Unit – 6
Complexity Analysis of Design Patterns
● Because it incorporates experiences from successful solutions to other comparable situations, design patterns are a method that allows free use of food and good solutions.
● Because the increased capability that patterns offer may not be used by the application, the fact that atoms are flexible is not always a positive.
● The common vocabulary that patterns are presented, which lowers misunderstanding between team members and raises the abstraction level of dialogue, is one shared experience from all of the projects.
● Despite the high initial learning curve of the framework, the time spent designing a framework based on Design pattern increases productivity. Developers will still have to deal with difficult analytical, design, and implementation issues if they use patterns.
● A design pattern has an impact on several software quality parameters, and its implementation might lead to a desired gain in flexibility at the expense of an undesirable increase in complexity.
● In order to avoid applying wrong patterns, two categories were determined to be effective in the study of the design pattern.
- The first category pattern was abused by software developers who could not comprehend the reasoning behind the patterns.
- The pattern in the second category that does not fit into the first. However, they do not meet the project's criteria. The second category comprised an overestimation of future flexibility requirements, as well as the fact that requirements change over the project cycle, making patterns that were excellent the first time around impractical to adopt. Also, the elaborate pattern design that was never used. As a result, features were added to the system because they were described in the book, rather than because they were required.
The approaches for reducing the complexity of the design pattern are as follows:
4BDesign Problems and Characteristics:
● This research identified the system design problem to be solved using complexity lowering patterns, as well as the source of complexity, important parameters, and desired resolution, as well as the potential problems to be solved in the project.
● The research was carried out by collecting design data and input from the development process for a number of existing aircraft systems.
● Asynchronous computing, unstable computer platforms, and untrusted or unreliable components were identified to be the most essential problems in building and testing Complex cyber-physical systems based on the data collected.
5BDesign Flow and Methodology:
● This section presents a design flow technique for the rapid development of cyber physical systems using verified design patterns on verified system component models.
● Through automated support for compositional reasoning about system correctness, formally verified design patterns, and components with assured attributes, design flow models the system at a rising level of abstraction and embeds verification at all phases.
● Technology was built for the specification and system development phases of this project. An ellipse plugin in to translate sysML models to and from AADL, an ellipse plugin to structural properties of an AADL model, a pattern application tool implemented as part of the EDICT tool suite, and an ellipse plugin to generate system architectural models for which behavioral properties can be previously verified using the NuSMV X are among the tools developed to support this design flow.
6BDesign Pattern Model:
● Which component of the project describes the design patterns developed for PALS, replication, leader collection, and fusion? (14 aur source selection).
● An explanation of the pattern's behaviour, as well as how a developer would use the pattern in a system design, are supplied for each pattern.
● The augments for each pattern, the environmental assumptions that must be satisfied before the pattern can be applied, the guarantees that the pattern provides after it is applied, a textual description of the algorithm for applying the pattern to a system model, and exemplar before and after AADL models that illustrate the effect of the pattern application are also provided for each pattern.
7BSystem Architecture Model:
● The architectural models generated in the project are referred to as deception. This architectural model includes examples that can be used to assess the design and verification tools that have been developed.
● Flight control systems (FCS) for a typical regional Jet aircraft are described in the architectural models. This architecture is described in depth, including SysML and AADL requirements.
● An example demonstrates how a succession of patterns can be used to construct this architectural model from simpler "sunny day" architecture.
8BPattern Verifications:
● The verification of the design patterns produced in the project is described in this part. One of the most important features of these design patterns is that they guarantee accurate behaviour when employed according to their specifications. The employment of formal methods as part of the pattern building process demonstrates their behaviour.
● The effort required to verify a generic pattern is amortized over all subsequent instantiations of the pattern in specific system models. This essentially means that the initial pattern verification is being reused.
● The demonstrated pattern guarantees can then be used to analyze system-level behaviour without needing to reprove them.
9BSystem Verifications:
● The compositional verification of system level attributes is described in this section. One of the main goals of this procedure is to utilize the component and design pattern verification that has already been done.
● To do so, you must show that the system architecture meets the assumptions that each component or design pattern makes.
● After that, the assurances provided by the components or design pattern can be utilized to demonstrate that the system built from design patterns and components exhibits the intended system behaviour.
● To accomplish so, the system architecture modeling language must be given a formal semantics that correctly incorporates the assumptions and guarantees of the system components and design patterns.
