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Perancangan Sistem Informasi Jasa Perbaikan dan Penjualan Suku Cadang Pada PT. Sehat Service Station Medan
PT. Sehat Service Station Medan is a company engaged in services car repair and sales of auto parts. The purpose of the research is to design an information system acceptance and repair parts sales so as to improve the efficiency of time recording and data processing company transactions. To design a computerized information system, used Visual Basic 6.0 and Microsoft Access 2000 and in preparing reports use Crystal Report 8.5 TM sales of spare parts so that information can be determined quickly and accurately. With the proposed system, the information can be given to leaders to quickly and accurately when needed. With computerized systems, data processing activities, especially stock data for the better and smoother. This system is expected to provide information which would assist management in making a decision
Sistem Informasi Pemakaian Suku Cadang (Studi Kasus: PT. Medan Tropical Canning)
Penelitian ini mempelajari pemakaian suku cadang pada PT. Medan Tropical Canning dengan tujuan perancangan model sistem informasi pemakaian suku cadang berbasis komputer yang dapat meningkatkan efektifitas perusahaan di dalam penjadwalan penggantian suku cadang, pembuatan laporan, dan tersedianya data histori yang berguna untuk analisis lebih lanjut. Penelitian ini menggunakan metode Structured Analysis and Structured Design dengan pendekatan Yourdon yang dikenal dengan istilah SASD ataupun Yourdon Structured Method (YSM). Hasil penelitian adalah sebuah aplikasi yang dihasilkan dengan menggunakan bahasa pemrograman Microsoft Visual Basic 2005 dengan database Microsoft SQL Server 2000 dan Business Objects Crystal Report versi 10.0 untuk pembuatan laporan. Dengan diselesaikannya sistem informasi preventive maintenance yang terkomputerisasi ini, data yang diinput secara manual akan diolah dengan sistem manajemen database sehingga dalam pembuatan laporan menjadi lebih cepat, akurat, dan diharapkan dapat bermanfaat bagi perusahaa
Aplikasi Pembelajaran Paritta Suci Pada Windows Phone
Indonesia which compose many tribe and is multifarious of cultural manner also there are is multifarious of religion manner. In this case, each;every religion have difference of different holy book also. Besides,every religion also differ in the case of devoting procedures to its religion teaching. For that, to be follower of religion can more is comprehending of read of holy sentences or paritta hence require to be designed by a software for study which application to communications technology. Where communication means have supporting many to application which is flange to multimedia. In scheme of this software use method of waterfall. Result of from software of ini,untuk facilitate people or follower of religion especially religion of Buddha in mastering read of paritta, understanding the meaning of read paritta or listened.
Perancangan Sistem Informasi Persediaan pada PT. Panah Indah Kencana
PT. Panah Indah Kencana is a company engaged in the distribution and sale of ceramics. Data recording process sales and purchases are still done the semi computerized using Microsoft Excel. Some difficulties were observed company is manufacturing process that requires a long time because of the company\u27s staff should re-examine the formula calculations have been made if the data changes (addition or subtraction data). In addition, the possibility of data recording errors large enough. This is because the program Microsoft Excel can not automatically validate all the data to be input.
Designed information system has been equipped with the application program supplies. This application is built using the programming language Visual Basic 6.0, Microsoft Access 2003 database and Seagate Crystal Report 8.5 to support report generation.With this system, it is expected to facilitate the company in the purchase and sale of recorded data as well as speed up the reporting process
Simulasi Pencarian Shortest Distance Path
Path finding is one problem that is common and widely applied, for example, for determining the shortest path in a map which is applied in several categories such as real-time strategy game game, analysts intelligent robot movement. One path finding algorithm that is well-known A* algorithm where the algorithm has a fast computation time. The algorithm works by determining the first two points as points A and B where point A is the point of origin, while point B is the point of destination. Usually between points A and B are included barrier that will determine the amount of the bend and the shortest or longest path from A to B. So the purpose of this study is to explain how to work or technique of Algorithm A* to determine the shortest path between two points and to design and build a software that is able to perform path finding using A* algorithm. Software development method is to use your A* which is a "heuristic estimate" h (x) which gives the value for every node x to estimate the best service that can be traversed by the node. A* visiting the node for the purpose of this heuristic estimate. Algorithm A* is an example of a best-first search. In this research implemented the search algorithm A* so that the shortest path between two points can be easily obtained. Then with a simulated search boys against girls, can describe the shortest path traversed
Perangkat Lunak Pemahaman The Lift-To-Front Algorithm untuk Menyelesaikan Problema Maximum Flow
