Search results for "Inductive programming"

showing 6 items of 6 documents

Modelling of Systems for Real

2016

Modelling and Programming are often used together in system development. However, typically there is a large difference between the handling of modelling parts and the handling of programming parts. This leads to the fact that the transition between the two is not easy, and important information is lost as well as extra information has to be provided when combining modelling and programming. This paper shows how modelling and programming could work together in system development.

060201 languages & linguisticsProgramming in the large and programming in the smallSymbolic programmingTheoretical computer scienceComputer science06 humanities and the arts02 engineering and technologyIndustrial engineeringInductive programmingProcedural programming0602 languages and literature0202 electrical engineering electronic engineering information engineeringProgramming paradigmReactive programming020201 artificial intelligence & image processingProgramming domainFunctional reactive programmingProceedings of the 4th International Conference on Model-Driven Engineering and Software Development
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A Linguistic Model in Component Oriented Programming

2016

Abstract It is a fact that the component-oriented programming, well organized, can bring a large increase in efficiency in the development of large software systems. This paper proposes a model for building software systems by assembling components that can operate independently of each other. The model is based on a computing environment that runs parallel and distributed applications. This paper introduces concepts as: abstract aggregation scheme and aggregation application. Basically, an aggregation application is an application that is obtained by combining corresponding components. In our model an aggregation application is a word in a language.

Computer scienceFunctional logic programmingbusiness.industryProgramming languageGeneral Medicinecomputer.software_genreInductive programmingProcedural programmingProgramming paradigmReactive programmingArtificial intelligenceProgramming domainFirst-generation programming languagebusinesscomputerFunctional reactive programmingNatural language processingACTA Universitatis Cibiniensis
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K-12 game programming course concept using textual programming

2011

Several programming environments have been constructed to facilitate novice programming at K-12 and CS0/CS1 levels. The environments can be roughly divided into those using visual or textual programming. This paper presents a K-12 game programming course concept based on textual programming. The concept is based on an easy-to-use C# library, called Jypeli, built on top of Microsoft XNA Framework. The library tries to maintain advantages of visual programming and avoid challenges of textual programming. In particular, the library helps beginners to program their first games in a short period of time and without a heavy syntactic load. The course concept and an initial evaluation consisting o…

Functional logic programmingComputer sciencecomputer.software_genreExtensible programmingVery high-level programming languageComputingMilieux_COMPUTERSANDEDUCATIONConstraint programmingReactive programmingFifth-generation programming languageProgramming domainProtocol (object-oriented programming)Visual programming languageDeclarative programmingta113Symbolic programmingbusiness.industryProgramming languageInductive programmingConcurrent object-oriented programmingImperative programmingProcedural programmingProgramming paradigmSoftware engineeringbusinessFirst-generation programming languagecomputerFunctional reactive programmingProgramming language theoryProceedings of the 42nd ACM technical symposium on Computer science education
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On the design of effective learning materials for supporting self-directed learning of programming

2012

This paper reports on the action research that studies how to implement self-directed learning of programming in the academic context. Based on our findings from the previous steps with this research agenda, we focus on the design of learning materials. That is, we aim to facilitate the students' self-directed learning by developing illustrative and concise materials that the students could use to efficiently develop theoretical understanding of the learning topics. In designing the materials, we will rely on the cognitive load theory as the guiding theoretical framework. The paper demonstrates the planning stage of our second action research cycle.

Management scienceComputer scienceAlgorithmic learning theoryActive learningContext (language use)Action researchRobot learningAction learningInductive programmingLearning sciencesProceedings of the 12th Koli Calling International Conference on Computing Education Research
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Programming languages and dynamic instructional tools: Addressing students’ knowledge base

1992

The chapter presents an instructional computer environment to be used in introductory Pascal programming classes. Traditional programming courses do not foster the kind of knowledge structures that are the trademark of expert programmers. These knowledge structures or programming templates provide programmers with a ready-to-use library of routines from which they draw when writing a new program. Developed as a hypertext tool, TAP (Template Assisted Programming) is an instructional environment to teach programming that emphasizes the development and use of such a library of routines by presenting students with a multiple representation of programming knowledge. In TAP students can (a) switc…

Symbolic programmingProcedural programmingProgramming languageComputer scienceProgramming paradigmPascal (programming language)Fifth-generation programming languageProgramming domainFirst-generation programming languagecomputer.software_genrecomputerInductive programmingcomputer.programming_language
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Teaching Programming to Large Student Groups through Test Driven Development - Comparing Established Methods with Teaching based on Test Driven Devel…

2016

This paper presents an approach for teaching programming in large university classes based on test driven development (TDD) methods. The approach aims at giving the students an industry-like environment already in their education and introduces full automation and feedback programming classes through unit testing. The focus for this paper is to compare the novel approach with existing teaching methods. It does so by comparing introduction to programming classes in two institutions. One university ran a TDD teaching process with fully automated assessments and feedback, while the other ran a more traditional on-line environment with manual assessments and feedback. The TDD approach has clear…

Unit testingMultimediaProcess (engineering)business.industryComputer scienceCheatingmedia_common.quotation_subjectTeaching methodCreativityTest-driven developmentcomputer.software_genreAutomationInductive programmingbusinessSoftware engineeringcomputermedia_commonProceedings of the 8th International Conference on Computer Supported Education
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