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학술논문멀티미디어학회논문지2016.08 발행KCI 피인용 1

디자인 패턴을 이용한 Undo 기능 설계에 대한 연구

A Study on the Undo Function Implementation using the Design Patterns

김태석(동의대학교); 김종수(한국승강기대학교)

19권 8호, 1544~1552쪽

초록

If the undo/redo function is not reflected in the initial design of an application, it makes it difficult to implement the undo/redo function additionally, in this paper, we examined some examples to design the sodoku game and analyzed problems of the design to implement the undo/redo functions. For an efficient design of the undo/redo functions without using swing.undo package, we propose a class design using the Command, Memento, and Observer pattern these are used as organic. The proposed method is more efficient for distributed work than other method. We implemented a sudoku game using proposed design. In the undo/redo function testing, we could see that it works well.

Abstract

If the undo/redo function is not reflected in the initial design of an application, it makes it difficult to implement the undo/redo function additionally, in this paper, we examined some examples to design the sodoku game and analyzed problems of the design to implement the undo/redo functions. For an efficient design of the undo/redo functions without using swing.undo package, we propose a class design using the Command, Memento, and Observer pattern these are used as organic. The proposed method is more efficient for distributed work than other method. We implemented a sudoku game using proposed design. In the undo/redo function testing, we could see that it works well.

발행기관:
한국멀티미디어학회
DOI:
http://dx.doi.org/10.9717/kmms.2016.19.8.1544
분류:
전자/정보통신공학

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디자인 패턴을 이용한 Undo 기능 설계에 대한 연구 | 멀티미디어학회논문지 2016 | AskLaw | 애스크로 AI