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Ahmad Zuhdi
Universitas Muhammadiyah Kotabumi

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Rancang Bangun Sistem Penjualan Bunga Di Lembur Kuring Mini Garden Ahmad Zuhdi; Ryan Aji Wijaya
Sienna Vol 6 No 2 (2025): Sienna Volume 6 Nomor 2 Desember 2025
Publisher : LPPM Universitas Muhammadiyah Kotabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47637/sienna.v6i2.2122

Abstract

This study aims to develop a desktop-based sales information system to address the limitations of manual data recording at Lembur Kuring Mini Garden, a small business specializing in flower seedlings. Rapid advancements in information technology and the need for accurate, structured, and efficient data processing highlight the importance of computerized systems in supporting business operations. Manual processes such as recording customer data, stock inventory, and sales transactions often lead to errors, data duplication, and delays in decision-making. To overcome these issues, the system was developed using the Software Development Life Cycle (SDLC), which includes planning, analysis, design, implementation, and testing. The application was built using Visual Studio 2012 with C# and SQL Server as the database management system, while Crystal Reports was utilized for generating sales and inventory reports. Data collection was conducted through interviews to obtain system requirements directly from the business owner. The implemented system consists of modules for managing customer data, flower stock, and sales transactions, each equipped with essential functions including add, edit, delete, search, and report generation. Black Box Testing was employed to evaluate system functionality, focusing on input validation, process accuracy, interface responsiveness, and output correctness, all of which showed successful results. The findings indicate that the developed system effectively replaces the previous manual process, improves operational efficiency, reduces recording errors, and provides more organized and reliable information to support decision-making. Overall, the system demonstrates its feasibility and relevance for small businesses that require structured and efficient sales and inventory management.
Implementasi Algoritma Pencarian Rute Dijkstra Pada Game Great Elephant dengan Unity Engine Ahmad Zuhdi; Ryan Aji Wijaya; M. Abu Jihad Plaza R; Nadia Salsabila
Sienna Vol 7 No 1 (2026): Sienna Volume 7 Nomor 1 Juli 2026
Publisher : LPPM Universitas Muhammadiyah Kotabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47637/sienna.v7i1.2482

Abstract

The rapid development of modern game technology drives the urgent need for efficient pathfinding systems and structured development processes. In maze-based games, routing algorithms are highly crucial for regulating Non-Player Character (NPC) movements optimally. This research implements the Dijkstra algorithm for shortest pathfinding on an elephant character in the 2D game "Great Elephant" using the Unity Engine. This study serves as an extension of previous research that implemented the A* algorithm. The game development methodology applies the iterative Game Development Life Cycle (GDLC) framework to ensure a structured production process. Furthermore, software quality testing focuses on the functionality aspect using the ISO 25010 standard through two distinct scenarios: the character's success in reaching the destination and the algorithm's success in finding the shortest route. The test results directly executed within Unity demonstrate that the Dijkstra algorithm successfully navigates the elephant character from the starting coordinates to the destination point optimally. The system accurately evaluates 19 search points and successfully determines the single best shortest route consisting of 7 node points without any obstacles or computational errors. Based on the evaluation of the ISO 25010 functionality criteria, the implementation of the Dijkstra algorithm in the game "Great Elephant" achieves a perfect success rate of 100%.