scholarly journals DESIGN OF AUTOMATIC PROGRAMMING SOFTWARE FOR NC ENGRAVING MACHINE BASED ON VISUAL LISP

Author(s):  
T. YANG ◽  
Q. XU ◽  
Y. HE ◽  
X. CUI
2012 ◽  
Vol 190-191 ◽  
pp. 19-22
Author(s):  
Jun Hu ◽  
Fan Deng ◽  
Xian Chen Qiu

This paper proposed an optimized algorithm for discretization of cutter location points on the laser cutting path of three-dimensional surface. The initial discretization step size was calculated due to the curvature of the curve on the starting point and accuracy requirements. A reference sphere was established by taking the initial discretization step size as the radius. The initial cutter location point was located on the intersection of the reference sphere and the processing path. The radius of reference sphere was dynamically adjusted by dichotomy according to string height difference in order to get the optimal cutter location on the path to be processed. This algorithm has a high computational efficiency. And an automatic programming software used for three-dimensional laser cutting was developed based on this algorithm.


2010 ◽  
Vol 455 ◽  
pp. 181-185 ◽  
Author(s):  
Jian Ming Zhan ◽  
Q.T. Liu ◽  
Gang Ming Wang

Because of the industrial robot’s advantages and characteristics of degree of freedom, it is broadly applied in mold and die of curved surfaces polishing. But its excessive degree of freedom also brings great difficulties in programming for there is CAD/CAM software can do it well. By analyzing the ISO NC code and robot’s programming criterion, this paper develops off-line programming software for industrial robots in free-form surfaces polishing.


2020 ◽  
Vol 2020 (3) ◽  
pp. 60408-1-60408-10
Author(s):  
Kenly Maldonado ◽  
Steve Simske

The principal objective of this research is to create a system that is quickly deployable, scalable, adaptable, and intelligent and provides cost-effective surveillance, both locally and globally. The intelligent surveillance system should be capable of rapid implementation to track (monitor) sensitive materials, i.e., radioactive or weapons stockpiles and person(s) within rooms, buildings, and/or areas in order to predict potential incidents proactively (versus reactively) through intelligence, locally and globally. The system will incorporate a combination of electronic systems that include commercial and modifiable off-the-shelf microcomputers to create a microcomputer cluster which acts as a mini supercomputer which leverages real-time data feed if a potential threat is present. Through programming, software, and intelligence (artificial intelligence, machine learning, and neural networks), the system should be capable of monitoring, tracking, and warning (communicating) the system observer operations (command and control) within a few minutes when sensitive materials are at potential risk for loss. The potential customer is government agencies looking to control sensitive materials and/or items in developing world markets intelligently, economically, and quickly.


Author(s):  
Claire Johnson

Game Maker is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using Game Maker can support the learning of basic programming concepts in a mainstream UK secondary setting.  The research draws on the learning theory of constructionism, which asserts the importance of pupils using computers as ‘building material’ to create digital artefacts (Papert, 1980; Harel and Papert, 1991), and considers the extent to which a constructionist approach is suitable for introducing basic programming concepts within a contemporary, game authoring context.  The research was conducted in a high achieving comprehensive school in South East England. Twenty-two pupils (12 boys; 10 girls; 13-14 years old) completed a unit of work in computer game authoring over an eight-week (16 x 50 minute lessons) period. In planning and developing their games, they worked in self-selected pairs, apart from two pupils (one boy and one girl) who worked alone, by choice. Nine of the ten pairs were the same gender. Data were collected in planning documents, journals and the games pupils made, in recordings of their working conversations, and in pair, group and artefact-based interviews. Findings indicate that as well as learning some basic programming concepts, pupils enjoyed the constructionist-designed activity, demonstrated positive attitudes to their work, and felt a sense of achievement in creating a complex artefact that had personal and cultural significance for them. However, the findings also suggest that the constructionist approach adopted in the research did not effectively support the learning of programming concepts for all pupils. This research arises out of a perceived need to develop accessible, extended units of work to implement aspects of the Computing curriculum in England. It suggests that using Game Maker may offer a viable entry, and identifies the programming concepts and practices which pupils encountered, the difficulties they experienced, and the errors they made when authoring computer games. It also offers recommendations to increase the readiness with which students engage with key programming concepts and practices when using this visual programming software. In so doing it makes a practical contribution to the field of qualitative research in secondary computing education. 


2010 ◽  
Vol 22 (2) ◽  
pp. 21-35 ◽  
Author(s):  
Yasmin B. Kafai ◽  
Deborah A Fields ◽  
William Q. Burke

Previous efforts in end-user development have focused on facilitating the mechanics of learning programming, leaving aside social and cultural factors equally important in getting youth engaged in programming. As part of a 4-month long ethnographic study, we followed two 12-year-old participants as they learned the programming software Scratch and its associated file-sharing site, scratch.mit.edu, in an after-school club and class. In our discussion, we focus on the role that agency, membership, and status played in their joining and participating in local and online communities of programmers.


2016 ◽  
Vol 51 (10) ◽  
pp. 311-327 ◽  
Author(s):  
Dohyeong Kim ◽  
Yonghwi Kwon ◽  
Peng Liu ◽  
I. Luk Kim ◽  
David Mitchel Perry ◽  
...  

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