Game design
● Like any other profession, game design necessitates a structured system for documenting, discussing, and planning. The designer community has had access to a continuously rising body of previous computer games for ideas and inspiration over the last decade.
● The examination of board games and other traditional games, as well as the rigorous formal analysis found in mathematical game theory, were also used to expand knowledge.
● However, because computer game knowledge has improved so quickly, little progress has been achieved in documenting our own experiences and knowledge documentation, which is required in the game design industry.
● To name the item and structure in a game, a shared language is required. We're developing and refining a set of rules to express how these components work together.
● Based on Christopher Alexander's work, this essay advocates adopting a pattern Formalism for game design. Patterns and Alexander are simple collections of reusable solutions to common issues.
● There would be no need to look for an alternative if the technique taken from other media was sufficient to explain and address design challenges.
● However, borrowing metaphors and devices from narrative media is rarely enough to convey the essence of the interactive game medium.
● The community is aware of this, albeit the answer is frequently a reframing of the term "storey" to reconcile the contradiction. This is to presenting a technological answer to a conceptual challenge, carried to the extreme of an artificial playwright.
● The actual issue is a lack of approaches that are truly suitable for interactive media, rather than the deficiencies of narrative techniques in terms of their utility in game design.
● In contrast to software engineering patterns, which have been proposed for game programming, the game Design pattern method proposed here is concerned with the content pattern.
Design pattern used for Game design
● Patterns are just conventions for expressing and documenting repeating design decisions in a certain environment, such as game design or software engineering.
● Specific patterns emerge as a result of repeatedly employing this strategy, resulting in a collection of design patterns that have been named and documented by anecdotal or abstract descriptions.
● Pattern techniques are semi-formal tools for problem domains where Trigger reply formal methods are difficult to apply, unavailable, or even imaginable.
● There may be multiple potential solutions to a given problem, each generating its own pattern, but any alexandrian pattern is defined by the combination of problem statement and solution proposer.
● A sport A shared design vocabulary would be provided through a design pattern collection, allowing experienced designers to.
- Interact effectively with one other and with members of other professions such as software engineers and game coders, even if they have less experience as designers.
- Organize individual experiences as written information by documenting their insights.
- Analyze their own design as well as other people's designs for comparative criticism and maintenance reengineering.
● The choice of pattern dictates only the form, not the content. Any pattern template's conventions do not guarantee that useful patterns will be discovered and documented. Pattern approaches are simply a good way to represent what you already know.
Personality is used in design pattern
● Every gaming application implements three essential capabilities in some way:
- Game world simulation ( which defines rules of the game: both in the sense of explicitly defined rules the player consciously or base and implicit rules as physics)
- Game world visualization ( rendering)
- Interaction with human player
● Each of these corresponds to the MVC model, view, and controller components, respectively. For a general representation of MVC in game design, as seen in the diagram below.
Fig 1: MVC design pattern showing communication between modules
● The model represents game logic, the view represents graphics, and the controller represents the player. Input and application flow that has nothing to do with the game.
● The model is independent of the viewpoint ( which means the game simulation can run completely on its own without any further need of visualization).
● The view, on the other hand, must make some sort of reference to the model in order to render the game objects ( at the right position, with the updated set of properties).
● To respond to user interaction, the controller connects the view to the model.
Advantages
For implementations based on current games and/or graphic engines, keeping modelandview distinct is critical. Third-party software can be used to implement the application's view controller capabilities to some extent. For example, open GL provides view functionality, whereas the Direct X library includes both view and controller capabilities.
Disadvantages
● When MVC is used on tiny projects (like as the example game), it adds a lot of extra code and complexity, which can slow down development.
● The MVC pattern down to the tiniest detail may necessitate a significant amount of effort, resulting in unnecessary levels of abstraction, wasteful chain fall, and, occasionally, a rapid remedy ( mixing Due and Controller functionality together, or hardwire certain dependencies between modules instead of Striving for pure separation etc.).
Key takeaway
Like any other profession, game design necessitates a structured system for documenting, discussing, and planning. The designer community has had access to a continuously rising body of previous computer games for ideas and inspiration over the last decade.
Product design is the process of designing a new product that a company will sell to its customers, according to the design pattern.
It is the efficient and effective generation and development of ideas through a process that results in new goods.
Product designers use a methodical strategy to conceptualize and analyze ideas before turning them into real inventions and products. The role of the product designer is to blend art, science, and technology in order to produce new goods that people can utilize.
