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1

Yu, Liguo, Yingmei Li, and Srini Ramaswamy. "Design Patterns and Design Quality." International Journal of Secure Software Engineering 8, no. 2 (April 2017): 53–81. http://dx.doi.org/10.4018/ijsse.2017040103.

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Анотація:
Design patterns are reusable software design solutions to object-oriented programs. Since the initial introduction of the 23 well-known design patterns in 1995, more and more patterns have been identified and utilized in the software industry. The benefits of applying design patterns include reducing development cost, improving code quality, and standardizing the integration and maintenance processes. Therefore, using design patterns is becoming a common practice to build both commercial software and open-source products. Although most design patterns are considered creative solutions to some difficult design problems, not all of them are necessarily the best with respect to all different software quality measures, such as program complexity. This paper studies 13 commonly employed design patterns in software industry. First, these 13 patterns are analyzed theoretically about their design complexity in comparison to the conventional solutions. Second, empirical studies are performed on five open-source Java projects to investigate the correlations between design patterns and class structural quality. Finally, these 13 design patterns are evaluated by software programmers who have experience of using all of them. Overall, this study finds that although some design patterns are considered useful, creative, and significant compared to conventional solutions based on user experience, pattern-involved classes are more complex than pattern-free classes, both theoretically and empirically. The authors accordingly recommend a balanced approach to using design patterns: design quality, cost, development time, and product quality should all be considered, when design patterns are utilized.
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2

Astrachan, Owen, Garrett Mitchener, Geoffrey Berry, and Landon Cox. "Design patterns." ACM SIGCSE Bulletin 30, no. 1 (March 1998): 153–60. http://dx.doi.org/10.1145/274790.273182.

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3

HAYASHI, S., J. KATADA, R. SAKAMOTO, T. KOBAYASHI, and M. SAEKI. "Design Pattern Detection by Using Meta Patterns." IEICE Transactions on Information and Systems E91-D, no. 4 (April 1, 2008): 933–44. http://dx.doi.org/10.1093/ietisy/e91-d.4.933.

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4

Shlezinger, Galia, Iris Reinhartz-Berger, and Dov Dori. "Modeling Design Patterns for Semi-Automatic Reuse in System Design." Journal of Database Management 21, no. 1 (January 2010): 29–57. http://dx.doi.org/10.4018/jdm.2010112302.

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Анотація:
Design patterns provide reusable solutions for recurring design problems. They constitute an important tool for improving software quality. However, correct usage of design patterns depends to a large extent on the designer. Design patterns often include models that describe the suggested solutions, while other aspects of the patterns are neglected or described informally only in text. Furthermore, design pattern solutions are usually described in an object-oriented fashion that is too close to the implementation, masking the essence of and motivation behind a particular design pattern. We suggest an approach to modeling the different aspects of design patterns and semi-automatically utilizing these models to improve software design. Evaluating our approach on commonly used design patterns and a case study of an automatic application for composing, taking, checking, and grading analysis and design exams, we found that the suggested approach successfully locates the main design problems modeled by the selected design patterns.
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5

江, 欣逾. "Design Integration and Evolution of Dunhuang Lotus Patterns." Design 08, no. 04 (2023): 3688–98. http://dx.doi.org/10.12677/design.2023.84455.

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6

周, 洁. "Innovation and Design Application of Dong Nationality Patterns." Design 09, no. 02 (2024): 143–52. http://dx.doi.org/10.12677/design.2024.92195.

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7

Kunkhet, Arus, and Disaya Chudasri. "Developing Design Approaches for Tile Pattern Designs Inspired by Traditional Textile Patterns." Processes 10, no. 12 (December 19, 2022): 2744. http://dx.doi.org/10.3390/pr10122744.

