Visual differential debugging in the domain-specific visual programming languages

Author(s):  
Alexander Penev ◽  
Martin Vassilev
2014 ◽  
Vol 5 (2) ◽  
pp. 778-789
Author(s):  
Hassan Nouri Al-Obaidi ◽  
Ali A. Rashead Al-Azawy

Current research presents a visual-computational tool to design and investigate round electrostatic lenses in sense of analysis procedure. The finite elements methods is adopted to find the electrostatic potential in the lens region. Laplace’s equation is first replaced by a certain functional which physically represent the electric energy stored in the electric field. This functional is then minimized at each mesh point with respect to the nearest eight ones. This minimization process is proved to be entirely equivalent to solving Laplace’s equation. The requirement that the functional being minimized is then yields a set of nine point equations which inter relate the potentials at adjacent mesh points. Finally this set of equations is solved to find the electrostatic potential at each mesh point in the region of the lens under consideration. The procedure steps mention above are coded to program written in visual basic. Hence an interface tool for analyzing and designing electrostatic lenses has been built up. Designing results proved that the introduced tools has an excellent outputs in comparison with the others written in not visual programming languages. Furthermore it easier for researchers and designer to use such a tool over their counterpart ones.


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Mark Noone ◽  
Aidan Mooney ◽  
Keith Nolan

This article details the creation of a hybrid computer programming environment combining the power of the text-based Java language with the visual features of the Snap! language. It has been well documented that there exists a gap in the education of computing students in their mid-to-late teenage years, where perhaps visual programming languages are no longer suitable and textual programming languages may involve too steep of a learning curve. There is an increasing need for programming environments that combine the benefits of both languages into one. Snap! is a visual programming language which employs “blocks” to allow users to build programs, similar to the functionality offered by Scratch. One added benefit of Snap! is that it offers the ability to create one’s own blocks and extend the functionality of those blocks to create more complex and powerful programs. This will be utilised to create the Hybrid Java environment. The development of this tool will be detailed in the article, along with the motivation and use cases for it. Initial testing conducted will be discussed including one phase that gathered feedback from a pool of 174 first year Computer Science students. These participants were given instructions to work with the hybrid programming language and evaluate their experience of using it. The analysis of the findings along with future improvements to the language will also be presented.


2021 ◽  
Author(s):  
◽  
Christopher David Welch

<p>Parametric design tools and visual programming languages are fast becoming an important part of the architects design process. A review of current literature notes that the barrier to entry into the medium is lowering while the power of the tools available is increasing. The purpose of this research is to use these emerging tools to explore complex architectural issues related to space planning and massing. This research aims to bring these aspects of the design process together to generate an architecture where programme and aesthetic are derived in equal measure by the architect and the computer. The project began with a series of technical studies focusing primarily on space planning, massing, site analysis and circulation with the purpose of using an amalgamation of these techniques to develop into a final generative algorithm. These ideas are explored through an open ended design process of iterative research and testing, self and peer review, development and critical reflection. The viability of the algorithm is then tested through the generation a number of test buildings, across variety of sites. In order to provide a direction and author a degree of creative friction within the research process, the projects are framed around the development of a mid-size, urban sited secondary school. The final algorithm provides constraints in such a way that the architecture evolves in a natural, predictable way that can still surprise and inform, as well as consistently producing viable, interesting iterations of buildings. This process, described as an “open box” structure, produced a wide variety of working concepts and provided a high level of control as a designer.</p>


2021 ◽  
Vol 2 (4) ◽  
pp. 1-37
Author(s):  
X. Fu ◽  
Jintao Yu ◽  
Xing Su ◽  
Hanru Jiang ◽  
Hua Wu ◽  
...  

The increasing control complexity of Noisy Intermediate-Scale Quantum (NISQ) systems underlines the necessity of integrating quantum hardware with quantum software. While mapping heterogeneous quantum-classical computing (HQCC) algorithms to NISQ hardware for execution, we observed a few dissatisfactions in quantum programming languages (QPLs), including difficult mapping to hardware, limited expressiveness, and counter-intuitive code. In addition, noisy qubits require repeatedly performed quantum experiments, which explicitly operate low-level configurations, such as pulses and timing of operations. This requirement is beyond the scope or capability of most existing QPLs. We summarize three execution models to depict the quantum-classical interaction of existing QPLs. Based on the refined HQCC model, we propose the Quingo framework to integrate and manage quantum-classical software and hardware to provide the programmability over HQCC applications and map them to NISQ hardware. We propose a six-phase quantum program life-cycle model matching the refined HQCC model, which is implemented by a runtime system. We also propose the Quingo programming language, an external domain-specific language highlighting timer-based timing control and opaque operation definition, which can be used to describe quantum experiments. We believe the Quingo framework could contribute to the clarification of key techniques in the design of future HQCC systems.


Author(s):  
Noah Kellman

Writing music for games is an art that requires conceptual forethought, specialized technical skill, and a deep understanding of how players interact with games and game audio. The Game Music Handbook embarks on a journey through numerous soundscapes throughout video game history, exploring a series of concepts and techniques that are key to being a successful game music composer. This book organizes key game music scoring concepts into an applicable methodology, describing them with memorable distinctions that leave readers with a clear picture of how to apply them to creating music and sound. Any music composer or musician who wishes to begin a career in game composition can pick up this text and quickly gain a solid understanding of the core techniques for composing video game music, as well as the conceptual differences that separate it from any other compositional field. Some of these topics include designing emotional arcs for nonlinear timelines, the relationship between music and sound design, discussion of the player’s interaction with audio, and more. There is also much to be gained by advanced readers or game audio professionals, who will find detailed discussion of game state and its effect on player interaction, a composer-centric lesson on programming, how to work with version control, information on visual programming languages, emergent audio, music for virtual reality (VR), procedural audio, and other indispensable knowledge about advanced reactive music concepts. The text often explores the effect that music has on a player’s interaction with a game. It discusses the practical application of this interaction through the examination of various techniques employed in games throughout video game history to enhance immersion, emphasize emotion, and create compelling interactive experiences.


Author(s):  
Ja-Ryound Choi ◽  
Soon-Bum Lim

Instructors can now work with students to create various textbooks based on crowdsourcing. In particular, as feedback provided by students is essential for determining the quality and direction of classes, instructors should interact with students who are currently participating in classes by exchanging feedback. This paper proposes a block editing model that can reflect student feedback. The block editing model is an interactive e-textbook editing model that is dynamically updated based on the feedback provided by students in real time without modifying the structure of digital textbooks. In particular, in order for even non-developers who do not know web programming languages to be able to produce interactive digital textbooks easily, the authors developed an editor that could help implement them based on Blockly, a visual programming language. This paper enables instructors to improve the direction and quality of classes depending on the learning achievement of students and understanding based on feedback information provided by students and feedback analysis.


Author(s):  
Liliana María Favre

MDA requires the ability to understand different languages such as general purpose languages, domain specific languages, modeling languages or programming languages. An underlying principle of MDA for integrating semantically in a unified and interoperable way such languages is using metamodeling techniques.


Author(s):  
Eduardo Costa ◽  
Alexandre Grings ◽  
Marcus Vinicius dos Santos

Many people argue that Visual Programming languages are self-documenting. This article points out that there is no such thing as a self-documenting language. Besides this, many popular methods used to document programs written in other languages do not suit Visual Languages perfectly, and need some tailoring. Therefore, the authors propose a visual adaptation of the dataflow method of documentation. They also present versions of instantiated documentation and denotational semantics applied to visual languages. Finally, they present a Prolog based complete example of documentation.


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