Digital tools have made it easier for designers to communicate, visualize, evaluate, and actually produce concrete concepts in ways that would have previously required more labor.
Product design is sometimes confused with industrial design, and it has lately evolved into a broad word that encompasses service, software, and physical product design.
In order to mass produce items, industrial design combines creative form and utility, which is usually connected with craft design and ergonomics.
Engineering design is another facet of product design, particularly when it comes to issues of usefulness or utility, such as problem solving, however such distinctions are not always evident.
Product design process
There are numerous different product design processes, each of which focuses on a different component.
The process shown below, for example, is “the seven Universal stages of Creative problem-solving.” outlined by Don coburg and Jim Bagnell.
It aids designers in the creation of products based on their ideas. This procedure is frequently carried out by a team of people, including an industrial designer, a field specialist (for example, potential users), engineers, and so on. Depending on the nature of the goods.
The procedure entails determining what is needed, brainstorming potential ideas, building a mock prototype, and finally producing the product. That is not, however, the conclusion of the procedure.
Product designers would still need to put the idea into action, turning it into a real product, and then assess its success to see if any changes are needed.
With the rise and use of 3D printing in recent years, the product design process has seen a significant increase in evaluation.
In contrast to traditional printers that spread across a page, new consumer-friendly 3D printers can manufacture dimensional objects and print upward using a plastic-like substance.
The design process is organized around three primary sections:
● Analysis
● Concept
● Synthesis
These stages are further broken down, with the seven stages describing how the process works. Two steps make up analysis, one stage makes up concept, and the remaining four stages make up synthesis.
Analysis
- Accept situation: The designers make the decision to commit to the project and solve the challenge. They pool their resources to figure out the most effective way to complete the assignment.
- Analyze: Everyone in the crew starts researching at this point. They collect both general and specific materials that will assist them in determining how to tackle their challenge. This can come from a variety of sources, including statistics, questionnaires, and publications, among others.
Concept
- Define: This is where the main point of the argument is stated. The problem's conditions became objective, and the situation's constraints became the parameters within which the new design had to be built.
Synthesis
- Ideate: The designers in this room discuss various ideas and solutions for their design dilemma. The ideal brainstorming session avoids bias and judgment in favor of developing fresh ideas.
- Select: Now that the designers have narrowed down their concepts to a chosen handful that are certain to succeed, they can lay out their plan to manufacture the product.
- Evaluate: The product is tested in the last step, after which improvements are made. Although this is the final stage, the procedure is not yet complete. The finished prototype may not work as well as hoped so new ideas need to be brainstormed.
Key takeaway
Product design is the process of designing a new product that a company will sell to its customers, according to the design pattern.
Product designers use a methodical strategy to conceptualize and analyze ideas before turning them into real inventions and products.
References:
- Head First Design Patterns, by Eric Freeman and Elisabeth Freeman
- Design Patterns Explained, by Shalloway and Trott
- Introduction to design Patterns in C++ with Qt by Alan Ezust, Paul Ezust
Unit – 6
Complexity Analysis of Design Patterns
● Because it incorporates experiences from successful solutions to other comparable situations, design patterns are a method that allows free use of food and good solutions.
● Because the increased capability that patterns offer may not be used by the application, the fact that atoms are flexible is not always a positive.
● The common vocabulary that patterns are presented, which lowers misunderstanding between team members and raises the abstraction level of dialogue, is one shared experience from all of the projects.
● Despite the high initial learning curve of the framework, the time spent designing a framework based on Design pattern increases productivity. Developers will still have to deal with difficult analytical, design, and implementation issues if they use patterns.
● A design pattern has an impact on several software quality parameters, and its implementation might lead to a desired gain in flexibility at the expense of an undesirable increase in complexity.
● In order to avoid applying wrong patterns, two categories were determined to be effective in the study of the design pattern.
- The first category pattern was abused by software developers who could not comprehend the reasoning behind the patterns.
- The pattern in the second category that does not fit into the first. However, they do not meet the project's criteria. The second category comprised an overestimation of future flexibility requirements, as well as the fact that requirements change over the project cycle, making patterns that were excellent the first time around impractical to adopt. Also, the elaborate pattern design that was never used. As a result, features were added to the system because they were described in the book, rather than because they were required.
The approaches for reducing the complexity of the design pattern are as follows:
4BDesign Problems and Characteristics:
● This research identified the system design problem to be solved using complexity lowering patterns, as well as the source of complexity, important parameters, and desired resolution, as well as the potential problems to be solved in the project.
