Comparing Approaches to Mining Source Code for Call-Usage Patterns

Author(s):  
Huzefa Kagdi ◽  
Michael L. Collard ◽  
Jonathan I. Maletic
2019 ◽  
Vol 15 (1) ◽  
pp. 92-107
Author(s):  
Noura Hoshieah ◽  
Samer Zein ◽  
Norsaremah Salleh ◽  
John Grundy

1987 ◽  
Vol 18 (2) ◽  
pp. 112-130
Author(s):  
Mary Ann Romski ◽  
Sharon Ellis Joyner ◽  
Rose A. Sevcik

Studies of first-word acquisition in typical language-learning children frequently take the form of diary studies. Comparable diary data from language-impaired children with developmental delays, however, are not currently available. This report describes the spontaneous vocalizations of a child with a developmental delay for 14 months, from the time he was age 6:5 to age 7:7. From a corpus of 285 utterances, 47 phonetic forms were identified and categorized. Analysis focused on semantic, communicative, and phonological usage patterns.


Author(s):  
Thomas Mößle ◽  
Florian Rehbein

Aim: The aim of this article is to work out the differential significance of risk factors of media usage, personality and social environment in order to explain problematic video game usage in childhood and adolescence. Method: Data are drawn from the Berlin Longitudinal Study Media, a four-year longitudinal control group study with 1 207 school children. Data from 739 school children who participated at 5th and 6th grade were available for analysis. Result: To explain the development of problematic video game usage, all three areas, i. e. specific media usage patterns, certain aspects of personality and certain factors pertaining to social environment, must be taken into consideration. Video game genre, video gaming in reaction to failure in the real world (media usage), the children’s/adolescents’ academic self-concept (personality), peer problems and parental care (social environment) are of particular significance. Conclusion: The results of the study emphasize that in future – and above all also longitudinal – studies different factors regarding social environment must also be taken into account with the recorded variables of media usage and personality in order to be able to explain the construct of problematic video game usage. Furthermore, this will open up possibilities for prevention.


2019 ◽  
Vol 2 (1) ◽  
pp. 1-16
Author(s):  
Nana Suarna
Keyword(s):  

Seiring waktu, jumlah surat dalam sebuah perusahaan semakin hari makin banyak, sehingga muncul permasalahan dalam mengelolanya administrasi suarat, baik ketika dalam pencatatan surat maupun proses disposisi, serta pada saat pencarian arsip surat. Hampir sebagai besar surat yang ada di kantor-kantor masih disimpan dalam bentuk file-file yang masih bersifat manual, sehingga memungkinkan surat tersebut menunpuk, dan memerlukan waktu yang lama dalam pencarian dan pemrosesannya. Dengan dibangunnya  sistem manajemen pengarsipan bertujuan untuk mengatasi permasalahan-permasalahan tersebut di atas. Pemrograman  saat ini, baik desktop maupun web based, semakin marak  pengerjaannya menggunakan framework code igniter berbasis PHP. Framework CI memang dikembangkan untuk memudahkan dalam developing aplikasi dengan struktur  file source code-nya menggunakan pendekatan Models-Views-Controller (MVC) dan pemrograman berorientasi objek, oleh sebab itu penulis menggunakan CI dalam developing aplikasi ini. Aplikasi sistem manajemen surat dan pengarsipan ini dapat diakses dalam internal perusahaan web, yang bertujuan untuk memudahkan karyawan  dalam pengelolaan dan  mengaksesnya surat menyurat, selain itu aplikasi ini juga memberikan kemudahan dalam proses pencatatan surat,  disposisi, dan proses pencarian sehingga aplikasisi ini memiliki performa yang handal, mudah untuk di-maintenance dan dikembangkan lebih lanjut seiring perkembangan kebutuhan penggunanya.


Author(s):  
Himanshi Vashisht ◽  
Sanjay Bharadwaj ◽  
Sushma Sharma

Code refactoring is a “Process of restructuring an existing source code.”. It also helps in improving the internal structure of the code without really affecting its external behaviour”. It changes a source code in such a way that it does not alter the external behaviour yet still it improves its internal structure. It is a way to clean up code that minimizes the chances of introducing bugs. Refactoring is a change made to the internal structure of a software component to make it easier to understand and cheaper to modify, without changing the observable behaviour of that software component. Bad smells indicate that there is something wrong in the code that have to refactor. There are different tools that are available to identify and emove these bad smells. A software has two types of quality attributes- Internal and external. In this paper we will study the effect of clone refactoring on software quality attributes.


2020 ◽  
Vol 2020 (1) ◽  
pp. 91-95
Author(s):  
Philipp Backes ◽  
Jan Fröhlich

Non-regular sampling is a well-known method to avoid aliasing in digital images. However, the vast majority of single sensor cameras use regular organized color filter arrays (CFAs), that require an optical-lowpass filter (OLPF) and sophisticated demosaicing algorithms to suppress sampling errors. In this paper a variety of non-regular sampling patterns are evaluated, and a new universal demosaicing algorithm based on the frequency selective reconstruction is presented. By simulating such sensors it is shown that images acquired with non-regular CFAs and no OLPF can lead to a similar image quality compared to their filtered and regular sampled counterparts. The MATLAB source code and results are available at: http://github. com/PhilippBackes/dFSR


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