Showing posts with label design patterns. Show all posts
Showing posts with label design patterns. Show all posts

Friday, 11 March 2022

Improving the Development of a Software Dedicated to the Quadrilateral Study by Using the Design Patterns| Chapter 4 | Innovations in Science and Technology Vol. 6

 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

Friday, 16 July 2021

Study on Improving the Development of a Triangle Geometry Computer Application Using Design Patterns | Chapter 8 | Current Topics on Mathematics and Computer Science Vol. 3

 Designing object-oriented software is challenging, and designing reusable object-oriented software is considerably more difficult. The design must be tailored to the challenge at hand while still being generic enough to address future requirements. Design is perhaps the most critical issue that can affect the quality of an interactive computer programme when it is being developed. Fortunately, there are a variety of design patterns available that can be applied to tackle a broad problem. Design models are used to depict the solutions of skilled architects. As a result, all design model in the oriented object programming paradigm aims to solve a specific design problem. The goal of this project is to develop an interactive computer programme that may be used to understand triangle geometry. The "Factory" creational pattern and the "Observer" behavioural pattern are used to improve the design of the computer programme. The factory pattern connects parallel class hierarchies, allowing information of which classes belong together to be localised. The most significant benefit of employing the observer pattern is that it greatly simplifies programming tasks. The implementation is carried out using the Java programming language, which is a platform-independent language. Triangle geometry computer applications benefit from the adoption of these two design patterns in terms of development, extensibility, and reusability.


Author (S) Details

Anca-Elena Iordan
Department of Computer Science, Faculty of Automation and Computer Science, Technical University of Cluj-Napoca, Romania.

View Book :- https://stm.bookpi.org/CTMCS-V3/article/view/2048