• Title/Summary/Keyword: 클래스 상속

Search Result 95, Processing Time 0.024 seconds

Design and Implementation of Object-Oriented Based Collaborative System for Reuse (재사용이 용이한 객체지향 기반 협력 시스템 설계 및 구현)

  • 허성호;이승룡
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2001.10b
    • /
    • pp.253-255
    • /
    • 2001
  • 협력 시스템은 컴퓨터의 성능 향상과 네트워크 기술의 발전으로 인하여 분산 환경에서 다수의 사람들이 프로젝트나 어떤 작업을 동시에 수행이 가능하도록 하는 기술이다. 현재 대부분의 협력 시스템은 특정 협력 작업에 맞게 개발되어져 왔기 때문에 통합 환경을 제공하기 어렵고, 새로운 협력 작업에 따라 시스템을 확장하는데 많은 시간과 비용이 들어가는 등의 어려움이 있다. 본 논문에서는 객체지향 방법론을 사용한 모듈별 컴포넌트화에 따른 재사용성이 용이한 협력 시스템을 제안하여 일반화, 상세화의 관계나 상속 구조를 통해 클래스의 구현 사항을 재사용 할 수 있도록 하며, 재사용 가능한 모듈을 패키지 형태로 묶어 라이브러리화하여 재사용과 유지보수가 용이하도록 하였다.

  • PDF

A Design of Framwork-based RAD Tools (프레임워크 기반 RAD 도구의 설계)

  • 정효택;김흥남;양영종;김동관
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 1998.10b
    • /
    • pp.629-631
    • /
    • 1998
  • 점차적으로 소프트웨어의 복잡성이 증가함에 따라 소프트웨어의 재사용에 대한 요구가 증가하고 있다. 객체 지향 패러다임에서는 표준 인터페이스나 상속을 통하여 코드에 대한 재사용의 증가를 가져 왔다. 재사용이 가능한 부품들로 잘 정의된 클래스 라이브러리들은 코드의 재사용성은 매우 뛰어나지만 분석과 설계에 대한 재사용은 지원하지 못한다. 코드는 물론 분석과 설계의 재사용을 위하여 프레임워크의 개념이 생겨났으며 이를 상업적으로 구현한 제품이 등장하고 있다. 본 논문에서는 특정 애플리케이션 도메인에서 소프트웨어 재사용을 위해 프래임워크를 이용한 애플리케이션 개발을 지원하는 RAD(Rapid Application Development) 도구의 모형을 제안하고 각 서브 모듈의 기능과 데이터 흐름을 정의함으로써, 프레임워크를 이용한 애플리케이션 개발 도구의 구현을 위한 사전 설계 작업을 소개한다.

Trigger System for an Active Object-Oriented Data Model (능동적 객체지향 데이터모델을 위한 트리거 시스템)

  • Cho, Chil-Soon;Lee, Yon-Sik
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2000.04a
    • /
    • pp.50-54
    • /
    • 2000
  • 능동적 객체지향 시스템에서는 객체의 행동을 감시하기 위하여 트리거들의 정의가 필수적이므로 객체지향 데이터 모델과 트리거 모델의 무리없는 통합이 요구된다. 객체지향 개념은 트리거 시스템의 수행 모델과 트리거들의 명세에 영향을 주기 때문에 트리거 시스템도 객체지향 모델의 특성인 캡슐화, 상속, 재정의, 다형성 등을 지원하고 동적으로 생성 및 관리가 가능하여야 한다. 따라서 본 논문에서는 이러한 요구들을 만족하는 트리거 모델과 클래스 계층구조상에서의 트리거를 설계하고 능동적 객체지향 트리거 시스템의 수행 모델을 제시한다.

  • PDF

Design and Implementation of Co-Verification Environments based-on SystemVerilog & SystemC (SystemVerilog와 SystemC 기반의 통합검증환경 설계 및 구현)

  • You, Myoung-Keun;Song, Gi-Yong
    • Journal of the Institute of Convergence Signal Processing
    • /
    • v.10 no.4
    • /
    • pp.274-279
    • /
    • 2009
  • The flow of a universal system-level design methodology consists of system specification, system-level hardware/software partitioning, co-design, co-verification using virtual or physical prototype, and system integration. In this paper, verification environments based-on SystemVerilog and SystemC, one is native-code co-verification environment which makes prompt functional verification possible and another is SystemVerilog layered testbench which makes clock-level verification possible, are implemented. In native-code co-verification, HW and SW parts of SoC are respectively designed with SystemVerilog and SystemC after HW/SW partitioning using SystemC, then the functional interaction between HW and SW parts is carried out as one simulation process. SystemVerilog layered testbench is a verification environment including corner case test of DUT through the randomly generated test-vector. We adopt SystemC to design a component of verification environment which has multiple inheritance, and we combine SystemC design unit with the SystemVerilog layered testbench using SystemVerilog DPI and ModelSim macro. As multiple inheritance is useful for creating class types that combine the properties of two or more class types, the design of verification environment adopting SystemC in this paper can increase the code reusability.