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This article presents multidisciplinary research that involved design (i.e., textiles, tiles, pattern design), mathematics (i.e., symmetry and seven frieze groups) and a viewpoint on product design and development for business opportunities. This research comprised a design experiment and a survey. In the design experiment, two design approaches were created to translate the characteristics of traditional textile patterns into new pattern designs for floor tiles. These two design approaches were entitled: “partial replication”, and “combination and simplification”. The seven frieze groups were used as a transformation rule in both design approaches, resulting in two sets of frieze patterns. Although they were derived from the same origin, they looked different. A survey was conducted with 61 respondents to gain outsiders’ perspectives on these new pattern designs. The findings include: (i) positive responses to applying traditional textile patterns to other products, (ii) plausible products for pattern designs, (iii) preferences for design approaches and frieze patterns and (iv) opportunities for design research and education with other disciplines. This paper concludes with theoretical and practical implications for further research.
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8

Barney, Christopher Aaron. "Application of Pattern Language for Game Design in Pedagogy and Design Practice." Information 12, no. 10 (September 23, 2021): 393. http://dx.doi.org/10.3390/info12100393.

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Анотація:
Existing implementations of game design patterns have largely been confined to theoretical or research settings. Weaknesses in these implementations have prevented game design patterns from being properly evaluated as an educational and practical development tool. This paper examines these weaknesses, describes a method of developing and applying patterns that overcome the weaknesses, and evaluates use of the method for game design education and practice. Weaknesses in existing pattern implementations are: the omission of design problems, presumption of functional completeness at the level of pattern languages, narrow topical focus, and lack of a concise, repeatable method for pattern production. Several features of the proposed method were specifically built to address these weaknesses, namely the pattern template, the process for connecting patterns into a language and assessing the language’s scope, a rubric for assessing pattern confidence and interconnectivity confidence, and pattern-building exercises. This method was applied in a classroom setting. Results as assessed by the evaluation of student work suggest that creating patterns/pattern languages is an effective pedagogical approach. Designs produced using designer-created patterns closely align with existing design theory and are clearly understood by students. The above results may indicate that the path to gaining wider acceptance of pattern theory as a design framework within game design is not to produce a universal pattern language, but to facilitate the creation of case-specific languages by students and professional designers that use a shared ontology, and thus can be combined easily to solve the diverse sets of problems faced by these groups.
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9

Gil, J., and D. H. Lorenz. "Design patterns and language design." Computer 31, no. 3 (March 1998): 118–20. http://dx.doi.org/10.1109/2.660196.

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10

Zavcer, Gregor, Simon Mayr, and Paolo Petta. "Design Pattern Canvas: An Introduction to Unified Serious Game Design Patterns." Interdisciplinary Description of Complex Systems 12, no. 4 (2014): 280–92. http://dx.doi.org/10.7906/indecs.12.4.2.

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11

陈, 淑飞. "The Application of Traditional Chinese Patterns in Furniture Design." Design 09, no. 03 (2024): 299–307. http://dx.doi.org/10.12677/design.2024.93320.

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12

Cooper, James W. "Using design patterns." Communications of the ACM 41, no. 6 (June 1998): 65–68. http://dx.doi.org/10.1145/276609.276621.

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13

Stevens, P. "Software design patterns." Computing & Control Engineering Journal 11, no. 4 (August 1, 2000): 160–62. http://dx.doi.org/10.1049/cce:20000403.

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14

Riehle, Dirk. "Composite design patterns." ACM SIGPLAN Notices 32, no. 10 (October 9, 1997): 218–28. http://dx.doi.org/10.1145/263700.263739.

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15

Vardanega, Tullio. "Ravenscar design patterns?" ACM SIGAda Ada Letters XXIII, no. 4 (December 2003): 65–73. http://dx.doi.org/10.1145/959221.959235.

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16

Del Ra, William. "Service design patterns." ACM SIGSOFT Software Engineering Notes 37, no. 4 (July 16, 2012): 40. http://dx.doi.org/10.1145/2237796.2237821.

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17

Brazier, R. W., and M. D. Cookson. "Intelligence design patterns." BT Technology Journal 23, no. 1 (January 2005): 69–81. http://dx.doi.org/10.1007/s10550-005-0108-0.

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18

陈, 雨婷. "Research on the Design Evolution of Tang Dynasty Tuanhua Patterns." Design 08, no. 04 (2023): 3179–87. http://dx.doi.org/10.12677/design.2023.84393.

