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A Views-Based Design Framework for Web ApplicationsBrown, David January 2002 (has links)
Web application design is a broad term that refers to any aspect of designing a Web application, including designing Web interfaces to data. There are a number of commercial software tools available that employ various techniques for implementing Web access to databases. However, these techniques apply only to portions of Web application implementation and lack a common design paradigm. We believe that defining an approach to designing and implementing Web applications based on views, frameworks, and patterns allows us to extend an object-oriented design representation and develop reusable and extensible design solutions for a class of Web applications in which the concerns are separated. The major contribution of this thesis is the development of a new approach to designing Web applications, producing the following visible contributions: a model for Web applications based upon a separation of concerns using views; a framework for system elements so that object-oriented design patterns can be used to build the application; a reusable design approach so that many Web applications can be built around the same framework; a coherent and organized framework representation using extended UML; and an implementation approach that can be implemented on a number of different platforms using a range of software and tools. In support of this solution, this thesis shows the design and implementation of a proof-of-concept Web application using this design technique. We believe that the approach to Web application design promoted in this thesis has proven itself useful in a practical way for the case studies discussed herein and points the way to a wider range of design and implementation possibilities.
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Specifying Design Patterns with Object Constraint LanguageHsieh, Kun-Ta 19 July 2007 (has links)
Today, unified modeling language (UML) has become a standard modeling language in object-oriented systems analysis and design. Over the past few years a considerable effort has been made in synthesizing UML, MDA (model driven architecture), design patterns and CASE tool to increase the productivity of the system development. Specifying the design patterns with object constraint language (OCL) has become a main trend in this area. This study classifies the OCL expressions and design patterns and presents a method to specify each design pattern with the OCL and UML when modeling the platform independent model which can then be transformed into the platform dependent model, and to a code model. A real-world case using the integrated techniques is presented and a CASE tool is used to illustrate the concepts, application, and the advantages of using the proposed approach. With this approach, the system developer can transform PIM into code automatically and thereby enhance the efficiency and reusability of system development.
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Prototype system for automatic ontology constructionJean-Louis, Ludovic January 2007 (has links)
<p>Though a constantly increasing number of ontologies are now available on the Internet, the ontology construction process remains generally a manual task, so consequently an effort demanding task. As no unified ontology construction method is available in the literature, researchers started investigating different frameworks for automatically generating ontologies and, therefore shorten the time required for their construction. This master’s thesis presents a prototype system for automatic construction of ontology, based on ontology design patterns and unstructured texts, such as natural language texts. The use of ontology design patterns allow constructing well structured ontologies and reducing the demand of knowledge experts. A difference between our prototype system and the systems presented in the literature is, the possibility to increase accuracy of the generated ontology by selecting the more relevant terms and associations from the unstructured text and match them against the ontology design patterns. Also, a matching score is introduced to define the level of similarity between the terms extracted and the ontology design patterns. By setting a threshold value on the matching score, the relevant ontology design patterns are selected and used for the ontology construction process. The ontology construction framework used by the prototype system has been developed by the research group in Information Engineering of the School of Engineering, Jönköping University.</p>
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Prototype system for automatic ontology constructionLudovic, Jean-Louis January 2007 (has links)
