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DBMS - Database management systems 1 страница. IITU - International Information Technologies University




IITU - International Information Technologies University

 

INTRODUCTION

 

The number of online web games nowadays on the internet is increasing by the day. With easier and faster internet access globally, and the coming of age for casual gamers, such online web games are gathering greater attention from the community at large. With social networking sites like Facebook supporting games as applications seamlessly, now termed Social Gaming, the influence of games has grown tremendously. 62% of all gamers have been reported playing games online, breaking away from the traditional standalone PC or console systems. There are 217 million online gamers worldwide in 2007, and the number has escalated ever since.

Flash games have taken a slight hit in recent years since the advent of mobile gaming. iOS devices such as the iPad and iPhone, among the most popular devices, do not support Flash games per se. While Android doesn't support it, the entire gaming experience is sub-optimal. Adobe has also renounced its support for Flash on mobile devices, choosing to focus on PC or Mac web plugins. It is perhaps their strategy to transit over for Flash-to-Apps development, or HTML5 altogether.

But still, Flash games remain one of the more approachable gaming platforms online. In recent years again, we have seen Flash being able to handle 3D gaming, and advanced physics modules such as Box2D. However, Flash is still much more suitable for casual 2D gaming.

Flash games, if done optimally, come with a low game size footprint, hence making it very accessible even for people with low bandwidth.

Do not expect to learn how to create a World of Warcraft in Flash, because that would definitely go beyond the scope of any online tutorials. Instead, let's focus on casual games where the overall casual games industry is estimated at $2.25 billion a year. According to the CGA 2007 market report, it is growing by about 20% annually [1].

 


 

1 TECHNOLOGIES OF DIPLOMA AREA

 

The chapter begins the general characteristics of the enterprise. We give a small historical and economic essay on the work of the enterprise. Determines organizational and legal form of the company, major shareholders. The company's mission. Purpose, objectives and types (forms) of activity. Our Business. The international cooperation. Analysis of models of business organization - online / offline. The presence of offices in the Internet. Analysis of the main sources of income and expenses of the enterprise over time. Main partners and customers. The organizational structure of the enterprise. Principles of production, organizational and economic structures of the enterprise. Information support of the enterprise management functions. Consideration of hierarchical relationships.

The company's activities, its success and failure is largely dependent on the ability to adapt to the current economic situation on the market, i.e., market conditions. Any enterprise must ensure that its products will be popular and find sales that enable the company to recover the money invested and to secure a certain profit. To do this, you must study and analyze the market conditions, as the effect of its influence is very large. Businesses can not safely ignore the changes in the economy, politics, social and cultural sphere, achieving STP, and changes in demand for products and increased competition. Accounting for these factors has become vital in the modern world. Therefore, in this section of the graduation project is necessary to analyze the most important components of market - consumer and enterprise competition. To analyze the methods used by marketing research. The main issues at the market study are the following:

- Condition industry

- Target Market Characteristics

- A study of consumers

- Competitive situation

Thus, in this section of the diploma are analyzed in detail all the major components of the market - demand, pricing, market size and potential, as well as development prospects. This is the most capacious part of marketing research. The results obtained in this section data are the necessary minimum of information, using which you can make a decision on the development of business directions.

At the very least the online browser game industry for all types of games is smaller than it was two years ago in 2013 and appears to be at best stagnant and still vulnerable to further decline. figure 1.1 and figure 1.2 shown the most popular games websites.

 

Figure 1.1 - The most popular games websites

Figure 1.2 - The most popular games websites

 

To survive in such a market both developers and publishers have economized and moved significant amounts of their resources to mobile game development, often using online games for cross-promotional purposes. There is still an obvious market for free advertising supported online games, but there are more pressures on it than previously and the already established publishers in this field have a clear incumbent advantage that reduces the likelihood of any new strong competitors appearing.

For developers the need for economization has most likely meant that using the technologies that they consider most cost effective is particularly important to them. For games developers considering the option of switching from Flash to HTML5 there isn’t any significant benefit to swapping except the potential of futureproofing their online games [2].

 

 

1.1 Technical and economic description of subject area

Economics is a social science that studies how individuals, governments, firms and nations make choices on allocating scarce resources to satisfy their unlimited wants. Economics can generally be broken down into: macroeconomics, which concentrates on the behavior of the aggregate economy; and microeconomics, which focuses on individual consumers [3].

