• Title/Summary/Keyword: GoF Design Pattern

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Methods to Apply GoF Design Patterns in Service-Oriented Computing (서비스 지향 컴퓨팅을 위한 GoF 디자인 패턴 적용 기법)

  • Kim, Moon-Kwon;La, Hyun-Jung;Kim, Soo-Dong
    • The KIPS Transactions:PartD
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    • v.19D no.2
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    • pp.187-202
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    • 2012
  • As a representative reuse paradigm, the theme of service-oriented Paradigm (SOC) is largely centered on publishing and subscribing reusable services. Here, SOC is the term including service oriented architecture and cloud computing. Service providers can produce high profits with reusable services, and service consumers can develop their applications with less time and effort by reusing the services. Design Patterns (DP) is a set of reusable methods to resolve commonly occurring design problems and to provide design structures to deal with the problems by following open/close princples. However, since DPs are mainly proposed for building object-oriented systems and there are distinguishable differences between object-oriented paradigm and SOC, it is challenging to apply the DPs to SOC design problems. Hence, DPs need to be customized by considering the two aspects; for service providers to design services which are highly reusable and reflect their unique characteristics and for service consumers to develop their target applications by reusing and customizing services as soon as possible. Therefore, we propose a set of DPs that are customized to SOC. With the proposed DPs, we believe that service provider can effectively develop highly reusable services, and service consumers can efficiently adapt services for their applications.

A Study on He Design Process and Knit Structure in Knit Production (니트제품 생산업체의 제품기획 및 니트조직 활용에 관한 연구)

  • Go Sun-Young;Park Myung-Ja
    • Journal of the Korea Fashion and Costume Design Association
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    • v.7 no.3
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    • pp.157-165
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    • 2005
  • The purpose of this research is to investigate the actual conditions of the manufacturer's design processes. Questionnaires were sent out, and 57 interviews were used as research methods including designers, programmers, and merchandisers working for a knit manufacturer in Seoul, followed by a frequency analysis using SPSS 12.0. The results are as follows: knitted fabric goods were the top choices in casual wear. Brand image depended on 'elegance', 'modernity', and 'romanticism', among other lifestyle pursuits. The distribution ratio of the 'basic' and the 'trendy' knit was at 3:7 or 7:3, while the ratio of 6:4 or 4:6 was more common. Knit structure was proven to be the most important factor in the changes in designs. Style and yam ranked second and third, respectively. In addition, details (embroidery and beading), color, pattern, and processing were among the other factors, in order of importance. Based on the difficulty in designing and manufacturing knitted fabric goods, 'manufacturing cost:' 'lack of a manufacturing facility for small production,' and 'limited delivery time' were among the reasons cited in the questionnaire. These results appeared to have been caused by small-scale manufacturers or small-scale manufacturing facilities that made small volume production difficult. The results of the interviews on knitted fabrics that were most frequently used and with the highest sales volumes showed that plain, lace, links & links, miss, and 1:1 rib were ranked accordingly for S/S use, while jacquard, cable, 1:1 rib, links & links, milano, plain, and half cardigan were ranked accordingly for F/W use.

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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
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    • v.23 no.4
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    • pp.183-188
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    • 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.