• Title/Summary/Keyword: System Configuration Editor

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Design and implementation of an object-oriented graphic system configuration editor for access control systems (출입자 통제 시스템을 위한 객체지향 그래픽 시스템 구성편집기의 설계 및 구현)

  • 이정호;정선태;설철규
    • 제어로봇시스템학회:학술대회논문집
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    • 1996.10b
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    • pp.1336-1339
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    • 1996
  • In this paper, we design implement an Object-Oriented Graphic System Configuration Editor for Access Control Systems. 'Visual Builder', with such functions as graphic drawing, system configuration, graphic management, processing of user input through graphics. Visual Builder is designed to be well separated from and independent of S/W parts closely coupled with the underlying H/W and thus to improve its reusability and maintainability.

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Component Software Architecture for Embedded Controller (내장형 제어기를 위한 컴포넌트 소프트웨어 아키텍처)

  • 송오석;김동영;전윤호;이윤수;홍선호;신성훈;최종호
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.8-8
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    • 2000
  • PICARD (Port-Interface Component Architecture for Real-time system Design) is a software architecture and environment, which is aimed to reduce development time and cost of real-time, control system. With PICARD, a control engineer can construct a control system software by assembling pre-built software components us ing interact ive graphical development environment. PICARD consists of PVM(Picard Virtual Machine) , a component library, and PICE(PIcard Configuration Editor). PVM is a real-time engine of the PICARD system which runs control tasks on a real-time operating system. The component library is composed of components which are called task blocks. PICE is a visual editor which can configure control tasks by creating data-flow diagrams of task blocks or Ladder diagrams for sequential logics. For the communication between PVM on a target system and PICE on a host computer, a simple protocol and tools for stub generation was dove]oped because RPC or CORBA is difficult to be applied for the embedded system. New features such as a byte-code based run time system and a simple and easy MMI builder are also introduced.

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A Development Tool for Web Applications based on Cocoon Framework (Cocoon 프레임웨크를 기반으로 하는 웹 애플리케이션 개발 도구)

  • Koo Heung-Seo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.6
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    • pp.742-747
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    • 2005
  • As the complexity of Web applications have increased significantly, the approach using frameworks such as Cocoon, Struts, JSF, is being suggested to develop Web applications more Quickly and efficiently. However, it Is difficult for beginners to write Apache Cocoon Sitemap files in XML. We implement a Cocoon Sitemap editor on the Java Servlet engine that allows beginners to write Cocoon Sitemap files more easily. Our system consists of three parts: Sitemap Main editor, Pipeline Viewer, and Sitemap Tracer. Sitemap Main editor support users to write BML configuration documents, so-called Sitemap file, that defines all the components pipelines, generators, and other configuration information for a Cocoon application. pipeline Viewer support users to catch the structure of Cocoon component pipelines by the medium of graphical interface. Sitemap Tracer have features to monitor of SAX events through Cocoon pipelines in a Sitemap file.

Design and Implementation of Internet Service Management System using CORBA and Web Technologies (CORBA와 Web 기술을 이용한 인터넷 서비스 관리 시스템의 설계 및 구현)

  • Baek, Jong-Uk;Park, Jong-Tae
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.10
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    • pp.2772-2778
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    • 1999
  • In this paper, we model management information for Internet service, and design and implement management architecture using CORBA and Web technologies. Concretely, we also extend WWW Service MIB so that it presents service management model which can manage WWW service effectively. We have developed management tool such as Map Editor and MIB Browser. SERVICE fault/performance/configuration management functions are also designed and implemented.

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A Study on Concurrent Engineering Methodology for Automobile Wiring Harness Design System (자동차 전장용 에이전트 기반 시스템 연구)

  • Lee, S.H.;Choi, D.S.
    • Transactions of the Korean Society of Automotive Engineers
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    • v.1 no.3
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    • pp.83-94
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    • 1993
  • Design and production of wiring for automobile systems provide the background for the development of concurrent engineering framwork. Key issues include with different parts of the wiring design process and the development of hierarchical representations that capture the different characteristics(e.g., connectivity, geometry) of the harnesses. The abstraction of design information results in features, while the abstraction of operations leads to the development of agents. These abstracts are essential for efficient transactions among people and computer tools in a domain that involves numerous interacting constraints. We have decomposed the wiring design process into four basic categories of tasks that are each addressed by an "agent" : the Environment Editor(EE), the Free Space Manager(FSM), the Wiring Editor(WE), and the Part Selector(PS). In this paper the strategy for the problem decomposition, the definition of features, and the ways in which features are used by various agents, are discussed. We conclude with a discussion of some of the issues raised by the project and the steps underway to address them.

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A Comparative Study on the Structure and Implementation of Unity and Unreal Engine 4 (유니티와 언리얼 엔진 4의 구조와 구현 방식 비교 연구)

  • Lee, HanSeong;Ryoo, SeungTaek;Seo, SangHyun
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.4
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    • pp.17-24
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    • 2019
  • In the game industry, traditional game development way was to develop a game engine in advance before developing game content. This has the disadvantage is the high cost of developing the game engine. Further, there is a problem that the game content are not developed unless the game engine is prepared in advance. In order to solve these problems, the game industry has recently selected a method of purchasing a license for a commercial engine, which is a method for improving the game content development productivity, rather than concentrating on game engine development. In this paper, we describe a game object and the structure in Unity and Unreal Engine 4. We compared the editor interface and the supported development languages in the two game engines. We also implemented a First-Person Shooter game to compare how the player's configuration and event handling differ from the two game engines.