Problems of the maximum network flow (maximum flow) is the simplest problems associated with network flow. Each side considered trending channel that has a maximum capacity in which material flows. Node is the meeting point on each channel. Material flowing through the node without gathered in it. In other words, the scale of the material that enters a node must be equal to the scale of the material that came out of that node. This issue is looking for answers about the maximum scale of the material that may be sent from source to destination without violating any capacity constraints of the system. This problem can be solved by using algorithms lift-to-front. Algorithm lift-to-front work by using the list to maintain a list of vertices in the network. Starting from the front, the method of reviewing the list, repeatedly choose a vertex u that overflow and then remove it from the list, which is conducting operations "push and lift \u27(push and lift) until u do not have a positive surplus (positive excess). When a vertex is removed, is transferred to the front vertex list (this method is called \u27lift-to-front\u27) and the method will start again from the beginning. The purpose of this research is to study the working process of the algorithm-to-Front Lift in solving the maximum flow problem on a flow network. The method used in this study is the Waterfall model. The software will show the working process of the algorithm-to-Front Lift in detail step by step in finding the maximum flow network. The software also records the steps the algorithm so that the software can be used to aid understanding of the work process of the algorithm Lift-to-Front
Analisa dan Perancangan Sistem Informasi Kependudukan pada Kecamatan Medan Selayang
Population information management occurs not solely based on the need for adequate demographic
information. Given the presentation of demographic information as well as so many records related to the
reception with a high level of intensity, resulting in the recording to the management of difficult to do more
quickly. To address the problems that occurred in the District of Medan Selayang, recording and managing data
on demographic information. So that data management can be much faster, concise, and to maintain data
accuracy, and to be able to quickly generate demographic information, which is where the presentation was
pretty good demographic information carried by the District of Medan Selayang computerized manner,
therefore, the author tries to analyze the system\u27s shortcomings existing and designing information system on
district population Medan Selayang, by using Microsoft Visual Basic 6.0 Software that can access data quickly
and easily so it does not complicate its user
Sistem Informasi Perhitungan Royalti Penulisan Buku Pada Penerbit Madju Medan
Royalty is the amount paid for the use of property, such as patents, copyrights, or natural resources, for example, the creator gets paid royalties when his creation was produced and sold; writer can earn royalties when the book sold his works; landowners lease their land to oil companies or the mining company will earn a royalty based on the amount of oil produced and the land. Royalty calculation is one of the company\u27s operations on the book publisher. One such company is Penerbit MadjuPenerbit Madjufounded by HM Arbie in the mid 1949\u27s until now still loyal publishes school textbooks. The diversity of species and the title of the book along with the author of such books certainly contribute a lot in increasing the company\u27s operations, one of these activities is the calculation of royalties to the author for any work that is published and sold in the market.The purpose of the research is to design an information system that terkomputersasi royalty calculations so as to facilitate the operations of the company in terms of calculation of royalties. To design a computerized information system, used Visual Basic 6.0 and Microsoft Access 2000 and in preparing reports useCrystal Report 8.5T
Perangkat Lunak Simulasi Langkah Kuda Dalam Permainan Catur
Horse seed in the chess board movement resembles the letter L. The chess pieces are one of a very hard-driven beans and seeds are often also the most dangerous if not carefully considered every movement. Simulation of this problem provides a chess board size nx n. Target (goal) of this problem is to move a horse beans of a certain position on a chess board position to the desired destination with the shortest movement simulates all possible solutions to get to the goal position. This problem is also one of the classic problems in artificial intelligence (AI). Settlement of this problem can use the help system and tree production tracking.
Therefore, designed a simulation applications by utilizing several techniques of simulation programming using Visual Basic 6.0. The purpose of this study is to design a software that is able to find all the solutions for the shortest movement toward the goal position by using the system of production and tracking tree.
Results from this paper is that the software is able to find all solutions shortest movement a horse beans from the initial position to the goal position and displays the simulation of the movement of the horse in the chess board
Perancangan Perangkat Lunak Game Word Tetris
This research resulted in a game application called Word Tetris. Tetris game is a puzzle game that is famous in the 1980s. The game was developed by Alexey Pazhitnov. Tetris game developed rapidly, from Moscow to the whole world. Currently the game is still widely played kind of people. Types and variations of this game has been developed. Word Tetris game is one of the variants of the game Tetris. An implementation of this game like a game of Tetris. Little difference compared with the game Tetris is Tetris game arrange the blocks. while the word tetris game arrange the letters to form a word. The purpose of this application is to provide a means of entertainment. Researchers interested in studying the Word Tetris game because they want to deepen programming techniques for application design games, such as: setting sprite, generate random numbers to shuffle letters, setting background music and sound effects with Windows API functions. This application dicoding by using Visual Basic 6.0