This document contains detail information about the srs of a android game. This document contains all the resources needed to develop a game srs. The format of the document was given by ER Pratik Adhikari Software Engineering Course Lab Instructor and Class Teacher,ACEM,Nepal.
The document provides details of the project plan for the game "Ghost in the Town". It discusses the background and scope of the project, which involves creating a single-player strategy game for Android devices. It outlines the project schedule, with stages including planning, design and implementation, testing, and submission. It aims to provide both structured and unstructured information about the virtual world and story of the game.
Quicksort is a divide and conquer sorting algorithm that works by partitioning an array around a pivot value. It then recursively sorts the sub-arrays on each side. The key steps are: 1) Choose a pivot element to split the array into left and right halves, with all elements on the left being less than the pivot and all on the right being greater; 2) Recursively quicksort the left and right halves; 3) Combine the now-sorted left and right halves into a fully sorted array. The example demonstrates quicksorting an array of 6 elements by repeatedly partitioning around a pivot until the entire array is sorted.
This document discusses Internet of Things (IoT) applications in agriculture. It defines IoT as the internetworking of physical devices that can transfer data over a network without human interaction. Key IoT applications in agriculture discussed include crop water management using soil moisture sensors, pest management using motion sensors, and precision agriculture. The document outlines an implemented method using Arduino, sensors, and wireless communication to monitor soil moisture levels and detect predator motion to send alerts and reduce crop damage while optimizing water usage.
This document proposes developing a Library Management System to automate Agape Youth Library. The goals are to provide efficient, secure service and reduce personnel workload. Key functions include searching for books, borrowing/returning books, and viewing user details. Main users are borrowers, administrators, and librarians. The system will use Laravel and PHP with a MySQL database. It aims to address issues with manual tracking of book issues/returns and centralized record keeping.
Hostel management system Software Engineering SRSFahad Chishti
The document describes a proposed hostel management system for Superior University. It includes sections on project planning, requirements specification, system design, and testing. The system aims to manage hostel activities more efficiently by automating manual processes. It will allow administrators to allot rooms to students, track fee payments, and edit student records. Users can view notices and hostel divisions. The system will follow a waterfall development model and use SQL database, with security and performance testing planned.
Railway management system, database mini projectshashank reddy
This document describes a database project for a railway reservation system. It includes entities like users, passengers, trains, stations, tickets. It provides the entity relationship diagram and normalized database schema. It also includes sample SQL commands to create the tables and insert sample data into the tables. The tables created are for users, trains, stations, train status, tickets, passengers and relationship tables for starts, reaches, stops_at and books.
SRS for student database management systemSuman Saurabh
This document is a software requirements specification for a student management portal being developed for LNMIIT. It outlines the purpose, scope, functions, users and operating environment of the system. The key functions are to maintain student records and grades, allow students to view their information, and give medical officers and coaches access to relevant health and sports data of students. It will be a web-based system built using Java, PHP and MySQL that can be accessed by around 20 staff, 1 administrator and 150 students concurrently.
The document provides a software requirements specification for version 1.0 of a Learning Management System. It includes an introduction describing the purpose, scope, definitions, and references. It also provides overall descriptions of the product perspective, software and hardware interfaces, user characteristics, constraints, architecture, use case models, class diagrams, sequence diagrams, and database diagrams. It concludes with specific requirements including use case reports, activity diagrams, and supporting information.
This document provides a software requirements specification (SRS) for an office automation system. It describes the purpose of the system as automating processes in a college office such as managing student, employee, and transaction data. The SRS outlines functional requirements for modules including attendance, courses, fees, donations, exams, profiles, and reports. It also provides technical requirements for the system such as the needed software (VB.NET and SQL Server), hardware specifications, and user characteristics. Diagrams are included showing the login process and main navigation levels of the system.
Project proposal of Library Management System. Arjishman Roy
This document proposes developing a Library Management System to computerize operations at the State University of Bangladesh library. A team of 3 students will create the system using Java and MySQL. It will allow users to search for books and members, add/remove books and user profiles, and perform book check-outs and returns. The current manual system is inefficient, so the new system aims to streamline operations, reduce errors, and provide fast reporting of library data and transactions. A feasibility analysis found the technical requirements could be met and costs would be low compared to continuing the existing manual processes.
This document provides a software requirements specification for a medical store management system. The system aims to automate the manual record keeping process for medical stores to maintain product stock, accounting, and customer information. Key features include inventory management, sales tracking, accounting, and reporting. The system is intended to ease the workload of medical store professionals by digitizing important transaction records and business processes. It will be developed using Java and a SQL server database and include functionality for user login, data entry, searches, and backups.
This document provides a software requirements specification for a Library Management System being developed at the University of Education, Township Campus. It includes sections that describe the purpose and scope of the system, user requirements, system features, and technical specifications. The key functions of the system are to manage the checking in and out of books, track book loans, and generate reports. It is intended for use by both librarians and students to automate and improve library management and services.
sofware requirement specification document on smart phone app locker, it completelyfollows the IEEE Standard of HEC (Higher Education Commission) of Pakistan.
The document describes a capstone project to develop a car racing game called "Survival of the Fastest" using Unity and Android Studio. It was created by three students - Ravijot Singh, Koti Reddy, and Sunil Kumar - under the guidance of their lecturer Mr. Makul Mahajan. The game's objective is to survive as long as possible by avoiding obstacles on the track while getting to high scores quickly. The document outlines the various sections and features that will be included in the project such as introduction, existing applications, framework, design, testing, implementation, project legacy, and source code.
This document contains a project final report for a 2D top-down RPG game called Riko: The Adventurer. It includes an introduction to the game, feasibility analysis, system design overview, descriptions of characters, weapons, levels, game design, and user interface. The system design section outlines the main game classes and their responsibilities, including classes for audio, cameras, characters, combat, data loading/saving, enemies, weapons, and the user interface.
This document outlines the requirements for a mobile application to facilitate communication between students, teachers, and administrators at Wireless Lan communicator. The app will allow users to call, video call, message, share documents and assignments. Key features include login/registration, profile management, contacts, file sharing, and an administrator interface to manage student/teacher data.
