• Title/Summary/Keyword: code reuse

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Framework Construction with Multimedia Component Management System on CORBA (CORBA 환경에서 멀티미디어 컴퍼넌트 관리 시스템을 통한 프레임워크 구축)

  • 김행곤
    • Journal of Korea Multimedia Society
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    • v.2 no.2
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    • pp.217-229
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    • 1999
  • Framework is the set of interrelated classes, constructing reusable design in specific domain or set of abstracted classes, and defines common architecture among applications included in domain. Developers can reuse not only class code but also wide range of knowledge on domain by reusing framework. In this papers, we present COM(Component-Oriented Methodology) for the reuse of framework, and develop construction environment for framework and domain development. That is, domain is analyzed by input of domain knowledge on real world to create software based on component, and hotspot is identified through analyzed information, and redesigned(refactoring) by putting additional information on users and developers. After that, I will create domain framework and application framework depending on domain. In this Component-oriented methodology, information is searched, understood and extracted or composite through component-pattern library storage internally. Then this information is classified into the information on component and pattern respectively, and used as additional information in redesigning. With this, developer can obtain reusability, easiness and portability by constructing infrastructure environment that allow to register, update and delete component through Component Pattern Management System(CPMS) under the development environment which can be easily applied to his own application using multimedia component, in this thesis, CORBA(Common Object Request Broker Architecture) environment.

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An Approach to Managing Requirements as a Core Asset in Software Product-Line (소프트웨어 프로덕트 라인에서 핵심 자산으로서 요구사항을 관리하는 방법)

  • 문미경;염근혁
    • Journal of KIISE:Software and Applications
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    • v.31 no.8
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    • pp.1010-1026
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    • 2004
  • The goal of product line engineering is to support the systematic development of a set of similar software systems by understanding and controlling their common and distinguishing characteristics. The product line engineering is a process that develops reusable core assets and develops a set of software-intensive systems from a common set of core assets in a prescribed way. Currently, many software development technologies are accomplished in context of product line. However, much of the product line engineering research have focused on the reuse of work products relating to the software's architecture, detail design, and code. The product lines fulfill the promise of tailor-made systems built specifically for the needs of particular customers or customer groups. In particular, commonality and variability play central roles in the all product line development processes. These must be treated already during the requirement analysis phase. Requirements in product line engineering are basis of software development just like as traditional system development engineering, and basis of deciding other core assets' property - commonalities and variabilities. However, it is difficult to elicit, analyze and manage correct requirements. Therefore, it is necessary to develop systematic methods which can develop and manage requirement as core asset, which can be stable in anticipative change and can be well adapted to unpredictable change. In this paper, we suggest a method of managing requirements as core asset in product line. Through this method, the reuse of domain requirements can be enhanced. As a result, the cost and time of software development can be reduced and the productivity can be increased.

Efficient Detection of Android Mutant Malwares Using the DEX file (DEX 파일을 이용한 효율적인 안드로이드 변종 악성코드 탐지 기술)

  • Park, Dong-Hyeok;Myeong, Eui-Jung;Yun, Joobeom
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.4
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    • pp.895-902
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    • 2016
  • Smart phone distribution rate has been rising and it's security threat also has been rising. Especially Android smart phone reaches nearly 85% of domestic share. Since repackaging on android smart phone is relatively easy, the number of re-packaged malwares has shown steady increase. While many detection techniques have been proposed in order to prevent malwares, it is not easy to detect re-packaged malwares by static analysis and it is also difficult to operate dynamic analysis in android smart phone. Static analysis proposed in this paper features code reuse of repackaged malwares. We extracted DEX files from android applications and performed static analysis using class names and method names. This process doesn't not include reverse engineering, so it is possible to detect malwares efficiently.

