programming is basically about humans telling computers what to do in programming languages that computers understand but humans do not as much. Because of that, education in IT focuses on teaching students principles...
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programming is basically about humans telling computers what to do in programming languages that computers understand but humans do not as much. Because of that, education in IT focuses on teaching students principles...
programming is basically about humans telling computers what to do in programming languages that computers understand but humans do not as much. Because of that, education in IT focuses on teaching students principles of programming together with concrete programming languages needed to develop different parts of applications. For example, to develop web enterprise applications, such as e-commerce applications, using standard technology stack, students first need to learn principles of databases and database languages, such as entity-relationship diagrams and SQL, principles of programming application layer such as object-orientedprogramming and related languages, such as Java, and programming languages used in presentation layer such as HTML and JavaScript. Only then are students able to develop web applications. Low-code languages’ objective is to offer a tool that both computers and humans understand. When using a suitable low-code language, such as Petriflow based on object-centric processes, by learning principles of object-centric processes and just one language, students can quickly learn how to develop web process-based applications. We illustrate such application development using low code language on practical examples.
objectorientedprogramming (OOP) is a complex domain in the education field and requires proper technological underpinning for the facilitation of the process. However, the vast variety of available programming envir...
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ISBN:
(纸本)9781908272706
objectorientedprogramming (OOP) is a complex domain in the education field and requires proper technological underpinning for the facilitation of the process. However, the vast variety of available programming environments makes the selection of the most efficient technology that will cover students' needs and will lead to the teachers' desired learning outcomes a significant challenge. These technologies, such as Educational programming Environments and programming Microworlds, are often applied on OOP courses in order to underpin the process and help students develop internal incentives, thus foster the feeling of challenge, curiosity, active control and imagination. However, students of the 21st century are growing up in a fully digital world and therefore learn and react accordingly. Alongside the growth of the Internet, high speed access and virtual communities have contributed to a new trend development called online gaming. Therefore, computer games can be considered an appropriate means to deliver knowledge to students of most courses and increase their motivation to learn. A term that is often used when referring to computer games incorporated in the learning experience is "serious games", and they can involve one or multiple players. Serious games have a higher learning value when they are used in courses that consider critical thinking, group work and decision making as essential to be developed. Therefore, it is the paper's initial intent to examine representative examples of commonly used technologies in OOP education and to derive their most prominent features that support students' successful learning experience. To this end, we carry out a theoretical research of the literature regarding Educational programming Environments and programming Microworlds in OOP education, as well as serious games in OOP or in computer programming in general following a concept-centric methodological approach. These concepts consist of the most prominent functionalitie
Modern object-orientedprogramming languages such as C++ provide convenient abstractions and data encapsulation mechanisms for software developers. However, these features also complicate testing and static analysis o...
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The proceedings contain 4 papers. The topics discussed include: interfaces of active objects with internal concurrency;Beernet: RMI-free peer-to-peer networks;language support for distributed proxies;and language desi...
ISBN:
(纸本)9781605585451
The proceedings contain 4 papers. The topics discussed include: interfaces of active objects with internal concurrency;Beernet: RMI-free peer-to-peer networks;language support for distributed proxies;and language design for distributed objects.
The proceedings contain 22 papers. The special focus in this conference is on History of Computing. The topics include: Connections in the history of Australian computing;why the real thing is essential for telling ou...
ISBN:
(纸本)9783642151989
The proceedings contain 22 papers. The special focus in this conference is on History of Computing. The topics include: Connections in the history of Australian computing;why the real thing is essential for telling our stories;wonder, sorcery, and technology;the many dimensions of Kristen Nygaard, creator of object-orientedprogramming and the scandinavian school of system development;projects and activities of the IPSJ computer history committee;contested histories;short stories from the history of the first Hungarian computer (1957-1960);anatoly kitov - pioneer of Russian informatics;an historical examination of the US air force, control data corporation, and the advanced logistics system;purpose-built educational computers in the 1980s;the life and growth of year 12 computing in Victoria;history of the european computer driving licence;a brief history of the pick environment in Australia;turning points in computer education;existence precedes essence - meaning of the stored-program concept;recession, S-curves and digital equipment corporation;the past, present and future of socio-technical systems design;lessons from discarded computer architectures;the birth of information systems and the Monash university museum of computing history.
The proceedings contain 28 papers. The topics discussed include: gradual typing for objects;generic universe types;declarative object identity using relation types;generational real-time garbage collection;validity in...
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ISBN:
(纸本)9783540735885
The proceedings contain 28 papers. The topics discussed include: gradual typing for objects;generic universe types;declarative object identity using relation types;generational real-time garbage collection;validity invariants and effects;efficiently generating structurally complex inputs with thousands of objects;matching objects with patterns;a relational model pf object collaborations and its use in reasoning about relationships;metaprogramming with traits;a higher abstraction level using first-class inheritance relations;joinpoint inference from behavioral specification to implementation;a machine model for aspect-orientedprogramming;a staged static program analysis to improve the performance of runtime monitoring;and metamodel adaptation and model co-adaptation.
This report describes the "Roles'07 - Roles and Relationships" workshop held at ecoop'07 in Berlin on July 30 and 31, 2007. The aims and organization of the workshop are described, and the main contr...
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The proceedings contain 19 papers. The topics discussed include: dynamic languages and applications;multiparadigm programming in object-oriented languages: current research;equation-based object-oriented languages and...
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ISBN:
(纸本)3540781943
The proceedings contain 19 papers. The topics discussed include: dynamic languages and applications;multiparadigm programming in object-oriented languages: current research;equation-based object-oriented languages and tools;implementation, compilation, optimization of object-oriented languages, programs ands systems;aspects, dependencies and interactions;enabling software evolution via AOP and reflection;roles and relationships in object-orientedprogramming, multiagent systems and ontologies;component-orientedprogramming;model-driven software adaptation;object-oriented reengineering;practical approaches for software adaptation;quantitative approaches in object-oriented software engineering;object technology for ambient intelligence and pervasive computing;pedagogies and tools for the teaching and learning of objectoriented concepts;and refractoring tools.
This report summarizes the presentations and discussions of the Third Workshop on Models and Aspects Handling Crosscutting Concerns in MDSD, held in conjunction with the 21steuropeanconference on object-oriented Pro...
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