Technical descriptions are used before products and processes are developed (as part of proposals and planning documents), during development (in progress reports, for instance), and afterwards (as part of marketing and promotional literature and technical support documents) [4].

The quality of the product is determined by:

- The viewpoint of the user of expert software product;

- The point of resource use and evaluation;

- The meet the requirements for the software product.

- The software product should be designed so that it performs its functions without the expense of resources (RAM, CPU time, and others - on the stage of the operation, development time and financial resources - at the stage of use of the software product) [5].

The content of the feasibility of development of the program is as follows:

- Determination of the cost and complexity of software;

- Calculation of the cost of staff salaries;

- Calculation of capital and operating costs for the development. Economic efficiency - is to get the maximum possible benefits from the available resources. To do this we have to constantly correlate benefits (benefits) and costs or, to put it another way, to behave rationally. Rational behavior is that the producer and consumer goods tend to highest efficiency and to maximize this benefit and minimize costs.

An important part of the efficiency of the economic system is the efficiency of capital investments. It is expressed as the ratio of the obtained effect to the capital investments that caused this effect. The effectiveness of capital investments measured set of indicators, which includes the overall effect of capital investment, the rate of return, payback period, the comparative effectiveness and other indicators of economic efficiency of capital investments are used to compare alternative investment projects and the choice of optimal design.

A rather large role in the economic process (whether economical software or not) depends on the programmers creating this software. Then play the role of the creation, debugging, and operation of the program.

For the economic analysis of the effectiveness of the investment project is traditionally used indicators such as the payback period (Payback Period, PP).

Payback period (Payback Period, PP) - the time during which investment returns are equal to the initial investment (the period necessary to ensure that the funds invested in the project is fully returned.)

Together with the net present value (NPV) and internal rate of return (IRR) is used as a tool for evaluating investments.

Payback period - it is an excellent indicator that provides you a simple way to know how long it takes the customer to recover the initial cost. This is particularly important for businesses located in countries with fragile financial system, or business associated with advanced technology, where rapid product obsolescence is the norm, which makes a quick refund of investment costs in an important problem. Just these figures tell us about how to effectively apply the software product taken by us and the savings from its use.

 

 

1.1.1 Enterprise description

Affiliated Limited liability company "Institute of Space Equipment and Technologies" (ISET) is created by the order of JSC National Center of Space Researches and Technologies No. 87-P from 8/27/2009 for implementation of the order of National space agency of the Republic of Kazakhstan No. 65/ODES from 8/17/2009.

ALLC "Institute of Space Equipment and Technologies" is accredited as the subject of scientific and scientific and technical activity that is confirmed by the Certificate on accreditation of December 20, 2011.Institute of space equipment and technologies - participant of the special economic "innovation park" area. Participation in the industrial park "Alatau" SEZ "PIT" gives ISET additional technical capabilities and economic preferences for the implementation of development projects using space technologies and the production of high-tech products.

The institute of space equipment and technologies is dynamically developing innovative company which primary activity is performance of research and developmental works, and also production of small batches of hi-tech production both a space profile, and hardware and software for various branches of economy of the Republic of Kazakhstan including production of a dual purpose. At the moment the majority of applied developments of Institute of space equipment and technologies already successfully functions in a national economy of the country.

The institute of space equipment and technologies is dynamically developing innovative company which primary activity is performance of research and developmental works, and also production of small batches of hi-tech production both a space profile, and hardware and software for various branches of economy of the Republic of Kazakhstan.

Today by results of the executed research and developmental works divisions of ISET have made the following types of production:

— by request of Joint-stock company Kazakhstan Gharysh Sapary National Company also the specialized software for Creating ground infrastructure system of high-precision satellite navigation Republic of Kazakhstan is made and transferred to the Customer of 50 differential stations;

— by request of JSC Almaty heat networks it is made and transferred to the Customer of 550 modems of collecting and data transmission, 700 more modems within the signed contract will be transferred until the end of 2014;

— by request of “Tochpribor” Limited Liability Company it is made and transferred to the Customer of 50 sets of the psych diagnostic “Aksunkar” complex;

— by request of the food agricultural organization FAO (Food and Agriculture Organization) of the United Nations with headquarters in the city of Rome (Italy), 4 sets of mobile devices with the specialized software on the "System of Monitoring and the Analysis for Management of Population of a Locust in the Countries of KTsA with Use of the Geographical Information System (GIS) and Technology of Remote Sensing" project are made and told to the Customer

— by request of Company System Studies LLP (Astana) and Institute of space researches two personal hybrid computing systems with system of water cooling – supercomputers of PGVS ISTT HPC-SVO 3,5 are made and transferred to Customers;

— it is executed more than 20 contractual of works for other Customers.

