• Title/Summary/Keyword: 객체지향 설계

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Design and Implementation of Hotel Reservation System Based Spring Framework 2.5 of Lightweight Container Architecture (경량 컨테이너 구조 환경의 스프링 프레임워크 2.5를 기반으로 호텔예약시스템의 설계 및 구현)

  • Lee, Myeong-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.3
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    • pp.589-595
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    • 2009
  • This paper proposes an object-oriented software development guidance and an evaluation index for the productivity related to Spring Framework 2.5. Spring Framework is a known successful open source standard model for lightweight container architecture. Non EJB and the EBJ architecture to resolve the problem with benefits to support the new architecture is a lightweight container architecture. This architecture, such as the EJB, but not heavy, to provide all of the architecture is possible. The lightweight container architecture is most often used in business spring framework is well-known architecture. Therefore, this research has the Non EJB and the EJB to solve the advantages and disadvantages developed to support the latest spring framework 2.5 lightweight container architecture based on the design and implementation of a hotel reservation system with the objective through the specification of the software previously to provide guidance to development productivity.

Simulation of crop growth under an intercropping condition using an object oriented crop model (객체지향적 작물 모델을 활용한 간작조건에서의 작물 생육 모의)

  • Kim, Kwang Soo;Yoo, Byoung Hyun;Hyun, Shinwoo;Seo, Beom-Seok;Ban, Ho-Young;Park, Jinyu;Lee, Byun-Woo
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.20 no.2
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    • pp.214-227
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    • 2018
  • An object oriented crop model was developed to perform crop growth simulation taking into account complex interaction between biotic and abiotic factors in an agricultural ecosystem. A set of classes including Atmosphere class, Plant class, Soil class, and Grower class were designed to represent weather, crop, soil, and crop management, respectively. Objects, which are instance of class, were linked to construct an integrated system for crop growth simulation. In a case study, yield of corn and soybean, which was obtained at an experiment farm in Rural Development Administration from 1984 to 1986, were compared with yield simulated using the integrated system. The integrated system had relatively low error rate of corn yield, e.g., <4%, under sole and intercropping conditions. In contrast, the system had a relatively large underestimation error for above ground biomass except for grain compared with those observed for corn and soybean. For example, estimates of biomass of corn leaf and stem was 31% lower than those of observed values. Although the integrated system consisted of simple models, the system was capable of simulating crop yield under an intercropping condition. This result suggested that an existing process-based model would be used to have more realistic simulation of crop growth once it is reengineered to be compatible to the integration system, which merits further studies for crop model improvement and implementation in object oriented paradigm.

S-MADP : Service based Development Process for Mobile Applications of Medium-Large Scale Project (S-MADP : 중대형 프로젝트의 모바일 애플리케이션을 위한 서비스 기반 개발 프로세스)

  • Kang, Tae Deok;Kim, Kyung Baek;Cheng, Ki Ju
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.8
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    • pp.555-564
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    • 2013
  • Innovative evolution in mobile devices along with recent spread of Tablet PCs and Smart Phones makes a new change not only in individual life but also in enterprise applications. Especially, in the case of medium-large mobile applications for large enterprises which generally takes more than 3 months of development periods, importance and complexity increase significantly. Generally Agile-methodology is used for a development process for the medium-large scale mobile applications, but some issues arise such as high dependency on skilled developers and lack of detail development directives. In this paper, S-MADP (Smart Mobile Application Development Process) is proposed to mitigate these issues. S-MADP is a service oriented development process extending a object-oriented development process, for medium-large scale mobile applications. S-MADP provides detail development directives for each activities during the entire process for defining services as server-based or client-based and providing the way of reuse of services. Also, in order to support various user interfaces, S-MADP provides detail UI development directives. To evaluate the performance of S-MADP, three mobile application development projects were conducted and the results were analyzed. The projects are 'TBS(TB Mobile Service) 3.0' in TB company, mobile app-store in TS company, and mobile groupware in TG group. As a result of the projects, S-MADP accounts for more detailed design information about 'Minimizing the use of resources', 'Service-based designing' and 'User interface optimized for mobile devices' which are needed to be largely considered for mobile application development environment when we compare with existing Agile-methodology. Therefore, it improves the usability, maintainability, efficiency of developed mobile applications. Through field tests, it is observed that S-MADP outperforms about 25% than a Agile-methodology in the aspect of the required man-month for developing a medium-large mobile application.