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19

冯, 政辉. "Research on the Generation of Kirgiz Patterns Based on StyleGAN2." Design 08, no. 03 (2023): 1785–95. http://dx.doi.org/10.12677/design.2023.83215.

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20

Peña-Mora, Feniosky, and Sanjeev Vadhavkar. "Augmenting design patterns with design rationale." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 11, no. 2 (April 1997): 93–108. http://dx.doi.org/10.1017/s089006040000189x.

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Анотація:
AbstractPresent-day software applications are increasingly required to be “reuse-conscious” in terms of the operating platforms, topology, and evolutionary requirements. Traditionally, there has been much difficulty in communicating specialized knowledge like design intents, design recommendations, and design justifications in the discipline of software engineering. This paper presents a methodology based on the combination of design rationale and design patterns to design reusable software systems. Design rationale is the representation of the reasoning behind the design of an artifact. Design patterns are descriptions of communicating objects and classes that are customized to solve a general design problem in a particular context. The paper details the use of an explicit software development process to capture and disseminate the specialized knowledge (i.e., intents, recommendations, and justifications) that augments the description of the cases in a library (i.e., design patterns) during the development of software applications by heterogeneous groups. The importance of preserving and using this specialized knowledge has become apparent with the growing trend of combining the software development process with the product (i.e., software code). The importance of codifying corporate memory in this regard is also important considering the changing nature of the workplace, where more people are on contract. The information on how and why a software code was developed becomes essential for efficient and smooth continuity of the present software project as well as for reusing the code in future projects. It has become essential to capture the design rationale to develop and design software systems efficiently and reliably. The software prototype developed using the combined methodology will be used as a part of an integrated design environment for reusable software design. This environment supports collaborative development of software applications by a group of software specialists from a library of building block cases represented by design patterns.
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21

D Kulkarni, Nilesh, and Saurav Bansal. "Strategy Design Pattern Applied on a Mobile App Building." Journal of Mathematical & Computer Applications 1, no. 1 (March 31, 2022): 1–6. http://dx.doi.org/10.47363/jmca/2022(1)121.

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Анотація:
This paper provides the importance and application of design patterns in software engineering, particularly focusing on the Strategy Design Pattern. It outlines how design patterns offer efficient, flexible, and reusable solutions to common problems in object-oriented software development. The paper presents a case study of Strategy Design Pattern’s application in a mobile app builder, emphasizing its role in creating adaptable and maintainable software architecture. Additionally incorporates commentary on the SOLID Open and Close principle, explaining how it allows software entities to be extendable without modifying existing code, thus enhancing the scalability and robustness of the application. The OC principle integration with the Strategy Design Pattern demonstrates its practicality in promoting flexible and stable software development.
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22

Moudam, Zakaria, Radouan Belhissi, and Noureddine Chenfour. "Design Pattern Management System: A Support Tool Based on Design Patterns Applicability." International Journal of Computer Science and Information Technology 3, no. 5 (October 30, 2011): 39–52. http://dx.doi.org/10.5121/ijcsit.2011.3504.

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23

Gregor, Douglas, Sibylle Schupp, and David R. Musser. "Design Patterns for Library Optimization." Scientific Programming 11, no. 4 (2003): 309–20. http://dx.doi.org/10.1155/2003/382319.

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Анотація:
We apply the notion of design patterns to optimizations performed by designers of software libraries, focusing especially on object-oriented numerical libraries. We formalize three design patterns that we have abstracted from many existing libraries and discuss the role of these formalizations as a tool for guiding compiler optimizers. These optimizers operate at a very high level that would otherwise be left unoptimized by traditional optimizers. Finally, we discuss the implementation of a design pattern-based compiler optimizer for C++ abstract data types.
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24

Iacob, Claudia. "Design Patterns as Tools to Support Social Creativity and Knowledge Management in Collaborative Design Processes." Journal of Information & Knowledge Management 10, no. 04 (December 2011): 343–50. http://dx.doi.org/10.1142/s0219649211003048.

