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      Design of Network-based Game using the GoF Design Patterns

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      https://www.riss.kr/link?id=A105009289

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      다국어 초록 (Multilingual Abstract)

      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...

      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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      참고문헌 (Reference)

      1 "sun educational serviecs Advanced Java Programming SL-300" SunSoft Press 2000.

      2 "a Study of the Template Method for Various Behavior of the Game Characters Proceeding of the Korea Multimedia Society Fall Conference" 8 (8): 69-72, 2005.11

      3 "The Study of the APIs Design in the Internet Application to Construct a Database Server" 335-338, 2005.06

      4 "The Java Application Programming Interface Volume1" Addison Wesley 1-, 1996.

      5 "The Creational Patterns application to the Game Design using the DirectX" 8 (8): 536-543, 2004.11.02

      6 "The APIs Design for the Database Management of the Network Game Using Design Patterns" 9 (9): 2006.01.07

      7 "SciptEase: Generative Design Patterns for Computing Role-Playing Games" 2004

      8 "Programming Windows Fifth Edition" Microsoft Press 1998.

      9 "Object-Oriented Design Pattern Approach for Modeling and Simulating Open Distributed Control System" 2001.

      10 "Object-Oriented Design Pattern Approach for Modeling and Simulating Open Distributed Control System" 2001.

      1 "sun educational serviecs Advanced Java Programming SL-300" SunSoft Press 2000.

      2 "a Study of the Template Method for Various Behavior of the Game Characters Proceeding of the Korea Multimedia Society Fall Conference" 8 (8): 69-72, 2005.11

      3 "The Study of the APIs Design in the Internet Application to Construct a Database Server" 335-338, 2005.06

      4 "The Java Application Programming Interface Volume1" Addison Wesley 1-, 1996.

      5 "The Creational Patterns application to the Game Design using the DirectX" 8 (8): 536-543, 2004.11.02

      6 "The APIs Design for the Database Management of the Network Game Using Design Patterns" 9 (9): 2006.01.07

      7 "SciptEase: Generative Design Patterns for Computing Role-Playing Games" 2004

      8 "Programming Windows Fifth Edition" Microsoft Press 1998.

      9 "Object-Oriented Design Pattern Approach for Modeling and Simulating Open Distributed Control System" 2001.

      10 "Object-Oriented Design Pattern Approach for Modeling and Simulating Open Distributed Control System" 2001.

      11 "Microsoft SQL Server 2000 Developer" 2000.

      12 "Java Software Solutions Foundations of Program Design" Addison Wesley 1998.

      13 "Gof’s Design Patterns" 2002.

      14 "Database System Concepts Forth Edition" McGraw-Hill 2003.

      15 "Computer Game Developer (Weird Careers in Science)(Library Binding)" 2005.

      16 "Applying UML and Patterns" Prentice Hall PTR 2001.

      17 "An Implementation Avatar Chatting System for Network-Based Multi-User Environment" 119-123, 2003.

      18 "ATS Software Design Patterns" 2001.

      19 "APIs Design in the side of the Database Using Design Patterns for Online Game" 8 (8): 847-850, 2005.05

      20 "A Study on the Effective Class Composition for the Various Game Character Design" 9 (9): 313-316, 2005.11

      21 "A Study on a Database Design for the Multi-User Online Game" 12 (12): 361-364, 2005

      22 "3D Game Engine Designe" Morgan Kaufmann 2001.

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      학술지 이력

      학술지 이력
      연월일 이력구분 이력상세 등재구분
      2026 평가예정 재인증평가 신청대상 (재인증)
      2020-01-01 평가 등재학술지 유지 (재인증) KCI등재
      2017-01-01 평가 등재학술지 유지 (계속평가) KCI등재
      2013-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2010-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2008-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2005-01-01 평가 등재학술지 선정 (등재후보2차) KCI등재
      2004-01-01 평가 등재후보 1차 PASS (등재후보1차) KCI등재후보
      2002-01-01 평가 등재후보학술지 선정 (신규평가) KCI등재후보
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      학술지 인용정보

      학술지 인용정보
      기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
      2016 0.61 0.61 0.56
      KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
      0.49 0.44 0.695 0.15
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