Design and Implementation of Component Adaptation Supporting Tool (컴포넌트 개조 지원 도구의 설계 및 구현)

  • Kim, Jeong-Ah;Kwon, Oh-Cheon;Choi, Yoo-Hee;Shin, Gyu-Sang;Yoon, Shim
    • The KIPS Transactions:PartD
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    • v.9D no.5
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    • pp.903-914
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    • 2002
  • In this research, the technique and tool for the adaptation of components are suggested. While reusing a component or assembling components, component adaptation should be required since the interfaces of component to be assembled might not be exactly matched. Sometimes, other attributes are needed for new business features or even the same business concept. So, in reusing or assembling a component, component adaptation techniques are essentially required. In this research, we proposed the following Component Adaptation by Binary Component Adaptation Techniques : and Component Adaptation by Adaptation Components. Also, we constructed a component adaptation supporting tool. As the results, we can adapt the existing components without source code and can reuse the existing components when the components do not meet new requirements or can not be directly connected with other components to be integrated.

Practical Connector Patterns for Designing Component Frameworks (컴포넌트 프레임워크 설계를 위한 실용적인 커넥터 패턴)

  • 민현기;김수동
    • Journal of KIISE:Software and Applications
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    • v.31 no.1
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    • pp.43-53
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    • 2004
  • Component-based development(CBD) has acquired a substantial acceptance in both academia and industry as an effective inter-organizational reuse technology. A component framework in product line engineering(PLE) which consists of related components, connectors and their semantics has a greater potential for reusability than components. In frameworks, components are glued with association, dependency and connections. Problems occur like affecting the implementation code of components when they are glued and replaced because the association and dependency relationships between COTS components which are acquired for application development do not match exactly. Especially, a connector may not only connect related components, but also mate partially-matched COTS components fit together. However, little has been studied to date about connectors that can be used practically. In this paper, we present a meta-model for connectors and show how a connector can be designed and implemented in practice. We propose five main patterns of connectors. Proposed major patterns Provide design guidelines for practical and efficient connector configuration based on component framework. And also, applying techniques and applied case studies of the major patterns show greatly increased applicability and reusability of the component without component modification.

Systems Engineering Approach for the Reuse of Metallic Waste From NPP Decommissioning and Dose Evaluation (금속해체 폐기물의 재활용을 위한 시스템엔지니어링 방법론 적용 및 피폭선량 평가)

  • Seo, Hyung-Woo;Kim, Chang-Lak
    • Journal of Nuclear Fuel Cycle and Waste Technology(JNFCWT)
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    • v.15 no.1
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    • pp.45-63
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    • 2017
  • The oldest commercial reactor in South Korea, Kori-1 Nuclear Power Plant (NPP), will be shut down in 2017. Proper treatment for decommissioning wastes is one of the key factors to decommission a plant successfully. Particularly important is the recycling of clearance level or very low level radioactively contaminated metallic wastes, which contributes to waste minimization and the reduction of disposal volume. The aim of this study is to introduce a conceptual design of a recycle system and to evaluate the doses incurred through defined work flows. The various architecture diagrams were organized to define operational procedures and tasks. Potential exposure scenarios were selected in accordance with the recycle system, and the doses were evaluated with the RESRAD-RECYCLE computer code. By using this tool, the important scenarios and radionuclides as well as impacts of radionuclide characteristics and partitioning factors are analyzed. Moreover, dose analysis can be used to provide information on the necessary decontamination, radiation protection process, and allowable concentration limits for exposure scenarios.

Design Aesthetics of Walter Van Beirendonck (Walter Van Beirendonck 디자인에 나타난 미학)

  • Park, So Hyoung;Yim, Eun-Hyuk
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.3
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    • pp.353-368
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    • 2015
  • Walter Van Beirendonck expresses a fairy tale world of perverted sexual desire of sadism and masochism, violence, and aggressiveness that breaks from a transient one-time concept as is an essential element of fashion. This study classifies the aesthetic characteristic shown on the design of Walter Van Beirendonck and analyzes the intent of his symbolism and meaning. The attempt has a meaning in exploring a new directionality of fashion by conveying a critical message to this end, contemporary fashion breaks down boundaries with artistic genre and connects a problematic consciousness that exists in life with fashion. The results of study on the aesthetic characteristics of Walter Van Beirendonck are as follows. First, Beirendonck emphasized an interpersonal image about body by giving a question through the deconstruction of image on a perfect body into race, age, and body based on body modification. Second, fetishism appeared as a consciousness that human identity and character can be changed by connecting a fetish element of sexual identity, and sadism and masochism with fashion's imagination. Third, infantilism as an amusement expression of the form metaphorically satirized life of modern people. Fourth, makeup shown on performance or festival of an African tribe was used in the way of mixture or reuse for ethnography to obtain inspiration from ethnography. Fifth, pop art combined a popular culture code as amusement through mass production and mass media. Aesthetics of Beirendonck do not have norm and are bold in using form, color, pattern, print, and styling because Beirendonck reinterpreted critical attitudes about essential problems that human life entails into a motif of his symbolic meaning in amusement. In regards to his design aesthetics, Beirendonck expanded fashion to the scope of Gesamtkunstwerk in a consistent and continued theme combined with philosophical creativity and differentiated from other fashion designers.