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This paper addresses the problem of knowledge creation, integration and dissemination in communities of software designers. The solution identified is represented by design patterns, tools to support social creativity providing a way of capturing and sharing knowledge related to design problems arising in creative collaborative design processes. Inter-related design problems are documented by inter-related design patterns, which form pattern languages. The paper describes design patterns and pattern languages and illustrates the ways in which they support social creativity and knowledge creation, integration and dissemination in communities of software designers.
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25

Nemtchinova, Elena E., Stepan A. Popov, Yuri N. Kepa, Daria Yu Ermilova, and Nadezhda B. Lyakhova. "Memphis patterns in graphic design." LAPLAGE EM REVISTA 7, Extra-D (July 21, 2021): 427–33. http://dx.doi.org/10.24115/s2446-622020217extra-d1123p.427-433.

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The purpose of this work is to study the theory of Memphis patterns use, as well as the use of elements of ornamental art in graphic design, which are extremely relevant in modern design. The Memphis pattern trend in modern graphic design requires in-depth analysis. Why is the specificity of the means of expressing Memphis patterns associated with the requirements of today’s effective communication? This study examines the techniques of the artistic language of the Memphis pattern and its expressive means. The analysis of the used ornamental elements is carried out. The connection between the Memphis and the neo-geo styles of their artistic techniques, which are based on the ornaments of the past, is outlined. The study notes that a person at all times is connected with their past and their ideas about beauty are returning today in new forms of digital technologies. The provisions of the study are of methodological value for understanding the current trends in graphic design.
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26

高, 于欣. "Innovation of Yue Kiln Celadon Patterns in Cultural and Creative Products." Design 09, no. 01 (2024): 909–16. http://dx.doi.org/10.12677/design.2024.91109.

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27

武, 锦华. "The Reapplication of Qiang Ethnic Patterns in Cultural and Creative Design." Design 09, no. 01 (2024): 928–36. http://dx.doi.org/10.12677/design.2024.91112.

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28

母, 峻彰. "Colour Innovation Methods for Museum Ceramic Patterns under Intelligent Sentiment Analysis." Design 09, no. 02 (2024): 170–78. http://dx.doi.org/10.12677/design.2024.92198.

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29

谢, 青君. "A Historical and Cultural Study of Linyi Color-Printed Fabrics Patterns." Design 09, no. 03 (2024): 136–41. http://dx.doi.org/10.12677/design.2024.93297.

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30

Chynybekova. "Geometric Parameter Control of Infill Patterns." Designs 3, no. 4 (October 31, 2019): 49. http://dx.doi.org/10.3390/designs3040049.

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Анотація:
Existing studies on infill patterns have tended to focus on pattern design rather than on geometric parameters. During this study, we propose a new controlling method focused specifically on the geometric parameters of infill patterns. The input parameters of this method can be used to create 3D printed objects with more lightweight interiors. The presented approach partitions a region of an object with user-specified distance inputs that are used to create infill pattern elements. Moreover, the proposed method will enable the generation of new design variations derived from a single pattern type with similar topologies and varying geometric parameters. The hexagonal pattern variations comprising regular and irregular elements have been presented. The variations of infill pattern design are useful for creating more lightweight and stronger 3D fabrications. The proposed approach is applicable for many different patterns, including linear pattern designs. The goal of this study is to devise a more cost-effective method of creating 3D-printed objects through the application of customizable infill patterns.
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31

Wang, Tianxiong, Zhiqi Ma, and Liu Yang. "Creativity and Sustainable Design of Wickerwork Handicraft Patterns Based on Artificial Intelligence." Sustainability 15, no. 2 (January 13, 2023): 1574. http://dx.doi.org/10.3390/su15021574.

