Java Application Development Based on Requirement-Driven

2013 ◽  
Vol 427-429 ◽  
pp. 2354-2358
Author(s):  
Guan Lin Chen ◽  
Hui Yao ◽  
Wen Yong Weng

In order to improve Java developing skills, a new framework of Java development in computer science specialty is proposed in this paper. It emphasizes on constructing the specialty orientation of Java application development based on requirement-driven, designing the application-oriented curriculum system, and implementing the multi-dimensional practical methods. Practice shows that the framework is efficient and helpful to enhance the students programming skills and strengthen their employment ability.

2020 ◽  
Author(s):  
Darshak Mota ◽  
Neel Zadafiya ◽  
Jinan Fiaidhi

Java Spring is an application development framework for enterprise Java. It is an open source platform which is used to develop robust Java application easily. Spring can also be performed using MVC structure. The MVC architecture is based on Model View and Controller techniques, where the project structure or code is divided into three parts or sections which helps to categorize the code files and other files in an organized form. Model, View and Controller code are interrelated and often passes and fetches information from each other without having to put all code in a single file which can make testing the program easy. Testing the application while and after development is an integral part of the Software Development Life Cycle (SDLC). Different techniques have been used to test the web application which is developed using Java Spring MVC architecture. And compares the results among all the three different techniques used to test the web application.


2016 ◽  
pp. 709-732
Author(s):  
Rostyslav Zabolotnyi ◽  
Philipp Leitner ◽  
Schahram Dustdar

Cloud computing is gaining increasing attention from the industry and research; however, there is a lack of advanced Cloud software development tools. While Platform as a Service (PaaS) brings convenient software development platform for application development, it often comes with limitations in terms of application architecture functionality and requires provider lock-in. The Infrastructure as a Service (IaaS) model may sound like a solution to these problems by enabling application development freedom; however, it necessitates operation at the lower level of virtual machines and snapshots. In this chapter, the authors present CloudScale: a low-overhead middleware framework that migrates Java applications seamlessly to the Cloud with minimal changes in the application code. They focus on the main ideas behind CloudScale and its influence on solving Cloud software development and deployment problems with minimal overhead and Cloud-awareness required from developers.


Author(s):  
Douglas D. Havard ◽  
Keith E. Howard

This article compares the two most prominent courses of Advanced Placement (AP) computer science study offered throughout 9-12 grades in the U.S. The structure, guidelines, components, and exam formats of the traditional AP Computer Science A course and the relatively newer AP Computer Science Principles course were compared to examine differences in content and emphases. A depth-of-learning analysis was conducted employing Bloom’s Revised Taxonomy to examine potential differences in rigor and challenge represented by the two options, particularly as it relates to acquiring computer programming proficiency. Analyses suggest structural differences in both course content and end-of-course exam components likely result in less depth and rigor in the new Computer Science Principles course as compared to the Computer Science A course. A lower minimum standard for learning programming skills in the Computer Science Principles course was observed, making it a less viable option for students looking to acquire skills transferable to future computer science study or employment. The potential implications for students choosing the new course over the traditional offering, as well as for schools opting for the new course as its sole or primary offering are discussed.


2009 ◽  
Vol 2009 ◽  
pp. 1-12 ◽  
Author(s):  
Mathieu Muratet ◽  
Patrice Torguet ◽  
Jean-Pierre Jessel ◽  
Fabienne Viallet

Video games are part of our culture like TV, movies, and books. We believe that this kind of software can be used to increase students' interest in computer science. Video games with other goals than entertainment, serious games, are present, today, in several fields such as education, government, health, defence, industry, civil security, and science. This paper presents a study around a serious game dedicated to strengthening programming skills. Real-Time Strategy, which is a popular game genre, seems to be the most suitable kind of game to support such a serious game. From programming teaching features to video game characteristics, we define a teaching organisation to experiment if a serious game can be adapted to learn programming.


2017 ◽  
Vol 5 (11) ◽  
pp. 1
Author(s):  
Ahmed Alkaria ◽  
Riyadh Alhassan

This study was conducted to examine the effect of in-service training of computer science teachers in Scratch language using an electronic learning platform on acquiring programming skills and attitudes towards teaching programming. The sample of this study consisted of 40 middle school computer science teachers. They were assigned into two groups; 20 teachers were in the control group and 20 teachers in the experimental group. The study tools consist of an achievement test in Scratch programming language and a measure of attitudes toward programming instruction. After the experimental treatment at the end of the second semester, the teachers were examined and the results showed that there were statistically significant differences between the achievement test mean scores in favor of the experimental group that trained using an electronic training platform. The results also showed a positive effect on attitudes toward teaching programming for the experimental group.


Computer ◽  
2004 ◽  
Vol 37 (11) ◽  
pp. 23-28 ◽  
Author(s):  
P.S. Rosenbloom

Author(s):  
D. C. Horsman

We give a rigorous framework for the interaction of physical computing devices with abstract computation. Device and program are mediated by the non-logical representation relation ; we give the conditions under which representation and device theory give rise to commuting diagrams between logical and physical domains, and the conditions for computation to occur. We give the interface of this new framework with currently existing formal methods, showing in particular its close relationship to refinement theory, and the implications for questions of meaning and reference in theoretical computer science. The case of hybrid computing is considered in detail, addressing in particular the example of an Internet-mediated social machine , and the abstraction/representation framework used to provide a formal distinction between heterotic and hybrid computing. This forms the basis for future use of the framework in formal treatments of non-standard physical computers.


Sign in / Sign up

Export Citation Format

Share Document