● The research was carried out by collecting design data and input from the development process for a number of existing aircraft systems.
● Asynchronous computing, unstable computer platforms, and untrusted or unreliable components were identified to be the most essential problems in building and testing Complex cyber-physical systems based on the data collected.
5BDesign Flow and Methodology:
● This section presents a design flow technique for the rapid development of cyber physical systems using verified design patterns on verified system component models.
● Through automated support for compositional reasoning about system correctness, formally verified design patterns, and components with assured attributes, design flow models the system at a rising level of abstraction and embeds verification at all phases.
● Technology was built for the specification and system development phases of this project. An ellipse plugin in to translate sysML models to and from AADL, an ellipse plugin to structural properties of an AADL model, a pattern application tool implemented as part of the EDICT tool suite, and an ellipse plugin to generate system architectural models for which behavioral properties can be previously verified using the NuSMV X are among the tools developed to support this design flow.
6BDesign Pattern Model:
● Which component of the project describes the design patterns developed for PALS, replication, leader collection, and fusion? (14 aur source selection).
● An explanation of the pattern's behaviour, as well as how a developer would use the pattern in a system design, are supplied for each pattern.
● The augments for each pattern, the environmental assumptions that must be satisfied before the pattern can be applied, the guarantees that the pattern provides after it is applied, a textual description of the algorithm for applying the pattern to a system model, and exemplar before and after AADL models that illustrate the effect of the pattern application are also provided for each pattern.
7BSystem Architecture Model:
● The architectural models generated in the project are referred to as deception. This architectural model includes examples that can be used to assess the design and verification tools that have been developed.
● Flight control systems (FCS) for a typical regional Jet aircraft are described in the architectural models. This architecture is described in depth, including SysML and AADL requirements.
● An example demonstrates how a succession of patterns can be used to construct this architectural model from simpler "sunny day" architecture.
8BPattern Verifications:
● The verification of the design patterns produced in the project is described in this part. One of the most important features of these design patterns is that they guarantee accurate behaviour when employed according to their specifications. The employment of formal methods as part of the pattern building process demonstrates their behaviour.
● The effort required to verify a generic pattern is amortized over all subsequent instantiations of the pattern in specific system models. This essentially means that the initial pattern verification is being reused.
● The demonstrated pattern guarantees can then be used to analyze system-level behaviour without needing to reprove them.
9BSystem Verifications:
● The compositional verification of system level attributes is described in this section. One of the main goals of this procedure is to utilize the component and design pattern verification that has already been done.
● To do so, you must show that the system architecture meets the assumptions that each component or design pattern makes.
● After that, the assurances provided by the components or design pattern can be utilized to demonstrate that the system built from design patterns and components exhibits the intended system behaviour.
● To accomplish so, the system architecture modeling language must be given a formal semantics that correctly incorporates the assumptions and guarantees of the system components and design patterns.
Game design
● Like any other profession, game design necessitates a structured system for documenting, discussing, and planning. The designer community has had access to a continuously rising body of previous computer games for ideas and inspiration over the last decade.
● The examination of board games and other traditional games, as well as the rigorous formal analysis found in mathematical game theory, were also used to expand knowledge.
● However, because computer game knowledge has improved so quickly, little progress has been achieved in documenting our own experiences and knowledge documentation, which is required in the game design industry.
● To name the item and structure in a game, a shared language is required. We're developing and refining a set of rules to express how these components work together.
● Based on Christopher Alexander's work, this essay advocates adopting a pattern Formalism for game design. Patterns and Alexander are simple collections of reusable solutions to common issues.
● There would be no need to look for an alternative if the technique taken from other media was sufficient to explain and address design challenges.
● However, borrowing metaphors and devices from narrative media is rarely enough to convey the essence of the interactive game medium.
● The community is aware of this, albeit the answer is frequently a reframing of the term "storey" to reconcile the contradiction. This is to presenting a technological answer to a conceptual challenge, carried to the extreme of an artificial playwright.
● The actual issue is a lack of approaches that are truly suitable for interactive media, rather than the deficiencies of narrative techniques in terms of their utility in game design.
● In contrast to software engineering patterns, which have been proposed for game programming, the game Design pattern method proposed here is concerned with the content pattern.
Design pattern used for Game design
● Patterns are just conventions for expressing and documenting repeating design decisions in a certain environment, such as game design or software engineering.
