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A Flipped Classroom Approach for Teaching a Master's Course on Artificial Intelligence
A Flipped Classroom Approach for Teaching a Master’s Course on Artificial Intelligence Robin T. Bye? Software and Intelligent Control Engineering Laboratory Department of ICT and Natural Sciences Faculty of Information Technology and Electrical Engineering NTNU — Norwegian University of Science and Technology Postboks 1517, NO-6025 Ålesund, Norway Email: [email protected] Website: http://www.robinbye.com Abstract. In this paper, I present a flipped classroom approach for teaching a master’s course on artificial intelligence. Traditional lectures from the classroom are outsourced to an open online course that con- tains high quality video lectures, step-by-step tutorials and demonstra- tions of intelligent algorithms, and self-tests, quizzes, and multiple-choice questions. Moreover, selected problems, or coding challenges, are cherry- picked from a suitable game-like coding development platform that rids both students and the teacher of having to implement much of the fun- damental boilerplate code required to generate a suitable simulation en- vironment in which students can implement and test their algorithms. Using the resources of the online course and the coding platform thus free up much valuable time for active learning in the classroom. These learning activities are carefully chosen to align with the intended learn- ing outcomes, curriculum, and assessment to allow for learning to be constructed by the students themselves under guidance by the teacher. Thus, I perceive the teacher’s role as a facilitator for learning, much similar to that of a personal trainer or a coach. Emphasising problem- solving as key to achieving intended learning outcomes, the aim is to select problems that strike a balance between detailed step-by-step tuto- rials and highly open-ended problems. -
L&Rsquo;Ecole 42 Meilleure École De Programmation Du Monde, Vraiment ?,Les Salaires Informatiques Progressent Un Peu En
Télégrammes : Portalis porté par Sopra Steria , LinkedIn exclu des stores en Russie, Nokia brevète son assistant Viki, Semtech séduit par Avanquest. La Justice confie Portalis à Sopra-Steria. Dans un avis notifié le 28 décembre dernier, le ministère de la Justice confie à la SSII Sopra-Steria la réalisation de Portalis, un programme applicatif visant à remplacer les applications actuellement en place pour gérer les contentieux civils des tribunaux de grande instance, tribunaux d’instance, cours d’appel et conseils des prud’hommes. Conclu pour une durée de 7 ans, cet accord-cadre est estimé à environ 13,6 millions d’euros. Décomposé en 6 étapes et devant aboutir à une dématérialisation de bout-en-bout de la justice civile, le programme Portalis complète les autres projets de refonte applicative de la Justice comme Astrea (casier judiciaire), Cassiopée (chaîne pénale), Comedec (dématérialisation des actes d’état civil) ou Genesis (gestion des personnes écrouées). LinkedIn bouté de Google et Apple en Russie. Le Kremlin monte encore d’un cran son courroux contre le réseau social professionnel, maintenant propriété de Microsoft. Après l’avoir bloqué pour non-respect de la loi nationale sur l’obligation d’héberger les données sur le territoire Russe, Moscou demande à Google et à Apple de retirer l’application de leur magasin applicatif (Google Play et App Store). Une demande confirmée par les deux sociétés américaines, a indiqué le New York Times en fin de semaine dernière. Par contre, les deux firmes n’ont pas indiqué si elles allaient se plier aux exigences de la Russie. Pour mémoire, Apple a retiré l’application duNew York Times à la demande des autorités chinoises. -
Declaring Type in Javascript
Declaring Type In Javascript RoscianTweedy Sonnyand picayune sharp his Geoff taig screakstickle somolto. acrobatically Braden remains that Laurie inclinatory: outvoices she his pauperises negativity. her nigrosine runabout too vyingly? Dart is called the collection of the ways of complexity and cons to type in javascript parameter and are available for defining a loop through Chapter 16 Variables Scopes Environments and Closures. As declaring types that type named suit as unicode. If billing account is no matter, arrays with ascii character, is loaded even more? Type running a subtype of niche if their subtype relationship was declared. Expected in to evaluate to a full correctness of life single declaration would take. When declaring types define your primitive types come with the declared in several dimensions, but also access. Variables in javascript, type is not declare types are. Of course, taken a reference to the function is passed. Why in javascript files in new type in javascript parameter is already subscribed. The type inference kicks in for newly declared variables and fields, properties, arrays, for statement variables, overriden methods, method return types and generators. There is declared and declares no right declaration literals and allow javascript, it in our set reduces to. Self guided, community taught developer looking to enable knowledge, domain, and soothe animal pictures with fly world! Although memory that? Difference Between 'null' and 'undefined' in JavaScript TO. Like JavaScript and pride other language TypeScript also provides basic. The dilemma of speed versus elegance is an interesting one. Function glob glob points to global object typeof window. If your first to ensure that the function performs one of the same way to restrict the url of variables that key. -