<p>Though a constantly increasing number of ontologies are now available on the Internet, the ontology construction process remains generally a manual task, so consequently an effort demanding task. As no unified ontology construction method is available in the literature, researchers started investigating different frameworks for automatically generating ontologies and, therefore shorten the time required for their construction. This master’s thesis presents a prototype system for automatic construction of ontology, based on ontology design patterns and unstructured texts, such as natural language texts. The use of ontology design patterns allow constructing well structured ontologies and reducing the demand of knowledge experts. A difference between our prototype system and the systems presented in the literature is, the possibility to increase accuracy of the generated ontology by selecting the more relevant terms and associations from the unstructured text and match them against the ontology design patterns. Also, a matching score is introduced to define the level of similarity between the terms extracted and the ontology design patterns. By setting a threshold value on the matching score, the relevant ontology design patterns are selected and used for the ontology construction process. The ontology construction framework used by the prototype system has been developed by the research group in Information Engineering of the School of Engineering, Jönköping University.</p> / <p>Även fast ett ökande antal ontologier är tillgängliga på Internet, är ontologikonstruktion fortfarande till största delen en manuell process, som därigenom kräver en stor arbetsinsats. Eftersom ingen enhetlig metodologi för att konstruera ontologier finns i litteraturen, forskare började undersöka olika ansatser för att automatiskt generera ontologier och därigenom förkorta konstruktionstiden. Detta examensarbete presenterar ett prototypsystem för automatisk konstruktion av ontologier, baserat på designmönster för ontologier och ostrukturerad text (text i naturligt språk). Att använda designmönster ger en välstrukturerad ontologi och minskar behovet av expertkunskap. En skillnad mellan vårt system och system i litteraturen är möjligheten att få en mer korrekt ontologi genom att välja de mestrelevanta termerna och relationerna från texterna och matcha dem motdesignmönstren. Ett värde för överensstämmelsen har införts för att kunna beskriva hur stor likhet som finns mellan termerna och designmönstren. Genom att sätta ett tröskelvärde väljs de relevanta designmönstren ut och används för att konstruera ontologin. Den generella processen för ontologikonstruktion som används av prototypsystemet har utvecklats av forskningsgruppen i Informationsteknik vid Ingenjörshögskolan i Jönköping.</p>
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Quest Patterns for Story-Based Video GamesTrenton, Marcus Unknown Date
No description available.
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Quest Patterns for Story-Based Video GamesTrenton, Marcus 11 1900 (has links)
As video game designers focus on immersive interactive stories, the number of game object interactions grows exponentially. Most games use manually-programmed scripts to control object interactions, although automated techniques for generating scripts from high-level specifications are being introduced. For example, ScriptEase provides designers with generative patterns that inject commonly-occurring interactions into games. ScriptEase patterns generate scripts for the game Neverwinter Nights. A kind of generative pattern, the quest pattern, generates scripting code controlling the plot in story-based games. I present my additions to the quest pattern architecture (meta quest points and abandonable subquests), a catalogue of quest patterns, and the results of two studies measuring their effectiveness. These studies show that quest patterns are easy-to-use, substantially reduce plot scripting errors, and their catalogue is highly-reusable between games. These studies demonstrate ScriptEase generative quest patterns are a desirable alternative to manual plot scripting in commercial, story-based games.
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Toward Tool Support for Usage of Object-Oriented Design Patterns Expressed in Unified Modeling LanguageBohdanowicz, Daniel January 2005 (has links)
Design patterns describe solutions that can be used in a particular context for commonly recurring problems at the detailed design level of a software system. Patterns have become an important concept in object-oriented development and their usage is a widely accepted practice. This thesis investigates issue of tool support for design patterns usage that can be offered by UML modelling tools, and proposes UML based method and notation for specification of the patterns, and documentation of their instances in a design model, facilitating such support. Different ways of such support are presented and classified, and comparison of tools offering assistance for patterns usage is depicted. UML profile supporting specification of structural aspects of solutions proposed by design patterns, and documentation of their instances is specified in the thesis.
