DOI QR코드

DOI QR Code

Design and Implementation for Android Game Framework Using the Linked Observer Pattern

Linked Observer 패턴을 적용한 안드로이드 게임 프레임워크 설계 및 구현

  • 서문석 (세한대학교 컴퓨터응용기술학과)
  • Received : 2013.04.25
  • Accepted : 2013.09.03
  • Published : 2013.09.30

Abstract

The changes in the game platform is appeared since the advent of smart-phones. Apple's iOS or Google's Android platform is gradually expanding their territories in the mobile game area. Android's platform fragmentation and the absence of game development framework act as barriers for game developments. In the development of game applications on the smart-phone, the standardized development procedures under game framework can achieve the productivity improvement. In this paper, we propose a new design pattern suitable for the design of a framework for new areas of application through the expansion of existing framework. The design and implementation of the Android game development framework is presented by taking advantage of existing design patterns and a proposed pattern. Also we propose the standardized development procedure of game applications under the proposed framework.

Keywords

References

  1. 김운용, 최영근, "디자인 패턴의 점진적 통합을 이용한 패턴지향 소프트웨어 개발 방법", 정보처리학회논문지, 제10-D권, 제5호(2003), pp.763-772. https://doi.org/10.3745/KIPSTD.2003.10D.5.763
  2. 김종수, 김태석, "디자인 패턴을 이용한 네트워크 턴 게임 API 설계 및 구현", 한국멀티미디어학회논문지, 제7권, 제11호(2004), pp. 1588-1596.
  3. 서광익, 최은만, "객체지향 소프트웨어를 위한 주요 블랙박스 테스트 기법들의 비교", 정보과학회 논문지, 제33권, 제1호(2006), pp.1-16.
  4. Android Open Source Project, Android SDK, http://developer.android.com/sdk/index.html.
  5. Fayad, M. and D. Schmidt, "Object-Orien ted Application Frameworks", Communications of the ACM, Vol.40, No.10(1997).
  6. Gamma, E., R. Helm, R. Johnson, and J. Vlissides, Design Pattern : Elements of Reusable Object-Oriented Software, Addison-Wesley, 1995.
  7. Gosling, J. and F. Yellin, Java Team, The Java Application Programming Interface Volume1, Addison-Wesley, 1996.
  8. Kim, J. and T. Kim, "Design of Networkbased Game Using the GoF Design Patterns", Journal of Korea Multimedia Society, Vol.9, No.6(2006), pp.742-749.
  9. Martin Fowler, Inversion of Control Containers and the Dependency Injection pattern, Thought Works at http://www.fowler.com.
  10. Mobile Game Engines, Compare Abdroid Game Engines, http://mobilegameengines.com/android/game_engines.
  11. OMG, UML2.0 Infrastructure Specification, http://www.omg.org/uml/2.0/infrastructure/PDF.
  12. Roberts, D. and R. Johnson, Evolving Frameworks : A Pattren Language for Developing Object-Oriented Frameworks, http://st-www.cs.illinois.edu/users/droberts/evolve.html.
  13. Schmidt, D., "Reactor : An Object Behavioral Pattern for Demultiplexing and Dispatching Handles for Synchronous Events", Proceedings of the First Pattern Languages of Programs conference in Monticello, Illinois, 1994.
  14. Schmidt, D., R. Johnson, and M. Fayad, "Software Patterns", Communications of the ACM, Vol.39, No.10(1996).

Cited by

  1. A Game Framework Development for Smart TV vol.15, pp.1, 2015, https://doi.org/10.7583/JKGS.2015.15.1.135
  2. Study on Android Game Framework Using Document-View Pattern (DVAGF) vol.19, pp.4, 2016, https://doi.org/10.9717/kmms.2016.19.4.789