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Analisis Build Time Continuous Integration pada Multi Node Jenkins Menggunakan Metode Cache Febriyan Adji Saputro; Muhammad Agung Nugroho; Eka Sahputra; Alon Jala Tirta Segara
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 15 No 01 (2025): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM UBHINUS MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v15i01.2034

Abstract

In the era of modern software development, the speed and efficiency of application build processes have become critical factors in enhancing the productivity of development teams. Jenkins, as a popular CI/CD tool, can be utilized to perform distributed builds across multiple servers. However, long build times remain a significant challenge, especially for container-based applications that require numerous dependencies and compilation stages. This study proposes a method to optimize build time by leveraging caching mechanisms. The proposed method utilizes cache storage to save frequently used build artifacts, thereby reducing the time required for recompilation in subsequent builds. In this research, experiments were conducted to compare the build time of container-based applications before and after implementing the caching method. The results of this study indicate that applying caching techniques to container-based applications can improve build speed by approximately 43% to 76%. This finding demonstrates that caching is highly effective in enhancing build time efficiency within Jenkins’ multi-node architecture. Consequently, this optimization not only accelerates the build process but also reduces computational resource consumption, thereby supporting more efficient and cost-effective CI/CD practices.
Analysis of Eevee Engine Rendering Engineering in Making 3D Animation Videos Mukomuko Hospital Eka Sahputra; Muhardi Hari Sucahyo
Jurnal Komputer, Informasi dan Teknologi Vol. 2 No. 2 (2022): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v2i2.845

Abstract

Blender is a free and open source 3D computer software, Blender is used to create animated films, visual effects, and video games. This software features 3D modeling, UV unwrapping, texturing, ringing and skinning, fluid and smoke simulation, particle simulation, animating, match moving, camera tracking, rendering, video editing, compositing and a built-in game engine. Where we can design and create 3D animated films not only as a medium of entertainment in cinema, but also can be used in various fields including visual socialization media, which can bring new colors in the delivery of information. The formulation of this research is to determine how long the render time is generated to perform the rendering process using the Eevee rendering engine in Blender Software with a video duration of 54 seconds and a resolution of 320, 720, 1080 pixels on the 3D animation video of Mukomuko Hospital and the quality of the graphics/visuals produced by Eevee rendering engine. The animation video used is the 3D animation “Mukomuko Hospital”. The process of making animation using Blender 3D application and Adobe Premiere CC animation video design. The software used is Blender 2.82. The duration of the video analyzed using Eevee Engine Render is 54 seconds. The image resolution analyzed using the Eevee Engine is 320, 720 and 1080 pixels. The conclusion of this research is in the pre, production and post production process of 3D animation video at RSUD Mukomuko in accordance with the planning made previously. The rendering time generated to perform the rendering process using the Eevee rendering engine in Blender Software with a video duration of 54 seconds and a resolution of 320, 720, 1080 pixels, obtained various results with their respective advantages and disadvantages.
Jalan Kito Application For Services, Suggestions And Complaints Of Traffic And Land Transfortation (LLAJ) Geographic Information System-Based Safety Facilities Eka Sahputra; Robby Egi Purnandi
Jurnal Komputer, Informasi dan Teknologi Vol. 2 No. 2 (2022): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v2i2.869

Abstract

Bengkulu Province Transportation Agency (Dishub) constituses one of the agencies engaged in public services, especially in the Traffic and Land Transportation (LLAJ) section to provide road safety facilities for the community. There are various kinds of facilities that have been provided at several location points, but the Bengkulu Province Transportation Agency (Dishub) does not immediately receive accurate information, resulting in delays in handling the damaged facilities. Therefore, complaints from the public are needed to find out the direct damage that is at the point of location of road safety facilities. Public complaints usually often occur in the field of public facilities and services which are handled by government agencies. The community's complaints have not been conveyed directly properly but only through social media intermediaries so that it makes people confused about who to complain to. So in this study, we will discuss the Jalan Kito application which is a service for advice and complaints of the Traffic and Land Transportation(LLAJ) safety facilities based on the Geographic Information System to help the public in reporting damage to road safety facilities. This study employed the Extreme Programming, Extreme Programming (XP) method, which is a software development method that is fast, efficient, low risk, flexible, predictable, scientific, and fun. This model tends to use an Object-Oriented approach. The stages that must be passed include Planning, Design, Coding, and Testing, For testing, it used the Black Box method. In testing with this Black Box method, the results obtained are that all menus, pages, and features that are made run according to what is expected
Miniature Design of Liquid Filling Machine Automatically Using ESP32 Based IOT (Internet of Things) Ariski Munandar; Nuri David Maria Veronika; Dedy Abdulllah; Eka Sahputra
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 1 (2023): Juni
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i1.1185

