investigated. Emphasis is on Android mobile application development using Android native
and its Jetpack Compose suite of user interface tools and Flutter for cross-platform development.
After defining the functional and non-functional requirements of the application and
implementation, the main goal is to test the performance of both approaches and their impact on
the end user and the subjective experience of developers during development. After performing
performance and functionality testing using the tools of the development environment, an analysis
of the obtained results was carried out and a conclusion was made as to which approach is more
suitable for a specific project and company, which must decide which technology to use. The
results showed that it is most suitable to use native development if high performance and complex
user requirements are required, and Flutter if there are not many available resources and code
sharing is required