This paper deals with the position control of robot manipulators and the practical implementation trough a programming environment of control algorithms. A new hyperbolic-type control scheme is proposed. To ensure glo...
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This paper deals with the position control of robot manipulators and the practical implementation trough a programming environment of control algorithms. A new hyperbolic-type control scheme is proposed. To ensure global asymptotic stability of closed-loop system equilibrium point, we propose an energy-shaping based strict Lyapunov function. Simulation results on two degrees-of-freedom robot manipulator and experimental validation on a platform pendulum are provided.
Visual programming languages (VPL) simplifies the process of writing a program by letting users create programs through manipulation of graphical elements. Many VPLs focuses on a single domain, simplifying some compli...
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Visual programming languages (VPL) simplifies the process of writing a program by letting users create programs through manipulation of graphical elements. Many VPLs focuses on a single domain, simplifying some complicated concepts of a General Purpose Language (GPL), being called Domain Specific Language (DSL). In Digital Art, PureData and EyesWeb are examples of VPLs that allow artists to do advanced projects with basic programming skills. In this paper, we introduce Mosaicode, a Visual programming Environment to Digital Art domain, presenting some features of digital art and possibilities to implement these features in our VPL.
This paper reports the newly designed programming course developed and taught at Zhejiang University for a freshman class majoring in information science and electronic engineering, and disseminated to many other univ...
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ISBN:
(纸本)9781509040438
This paper reports the newly designed programming course developed and taught at Zhejiang University for a freshman class majoring in information science and electronic engineering, and disseminated to many other universities, to address the enrollment crisis as reported by ACM Curriculum Committee Review Task Force. The course teaches the basic information science and electronic engineering concepts and gives the students practical programming experience through robotics programming. The initial curriculum and the ongoing improvement of the course are presented. The course started with its experiment environment using ASU Visual IoT/Robotics programming Environment (VIPLE). The environment supports a variety of platforms, including open architecture-based robots, such as Intel robots, PCDuino robots, vendor-specific robots, such as Lego EV3, as well as simulated robots, such as Web simulated robots in HTML5 and Unity-based 3D robots.
The increasing amount of data being stored and the variety of applications being proposed recently to make use of those data enabled a whole new generation of parallel programming environments and paradigms. Although ...
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ISBN:
(纸本)9781509024537
The increasing amount of data being stored and the variety of applications being proposed recently to make use of those data enabled a whole new generation of parallel programming environments and paradigms. Although most of these novel environments provide abstract programming interfaces and embed several run-time strategies that simplify several typical tasks in parallel and distributed systems, achieving good performance is still a challenge. In this paper we identify some common sources of performance degradation in the Spark programming environment and discuss some diagnosis dimensions that can be used to better understand such degradation. We then describe our experience in the use of those dimensions to drive the identification performance problems, and suggest how their impact may be minimized considering real applications.
Introductory programming has always suffered from low performance rates. These low performance rates are closely tied to high failure rates and low retention in introductory programming classes. The goal of this resea...
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ISBN:
(纸本)9783319420899
Introductory programming has always suffered from low performance rates. These low performance rates are closely tied to high failure rates and low retention in introductory programming classes. The goal of this research is to develop models and instrumentation capable of giving insight into STEM student performance, learning patterns and behavior. This insight is expected to shed some light on low performance rates and also pave the way for formative measures to be taken. CodeBoard is a programming platform capable of managing and assesse student programming via using a functional test-driven approach. Instructors develop programming assignments along with corresponding test cases, which are then used as grading templates to evaluate student programs. The second phase of this research involves developing models for measuring and capturing events relevant to student performance over time. The preliminary results show that this CodeBoard is promising.
Developing and evolving software requires developers to continuously make decisions about how to steer the design and implementation of their applications. To make informed decisions developers commonly formulate deta...
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ISBN:
(纸本)9781450347761
Developing and evolving software requires developers to continuously make decisions about how to steer the design and implementation of their applications. To make informed decisions developers commonly formulate detailed and domain-specific questions about their software systems and use tools to explore available information and answer those questions. Development tools however focus on generic programming tasks while program comprehension and analysis tools typically are not tightly integrated with their development tools and environments. This has a negative effect on program comprehension as it increases the effort and the time needed to obtain an answer. To improve program comprehension we propose that developers build software using development tools tailored to their specific application domains, as this can directly answer domain-specific questions. We introduce moldable development as an approach for developing software in which developers evolve development tools together with their applications. In this paper we sketch the idea of moldable development and give examples to illustrate how it can be applied in practice. Through these examples we show that given a low cost for extending development tools, developers can create relevant and useful customizations to help them evolve their own applications.
Despite extensive research into the cognitive processes used by programmers to form a functional mental model of software during program comprehension, there has been little research into how the structure of software...
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Despite extensive research into the cognitive processes used by programmers to form a functional mental model of software during program comprehension, there has been little research into how the structure of software is represented within long-term spatial memory. It is conjectured that this lack of emphasis on the spatial aspects of code has inadvertently resulted in mainstream software development environments not adequately supporting relative navigation of the software call graph, which results in programmer disorientation. While software understanding tools for visualising object-oriented software have been developed that leverage spatial memory, opening a class to reveal its source code usually obscures the spatial representation and also places the source code in a single common location that has no spatial relationship to the code just navigated from. This is likely to interfere with the integration of spatial information related to individual source code files into a common cognitive map within spatial memory. A key challenge that tool designers face is that, for any non-trivial program, it is impossible to represent all of the source code of a program on the screen at once. Recent prototype environments have used a variety of strategies, including using a semantic zoom that allows classes to be represented with differing amounts of information visible, allowing fragments of classes to be arranged on independent surfaces, and representing individual methods as bubbles that can be grouped within a scrollable workspace. This project has taken a different approach by conferring a spatial structure on source code that is based on its emergent structure, and implementing a visualisation technique that uses this structure to provide a consistent spatial representation of methods. The method-flow visualisation technique has been developed to support short-term spatial memory by placing editor columns within a scrollable flow view that ensures each column maintain
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