Wednesday 16 January 2019

DESIGN AND IMPLEMENTATION OF GRAPHIC DESIGN – A STUDY OF PLANE SHAPE

 DESIGN AND IMPLEMENTATION OF GRAPHIC DESIGN – A STUDY OF PLANE SHAPE
ABSTRACT
Basically, it can be discovered that are a lot of problems in draw a plane shape manually. So this project is to draw and calculate plane shapes. Java is used to design this program, the program is in 2D and make work easy to draw and calculate some plane shapes likes (triangle, circle, rectangle, square etc.)

CHAPTER ONE
INTRODUCTION
INTRODUCTION
In computer science, a graphical user interface (GUI), is a type of user interface that allows users to interact with electronic devices through graphical icons and visual indicators such as secondary notation, instead of text-based user interfaces, typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of command-line interfaces (CLIs), which require commands to be typed on a computer keyboard.
The actions in a GUI are usually performed through direct manipulation of the graphical elements. Beyond computers, GUIs are used in many handheld mobile devices such as MP3 players, portable media players, gaming devices, smartphones and smaller household, office and industrial equipment. The term GUI tends not to be applied to other lower-display resolutiontypes of interfaces, such as video games (where head-up display (HUD) is preferred), or not restricted to flat screens, like volumetric displays because the term is restricted to the scope of two-dimensional display screens able to describe generic information, in the tradition of the computer science research at the Xerox Palo Alto Research Center (PARC).
Designing the visual composition and temporal behavior of a GUI is an important part of software application programming in the area of human–computer interaction. Its goal is to enhance the efficiency and ease of use for the underlying logical design of a stored program, a design discipline named usability. Methods of user-centered design are used to ensure that the visual language introduced in the design is well-tailored to the tasks.
1.1           BACKGROUND OF THE STUDY
Like many developments in the history of computing, some of the ideas for a GUI computer were thought of long before the technology was even available to build such a machine. One of the first people to express these ideas was Vannevar Bush. In the early 1930s he first wrote of a device he called the “Memex,” which he envisioned as looking like a desk with two touch screen graphical displays, a keyboard, and a scanner attached to it. It would allow the user to access all human knowledge using connections very similar to how hyperlinks work. At this point, the digital computer had not been invented, so there was no way for such a device to actually work, and Bush’s ideas were not widely read or discussed at that time.
However, starting in about 1937 several groups around the world started constructing digital computers. World War II provided much of the motivation and funding to produce programmable calculating machines, for everything from calculating artillery firing tables to cracking the enemy’s secret codes. The perfection and commercial production of vacuum tubes provided the fast switching mechanisms these computers needed to be useful. In 1945, Bush revisited his older ideas in an article entitled “As We May Think,” which was published in the Atlantic Monthly, and it was this essay that inspired a young Douglas Englebart to try and actually build such a machine

1.2           AIM AND OBJECTIVES OF THE STUDY
The aim of this study is to create an application that will be able to draw plane shapes and calculate the area and the perimeter of the shapes. The objectives of this study are as follow:
  1. To develop an application that will be able to a draw some plane shapes
  2. To create an application that will make learning easy for student.
  3. To develop an application that will draw accurate plane shapes
1.3           SIGNIFICANCE OF THE STUDY
The significance of this study is to show or import to the user the theoretical and physical way computerizing plane shapes. The computerizing will ensure accuracy, efficiency, and reducing the drudgery involved in the manual process of drawing and calculating plane shapes.
The application we help a lot in smooth drawing of various plane shapes, and helping in enabling student to be able to calculate area and perimeter of various plane shapes
1.4     RESEARCH METHODOLOGY
In order to get what I want java is use to write the program,
1.5 DEFINITION OF TERMS
  1. Graphics: – (from Greek graphikos, ‘something written’ e.g. autograph) are visual images or designs on some surface, such as a wall, canvas, screen, paper, or stone to inform, illustrate, or entertain.
  2. User: – An individual who uses a computer. This includes expert programmer as well as novices. An end user is any individual who runs an application program.
  3. Interface: – An interface is a shared boundary across which two separate components of a computer system exchange information.
  4. Plane: – This is an abstract surface which has infinite width and length, zero thickness, and zero curvature.
  5. Shape: – A shape is the form of an object or its external boundary, outline, or external surface, as opposed to other properties such as color, texture, or material composition.
  6. Plane shape: – A 2-dimensional shape. Has width and breadth, but no thickness

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