Airline Reservation System - Software EngineeringDrishti Bhalla
The document describes an airline reservation system project created by three students. The objective of the project is to design software that automates major airline operations like online flight booking and ticket reservation. The proposed reservation system allows users to search for flights between cities, book seats, check flight status, manage user accounts, and complete web check-ins. It uses a linear sequential development model and stores data in backend Microsoft Access relations to manage passenger, reservation, flight, and payment information.
Software Requirements Specification (SRS) for Online Tower Plotting System (O...Dr Sukhpal Singh Gill
Software Requirements Specification (SRS) for Online Tower Plotting System (OTPS) created during Master of Engineering in Software Engineering at Thapar University, Patiala, Punjab, India in Software Project Management (SPM) in 2011.
SRS of Case Study Based Software Engineering Project Development: State of Art
Download Link:
http://www.slideshare.net/sukhpalsinghgill/case-study-based-software-engineering-project-development-state-of-art
Minor project Report for "Quiz Application"Harsh Verma
This document summarizes a project report for a quiz application submitted to Rajiv Gandhi Proudyogiki Vishwavidyalaya, Bhopal. The report describes a web-based quiz application developed by students Bhumika Kanojia, Durgesh Mishra, and Harsh Verma to fulfill their Bachelor of Engineering degree requirements. The application allows users to play various quizzes on technical, general knowledge, and other topics. Users can view answers, ask questions, and submit their own questions and answers after admin approval. The report covers requirements analysis, design, implementation, and testing of the quiz application.
This document outlines requirements for a College Management System that allows staff and students to access and share information. The system would include modules for campus information, administration, departments, staff, and students. It would allow users to view and change profiles, attendance records, marks and more. The system is intended to be accessed via login and password on the college intranet. It would use HTML, Oracle database, Tomcat web server, and Java technologies. Future enhancements could include online exam modules and a facility for teachers to upload lecture videos. The goal of the system is to provide appropriate information to users and help reduce wasted time by centralizing college information and services.
This document provides a summary of an eTL project. eTL is an event management system that allows users to register for events online. It automatically generates and emails certificates to participants. The system efficiently stores and retrieves data from its database. It aims to save time by automating manual record keeping and report generation tasks. The system will use Java, JSP, HTML, CSS, JavaScript, jQuery, Ajax, and Hibernate framework. It will have modules for registration, events, certificates, notifications, user accounts, and administration.
This document presents an online event management system created by a group of students. It provides a high-level overview of the system's features and capabilities including allowing users to book and cancel events, view event details, make payments, and update their profile information securely from any device. It aims to simplify the event management process and save users' time compared to existing manual systems. Class diagrams are shown to explain the system's functional requirements and architecture. Non-functional requirements around performance, reliability, availability, security, maintainability and portability are also addressed.
This document is a project report submitted for the degree of Bachelor of Technology. It summarizes the development of an Online Quiz Examination System. The system was developed to automate the exam process and reduce workload for faculty. It allows students to take exams online without needing to go to a physical location. The system includes modules for administrators, faculty, and students. Testing was performed and the system was validated against requirements. Screenshots of the system are also included.
This document provides a template and guidelines for creating a Software Requirements Specification (SRS). It includes sections for an introduction, general description, specific requirements, and appendix. The specific requirements section breaks down high-level functional requirements into detailed child requirements and includes examples of formatting for non-functional and design requirements. Guidelines are provided on attributes of a good SRS such as requirements being correct, necessary, unambiguous and verifiable.
Suleman Ali presented his final year project on a game called "Last Recoil". The game is a first person shooter with 8 levels developed for Android using Unity3D. It aims to provide an enjoyable offline mobile game with attractive environments and textures to overcome issues with other FPS games. The presentation covered an overview of gaming in software engineering, the background and purpose of the project, functional and non-functional requirements, system models including use case, sequence and class diagrams, and a functional prototype. Future plans include extending levels, improving graphics, and adding new features.
The project that we have undertaken aims to develop a 2D Adventures game. The
project “Game Development (Platformer Game Development)” includes the following
functionalities:
Realistic Experience
2D view
Good Graphics
Faster performance
Offline Game
No need for the Internet
SRS for student database management systemSuman Saurabh
This document is a software requirements specification for a student management portal being developed for LNMIIT. It outlines the purpose, scope, functions, users and operating environment of the system. The key functions are to maintain student records and grades, allow students to view their information, and give medical officers and coaches access to relevant health and sports data of students. It will be a web-based system built using Java, PHP and MySQL that can be accessed by around 20 staff, 1 administrator and 150 students concurrently.
The document provides a software requirements specification for version 1.0 of a Learning Management System. It includes an introduction describing the purpose, scope, definitions, and references. It also provides overall descriptions of the product perspective, software and hardware interfaces, user characteristics, constraints, architecture, use case models, class diagrams, sequence diagrams, and database diagrams. It concludes with specific requirements including use case reports, activity diagrams, and supporting information.
This document provides a software requirements specification (SRS) for an office automation system. It describes the purpose of the system as automating processes in a college office such as managing student, employee, and transaction data. The SRS outlines functional requirements for modules including attendance, courses, fees, donations, exams, profiles, and reports. It also provides technical requirements for the system such as the needed software (VB.NET and SQL Server), hardware specifications, and user characteristics. Diagrams are included showing the login process and main navigation levels of the system.
Project proposal of Library Management System. Arjishman Roy
This document proposes developing a Library Management System to computerize operations at the State University of Bangladesh library. A team of 3 students will create the system using Java and MySQL. It will allow users to search for books and members, add/remove books and user profiles, and perform book check-outs and returns. The current manual system is inefficient, so the new system aims to streamline operations, reduce errors, and provide fast reporting of library data and transactions. A feasibility analysis found the technical requirements could be met and costs would be low compared to continuing the existing manual processes.
This document provides a software requirements specification for a medical store management system. The system aims to automate the manual record keeping process for medical stores to maintain product stock, accounting, and customer information. Key features include inventory management, sales tracking, accounting, and reporting. The system is intended to ease the workload of medical store professionals by digitizing important transaction records and business processes. It will be developed using Java and a SQL server database and include functionality for user login, data entry, searches, and backups.