At the moment in a stage of NIR and ROC there are 11 more types of production including 5 types of production of a dual purpose.

In 2014 ISET was a participant of the international exhibition of arms of "KADEX-2014" (Astana) and has presented 9 types of production of a dual purpose.

ISET is a performer of 2 interstate programs and projects:

— 6 drafts of the Interstate radio navigational program of the State Parties of the Commonwealth of Independent States for the period till 2016;

— the performer of the pilot draft "Creation of Hardware and Software of Management of the International Transport Corridors Passing across Territories of the State Parties of the CIS on the basis of Modern Information and Communication Technologies" of the Interstate program of innovative cooperation of the states of participants of the CIS for the period till 2020.

 

 

1.1.2 Overview of the enterprise profile or its subdivisions

As part ISET 6 laboratories:

- Laboratory space systems for scientific purposes (scientific, methodological and technological support for the implementation of Kazakhstan's space science program);

- Laboratory simulation of space systems (development of mathematical software, simulation models, instruments, executive bodies, components and equipment for the service of spacecraft subsystems for different purposes);

- Laboratory for System Studies of space activities (information-analytical and scientific-technological maintenance of development of space activities in Kazakhstan);

- Laboratory of satellite navigation technologies (the use of modern satellite navigation technologies for information and navigation software development sectors of the economy and social sphere of Kazakhstan);

- Laboratory of promising developments (development of innovative models of space technology and the introduction of space technologies in various spheres of the economy of Kazakhstan);

- Laboratory of technical regulation in the sphere of space activity (development of scientific and methodological support system of technical regulation in the field of space activities).

 

 

1.2 Technical and technological nature of assignment

Institute of Space Technology and Technology is a fast growing innovative company, whose main activity is to perform research and development work, as well as the production of small lots of high-tech products as a space profile, and hardware and software systems for various branches of economy of the Republic of Kazakhstan, including the dual-use. At the moment, the majority of their applications Institute of Space Technology and technologies have already been successfully operating in the national economy.

ISET - a member of the Kazakhstan Association of IT-company, which integrates the most advanced company of Kazakhstan in the sphere of information technologies. Membership in the Association allows you to keep abreast of the latest developments of information, to adopt the experience of well-known foreign IT-companies in the framework of international cooperation programs to interact with executives of foreign companies or individual companies.

The main activities of ISET are a space activity, applications of space technologies, diversification of activity to other field of economy. Following to this directions is reached by means of carrying out basic, basic and applied researches in the field of scientific technological support of creation of space equipment and technologies, including development of scientifically based techniques and tools of the complex analysis, forecasting, system design and program planning of space activity, methods of an assessment of her results; developments of mathematical models, algorithms and software of systems of space communication, navigation, control of the spacecraft and imitating modeling of space systems; developments of methods, technologies and the software of processing and the analysis of scientific information from space crafts of scientific appointment, etc.

In the activity ISET uses the most modern technologies: at design of difficult technical systems HILS technologies are used; for development of program production methods and technologies of object-oriented modeling, parallel and cloud computing are used; in the sphere of telecommunications and communication: technologies of communication ZigBee, technology of satellite communication; in the sphere of development of microprocessor systems modern hi-tech processors ARM, Cortex, FPGA and many others are used.

 

 

1.3 Rationale for using computer and telecommunication means for problem solution

For the work, necessary to organize one job and one workstation to install the server part of the software package. To save the server part of the software for the design stage can be set in the workplace programmer. Thus, we need a PC laptop with an exact Intel Core i5, and with the input device and a manipulator "mouse" type - 120 000 tenges.

Plan of creating flash game:

- Develop the idea

- Create the storyboard

- Write the design document

- Create the preloader, the menu, and the other window screens first.

- Writing the ActionScript classes.

