A portable user interface for a scientific programming environment

Author(s):  
Vincent A. Guarna ◽  
Yogesh Gaur
Author(s):  
Kevin J. Gucwa ◽  
Harry H. Cheng

The design of RoboSim, a virtual environment for modular robots which controls simulated robots with code written for the hardware robots without modification, is described in detail in this paper along with its applications in educational environments. RoboSim integrates into the Ch programming environment, a C/C++ interpreter, that provides the ability to remotely control robots through interpreted C/C++ code allowing users to alternate between hardware and virtual robots without modifying the code. Open source software projects Open Dynamics Engine, OpenSceneGraph, and Qt are employed to produce the virtual environment and user interface which provide the capability of running on all major software platforms. The design of the software includes multiple library modules each specific to a particular task; therefore the simulation library and Graphical User Interface (GUI) can link against only the necessary libraries. The GUI links against the graphical library and XML library to give an interactive view of the RoboSim Scene as users are adding robots and obstacles into both the GUI and simulation. Execution of Ch code generates a new RoboSim Scene window which has the entire simulation that utilizes the simulation, graphical, xml, and callback libraries, in addition to the identical Scene from the GUI. It generates its own window for the user to view and interact with the progress of the simulation.


In this chapter, the authors present MatCos 3.0 software aimed at the primary school. First, the pedagogical-didactic and training bases on which the construction of the software is based will be exposed, albeit briefly. All the buttons on the user interface and all the axiomatic and genetic commands available are presented. The method used is a direct presentation aimed at technical use. Some pedagogical-educational observations will be given. Numerous examples and screenshots will be given. The commands will not be displayed in strictly alphabetical order, but a more logical and consequential line has been preferred. At the end of the chapter, the alphabetical list of all the commands available in the programming environment will be shown.


Author(s):  
Amber Wagner ◽  
Jeff Gray

Although Graphical User Interfaces (GUIs) often improve usability, individuals with physical disabilities may be unable to use a mouse and keyboard to navigate through a GUI-based application. In such situations, a Vocal User Interface (VUI) may be a viable alternative. Existing vocal tools (e.g., Vocal Joystick) can be integrated into software applications; however, integrating an assistive technology into a legacy application may require tedious and manual adaptation. Furthermore, the challenges are deeper for an application whose GUI changes dynamically (e.g., based on the context of the program) and evolves with each new application release. This paper provides a discussion of challenges observed while mapping a GUI to a VUI. The context of the authors' examples and evaluation are taken from Myna, which is the VUI that is mapped to the Scratch programming environment. Initial user studies on the effectiveness of Myna are also presented in the paper.


Author(s):  
OMID BANYASAD ◽  
PHILIP T. COX

The design and implementation of a programming environment including an editor, a debugger and an interpreter engine for Lograph, a general-purpose visual logic programming language, is discussed. The rationale for user-interface design decisions is presented, the goal of which is to increase cognitive support for the creation, exploration and debugging of Lograph programs. The design of the interpreter engine allows for animation of execution in the debugger. The engine takes full advantage of an efficient implementation of Prolog, and operates on a Prolog translation of Lograph programs and queries. The translated Lograph programs are probed with instrumentation code at appropriate places so that applications of Lograph rules are reported to the visual interface of the Lograph debugger as a side effect of the execution of a program.


1991 ◽  
Vol 20 (366) ◽  
Author(s):  
Kaj Grønbæk ◽  
Anette Hviid ◽  
Randall H. Trigg

This paper describes an object-oriented application generator, APPLBUILDER, currently being developed in the Mjølner BETA programming environment. APPLBUILDER supports several rapid prototyping styles as well as final development of BETA applications. User interface objects such as dialogs, menus, and windows are designed using direct manipulation graphical editors. Actions behind buttons and menu items are programmed as ''scripts'' in textual editors activated from within a graphical editor. The editors reflect changes in the code directly in an underlying Abstract Syntax Tree (AST) thus saving compilation time. Moreover, generated applications are modularized so that editing, for instance the script for a button, only requires re-compilation of the script itself. An advantage of APPLBUILDER compared to other user-interface design tools such as HyperCard is that APPLBUILDER's scripts are embedded in a general purpose programming language making it possible to avoid calls to external routines written in another language. In addition, APPLBUILDER's ability to work with ASTs instead of textual code skeletons supports reverse engineering.


Author(s):  
Ricardo Jara-Ruiz ◽  
Luis Ángel Rodríguez-Padilla ◽  
Yadira Fabiola López-Álvarez ◽  
Martín Eduardo Rodríguez-Franco

Considering that our country has an important participation in the grape productive sector for this reason it is one of the crops with the best opportunity areas for the implementation of this technology type. In this paper the design and development of a Graphical User Interface (GUI) generated in the MATLAB programming environment is exposed, through which the pictures acquisition and process from interest information is carried out to implement patter recognition strategies in the wine crops agroindustrial sector to monitor and generate a timely diagnostic of its currently status. The GUI has a section than allows the pictures acquisition in real time to later capture the information to be processed and through the application of filters and color recognition techniques on the crop leaf (study object) it’s processed to establish a diagnostic, which will allow the user to apply the appropriate measures contributing in the best way to a crop optimal development.


2012 ◽  
Vol 245 ◽  
pp. 156-161
Author(s):  
Eugen Valentin Butila

An Intelligent Integrated CAD system applied in mechanical engineering design for selection, calculation and design embodiment of shaft-bearing-gear is presented in the paper. The CAD activities in correlation with the expert system are defined according to a given expertise domain, design of mechanical systems, which is supposed to take into account and operate with two information type: knowledge and data. Final results and concrete example are performed using CAD/CAE/CAM software, CATIA environment. Knowledge and databases processing for application presented in this paper use specific programming environment expert systems, Prolog – Flex. For user interface Visual Basic programming language is used, and Excel for data and knowledge base, which integrated in CATIA environment. Data transmission between the two performance programs CATIA and Prolog is made through the Excel files


2002 ◽  
Vol 55 (2) ◽  
pp. 263-275
Author(s):  
Kenneth J. Turner ◽  
Mark A. Jennings

The motivation for this paper was to provide computer support on the rules for sailing races. A brief overview is given of sailing terminology and racing rules. It is argued that a useful program for the racing rules should run on hand-held devices. The program should support an archive of rule scenarios, race training, self-learning of the rules, and analysis of rule disputes. SailRule is a freely available program intended to analyse and improve performance in applying the racing rules. The SailRule program has been implemented using the SuperWaba programming environment for hand-held devices. The user interface is described for the rules program. An explanation is given of the principles behind formalising and codifying the racing rules so that they can be efficiently implemented. Examples are given of how the program represents and analyses rule scenarios.


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