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The Design And Implement Of Combat System Graphic Interface Based On Object-oriented Technology

Posted on:2007-10-28Degree:MasterType:Thesis
Country:ChinaCandidate:H Y MaFull Text:PDF
GTID:2178360182996299Subject:Computer system architecture
Abstract/Summary:PDF Full Text Request
In the past, on the base of the embedding operating system (VxWorks),the most important request in the development of the graphic interface is thethe Real-Time property. As the gradual extension of the application in theSemi-physical Simulation, on the base of the windows OS the interface alsoneeds the Real-Time property, but the more care is the architecture, thedevelopment method, the software reuse property, the extension property,and the beauty. This paper has emphasized to introduce the design anddevelopment of the graphic interface in the combat system on the base of thewindows OS environment, and has made a deap research to the softwarereuse property and the extension property. Finally, I get some important result.With this cories and methods I have designed and implemented many combatsystem interfaces in the follow-up development, all obtained the result of thehalf effort and double effects. This kind of reuse method promoted in thecurrent software development have raised the software rate of production andthe quantity, lightened the labor strength and burdens of programmers,reduced difficulty, workload and expenses etc. According to this kind of need,with the Object-Oriented Method this paper makes a summary of thedevelopment in the combat system graphic interface.This paper mainly put forward the following few aspectses: (1) Bypackaging the code, I use MapX and GDI+ in the VC develop environmentand point out the problems that among them should note. (2) Make use of theMFC macro replacement mechanism, and realize the JAVA mechanism ofreflection. By the name of the class from the input, it will generate a object.Using the macro replacement mechanism, we realized the reuse of thegraphics interface code.(3) Make use of the MFC characteristic and the mostsuitable design pattern. With the abstraction which is reasonable and meet therequest of the real world, we can make the coupling degree between theinterface and the combat system lowered a lot, implement the easy-readingproperty and the extension property.(4)In the end, we summaried theexperience in the process of development and summed up the combat systemdesign theoretics and method on the base of the windows OS. But amongthem ,the second point is bright.The paper is constituted by the following six ractions, the relatedintroduction of each fraction is as follows:Chapter one is the exordium. It elaborates the source of the paper, whichis semi-physical simulation system of the company, The main contents of thepaper is the design and development of the combat system graphic interface.Because of the several different but similar combat system's request, we needthe code that can reuse. With the code , we don't need implement the codethat we have. Only need to add our own class that meet the request, we willget every similar system's interface. At last, the preface fraction introducedthe worth and the structure of the paper.Chapter two is the summarization. It demonstrated a few conceptsinvolved in the paper: semi-physical simulation, reuse, reflection, OCPprinciple and the correlation among them. Next, I introduced the themodelling language—UML.(1) On a meeting of 1983, someone put forwardthe thought of reuse, and pointed out the meaning that one is "design forreuse", the other is "design by reuse".This paper designed and implementedthe interface by using the two thoughts.(2) The concept of the Reflection: theprogram can reflect on itself, examine itself, take itself as data, and modifyitself. Though we develop the interface code with the language C++, we getthe concept of the Reflection according to the programming language—Java.(3)Explain the meaning of OCP—Open Close Principle and tell theadvantage of OCP.(4)Introduce the modeling language—UML.Because thedesign and implement is base on the object-oriented method, we have chosenthe most suitable modelling language UML.Chapter three has introduced the thinking of the interface's design andimplement.(1)First, introduce how and why we chose the MVC designpattern in the combat system , because the current need is that we collectedthe message in the battle field , and showed the message on the interface forhelping the commander to make the decision. This kind of request tell us thatthe MVC design pattern is the most suitable for the whole system;Second,introduce how and why we chose the singleton method in the interfacedesign;(2) The layering method of the combat system graphic interface.Introduce how to layer the interface through the reasonable abstractmethod.The layering method is the foundation of the updating method. Then,I introduced the inherit relation of the icon classes;(3)Introduce the updatingmethod. In one word, we updated every layer, and show them in the screentogether. Introduce the double-buffer technology and the right way to use it. Itis not a full condition that solves the flash problem, but the essential. Finallyaccording to the development experience and precept, I introduced theadvantage of the abstract;(4)Introduce the method to zoom in&out theinterface without any module. It included the two parts, the state screen andthe state edit screen. The main one is the state edit screen. Introduce how torecord every control's ID value, how to zoom in&out in any screenresolution;(5)Introduce the interface among the state view ,the state edit viewand the touch view—ShowManageControl class;(6) Introduce how to useGIS in VC6.0;(7)This is the most important part of the paper. I introduced theMFC macro's replacement mechanism and the six technical sill ofMFC.Introduce how to build a list of the RunTimeClass,and how to use it.Introduce the dynamic creation. According to this mechanism, we can get anobject from a class name by accessing the list. Finally, introduce how to usethis macro mechanism to implement the resuse code.In chapter four , I draw the UML diagram to introduce the combatsystem architecture and the interface architecture and introduced theCStateView class's three assemble relation class: BKGround class, OwnShipclass and StateDetectFan class.In chapter five, I introduced the fuctions of the combat system interfaceand with the need changed, the new functions to be add.Chapter six is the conclusion of this paper. We have got an experiencedtheory and method to design and implement the interface.It has guided thefollow-up development and reduce the workload of the programmers.Becausewe needn't modify the code before, it is really exciting for us. Finally, Ipointed out the shortage of the paper. This method can't meet the portability.It only meets Semi-physical Simulation base on the windows, not theembedding system(such as VxWorks).The method still needs to be verified inthe embedding system .
Keywords/Search Tags:Object-oriented
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