106,460 research outputs found
QuickFeed on Programming Assignments
In the last decade, programming has become an increasingly important tool for almost all science and engineering disciplines. To this end, programming exercises have become an essential tool for students to learn the craft of programming and apply, model, and evaluate other scientific techniques
CRAFT: A library for easier application-level Checkpoint/Restart and Automatic Fault Tolerance
In order to efficiently use the future generations of supercomputers, fault
tolerance and power consumption are two of the prime challenges anticipated by
the High Performance Computing (HPC) community. Checkpoint/Restart (CR) has
been and still is the most widely used technique to deal with hard failures.
Application-level CR is the most effective CR technique in terms of overhead
efficiency but it takes a lot of implementation effort. This work presents the
implementation of our C++ based library CRAFT (Checkpoint-Restart and Automatic
Fault Tolerance), which serves two purposes. First, it provides an extendable
library that significantly eases the implementation of application-level
checkpointing. The most basic and frequently used checkpoint data types are
already part of CRAFT and can be directly used out of the box. The library can
be easily extended to add more data types. As means of overhead reduction, the
library offers a build-in asynchronous checkpointing mechanism and also
supports the Scalable Checkpoint/Restart (SCR) library for node level
checkpointing. Second, CRAFT provides an easier interface for User-Level
Failure Mitigation (ULFM) based dynamic process recovery, which significantly
reduces the complexity and effort of failure detection and communication
recovery mechanism. By utilizing both functionalities together, applications
can write application-level checkpoints and recover dynamically from process
failures with very limited programming effort. This work presents the design
and use of our library in detail. The associated overheads are thoroughly
analyzed using several benchmarks
Finals Week Craft: Sustainably Supplied Ornaments
This craft was part of the University of Dayton Libraries’ fall 2017 finals week activities, which followed the theme Roesch Refresh to correspond with the early 2018 launch of Roesch Library\u27s renovation. A table in the library lobby included this easy-to-make ornament as well as an array of pages to color. Each semester, the library offers the craft table as a study break. Other finals week programming typically includes therapy dogs, chair massages, free coffee and tea, pizza from the alumni association and more
Teaching Programming Competencies:A Role for Craft Computing?
Competency-based education is the recommended paradigm of the ACM/IEEE-CS Computing Curricula 2020 (CC2020) and the Computer Science Curricula 2023 (CS2023) guidelines. Learners apply knowledge, dispositions and skills in a task context as an integral part of their studies is the competency model advocated. While it would be highly unusual to deliver computing-related degree programmes without considering programming in some manner, competency in programming extends beyond simply writing code; indeed, teaching programming is more akin to teaching craft skills than a traditional academic discipline
Undergraduate construction skills application
The case study is a "hands-on" simulation of construction site activities. Undertaken by 2nd year undergraduate students in construction courses at the Abertay University and involves building a full-scale reinforced concrete framed structure comprising column bases, columns and connecting suspended beam. Students develop an awareness of the management and craft skills necessary to organise and execute the construction of a complete small structure, accurately, safely and within the target time. Students undertake various management/engineering and craft roles such as: health & safety, teamwork, site management, communications, planning and programming, setting out, materials ordering, measurement of works, costing, formwork construction, steel fixing, scaffolding, concreting, and stripping formwork
Automization typical problem of production guild annotation
Стаття присвячена процесам автоматизації типових задач цехового рівня виробництва. Адже виникає потреба у модернізації та розробці нових стендів з використанням сучасної мікропроцесорної техніки, вивченні сучасних пакетів програм програмування промислових контролерів та програм для моніторингу стану обладнання. Цього можна досягти використовуючи програмовані логічні контролери (Programmable Logic Controller).Nowadays the question is upgrading and replacing existing relay control systems modern industrial microprocessor systems, in particular, to automate common tasks of craft production. In this regard, the need to modernize and develop new stands on a modern microprocessor technology, improving the methods of working with them, the study of modern software packages programming controllers and software for monitoring equipment, process automation of common tasks of craft production. This can be achieved using programmable logic controllers (Programmable Logic Controller). Conducted studies aimed to examine the state of modern computer technology to automate common tasks guild level of production, including reviewing the available modern technology to automate common tasks craft production levels and identify areas using modern technology to automate common tasks of craft production. There is the key areas of improvement of production is the creation and effective use of automated systems, which are based on extensive use of electronic computers (computers) that allows you to automate common tasks in the workplace. In the process of automating common tasks craft production levels can be used programmable logic controllers (Programmable Logic Controller). There is an example of automating common tasks of craft production using programmable logic controller Zelio Logik
Beyond Programming and Crafts: Towards Computational Thinking in Basic Education
Continually increasing demands are being placed on the educational system to prepare students with technical skills due to the exponential implementation of information, technology and automation in the workforce. Students should work with design, problem-solving and computational methods and tools early on in their school lives in basic education and across diverse areas of learning. It has been argued that a fundamental understanding of technology requires computational thinking. However, teachers have difficulties integrating technology and programming into students’ active learning in crafts. In this systematic literature review, the main aim is to view descriptions of programming through craft science-based concepts of craft labour and, thereafter, to seek examples to enable teaching programming in craft education during basic education. Considering the selection criteria to undertake the analysis, the final data set comprised of 10 articles dealing with programming and craft, and 68 articles describing the possibilities of combining crafting and programming in basic education. According to the results, it seems that contemporary multi-material and design-based holistic craft may encompass different forms of technology and programming such as prototyping, robotics, microcontrollers, 3D modelling, applications for documentation, visualisation, share-out and storytelling via multiple channels. These all help students to learn computational thinking as they start out with design and practical problems and proceed to technology-mediated programming skills. It is hoped that the findings will provide theoretical perspectives for practitioners and policymakers to see the mutual benefit arising from the integration of crafts, technology and computation in basic education
Under the Dome - October 1998
Contents:
Mexican Masks of the 20th Century.....p. 1 Traditional Craft Workshop Series.....p. 1 1998 Fall Folklife Festival.....p. 2 The Figurative Paintings of Henry Salem Hubbell: An Elegance Rediscovered.....p. 2 Tom Stanley: en Route to Hamblet.....p. 3 Autumn Activities at the Museum of Education.....p. 3 Fall Children\u27s Programming.....p.
Reprogramming the hand: bridging the craft skills gap in 3D/digital fashion knitwear design
Designer-makers have integrated a wide range of digital media and tools into their practices, many taking ownership of a specific technology or application and learning how to use it for themselves, often drawing on their experiential knowledge of established practices to do so. To date, there has been little discussion on how digital knitting practice has evolved within this context, possibly due to the complexity of the software, limited access to industrial machinery and the fact that it seems divorced from the idea of 'craft'. Despite the machine manufacturers' efforts to make knitting technology and software more user-friendly, the digital interface remains a significant barrier to knitwear designer-makers, generally only accessed via experienced technicians
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