This document provides a software requirements specification for a Library Management System being developed at the University of Education, Township Campus. It includes sections that describe the purpose and scope of the system, user requirements, system features, and technical specifications. The key functions of the system are to manage the checking in and out of books, track book loans, and generate reports. It is intended for use by both librarians and students to automate and improve library management and services.
sofware requirement specification document on smart phone app locker, it completelyfollows the IEEE Standard of HEC (Higher Education Commission) of Pakistan.
The document describes a capstone project to develop a car racing game called "Survival of the Fastest" using Unity and Android Studio. It was created by three students - Ravijot Singh, Koti Reddy, and Sunil Kumar - under the guidance of their lecturer Mr. Makul Mahajan. The game's objective is to survive as long as possible by avoiding obstacles on the track while getting to high scores quickly. The document outlines the various sections and features that will be included in the project such as introduction, existing applications, framework, design, testing, implementation, project legacy, and source code.
This document contains a project final report for a 2D top-down RPG game called Riko: The Adventurer. It includes an introduction to the game, feasibility analysis, system design overview, descriptions of characters, weapons, levels, game design, and user interface. The system design section outlines the main game classes and their responsibilities, including classes for audio, cameras, characters, combat, data loading/saving, enemies, weapons, and the user interface.
This document outlines the requirements for a mobile application to facilitate communication between students, teachers, and administrators at Wireless Lan communicator. The app will allow users to call, video call, message, share documents and assignments. Key features include login/registration, profile management, contacts, file sharing, and an administrator interface to manage student/teacher data.
Airline Reservation System - Software EngineeringDrishti Bhalla
The document describes an airline reservation system project created by three students. The objective of the project is to design software that automates major airline operations like online flight booking and ticket reservation. The proposed reservation system allows users to search for flights between cities, book seats, check flight status, manage user accounts, and complete web check-ins. It uses a linear sequential development model and stores data in backend Microsoft Access relations to manage passenger, reservation, flight, and payment information.
Software Requirements Specification (SRS) for Online Tower Plotting System (O...Dr Sukhpal Singh Gill
Software Requirements Specification (SRS) for Online Tower Plotting System (OTPS) created during Master of Engineering in Software Engineering at Thapar University, Patiala, Punjab, India in Software Project Management (SPM) in 2011.
SRS of Case Study Based Software Engineering Project Development: State of Art
Download Link:
http://www.slideshare.net/sukhpalsinghgill/case-study-based-software-engineering-project-development-state-of-art
Minor project Report for "Quiz Application"Harsh Verma
This document summarizes a project report for a quiz application submitted to Rajiv Gandhi Proudyogiki Vishwavidyalaya, Bhopal. The report describes a web-based quiz application developed by students Bhumika Kanojia, Durgesh Mishra, and Harsh Verma to fulfill their Bachelor of Engineering degree requirements. The application allows users to play various quizzes on technical, general knowledge, and other topics. Users can view answers, ask questions, and submit their own questions and answers after admin approval. The report covers requirements analysis, design, implementation, and testing of the quiz application.
This document outlines requirements for a College Management System that allows staff and students to access and share information. The system would include modules for campus information, administration, departments, staff, and students. It would allow users to view and change profiles, attendance records, marks and more. The system is intended to be accessed via login and password on the college intranet. It would use HTML, Oracle database, Tomcat web server, and Java technologies. Future enhancements could include online exam modules and a facility for teachers to upload lecture videos. The goal of the system is to provide appropriate information to users and help reduce wasted time by centralizing college information and services.
This document provides a summary of an eTL project. eTL is an event management system that allows users to register for events online. It automatically generates and emails certificates to participants. The system efficiently stores and retrieves data from its database. It aims to save time by automating manual record keeping and report generation tasks. The system will use Java, JSP, HTML, CSS, JavaScript, jQuery, Ajax, and Hibernate framework. It will have modules for registration, events, certificates, notifications, user accounts, and administration.
This document presents an online event management system created by a group of students. It provides a high-level overview of the system's features and capabilities including allowing users to book and cancel events, view event details, make payments, and update their profile information securely from any device. It aims to simplify the event management process and save users' time compared to existing manual systems. Class diagrams are shown to explain the system's functional requirements and architecture. Non-functional requirements around performance, reliability, availability, security, maintainability and portability are also addressed.
This document is a project report submitted for the degree of Bachelor of Technology. It summarizes the development of an Online Quiz Examination System. The system was developed to automate the exam process and reduce workload for faculty. It allows students to take exams online without needing to go to a physical location. The system includes modules for administrators, faculty, and students. Testing was performed and the system was validated against requirements. Screenshots of the system are also included.
This document provides a template and guidelines for creating a Software Requirements Specification (SRS). It includes sections for an introduction, general description, specific requirements, and appendix. The specific requirements section breaks down high-level functional requirements into detailed child requirements and includes examples of formatting for non-functional and design requirements. Guidelines are provided on attributes of a good SRS such as requirements being correct, necessary, unambiguous and verifiable.
Suleman Ali presented his final year project on a game called "Last Recoil". The game is a first person shooter with 8 levels developed for Android using Unity3D. It aims to provide an enjoyable offline mobile game with attractive environments and textures to overcome issues with other FPS games. The presentation covered an overview of gaming in software engineering, the background and purpose of the project, functional and non-functional requirements, system models including use case, sequence and class diagrams, and a functional prototype. Future plans include extending levels, improving graphics, and adding new features.
The project that we have undertaken aims to develop a 2D Adventures game. The
project “Game Development (Platformer Game Development)” includes the following
functionalities:
Realistic Experience
2D view
Good Graphics
Faster performance
Offline Game
No need for the Internet
Kingston University AR Drone game-final report.pdfAnne David
A game developed as part of the digital media specialist module at Kingston University.
For any suggestions or job opportunities, please get in touch with me at: [email protected]
website: annedaavid89.wix.com/profile
The following resources come from the 2009/10 BSc in Games and Graphics Hardware Technology (course number 2ELE0074) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate, using the PlayStation® 2 SDK:
• Knowledge of PS2 registers, graphics, sound, IO architecture, EE, GS and VU’s
• Graphics programming.
This project will investigate the PlayStation® 2 through use of the Linux SDK. The project will involve the completion of a 2D game to explore the architecture of the PS2.
