This paper discusses a client/server programming course and its relationship to the knowledge units suggested by the draft proposal Computing Curricula 2001 [IEEE00]. First, the progression of concepts covered by this...
This paper discusses a client/server programming course and its relationship to the knowledge units suggested by the draft proposal Computing Curricula 2001 [IEEE00]. First, the progression of concepts covered by this course is discussed. The course is then discussed in context of the overall motivation for curricular revision. Finally, the concepts of the course are related to the knowledge areas of Computing Curricula 2001. This client/server programming course also addresses societal needs. Since modern applications require computer professionals to conceptualize solutions built on multi-threaded and network-based programming constructs, educators have a duty to teach students material similar to that presented in this client/server programming course.
The topic of computer organization in the breadth-first CS course is addressed. A set of materials and a particular ordering of sub-topics is suggested to maximize the “cognitive hooks” for students. A new entry poi...
The topic of computer organization in the breadth-first CS course is addressed. A set of materials and a particular ordering of sub-topics is suggested to maximize the “cognitive hooks” for students. A new entry point to computer organization based on a natural physical metaphor of knobs and switches is introduced. The K&S Model 1 machine simulator is developed based on the knob and switch metaphor. The K&S simulator starts as a simple datapath and is built up in several carefully planned increments until a complete stored program machine is constructed. The use of the K&S machine simulator is placed in context by a short discussion of how it is used to motivate the investigation of binary representation, arithmetic, logic gates and combinational logic circuits. An intuitive model for CMOS technology is introduced and used to demonstrate the tie between logic gates and transistors in the computer. Finally, some qualitative observations are offered and improvements are suggested.
There are many multi-user or collaborative computing systems and applications being used today, but little is known in regards to evaluating their usability. As a research assistant, I have focused on extending usabil...
There are many multi-user or collaborative computing systems and applications being used today, but little is known in regards to evaluating their usability. As a research assistant, I have focused on extending usability inspection techniques for multi-user systems. To do so, I helped to revise heuristics (rules of thumb) and validate them through use, while searching for and recording collaborative problems that can be analyzed and used in further experimental work.
The ancient game of go, still the most popular strategy game in the Far East, has proven very challenging for artificial intelligence (AI) researchers trying to develop go-playing programs. In contrast to the best che...
The ancient game of go, still the most popular strategy game in the Far East, has proven very challenging for artificial intelligence (AI) researchers trying to develop go-playing programs. In contrast to the best chess, checkers, backgammon, Othello, and Scrabble programs, all of which play at or better than the level of the top human players, the best go programs play only at the level of advanced beginners. The MiddGo project, begun in the Fall of 1999, aims to better understand the challenges posed by go and to investigate approaches for improving the performance of go-playing systems.
In this paper, we show how programming projects centered around the design and construction of computer players for strategy games can play a meaningful role in the educational process, both in and out of the classroo...
In this paper, we show how programming projects centered around the design and construction of computer players for strategy games can play a meaningful role in the educational process, both in and out of the classroom. We describe several game-related projects undertaken by the author in a variety of pedagogical situations, including introductory and advanced courses as well as independent and collaborative research projects. These projects help students to understand and develop advanced data structures and algorithms, to manage and contribute to a large body of existing code, to learn how to work within a team, and to explore areas at the frontier of computerscience research.
Algorithms courses are typically organized either by application area or by design technique. Each of these organizations has its strength, but neither effectively reflects the fact that sophisticated algorithms are n...
Algorithms courses are typically organized either by application area or by design technique. Each of these organizations has its strength, but neither effectively reflects the fact that sophisticated algorithms are not designed in a single pass. This paper describes and gives an example of the strategy of successive transformation, in which a sequence of algorithms is generated to solve a single problem. Design of algorithms by successive transformation requires more time per problem, since each problem requires multiple phases of analysis. To the extent that this method is used, the breadth of the course in terms of areas and algorithms is reduced. However, we assert that at least a few such experiences are indispensable, because such painstaking analysis is representative of algorithm design as it really is, and because successive transformation is an excellent way to show students the power of theory to improve applications.
An electromagnetic-type vibratory feeder of is a typical transportation device used in automatic weighers. As existing feeders are driven by feedforward control, the so-called "firing angle control", the dri...
详细信息
An electromagnetic-type vibratory feeder of is a typical transportation device used in automatic weighers. As existing feeders are driven by feedforward control, the so-called "firing angle control", the driver cannot negate sudden disturbances. In this study, we consider applying a feedback control for such a feeder system. First, we give the two details of modelings for the vibration part and for the electromagnetic force part. Next, a feedback control system is constructed for the electromagnetic vibration feeder for which we propose a two-degrees-of-freedom proportional plus integral plus derivative (PID) controller with nonlinear elements. Next, we apply the feedback control to the feeder with a standard trough. Finally, we consider a method compatible with many varieties of troughs by adjusting a nonlinear element. On the basis of the results of some experiments, we confirm that the two-degrees-of-freedom PID control is more effective than the conventional firing angle control.
This paper introduces the VPC Assembler, a Windows 95/98 assembly programming environment that targets the Virtual PC, a simulator of a small computersystem based on the Intel 8086 architecture [1]. The assembler pro...
This paper introduces the VPC Assembler, a Windows 95/98 assembly programming environment that targets the Virtual PC, a simulator of a small computersystem based on the Intel 8086 architecture [1]. The assembler provides an editor, a debugger, and views of the assembly programÆs variables, the CPUÆs registers, and the Virtual PCÆs output. The VPC Assembler was designed as a learning tool for courses that introduce assembly programming or for courses, such as computer architecture or organization, that briefly cover the fundamentals of assembly.
暂无评论