- Creating introduction gameplay.

- Creating history buttons.

- Creating design.

- Create xml database.

- Create animation.

- Access levels (see figure 1.3).

Figure 1.3 - Access levels

 

The game industry has grown steadily for decades, and it has a very brighter future. But with so many gaming technologies, you may be wondering if Flash technologies are the right choice.

Games are serious business.

Online gaming became popular in the 1990s. As computers have become more powerful and Internet access speeds have increased, the industry has grown significantly (see figure 1.4).

Figure 1.4 - Online gaming

 

Annual online game revenue in billions of U.S. dollars from 2006–2011. DFC Intelligence.

The online gaming market research company DFC Intelligence predicts even more increases for casual games in 2011:

- 2011 online gaming revenue is projected to be $10–12 billion worldwide

- 70% of revenue will be PC-based (as opposed to video game consoles)

- 30% of revenue will be casual games (as opposed to so-called hard-core games)

Approximately $3–5 billion of 2011 revenue will target online computer games, such as projects created with Flash technologies. Americans spent more than $3 billion in video game subscription fees last year. A report by market research firm Pike & Fischer estimates that Americans will spend $5 billion annually by 2015 [6].

 

 

1.4 Problem statement

A problem statement is a brief description of the issues that need to be addressed by a problem solving team and should be presented to them (or created by them) before they try to solve the problem. The primary purpose of a problem statement is to focus the attention of the problem solving team. However, if the focus of the problem is too narrow or the scope of the solution too limited, the creativity and innovativeness of the solution can be stifled [7].

 

 

1.4.1 Aim and purpose of creation or modernization of IS modules or services

The purpose of my diploma project is to develop the game, "Kazakh Khanate" using object oriented programming, which will promote our country abroad and be helpful to those who will study the history of Kazakhstan and Kazakh language. To develop flash game that allows study logic of strategy or tactic, because my game consists of strategy.

 

 

1.4.2 General characteristics of the problem solution process by means of information technologies

To solve the problem needed program such as: Adobe Flash and Adobe Photoshop and Corel Draw.

Adobe Flash uses a movie-making metaphor in how they define their concepts and areas of their interface. The basic terms used to describe animation or Flash applications are movie, stage, and motion terms. A Flash animation is called a Movie. A movie contains all the scenes, objects, effects and actions that make up the final animation. In a real movie, you have a stage where the action takes place and a camera that takes the film. On the stage are objects, such as actors and props. A movie is a collection of Scenes. Just as in a TV show or real movie, each scene may have a different background or camera angle. The plot of the movie flows from one scene to another. A simple animation would have a single scene. A scene is a collection of Objects that animate over a number of Frames. When a scene is complete, all the objects are removed from the display and the movie automatically moves to the next scene. Typical objects are text objects and image objects, such as a picture of a car or person. Following the movie-making metaphor, the work area for your Flash animations is called the Stage. Objects—such as drawings, buttons or animations—are placed on the stage in Layers. This allows objects to be in front of other objects. It is also useful for breaking up effects into simple parts. The very first layer (and the furthest back) is the Background. This layer is usually visible through a whole scene. The Timeline is the part of the interface where you can see the flow of a movie, as you would in examining the film of a movie. The Timeline consists of frames, events, actions, and effects.

The Timeline is similar to a strip of film for a movie. It is broken into individual frames that show events and actions. Just as you could lay one strip of film on another, you can have layers in the timeline, such that both are seen in the movie. A Frame is a single time-slice of the Flash movie. It is a similar concept to a frame of a motion picture. Frames are seen in the timeline. An Event is when something happens at a given time in the movie or as a result of a user action. A frame event occurs when the movie reaches the specified frame. Mouse events occur when the mouse interacts with an object in a scene. The event will then trigger an Action, which can be used to control the flow of a movie or issue instructions to the browser. Typical actions include stop the movie at the current frame, go to the specified frame (and scene) in the movie, and tell the browser to load a Web address into the specified target HTML frame. Effects are animations that change the appearance of an object over time. A Simple Effect is where all components of an object move in unison. An example is when all images slide into view at one time. Another simple effect is a Transformation of size, rotation and/or color. Complex Effects are when several objects in a movie or when components of an object move independently (typically letters of a text object). Complex effects are usually done in layers. Some Flash rapid application development tools—such as Swish—have complex text effects preprogrammed into one layer. The basic metaphors used for Flash animations are classified as movies, stages and motion [8].

