Sökning: "Programmering och Datavetenskap"

Visar resultat 1 - 5 av 156 uppsatser innehållade orden Programmering och Datavetenskap.

  1. 1. Spelifiering som verktyg för programmeringsundervisning i gymnasiet

    Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Sebastian Hällman; Noella Rahman; [2023]
    Nyckelord :Spelifiering; CodinGame; Programmering; Motivation;

    Sammanfattning : Gamification involves the use of game design features and methods in non-game situations to increase engagement and motivation, this is used within media technology and interaction design. Gamification has been used in a variety of fields, including marketing, productivity, healthcare, and education. LÄS MER

  2. 2. Text- kontra blockbaserad introduktion till programmering

    Kandidat-uppsats, Linköpings universitet/Institutionen för datavetenskap

    Författare :Joakim Persson; Edvin Nilsson Sommermark; [2023]
    Nyckelord :programming; text-based programming; block-based programming; beginners programming; domain specific language; digital programming; visual programming; programmering; textbaserad programmering; blockbaserad programmering; programmering nybörjare; domänspecifikt språk; digital lekplats; visuell programmering;

    Sammanfattning : Blockbaserade utvecklingsmiljöer blir allt vanligare för att lära ut grunderna i programmering. Metoden har visat sig ha flera fördelar jämfört med textbaserad programmering, som historiskt sett varit den ledande metoden för undervisning. LÄS MER

  3. 3. Using Quality Diversity in Genetic Programming to Improve Automatic Learning of Behaviour Trees

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Alexander Willemsen; [2023]
    Nyckelord :Behaviour Trees; Genetic Programming; Quality Diversity; Gedragsbomen; Genetische Programmering; Kwaliteitsdiversiteit; Beteendeträd; Genetisk Programmering; Kvalitetsmångfald;

    Sammanfattning : One of the main purposes of the fields of Robotics and Artificial Intelligence is to develop solutions that can autonomously solve problems. An important part of this is synthesising behaviours of robots. Behaviour Trees are a tree structure that enables combining existing lower level behaviours into a high level behaviour through task switching. LÄS MER

  4. 4. Functional Programming Languages and the JVM : Comparing Functional Language Compilation Techniques for the JVM

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Asta Olofsson; [2023]
    Nyckelord :Compilation; Functional Programming; Java; Kompilering; Funktionell Programmering; Java;

    Sammanfattning : Because of its security, high availability, and automatic memory management, the JVM (Java Virtual Machine) is a desirable execution environment. However, since the JVM was originally made for Java, which is an objectoriented language, it is hard for languages with other paradigms to run on it. LÄS MER

  5. 5. Optimizing the instruction scheduler of high-level synthesis tool

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Zihao Xu; [2023]
    Nyckelord :Instruction scheduling; Scheduling algorithm; CGRA; High-level Sythnesis; SiLago; Algorithm-level Synthesis; Constraint programming; Instruktion schemaläggning; schemaläggning algoritm; CGRA; High-level Sythnesis; SiLago; Algoritm-nivå Synthesis; Constraint programmering;

    Sammanfattning : With the increasing complexity of the chip architecture design for meeting different application requirements, the corresponding instruction scheduler of high-level synthesis tool needs to solve complex scheduling problems. Dynamically Reconfigurable Resource Array (DRRA) is a novel architecture based on Coarse-Grained Reconfigurable Architecture (CGRA) on SiLago platform, the instruction scheduler of Vesyla-II, the dedicated High-Level Synthesis (HLS) tool targets for DRRA needs to schedule the specific instruction sets designed for Distributed Two-level Control System (D2LC). LÄS MER