The Early History of Smalltalk
The Early History of Smalltalk http://www.accesscom.com/~darius/EarlyHistoryS... The Early History of Smalltalk Alan C. Kay Apple Computer [email protected]# Permission to copy without fee all or part of this material is granted provided that the copies are not made or distributed for direct commercial advantage, the ACM copyright notice and the title of the publication and its date appear, and notice is given that copying is by permission of the Association for Computing Machinery. To copy otherwise, or to republish, requires a fee and/or specific permission. HOPL-II/4/93/MA, USA © 1993 ACM 0-89791-571-2/93/0004/0069...$1.50 Abstract Most ideas come from previous ideas. The sixties, particularly in the ARPA community, gave rise to a host of notions about "human-computer symbiosis" through interactive time-shared computers, graphics screens and pointing devices. Advanced computer languages were invented to simulate complex systems such as oil refineries and semi-intelligent behavior. The soon-to- follow paradigm shift of modern personal computing, overlapping window interfaces, and object-oriented design came from seeing the work of the sixties as something more than a "better old thing." This is, more than a better way: to do mainframe computing; for end-users to invoke functionality; to make data structures more abstract. Instead the promise of exponential growth in computing/$/volume demanded that the sixties be regarded as "almost a new thing" and to find out what the actual "new things" might be. For example, one would compute with a handheld "Dynabook" in a way that would not be possible on a shared mainframe; millions of potential users meant that the user interface would have to become a learning environment along the lines of Montessori and Bruner; and needs for large scope, reduction in complexity, and end-user literacy would require that data and control structures be done away with in favor of a more biological scheme of protected universal cells interacting only through messages that could mimic any desired behavior. -
Object-Oriented Programming in the Beta Programming Language
OBJECT-ORIENTED PROGRAMMING IN THE BETA PROGRAMMING LANGUAGE OLE LEHRMANN MADSEN Aarhus University BIRGER MØLLER-PEDERSEN Ericsson Research, Applied Research Center, Oslo KRISTEN NYGAARD University of Oslo Copyright c 1993 by Ole Lehrmann Madsen, Birger Møller-Pedersen, and Kristen Nygaard. All rights reserved. No part of this book may be copied or distributed without the prior written permission of the authors Preface This is a book on object-oriented programming and the BETA programming language. Object-oriented programming originated with the Simula languages developed at the Norwegian Computing Center, Oslo, in the 1960s. The first Simula language, Simula I, was intended for writing simulation programs. Si- mula I was later used as a basis for defining a general purpose programming language, Simula 67. In addition to being a programming language, Simula1 was also designed as a language for describing and communicating about sys- tems in general. Simula has been used by a relatively small community for many years, although it has had a major impact on research in computer sci- ence. The real breakthrough for object-oriented programming came with the development of Smalltalk. Since then, a large number of programming lan- guages based on Simula concepts have appeared. C++ is the language that has had the greatest influence on the use of object-oriented programming in industry. Object-oriented programming has also been the subject of intensive research, resulting in a large number of important contributions. The authors of this book, together with Bent Bruun Kristensen, have been involved in the BETA project since 1975, the aim of which is to develop con- cepts, constructs and tools for programming. -
CPS323 Lecture: Concurrency Materials: 1. Coroutine Projectables
CPS323 Lecture: Concurrency Materials: 1. Coroutine Projectables 2. Handout for Ada Concurrency + Executable form (simple_tasking.adb, producer_and_consumer.adb) I. Introduction - ------------ A. Most of our attention throughout the CS curricum has been focussed on _sequential_ programming, in which a program does exactly one thing at a time, following a predictable order of steps. In particular, we expect a given program will always follow the exact same sequence of steps when run on a given set of data. B. An alternative is to think in terms of _concurrent_ programming, in which a "program" (at least in principle) does multiple things at the same time, following an order of steps that is not predictable and may differ between runs even if the same program is run on exactly the same data. C. Concurrency has long been an interest in CS, but has become of particular interest as we move into a situation in which raw hardware speeds have basically plateaued and multicore processors are coming to dominate the hardware scene. There are at least three reasons why this topic is of great interest. 1. Achieving maximum performance using technologies such as multicore processors. 2. Systems that inherently require multiple processors working together cooperatively on a single task - e.g. distributed or embedded systems. 3. Some problems are more naturally addressed by thinking in terms of multiple concurrrent components, rather than a single monolithic program. D. There are two broad approaches that might be taken to concurrency: 1. Make use of system libraries, without directly supporting parallelism in the language. (The approach taken by most languages - e.g. -
