4 resultados para Logic Programming

em Repositório Institucional UNESP - Universidade Estadual Paulista "Julio de Mesquita Filho"


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An extended version of HIER, a query-the-user facility for expert systems is presented. HIER was developed to run over Prolog programs, and has been incorporated to systems that support the design of large and complex applications. The framework of the extended version is described,; as well as the major features of the implementation. An example is included to illustrate the use of the tool, involving the design of a specific database application.

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Learning to program or master a programming language is not an easy task, and the base of process should by study Logic Programming, beginning to learning through the development of pseudocodes, algorithms and flowcharts, for, techniques that facilitate the construction and understanding of what you want to accomplish, to that is subsequently developed or elaborated a program. Reflecting on the learning of Logic Programming, this article presents information about software SCRATCH in relation to logic (pseudocodes), and how it provides support to the understanding of student learning in this course.

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The transmission network planning problem is a non-linear integer mixed programming problem (NLIMP). Most of the algorithms used to solve this problem use a linear programming subroutine (LP) to solve LP problems resulting from planning algorithms. Sometimes the resolution of these LPs represents a major computational effort. The particularity of these LPs in the optimal solution is that only some inequality constraints are binding. This task transforms the LP into an equivalent problem with only one equality constraint (the power flow equation) and many inequality constraints, and uses a dual simplex algorithm and a relaxation strategy to solve the LPs. The optimisation process is started with only one equality constraint and, in each step, the most unfeasible constraint is added. The logic used is similar to a proposal for electric systems operation planning. The results show a higher performance of the algorithm when compared to primal simplex methods.

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This article purposes the ARBot, a system that has as main objective the presentation of concepts of logic for students of elementary and secondary education. The system was developed using the technology known as Augmented Reality (AR), which allows complement the actual environment where the user is, by adding virtual objects. In this scenario the RA created from a virtual game interface is used, through which cognitive challenges are presented. To solve these challenges, users must set up three-dimensional virtual characters using visual language. As a result it follows that, in a playful way, concepts of algorithms and programming are assimilated by users. In addition, the system enables two users to interact in a cooperative game mode. In cooperative mode, the system focuses on collaborative learning, since it allows users to jointly solve the cognitive challenge presented by the system.