Abstract

This study aimed to design automatic liquid filling on miniature machines to make it easier to use by making volume control innovations on automatic liquid filling machines, and design an IOT system for filling automatic liquid machines by using esp32. The data collection method of this study was literature or literature studies. The data processing of this study was qualitative processing of performing data centering. Presentation of data was done in order to easily draw conclusions and take further action. The overall discussion of the tool was the final test after all components run smoothly. The components were placed based on the function of each component so that the tool can look neater and function properly. As an application for testing ESP32 microcontrollers, push buttons, ultrasonic sensors, and relays. The tool released liquid when the push button was pressed according to the desired volume selection. The overall test was carried out with 2 variations of liquid volume, namely 350 ml and 450 ml. The result of testing the liquid output from the tool show that from the 350 ml volume test which was the output of the push button/button 1. It can be seen from the results of measurements by using a measuring cup which was not much different from the setpoint of 350 ml and had a liquid filling time of about 7 seconds out of 10 experiments. It means that the input button 1 with a setpoint of 350 ml is successful and very close to the setpoint given. The test results for a volume of 450 ml which is the output of push button / button 1. It can be seen that the results of measurements by using a measuring cup are not much different with a setpoint. of 450 ml and a liquid filling time of about 9 seconds out of 10 experiments. Based on the results of the study can be concluded that from the input button 1 with a setpoint of 450 ml is successful and very close to the given setpoint. The liquid that has been using the manual method. The liquid volume control innovation is designed by using two push button buttons. With one push button for 350 ml liquid variations and another push button for 450 ml liquid variations. The IoT monitoring works well by using an ultrasonic sensor as a liquid level meter and the blynk application as a liquid level display.
Application Of Data Mining Using The Naïve Bayes Classification Method To Predict Public Interest Participation In The 2024 Elections Marcelina Novi Zarti; Eka Sahputra; Anisya Sonita; Yovi Apridiansyah
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 1 (2023): Juni
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i1.1192

Abstract

A big data processing process using a Data Mining technique that will be used in a study in the Application of Data Mining Using the Naïve Bayes classification to predict the participation of the Public Interest in the 2024 election. The data was obtained from the General Election Commission (KPU). The data was tested using the Naïve Bayes classification method with Weka Tools and 7 predetermined attributes. The dataset was taken as much as 96.67% of 11,406 training data, namely 2014 election data and 99.90% of 11,908 testing data, namely 2020 election data. Results It is known that the number of participants in Central Bengkulu Regency for the 2024 election based on participant data in 2020 and the 2014 election results is likely to increase by up to 3.23%, from 96.67% per 11,406 participants to 99.90% per 11,908 participants and the results predictions are likely to increase.
Interactive Multimedia Introduction To 3D Animation-Based Body Management Procedures For Muhammadiyah 1 Elementary School Students Bengkulu City Heru Franata; Eka Sahputra; Ardi Wijaya; Marhalim Marhalim
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 1 (2023): Juni
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i1.1194

Abstract

This research was conducted in order to be able to further assist teachers in providing material related to procedures for managing corpses based on 3D animation. In this study the authors used empirical methods, in which data collection was carried out in several steps, namely: Observation and Library Studies. In addition, the system design has 2 (two), namely: First Marker Check (Washing the Body) and Initialization. Then there are 4 (four) paths in application design, namely: Interface Design, Splashscreen Menu, Main Menu, Prayer Movement AR Menu. And the last one is testing, where testing of the process book augmented reality application for children is carried out. Before the application is tested on users, it is first carried out using the white box testing method, testing the application on devices with the Android operating system. From this study it can be concluded that the stages involved in developing a 3D multimedia in the form of augmented reality consist of the process of modeling, texturing, ringing, animation, rendering, making APKs. The results of the animation making process are then arranged in a single unit using vuforia and unity so as to produce a 3D animation-based corpse management movement guide application.
Implementation of Location Based Service Method in Design of Housing Location Search Applications in The City of Bengkulu Arevo Syahputra; Diana Diana; Yuza Reswan; Eka Sahputra
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 2 (2023): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i2.1459

