共查询到20条相似文献,搜索用时 265 毫秒
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郭永梅 《数字社区&智能家居》2008,(3)
利用多媒体技术的优势,采用多媒体课件制作工具Flash 8.0软件,将图形、动画和影视等多种媒体的素材溶于编译原理课程的教学课件中,形成富有特色的多媒体教学课件;学生通过系统能够进行自主学习,提高对形式语义、有穷自动机等抽象内容的学习兴趣、增强课堂教学效果。设计了该有穷自动机多媒体教学系统,既可在课堂上演示,也可在课后由学生自主观摩,以增强对编译原理课程的学习效果。 相似文献
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该文针对编译原理的重要性以及当前教学中存在的问题,提出了实践驱动式教学方法,克服了传统课堂理论讲授式教学方法缺点,以实践指导运用作为课堂主要教学手段,提高了学生的学习兴趣和课程的实用性。经实践证明此方法取得良好的教学效果,对"编译原理"教学有一定的指导意义。 相似文献
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该文针对编译原理的重要性以及当前教学中存在的问题,提出了实践驱动式教学方法,克服了传统课堂理论讲授式教学方法缺点,以实践指导运用作为课堂主要教学手段,提高了学生的学习兴趣和课程的实用性。经实践证明此方法取得良好的教学效果,对"编译原理"教学有一定的指导意义。 相似文献
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现代教学理论指导下的“编译原理”教学综合改革 总被引:6,自引:0,他引:6
"编译原理"是计算机科学及相关专业的一门重要专业基础课程,由于涉及形式语言、有穷自动机等抽象内容,学生学习过程中存在一定困难,曾一度被学生戏称为"天书"。作为授课教师,如何让这门课的教学效果得到较大改观是一个需要加以解决的研究课题。武汉大学计算机学院在开设"编译原理"的课程时,以现代教育理论为指导,在教学过程中,针对教材选择、课堂教学、习题指导、课程设计、答疑讨论、网络辅助、教学互动等环节进行了探索和创造性的改革与实践,积累了一定的经验,取得了较好的教学效果,该课程的教学综合改革获得了武汉大学优秀教学成果一等奖,同时该课程还被评为武汉大学精品课程。 相似文献
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针对《编译原理》课程教学中存在的主要问题,分析该课程教学的特点,提出交互式教学的主要思路和实施方案。交互式教学的目的是培养学生主动思维、团队合作精神,激发学生的学习的兴趣,提高学生的编程能力,使学生真正掌握课程的精髓。 相似文献
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朱浩 《计算机应用与软件》2001,18(7):16-18,58
并行执行与并行描述是并行计算的两个方面,后者是并行软件技术的一个日益重要的问题,目前主流的并行语言都是针对特定的需求设计的。细胞自动机对许多问题具有自然而贴切的描述并行性,作为动力学系统仿真工具与并行离散计算模型近来受到广泛关注。通过对某些细胞自动机语言进行扩展,可以使其成为并行数值计算的良好工具,方便地描述与求解一大类并行数值计算问题。本文介绍我们对细胞自动机语言Cellang的扩展及在并行数值计算上的应用。 相似文献
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朱素英 《数字社区&智能家居》2010,(12)
编译原理课程是计算机科学与技术专业的重要专业课,它不仅能帮助学生更深入地了解计算机以及计算机程序的本质,还能提高学生进行问题求解的能力。该文根据编译原理课程的特点,结合自己的教学经验,探讨了普通本科院校编译原理的教学内容的选取与实践教学内容的设置,对普通高校更深人的教学改革和创新人才的培养具有一定的意义。 相似文献
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Antonio Bahamondf 《Journal of Computer and System Sciences》1985,30(3):274-290
We provide a general theory of optimal realization, generalizing the minimal realization construction of automata theory. We use a categorical framework to capture general classes of deterministic and nondeterministic realization problems. We define cost functors over a category of systems relative to which optimal realizations are defined. Finally, in order to approach the generalized minimal realization problem of nondeterministic automata, we propose a quotient category of these automata which fulfills the generalized minimal realization principle. 相似文献
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编译原理是计算机专业的主要课程之一,讲述的内容是程序设计语言编译构造的基本原理以及实现方法.它是一门技术性较强的学科,在讲课的过程中为了使学生更好的掌握课程内容,提高学生的学习兴趣,必须设计一套不同于其它学科的教学方法,实现教学效果的提高.本文主要从实验教学的问题及现状方面出发,探讨编译原理教学改革措施. 相似文献
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It is common to start a course on computer programming logic by teaching the algorithm concept from the point of view of natural languages, but in a schematic way. In this sense we note that the students have difficulties in understanding and implementation of the problems proposed by the teacher. The main idea of this paper is to show that the logical reasoning of computer programming students can be efficiently developed by using at the same time Turing Machine, cellular automata (Wolfram rule) and fractals theory via Problem-Based Learning (PBL). The results indicate that this approach is useful, but the teacher needs introducing, in an interdisciplinary context, the simple theory of cellular automata and the fractals before the problem implementation. 相似文献
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In this work, we present timed automata as a natural tool for posing and solving scheduling problems. We show how efficient shortest path algorithms for timed automata can find optimal schedules for the classical job-shop problem. We then extend these results to synthesize adaptive scheduling strategies for problems with uncertainty in task durations. 相似文献
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The problems ofstate observation and diagnosis are solved for discrete–eventsystems, which are described by stochastic automata. As manysystems are not observable in the sense that it is possible toreconstruct the state unambiguously, the observation problemis set up as the problem of determining the smallest possibleset of states that are compatible with the measured input andoutput sequences. The diagnostic problem is shown to be, in principle,an observation problem. Conditions for the observability anddiagnosability of stochastic automata are presented. The resultsare illustrated by examples. 相似文献
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We consider parametric reachability control problems for real-time systems. We model the plant as an extension of parametric timed automata in which the timing constraints on these clocks can make use of parameters. This extension, which we call parametric game automata (PGAs), allows for partitioning the actions in the model between two antagonistic entities: the controller and the environment. The most general problem we study then consists in synthesising both a controller and values for the parameters such that some control location of the automaton is reachable. This problem is undecidable and we therefore provide a subclass of PGA called L/U game automata for which it is decidable. We then consider a backward fixed-point semi-algorithm for solving timed games with reachability objective allowing to compute the most permissive winning strategy. We argue the relevance of this approach and demonstrate its practical usability with a small case-study. 相似文献
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