Multi-Game Code-Duel for Learning Programming Languages Sven Groppe, Ian Posse¨
c 2019 by the authors; licensee RonPub, Lubeck,¨ Germany. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution license (http://creativecommons.org/licenses/by/4.0/). Open Access Open Journal of Information Systems (OJIS) Volume 6, Issue 1, 2019 http://www.ronpub.com/ojis ISSN 2198-9281 Multi-Game Code-Duel for Learning Programming Languages Sven Groppe, Ian Posse¨ Institute of Information Systems (IFIS), University of Lubeck,¨ Ratzeburger Allee 160, D-23562 Lubeck,¨ Germany, groppe@ifis.uni-luebeck.de, [email protected] ABSTRACT Software developers compose computer instructions following the rules defined in programming languages for the purpose of automatic information processing. However, different programming languages have different syntax and semantic rules, and support different programming paradigms and design patterns. Learning a programming language needs many efforts and much practicing in order to master the rules and apply the patterns. Leaning multiple programming languages at the same time, of course, needs more efforts. In this work we develop the concept of multi-game and an e-learning platform called “Multi-Game Platform for Code-Duels” for learning multiple programming languages easily and efficiently. A multi-game is a video game, which consists of several mini-games. Dividing a big game into mini-games reduces the development efforts and implementation complexity. “Builders” is a multi-game developed in our platform consisting of three mini-games. Each mini-game can be solved by implementing a program by learners using different languages. Using our multi-game platform, each mini-game of Builders can be developed easily and played independently of the other mini-games. -
Every Programmer Should Know
Every Programmer Should Know Github A collection of (mostly) technical things every software developer should know. ☝️ These are resources I can recommend to every programmer regardless of their skill level or tech stack Highly opinionated . Not backed by science. Comes in no particular order ♻️ U like it? ⭐️ it and share with a friendly developer! U don't like it? Watch the doggo P.S. You don't need to know all of that by heart to be a programmer. But knowing the stuff will help you become better! P.P.S. Contributions are welcome! Introduction Map of Computer Science 40 Key Computer Science Concepts Explained In Layman’s Terms Falsehoods Awesome Falsehoods Curated list of falsehoods programmers believe in. Check for things you do not know about Strings, Addresses, Names, Numbers, Emails, Timezones and Dates and more. Algorithms Big O Cheatsheet Grokking Algorithms Algorithms Visualization Data Structures UC Berkeley, Data Structures Course Foundations of Data Structures - EDX Data Structures - Coursera Mathematics for Computer Science - Eric Lehman Numbers How to Count Floating Point Guide What Every Computer Scientist Should Know About Floating-Point Arithmetic Basic Number Theory Every Programmer Should Know... Strings Unicode and Character Sets Homoglyphs Unicode Common Locale Data Repository ASCII UTF-8 Latency Interactive Latency Infographics Latency Numbers Every Programmer Should Know Time Some notes about time Memory What every Programmer should know about memory Distributed Systems Designing Data-Intensive Applications -
A Low-Cost Implementation of Coroutines for C
University of Wollongong Research Online Department of Computing Science Working Faculty of Engineering and Information Paper Series Sciences 1983 A low-cost implementation of coroutines for C Paul A. Bailes University of Wollongong Follow this and additional works at: https://ro.uow.edu.au/compsciwp Recommended Citation Bailes, Paul A., A low-cost implementation of coroutines for C, Department of Computing Science, University of Wollongong, Working Paper 83-9, 1983, 24p. https://ro.uow.edu.au/compsciwp/76 Research Online is the open access institutional repository for the University of Wollongong. For further information contact the UOW Library: [email protected] A LOW-COST IMPLEMENTATION OF COROUTINES FOR C Paul A. Bailes Department of Computing Science University of Wollongong Preprint No. 83-9 November 16, 1983 P.O. Box 1144, WOLLONGONG N.S.W. 2500, AUSTRALIA tel (042)-282-981 telex AA29022 A Low-Cost Implementation of Coroutines for C Paul A. Bailes Department of Computing Science University of Wollongong Wollongong N.S.W. 2500 Australia ABSTRACT We identify a set of primitive operations supporting coroutines, and demonstrate their usefulness. We then address their implementation in C accord ing to a set of criteria aimed at maintaining simplicity, and achieve a satisfactory compromise between it and effectiveness. Our package for the PDP-II under UNIXt allows users of coroutines in C programs to gain access to the primitives via an included definitions file and an object library; no penalty is imposed upon non-coroutine users. October 6, 1983 tUNIX is a Trademark of Bell Laboratories. A Low-Cost Implementation of Coroutines for C Paul A. -
