scholarly journals PERBANDINGAN PERFORMA ALGORITMA MINIMAX DAN ALPHA-BETA PRUNING PADA GAME CATUR CINA

2020 ◽  
Vol 1 (1) ◽  
pp. 102-110
Author(s):  
Marthin Hokita Kurniawan ◽  
Daniel Udjulawa

Algoritma merupakan urutan yang lengkap dan logis, dengan urutan yang logis banyak cara yang dilakukan dengan urutan yang berbeda. Pada kasus ini akan dibandingkan performa dari algoritma Minimax dan Alpha Beta Pruning pada game Catur Cina (XiangQi). Tujuannnya adalah sejauh mana waktu yang digunakan oleh kedua algoritma tersebut efektif dalam permainan Catur Cina. Metodologi yang digunakan dalam membangun aplikasi adalah Rapid Application Development, yaitu merupakan pengembangan dari metodologi Software Development Life Cycle. Kegiatan yang dilakukan antara lain yaitu melakukan perencanaan dan analisis terhadap pengembangan game dan melakukan pembuatan game dengan menggunakan game engine Unity dan bahasa pemograman C#, Editor yang digunakan adalah Atom. Hasil pembuatan game dan koding algoritma akan di uji coba dengan iterasi kedalaman dan preset yang ditentukan sesuai dengan Minimax dan Alpha-Beta Pruning. Data yang didapat yaitu kecepatan dan banyak putaran antara kedua algoritma. Data tersebut akan dibandingkan sehingga performa kedua algoritma akan terlihat jelas.

2020 ◽  
Vol 4 (3) ◽  
pp. 64
Author(s):  
Syepry Maulana ◽  
Lukman Azhari ◽  
Rohmat Taufiq ◽  
Atika Rahma

Aplikasi e-Library Fakultas Teknik adalah sebuah aplikasi yang digunakan untuk membantu bagian Perpustakaan melakukan pengelolaan data dan transaksi pada Perpustakaan Fakultas Teknik Universitas Muhammadiyah Tangerang. Aplikasi ini digunakan oleh petugas agar lebih mudah dalam melakukan pencatatan peminjaman dan pengembalian buku dalam memantau buku yang tersedia dan dipinjam. Aplikasi ini dibuat dengan menggunakan metode pengembangan sistem Software Development Life Cycle (SDLC) dengan model Rapid Application Development (RAD). Pembangunan aplikasi ini berupa aplikasi Android yang dapat diakses oleh anggota perpustakaan dan terhubung dengan aplikasi Website yang diakses oleh petugas perpustakaan. Aplikasi angroid dibangun menggunakan Bahasa pemrograman PHP dengan Framework Codeigniter dan aplikasi Android menggunakan Bahasa pemrograman Dart dengan Framework Flutter. Sedangkan dalam metode pengujian sistem menggunakan pengujian blackbox testing.Kata kunci: Perpustakaan, Aplikasi e-Library, Android, RAD


KREA-TIF ◽  
2019 ◽  
Vol 7 (1) ◽  
pp. 29
Author(s):  
Freza Riana ◽  
Fitrah Satrya Fajar Kusumah

<p><em>Direktorat Kesehatan Hewan (Keswan) mempunyai tugas melaksanakan penyiapan perumusan dan pelaksanaan kebijakan, penyusunan standar, norma, pedoman, kriteria dan prosedur, serta pemberian bimbingan teknis dan evaluasi bidang kesehatan hewan. Dengan adanya perkembangan pelayanan jasa medik veteriner, ilmu pengetahuan dan teknologi serta untuk melaksanakan ketentuan Pasal 75 Peraturan Pemerintah Nomor 3 Tahun tentang Otoritas Veteriner. Selain itu, sejalan dengan Instruksi Presiden RI Nomor 03/2003 tentang Kebijakan dan Strategi Nasional Pengembangan e-Government merupakan landasan yang baik untuk meningkatkan layanan publik yang efisien, efektif, transparan, dan akuntabel. Pengembangan sistem aplikasi pengajuan izin pada subdit Kelembagaan dan Sumber Daya Kesehatan Hewan menggunakan Software Development Life Cycle (SDLC) yang menggabungkan metode Waterfall dan Rapid Application Development (RAD). Arsitektur basisdata menggunakan konsep model perusahaan (enterprise model concept) yang mampu mengadopsi perubahan (scalability) dengan model arsitektur klien-server 3-lapisan (Three-tier Client-Server Archiecture). Sasaran pengembangan sistem pengajuan izin pelayanan jasa medik veteriner Tahun, antara lain mempermudah dan mempercepat proses pengajuan SIP, mempermudah penyimpanan, pengolahan, pemanggilan dan pengintegrasian data yang dimiliki oleh Subdit Kelembagaan dan Sumber Daya Kesehatan Hewan Direktorat Keswan. menyiapkan kerangka untuk pengembangan sistem pengajuan izin pelayanan jasa medik veteriner yang handal sesuai kebutuhan.</em></p>


Author(s):  
I Wayan Dedy Budiarta . ◽  
I Ketut Resika Arthana, S.T.,M.Kom. . ◽  
I Gede Mahendra Darmawiguna, S.Kom., M.S .