Design and Implementation of the Network Turn Game for API Using Design Patterns (디자인 패턴을 이용한 네트워크 턴 게임 API 설계 및 구현)

  • Kim Jong-Soo;Kim Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.7 no.11
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    • pp.1588-1596
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    • 2004
  • Developing a real time 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 area which is being studied to maximize the reusability of the existing design code is related to design patterns. If the developers are given various design techniques and application examples that use well defined design patterns, they will be able to make better game API(Application Programming Interface) and to invent a framework for game development based on this API as well. In this paper, the design patterns that the GoF(Gang of Four) proposed have been applied to develop and implement two kinds of network turn games. In the process, efficient design techniques will be proposed for the effective reuse of the existing game API.

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An Implementation of Knowledge-based BIM System for Representing Design Knowledge on Massing Calculation in Architectural Pre-Design Phase (건축기획 매스 규모산정의 설계지식 재현을 위한 지식기반 BIM 시스템 구현)

  • Lee, Byung-Soo;Ji, Seung-Yeul;Jun, Han-Jong
    • Korean Journal of Computational Design and Engineering
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    • v.21 no.3
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    • pp.252-266
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    • 2016
  • An architectural pre-design, which is conducted prior to the architecture design, supports fundamental configuration during the entire AEC project by predicting the cost, demand, etc., of the building, and is therefore gaining importance. In particular, the massing calculation of the pre-design phase should be prioritized, as it is fundamental to architectural outline. However, most architects depend on only their experience and intuition while conceptualizing an integrated framework of design conditions, including the building code and requirements for the massing calculation of the object. Therefore, many difficulties arise in terms of performing appropriate tasks. Thus, the purpose of this study is to implement a knowledge-based BIM for explicitly representing the design knowledge, which is the basis of decision making for an architect while performing the massing calculation. In particular, the 3D knowledge relevant to a project can be provided and accumulated in the massing calculation by the BIM system; this facilitates an integral understanding. Consequently, the approximate result of massing calculation in 3D BIM environment, through both the knowledge-based BIM template and plug-in, can be swiftly provided to the architect. In addition, the architect can invent various alternatives, estimate resulting costs, and reuse the accumulated knowledge in future BIM design processes.

Design of Network-based Game Using the GoF Design Patterns

  • Kim Jong-Soo;Kim Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.9 no.6
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    • pp.742-749
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    • 2006
  • In the network-based game where it uses the Internet infrastructure, the implementation is possible with the various methods. Such Applications are developed in the multi-tired architecture. There are many cases for the server to be separated from the hardware or the software. In this case, a lot of applications make the distributed process possible and are made as the multi-tiered architecture to develop the reusability of the existing software module. Especially, it is mostly general to separate for the case of a database server to a new tier. One of the important points of multi-tiered server side applications is security and because of this, it is difficult to share the related data about the design skill. Using design patterns, it gives help in reusing the existing written-code for the design of the game that needs a lot of money and time. Design Patterns are related to the software reuse. For the development of more efficient games, if well-defined design patterns are provided to the developers, then it would make more easy advanced game API and make possible the framework for the game development based on the API Through the analysis of the general network-based game currently servicing in the Internet, in this paper, we discuss how to implement a business logic tier using database system among the server side architectures. The main objective of this article is to show an efficient APIs(Application Programming Interfaces) design method which can be used to manage the data that must be saved to the database system among the packets that client/server have to be exchange.

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