• Title/Summary/Keyword: Implementation technique

Search Result 2,112, Processing Time 0.03 seconds

A Case Study of Platform Migration for an Object-Oriented CASE tool : OODesigner (객체지향 CASE 도구 OODesigner의 플랫폼 이식 사례 연구)

  • Hong, Euy-Seok;Kim, Tae-Gyun
    • The Transactions of the Korea Information Processing Society
    • /
    • v.7 no.9
    • /
    • pp.2857-2866
    • /
    • 2000
  • As software technology has made progress, object-oriented CASE tools have become more important. This paper presents the process and similarity in design and implementation of OODesigner, an object-oriented CASE tool, on three platfonns and outlines a kind of generic architecture for the design and the implementation of CASE tools. OODesigner is a tool that was initially developed to support OMT. An initial Unix version has been developed since 1994. In 1997, after the completion of the Unix version, we began developing a Java version and a Windows version supporting UML. The development of a CASE tool is a typical application of the Model-View-ControllerO'vIVC) paradigm. Thus, we obtained a common design pattern among the versions in the MVC point of views. This design similarity can be used to develop several kinds of CASE tools with the corresponding design notations.

  • PDF

Implementation of a Scenario Editing and Practicing System Based on XML (XML 기반 대본 작성 및 연습 시스템 구현)

  • Kim, Shin-Woo;Shin, Ki-Ho;Park, Sung-Eun;Lee, Yong-Kyu
    • The KIPS Transactions:PartD
    • /
    • v.10D no.3
    • /
    • pp.513-520
    • /
    • 2003
  • In order to represent a play script using XML, a DTD has been defined and used on the web. However, it is not easy to make XML scripts using text editors for a writer who is not familiar with XML. Moreover, editors do not help actor/actresses use XML scripts for practicing plays. In this research, we develop a syntax-directed XML editor designed for writing XML scripts easily. Also, we implement a system that help actor/actresses practice plays together with multi-clients. Play events are synchronized by a time server synchronizing clocks of participants. We have evaluated the performance of various event implementation techniques through experiments and have used an appropriate technique for synchronizing play events. By using the system, a play writer can easily make an XML script and actor/actresses practice the play using the script.

Design and Implementation of a Java-Based WAP Transaction Layer with Priority Policy (자바기반 WAP 상의 우선순위 트랜잭션 계층의 설계 및 구현)

  • 이준규;임경수;안순신
    • Journal of KIISE:Information Networking
    • /
    • v.30 no.2
    • /
    • pp.244-251
    • /
    • 2003
  • As the Internet and wireless mobile communication is being widespread, the WAP (Wireless Application Protocol) that merges these two technologies has emerged. Also, the research of the WAP gateway that enables efficient processing of multiple user demands concurrently and prompt response to requests from various wireless devices has been performed in many working groups. The WAP stack is the most fundamental technology among these researches. In this paper, we implement the WAP container utilizing the JAVA's multithreading and applying to the connection pooling technique to manage the available resource in the container efficiently. Also, we design and implement the WTP(Wireless Transaction Protocol) layer and the UDP(User Datagram Protocol) layer based on the priority Policy. Our design and implementation showed the shorter waiting time than that of the existing FCFS(First-Come, First-Served) system in the transaction layer and its efficiency was proved through simulation.

Automatic C Source Code Generation Technique for DirectShow Programming (DirectShow 프로그래밍을 위한 C 소스 코드 자동 생성 기법)

  • 동지연;박선화;엄성용
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.10 no.1
    • /
    • pp.114-124
    • /
    • 2004
  • In this paper, we present an automatic C source code generation system for DirectShow based multimedia application programming. In this system, C source code is automatically synthesized from the filter connection graph edited with GraphEdit, a utility tool provided with DirectShow SDK package from Microsoft. In traditional DirectShow programming environments, program design and brief testing steps are usually done with GraphEdit tool just by inserting filters and connecting them properly, while actual implementation of the program should be done separately. The filter connection graph information from GraphEdit is used just as a reference in such the implementation step. Therefore, our system which automatically generates C source code directly from the filter connection graph of GraphEdit seems very useful and many programmers can develop DirectShow based multimedia application programs more effectively and quickly using our system. In addition, our system supports more various media stream control functions for the generated application programs than the existing system such as Wizard which supports limited and fixed number of media control functions only. This feature allows more flexibility in the user interface of the generated source program and makes our system more practical for DirectShow based programming.

Design & Implementation of the RMMC and Global Time based on the RT-eCos 3.0 (RT-eCos 3.0 기반의 RMMC 및 글로벌 타임 설계 및 구현)

  • Han, Seoung-Yeon;Kim, Jung-Guk
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.16 no.7
    • /
    • pp.759-767
    • /
    • 2010
  • RT-eCos 3.0 is a micro-sized embedded real-time kernel that has been developed based on the open source eCos 3.0 to support the basic task model of the well-known distributed real-time object model, TMO(Time-Triggered Message-triggered Object). In this paper, the design and implementation techniques of the RMMC(Real-time Multicast & Memory replication Channel) that is a standard distributed IPC model of the TMO is described based on the RT-eCos 3.0. And the support technique of the global time for using the same time in a distributed environment using the RMMC is also described. The developed global time based RMMC supports highly abstracted distributed IPC environment in a wide area distributed computing environment with the RT-eCos 3.0.

