Object-oriented software development is difficult, and reusable object-oriented programme design is even more difficult. The implementation must be tailored to the problem while yet being generic enough to meet future requirements. Design is arguably the most important factor that can affect the quality of interactive educational software as it is being developed. Fortunately, there are various design patterns available today that can be used to solve a generic problem. The design techniques determine the design options available to responsible architects. This chapter introduces an interactive instructional software programme for learning quadrilateral geometry. The study's goals are to improve the educational software's implementation by employing the "Factory" creational pattern and the "Observer" behavioural pattern. The factory pattern is used to connect secondary class hierarchies so that it can identify the knowledge of which classes belong together. The most major advantage of employing the observer pattern is that it significantly simplifies the programming process. The software is modelled using UML diagrams that describe the processes of analysis, design, and implementation, and the Java programming language is used to implement the software.
Author(s) Details:
Anca-Elena Iordan,
Computer Science Department, Faculty of Automation and Computer Science,
Technical University of Cluj-Napoca, Romania.
Please see the link here: https://stm.bookpi.org/IST-V6/article/view/6034
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