6 research outputs found
A visually enhanced programming environment
Thesis (M.S.V.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1990.Includes bibliographical references (leaves 51-53).by Ming Chen.M.S.V.S
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ITSY: an automated programming adviser
This thesis presents an automated programming adviser. This system (called ITSY) tutors students in Lisp. This is from the viewpoint of automated program debugging of novice programs. Work within HCRL [Eisenstadt et al, Hasemer, Lewis] has shown that novice programming students can benefit from relatively small changes to the environment and from help via (intelligent) debugging tools. This thesis investigates the use of these debugging techniques in tutoring. The debugging techniques described here rely totally on detecting patterns in the student's code which represent erroneous concepts the student may have.
The thesis is divided into three parts. Each part describes a separate area of investigation.
The first part provides a detailed description of the types of errors that professional programmers make when using a 'traditional' (i.e. glass teletype) Lisp environment.
In the second part the concept of a programming cliche has been inverted and used as a basis for a system designed to help overcome the difficulties described in the first part of the thesis. This approach can be used in the design of computing systems built to help novices in certain domains. The constraint on the domain is that students' answers are complex enough to contain patterns of errors (so one word answers would not suffice). This would include domains where students are learning procedural skills - such as arithmetic, algebra or mechanics.
The third part describes a study involving professional programmers using the system
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APT: A principled design for an animated view of program execution for novice programmers
This thesis is concerned with the principled design of a computational environment which depicts an animated view of program execution for novice programmers. We assert that a principled animated view of program execution should benefit novice programmers by: (i) helping students conceptualize what is happening when programs are executed; (ii) simplifying debugging through the presentation of bugs in a manner which the novice will understand; (iii) reducing program development time.
The design is based on principles which have been extracted from three areas: (i) the problems that novices encounter when learning a programming language; (ii) the general design principles for computer systems; and (iii) systems which present a view of program execution.
The design principles have been embodied in three 'canned stepper displays for Prolog, Lisp and 6502 Assembler. These prototypes, called APT-0 (Animated Program Tracer), demonstrate that the design principles can be broadly applied to procedural and declarative; low and high level languages. Protocol data was collected from subjects using the prototypes in order to check the direction of the research and to suggest improvements in the design. These improvements have been incorporated in a real implementation of APT for Prolog.
This principled approach embodied by APT provides two important facilities which have previously not been available, firstly a means of demonstrating dynamic programming concepts such as variable binding, recursion, and backtracking, and secondly a debugging tool which allows novices to step through their own code watching the virtual machine in action. This moves towards simplifying the novice's debugging environment by supplying program execution information in a form that the novice can easily assimilate.
An experiment into the misconceptions novices hold concerning the execution of Prolog programs shows that the order of database search, and the concepts of variable binding, unification and backtracking are poorly understood. A further experiment was conducted which looked at the effect that APT had on the ability of novice Prolog programmers to understand the execution of Prolog programs. This demonstrated that the performance of subjects significantly increased after being shown demonstrations of the execution of Prolog programs on APT, while the control group who saw no demonstration showed no improvement.
The experimental evidence demonstrates the potential of APT, and the principled approach which it embodies, to communicate run-time information to novice programmers, increasing their understanding of the dynamic aspects of the Prolog interpreter.
APT, uses an object centred representation, is built on top of a Prolog interpreter and environment, and is implemented in Common Lisp and Zeta Lisp and runs on the Symbolics 3600 range of machines
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The application of software visualization technology to evolutionary computation: a case study in Genetic Algorithms
Evolutionary computation is an area within the field of artificial intelligence that is founded upon the principles of biological evolution. Evolution can be defined as the process of gradual development. Evolutionary algorithms are typically applied as a generic problem solving method, searching a problem space in order to locate good solutions. These solutions are found through an iterative evolutionary search that progresses by means of gradual developments.
In the majority of cases of evolutionary computation the user is not aware of their algorithm's search behaviour. This causes two problems. First, the user has no way of assuring the quality of any solutions found other than to compare the solutions found by the algorithm with any available benchmark solutions or to re-run the algorithm and check if the results can be repeated or improved upon. Second, because the user is unaware of the algorithm's behaviour they have no way of identifying the contribution of the different components of the algorithm and therefore, no direct way of analyzing the algorithm's design and assigning credit to good algorithm components, or locating and improving ineffective algorithm components.
The artificial intelligence and engineering communities have been slow to accept evolutionary computation as a robust problem-solving method because, unlike cased-based systems, rule-based systems or belief networks, they are unable to follow the algorithm's reasoning when locating a set of solutions in the problem space. During an evolutionary algorithm's execution the user may be able to see the results of the search but the search process itself like is a "black box" to the user. It is the search behaviour of evolutionary algorithms that needs to be understood by the user, in order for evolutionary computation to become more accepted within these communities.
The aim of software visualization is to help people understand and use computer software. Software visualization technology has been applied successfully to illustrate a variety of heuristic search algorithms, programming languages and data structures. This thesis adopts software visualization as an approach for illustrating the search behaviour of evolutionary algorithms.
Genetic Algorithms ("GAs") are used here as a specific case study to illustrate how software visualization may be applied to evolutionary computation. A set of visualization requirements are derived from the findings of a GA user study. A number of search space visualization techniques are examined for illustrating the search behaviour of a GA. "Henson," an extendable framework for developing visualization tools for genetic algorithms is presented. Finally, the application of the Henson framework is illustrated by the development of "Gonzo," a visualization tool designed to enable GA users to explore their algorithm's search behaviour.
The contributions made in this thesis extend into the areas of software visualization, evolutionary computation and the psychology of programming. The GA user study presented here is the first and only known study of the working practices of GA users. The search space visualization techniques proposed here have never been applied in this domain before, and the resulting interactive visualizations provide the GA user with a previously unavailable insight into their algorithm's operation
Graphical application and visualization of lazy functional computation.
Mere academic toys or the tools of the future? Lazy functional programming languages have undoubted attractive properties. This thesis explores their potential, from the programmer's point of view, for implementing interactive and graphical applications to which they do not seem immediately suited. The discussion is centred round two example applications. One is a graphical design program based on an idea of the artist M. C. Escher. The thesis argues that the graphical user interface may be encapsulated in an "interpret " function that when applied by a mouse click to an interface of appropriate type yields the required behaviour. The second example is a monitoring interpreter for a functional language. The idea is that if the mechanics of the reduction are presented at a suitable level of abstraction, this may be used to give insight into what is going on. On the basis of this the programmer might modify the code so that a program runs more efficiently in terms of speed and memory requirements. Problems of displaying the reduction are addressed, and solutions proposed for overcoming these: displaying the graph as a spanning tree, to ensure planarity, with extra leave