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Software Design - final project Appunti scolastici Premium

Progetto finale per il corso Software Design (requirements, design of the system, ecc.), durante il mio Erasmus in Helsinki, Finlandia. Appunti basati su appunti personali del publisher presi alle lezioni del prof. Culmone, dell'università degli Studi di Camerino - unicam.

Esame di Software Engineering dal corso del docente Prof. R. Culmone

Anteprima

ESTRATTO DOCUMENTO

3.4.1 Class Car

Each car class has following getters and setters functions and the attributes stated below:

3.4.1.1 Attributes

The attributes of this class are:

• String Colour;

• String Shape;

• Int Steerings, range varies between 10 -100;

• Int Dwheels, could be back-wheel or 4-wheel;

• String Tyretypes: it is either normal, rain or studded.

3.4.1.2 Functions

The functions are the following:

• String getColour();

• String getShape();

• Int getSteerings();

• Int getDwheels();

• String getTyretypes();

• Void setColour();

• Void setShape();

• Void setSteerings();

• Void setDwheels();

• Void setTyretypes().

3.4.2 Class Player

Player class is responsible for the details of each player joining the competition. Each

player object consists of: a unique name, score, car1 and car2 (of data type car class).

Player also has tuneCar()function which sets the steering, drive wheel type and tyre

type for particular car of the player. 16

3.4.2.1 Attributes

• String name;

• Int score;

• Car* car1, e.g. used for free practice race;

• Car* car2, e.g. used for campaign race.

3.4.2.2 Functions

The functions are the following:

• void tuneCar(car* car, int steer, int d_wh, string tytp);

• void printCarSettings();

• void print_competitions();

• void print_score();

• void set_steerings( int st, string car_no);

• void set_dwheels( int dwh, string car_no );

• void set_tyretypes(string tt, string car_no );

• String set_player_name();

• String getName();

• String signUp();

• String signIn();

• int get_steering_car( car* c);

• int get_Dwheels( car* c);

• string get_tyretypes( car* c);

• string get_player_name();

• void set_player_name( string );

• void tunecar();

• car* getCar1();

• car* getCar2();

• virtual void joinCompetition(). 17

3.4.3 Class Track

The track has track_detail structure which keeps track of the track properties.The track

structure is stored in tracks_vector. It also has readconfigfile() function which reads

track properties from the text file.

3.4.3.1 Attributes

• The track structure is as following: <track name>:<difficulty ratio>:<road type>:<ideal

time>:<min players>:<deadline>

• struct track_detail: string name, string diff_ratio, string road_type , string ideal_-

time, string min_player, string deadline.

• vector of track_detail called tracks_;

• int deadline;

• int difficulty_ratio;

• int min_player;

• int ideal_time;

• String trackname;

• String road_type;

• String CompetitionType;

• int IDNumber;

• String RoadType;

3.4.3.2 Functions

The functions are the following:

• void readconfigfile();

• bool find_track_no(string name, unsigned int index);

• void print_tracks();

• int max_tracks().

Configuration file (configuration.txt) for the Track looks like:

Top Gear test track:10:asphalt:650:3:5:

Nurburgring:40:asphalt:1000:4:3:

Neste Oil Rally:20:sand:400:2:5:

Arctic Lapland Rally:35:snow:500:5:2: 18

3.4.4 Class Competition

Each competetion class has structure track_player which keeps the track of which player

is taking part in which track number (competetion). It also has signup function which

signs the player to take participation in particular track. We have print_track_player

virtual function which prints the result of the free practice or race. This is a virtual

function and is implemented further in race or free practice as per their own convenience.

3.4.4.1 Attributes

• A structure to store which player is associated with which track, struct track_-

player: int track_no , player *pl;

• A vector to keep the record which player is associated with which track, vector of

track_player called track_player_details;

• track* tr ;

• int track_time_car1;

• int track_time_car2;

• string tyre_type_1;

• string tyre_type_2.

3.4.4.2 Functions

The functions could be the following:

• virtual void delete_track_player_details(),delete the participants after round ends.;

• virtual void print_track_player( int index ), int returns track_f;

• int trackTimeCar1(),return the track time as calculated in print_track_player

function;

• int trackTimeCar2(),return the track time as calculated in print_track_player

function;

• int size_of_track_player_details();

• int get_track_parameter( int );

• track* getTrack(),return pointer to track;

• string str_player_name( int );

• string getDeadline( int index );

• int get_track_parameter();

• virtual void joinCompetition(). 19

3.4.5 Class Free Practice

This is a subclass of competition and has its own implementation of the print_track_-

player virtual function from the competetion class that it inherits. It calculate the track

time for car1 and car2 of the players. It also has some other private utility functions to

empty the vector temporarily used to store some values.

3.4.5.1 Attributes

• int track_time;

• int track_factor;

• bool alreadyPrinted;

• String player

3.4.5.2 Functions

The functions could be the following:

• void empty_names_vector() , function to empty names vector;

• virtual void delete_track_player_details();

• virtual void print_track_player( int );

• void calctracktime1();

• void calctrackfactor().

• boolean check();

• virtual void joinCompetition().

3.4.6 Class Race

It contains a random function which is used to determine the type of weather (rainy

etc.) and based upon the value of weather, it has its own implementation of the print_-

track_player virtual function from the competition class that it inherits. It also has

some private helper functions. It has a signup function which makes player to sign up

for a particular race.