  • PDF

A Transforming Technique toward Component-based System from Object-oriented Model Using Static Metrics (객체지향 모델로부터 정적 메트릭을 이용하여 컴포넌트 기반 시스템으로 변환하는 기법)

  • 이은주;신우창;이병정;우치수
    • Journal of KIISE:Software and Applications
    • /
    • v.31 no.6
    • /
    • pp.728-740
    • /
    • 2004
  • The increasing complexity and shorter life cycle of software have made it necessary to reuse software. Object-oriented development had not provided extensive reuse and computing infrastructures are evolving from mainframe to distributed environments. However, components provide more advanced means of structuring, describing and developing system, because they are more coarse-grained and have more domain-specific aspects than objects. And they are also suited for distributed environment due to their reusability and granularity. In this paper, we present a process including the static metrics and guidelines that can be applied to transform object-oriented systems into component-based systems. Our process consists of two parts: First, basic components are created based upon composition and inheritance relationships between classes. Second, intermediate system is refined into component-based system with the static metrics and guidelines we propose.

Design and Implementation of An Object-Oriented Kernel Framework Reusable for the Development of Real-Time Embedded Multitasking Kernels (실시간 내장 멀티태스킹 커널의 개발에 재사용 가능한 객체지향 커널 프레임워크의 설계 및 구현)

  • Lee, Jun-Seob;Jeon, Tae-Woong;Lee, Sung-Young
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.6 no.2
    • /
    • pp.173-186
    • /
    • 2000
  • Real-time embedded systems should accommodate many kinds of hardware platforms and resource management policies that vary depending on their operating environments and purposes. It is not an easy job to adapt a multitasking kernel to new system services and hardware platforms, as the kernel must strictly satisfy constraints on its size and performance. This paper describes the design and implementation of an object-oriented multitasking framework that can be reused for implementing microprocessor-based real-time embedded multitasking kernels, In this kernel framework, those parts that can vary depending on hardware platforms and system resource management policies are separated into the hot spots and encapsulated by abstract classes. Our framework thus can be effectively used to implement microprocessor-based real-time embedded kernels that demand high portability and adaptability.

  • PDF

A Experimental Study on the Translation from Korean Digital Topographic Maps to Distributed Objects (수치지형도의 객체화 변환에 관한 연구)

  • 황철수
    • Spatial Information Research
    • /
    • v.7 no.2
    • /
    • pp.255-269
    • /
    • 1999
  • This is an experimental study to translate the Korean digital topographic maps into distributable information-hide objects, which are designed with object-oriented development's key features ; encapsulation, polymorphism, inheritance, In order to achieve this goal , the characteristics of the data mode and inter-relationships of digital topographic maps are investigated . As a result, it is revealed that the current Korean digital topographic maps, which is organized into so many individual layers of mixed spatial and attributed data, have to explicit and concrete hierarchies in spatial data model and data definition . Due to this limitation , data layer stage and object class stage are integrated. And ISCO(the is-computer -of relationships) mechanism is mainly used to develop the objects of digital topogrpahic maps, which is implemented with spatial primitive classes. the designed objects are coded with JAVA and then testified in web interface.

  • PDF

Design and Implementation of the Survival Game API Using Dependency Injection (의존성 주입을 활용한 서바이벌 게임 API 설계 및 구현)

  • InKyu Park;GyooSeok Choi
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.4
    • /
    • pp.183-188
    • /
    • 2023
  • Game object inheritance and multiple components allow for visualization of system architecture, good code reuse, and fast prototyping. On the other hand, objects are more likely to rely on high latency between game objects and components, static casts, and lots of references to things like null pointers. Therefore, It is important to design a game in such a way so that the dependency of objects on multiple classes could be reduced and existing codes could be reused. Therefore, we designed the game to make the classes more modular by applying Dependency Injection and the design patterns proposed by the Gang of Four. Since these dependencies are attributes of the game object and the injection occurs only in the initialization pass, there is little performance degradation or performance penalty in the game loop. Therefore, this paper proposed an efficient design method to effectively reuse APIs in the design and implementation of survival games.

Cohesion and Coupling Metric for Classes in Object - Oriented System (객체 지향 시스템에서의 클래스 응집도와 결합도 메트릭)

  • Lee, Jong-Seok;Wu, Chi-Su
    • Journal of KIISE:Software and Applications
    • /
    • v.27 no.6
    • /
    • pp.595-606
    • /
    • 2000
  • Software metrics evaluate the development process, measure the software development effort, and control the software quality effectively. Moreover in a current status to emphasize reusability, it is necessary to study of cohesion and coupling that plays an important role in evaluating reusability. Object oriented methodology to use the concept like encapsulation, inheritance, and polymorphism demands metrics that are different from existing procedural methodology, so a study for object oriented metrics is in progress at the present time. In this paper, we propose cohesion and coupling metrics for object oriented program, evaluate the proposed metrics by using the complexity properties proposed by Weyuker and Briand, and extract cohesion and coupling from C++ code.

  • PDF

A Study on Data Modeling Techniques for Control Requirements of SPICE Reference Model (SPICE 참조모델 요구사항을 지원하는 데이터 모델링 기법에 관한 연구)

  • Chung Kyu-Jang
    • Journal of the Korea Society of Computer and Information
    • /
    • v.9 no.3
    • /
    • pp.1-6
    • /
    • 2004
  • there needs a new Geographic information system development Technology of the abstraction, encapsulation, modulation and hierarchy using Graphic representation of object modeling Technique. The method is based on composite object of Graphic data with the hierarchy concepts and abstraction of Graphic information in order to improve data abstraction of the graphic data file and described concept of multiple inheritance and classification that supports a wide variety of graphic class such as mesh unit, layer. segment and so on. in simple case of software development using SPICE model and object modeling techniques. this thesis suggested object representation of Graphic data which can reduce software development life cycle and the cost of software maintenance.

  • PDF