● Specific patterns emerge as a result of repeatedly employing this strategy, resulting in a collection of design patterns that have been named and documented by anecdotal or abstract descriptions.
● Pattern techniques are semi-formal tools for problem domains where Trigger reply formal methods are difficult to apply, unavailable, or even imaginable.
● There may be multiple potential solutions to a given problem, each generating its own pattern, but any alexandrian pattern is defined by the combination of problem statement and solution proposer.
● A sport A shared design vocabulary would be provided through a design pattern collection, allowing experienced designers to.
- Interact effectively with one other and with members of other professions such as software engineers and game coders, even if they have less experience as designers.
- Organize individual experiences as written information by documenting their insights.
- Analyze their own design as well as other people's designs for comparative criticism and maintenance reengineering.
● The choice of pattern dictates only the form, not the content. Any pattern template's conventions do not guarantee that useful patterns will be discovered and documented. Pattern approaches are simply a good way to represent what you already know.
Personality is used in design pattern
● Every gaming application implements three essential capabilities in some way:
- Game world simulation ( which defines rules of the game: both in the sense of explicitly defined rules the player consciously or base and implicit rules as physics)
- Game world visualization ( rendering)
- Interaction with human player
● Each of these corresponds to the MVC model, view, and controller components, respectively. For a general representation of MVC in game design, as seen in the diagram below.
Fig 1: MVC design pattern showing communication between modules
● The model represents game logic, the view represents graphics, and the controller represents the player. Input and application flow that has nothing to do with the game.
● The model is independent of the viewpoint ( which means the game simulation can run completely on its own without any further need of visualization).
● The view, on the other hand, must make some sort of reference to the model in order to render the game objects ( at the right position, with the updated set of properties).
● To respond to user interaction, the controller connects the view to the model.
Advantages
For implementations based on current games and/or graphic engines, keeping modelandview distinct is critical. Third-party software can be used to implement the application's view controller capabilities to some extent. For example, open GL provides view functionality, whereas the Direct X library includes both view and controller capabilities.
Disadvantages
● When MVC is used on tiny projects (like as the example game), it adds a lot of extra code and complexity, which can slow down development.
● The MVC pattern down to the tiniest detail may necessitate a significant amount of effort, resulting in unnecessary levels of abstraction, wasteful chain fall, and, occasionally, a rapid remedy ( mixing Due and Controller functionality together, or hardwire certain dependencies between modules instead of Striving for pure separation etc.).
Key takeaway
Like any other profession, game design necessitates a structured system for documenting, discussing, and planning. The designer community has had access to a continuously rising body of previous computer games for ideas and inspiration over the last decade.
Product design is the process of designing a new product that a company will sell to its customers, according to the design pattern.
It is the efficient and effective generation and development of ideas through a process that results in new goods.
Product designers use a methodical strategy to conceptualize and analyze ideas before turning them into real inventions and products. The role of the product designer is to blend art, science, and technology in order to produce new goods that people can utilize.
Digital tools have made it easier for designers to communicate, visualize, evaluate, and actually produce concrete concepts in ways that would have previously required more labor.
Product design is sometimes confused with industrial design, and it has lately evolved into a broad word that encompasses service, software, and physical product design.
In order to mass produce items, industrial design combines creative form and utility, which is usually connected with craft design and ergonomics.
Engineering design is another facet of product design, particularly when it comes to issues of usefulness or utility, such as problem solving, however such distinctions are not always evident.
Product design process
There are numerous different product design processes, each of which focuses on a different component.
The process shown below, for example, is “the seven Universal stages of Creative problem-solving.” outlined by Don coburg and Jim Bagnell.
It aids designers in the creation of products based on their ideas. This procedure is frequently carried out by a team of people, including an industrial designer, a field specialist (for example, potential users), engineers, and so on. Depending on the nature of the goods.
The procedure entails determining what is needed, brainstorming potential ideas, building a mock prototype, and finally producing the product. That is not, however, the conclusion of the procedure.
Product designers would still need to put the idea into action, turning it into a real product, and then assess its success to see if any changes are needed.
With the rise and use of 3D printing in recent years, the product design process has seen a significant increase in evaluation.
In contrast to traditional printers that spread across a page, new consumer-friendly 3D printers can manufacture dimensional objects and print upward using a plastic-like substance.
The design process is organized around three primary sections:
● Analysis
● Concept
● Synthesis
These stages are further broken down, with the seven stages describing how the process works. Two steps make up analysis, one stage makes up concept, and the remaining four stages make up synthesis.
