152,578 research outputs found

    A game-based approach to the teaching of object-oriented programming languages

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    Students often have difficulties when trying to understand the concepts of object-oriented programming (OOP). This paper presents a contribution to the teaching of OOP languages through a game-oriented approach based on the interaction with tangible user interfaces (TUIs). The use of a specific type of commercial distributed TUI (Sifteo cubes), in which several small physical devices have sensing, wireless communication and user-directed output capabilities, is applied to the teaching of the C# programming language, since the operation of these devices can be controlled by user programs written in C#. For our experiment, we selected a sample of students with a sufficient knowledge about procedural programming, which was divided into two groups: The first one had a standard introductory C# course, whereas the second one had an experimental C# course that included, in addition to the contents of the previous one, two demonstration programs that illustrated some OOP basic concepts using the TUI features. Finally, both groups completed two tests: a multiple-choice exam for evaluating the acquisition of basic OOP concepts and a C# programming exercise. The analysis of the results from the tests indicates that the group of students that attended the course including the TUI demos showed a higher interest level (i.e. they felt more motivated) during the course exposition than the one that attended the standard introductory C# course. Furthermore, the students from the experimental group achieved an overall better mark. Therefore, we can conclude that the technological contribution of Sifteo cubes – used as a distributed TUI by which OOP basic concepts are represented in a tangible and a visible way – to the teaching of the C# language has a positive influence on the learning of this language and such basic concepts

    Concepts and their Use for Modelling Objects and References in Programming Languages

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    In the paper a new programming construct, called concept, is introduced. Concept is pair of two classes: a reference class and an object class. Instances of the reference classes are passed-by-value and are intended to represent objects. Instances of the object class are passed-by-reference. An approach to programming where concepts are used instead of classes is called concept-oriented programming (CoP). In CoP objects are represented and accessed indirectly by means of references. The structure of concepts describes a hierarchical space with a virtual address system. The paper describes this new approach to programming including such mechanisms as reference resolution, complex references, method interception, dual methods, life-cycle management inheritance and polymorphism.Comment: 43 pages. Related papers: http://conceptoriented.com

    Information systems models in higher education

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    This paper intends to contribute to a better understanding of the process through which information resource, information technology, and organisation actors can contribute to the performance and quality of higher education institutions. Conceptual models will be presented and discussed

    Automating Fine Concurrency Control in Object-Oriented Databases

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    Several propositions were done to provide adapted concurrency control to object-oriented databases. However, most of these proposals miss the fact that considering solely read and write access modes on instances may lead to less parallelism than in relational databases! This paper cope with that issue, and advantages are numerous: (1) commutativity of methods is determined a priori and automatically by the compiler, without measurable overhead, (2) run-time checking of commutativity is as efficient as for compatibility, (3) inverse operations need not be specified for recovery, (4) this scheme does not preclude more sophisticated approaches, and, last but not least, (5) relational and object-oriented concurrency control schemes with read and write access modes are subsumed under this proposition

    A Design of MAC Model Based on the Separation of Duties and Data Coloring: DSDC-MAC

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    Among the access control methods for database security, there is Mandatory Access Control (MAC) model in which the security level is set to both the subject and the object to enhance the security control. Legacy MAC models have focused only on one thing, either confidentiality or integrity. Thus, it can cause collisions between security policies in supporting confidentiality and integrity simultaneously. In addition, they do not provide a granular security class policy of subjects and objects in terms of subjects\u27 roles or tasks. In this paper, we present the security policy of Bell_LaPadula Model (BLP) model and Biba model as one complemented policy. In addition, Duties Separation and Data Coloring (DSDC)-MAC model applying new data coloring security method is proposed to enable granular access control from the viewpoint of Segregation of Duty (SoD). The case study demonstrated that the proposed modeling work maintains the practicality through the design of Human Resources management System. The proposed model in this study is suitable for organizations like military forces or intelligence agencies where confidential information should be carefully handled. Furthermore, this model is expected to protect systems against malicious insiders and improve the confidentiality and integrity of data

    A Power Cap Oriented Time Warp Architecture

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    Controlling power usage has become a core objective in modern computing platforms. In this article we present an innovative Time Warp architecture oriented to efficiently run parallel simulations under a power cap. Our architectural organization considers power usage as a foundational design principle, as opposed to classical power-unaware Time Warp design. We provide early experimental results showing the potential of our proposal
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