programming method
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2022 ◽  
Vol 73 ◽  
pp. 102238
Author(s):  
Chen Zheng ◽  
Yushu An ◽  
Zhanxi Wang ◽  
Haoyu Wu ◽  
Xiansheng Qin ◽  
...  

SISTEMASI ◽  
2022 ◽  
Vol 11 (1) ◽  
pp. 12
Author(s):  
Ahmad Rizki ◽  
Dini Harisah ◽  
Muhammad Farid Azmi Aziz ◽  
Puji Rahayu

2021 ◽  
pp. 56-62
Author(s):  
V. G. Ssmolnyakov

The article discusses the metodology for solving the task No. 8 of the Unified State Exam in informatics and ICT in two ways: by mathematical combinatorial calculation and writing a program in the Python programming language. The purpose of this methodology is the successful completion of task No. 8 (until 2021 — No. 10) in the Unified State Exam in informatics and ICT by graduates. The article is of an interdisciplinary nature, touches upon issues at the intersection of mathematics and informatics. The relevance of the work is due to the fact that tasks of this type are annually present in the Unified State Exam in informatics and ICT, but the success of this task is too low for tasks of the basic level of complexity. The use of programming tools in the Unified State Exam in informatics and ICT is available starting in 2021. The scientific novelty of the work lies in the use of the Python programming language to solve tasks of this type. The peculiarity of the metodology lies in the gradual increase in the complexity of the algorithms and the "modular" application of parts of the code, which allows using the "modules" of previous tasks to solve subsequent ones. Specific versions of the programs are proposed, a comparative analysis of methods for various prototypes of the corresponding tasks is given. As a result, it was determined that task No. 8 can be effectively solved by the programming method.


Author(s):  
Daniel Apdianto Herman ◽  
Andy Kho

In-game currency can be used to purchase various in-game items, especially in online games. In addition, in-game currency is also widely traded by players in certain online games. This eventually causes the potential for scam in buying and selling in-game currency to increase. This happened because there is no place that can be used by players to do transactions safely. The purpose of this research is to design and develop an e-marketplace for in-game currency using the Extreme Programming method which consists of planning, design, coding, and testing stages. This in-game currency e-marketplace application will be developed using the Laravel framework, which is one of the open-source PHP frameworks. The result of this research is an e-marketplace application that can be used by in-game currency buyers or sellers to do buying and selling easily and safely. With this e-marketplace, buying and selling in-game currency transactions will be easier, faster, and also scam-free


OPSI ◽  
2021 ◽  
Vol 14 (2) ◽  
pp. 208
Author(s):  
Annisa Indah Pratiwi ◽  
Akda Zahrotul Wathoni ◽  
Dewih Adetia ◽  
Ahmad Ridho Nurohman

2021 ◽  
Vol 2 (4) ◽  
pp. 235-247
Author(s):  
Wirah Rahmatullah ◽  
Afriyudi Afriyudi

In public administration services almost every day requests for incoming letters, both requests for business place permits, SK Domicile and other documents. The data collection of letters requested by residents of Payaraman District will be handled directly through the admin where the data will be entered into the request list using a computer, then the letter will be printed for signature, residents have to wait for the letter with uncertain terms. This problem was raised due to the large number of public complaints in issuing a decree that had been signed by the sub-district head. This research uses extreme programming method in development by using CI framework for admin and flutter framework for users. The results of the study are that residents of Payaraman District can access the application to request a letter request which will contain identities such as ID cards and permits or decrees that will be sent back via the web admin to the application according to the request of residents who access/request a letter.


2021 ◽  
Vol 5 (4) ◽  
pp. 425
Author(s):  
Mohammad Iwan Wahyuddin ◽  
Rima Tamara Aldisa ◽  
Fauziah Fauziah ◽  
Ira Diana Sholihati

The purpose of this research is to develop a website-based system to facilitate the academic administration of student affairs at the Faculty of Information Communication Technology, Universitas Nasional in providing various student information ranging from information on association activities, scholarships, competitions, achievements achieved by FTKI (SI-TI) students. and helping FTKI students and graduates to find updated information about job vacancies related to information technology. This study will develop an administrative information system for student affairs with the Extreme Programming method, an Agile Development Method. will include FTKI students and graduates as users. The results of research from the Student and Alumni Administration Information System (Smart Adma) can provide time efficiency in administrative management, make it easier for students to get information from association activities, proposals, requests for funds to submission forms and internship assessments, as well as alternative media during the Covid 19 Pandemic.Keywords:Information Systems, Smart AdMa, Extreme Programming Method (XP).


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