3.4.6.1 Attributes

• int track_time;

• int track_factor;

• bool alreadyPrinted;

• bool check( string ). 20

3.4.6.2 Functions

The functions could be the following:

• void empty_names_vector() , function to empty names vector;

• virtual void delete_track_player_details();

• virtual void print_track_player( int );

• int random();

• void calctracktime2();

• void calctrackfactor().

• boolean check();

• virtual void joinCompetition();

• virtual void delete_track_player_details();

3.4.7 Class Controller

This acts like manager who is responsible for calling different classes for the games

programmers.

3.4.7.1 Attributes

It has the following attributes:

• player* p[ 3 ], e.g. number of players are three;

• string player_names[3] , e.g. number of players are three;

• string command ;

• track t ;

• int round , variable to update the current round;

• competetion comp .

3.4.7.2 Functions

The class has got the following functions:

• static bool nameAlreadyExistsOrNoName ( string names_array[], string name) :

checks whether user with same name is taking part again or not, if yes, asks for

another player’s name; 21

• int readCommand ( player *p ) : reads the command given by the players. It

reads commands given by players as token of strings and calls appropriate signup,

tunings, tune or other relevant functions. Also calls changePlayer() function which

is called if next command is given;

• void nameAlreadyExistsOrNoName();

• void displayCompetetions();

• void addplayer();

• void changePlayer();

• void display_scores().

3.5 Non-Functional Requirements

State the requirements in the following sections in measurable terms.

3.5.1 Performance

The game is supposed to run on a real time system, for this reason we expect real

time responses (in milliseconds). The product shall be based on online connection (or

offline) and has to be run from a game server (if you decide to play it virtually). The

product shall take initial load time depending on internet connection strength which also

depends on the media from which the product is run. The performance shall depend

upon hardware components of the client.

3.5.2 Reliability and Availability

The system shall provide storage of the database on redundant computers with automatic

switchover. The system shall provide RAID V Disk Stripping on all database storage

disks. The system needs an Internet Service Provider that allows the user to have access

the net.

3.5.3 Security

When a user put his information to logs in the system (or signs up) in it, the password

is not showed. The system shall use HTTPS protocol in the authentication form. The

system shall automatically log out all players after a period of inactivity. The system

shall not leave any cookies on the player’s computer containing the user’s password. The

system shall not leave any cookies on the player’s computer containing any of the user’s

confidential information. 22

3.5.4 Portability

The game could be downloaded on personal computers, smartphones, tablets or any

portable devices, etc. It is supposed to be accessible from every terminal connected to

Internet.

3.6 Design Constraints

There are some memory requirements (the pc where the product is downloaded need to

have enough memory to install the software). It is advisable to have a good GPU with

a dedicated memory (such as NVIDIA). The Internet connection, if the user wants to

play online need to be fast enough. The computers must be connected to the Net if you

want to have online access. Response time for loading the product should take no longer

than five minutes. A general knowledge of basic computer skills is required to use the

product.

3.7 Logical Database Requirements

A database will be used to store some information about the player’s race. Each data

has an own type (such as int, double, etc) and there is a filed identified as primary key

(User Id) that must be unique. The database will contain every information of each user

that plays the game until the player will decide to delete him/herself from the system

(we can say that the database history is guaranteed).

23

4 Analysis Models

In this section of the documentation are listed some models realized for illustrate the

functions and goals of “Car Race Game Manager”.

4.0.1 Sequence Diagrams with Scenarios

Scenario 1 :

A new player signed up in the game, then signed in to play. Player chose his car and

lowers the volume, choose track, choose outfit. Then, player started a campaign race,

finished it and finally viewed the ranking result.

Figure 4.1: Scenario 1

24

Scenario 2 :

An experienced player signed in to play the game. In the setting, Player changed his

car, his outfit and his upgrades. Then, player started a free race, chose the level,

finished it and viewed the ranking result. Player viewed his statistics (and perhaps he

got a new record for that level). Figure 4.2: Scenario 2

25

Scenario 3 :

A player signs in the system but it rejects him because the maximum number of

players is full filled. He can choose to leave out or wait in a queue. The player leaves

out. The system notifies him about the operation done.

Figure 4.3: Scenario 3

26

4.0.2 Sequence diagram: Communcation of CRGM objects

Figure 4.4: Communication of CRGM objects

27

4.1 Activity Diagram

In 4.5 is shown the Activity Diagram:

Figure 4.5: Activity Diagram

As is shown in the picture above, the player, after the registration, will have access to

the “Sign Up” operation (that could not have a response from the server thus it could

be repeated). The second operation is the “Sign In”: the user need to type his/her Id

and password. If they are wrong the same page will be shown again to the player.

After that the access to the game is allowed unless there are some places available for

playing (if not the player will be put in a wait queue until a player will decide to leave

the game). Once the user joined the game he/she can configure the settings and enroll

in a competition (deciding if doing a “free practice”, taking part in a real “race” or

doing both of them). After the competition has been done the ranking will be shown

and the player can choose to exit the game or to play another match.

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DETTAGLI
Corso di laurea: Corso di laurea in informatica (ASCOLI PICENO, CAMERINO)
SSD:
Università: Camerino - Unicam
A.A.: 2014-2015

I contenuti di questa pagina costituiscono rielaborazioni personali del Publisher tito1992 di informazioni apprese con la frequenza delle lezioni di Software Engineering e studio autonomo di eventuali libri di riferimento in preparazione dell'esame finale o della tesi. Non devono intendersi come materiale ufficiale dell'università Camerino - Unicam o del prof Culmone Rosario.

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