4 research outputs found

    COBOL as a Modern Language

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    The use of COBOL cripples the mind; its teaching should, therefore, be regarded as a criminal offence. - Edsger Dijkstra (1) This statement may be hyperbole, but Dijkstra\u27s view on the language reflects underlying feelings about COBOL throughout the programming world. The language was created in 1959 to allow for interactivity between computation machines.(2) More than half a century later, COBOL is still used extensively in mainframes, computers designed for large-scale calculation and record processing. Numerous factors have contributed to the longevity of COBOL, including ease of use compared to its contemporaries and an upgrade to object orientation in the 1990s.(3) This longevity has also contributed to problems with COBOL. The chief criticism is that it has become difficult to learn as other programming languages become more user-friendly.(4) COBOL software tends to be verbose, even for simple tasks. It\u27s said that the average size of a COBOL program is 600 lines of code, whereas a Java program performing the same operation should be 30 lines or fewer.(5) Difficulties with the language will only increase as the workforce knowledgeable in COBOL\u27s use retire

    Rapid Prototyping for Virtual Environments

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    Development of Virtual Environment (VE) applications is challenging where application developers are required to have expertise in the target VE technologies along with the problem domain expertise. New VE technologies impose a significant learning curve to even the most experienced VE developer. The proposed solution relies on synthesis to automate the migration of a VE application to a new unfamiliar VE platform/technology. To solve the problem, the Common Scene Definition Framework (CSDF) is developed, that serves as a superset/model representation of the target virtual world. Input modules are developed to populate the framework with the capabilities of the virtual world imported from VRML 2.0 and X3D formats. The synthesis capability is built into the framework to synthesize the virtual world into a subset of VRML 2.0, VRML 1.0, X3D, Java3D, JavaFX, JavaME, and OpenGL technologies, which may reside on different platforms. Interfaces are designed to keep the framework extensible to different and new VE formats/technologies. The framework demonstrated the ability to quickly synthesize a working prototype of the input virtual environment in different VE formats

    Virtual Worlds and Conservational Channel Evolution and Pollutant Transport Systems (Concepts)

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    Many models exist that predict channel morphology. Channel morphology is defined as the change in geometric parameters of a river. Channel morphology is affected by many factors. Some of these factors are caused either by man or by nature. To combat the adverse effects that man and nature may cause to a water system, scientists and engineers develop stream rehabilitation plans. Stream rehabilitation as defined by Shields et al., states that restoration is the return from a degraded ecosystem back to a close approximation of its remaining natural potential [Shields et al., 2003]. Engineers construct plans that will restore streams back to their natural state by using techniques such as field investigation, analytical models, or numerical models. Each of these techniques is applied to projects based on specified criteria, objectives, and the expertise of the individuals devising the plan. The utilization of analytical and numerical models can be difficult, for many reasons, one of which is the intuitiveness of the modeling process. Many numerical models exist in the field of hydraulic engineering, fluvial geomorphology, landscape architecture, and stream ecology that evaluate and formulate stream rehabilitation plans. This dissertation will explore, in the field of Hydroscience , the creation of models that are not only accurate but also span the different disciplines. The goal of this dissertation is to transform a discrete numerical model (CONCEPTS) into a realistic 3D environment using open source game engines, while at the same time, conveying at least the equivalent information that was presented in the 1D numerical model

    An authoring tool for generalised scenario creation for SignSupport

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    Magister Scientiae - MSc (Computer Science)This thesis describes the development cycles of an authoring tool that generalises scenario creation for SignSupport. SignSupport is a mobile communication tool for Deaf people that currently runs on an Android smartphone. The authoring tool is computer-based software that helps a domain expert, with little or no programming skills, design and populate a limited domain conversation scenario between a Deaf person and a hearing person, e.g., when a Deaf patient collects medication at a hospital pharmacy or when a Deaf learner is taking a computer literacy course. SignSupport provides instructions to the Deaf person in signed language videos on a mobile device. The authoring tool enables the creation and population of such scenarios on a computer for subsequent 'playback' on a mobile device. The output of this authoring tool is an XML script, alongside a repository of media les that can be used to render the SignSupport mobile app on any platform. Our concern was to iteratively develop the user interface for the authoring tool, focusing on the domain experts who create the overall flow and content for a given scenario. We had four development iterations, where the rst three were evaluated for usability; for both pharmacy and ICDL course scenarios with purposive sampling. The fourth iteration focused on using the authoring tool to design an ICDL practise mobile app, recording the necessary SASL videos and using an XML parser to render the designs XML script into an Android app. The research conducted herein leveraged multiple approaches to content authoring and generalisation; and further that software generalisation can improve accessibility and a ordability for the ultimate end users. The thesis concludes with a summary of recommendations and lessons learnt
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