Purge – First Person Shooting (FPS) GameIRJET Journal
This document describes the development of a first person shooter (FPS) multiplayer game called "Purge". It discusses the tools used to develop the game such as Unity3D for the game engine and Photon for multiplayer functionality. It outlines the gameplay including the menu, creating/joining rooms, lobbies, and gameplay. It also describes some of the maps included like a riverside map and city map. The goal is to create an online competitive FPS game that can boost players' confidence and mental tenacity.
Java is a popular programming language originally developed by Sun Microsystems in 1995 that allows applications to run on any system with a Java Virtual Machine. It derives syntax from C and C++ but has a simpler object model and fewer low-level facilities. Major versions included Java 2 which introduced configurations for different platforms like Java EE for enterprise applications and Java ME for mobile.
IRJET- Game Development Project – SpartaIRJET Journal
1) The document describes a third-person shooter desktop game called Sparta developed by three students as a class project.
2) Sparta allows players to freely roam a game environment to find and battle enemies using weapons and defense tactics.
3) The game was created using the Unity game engine and C# scripting and aims to provide an entertaining and refreshing experience for players.
The document describes an Android game called "Shootemup" developed using the Libgdx game engine. The game is a 3D shooting game where the player shoots monsters in different levels and backgrounds to earn money and upgrade weapons. Key aspects of the game implementation include the user interface, gameplay mechanics, weapon and level selection, health system, and high score tracking. Screenshots demonstrate the different screens in the game like gameplay, pause, options and store menus. The conclusion states that the game provides an engaging experience through its detailed gameplay and graphics.
The document summarizes an internship at Future Captcha PVT. LTD, which has divisions for game development and an e-commerce website. Tools used included Unity3D, Mono Develop, and Photoshop. The intern worked on training games to learn skills and two main projects - 6Packman, a 3D PACMAN game, and Mareon, a 3D Super Mario game. For 6Packman, challenges were modular level design and enemy AI. For Mareon, the challenge was creating a character that strictly follows paths, which was solved using vectors. Both projects required optimization for performance on mobile devices.
The document provides details on the design of a simple noughts and crosses game for Windows Phone. It includes sections on the game concept, description, key features, design information, and technical details. The game allows single-player against an AI or multiplayer on one device. It aims to be simple and accessible for children with basic gameplay and a clean, flat interface in line with Windows Phone guidelines.
In the current era of smartphone, mobile games have become really popular. To the high growth rate of mobile media, online games are getting progressively well-known and have been generally played, particularly among teenage-aged citizens. Our paper is about learning the development process of an ordinary online multiplayer game model and analysis of the complexity for its mobile option by several types of testing using Unity game engine. The emphasis is put on utilizing the inherent Unity segments in a multiplayer game in particular, building up accessory practices to utilize Unity’s Scripting API for C# and
incorporating outsider segments like the networking engine, 2D models, and molecule frameworks made for use with Unity and accessible through the Unity Asset Store. We choose to lead a convenient testing on the implemented mobile game application. We also make remarks on Unity as a multiplayer game improvement condition and execution engine.
The document describes a space shooter game being developed using the XNA framework. The game will use trackpad controls to provide an immersive experience for laptop users. It is being developed by a team of students and will feature top notch graphics, multiple levels of difficulty, scoring, time tracking, and collision detection. The document outlines the game's design, functions like initialize, load content, unload content, update, and draw. It also discusses the XNA framework, collision detection using bounding spheres, and the team's step-by-step implementation process in three phases.
This document is a group project report submitted in partial fulfillment of the requirements for a Bachelor of Technology degree in Electronic and Computer Engineering from 2010-2014 at SNIST. It discusses the development of a Java-based car racing game called "Road Attack" where the player must reach the destination within a time limit while avoiding obstacles. The report is certified by the internal guide and HOD and includes an acknowledgment, index, abstract, and sections on system design, implementation, testing, and conclusion.
The document discusses the development of a 2D computer game using the waterfall software development methodology. It describes the requirements of the game, including 2D graphics, an impressive result that keeps players engaged, and graphical effects. The scope of the project is outlined, including it being a single-player, PC-based, 2D platform game with 3 levels and an adventure format. The Unity game engine and C# programming language are identified as the technologies used. An overview of the waterfall methodology is provided, including its sequential phases from requirements to maintenance.
This project report describes a brick breaker game called Glow created by Chady DIMACHKIE and Moray BARUH for a university course. It discusses the various menus, game elements like bricks and the ball, physics system, lighting, power-ups, level design, and scoring. Custom buttons and text fields were made to improve the user interface. A MenuHandler class helps switch between menus using CardLayout. Full screen support was also implemented across platforms.
This document provides an overview and development plan for creating a basic Pong game. It discusses focusing on core mechanics like controls, gameplay, and programming. The plan involves iteratively developing features starting with basic elements like drawing the court and balls, then adding player input and ball collisions. It emphasizes taking an iterative approach, with development occurring in small steps that can be completed in a single sitting to allow for consistent progress. The document also provides guidance on object-oriented programming principles, memory management, and structuring the game controller class to manage the game loop and different game states.
This document summarizes an Android-based car racing game created using Unity game engine. The game can be played in either medium or hard mode, with obstacles appearing more frequently in hard mode. Users control the car using either accelerometer or button controls and the objective is to survive as long as possible while avoiding obstacles. The game was initially created for Windows and Linux but was ported to Android using the Android SDK in Unity. C# was used for coding due to its extensive documentation and Unity plugin support.
The document discusses data-oriented design (DOD) as an emerging method for game development that prioritizes gameplay data over visuals and narrative. It describes the three stages of the DOD process: data gathering from sources like player surveys, analyzing trends in the data, and creating gameplay mechanics informed by the data analysis. The outcome is intended to be a game customized to player needs and tastes for a more satisfying experience. The document also references debates around considering video games an art form and lists popular game engines that can be used to develop games.
Minisyonize is a shooting game for Android where the player shoots enemies to reduce their health to zero before the player's health reaches zero. The game uses the jPCT game library and includes managers to handle objects like bullets, enemies, health and collisions. It also describes how sprites are used to represent the player, bullets and enemies.
This project report describes the development of a computer game zone called "Mind Game Zone". It includes 5 games: digital trainer simulator, snake man, snake & ladder, battle pong, and tic tac toe. The report discusses the purpose, scope, technologies used, and system requirements of the project. It provides descriptions of each game and includes entity relationship diagrams, class diagrams, and data flow diagrams to model the system. The project management section discusses the incremental software process model, democratic decentralized team structure, and plans for risk management and project scheduling.