Analysis
- Accept situation: The designers make the decision to commit to the project and solve the challenge. They pool their resources to figure out the most effective way to complete the assignment.
- Analyze: Everyone in the crew starts researching at this point. They collect both general and specific materials that will assist them in determining how to tackle their challenge. This can come from a variety of sources, including statistics, questionnaires, and publications, among others.
Concept
- Define: This is where the main point of the argument is stated. The problem's conditions became objective, and the situation's constraints became the parameters within which the new design had to be built.
Synthesis
- Ideate: The designers in this room discuss various ideas and solutions for their design dilemma. The ideal brainstorming session avoids bias and judgment in favor of developing fresh ideas.
- Select: Now that the designers have narrowed down their concepts to a chosen handful that are certain to succeed, they can lay out their plan to manufacture the product.
- Evaluate: The product is tested in the last step, after which improvements are made. Although this is the final stage, the procedure is not yet complete. The finished prototype may not work as well as hoped so new ideas need to be brainstormed.
Key takeaway
Product design is the process of designing a new product that a company will sell to its customers, according to the design pattern.
Product designers use a methodical strategy to conceptualize and analyze ideas before turning them into real inventions and products.
References:
- Head First Design Patterns, by Eric Freeman and Elisabeth Freeman
- Design Patterns Explained, by Shalloway and Trott
- Introduction to design Patterns in C++ with Qt by Alan Ezust, Paul Ezust
Unit – 6
Complexity Analysis of Design Patterns
● Because it incorporates experiences from successful solutions to other comparable situations, design patterns are a method that allows free use of food and good solutions.
● Because the increased capability that patterns offer may not be used by the application, the fact that atoms are flexible is not always a positive.
● The common vocabulary that patterns are presented, which lowers misunderstanding between team members and raises the abstraction level of dialogue, is one shared experience from all of the projects.
● Despite the high initial learning curve of the framework, the time spent designing a framework based on Design pattern increases productivity. Developers will still have to deal with difficult analytical, design, and implementation issues if they use patterns.
● A design pattern has an impact on several software quality parameters, and its implementation might lead to a desired gain in flexibility at the expense of an undesirable increase in complexity.
● In order to avoid applying wrong patterns, two categories were determined to be effective in the study of the design pattern.
- The first category pattern was abused by software developers who could not comprehend the reasoning behind the patterns.
- The pattern in the second category that does not fit into the first. However, they do not meet the project's criteria. The second category comprised an overestimation of future flexibility requirements, as well as the fact that requirements change over the project cycle, making patterns that were excellent the first time around impractical to adopt. Also, the elaborate pattern design that was never used. As a result, features were added to the system because they were described in the book, rather than because they were required.
The approaches for reducing the complexity of the design pattern are as follows:
4BDesign Problems and Characteristics:
● This research identified the system design problem to be solved using complexity lowering patterns, as well as the source of complexity, important parameters, and desired resolution, as well as the potential problems to be solved in the project.
● The research was carried out by collecting design data and input from the development process for a number of existing aircraft systems.
● Asynchronous computing, unstable computer platforms, and untrusted or unreliable components were identified to be the most essential problems in building and testing Complex cyber-physical systems based on the data collected.
5BDesign Flow and Methodology:
● This section presents a design flow technique for the rapid development of cyber physical systems using verified design patterns on verified system component models.
● Through automated support for compositional reasoning about system correctness, formally verified design patterns, and components with assured attributes, design flow models the system at a rising level of abstraction and embeds verification at all phases.
● Technology was built for the specification and system development phases of this project. An ellipse plugin in to translate sysML models to and from AADL, an ellipse plugin to structural properties of an AADL model, a pattern application tool implemented as part of the EDICT tool suite, and an ellipse plugin to generate system architectural models for which behavioral properties can be previously verified using the NuSMV X are among the tools developed to support this design flow.
6BDesign Pattern Model:
● Which component of the project describes the design patterns developed for PALS, replication, leader collection, and fusion? (14 aur source selection).
● An explanation of the pattern's behaviour, as well as how a developer would use the pattern in a system design, are supplied for each pattern.
● The augments for each pattern, the environmental assumptions that must be satisfied before the pattern can be applied, the guarantees that the pattern provides after it is applied, a textual description of the algorithm for applying the pattern to a system model, and exemplar before and after AADL models that illustrate the effect of the pattern application are also provided for each pattern.