Adobe Flash, commonly referred to simply as Flash, is a multimedia system for computers that is generally accessed through a web browser, though it was also used for standalone development and as a method of creating user interfaces and menus on some older cell phones. Flash was also the technology used to power many major video websites (YouTube among them) in their early guises. However, the use of Flash has declined and in 2015 it is rarely used aside from for some mobile games, with even most video providers now turning against the software because of its security vulnerabilities. Flash can be used to create entire “Flash sites” or to add interactive elements to standard HTML sites. Some Flash-only sites are accompanied by non-Flash sites in an effort to cater to a wider audience. Flash technology can also be used in interactive banner & button advertisements. The use of large-format rich media ads has attracted much attention, plus a little controversy, and may signal a trend towards large, rich ads by publishers looking to add premium placements [9].

 

 

1.4.3 Formalization of the problem solution algorithms

The precursor to ActionScript was introduced in Flash Player 4. It enabled a wide variety of interactivity in Flash, but it was not a very sophisticated or familiar language. Its syntax and semantics were very different from ECMAScript, although in later versions it was possible to apply ECMAScript-like syntax to it.

ActionScript 1.0 was introduced in Flash Player 5. It had ECMAScript-based syntax and semantics. With the release of Flash Player 6 and Flash Player 7, the language received some semantic tweaks but remained essentially the same.

ActionScript 2.0 was introduced in Flash MX 2004 and Flex 1.0. This new version of the language also worked in both Flash Player 6 and Flash Player 7 because ActionScript 2.0 is actually a layer on top of the ActionScript 1.0 runtime. As a result, ActionScript 2.0 isn't as high-performance as it could be, because under the hood it's still using the same object model as ActionScript 1.0.

During the planning stages for Flash Player 9, it became clear that we could not continue building upon the current ActionScript engine that was powering both ActionScript 1.0 and ActionScript 2.0. Adobe began working to completely rewrite the ActionScript Virtual Machine (AVM). The result was a highly optimized virtual machine known as AVM2, along with a new version of the ActionScript language to target it. Although AVM2 will be the primary virtual machine for ActionScript code execution going forward, Flash Player will continue to support the older AVM1 to ensure backwards compatibility with existing and legacy Flash content.

Reasons to use ActionScript 3.0

The following are what I consider to be the primary benefits of learning to use ActionScript. I've listed them in no particular order.

a. Your skills will be in high demand

This, in my opinion, is the main reason anyone who currently works or is planning to work as a Flash developer should switch to the new language. All major Flash work is now exclusively being built in ActionScript 3.0. You just don't see many jobs looking for ActionScript 2.0 skills. So if you plan on working with Flash in your job, learning ActionScript 3.0 is essential.

b. Everything you build will be faster

Developers who have been working with Flash for a while have often been frustrated that our new, super-cool idea just couldn't run smoothly because of the limitations of Flash Player. ActionScript 3.0 offers up to a 10-fold increase in performance over previous versions of the language. In some cases, the performance has increased even more. This means you can control more objects on the Stage at the same time. If you want your project to look and perform at its best, moving to ActionScript 3.0 is the ultimate way to achieve this goal.

c. There's an abundance of new APIs

As Flash developers, we love nothing more than getting new toys to integrate into our projects. ActionScript 3.0 includes hundreds of new APIs for working with things like XML, regular expressions, and binary sockets. Even better, the whole language has been reorganized into packages and namespaces that make it much easier to find specific language features. When you use ActionScript 3.0, your Flash toolbox is not only much fuller, it is also better organized.

d. The display list rocks

One of the biggest changes in ActionScript 3.0 is the way Flash handles visual objects in a movie. In previous versions of the language, it was practically a black art to manipulate the display order (depth) of the items in a Flash movie. A large number of hacks and workarounds existed that didn't make any sense to beginners starting to use the language. For instance, it was common practice to place visual assets at an extremely high depth in order to keep them on top of everything else in a movie. This led to a lot of problems in larger projects and required a lot of manual depth management work. The new display list in ActionScript 3.0 is a straightforward mechanism that handles how visual assets are rendered in your movie. Once you start using it, you'll wonder how you ever developed a project without it.






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