The APIs Design for the Database Management of the Network Game Using Design Patterns (디자인 패턴을 적용한 네트워크 게임의 DB 관리 APIs 설계)

  • Kim Jong-Soo;Kwon Oh-Jun;Kim Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.9 no.1
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    • pp.101-108
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    • 2006
  • Developing a network game that is serviced on the internet requires a lot of work, time and manpower. Therefore, it is important to design a game in such a way so that existing design codes could be used. The database for the multi-player network game is accessed from many clients. To manage the resource effectively, it is required to design the APIs to be minimized the database access and to be dealt with the related data efficiently. For this, it is needed to apply the object-oriented design for the related software modules. In the paper, we propose the design patterns of GoF to implement the APIs thatis needed to deal with the database resource. The database design through the analysis of some game's GUI has the advantage to create the optimized schema set more quickly, because it minimize the review step and the modification step of the database design generally. In addition, we apply to the design patterns of GoF for the APIs design of the server-side database. These reduce the times of the program call between the game server and the database server. These also make easily the maintenance for the already developed APIs, and it makes easily the addition of new APIs.

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Improvement of Class Reuse at Sensor Network System Based on TinyOS Using CATL Model and Facade Pattern (CATL 모델과 Facade 패턴을 이용한 TinyOS 기반 센서네트워크 시스템 클래스 재사용 개선)

  • Baek, Jeong-Ho;Lee, Hong-Ro
    • Journal of the Korean Association of Geographic Information Studies
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    • v.15 no.2
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    • pp.46-56
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    • 2012
  • Recently, when software architecture is designed, the efficiency of reusability is emphasized. The reusability of the design can raise the quality of GIS software, and reduce the cost of maintenance. Because the object oriented GoF design pattern provides the class hierarchy that can represent repetitively, the importance is emphasized more. This method that designs the GIS software can be applied from various application systems. A multiple distributed sensor network system is composed of the complex structure that each node of the sensor network nodes has different functions and sensor nodes and server are designed by the combination of many classes. Furthermore, this sensor network system may be changed into more complex systems according to a particular purpose of software designer. This paper will design the CATL model by applying Facade pattern that can enhance the efficiency of reuse according to attributes and behaviors in classes in order to implement the complicated structure of the multiple distributed sensor network system based on TinyOS. Therefore, our object oriented GIS design pattern model will be expected to utilize efficiently for design, update, or maintenance, etc. of new systems by packing up attributes and behaviors of classes at complex sensor network systems.

Object-oriented Road Field BIM Standard Object Classification System Suggest Development Plan (객체지향의 도로분야 BIM 표준객체분류체계 개발방안)

  • Nam, Jeong-Yong;Kim, Min-Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.3
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    • pp.119-129
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    • 2018
  • The Ministry of Land, Transport and Maritime Affairs has promulgated the mandatory design of BIM for road projects of more than 50 billion won by 2020 under the Basic Plan for the Sixth Construction Technology Promotion. As a result, major public clients are attempting to implement BIMs that are appropriate to the situation of each institution. On the other hand, it is difficult to design and construct a proper BIM and accumulate BIM information of the ordering organization because the technical guidelines and standard classification system that can perform BIM effectively have not been presented sufficiently. The characteristics of the road should be managed systematically, e.g., atypical objects, such as earthworks, which are constantly changing along a line; large objects, such as bridges and tunnels; and facilities, such as signs and soundproof walls. To achieve this, a multitude of standard systems should be developed and disseminated, but there have been insufficient studies on practical methods. To solve this problem, this study developed a BIM standard object classification system in the road sector to meet the international standard, accommodate a multi-dimensional information system, and provide a more effective BIM standard information environment that can be utilized easily by practitioners.