7BSystem Architecture Model:
● The architectural models generated in the project are referred to as deception. This architectural model includes examples that can be used to assess the design and verification tools that have been developed.
● Flight control systems (FCS) for a typical regional Jet aircraft are described in the architectural models. This architecture is described in depth, including SysML and AADL requirements.
● An example demonstrates how a succession of patterns can be used to construct this architectural model from simpler "sunny day" architecture.
8BPattern Verifications:
● The verification of the design patterns produced in the project is described in this part. One of the most important features of these design patterns is that they guarantee accurate behaviour when employed according to their specifications. The employment of formal methods as part of the pattern building process demonstrates their behaviour.
● The effort required to verify a generic pattern is amortized over all subsequent instantiations of the pattern in specific system models. This essentially means that the initial pattern verification is being reused.
● The demonstrated pattern guarantees can then be used to analyze system-level behaviour without needing to reprove them.
9BSystem Verifications:
● The compositional verification of system level attributes is described in this section. One of the main goals of this procedure is to utilize the component and design pattern verification that has already been done.
● To do so, you must show that the system architecture meets the assumptions that each component or design pattern makes.
● After that, the assurances provided by the components or design pattern can be utilized to demonstrate that the system built from design patterns and components exhibits the intended system behaviour.
● To accomplish so, the system architecture modeling language must be given a formal semantics that correctly incorporates the assumptions and guarantees of the system components and design patterns.
Game design
● Like any other profession, game design necessitates a structured system for documenting, discussing, and planning. The designer community has had access to a continuously rising body of previous computer games for ideas and inspiration over the last decade.
● The examination of board games and other traditional games, as well as the rigorous formal analysis found in mathematical game theory, were also used to expand knowledge.
● However, because computer game knowledge has improved so quickly, little progress has been achieved in documenting our own experiences and knowledge documentation, which is required in the game design industry.
● To name the item and structure in a game, a shared language is required. We're developing and refining a set of rules to express how these components work together.
● Based on Christopher Alexander's work, this essay advocates adopting a pattern Formalism for game design. Patterns and Alexander are simple collections of reusable solutions to common issues.
● There would be no need to look for an alternative if the technique taken from other media was sufficient to explain and address design challenges.
● However, borrowing metaphors and devices from narrative media is rarely enough to convey the essence of the interactive game medium.
● The community is aware of this, albeit the answer is frequently a reframing of the term "storey" to reconcile the contradiction. This is to presenting a technological answer to a conceptual challenge, carried to the extreme of an artificial playwright.
● The actual issue is a lack of approaches that are truly suitable for interactive media, rather than the deficiencies of narrative techniques in terms of their utility in game design.
● In contrast to software engineering patterns, which have been proposed for game programming, the game Design pattern method proposed here is concerned with the content pattern.
Design pattern used for Game design
● Patterns are just conventions for expressing and documenting repeating design decisions in a certain environment, such as game design or software engineering.
● Specific patterns emerge as a result of repeatedly employing this strategy, resulting in a collection of design patterns that have been named and documented by anecdotal or abstract descriptions.
● Pattern techniques are semi-formal tools for problem domains where Trigger reply formal methods are difficult to apply, unavailable, or even imaginable.
● There may be multiple potential solutions to a given problem, each generating its own pattern, but any alexandrian pattern is defined by the combination of problem statement and solution proposer.
● A sport A shared design vocabulary would be provided through a design pattern collection, allowing experienced designers to.
- Interact effectively with one other and with members of other professions such as software engineers and game coders, even if they have less experience as designers.
- Organize individual experiences as written information by documenting their insights.
- Analyze their own design as well as other people's designs for comparative criticism and maintenance reengineering.
● The choice of pattern dictates only the form, not the content. Any pattern template's conventions do not guarantee that useful patterns will be discovered and documented. Pattern approaches are simply a good way to represent what you already know.
Personality is used in design pattern
● Every gaming application implements three essential capabilities in some way:
- Game world simulation ( which defines rules of the game: both in the sense of explicitly defined rules the player consciously or base and implicit rules as physics)
- Game world visualization ( rendering)
- Interaction with human player
● Each of these corresponds to the MVC model, view, and controller components, respectively. For a general representation of MVC in game design, as seen in the diagram below.
Fig 1: MVC design pattern showing communication between modules
● The model represents game logic, the view represents graphics, and the controller represents the player. Input and application flow that has nothing to do with the game.