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Анотація:
Protecting and inheriting local traditional handicrafts and developing them into characteristic handicraft industries plays a certain role in maintaining social harmony and stability. This study proposes an innovative design method for wickerwork patterns to achieve the sustainable development of wickerwork handicraft culture. In order to accurately grasp the emotional perception law of wickerwork handicraft patterns and creatively generate wickerwork pattern design schemes in accordance with the user’s emotional preference, a wickerwork pattern design method based on deep learning is proposed. Firstly, the image recognition model of the Funan wickerwork patterns is established by using the ResNet. The experimental results show that the best recognition rate of ResNet34 for the whole pattern design image dataset is 94.36%, the recognition rate of modern patterns is 95.92%, and the recognition rate of traditional wickerwork patterns is 93.45%. Secondly, based on deep convolution generative adversarial network (DCGAN), a design scheme generation model of Funan wickerwork patterns is built. DCGAN can automatically and creatively generate pattern design schemes that can effectively stimulate consumers’ emotional feelings. Finally, the designer uses creative pictures as a source of inspiration, innovates the design of the generated images, and designs wickerwork patterns with exquisite personality. This proposed method will increase the diversity of patterns and promote the sustainable development of traditional wickerwork techniques. Moreover, this proposed method can help design companies identify customers’ psychological needs and support designers in innovatively and efficiently creating new cultural innovation design solutions.
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32

Dwivedi, Ashish Kumar, and Shashank Mouli Satapathy. "Ontology-Based Modelling of IoT Design Patterns." Journal of Information & Knowledge Management 20, Supp01 (January 30, 2021): 2140003. http://dx.doi.org/10.1142/s0219649221400037.

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Анотація:
Due to the large and complex nature of the Internet of Things (IoT), various analysis and design methodologies are proposed. Design pattern is one of them to provide the solution for a design problem, which is recurring in nature. In this approach, we have presented design patterns for the IoT use cases such as service integration and IoT security. But the semi-formal nature of software patterns may lead to bugs in the proposed pattern. Hence, an ontology-based approach is considered for modelling of the IoT design patterns. Further, we have presented an ontology-based framework for the specification and refinement of IoT design patterns. In this approach, an analysis of meta-models and ontologies has also been performed for reducing the gap between high-level design abstraction of Unified Modeling Language (UML)-based IoT patterns and formal ontology.
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33

Kallja, Aurela. "Software development using design patterns." Ingenious 1, no. 2 (2021): 7–20. http://dx.doi.org/10.58944/uqak8608.

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Анотація:
Information systems have become an integral part of our lives. The demands for software that helps us accomplish our daily tasks are ever-increasing, considering the great technological momentum around the globe. Software engineering is the process of analyzing user requirements and designing and developing software applications. Each user request is a problem that an individual or a business has encountered in the daily work processes. The goal of software engineering is to provide an optimal and efficient solution to these problems to increase the overall productivity of employees in the respective industries and at the end of the day, to increase profits. Providing these solutions is no easy feat, as the problems are often complex and in addition to requiring careful analysis, they also need smart solutions. Fortunately, we have the ability to learn from experience and apply our knowledge in different contexts to achieve our goals. As in any field of life, problems have a recursive nature and it often happens that the same problem is encountered in different contexts. Naturally, we can think that similar problems have similar solutions. The set of solutions to general software design problems in a specific context constitutes what are called design patterns. Design patterns are structures of how some objects dialogue with each other to provide a specific solution to a problem. They are ready-made solutions to known problems, and the real challenge with them is not in their construction, but in the intuitive ability to associate a design problem with the corresponding pattern that offers the most optimal solution. This paper will deal with the development of an information system for an ATM Exchange system, which carries the functionalities of an ATM cash machine and exchange rate chart. The development of this software will be totally based on design patterns, more specifically the “Observer” pattern and “Chain of Responsibility” pattern. This paper aims to emphasize the advantages of using design patterns and highlight their potential to solve general problems in a specific context. It also focuses on software engineers, information systems developers, and software engineering students. This paper will serve as a manual of best software development practices, and emphasize the principles of flexibility and reusability of information systems development components.
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34

Joshi, Deepali J., Vanita S. Babanne, Shubhada P. Deshmukh, Sonali Idate, and M. R. Dube. "Mapping Design Patterns to XML Schema for Pattern Matching." International Journal of Computer Applications 1, no. 23 (February 25, 2010): 99–101. http://dx.doi.org/10.5120/528-691.

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35

BATTINA, SUBHADHA. "Application of Fractal Growth Patterns in Housing Layout Design." Creative Space 3, no. 2 (January 4, 2016): 185–208. http://dx.doi.org/10.15415/cs.2016.32012.

