903 resultados para WWW programming
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Slides for COMP1004 Lecture on the Strategy Pattern
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This is the revision session for our Programming Principles course. We take a whistle-stop tour of the topics covered in the course, look at the three pillars of object oriented programming, and look ahead to the exam.
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These are the resources used for the Computer Science course Programming Principles, designed to teach students the fundamentals of computer programming and object orientation via learning the Java language. We also touch on some software engineering basics, such as patterns, software design and testing. The course assumes no previous knowledge of programming, but there is a fairly steep learning curve, and students are encouraged to practice, practice, practice!
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These are the resources for an introductory lecture in JavaScript programming, intended to support use of node.js and divorced from browser programming.
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Event driven programming is a way of writing a program that works by responding to things happening (rather than executing a preplanned series of tasks). It is most often used to manage more advanced user interactions, such as GUI programs. In this session we look at how event driven programming works in Java GUIs, as both an introduction to events (using MouseListeners), and also to the way that GUI programs are constructed.
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This is optional reading, it provides a very nice and clear reference to BASH with references to CShell
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Presentation at WAIS Away Day, April 2016
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In Central Brazil, the long-term sustainability of beef cattle systems is under threat over vast tracts of farming areas, as more than half of the 50 million hectares of sown pastures are suffering from degradation. Overgrazing practised to maintain high stocking rates is regarded as one of the main causes. High stocking rates are deliberate and crucial decisions taken by the farmers, which appear paradoxical, even irrational given the state of knowledge regarding the consequences of overgrazing. The phenomenon however appears inextricably linked with the objectives that farmers hold. In this research those objectives were elicited first and from their ranking two, ‘asset value of cattle (representing cattle ownership)' and ‘present value of economic returns', were chosen to develop an original bi-criteria Compromise Programming model to test various hypotheses postulated to explain the overgrazing behaviour. As part of the model a pasture productivity index is derived to estimate the pasture recovery cost. Different scenarios based on farmers' attitudes towards overgrazing, pasture costs and capital availability were analysed. The results of the model runs show that benefits from holding more cattle can outweigh the increased pasture recovery and maintenance costs. This result undermines the hypothesis that farmers practise overgrazing because they are unaware or uncaring about overgrazing costs. An appropriate approach to the problem of pasture degradation requires information on the economics, and its interplay with farmers' objectives, for a wide range of pasture recovery and maintenance methods. Seen within the context of farmers' objectives, some level of overgrazing appears rational. Advocacy of the simple ‘no overgrazing' rule is an insufficient strategy to maintain the long-term sustainability of the beef production systems in Central Brazil.
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This paper presents a new method for the inclusion of nonlinear demand and supply relationships within a linear programming model. An existing method for this purpose is described first and its shortcomings are pointed out before showing how the new approach overcomes those difficulties and how it provides a more accurate and 'smooth' (rather than a kinked) approximation of the nonlinear functions as well as dealing with equilibrium under perfect competition instead of handling just the monopolistic situation. The workings of the proposed method are illustrated by extending a previously available sectoral model for the UK agriculture.
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The University of Reading’s first Massive Open Online Course (MOOC) “Begin Programming: Build your first mobile game” (#FLMobiGame) was offered in Autumn 2013 on the FutureLearn platform. This course used a simple Android game framework to present basic programming concepts to complete beginners. The course attracted wide interest from all age groups. The course presented opportunities and challenges to both participants and educators. While some participants had difficulties accessing content some others had trouble grasping the concepts and applying them in a real program. Managing forums was cumbersome with the limited facilities supported by the Beta-platform. A healthy community was formed around the course with the support of social media. The case study reported here is part of an ongoing research programme exploring participants’ MOOC engagement and experience using a grounded, ethnographical approach.