• 제목/요약/키워드: Engineering computer programming

검색결과 878건 처리시간 0.021초

프로그래밍 에세이를 활용한 프로그래밍 교수법 연구 (A Study on Pedagogy of Computer Programming using Programming Essay)

  • 최창범
    • 공학교육연구
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    • 제18권6호
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    • pp.46-51
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    • 2015
  • Recently, Information Communication Technology(ICT) is one of the most important technology that supports the modern society. As the ICT rises, the needs of the nurturing talents, who can develop a service or hardware on the basis of the humanities increases. As a result, teaching programming skills to students studying humanities and social science are essential. Also, it is important to train students studying science and engineering to write their thoughts logically. In order to serve these students, we introduce a pedagogy for computer programming using programming essay. Since a program is a sequence of the operations based on the programmer's logical thinking, programming can be considered as describing programmer's logic in the proper order using programming syntax. In this research, we train students to describe their logic using natural language. Students write down their essays for a given programming problems. Also, we introduce a pedagogy guideline using programming essay.

MIXED INTEGER PROGRAMMING MODELS FOR DISPATCHING VEHICLES AT A CONTAINER TERMINAL

  • ZHANG LI WEI;YE RONG;HUANG SHELL YING;HSU WEN JING
    • Journal of applied mathematics & informatics
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    • 제17권1_2_3호
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    • pp.145-170
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    • 2005
  • This paper presents scheduling models for dispatching vehicles to accomplish a sequence of container jobs at the container terminal, in which the starting times as well as the order of vehicles for carrying out these jobs need to be determined. To deal with this scheduling problem, three mixed 0-1 integer programming models, Model 1, Model 2 and Model 3 are provided. We present interesting techniques to reformulate the two mixed integer programming models, Model 1 and Model 2, as pure 0-1 integer programming problems with simple constraint sets and present a lower bound for the optimal value of Model 1. Model 3 is a complicated mixed integer programming model because it involves a set of non-smooth constraints, but it can be proved that its solutions may be obtained by the so-called greedy algorithm. We present numerical results showing that Model 3 is the best among these three models and the greedy algorithm is capable of solving large scale problems.

Time Service Guranteeing in Real-Time Distributed Simulation Object Oriented Programming

  • Kim, Hee-Chul;Kim, Gwang-Jun;Kim, Moon-Hwan;Ra, Sang-Dong;Bae, Chul-Soo
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 ITC-CSCC -3
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    • pp.1843-1846
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    • 2002
  • The object-oriented(OO) distributed real- time(RT) programming movement started in 1990’s and is growing rapidly at this turn of the century Distributed real-time simulation is a field in its infancy but it is bounded to receive steadily growing recognition for its importance and wide applicability. The scheme is called the distributed time-triggered simulation scheme which is conceptually simple and easy to use but widely applicable. A new generation object oriented(00) RT programming scheme is called the time-triggered message triggered object(TMO) programming scheme and it is used to make specific illustrations of the issues. The TMO structuring scheme is a general-style components structuring scheme and supports design of all types of component including hard real time 1 objects and non real time objects within one general structure.

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A Nonlinear Programming Approach to Biaffine Matrix Inequality Problems in Multiobjective and Structured Controls

  • Lee, Joon-Hwa;Lee, Kwan-Ho;Kwon, Wook-Hyun
    • International Journal of Control, Automation, and Systems
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    • 제1권3호
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    • pp.271-281
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    • 2003
  • In this paper, a new nonlinear programming approach is suggested to solve biaffine matrix inequality (BMI) problems in multiobjective and structured controls. It is shown that these BMI problems are reduced to nonlinear minimization problems. An algorithm that is easily implemented with existing convex optimization codes is presented for the nonlinear minimization problem. The efficiency of the proposed algorithm is illustrated by numerical examples.

A Study of Applying Extreme Programming Method in Mobile Game Development Environment

  • Seo, Yeung-Su;Jung, Hun;Park, Hae-Woo;Yu, Chun-Gun;Lee, Jun-Hyuk;Kang, Byung-Wook
    • 한국정보컨버전스학회:학술대회논문집
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    • 한국정보컨버전스학회 2008년도 International conference on information convergence
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    • pp.59-62
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    • 2008
  • When performing a project, the most important thing is building a result with planned quality within development period. Particularly, if the project is delayed or has no good quality in the case of the mobile game development project which is sensitive to the release time and quality, it is immediately connected to the failure of the project. Extreme Programming is a methodology that divides the development cycle into smaller units for reducing the risk factor of the project in which the development period is important. In this paper, we suggest the Expanded Extreme Programming for mobile game development environment in which the development period and quality are important

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건축설계과정에서 Grasshopper 프로그래밍의 효율적 접근에 관한 연구 (A Study on Efficient Approaches for Grasshopper Programming in Architectural Design Process)

  • 김민석
    • 한국CDE학회논문집
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    • 제21권4호
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    • pp.453-461
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    • 2016
  • The trend of using Grasshopper with Rhino3D actively in architectural design process is recently spreading around the world. Well-known architects and designers such as Zaha Hadid, Patrik Schmacher is famous for using Grasshopper as their main design tool. As a tool for so-called 'Parametric Design', Grasshopper is receiving much attention all over the world. Grasshopper as a visual programming language has an advantage that designers and non-professionals of computer can easily learn it and use it to their works. However, those designers tend to make inefficient approaches with Grasshopper compared to computer programming professionals. Meanwhile, the difference between other programming languages and Grasshopper leads to the need of different approaches from other programming languages. This study aims to propose desired approaches of Grasshopper programming or scripting to be able to break through the inefficient approaches that designer is likely to make, by examining the characteristics of Grasshopper and exploring the appropriate programming approaches for Grasshopper.