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36

Preschern, Christopher, Nermin Kajtazovic, Andrea Höller, and Christian Kreiner. "Quantitative Security Estimation Based on Safety Architecture Design Patterns." Lecture Notes on Software Engineering 2, no. 4 (2014): 307–13. http://dx.doi.org/10.7763/lnse.2014.v2.141.

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37

Reek, Kenneth A. "Design patterns for semaphores." ACM SIGCSE Bulletin 36, no. 1 (March 2004): 320–24. http://dx.doi.org/10.1145/1028174.971412.

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38

Lano, Kevin, and Shekoufeh Kolahdouz-Rahimi. "Model-Transformation Design Patterns." IEEE Transactions on Software Engineering 40, no. 12 (December 1, 2014): 1224–59. http://dx.doi.org/10.1109/tse.2014.2354344.

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39

Taibi, T. "Formalising design patterns composition." IEE Proceedings - Software 153, no. 3 (2006): 127. http://dx.doi.org/10.1049/ip-sen:20050072.

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40

Avery, R. "Review: EJB Design Patterns." Computer Bulletin 45, no. 2 (March 1, 2003): 31. http://dx.doi.org/10.1093/combul/45.2.31.

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41

Nguyen, Dung "Zung", Mathias Ricken, and Stephen Wong. "Design patterns for parsing." ACM SIGCSE Bulletin 37, no. 1 (February 23, 2005): 477–81. http://dx.doi.org/10.1145/1047124.1047497.

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42

Nguyen, Dung ("Zung"), and Stephen B. Wong. "Design patterns for games." ACM SIGCSE Bulletin 34, no. 1 (March 2002): 126–30. http://dx.doi.org/10.1145/563517.563387.

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43

Gaudel, Vincent, Frank Singhoff, Alain Plantec, Pierre Dissaux, and Jérôme Legrand. "Composition of design patterns." ACM SIGBED Review 11, no. 1 (February 2014): 44–49. http://dx.doi.org/10.1145/2597457.2597463.

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44

Rossi, Gustavo, David Lowe, Jocelyn Nanard, and Daniel Schwabe. "Design patterns in hypermedia." ACM SIGWEB Newsletter 8, no. 2 (June 1999): 38–41. http://dx.doi.org/10.1145/951425.951430.

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45

Nguyen, Dung “Zung”, and Stephen B. Wong. "Design patterns for sorting." ACM SIGCSE Bulletin 33, no. 1 (March 2001): 263–67. http://dx.doi.org/10.1145/366413.364597.

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46

Naumann, Uwe. "Adjoint Code Design Patterns." ACM Transactions on Mathematical Software 45, no. 3 (August 12, 2019): 1–32. http://dx.doi.org/10.1145/3326162.

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47

Coplien, J. O. "Software patterns: Design utilities." Computer 29, no. 10 (October 1996): 48. http://dx.doi.org/10.1109/mc.1996.539721.

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48

Vogt, Peter. "Patterns in software design." Landscape Ecology 34, no. 9 (March 28, 2019): 2083–89. http://dx.doi.org/10.1007/s10980-019-00797-9.

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49

Scharffe, François, Ondřej Zamazal, and Dieter Fensel. "Ontology alignment design patterns." Knowledge and Information Systems 40, no. 1 (April 26, 2013): 1–28. http://dx.doi.org/10.1007/s10115-013-0633-y.

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50

Jankoska, Maja. "Application CAD methods in 3D clothing design." Tekstilna industrija 68, no. 4 (2020): 31–37. http://dx.doi.org/10.5937/tekstind2004031j.

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Анотація:
Modeling virtual garments is known as a very laborious process, which includes designing 2D patterns, positioning, and sewing them in 3D, performing a physically-based simulation, and then iteratively adjusting patterns and parameters, repeating the process until the expected effect is achieved. The aim of this paper is to make a 2D pattern and 3D simulation of a men's shirt. First, the computer construction of the men's shirt model was made on a sketch-based, i.e. a 2D pattern is developed. Secondly, 2D pattern is developed by flattening 3D surface patches, then a 3D fine garment is formed directly based on the information of sewing relations and correspondence between 3D surfaces and 2D patterns. The method is able to design 3D garments and 2D patterns efficiently and accurately.
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