This paper describes the object-oriented design of a novel application, for control of complex theatrical-set effects defined by an appropriate language. Besides giving a general description of the proposed system, th...
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This paper describes the object-oriented design of a novel application, for control of complex theatrical-set effects defined by an appropriate language. Besides giving a general description of the proposed system, the paper presents the language and its programmingenvironment, which is intended for inexperienced users and integrates facilities to create, edit, check and run the effect scripts. The description of the implementation demonstrates the relevance of an object-oriented approach when it is associated with compiler techniques. The object paradigm is used to build support classes such as character streams, run-time values or symbols as well as syntactic objects. Each syntactic-object class models a different LL(1) grammar non-terminal and allows for an object-oriented predictive parsing. Moreover, organizing the instances of these classes as an object-based parse tree simplifies parsing, unparsing, syntax-directed editing, syntax-directed help, interpretation, etc. The description of these various operations shows the flexibility of our method, e.g. with respect to an iterative prototyping of the language and its environment.
Most of the students coming from various different backgrounds find software programming a difficult subject to learn and master, especially in learning the concept of object-oriented programming. Because they must be...
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ISBN:
(纸本)9781538672099
Most of the students coming from various different backgrounds find software programming a difficult subject to learn and master, especially in learning the concept of object-oriented programming. Because they must be able to model physical beings into virtualized objects and define complex object relationships in their designs for object interactions in a very abstract fashion that is not easily understood. This study is an attempt to introduce a unique interactive learning platform to students learning Java programming, which was designed with a set of object-oriented programming pedagogical considerations in mind. This study further extends and enhances with model-driven software development technique, such that to supporting unified modelling language (UML) class diagrams and code fragments generation in order to ease the learning needs of students, a unique way to learn fundamental programming concepts. This paper introduces a new online interactive platform and environment called BlueJ-UML, which is to help students to learn and practice object-oriented programming in class. It also evaluates the success outcome of the proposed new learning method through a Technology Acceptance Model Framework, and that followed by a comprehensive statistical analysis to assess improved academic performance of the students. The result was encouraging: student programming capability had been significantly elevated and was positively correlated to their overall perception and adoption of this new technique introduced in the class.
With the rapid development of e-learning, collaborative learning platforms such as Web-Based Education Domain are gradually being promoted in subject education. However, with the deepening of the application of platfo...
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A program language can be defined as the language in which computer programs are written, and a programming language as the language used by the programmer to create programs. This paper presents the design of an inte...
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A program language can be defined as the language in which computer programs are written, and a programming language as the language used by the programmer to create programs. This paper presents the design of an interactive program development system which uses Pascal as both program and programming language. Principal properties of the system are a complete immediate syntax check, a program-structure oriented editor, incremental compiling techniques, and interactive interpretation and debugging of programs. The syntax check is split into three phases, and the user can change the degree of check wanted. After a change of the program only part of it is recompiled, and only necessary phases of the compiling process are performed.
Type inference in interactive programming environments falls short in two re- spects. The ability to type check definitions one at a time, and to type check some definitions but not all after one definition is modifie...
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Type inference in interactive programming environments falls short in two re- spects. The ability to type check definitions one at a time, and to type check some definitions but not all after one definition is modified is called incremental on-line type inference. Current interactive programming environments perform batch type inference and require extensive type recomputation for small changes. We give an algorithm for on-line type inference that is implemented as an at- tribute grammar. From this grammar an editor was automatically generated that performs on-line type inference. The editor infers types incrementally due to a well-known reduction we used from Hindley-Milner type inference to first-order unification. Unlike other efforts, our algorithm for on-line type inference is truly incremental.
The availability of the new “A.I. machines”, i.e. advanced graphics workstations with a large main storage, a mouse device, a high resolution bit-mapped raster screen, a sophisticated communication oriented operatin...
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The availability of the new “A.I. machines”, i.e. advanced graphics workstations with a large main storage, a mouse device, a high resolution bit-mapped raster screen, a sophisticated communication oriented operating system and high level languages, will improve the interaction between the operator and a manipulator. An experimental software set-up under development at LADSEB Laboratory, which utilizes such a machine to control a Puma robot, is described.
Powerful editing systems for developing complex software documents are difficult to engineer. Besides requiring efficient incremental algorithms and complex data structures, such editors must accommodate flexible edit...
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Powerful editing systems for developing complex software documents are difficult to engineer. Besides requiring efficient incremental algorithms and complex data structures, such editors must accommodate flexible editing styles, provide a consistent, coherent, and powerful user interface, support individual variations and projectwide configurations, maintain a sharable database of information concerning the documents being edited, and integrate smoothly with the other tools in the environment. Pan is a language-based editing and browsing system that exhibits these characteristics. This paper surveys the design and engineering of Pan, paying particular attention to a number of issues that pervade the system: incremental checking and analysis, information retention in the presence of change, tolerance for errors and anomalies, and extension facilities.
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