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ARENA
Case Study
Project for Software Engineering 510411
Supervisor:
Dr. Qutaibah Mallohi
Prepared by:
Dalal Al-Shammari
2001/55313
Fall 2005
Outline:
• Why using a case study?
• ARENA!!!!
• Steps of ARENA case study.
Why using a study case?
• Activities as software engineering project.
• Use comprehensive.
• More realistic trade offs and decisions.
ARENA!!!
• Multi-user, web-based system.
• Organizing ,conducting tournaments.
• Add new games.
• Announce tournaments.
steps of ARENA case study..
1. Initial problem statement.
Initial problem statement.
• Initial meeting.
• Problem statement .
,But…
• No budget ….No date.
1. ARENA problem statement.
1. Problem:
The internet and the World Wide Web enabled the creation of virtual
communities. This community could be short or long.
Many multiplayer computer games now include support for the virtual
communities that are players for the given game. Players can receive
news about game upgrades and new game maps. They can announce
and organize matches and compare scores. The game company takes
advantage of this infrastructure to generate revenue and advertise for its
products.
Each game company develops such community for each individual game. Each
company uses a different infrastructure, different concepts and provide
different levels of support. This may have disadvantages.
1. ARENA problem statement.
2. Objectives:
-
Provide an infrastructure for operating an arena ,including registration new
games and players, organize tournaments and track of players scores.
-
Provide a frame work for league owners to customize the number and the
sequence of matches .
-
Provide a frame work for game developers for developing new games or
for adapting existing game into the arena frame work.
-
Provide an infrastructure for advertisers.
1. ARENA problem statement.
3. Functional requirements:
ARENA supports five types of users:
Operator: should be able to define new games, new tournament and
manage users.
-
League owners: should be able to define a new league ,organize and
announce new tournaments.
-
Players: should be able to register in an arena , play matches and apply
for a league.
-
Spectators: should be able to monitor any match, check score and
statistics of past matches.
-
Advertiser: should be able to upload new advertisement.
1. ARENA problem statement.
4. Nonfunctional requirements:
-
Low operating cost: the operator should be able to install any arena
without needing additional software component.
-
Extensibility: the operator must be able to add new games without any
modification of the existing system.
-
Scalability: the system must support the kick-off of many parallel
tournaments.
-
Low bandwidth network: players should be able to play matches via a 56k
analog modem and faster.
1. ARENA problem statement.
5. Target environment:
-
All users should be able to access the arena with a web browser, java
script and java applet. Administration functions used by the operator
should not be available through the web.
-
ARENA should run on any Unix operating system.
steps of ARENA case study..
1. Initial problem statement.
2. Identifying Actors and Scenarios.
2. Identifying Actors and Scenarios.
•
Develop use cases models, actors and
scenarios.
• 5 actors (operator, league owner, player,
spectators, and advertiser)
• Steps:
1. Example scenario (TicTacToeTournament)
2. Focus on narrow slice of the system.(why?)
3. Examples & questions.
Now we can have an initial cost.
4. Shorter scenarios for each actor.(not detailed)
steps of ARENA case study..
1. Initial problem statement.
2. Identifying Actors and Scenarios.
3. Identifying Use cases.
3. Identifying Use cases.
1. Scenarios to use cases.
•
•
Related functions
Unrelated functions
single use case
several use cases
2. Entry conditions, exit conditions and flow of events
3. Actor actions.. Whereas..
steps of ARENA case study..
1. Initial problem statement.
2. Identifying Actors and Scenarios.
3. Identifying Use cases.
4. Refining use cases and identifying
relationships.
4. Refining use cases and identifying relationships.
•
•
•
•
System boundaries.
Detailed interaction with the system.
Detailed use cases.
Developers is able to define information
exchanged among the actors.
• here is an example of organizedTournament
detailed use case.
• Discovery of flow of events and exceptions
system should handle.
• Identifying detailed use case of each step.
steps of ARENA case study..
1. Initial problem statement.
2. Identifying Actors and Scenarios.
3. Identifying Use cases.
4. Refining use cases and identifying
relationships.
5. Identifying Nonfunctional requirements.
5. Identifying Nonfunctional requirements.
•
•
•
•
Usability (spectator)
Reliability (crashes should be handled)(restart)
Performance (players should be able to play)
Supportability (operator must be able to add
new games)
• Implementation (all user should access arena)
• Operation (advertiser should not spend money)
• Legal (offers and replies needs authentication)
conclusion
• A high quality software should covers all the
expectation of the client.
• So these steps should be followed for better
software.
Thanks a lot for your
time and attention
orgnizeTicTacToeTouranment
New actor
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