<p>In combinatorial testing development, the fabrication of covering arrays is the key challenge by the multiple aspects that influence it. A wide range of combinatorial problems can be solved using metaheuristic and greedy techniques. Combining the greedy technique utilizing a metaheuristic search technique like hill climbing (HC), can produce feasible results for combinatorial tests. Methods based on metaheuristics are used to deal with tuples that may be left after redundancy using greedy strategies; then the result utilization is assured to be near-optimal using a metaheuristic algorithm. As a result, the use of both greedy and HC algorithms in a single test generation system is a good candidate if constructed correctly. This study presents a hybrid greedy hill climbing algorithm (HGHC) that ensures both effectiveness and near-optimal results for generating a small number of test data. To make certain that the suggested HGHC outperforms the most used techniques in terms of test size. It is compared to others in order to determine its effectiveness. In contrast to recent practices utilized for the production of covering arrays (CAs) and mixed covering arrays (MCAs), this hybrid strategy is superior since allowing it to provide the utmost outcome while reducing the size and limit the loss of unique pairings in the CA/MCA generation.</p>
To ensure that a software/hardware product is of sufficient quality and functionality, it is essential to conduct thorough testing and evaluations of the numerous individual software components that make up the application. Many different approaches exist for testing software, including combinatorial testing and covering arrays. Because of the difficulty of dealing with difficulties like a two-way combinatorial explosion, this brings up yet another problem: time. Using client-server architectures, this research introduces a parallel implementation of the TWGH algorithm. Many studies have been conducted to demonstrate the efficiency of this technique. The findings of this experiment were used to determine the increase in speed and co
... Show MoreThe objective of the study was to identify the effectiveness of a training program based on the employment of the educational portal in the development of the skills of the administrative body in the basic education schools in Dhofar Governorate. To achieve the goal, a training program was designed that includes the skills of the educational portal to be met by the administrative body and measuring its effectiveness. A questionnaire to identify training needs, and a notecard to evaluate performance. The study sample consisted of (70) individuals of the administrative staff. The researchers used the descriptive-analytical method to identify the training needs, design and build the training program and the experimental method for applying
... Show MoreThe aim of this study was to determine the effect on using the McCarthy Model (4MAT) for developing creative writing skills and reflective thinking among undergraduate students. The quasi-experimental approach was adopted. And, in order to achieve the study objective, the educational content of Teaching Ethics (Approach 401), for the plan for the primary grades teacher preparation program was dealt with by using a teaching program based on the McCarthy Model (4MAT) was used.
The study which was done had been based on the academic achievement test for creative writing skills, and the reflective thinking test. The validity and reliability of the study tools were also confirmed. The study was applied to a sample consisting of
... Show Moreew sports technologies have highlighted the importance of perceptual – cognitive training in order to optimize performance in sports e.g., dynamic team sport such as basketball. Augmented motor reality AMR is a new training model based on realistic movement combined with interactive virtual cues that may be useful to enhance spatial orientation and decision making. The purpose of this study was to investigate the effects of an AMR-based training program on spatial awareness and skill-based decision making in youth basketball players. Twenty-four male young basketball players aged 15.2±0.8 years were randomized to the experimental group n=12, receiving AMR training, and control group n=12, performing conventional practice. The interventio
... Show MoreNew sports technologies have highlighted the importance of perceptual – cognitive training in order to optimize performance in sports e.g., dynamic team sport such as basketball. Augmented motor reality AMR is a new training model based on realistic movement combined with interactive virtual cues that may be useful to enhance spatial orientation and decision making. The purpose of this study was to investigate the effects of an AMR-based training program on spatial awareness and skill-based decision making in youth basketball players. Twenty-four male young basketball players aged 15.2±0.8 years were randomized to the experimental group n=12, receiving AMR training, and control group n=12, performing conventional practice. The interventi
... Show MoreGumbel distribution was dealt with great care by researchers and statisticians. There are traditional methods to estimate two parameters of Gumbel distribution known as Maximum Likelihood, the Method of Moments and recently the method of re-sampling called (Jackknife). However, these methods suffer from some mathematical difficulties in solving them analytically. Accordingly, there are other non-traditional methods, like the principle of the nearest neighbors, used in computer science especially, artificial intelligence algorithms, including the genetic algorithm, the artificial neural network algorithm, and others that may to be classified as meta-heuristic methods. Moreover, this principle of nearest neighbors has useful statistical featu
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