In computing, a visual programming language (visual programming system, VPL, or, VPS) or block coding is a programming language that lets users create programs by manipulating program elements graphically rather than by specifying them textually. A VPL allows programming with visual expressions, spatial arrangements of text and graphic symbols, used either as elements of syntax or secondary notation. For example, many VPLs (known as diagrammatic programming) are based on the idea of "boxes and arrows", where boxes or other screen objects are treated as entities, connected by arrows, lines or arcs which represent relations.
VPLs may be further classified, according to the type and extent of visual expression used, into icon-based languages, form-based languages, and diagram languages. Visual programming environments provide graphical or iconic elements which can be manipulated by users in an interactive way according to some specific spatial grammar for program construction.
The general goal of VPLs is to make programming more accessible to novices and to support programmers at three different levels
Syntax: VPLs use icons/blocks, forms and diagrams trying to reduce or even eliminate the potential of syntactic errors helping with the arrangement of programming primitives to create well-formed programs.
Semantics: VPLs may provide some mechanisms to disclose the meaning of programming primitives. This could include help functions providing documentation functions built-in to programming languages.
Pragmatics: VPLs support the study of what programs mean in particular situations. This level of support allows users to put artifacts created with a VPL into a certain state in order to explore how the program will react to that state. Examples: In AgentSheets or AgentCubes users can set games or simulations into a particular state in order to see how program would react. With the Thymio programming language users can bring a robot into a certain state in order to see how it will react, i.e., which sensors will be activated.
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This course is intended for students who want to understand modern large-scale data analysis
systems and database systems. The course covers fundamental principles for understanding
and building syste
L'étudiant comprendra les architectures des systèmes embarqués microprogrammés, les architectures des microprocesseurs, hiérarchie de mémoire et les différents périphériques de Entrée/Sortie (E/S) inc
D'une part, le cours aborde: (1) la notion d'algorithme et de représentation de l'information, (2) l'échantillonnage d'un signal et la compression de données et (3) des aspects
liés aux systèmes: ordi
In computer programming, dataflow programming is a programming paradigm that models a program as a directed graph of the data flowing between operations, thus implementing dataflow principles and architecture. Dataflow programming languages share some features of functional languages, and were generally developed in order to bring some functional concepts to a language more suitable for numeric processing. Some authors use the term datastream instead of dataflow to avoid confusion with dataflow computing or dataflow architecture, based on an indeterministic machine paradigm.
Lego Mindstorms (sometimes stylized as LEGO MINDSTORMS) is a discontinued hardware and software structure which develops programmable robots based on Lego building blocks. Each version includes an intelligent brick (or hub), a set of modular sensors and motors, and parts from the Lego Technic line to create the mechanical systems. The system is controlled by the intelligent brick, which act as the brain of the mechanical system.
Scratch is a high-level block-based visual programming language and website aimed primarily at children as an educational tool, with a target audience of ages 8 to 16. Users on the site, called Scratchers, can create projects on the website using a block-like interface. Projects can be exported to standalone HTML5, Android apps, Bundle (macOS) and EXE files using external tools. Scratch was conceived and designed through collaborative National Science Foundation grants awarded to Mitchell Resnick and Yasmin Kafai.
On propose dans ce MOOC de se former à et avec Thymio :
apprendre à programmer le robot Thymio et ce faisant, s’initier
à l'informatique et la robotique.
In diesem Kurs handelt es sich um das Verständnis der grundlegenden Mechanismen eines Roboters wie Thymio, seiner Programmierung mit verschiedenen Sprachen und seiner Verwendung im Unterricht mit den
In diesem Kurs handelt es sich um das Verständnis der grundlegenden Mechanismen eines Roboters wie Thymio, seiner Programmierung mit verschiedenen Sprachen und seiner Verwendung im Unterricht mit den
Type inference in the presence of first-class or "impredicative" second-order polymorphism a la System F has been an active research area for several decades, with original works dating back to the end of the 80s. Yet, until now many basic problems remain ...
Assoc Computing Machinery2024
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Data races have long been a notorious problem in concurrent programming. They are subtle to detect, and lead to non-deterministic behaviours. There has been a lot of interest in type systems that statically guarantee data race freedom. Significant progress ...
How to measure students' Computational Problem-Solving (CPS) competencies is an ongoing research topic. Prevalent approaches vary by measurement tools (e.g., interactive programming, multiple-choice tests, or programming-independent tests) and task types ( ...