The Design and An Implementation of effective algorithms Effect Based on XNA Game Development Environment (XNA기반 게임 개발의 이펙트 효과 알고리즘 설계 및 구현)

  • Seo, Jeong-Man;Choi, Chang-Soo
    • Journal of the Korea Society of Computer and Information
    • /
    • v.19 no.7
    • /
    • pp.37-46
    • /
    • 2014
  • In this paper, by using Visual C # XNA game development application relates to a technique. This paper proposes the design and an implement effective algorithms Effect Based on XNA Game Development Environment. Existing in the development of the game using Directx C++ game developers, game development, it is necessary to position a lot of the source code. Particularly effective effect was much difficulty in the processing section. However, to eliminate this difficulty was proposed in the paper. The possibility of developing the game in XNA-based group. For the superiority of the proposed paper and the comparative analysis of existing games were designed for the development of the game was. The future study will be the design of various effects and events which give more immersive game implementation.

VLSI Implementation of a Digital Zooming System for Digital Camcorder (디지털 캠코더용 영상확대 시스템의 VLSI 구현)

  • Shin, Jeong-Ho;Jung, Jung-Hoon;Paik, Joon-Ki;Kim, Hyo-Ju
    • Journal of the Korean Institute of Telematics and Electronics S
    • /
    • v.35S no.9
    • /
    • pp.78-85
    • /
    • 1998
  • In this paper we propose a VLSI implementation technique for camcorder's digital zooming system. The proposed VLSI includes the system clock(CLK), vertical drive(VD), horizontal drive(HD),blank(BLK), and field(FLD) signals as inputs, and produces magnified image as an output, with 256 different magnification ratios. In general, the above mentioned input signals are provided by the CCD driving IC in most camcorders. As a result, the proposed digital zooming VLSI can magnify a part of the input image by up to 256 times, where the magnification ratio can be chosen among 256 different steps. In the application point of view, the proposed VLSI can be used in any digital camcorder for realizing near continuous step digital zooming without any additional circuitry, such as micom or a general purpose digital signal processor.

  • PDF

A Study on Education Software for Controling of Multi-Joint Robot (다관절 로봇 제어를 위한 교육용 소프트웨어 연구)

  • Kim, Jae-Soo;Son, Hyun-Seung;Kim, Woo-Yeol;Kim, Young-Chul
    • Journal of The Korean Association of Information Education
    • /
    • v.12 no.4
    • /
    • pp.469-476
    • /
    • 2008
  • To enhance the educational effect of Multi-Joint Robot have to easily develop motion through the control software. The traditional way of development technique for multi-joint robot is educated with very complicated implementation, but our motion creation tool can be possible to do the creative activity for controling robot movements with ease. This paper mentions to develop the motion creation tool for easily and quickly programming the motion control of multi-joint robot on the educational program. With this tool we easily and exactly provide the education of robot program. In this paper, our suggested tool could not only evade the traditional way of a complicated control program using programming languages but also control easier the robot than the GUI(Graphic User Interface) programming centered on the user's convenience. Additionally, the robot motion's implementation is possible applied with microprocessor experimental equipment educationally to practical use.

  • PDF

Implementation of LabVIEW®-based Joint-Linear Motion Blending on a Lab-manufactured 6-Axis Articulated Robot (RS2) (LabVIEW® 기반 6축 수직 다관절 로봇(RS2)의 이종 모션 블랜딩 연구)

  • Lee, D.S.;Chung, W.J.;Jang, J.H.;Kim, M.S.
    • Journal of the Korean Society of Manufacturing Technology Engineers
    • /
    • v.22 no.2
    • /
    • pp.318-323
    • /
    • 2013
  • For fast and accurate motion of 6-axis articulated robot, more noble motion control strategy is needed. In general, the movement strategy of industrial robots can be divided into two kinds, PTP (Point to Point) and CP (Continuous Path). Recently, industrial robots which should be co-worked with machine tools are increasingly needed for performing various jobs, as well as simple handling or welding. Therefore, in order to cope with high-speed handling of the cooperation of industrial robots with machine tools or other devices, CP should be implemented so as to reduce vibration and noise, as well as decreasing operation time. This paper will realize CP motion (especially joint-linear) blending in 3-dimensional space for a 6-axis articulated (lab-manufactured) robot (called as "RS2") by using LabVIEW$^{(R)}$ (6) programming, based on a parametric interpolation. Another small contribution of this paper is the proposal of motion blending simulation technique based on Recurdyn$^{(R)}$ V7 and Solidworks$^{(R)}$, in order to figure out whether the joint-linear blending motion can generate the stable motion of robot in the sense of velocity magnitude at the end-effector of robot or not. In order to evaluate the performance of joint-linear motion blending, simple PTP (i.e., linear-linear) is also physically implemented on RS2. The implementation results of joint-linear motion blending and PTP are compared in terms of vibration magnitude and travel time by using the vibration testing equipment of Medallion of Zonic$^{(R)}$. It can be confirmed verified that the vibration peak of joint-linear motion blending has been reduced to 1/10, compared to that of PTP.

Design and Implementation of 3D Urban Landscape Simulation System Based on Web GIS (Web GIS 기반의 3차원 도시경관 시뮬레이션시스템 설계 및 구현)

  • Jang Mun-Hyun
    • Spatial Information Research
    • /
    • v.13 no.1 s.32
    • /
    • pp.103-117
    • /
    • 2005
  • Information can be visualized as information technology and computers have recently made dramatic improvements. Thanks to the brisk effects of providing information in 3D on the web with the technological developments of Web 3D and virtual reality implementation in the Internet, there has been the trend to present geographic information in images and 3D. In this study, the Web 3D GIS technique was adopted in analyzing the current state of urban landscape and examining and predicting the urban landscape affected by new urban development businesses. As a result, it was expected that the study would be able to help the government agencies to reduce their errors in making urban landscape plans and policies and implementing them to provide objective and visual data, and to come up with a simulation system that could be used to reflect the residents opinions in plans and policies.

  • PDF