This document discusses design patterns that can be used for game development, including prototype, singleton, and strategy patterns. It explains that the project uses the singleton design pattern, which restricts instantiation of a class to only one object. The singleton pattern is a creational pattern that solves the problem of an application needing a single instance of an object. The main activity of the game initializes the environment and then sequentially invokes other features, following singleton pattern principles.
This document outlines a software engineering student project to develop a 3D adventure loop game. It includes the project objectives, game logic and features, components, requirements, architecture, and design patterns. The team will use Unity 3D to develop the cross-platform game, applying both waterfall and iterative development models. They will use GitHub for version control, Bugzilla for bug tracking, and design tools like Photoshop and Illustrator. The goal is to build a user-friendly game with a polished GUI that could later be published on mobile app stores.
This document provides a tutorial on basic jQuery concepts and syntax for beginners. It introduces selecting elements, manipulating CSS classes and styles, adding and removing elements, handling events, showing/hiding elements, and basic animations. The tutorial recommends learners get more in-depth training through books, tutorials and documentation to fully understand jQuery's capabilities.
This document provides an overview of jQuery selectors and methods for manipulating the DOM. It discusses how to select elements using CSS selectors, add and remove classes, styles, content, handle events, show/hide elements with various effects like fade and slide, and animate elements. Key jQuery concepts covered include DOM ready handling, selecting elements, traversing/filtering selections, manipulating attributes and content.
This document calls for Pakistani political parties to put aside past differences and work together constructively for the benefit of the nation. It notes that Pakistan faces many problems like inflation, unemployment, terrorism and corruption that hurt its reputation and economy. However, these challenges can be addressed if political parties adopt an attitude of "letting bygones be bygones" and cooperate rather than fighting with each other. All parties should focus on serving the country by being patriotic, law-abiding and working for the nation's progress. Giving a role to Pakistani youth could help give the country a new beginning by harnessing their talent and enthusiasm for its development.
2012 Energy conservation & alternatives for PakistanIsfand yar Khan
The document discusses potential energy sources for Pakistan to address its energy crisis, including geothermal, biomass, tidal, and solar energy. It proposes developing geothermal energy in northern areas like Punjab and KPK, where geothermal heat exchangers could provide winter heating. Biomass energy from waste in highly populated areas like Sindh and Punjab could generate 25,000 MW at low cost. Tidal power from coastal areas like the Indus Delta has potential. Small-scale solar could power street lights and government buildings in cities. The document urges the government to consider technical, commercial, security, and environmental aspects to efficiently develop these resources and solve Pakistan's energy problems.
Societal challenges of AI: biases, multilinguism and sustainabilityJordi Cabot
Towards a fairer, inclusive and sustainable AI that works for everybody.
Reviewing the state of the art on these challenges and what we're doing at LIST to test current LLMs and help you select the one that works best for you
F-Secure Freedome VPN 2025 Crack Plus Activation New Versionsaimabibi60507
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F-Secure Freedome VPN is a virtual private network service developed by F-Secure, a Finnish cybersecurity company. It offers features such as Wi-Fi protection, IP address masking, browsing protection, and a kill switch to enhance online privacy and security .
Mastering Fluent Bit: Ultimate Guide to Integrating Telemetry Pipelines with ...Eric D. Schabell
It's time you stopped letting your telemetry data pressure your budgets and get in the way of solving issues with agility! No more I say! Take back control of your telemetry data as we guide you through the open source project Fluent Bit. Learn how to manage your telemetry data from source to destination using the pipeline phases covering collection, parsing, aggregation, transformation, and forwarding from any source to any destination. Buckle up for a fun ride as you learn by exploring how telemetry pipelines work, how to set up your first pipeline, and exploring several common use cases that Fluent Bit helps solve. All this backed by a self-paced, hands-on workshop that attendees can pursue at home after this session (https://o11y-workshops.gitlab.io/workshop-fluentbit).
How can one start with crypto wallet development.pptxlaravinson24
This presentation is a beginner-friendly guide to developing a crypto wallet from scratch. It covers essential concepts such as wallet types, blockchain integration, key management, and security best practices. Ideal for developers and tech enthusiasts looking to enter the world of Web3 and decentralized finance.
This presentation explores code comprehension challenges in scientific programming based on a survey of 57 research scientists. It reveals that 57.9% of scientists have no formal training in writing readable code. Key findings highlight a "documentation paradox" where documentation is both the most common readability practice and the biggest challenge scientists face. The study identifies critical issues with naming conventions and code organization, noting that 100% of scientists agree readable code is essential for reproducible research. The research concludes with four key recommendations: expanding programming education for scientists, conducting targeted research on scientific code quality, developing specialized tools, and establishing clearer documentation guidelines for scientific software.
Presented at: The 33rd International Conference on Program Comprehension (ICPC '25)
Date of Conference: April 2025
Conference Location: Ottawa, Ontario, Canada
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The complete srs documentation of our developed game.
1. 1| P a g e
1. INTRODUCTION:
1.1 PURPOSE:
This Software Requirements Specification (SRS) document is intended to give
a complete overview of Android game project Amazing Boxy (working title),
including the game mechanics, user interface and story therein. The SRS
document details all features upon which Amazing boxy have currently
decided with reference to the manner and importance of their implementation.
1.2 DOCUMENT CONVENTIONS:
As the development team is responsible for the SRS document, no ambiguity
arises from its usage. There is a clear distinction, however, between the use of
the words “player” and “character.” The “player” is the human being
interacting with the game in the real world, while the “character” is the in-
game player avatar being manipulated. This document is too printed on A4
paper in Times New Roman font. Normal text is size 12 black, while section
headings are size 24 bolded white against green backgrounds. Subheadings are
bolded size 14 black upon green backgrounds, and third subheadings are
bolded size 13 black indented with green hooks.
