933 resultados para Java programming language


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This paper outlines the design and development of a Java-based, unified and flexible natural language dialogue system that enables users to interact using natural language, e.g. speech. A number of software development issues are considered with the aim of designing an architecture that enables different discourse components to be readily and flexibly combined in a manner that permits information to be easily shared. Use of XML schemas assists this component interaction. The paper describes how a range of Java language features were employed to support the development of the architecture, providing an illustration of how a modern programming language makes tractable the development of a complex dialogue system.

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COSTA, Umberto Souza; MOREIRA, Anamaria Martins; MUSICANTE, Matin A.; SOUZA NETO, Plácido A. JCML: A specification language for the runtime verification of Java Card programs. Science of Computer Programming. [S.l]: [s.n], 2010.

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COSTA, Umberto Souza; MOREIRA, Anamaria Martins; MUSICANTE, Matin A.; SOUZA NETO, Plácido A. JCML: A specification language for the runtime verification of Java Card programs. Science of Computer Programming. [S.l]: [s.n], 2010.

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COSTA, Umberto Souza; MOREIRA, Anamaria Martins; MUSICANTE, Matin A.; SOUZA NETO, Plácido A. JCML: A specification language for the runtime verification of Java Card programs. Science of Computer Programming. [S.l]: [s.n], 2010.

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Metaphor is a multi-stage programming language extension to an imperative, object-oriented language in the style of C# or Java. This paper discusses some issues we faced when applying multi-stage language design concepts to an imperative base language and run-time environment. The issues range from dealing with pervasive references and open code to garbage collection and implementing cross-stage persistence.

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The "Java Intelligent Tutoring System" (JITS) research project focused on designing, constructing, and determining the effectiveness of an Intelligent Tutoring System for beginner Java programming students at the postsecondary level. The participants in this research were students in the School of Applied Computing and Engineering Sciences at Sheridan College. This research involved consistently gathering input from students and instructors using JITS as it developed. The cyclic process involving designing, developing, testing, and refinement was used for the construction of JITS to ensure that it adequately meets the needs of students and instructors. The second objective in this dissertation determined the effectiveness of learning within this environment. The main findings indicate that JITS is a richly interactive ITS that engages students on Java programming problems. JITS is equipped with a sophisticated personalized feedback mechanism that models and supports each student in his/her learning style. The assessment component involved 2 main quantitative experiments to determine the effectiveness of JITS in terms of student performance. In both experiments it was determined that a statistically significant difference was achieved between the control group and the experimental group (i.e., JITS group). The main effect for Test (i.e., pre- and postiest), F( l , 35) == 119.43,p < .001, was qualified by a Test by Group interaction, F( l , 35) == 4.98,p < .05, and a Test by Time interaction, F( l , 35) == 43.82, p < .001. Similar findings were found for the second experiment; Test by Group interaction revealed F( 1 , 92) == 5.36, p < .025. In both experiments the JITS groups outperformed the corresponding control groups at posttest.

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The spread of the Web boosted the dissemination of Information Systems (IS) based on the Web. In order to support the implementation of these systems, several technologies came up or evolved with this purpose, namely the programming languages. The Technology Acceptance Model TAM (Davis, 1986) was conceived aiming to evaluate the acceptance/use of information technologies by their users. A lot of studies and many applications have used the TAM, however, in the literature it was not found a mention of the use of such model related to the use of programming languages. This study aims to investigate which factors influence the use of programming languages on the development of Web systems by their developers, applying an extension of the TAM, proposed in this work. To do so, a research was done with Web developers in two Yahoo groups: java-br and python-brasil, where 26 Java questionnaires and 39 Python questionnaires were fully answered. The questionnaire had general questions and questions which measured intrinsic and extrinsic factors of the programming languages, the perceived usefulness, the perceived ease of use, the attitude toward the using and the programming language use. Most of the respondents were men, graduate, between 20 and 30 years old, working in the southeast and south regions. The research was descriptive in the sense of its objectives. Statistical tools, descriptive statistics, main components and linear regression analysis were used for the data analysis. The foremost research results were: Java and Python have machine independence, extensibility, generality and reliability; Java and Python are more used by corporations and international organizations than supported by the government or educational institutions; there are more Java programmers than Python programmers; the perceived usefulness is influenced by the perceived ease of use; the generality and the extensibility are intrinsic factors of programming languages which influence the perceived ease of use; the perceived ease of use influences the attitude toward the using of the programming language

