java programming language
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Author(s):  
Brahim Belattar ◽  
Abdelhabib Bourouis

This paper describes important features of JAPROSIM, a free and open source simulation library implemented in Java programming language. It provides a framework for building discrete event simulation models. The process interaction world view adopted by JAPROSIM is discussed. We present the architecture and major components of the simulation library. In order to ascertain important features of JAPROSIM, examples are given. Further motivations are discussed and suggestions for improving our work are given.


2021 ◽  
Vol 26 (6) ◽  
Author(s):  
Fernando Petrulio ◽  
Anand Ashok Sawant ◽  
Alberto Bacchelli

AbstractAs Java 8 introduced functional interfaces and lambda expressions to the Java programming language, the JDK API was changed to introduce support for lambda expressions, thus allowing consumers to define lambda functions when using Java’s collections. While the JDK API allows for a functional paradigm, for API consumers to be able to completely embrace Java’s new functional features, third-party APIs must also support lambda expressions. To understand the current state of the Java ecosystem, we investigate (i) the extent to which third-party Java APIs have changed their interfaces, (ii) why or why not they introduce functional interface support and (iii) in the case the API has changed its interface how it does so. We also investigate the consumers’ perspective, particularly their ease in using lambda expressions in Java with APIs. We perform our investigation by manually analyzing the top 50 popular Java APIs, conducting in-person and email interviews with 23 API producers, and surveying 110 developers. We find that only a minority of the top 50 APIs support functional interfaces, the rest does not support them, predominantly in the interest of backward compatibility. Java 7 support is still greatly desirable due to enterprise projects not migrating to newer versions of Java. This suggests that the Java ecosystem is stagnant and that the introduction of new language features will not be enough to save it from the advent of new languages such as Kotlin (JVM based) and Rust (non-JVM based).


Author(s):  
Sitti Aisa ◽  
Asmah Akhriana ◽  
Ahyuna Ahyuna ◽  
Andi Irmayana ◽  
Irmawati Irmawati ◽  
...  

<p class="0abstract">Students' learning interest and motivation in programming language to date are determined by their scores and abilities to create applications. However, this is not sufficient to identify students' learning interest in programming language because some students got low scores. This study aims to identify students' learning interest in Dipanegara school of informatics management and computer (STMIK), Makassar, in Java programming language. The samples were 65 technical information students and 63 information system students. The data collection technique of this study was questionnaire and processed with data mining technique. Additionally, Fuzzy C-Means clustering method was applied on Java Netbeans programming language to classify the level of students' interest in studying Java programming language.   The result of the study was a web-based application that could determine students’ learning interests. It was obtained through questionnaires and resulted as follows: 47 students had high learning interest, 45 students had moderate interest, and 36 students had fair interest out of 128 samples.</p>


CCIT Journal ◽  
2021 ◽  
Vol 14 (2) ◽  
pp. 122-129
Author(s):  
Waliya Rahmawanti ◽  
Rogayah Rogayah ◽  
Nur Azizah

2D Rubix Game is part of an educational game. 2D Rubix Game in addition to being a medium of entertainment, is expected to help users sharpen their brains in managing strategy. 2D rubix game has 4 levels, where the higher the level, the more difficult and many rubix dimensions. 2D rubix game also has a new game menu, save, load game, and highscore. 2D Rubix Game created using the Java programming language with J2ME functions. J2ME is a part of the Java programming language that can be used to create applications for various electronic media. Rubix 2D game has conducted a trial process on the emulator and all menus can run according to their functions


Electronics ◽  
2021 ◽  
Vol 10 (15) ◽  
pp. 1766
Author(s):  
Ammar Oad ◽  
Abdul Razaque ◽  
Askar Tolemyssov ◽  
Munif Alotaibi ◽  
Bandar Alotaibi ◽  
...  

Currently, life cannot be imagined without the use of bank cards for purchases or money transfers; however, their use provides new opportunities for money launderers and terrorist organizations. This paper proposes a blockchain-enabled transaction scanning (BTS) method for the detection of anomalous actions. The BTS method specifies the rules for outlier detection and rapid movements of funds, which restrict anomalous actions in transactions. The specified rules determine the specific patterns of malicious activities in the transactions. Furthermore, the rules of the BTS method scan the transaction history and provide a list of entities that receive money suspiciously. Finally, the blockchain-enabled process is used to restrict money laundering. To validate the performance of the proposed BTS method, a Spring Boot application is built based on the Java programming language. Based on experimental results, the proposed BTS method automates the process of investigating transactions and restricts money laundering incidents.


2021 ◽  
Vol 8 (1) ◽  
pp. 65-69
Author(s):  
Leon Christopher ◽  
Alexander Waworuntu

Java programming language is rated as the second most active language in the world based on GitHub active repository statistic. Meanwhile, many university students are found lack interest to learn Java. Many researches have shown the positive impact of gamification in many areas of life, include education and learning. The purpose of this study is to design and build an application to learn java programming language with gamification in mind. We use Octalysis Gamification Framework to design the usage of game mechanics in the application. The application was tested on second year students to learn Java for the first half semester and evaluated using the Unified Theory of Acceptance and Use of Technology (UTAUT) Model and get the result of 74.27% agree that the application is well accepted by the students.   Index Terms—gamification; java programming language; octalysis gamification framework


2021 ◽  
Vol 16 (Number 1) ◽  
pp. 25-37
Author(s):  
Noradila Nordin

This research aims to explore the effectiveness of learning Java programming language using online-based learning compared to traditional-based learning towards undergraduate students in Universiti Utara Malaysia (UUM). Similar types of learning materials in the form of slides, notes and books are used with additional forms of assessments to substitute the final exam. The main difference is in the learning approaches which have been switched to online based via various platforms depending on the suitability and preference of the students. This research focuses on identifying and analyzing certain aspects from the students’ perceptions, which are the students’ (1) learning preference; (2) learning engagement; (3) learning assessment, and in terms of their overall (4) satisfaction towards the learning process. This research uses a quantitative approach through the questionnaire as the survey instrument, involving 31 students. The data is analyzed using descriptive statistics (percentage frequency distribution, mean, and standard deviation). Findings show that despite using online-based learning, 48.39% obtained marks above 80% in Lab Test 2, which is doubled compared to the previous test, Lab Test 1, 25.81%. This indicates that while students prefer traditional-based learning, they are able to perform better through online-based learning.


2021 ◽  
Author(s):  
Kalaimagal Balasubramaniam

In a multi-hop network, the connection between an arbitrary source and destination node can be established using intermediate nodes. This project discusses the existing power aware routing algorithms, MHC, MTPR, and MBCR, which are used to minimize the delay, power and nodal over-utilization. The project also presents two newly proposed algorithms, MWBCR and MTP-WBCR which are simulated in a tool based on Dijkstra's shortest path algorithm, to evaluate the performance using Java programming language.


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