computer algorithm
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2022 ◽  
Vol 1 (1) ◽  
pp. 49-58 ◽  
Author(s):  
Karol Molga ◽  
Sara Szymkuć ◽  
Patrycja Gołębiowska ◽  
Oskar Popik ◽  
Piotr Dittwald ◽  
...  

2021 ◽  
Author(s):  
Daniel Cardoso Braga ◽  
Mohammadreza Kamyab ◽  
Deep Joshi ◽  
Brian Harclerode ◽  
Curtis Cheatham

Abstract One of the responsibilities of a directional driller (DD) is the computation of the current bit position given the last survey station measurement, and with that information calculate the path back to plan if directional correction is needed. Having only a few minutes during a drilling connection to perform these calculations, the DD is limited to compute only a handful of possible paths that will be presented to the Drilling Engineer/Company Man. With this information, the Company Man will decide which path to follow. The present work aims to develop a computer algorithm that replicates the field knowledge of DDs but can compute hundreds of paths in less than one minute. In addition, since the objective of the trajectory correction may differ, the algorithm also can optimize for one of three goals: maximum rate of penetration (ROP), minimum tortuosity in the path, or maximum footage in the drilling target window. The paper presents examples of four different path recommendations in the lateral portion of a horizontal well. The results show the optimum recommended paths for the same position for a specific optimization goal. Finally, a comparison between the running time and number of paths computed is presented. All results were obtained during the validation tests of the algorithm.


2021 ◽  
Vol 14 (2) ◽  
pp. 431-450
Author(s):  
Armend Salihu ◽  
Fahri Marevci

In this paper, we present an approach for the calculation of rectangular determinants, where in addition to the mathematical formula, we also provide a computer algorithm for their calculation. Firstly, we present a method similar to Sarrus method for calculating the rectangular determinant of the order 2 × 3.  Secondly, we present an approach for calculating the rectangular determinants of order m ×n by adding a row with all elements equal to one (1) in any row, as well as an application of Chio’s rule for calculating the rectangular determinants. Thirdly, we find the time complexity and comparison of the computer execution time of calculation of the rectangular determinant based on the presented algorithms and comparing them with the algorithm based on the Laplace method.


2021 ◽  
Vol 3 (1) ◽  
pp. 11-19
Author(s):  
Ulfa Rahmatin ◽  
Muhammad Rifai Katili ◽  
Lillyan Hadjaratie ◽  
Sitti Suhada

Upaya meningkatkan minat belajar siswa melalui pengembangan media pembelajaran yang menarik masih menjadi kendala dan tantangan utama yang dihadapi oleh guru pada materi Logika dan Algoritma Komputer di SMK Negeri 1 Suwawa. Penelitian ini bertujuan untuk mengembangkan media pembelajaran komik untuk materi Logika dan Algoritma Komputer yang dapat menarik minat belajar siswa kelas X. Metode yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan model pengembangan Hannafin dan Peck yang terdiri dari 3 fase, yaitu: analisis kebutuhan, desain, serta pengembangan dan implementasi. Media pembelajaran yang dikembangkan telah memperoleh penilaian oleh ahli materi, dan ahli media serta telah di uji respon dari siswa sebagai pengguna kelayakan dengan kategori kelayakan sangat layak. Hasil penelitian menunjukkan media pembelajaran komik yang dikembangkan dinyatakan valid dan praktis untuk digunakan dalam proses pembelajaran materi Logika dan Algoritma Komputer. Efforts to increase students’ learning interests by developing an attractive learning media is the primary challenge for teachers of Logic and Computer Algorithm at SMK Negeri 1 Suwawa Senior High School. This research aims to develop comics as a learning medium for Logic and Computer Algorithm that may stimulate tenth-grade students’ learning interests. This R&D study, employing Hannafin and Peck’s development model, consisted of three stages, namely: needs assessment, design, and development and implementation. Material experts and media experts have assessed the developed learning media. It also has been tested on students as eligible users; they responded that the media was feasible. The research showed that comic as the developed learning media was declared as valid and practical to be used in Logic and Computer Algorithm subject’s learning process.


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