25 resultados para Object-oriented methods
Resumo:
This paper analyzes difficulties with the introduction of object-oriented concepts in introductory computing education and then proposes a two-language, two-paradigm curriculum model that alleviates such difficulties. Our two-language, two-paradigm curriculum model begins with teaching imperative programming using Python programming language, continues with teaching object-oriented computing using Java, and concludes with teaching object-oriented data structures with Java.
Resumo:
Христина Костадинова, Красимир Йорджев - В статията се обсъжда представянето на произволна бинарна матрица с помощта на последователност от цели неотрицателни числа. Разгледани са някои предимства и недостатъци на това представяне като алтернатива на стандартното, общоприето представяне чрез двумерен масив. Показано е, че представянето на бинарните матрици с помощта на наредени n-торки от естествени числа води до по-бързи алгоритми и до съществена икономия на оперативна памет. Използуван е апарата на обектно-ориентираното програмиране със синтаксиса и семантиката на езика C++.
Resumo:
Kiril Ivanov - Four criteria for estimating the degree of fundamental programming knowledge acquisition are formulated. The specificity of the proof-oriented thinking in object- oriented programming and its role in the learning of fundamentals are pointed. Two ways of reasoning are distinguished: with an only possible conclusion and with a multiple choice by search of balance between contradictory requirements. Examples of arguments that help considerably the students to understand the basic ideas related to the use of objects and classes in different stages of the software system development are given. Particular attention is paid to the influence of the proof-oriented thinking on the learners’ motivation and hence – on their fundamental knowledge acquisition.
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This paper describes a PC-based mainframe computer emulator called VisibleZ and its use in teaching mainframe Computer Organization and Assembly Programming classes. VisibleZ models IBM’s z/Architecture and allows direct interpretation of mainframe assembly language object code in a graphical user interface environment that was developed in Java. The VisibleZ emulator acts as an interactive visualization tool to simulate enterprise computer architecture. The provided architectural components include main storage, CPU, registers, Program Status Word (PSW), and I/O Channels. Particular attention is given to providing visual clues to the user by color-coding screen components, machine instruction execution, and animation of the machine architecture components. Students interact with VisibleZ by executing machine instructions in a step-by-step mode, simultaneously observing the contents of memory, registers, and changes in the PSW during the fetch-decode-execute machine instruction cycle. The object-oriented design and implementation of VisibleZ allows students to develop their own instruction semantics by coding Java for existing specific z/Architecture machine instructions or design and implement new machine instructions. The use of VisibleZ in lectures, labs, and assignments is described in the paper and supported by a website that hosts an extensive collection of related materials. VisibleZ has been proven a useful tool in mainframe Assembly Language Programming and Computer Organization classes. Using VisibleZ, students develop a better understanding of mainframe concepts, components, and how the mainframe computer works. ACM Computing Classification System (1998): C.0, K.3.2.
Resumo:
The offered paper deals with the problems of color images preliminary procession. Among these are: interference control (local ones and noise) and extraction of the object from the background on the stage preceding the process of contours extraction. It was considered for a long time that execution of smoothing in segmentation through the boundary extraction is inadmissible, but the described methods and the obtained results evidence about expedience of using the noise control methods.
Resumo:
In this paper a possibility for quantitative measuring of information security of objects, exposed to information attacks and processed with methods of compression, is represented. A co-efficient of information security, which reflects the influence of the level of compression obtained after applying methods of compression to objects and the time, required by the attack to get access to the corresponding object, is proposed. Methods’ groups with the highest and respectively the lowest values of the co-efficient of information security for all methods’ groups in relation to all attacks’ groups are determined. Assessments and conclusions for future investigations are proposed.
Resumo:
In this paper a methodology for evaluation of information security of objects under attacks, processed by methods of compression, is represented. Two basic parameters for evaluation of information security of objects – TIME and SIZE – are chosen and the characteristics, which reflect on their evaluation, are analyzed and estimated. A co-efficient of information security of object is proposed as a mean of the coefficients of the parameter TIME and SIZE. From the simulation experiments which were carried out methods with the highest co-efficient of information security had been determined. Assessments and conclusions for future investigations are proposed.
Resumo:
This work is supported by the Hungarian Scientific Research Fund (OTKA), grant T042706.
Resumo:
This article presents the principal results of the doctoral thesis “Semantic-oriented Architecture and Models for Personalized and Adaptive Access to the Knowledge in Multimedia Digital Library” by Desislava Ivanova Paneva-Marinova (Institute of Mathematics and Informatics), successfully defended before the Specialised Academic Council for Informatics and Mathematical Modelling on 27 October, 2008.
Resumo:
Java software or libraries can evolve via subclassing. Unfortunately, subclassing may not properly support code adaptation when there are dependencies between classes. More precisely, subclassing in collections of related classes may require reimplementation of otherwise valid classes. This problem is defined as the subclassing anomaly, which is an issue when software evolution or code reuse is a goal of the programmer who is using existing classes. Object Teams offers an implicit fix to this problem and is largely compatible with the existing JVMs. In this paper, we evaluate how well Object Teams succeeds in providing a solution for a complex, real world project. Our results indicate that while Object Teams is a suitable solution for simple examples, it does not meet the requirements for large scale projects. The reasons why Object Teams fails in certain usages may prove useful to those who create linguistic modifications in languages or those who seek new methods for code adaptation.