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Java Card technology allows the development and execution of small applications embedded in smart cards. A Java Card application is composed of an external card client and of an application in the card that implements the services available to the client by means of an Application Programming Interface (API). Usually, these applications manipulate and store important information, such as cash and confidential data of their owners. Thus, it is necessary to adopt rigor on developing a smart card application to improve its quality and trustworthiness. The use of formal methods on the development of these applications is a way to reach these quality requirements. The B method is one of the many formal methods for system specification. The development in B starts with the functional specification of the system, continues with the application of some optional refinements to the specification and, from the last level of refinement, it is possible to generate code for some programming language. The B formalism has a good tool support and its application to Java Card is adequate since the specification and development of APIs is one of the major applications of B. The BSmart method proposed here aims to promote the rigorous development of Java Card applications up to the generation of its code, based on the refinement of its formal specification described in the B notation. This development is supported by the BSmart tool, that is composed of some programs that automate each stage of the method; and by a library of B modules and Java Card classes that model primitive types, essential Java Card API classes and reusable data structures

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In the universities, before the start of each school year, is held the distribution of classes among available teachers. Therefore, it is necessary to consider the maximum workweek for each teacher and their preferences for each discipline, to prevent a teacher to give lessons in two separate locations at the same time and to avoid some teachers to become overloaded while others with large clearance. This process, manually performed, is time consuming and does not allow the visualization of other combinations of assignment of teachers to classes, besides being liable to error. This work aims to develop a decision support tool for the problem of assigning teachers to classes in college. The project encompasses the development of a computer program using the concepts of object orientation and a tree search algorithm of a combinatorial nature called Beam Search. The programming language used is Java and the program has a graphical interface for entering and manipulating data of the problem. Once obtained the schedule data of classes and teachers is possible, by means of the tool, perform various simulations and manual adjustments to achieve the final result. It is an efficient method of class scheduling, considering the speed of task execution and the fact that it generates only feasible results

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[ES] El trabajo consistirá en abordar el desarrollo de un videojuego utilizando el lenguaje de programación Java y una librería especializada en desarrollo de videojuegos. Crearemos un videojuego del género plataformas. Para ello utilizaremos una vista en dos dimensiones, el jugador controlará un personaje humanoide con el que deberá atravesar una serie de niveles. Los niveles estarán agrupados en mundos con distintas temáticas (nieve, espacio, etc.) y en ellos el jugador se encontrará con múltiples obstáculos y enemigos. Los mundos se definen como agrupaciones de diez niveles en las que en el décimo nivel de cada mundo (nivel final) el jugador se enfrenta a un enemigo con una complejidad mayor al resto. Un ejemplo de videojuego de plataformas similar al que se va a desarrollar sería: "Super Mario Bros.". La librería que utilizaremos permite el desarrollo de videojuegos de escritorio y para móviles utilizando el mismo código. Es multiplataforma y soporta Windows, Linux, Mac OS X, Android, iOS, y navegadores con soporte WebGL.

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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.

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At the University of Worcester we are continually striving to find new approaches to the learning and teaching of programming, to improve the quality of learning and the student experience. Over the past three years we have used the contexts of robotics, computer games, and most recently a study of Abstract Art to this end. This paper discusses our motivation for using Abstract Art as a context, details our principles and methodology, and reports on an evaluation of the student experience. Our basic tenet is that one can view the works of artists such as Kandinsky, Klee and Malevich as Object-Oriented (OO) constructions. Discussion of these works can therefore be used to introduce OO principles, to explore the meaning of classes, methods and attributes and finally to synthesize new works of art through Java code. This research has been conducted during delivery of an “Advanced OOP (Java)” programming module at final-year Undergraduate level, and during a Masters’ OO-Programming (Java) module. This allows a comparative evaluation of novice and experienced programmers’ learning. In this paper, we identify several instructional factors which emerge from our approach, and reflect upon the associated pedagogy. A Catalogue of ArtApplets is provided at the associated web-site.

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Este artículo presenta el proceso de implementación de una API (Application Programming Interface) que permite la interacción del guante P5 de Essential Reality1 con un entorno virtual desarrollado en el lenguaje de programación Java y su librería Java 3D.2 Por otra parte, se describe un ejemplo implementado, haciendo uso de la API en cuestión. Con base en este ejemplo se presentan los resultados de la ejecución de pruebas de requerimientos de recursos físicos como la CPU y memoria física. Finalmente, se especifican las conclusiones y resultados obtenidos.

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Code patterns, including programming patterns and design patterns, are good references for programming language feature improvement and software re-engineering. However, to our knowledge, no existing research has attempted to detect code patterns based on code clone detection technology. In this study, we build upon the previous work and propose to detect and analyze code patterns from a collection of open source projects using NiPAT technology. Because design patterns are most closely associated with object-oriented languages, we choose Java and Python projects to conduct our study. The tool we use for detecting patterns is NiPAT, a pattern detecting tool originally developed for the TXL programming language based on the NiCad clone detector. We extend NiPAT for the Java and Python programming languages. Then, we try to identify all the patterns from the pattern report and classify them into several different categories. In the end of the study, we analyze all the patterns and compare the differences between Java and Python patterns.