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Prototype system for automatic ontology constructionLudovic, Jean-Louis January 2007 (has links)
Though a constantly increasing number of ontologies are now available on the Internet, the ontology construction process remains generally a manual task, so consequently an effort demanding task. As no unified ontology construction method is available in the literature, researchers started investigating different frameworks for automatically generating ontologies and, therefore shorten the time required for their construction. This master’s thesis presents a prototype system for automatic construction of ontology, based on ontology design patterns and unstructured texts, such as natural language texts. The use of ontology design patterns allow constructing well structured ontologies and reducing the demand of knowledge experts. A difference between our prototype system and the systems presented in the literature is, the possibility to increase accuracy of the generated ontology by selecting the more relevant terms and associations from the unstructured text and match them against the ontology design patterns. Also, a matching score is introduced to define the level of similarity between the terms extracted and the ontology design patterns. By setting a threshold value on the matching score, the relevant ontology design patterns are selected and used for the ontology construction process. The ontology construction framework used by the prototype system has been developed by the research group in Information Engineering of the School of Engineering, Jönköping University. / Även fast ett ökande antal ontologier är tillgängliga på Internet, är ontologikonstruktion fortfarande till största delen en manuell process, som därigenom kräver en stor arbetsinsats. Eftersom ingen enhetlig metodologi för att konstruera ontologier finns i litteraturen, forskare började undersöka olika ansatser för att automatiskt generera ontologier och därigenom förkorta konstruktionstiden. Detta examensarbete presenterar ett prototypsystem för automatisk konstruktion av ontologier, baserat på designmönster för ontologier och ostrukturerad text (text i naturligt språk). Att använda designmönster ger en välstrukturerad ontologi och minskar behovet av expertkunskap. En skillnad mellan vårt system och system i litteraturen är möjligheten att få en mer korrekt ontologi genom att välja de mestrelevanta termerna och relationerna från texterna och matcha dem motdesignmönstren. Ett värde för överensstämmelsen har införts för att kunna beskriva hur stor likhet som finns mellan termerna och designmönstren. Genom att sätta ett tröskelvärde väljs de relevanta designmönstren ut och används för att konstruera ontologin. Den generella processen för ontologikonstruktion som används av prototypsystemet har utvecklats av forskningsgruppen i Informationsteknik vid Ingenjörshögskolan i Jönköping.
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Prototype system for automatic ontology constructionJean-Louis, Ludovic January 2007 (has links)
Though a constantly increasing number of ontologies are now available on the Internet, the ontology construction process remains generally a manual task, so consequently an effort demanding task. As no unified ontology construction method is available in the literature, researchers started investigating different frameworks for automatically generating ontologies and, therefore shorten the time required for their construction. This master’s thesis presents a prototype system for automatic construction of ontology, based on ontology design patterns and unstructured texts, such as natural language texts. The use of ontology design patterns allow constructing well structured ontologies and reducing the demand of knowledge experts. A difference between our prototype system and the systems presented in the literature is, the possibility to increase accuracy of the generated ontology by selecting the more relevant terms and associations from the unstructured text and match them against the ontology design patterns. Also, a matching score is introduced to define the level of similarity between the terms extracted and the ontology design patterns. By setting a threshold value on the matching score, the relevant ontology design patterns are selected and used for the ontology construction process. The ontology construction framework used by the prototype system has been developed by the research group in Information Engineering of the School of Engineering, Jönköping University.
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Plattformsoberoende widgets med giljotinpackade bakgrundstexturerLundholm, Jonathan January 2014 (has links)
Vi har i detta arbete skapat ett API för widgets på Android och iOS för Visiarcs utvecklingsverktyg CoffeeMaker. CoffeeMaker använder sig av multiplattform-API:t Cocos2dx och försöker, i så stor utsträckning det är möjligt, förhålla sig till det reaktiva programmeringsparadigmet. Vi använde oss av olika designmönster för att jämna ut skillnaderna mellan Android och iOS interface och implementerade funktionalitet för knappar, checkboxes, radioknappar och textfält på dessa två plattformar. Dessa widgets tematiseras enligt ett JSON-liknande format och använder sig av en texturatlas för att spara resurser. Vi behövde en texturpackare som lämpade sig att köras under en applikations initiering och ibland även under själva körningen. Vi fann en snabb heuristik, O(n2), med god täthet, ca 94% enligt vår testmetod. / We have in this work created an widgets API on Android and iOS for Visiarcs development platform CoffeeMaker. CoffeeMaker uses the multiplattform-API Cocos2dx and tries to use the reactive programming paradigm as much as possible. We used design patterns to try to smoothen out the differences between Android and iOS and implemented functionality for buttons, checkboxes, radiobuttons and textfields on these platforms. These widgets are themeble with a JSON-like format and uses a texture atlas to be sparse on system resources. We needed a texture packer which was suited to be run during runtime of a userspace application. We found a quick heurustic, O(n2), with good density, approximately 94% according to our test method.
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