Abstract

The increase in the number of residents in the city of Bengkulu, in line with the increase in the number of housing being built. The community is conducting a housing search based on information from newspapers and the local community. This is of course especially difficult. For people who come from outside the city of Bengkulu. To overcome this, a housing location search application in Bengkulu City was designed. The designed application can run both on websites and smartphones. This application implements Location Based Service and Google Maps API so that it can display a digital map of Bengkulu City which is equipped with residential location points. If the location point is clicked, the application will display detailed information about the housing.
Creation of Applications Introduction to Moment Preparation An Earthquake Occurred Using Actionscrip 3.0 Khairullah Khairullah; Alam Kurnia Hadi; Muntahanah Muntahanah; Eka Sahputra
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 2 (2023): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i2.1496

Abstract

Indonesia is an archipelagic country which is geographically located at the confluence of four tectonic plates, namely the Indo-Australian, Eurasian and Pacific plates. In the southern part of Indonesia there is a volcanic belt in the form of volcanic mountains. Indonesia is one of the countries that has the highest level of seismicity in the world. The purpose of this study is to apply ActionScript 3 in making multiplatform applications to identify earthquake preparedness which can add insight to users in dealing with earthquake disasters, as a learning tool for children aged 8 to 12 years. This application is made using Adobe Flash Professional CS 6 software, ActionScript 3 as the programming language and Adobe Audition CS 6 as the supporting software. It is hoped that with this application users will be able to recognize earthquake learning. From the results of the research that has been done, it can be concluded that a multiplatform application to identify preparation for an earthquake has been successfully created which consists of 5 menus on the main menu, namely, about earthquakes, actions when an earthquake occurs, after an earthquake.
Aplikasi Sistem Pendataan Nilai Akademik Siswa Berbasis Web di SMA N 03 Lebong Pahrizal Pahrizal; Ardi Wijaya; Eka Sahputra; Vivin Tamara
Jurnal Media Infotama Vol 20 No 1 (2024): April 2024
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmi.v20i1.5627

Abstract

The world of the internet is increasingly developing because humans are always looking for new breakthroughs. Web-based data collection of academic scores at SMA N 03 Lebong, especially in collecting student academic scores, starting from entering data (input), changing data and displaying data (output). Problems that can be identified from the design of an offline web-based student academic data collection system that runs at SMA N 03 Lebong include the system that has been running so far to obtain information about test scores, and manual lesson schedules. In overcoming the problem, a system is needed to handle data collection on student report cards. By using a computerized system and application design, everything can be stored neatly, integrity is guaranteed, data collection can be done quickly, precisely and accurately. The data in this study are data from SMA N 03 Lebong students. The data used in this study came from SMA N 03 Lebong. The system was built using PHP programming and MySQL Database. This system can also be accessed anywhere using a web browser connected to the internet.
Aplikasi Pengolahan Data Permintaan dan Pengeluaran Material Teknik di Perusahaan Umum Daerah Tirta Hidayah Kota Bengkulu Berbasis Web Yuza Reswan; Muntahanah Muntahanah; Eka Sahputra; Yolan Pagestu
Jurnal Media Infotama Vol 20 No 1 (2024): April 2024
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmi.v20i1.5673

Abstract

Tirta Hidayah, Bengkulu City, distributes water to customers using pipes and engineering materials designed to work properly. However, this does not always run smoothly, because technical and non-technical problems often occur. To carry out the process of handling and correcting problems that occur in the field, each department must order goods in the warehouse. However, the problem is that the location between offices is quite far and the administration is quite long, making the demand and expenditure of goods not optimal and has an impact on customer service. Of course, this situation can hamper service to customers, because the currently available applications can only be accessed offline. Therefore, the author is interested in creating a web-based application for the PHP programming language and Mysql database. The system development was carried out using the waterfall SDLC model, with the result that the application for processing data on demand and expenditure of engineering materials with a web-based system at the Tirta Hidayah Regional Public Company, Bengkulu City, which was built has been running well, and this application is useful and helps the Service Unit (Processing, Transmission and Distribution Installation, New Installation) and Warehouse Sub Division and Tirta Hidayah General Section of Bengkulu City in the process of requesting and releasing technical materials to be more effective and efficient