1.3 INTENDED AUDIENCE AND READING SUGGESTIONS:
The SRS document also gives testers and project managers a way to ensure the
game’s adherence to original vision. Although the document may be read from
front to back for a complete understanding of the project, it was written in
sections and hence can be read as such. For an overview of the document and
the project itself, see Overall Description (Section 2). For a detailed
description of the game play elements and their interaction with the character,
see System Features (Section 3). Readers interested in the game-play interface
and navigation between different front-end menus should see External
Interface Requirements (Section 4). Technical standards to which the team
will hold the project are laid out in Other Nonfunctional Requirements
(Section 5). The development schedule, meanwhile, will be maintained in the
Key Milestones (Section 6).
2. 2| P a g e
1.4 PROJECTGOAL:
Amazing Boxy is a simple Android Phone game that calls upon you to bounce
a brick up through a maze of portals while avoiding obstacles that are placed
along the way.
Amazing Boxy also requires a little patience and timing; otherwise the game
could drive you crazy. Available for low-memory devices, Amazing Boxy is a
fun game to have in your library for those occasions you need a little help
passing the time.
Amazing Boxy's main menu is minimal by design with two gaming modes
available and an option to rate the game in the Google Play Store. The two
gaming modes are Easy and hard. The key difference in these two modes is
the size of the portal you have to bounce your brick through.
Controlling your brick (which looks more like a black diamond) is done by
tapping the left or right side of the screen. Tapping the left side bounces the
brick upwards to the left and tapping the right will send the brick upwards to
the right. Taping these taps just right and your brick will move upwards in a
somewhat straight direction.
The maze you navigate through will have open portals in the solid lines/walls
that you must pass your brick through. You will also have blocks placed in
between the walls that you must avoid. Contact with any of the obstacles of
walls will end the game.
2. OVERALL DESCRIPTION:
2.1 PRODUCT PERSPECTIVE:
While the game itself is not a continuation of any predecessor, its
implementation is made possible through the game development tool Box2d
and its ability to compile and build projects for use on the Android mobile
device. As part of its inclusion in the Android framework it is guaranteed
security against access from other applications.
Since smartphones these days are full of tons of games therefore, one of our
goal while designing the game is to be able to let the user understand the
gameplay at the first look no matter how often and how least he opens the
game, we are achieving this by showing the control guide screen every time at
the beginning of the game, hence engaging the user every time with the game.
We have tried to avoid creating the story primarily because the users
(especially when it comes to small smartphone games) find it really annoying
instead our game model focuses on gaining the score by achieving the
difficulty level. The game would allow the users to pause the game by
stopping the frames being executed, so it wouldn’t create aggressive feedback
like recently hyped game flappy bird did.
3. 3| P a g e
2.2 PRODUCT FEATURES:
The following is a summary of the major features implemented in the game.
They are separated into categories based on those that are necessary for the
game to function.
2.2.1 FUNCTIONALFEATURES:
GRAVITY ROTATION:
The central mechanic of our game, allowing the player to change
their perspective and orientation through the use of a touch scroll
bar.
JUMPING:
Also a necessary movement mechanic, allowing sudden
movements upward from solid ground.
DEATH ZONES:
Areas that trigger the restart of the level, be they encompassing
stage boundaries or spike-like traps.
TITLE SCREEN:
The first viewable screen upon starting up the application,
containing buttons for play game, options.
PAUSE MENU:
In game option to halt game-play. This also allows access to the
fields displayed on the title screen.
2.3 USER CLASSES AND CHARACTERISTICS:
Our control scheme is designed to be intuitive and our game-play innovative
and unfamiliar. Therefore, experience with games will not be a major factor in
determining who is able to play: players of any age or skill level should be
able to pick it up. However, as with any game with a large enough fan base,
there will be a natural divide between casual and hardcore players. These two
classes will naturally differentiate themselves through the use of the game-
play mechanics and the structure of the levels. The abilities and characteristics
distinguishing hardcore players will include:
● Drifting: The ability to spin the rapidly accelerating gravity vector
with proper timing in order to reach certain points without landing
on intermediary walls.
4. 4| P a g e
● Foresight: The ability to plan out the paths of multiple falling
objects to get each of them to their optimal positions.
● Speed: The ability to complete levels quickly.
● Intuition: The ability to make successful guesses about the
existence of off-screen objects.
3. PROJECT CONTEXT:
This includes Mile-stones, Development Strategy, Risk Analysis and Tools, and
Version Control Procedures.
3.1 MILESTONES:
MILESTONE START FINISH
Pre study 10 0ct, 2014 15 Oct, 2014
Design 17 Oct, 2014 27 Oct, 2014
Implementation 28 Oct, 2014 3 Nov, 2014
Content and demonstration
preparation
5 Nov, 2014 7 Nov, 2014
Demonstration 8 Nov, 2014 10 Nov, 2014
Evaluation 11 Nov, 2014 17 Nov, 2014
Platform design 18 Nov, 2014 21 Nov, 2014
Finalization 23 Nov, 2014 10 Dec, 2014
3.1.1 PRESTUDY:
This phase consists of gaining an insight into the different subjects that
concern this project. This preliminary study will also include creating the
research part of the written report.
3.1.2 DESIGN:
This phase consists of gathering requirements and creating a software
architecture for the game. The phase will be revisited several times during
the implementation phase.
3.1.3 IMPLEMENTATION:
This phase consists of the iterative process of creating the game. The
overall architecture should be implemented, and then the actual code
should be written, along with tests and a thorough documentation. The
implementation phase is divided into three sprints.
5. 5| P a g e
MILESTONE START FINISH
Sprint 1 10 Oct, 2014 20 Oct, 2014
Sprint 2 22 Oct, 2014 5 Nov, 2014
Sprint 3 7 Nov, 2014 10 Dec, 2014
3.1.4 CONTENTAND DEMONSTRATIONPREPARATION:
This phase consists of preparing for the demonstration on 6th of
December. The content of the game must also be prepared. This includes
the creation and finalizing of tasks.
3.1.5 DEMONSTRATION:
This is a one day test consisting of letting several groups compete against
each other. The experiences and results from this demonstration will form
the basis for the evaluation.
3.1.6 EVALUATION:
This phase consists of evaluating the experiences and results from the
demonstration, and will form part of the basis for the platform design.
3.1.7 PLATFORM DESIGN:
This phase consists of designing the platform, based on the evaluation of
the results and experiences from our game, as well as any conclusions
made on the background of our research questions.