A Survey of Automatic Code Generation from Natural Language

  • Shin, Jiho;Nam, Jaechang
    • Journal of Information Processing Systems
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    • 제17권3호
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    • pp.537-555
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    • 2021
  • Many researchers have carried out studies related to programming languages since the beginning of computer science. Besides programming with traditional programming languages (i.e., procedural, object-oriented, functional programming language, etc.), a new paradigm of programming is being carried out. It is programming with natural language. By programming with natural language, we expect that it will free our expressiveness in contrast to programming languages which have strong constraints in syntax. This paper surveys the approaches that generate source code automatically from a natural language description. We also categorize the approaches by their forms of input and output. Finally, we analyze the current trend of approaches and suggest the future direction of this research domain to improve automatic code generation with natural language. From the analysis, we state that researchers should work on customizing language models in the domain of source code and explore better representations of source code such as embedding techniques and pre-trained models which have been proved to work well on natural language processing tasks.

Current Status and Improvement Plan of Programming Education for Electronics Engineering

  • LEE, Seung-Woo;LEE, Sangwon
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권2호
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    • pp.112-119
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    • 2021
  • In the Fourth Industrial Revolution and the foundation of software and hardware technologies through ICT, the technology to analyze the principles of information processing activities is the ability to implement programming. In this study, to improve the programming academic performance of electronics majors, firstly, we presented an effective teaching method in order to promote employment in the programming field by improving problem-solving skills and logical thinking skills in the programming field that electronics majors do not prefer. Secondly, we plan to promote intelligence informatization by converging intelligence information technology into the existing electronics industry by developing software utilization skills through programming curriculum that reflects the specificity and reality of electronics. Lastly, as computer programmers, we would like to expand creative talent education by developing learners' capabilities to cultivate smart talents who have both hardware and software capabilities.

UniPy: A Unified Programming Language for MGC-based IoT Systems

  • Kim, Gayoung;Choi, Kwanghoon;Chang, Byeong-Mo
    • 한국컴퓨터정보학회논문지
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    • 제24권3호
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    • pp.77-86
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    • 2019
  • The advent of Internet of Things (IoT) makes common nowadays computing environments involving programming not a single computer but several heterogeneous distributed computers together. Developing programs separately, one for each computer, increases programmer burden and testing all the programs become more complex. To address the challenge, this paper proposes an RPC-based unified programming language, UniPy, for development of MGC (eMbedded, Gateway, and Cloud) applications in IoT systems configured with popular computers such as Arduino, Raspberry Pi, and Web-based DB server. UniPy offers programmers a view of classes as locations and a very simple form of remote procedure call mechanism. Our UniPy compiler automatically splits a UniPy program into small pieces of the program at different locations supporting the necessary RPC mechanism. An advantage of UniPy programs is to permit programmers to write local codes the same as for a single computer requiring no extra knowledge due to having unified programming models, which is very different from the existing research works such as Fabryq and Ravel. Also, the structure of UniPy programs allows programmers to test them by directly executing them before splitting, which is a feature that has never been emphasized yet.

Alice 프로그래밍을 통한 객체 지향 시각 프로그래밍 교육의 평가 지표 개발 및 유용성 분석 (A Development of the Evaluation Metrics and Analysis of the Object-Oriented Visual Programming Education Using Alice Programming)

  • 정덕길;정민포;조혁규;노영욱
    • 한국정보통신학회논문지
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    • 제18권3호
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    • pp.742-748
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    • 2014
  • 객체 지향 시각 프로그래밍 교육에 대한 연구는 학생들이 프로그램 개발을 진행하는 과정 혹은 프로그래밍을 교수하는 방법론과 프로그램 개발을 위한 적합성 분석 및 설계 방법론을 찾는 것과 관련된다. 학생들이 프로그래밍 교육에서 학습에 어려움을 겪고 있는 객체 지향 프로그램 개발 능력을 향상시킬 수 있는 교육 방법으로 이 논문에서는 컴퓨터 프로그래밍 교육에서 객체 지향 시각 프로그래밍 교육을 적용하고 평가하기 위한 평가 지표를 개발하고, Alice 프로그래밍을 통한 시각 프로그래밍 교육 방법론과 교과과정을 도입한다. 이 논문에서 제시된 시각 프로그래밍 교육의 평가 지표는 시각 프로그래밍 언어/도구를 사용할 때 학생들의 프로그래밍 교육에 대한 적합성을 측정하고 분석하여 학생들의 이해력, 추상화 능력, 프로그램 구현 능력과 학생들의 수준별 적합성을 측정하고 분석한다.