● The model is independent of the viewpoint ( which means the game simulation can run completely on its own without any further need of visualization).
● The view, on the other hand, must make some sort of reference to the model in order to render the game objects ( at the right position, with the updated set of properties).
● To respond to user interaction, the controller connects the view to the model.
Advantages
For implementations based on current games and/or graphic engines, keeping modelandview distinct is critical. Third-party software can be used to implement the application's view controller capabilities to some extent. For example, open GL provides view functionality, whereas the Direct X library includes both view and controller capabilities.
Disadvantages
● When MVC is used on tiny projects (like as the example game), it adds a lot of extra code and complexity, which can slow down development.
● The MVC pattern down to the tiniest detail may necessitate a significant amount of effort, resulting in unnecessary levels of abstraction, wasteful chain fall, and, occasionally, a rapid remedy ( mixing Due and Controller functionality together, or hardwire certain dependencies between modules instead of Striving for pure separation etc.).
Key takeaway
Like any other profession, game design necessitates a structured system for documenting, discussing, and planning. The designer community has had access to a continuously rising body of previous computer games for ideas and inspiration over the last decade.
Product design is the process of designing a new product that a company will sell to its customers, according to the design pattern.
It is the efficient and effective generation and development of ideas through a process that results in new goods.
Product designers use a methodical strategy to conceptualize and analyze ideas before turning them into real inventions and products. The role of the product designer is to blend art, science, and technology in order to produce new goods that people can utilize.
Digital tools have made it easier for designers to communicate, visualize, evaluate, and actually produce concrete concepts in ways that would have previously required more labor.
Product design is sometimes confused with industrial design, and it has lately evolved into a broad word that encompasses service, software, and physical product design.
In order to mass produce items, industrial design combines creative form and utility, which is usually connected with craft design and ergonomics.
Engineering design is another facet of product design, particularly when it comes to issues of usefulness or utility, such as problem solving, however such distinctions are not always evident.
Product design process
There are numerous different product design processes, each of which focuses on a different component.
The process shown below, for example, is “the seven Universal stages of Creative problem-solving.” outlined by Don coburg and Jim Bagnell.
It aids designers in the creation of products based on their ideas. This procedure is frequently carried out by a team of people, including an industrial designer, a field specialist (for example, potential users), engineers, and so on. Depending on the nature of the goods.
The procedure entails determining what is needed, brainstorming potential ideas, building a mock prototype, and finally producing the product. That is not, however, the conclusion of the procedure.
Product designers would still need to put the idea into action, turning it into a real product, and then assess its success to see if any changes are needed.
With the rise and use of 3D printing in recent years, the product design process has seen a significant increase in evaluation.
In contrast to traditional printers that spread across a page, new consumer-friendly 3D printers can manufacture dimensional objects and print upward using a plastic-like substance.
The design process is organized around three primary sections:
● Analysis
● Concept
● Synthesis
These stages are further broken down, with the seven stages describing how the process works. Two steps make up analysis, one stage makes up concept, and the remaining four stages make up synthesis.
Analysis
- Accept situation: The designers make the decision to commit to the project and solve the challenge. They pool their resources to figure out the most effective way to complete the assignment.
- Analyze: Everyone in the crew starts researching at this point. They collect both general and specific materials that will assist them in determining how to tackle their challenge. This can come from a variety of sources, including statistics, questionnaires, and publications, among others.
Concept
- Define: This is where the main point of the argument is stated. The problem's conditions became objective, and the situation's constraints became the parameters within which the new design had to be built.
Synthesis
- Ideate: The designers in this room discuss various ideas and solutions for their design dilemma. The ideal brainstorming session avoids bias and judgment in favor of developing fresh ideas.
- Select: Now that the designers have narrowed down their concepts to a chosen handful that are certain to succeed, they can lay out their plan to manufacture the product.
- Evaluate: The product is tested in the last step, after which improvements are made. Although this is the final stage, the procedure is not yet complete. The finished prototype may not work as well as hoped so new ideas need to be brainstormed.
Key takeaway
Product design is the process of designing a new product that a company will sell to its customers, according to the design pattern.
Product designers use a methodical strategy to conceptualize and analyze ideas before turning them into real inventions and products.
References:
- Head First Design Patterns, by Eric Freeman and Elisabeth Freeman
- Design Patterns Explained, by Shalloway and Trott
- Introduction to design Patterns in C++ with Qt by Alan Ezust, Paul Ezust