Kotlin Coroutines Deep Dive Into Bytecode #Whoami
Kotlin Coroutines Deep Dive into Bytecode #whoami ● Kotlin compiler engineer @ JetBrains ● Mostly working on JVM back-end ● Responsible for (almost) all bugs in coroutines code Agenda I will talk about ● State machines ● Continuations ● Suspend and resume I won’t talk about ● Structured concurrency and cancellation ● async vs launch vs withContext ● and other library related stuff Agenda I will talk about Beware, there will be code. A lot of code. ● State machines ● Continuations ● Suspend and resume I won’t talk about ● Structured concurrency and cancellation ● async vs launch vs withContext ● and other library related stuff Why coroutines ● No dependency on a particular implementation of Futures or other such rich library; ● Cover equally the "async/await" use case and "generator blocks"; ● Make it possible to utilize Kotlin coroutines as wrappers for different existing asynchronous APIs (such as Java NIO, different implementations of Futures, etc). via coroutines KEEP Getting Lazy With Kotlin Pythagorean Triples fun printPythagoreanTriples() { for (i in 1 until 100) { for (j in 1 until i) { for (k in i until 100) { if (i * i + j * j < k * k) { break } if (i * i + j * j == k * k) { println("$i^2 + $j^2 == $k^2") } } } } } Pythagorean Triples fun printPythagoreanTriples() { for (i in 1 until 100) { for (j in 1 until i) { for (k in i until 100) { if (i * i + j * j < k * k) { break } if (i * i + j * j == k * k) { println("$i^2 + $j^2 == $k^2") } } } } } Pythagorean Triples fun printPythagoreanTriples() { for (i in 1 until 100) { for (j -
Csc 520 Principles of Programming Languages Coroutines Coroutines
Coroutines Coroutines are supported by Simula and Modula-2. CSc 520 They are similar to Java’s threads, except the programmer has to explicitly transfer control from one Principles of Programming execution context to another. Languages Thus, like threads several coroutines can exist simultaneously but unlike threads there is no central 36: Procedures — Coroutines scheduler that decides which coroutine should run next. Christian Collberg A coroutine is represented by a closure. [email protected] A special operation transfer(C) shifts control to the coroutine C, at the location where C last left off. Department of Computer Science University of Arizona Copyright c 2005 Christian Collberg 520—Spring 2005—36 [1] 520—Spring 2005—36 [2] Coroutines. Coroutines. The next slide shows an example from Scott where two var us, cfs: coroutine; coroutines execute “concurrently”, by explicitly transferring control between each other. coroutine update_screen() { ... In the example one coroutine displays a moving detach screen-saver, the other walks the file-system to check loop { for corrupt files. ... transfer(cfs) ... } } coroutine check_file_system() { ... } main () { ... } 520—Spring 2005—36 [3] 520—Spring 2005—36 [4] Coroutines. Coroutines in Modula-2 coroutine check_file_system() { Modula-2's system module provides two functions to create and transfer ... between coroutines: detach for all files do { PROCEDURE NEWPROCESS( proc: PROC; (* The procedure *) ... transfer(cfs) addr: ADDRESS; (* The stack *) ... transfer(cfs) size: CARDINAL; (* The stack size *) ... transfer(cfs) ... VAR new: ADDRESS); (* The coroutine *) } PROCEDURE TRANSFER( } VAR source: ADDRESS; (* Current coroutine *) VAR destination: ADDRESS); (* New coroutine *) main () { us := new update_screen(); The ®rst time TRANSFER is called source will be instantiated to cfs := new check_file_system(); the main (outermost) coroutine. -
Practical Perl Tools Parallel Asynchronicity, Part 2
COLUMNS Practical Perl Tools Parallel Asynchronicity, Part 2 DAVID N. BLANK-EDELMAN David Blank-Edelman is elcome back for Part 2 of this mini-series on modern methods the Technical Evangelist at for doing multiple things at once in Perl. In the first part (which I Apcera (the comments/ highly recommend that you read first before reading this sequel), views here are David’s alone W and do not represent Apcera/ we talked about some of the simpler methods for multi-tasking like the use Ericsson) . He has spent close to thirty years of fork() and Parallel::ForkManager. We had just begun to explore using the in the systems administration/DevOps/SRE Coro module as the basis for using threads in Perl (since the native stuff is so field in large multiplatform environments ucky) when we ran out of time. Let’s pick up the story roughly where we left it. including Brandeis University, Cambridge Technology Group, MIT Media Laboratory, Coro and Northeastern University. He is the author As a quick reminder, Coro offers an implementation of coroutines that we are going to use as of the O’Reilly Otter book Automating System just a pleasant implementation of cooperative threading (see the previous column for more Administration with Perl and is a frequent invited picayune details around the definition of a coroutine). By cooperative, we mean that each speaker/organizer for conferences in the field. thread gets queued up to run, but can only do so after another thread has explicitly signaled David is honored to serve on the USENIX that it is ready to cede its time in the interpreter.