3.1.8 FINALIZATION:
This phase consists of finalizing the thesis document.
3.2 DEVELOPMENTSTRATEGY:
In order to implement the prototype, we are going to use a combination of the
waterfall and the iterative software development strategy. We will make an overall
design of the application using a waterfall approach, which means we will have a
good idea about what the system should look like; and what we are going to
implement. The implementation will be based on an iterative software
development strategy. This means that the implementation process will be divided
into smaller segments of design, implementation, and testing; thus allowing for a
better planning of the time used on implementation.
6. 6| P a g e
3.3 RISK ANALYSIS:
This section is about the risks in this project. They are separated into two parts,
general risks and demonstration specific risks.
3.3.1 GENERALRISKS:
INTERNALCONFLICTS:
Conflicts between team members can occur, and is even more
likely since we will be working closely together over a long period
of time. It is therefore important to communicate openly, and
handle issues internally before they become too much to handle.
Should this be insufficient one could always seek help from the
supervisors, or in the worst case scenario - dissolve the group.
ANDROID DIFFICULTY:
Development with Android is something none of us are familiar
with. If we spend too much time getting an understanding of the
framework, development will take more time than expected and
other parts of the project will suffer. We can avoid this by planning
accordingly and allocate sufficient time to understand Android, as
well as start development early.
BAD PROTOTYPEDESIGN:
The survey and evaluation tells us that the concept for the
prototype is bad. This is a risk that can make us unable to design a
satisfactory platform, which would have a huge impact on the
project. One way to reduce the probability of this occurring is to
interview teachers to verify the learning aspect of the concept. The
impact can be reduced by making a survey that will give us useful
information even if the design of the prototype is bad.
3.3.2 DEMONSTRATIONSPECIFIC RISKS:
BATTERY:
The low battery time for smartphones is a well-known issue,
especially when GPS is enabled or the touch screen is used
extensively. This can disrupt the demonstration of our prototype,
should any of the phones run out of battery. We need to program
with battery usage in mind, i.e. use GPS as little as possible.
7. 7| P a g e
UNCLEAR TASKS:
When creating task descriptions, one runs the risk of making tasks
that are unclear. This can lead to frustration from participant and
they may get stuck. This can be avoided by scrutinizing tasks and
making sure that they are clear and have no ambiguity. Should that
not work, the participants could always contact a demonstration
supervisor and receive clarification.
PARTICIPANTS UNFAMILIAR WITH ANDROID:
Demonstration participants may be unfamiliar with using an
Android device. This can lead to frustration and problems during
the demonstration. The problem can be avoided by giving them a
brief introduction before the demonstration starts, and prepare the
phones ahead of time for ease of use.
3.4 TOOLS:
Programming language: processing
Programming IDE: processing development environment (PDE)
Diagram editor: Microsoft Visio 2010
Report writing: open office
3.5 VERSION CONTROLPROCEDURES:
The following guidelines should be followed when using Git:
1. Perform updates before committing any changes.
2. Only commit working code.
3. Several people should not work in the same file at once.
4. SYSTEM FEATURES:
4.1 GRAVITY ROTATION:
4.1.1 DESCRIPTION AND PRIORITY:
This mechanic gives the player full control over the orientation of the level
in relationship to the character. Gravity rotation replaces primary
movement controls (left and right) by allowing the player to incline
surfaces for sliding and “falling” at different speeds and directions.
8. 8| P a g e
4.1.2 STIMULUS/ RESPONSESEQUENCES:
Step 1: The player slides their finger up/down the scroll bar on the right or
left side of the screen.
Step 2: The level rotates counter clock wise/clockwise around the
character in real time at a speed proportional to the physical distance
scrolled by the player.
4.1.3 FUNCTIONALREQUIREMENTS:
REQ-1: The scroll bar must constantly update the current position of the
player’s finger to allow for real-time gravity repositioning.
REQ-2: The scroll bar’s effect on rotation must be scaled so that the
player will be able to manipulate the level with precision.
REQ-3: Different surface inclinations must affect the player’s velocity
vector.
REQ-4: Levels should be designed to take advantage of the implications
of this game mechanic.
4.2 JUMPING:
4.2.1:DESCRIPTION AND PRIORITY:
Being the secondary method of player input, jumping maintains the second-
highest game-play priority. This mechanic allows the player to navigate gaps
without having to be adroit at gravity rotation.
4.2.2:STIMULUS/ RESPONSESEQUENCES:
Step 1: The player presses the jump button located on the side of the screen
opposite the gravity scroll bar.
Step 2: The character jumps with a constant force.
4.2.3:FUNCTIONALREQUIREMENTS:
REQ-1: Because the touch-screen is not pressure-sensitive, the jump force must
be standardized.
REQ-2: Levels should be adapted to this standard jump.
REQ-3: Jumping should take into account the current vertical and horizontal
velocities as well as the surface inclination.
REQ-4: Jump force should be large enough that the mechanic is not made useless
but not so large that gravity rotation can easily replace the effect.
9. 9| P a g e
4.3 DEATH ZONES:
4.3.1 DESCRIPTIONSAND PRIORITY:
Death zones are the opposite of level completion zones in that when
touched, they send the character back to the starting point of the level.
Some death zones take on the form of environmental obstacles; others are
black shapes which represents holes in the protagonist’s memory. Death
zones are a necessary replacement for bottomless pits, which prove
impossible to implement given the changeling nature of gravity. These
zones increase the game’s difficulty and incentivize good performance via
negative reinforcement. They should be prioritized in level design, as they
bring the game-play from “playable” to “enjoyable.”
4.3.2 STIMULUS/ RESPONSESEQUENCES:
Step 1: The character comes into contact with a death zone.
Step 2: The character is immediately returned to the beginning of the
level.
4.3.3 FUNCTIONALREQUIREMENTS:
REQ-1: No death zone should be placed so as to make its respective level
impossible to complete.
4.4 TITLE SCREEN:
4.4.1 DESCRIPTIONSAND PRIORITY:
The title screen is the screen the player will see every time upon playing
the game. Through this interface, the player can choose to start a new
game, play from saved data, or adjust the options. Since the title screen is
the “hub” for all activities in the project, it must be included.
4.4.2 STIMULUS/ RESPONSESEQUENCES:
Step 1: The player launches the game from their portable device.