A Study on Certification Method of Health and Barrier Free Environment by the BIM for Aged Person - With Sanitary Facilities of Elderly Housing Facility - (노인 주거시설의 위생공간을 중심으로 고령자의 건강과 무장애 생활환경을 위한 인증 방법에 관한 연구 - BIM기반 설계 및 응용을 통한 방법을 중심으로 -)

  • Hong, Sa-Chul;Paik, Jin-Kyung;Kim, Suk-Tae
    • Korean Institute of Interior Design Journal
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    • v.26 no.3
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    • pp.13-24
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    • 2017
  • Promoting barrier-free living environments is necessary in residential facilities on which senior citizens rely most of their lives. Safety of elder people can be reassured by a certification system based on the existing barrier-free certification program in public facilities. The range of certification does not cover all living area, but is limited to the bathroom, which is a sanitary space. Given the nature of BIM modeling, an existing multi-family building was selected and modeled, as the certification process requires all the necessary information and various viewport. BIM modeling of the bathroom was conducted in accordance with the requirements of the certification for barrier-free living environment. The results suggested that there is a need for a removal of thresholds, larger doors, better selection of finishing materials, sufficient room for a wheelchair, larger space next to the toilet, and the availability of an emergency bell and grab bars. Such information supports the potentials of BIM modeling, and it is expected that an automated certification system would be established in the foreseeable future.

Design and Implementation for A Scalable Web-Based Distributed Simulator (확장성을 갖는 웹 기반 분산 시뮬레이터의 구현 및 설계)

  • Kim, Jong-Eun
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.42-48
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    • 2002
  • Many web-based simulation environments have been proposed to create models and execute simulation through the Web. Although web-based simulation has the advantage of utilizing many computers connected to Internet, overhead of the web server and heavy traffic caused by Java RMI degrade the performance and scalability of simulation. In this paper, we design and implement web-based distributed simulator using Java for the scalability and performance. In addition, we can apply the proposed simulator to create model server and client engines in online game. We apply the proposed simulator to simulate ATM switch queueing model.

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A Design and Implementation of Web-based Learning System with Self-Study Plan (자기 학습 계획을 갖는 웹기반 학습 시스템의 설계 및 구현)

  • Jang, Duk-Sung;Cho, Hyun-Uk
    • The KIPS Transactions:PartA
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    • v.11A no.4
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    • pp.297-302
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    • 2004
  • In the information-oriented society, the paradigm of education has changed from the existing traditional teaching-centered education to the learning-centered education. In the Web-based Learning System which an learning-centered educational environment using the internet, students should have responsibility of their learning as taking more opportunities to participate their learning positively, to control their process of learning and to evaluate their learning by themselves to improve self-directed loaming ability. In this paper, the Web-based Learning System with a Self-Study Plan to lead students to select own purposes and methods of the study and write a self_evaluation is developed. The Self-Study Plan is a guide to lead the process, an order to have an individualized study and a report to evaluate own study. In addition, the suggested System is designed through object-oriented method using the extension mechanism of UML to archive the improvement of reuse and maintenance.

Techniques and Patterns for Designing Business Operations in EJB (EJB 에서 비즈니스 오퍼레이션의 설계 기법 및 패턴)

  • 박지환;이상덕;김수동
    • Journal of KIISE:Software and Applications
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    • v.30 no.1_2
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    • pp.1-18
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    • 2003
  • Precise and systematic mapping techniques are required for mapping object-oriented artifacts into a platform-specific design. An effective and systematic mapping approach for an adequate platform or programming language in needed, because the characteristics of an initial design are independent from an implementation language and a platform. In this paper, we propose systematic and concrete methods, guidelines, and design patterns that can be used to design business operations at EJB (Enterprise JavaBeans) source code level. We show how various EJB mechanism can be utilized in designing business operations for beans. We believe these proposed methods can yield high-performance EJB applications that can also be well maintainable.