Perancangan Aplikasi Katalog Museum Dengan Menerapkan Algoritma Zhutakaoka(Studi Kasus : Museum Negeri Provinsi Sumatra Utara
Abstract
Abstract−The museum catalog makes it very easy for people to see a list of some of the information presented, the catalog can be said as an information medium that contains a list of collections in a museum so that people can find out the catalog they are looking for. String matching uses the Zhutakaoka Algorithm to match the pattern to be searched from the meaning of the catalog, so that the match in the pattern selection can be seen. It is hoped that the Zhutakaoka Algorithm can complete the matching in the search for the museum catalog, so that it can help the public in searching for the museum catalog.
References
Mesran Aan, Implementasi Algoritma Brute Force Dalam Pencarian Data Katalog Buku Perpustakaan, Informasi dan Teknologi Ilmiah (INTI), 2014.
Ratih, Implementasi Algoritma Raita Search Pada Aplikasi Filsafat Berbasis Android, KOMIK (Konferensi Nasional Teknologi Informasi dan Komputer), 2018.
Fince Tinus Waruwu, "Implementasi Algoritma Knuth Morris Pratt Pada Aplikasi Kamus Istilah Latin Flora dan Fauna Berbasis Android," 2014.
ZARIANI MUTIA SYARA, Implementasi Dan Perbandingan Algoritma Smith Dan Algoritma Raita Pada Pencarian Kata, Skripsi, Universitas Sumatera Utara, 2017.
Hasan Abdurahman dan Asep Ririh Riswaya, Aplikasi Pinjaman Pembayaran Secara Kredit Pada Bank, Jurnal Computech, 2014.
Muhammad Iqbal Suryatama Dan Bahrul Ilmi, Pra Rancangan Pabrik Garment Kemeja Katun Kasual Lengan Panjang Pria Dengan Kapasitas Produksi 2.435.000 PCS/Tahun, Tugas Akhir, Fakultas Teknologi Industri Universitas Islam Indonesia Yogyakarta, 2018.
Nadia, Fashion bagian terpenting dari Kehidupan Sehari-hari, http://Elvierameldawati.Blogspot.Com, Di akses tanggal 13 Juni 2008
P. P. Widodo, Menggunakan UML untuk Memodelkan Analisis & Desain Sistem Berorientasi, Informatika, Bandung, 2011.
R. A. S and M. Shalahuddin, Rekayasa Perangkat Lunak (Terstruktur dan Berorientasi Objek). Bandung: Informatika, 2014.
Mohamad arif sudarsono & krisnawati, "analisis dan perancangan aplikasi “fun 2d shapes learning” berbasis mobile android," vol. vol. 15, 2014.
Rancang Bangun Aplikasi Pembelajaran Budaya Indonesia Untuk Anak Sekolah Dasar Berbasis Android,.
M. Hilmi Masruri, Buku Pintar Android, PT. Elex Media Komputindo, Jakarta, 2015.
Nasruddin Safaat H, Pemograman Aplikasi Mobile Smartphone Dan Tablet PC Berbasis Android. Bandung: Informatika Bandung, 2015.
Fikri Rijul, Pemrograman Java. Yogyakarta: Andi, 2005.
Uli fitrianti & mutammimul ula, "Iimplementasi algoritma levenshtein distance dan algoritma knuth morris pratt pada aplikasi asmaul husna berbasis android," Jurnal Sistem Informasi, 2017.
Copyright (c) 2022 Fitri Yani Dalimunthe

This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under Creative Commons Attribution 4.0 International License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (Refer to The Effect of Open Access).


.png)
.png)