Untuk meningkatkan pengetahuan masyarakat tentang cerita rakyat Bali khususnya cerita Rare Angon, diperlukan adanya inovasi dalam cara penyajian cerita rakyat Bali agar menarik minat masyarakat. Salah satunya dengan bantuan media yang inovatif dan menyenangkan seperti game. Penelitian ini bertujuan: (1) untuk merancang dan mengimplementasikan Game Cerita Rakyat Bali Rare Angon Berbasis Android. (2) untuk mengetahui respon pengguna terhadap Game Cerita Rakyat Bali Rare Angon Berbasis Android. Metode penelitian yang digunakan adalah Software Development Life Cycle. Game Cerita Rakyat Bali Rare Angon Berbasis Android ini dikembangkan menggunakan model RAD. Subyek penelitian adalah masyarakat umum dengan menggunakan angket. Data yang dikumpulkan dianalisis secara deskriptif. Hasil penelitian ini adalah aplikasi yang diimplementasikan menggunakan bahasa pemrograman C# dengan editor Unity. Game yang dihasilkan sudah sesuai dengan alur cerita aslinya. Seluruh fitur yang terdapat pada Game Cerita Rakyat Bali Rare Angon Berbasis Android ini sudah berjalan dengan baik. Hasil uji ahli media memperoleh persentase sebesar 84% yang berarti usability aplikasi dalam rentangan baik. Hasil uji ahli isi mendapat hasil 100% yang berarti cerita dalam game sudah akurat dan sesuai dengan cerita aslinya.Respon pengguna terhadap Game Cerita Rakyat Bali Rare Angon Berbasis Android masuk dalam rentangan sangat baik.Kata Kunci : Game, Cerita Rakyat Bali, Rare Angon, Android To Improve public knowledge about Balinese folklore especially Rare Angon story, an innovation was needed in how to present Balinese folklore to attract the public interest. One of them is innovative and fun media such as games. This Research aimed to: (1) to design and to implement Android Based Game of Balinese Folktale Rare Angon. (2) To know the users response to Android Based Game of Balinese Folktale Rare Angon. The method used in this research was Software Development Life Cycle. Android Based Game of Balinese Folktale Rare Angon was developed using RAD Model. Subjects in this research were the public. The data that collected in this research was the data of public response to application development of Android Based Game of Balinese Folktale Rare Angon using a questionnaire. The data that has been collected were analyzed descriptively. The results of this research are the application that implemented using C# programming language with Unity Editor. This game is made perfectly fit to the origin story. All of features contained in Android Based Game of Balinese Folktale Rare Angon are functioning properly. Media Expert test results obtained a percentage of 84% which means usability of the application in a good range. Content Expert test results get 100% which means the story in the game is accurate and in accordance with the original story. User responses to Android Based Game of Balinese Folktale Rare Angon belong in a very good range.keyword : Game, Balinese Foktale, Rare Angon, Android


This paper takes a deeper look at data breach, its causes and the linked vulnerability aspects in the application development lifecycle. Further, the Vulnerabilities are mapped to the software development life cycle (SDLC) involving requirement elicitation, design, development, testing and deployment phases. Being aware of exact SDLC life cycle where the vulnerabilities are injected, suitable security practices (countermeasures) can be adopted in delivery methodology, which can control the eventual data breaches and safeguard the application from security perspective. Our research focuses on Evolution of Vulnerabilities through the application development life cycle, and we have leveraged “Inverted Tree Structure/Attack Tree” and “Affinity Principles” to map the vulnerabilities to right Software Development Life Cycle.


2017 ◽  
Vol 10 (2) ◽  
pp. 467-473
Author(s):  
Preeti Gulia ◽  
Palak Palak

The development of high quality software is the need of current technology driven world. Component Based Software Engineering (CBSE) has provided a cost effective, fast and modular approach for developing complex software. CBSE is mainly based on the concept of reusability. Apart from these CBSE has several advantages as well as challenges which are summarized in this paper. Large and complex software development requires management of reusable components and can be selected from component repository and assembled to obtain a working application. Development of components and their assembly is different from traditional softwares which leads to the need of new development paradigms for Component Based Systems (CBS). Software development life cycle (SDLC) provides planned and systematic arrangement of activities to be carried out to deliver high quality products within time and budget. This paper presents a comparative study of component based software development life cycle models with their strengths and weaknesses.


Author(s):  
Guoqing Guoqing Wei ◽  
Linda Sherrell

Agile methods are flexible, allowing software developers to embrace changes during the software development life cycle. But the introduction of agile practices into software organizations may cause unhealthy tensions between the developers and data professionals. The underlying reason is that when agile methodologies are employed, the two communities use incompatible approaches, namely simple design and iterative development, which are practices associated with all agile methodologies, and big design up front (BDUF), a popular database technique. BDUF is inflexible, as once the database foundation is set, it is difficult to make changes throughout the software development life cycle. This chapter describes a database development method for a Web environment. Using this method, a data professional divides the database into loosely coupled partitions and resolves the above conflicts by applying certain agile practices. The result is that the database development becomes more iterative and incremental . This has the added benefit of supporting rapid application development in a dynamic environment, a fundamental characteristic of most Web applications.


Author(s):  
Aparna Gupta

Abstract: The Software Development Life Cycle (SDLC) refers to a methodology with clearly defined processes for creating highquality software which are cost effective and reliable. This method of software developing process is quite systematic and structural. SDLC defines the framework that has different activities and tasks to be administered during the software development process. Software development process is quite complex, and to do it without any proper planning would be inefficient. So, we use these SDLC models to make the Software development process simple and systematic. There are various software development life cycle models that are used in the software development process, all having their own advantages and limitations. In this paper, we have included six of these SDLC models - Waterfall Model, Spiral Model, V Model, Agile Model, Iterative Model and Rapid Application Development (RAD) Model. These Software Development processes have their own Advantages and Disadvantages, and the main purpose of this paper is to explain these models and know the difference between them. Keywords: Software Development life cycle, Models, Risk Analysis, Framework, SRS.


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