Step 2: The start screen loads and appears, prompting the player with three
buttons: “Play Game”, “Options”, and “Exit”.
Step 3: The player presses one of the buttons, triggering its respective
function.
10. 10| P a g e
4.4.3 FUNCTIONALREQUIREMENTS:
REQ-1: The title screen must load and appear every time the game is
launched.
REQ-2: If the player quits the game during any stage of a level, they must
be returned to the title screen.
REQ-3: If the player presses the exit button, the game will end and return
the player to the phone’s regular interface.
REQ-4: If the player completes the game, the game will end and return the
player to the title screen.
4.5 PAUSE MENU:
4.5.1 DESCRIPTIONSAND PRIORITY:
The player should be able to pause anytime during game-play, and this
screen fulfills that requirement. The pause menu also allows the player to
navigate between game-play and the level selection and title screens. The
portable nature of the console renders player convenience paramount, so
this feature must be included.
4.5.2 STIMULUS/ RESPONSESEQUENCES:
Step 1: The player presses the pause button on the game-play interface.
Step 2: The level pauses, drawing up the pause menu which prompts the
player with three options: “Resume Game” and “Exit Game.”
Step 3: The player presses one of the buttons, triggering its respective
function.
4.5.3 FUNCTIONALREQUIREMENTS:
REQ-1: The “Exit Game” option must return the player to the main screen
of the game or phone.
REQ-2: The “Resume Game” option must continue the game without any
change to the character’s vector or the state of the level from the moment
of the pause action.
5. EXTERNAL INTERFACE REQUIREMENTS:
5.1 HARWARE INTERFACES:
Amazing Boxy is a mobile gaming application designed specifically for the
Android platform and is functional on both mobile smart phones and tablets.
Gaming application data is stored locally on the Android device using a SQLite
relational database.
11. 11| P a g e
Amazing Boxy has been developed for Android Version 2.2 and all subsequent
releases. The Android platform is graphically adaptable with a 2 dimensional
graphics library and a 3 dimensional graphics library based on OpenGL ES 2.0
specifications as well as hardware orientation, scaling, pixel format conversion
and accelerated 3D graphics.
5.2 SOFTWARE INTERFACES:
Amazing Boxy is to be developed under the Android operating system using a
series of game development tools.
Android Software Development Kit (Android SDK):
Software development kit for applications on the Android platform.
Box2D: Primary game development library using Java
Used in conjunction with the Android SDK and Processing
Box2D Processing: A helper class that communicates with jBox2D and
Processing.
PDE: Processing Development Environment
6. OTHER NON-FUNCTIONAL REQUIREMENTS:
6.1 PERFORMANCEREQUIREMENTS:
Based on the capabilities of current phones and the Android system, performance
should not be an issue. However, phones with weaker hardware may incur some
difficulties and potentially run slower. The game design will be tailored in order to
give an enjoyable experience on all Android phones, regardless of hardware. The
functionality of the game will be simplistic enough, but not trivial, and the
graphics will not be overly detailed so the system does not become slowed down.
6.2 SAFETYREQUIREMENTS:
Amazing Boxy will not affect or damage any of the other applications installed on
the player’s phone. The game will also not cause any overheating of the player’s
phone; therefore, the phone's internal components will not be damaged. Amazing
Boxy should not be played when the player’s attention is divided among multiple
tasks to prevent potential harm to the player.
6.3 SECURITYREQUIREMENTS:
Amazing Boxy will not ask for any personal information from the player and will
thus be unable to compromise such information. There is no player authentication
required to play Amazing Boxy. The player simply has to download the
application in order to start playing Amazing Boxy. That being said, anyone who
has access to the player’s phone will have the ability to play Amazing Boxy. If
any unauthorized player acquires the original player’s phone, that unauthorized
player will be able to play Amazing Boxy. It is the responsibility of the Player to
12. 12| P a g e
make sure that no unauthorized player/ person will have access to his or her
phone.
6.4 SOFTWARE QUALITY ATTRIBUTES:
To ensure reliability and correctness, Amazing Boxy will respond to the player’s
commands in a timely manner. When the player makes the box jump the gravity
and velocity components would response immediately, the player should see the
effects of this command within milliseconds not 10 seconds after the effect. For
adaptability and flexibility, Amazing Boxy will automatically save the player’s
progress after every level completion. That way, in the event that the player’s
phone runs out of battery during game-play, the player can resume game-play at a
reasonable starting point.
In terms of usability, the graphical user interface will be very intuitive for the
player to use. The beginning levels of Amazing Boxy will also slowly introduce
each of the unique commands available to the player as well as any other game
mechanics the player may need to know to complete the level. In more
complicated and elaborate levels, these introductions and hints will not be
available because the player will have already been introduced to all the tools
needed to complete the level. This method will ensure that the player gradually
learns all the game mechanics and also enjoys a challenging game-play
experience. Our game focuses on both ease of use and ease of learning while not
leaning towards one or the other. Amazing Boxy should be a game that any player
can pick up and play instantly without much down time in figuring out the
controls. The controls will be easy and intuitive to use and the player will not be
bombarded by having to use all the controls at once in the beginning levels. The
game play will ease the player into learning and using each of the commands by
gradually introducing each command as the player progresses through the game
and completes each level. By the end of any given level, the player should be
familiar with and fully able to use the command introduced in that level and all
the commands introduced in previous levels.
7. SOFTWARE ARCHITECTURE:
7.1 ARCHITECTURE CHOICES:
7.1.1 SERVER SOLUTION:
Initially we considered client-server architecture for the prototype where
content was located at the server and sent to clients on request. This idea
was ultimately scrapped in favor of an architecture that does not include
any server, meaning the whole system is on the user’s device. There are
several reasons for this. Most important of these, the purpose of the
prototype is to test the game concept. This needs to be done relatively fast
so that we have the necessary time to evaluate the prototype and create a
platform design based on the results. Implementing a server would
unnecessarily complicate the design process and require more time spent
13. 13| P a g e
in implementation on an architecture that does not really yield any
substantial benefits at this stage in the project.
7.1.2 STORAGE SOLUTION:
We evaluated two possible solutions for storage of game data. The
alternatives were using a file or using an integrated database. We decided
on using a database, because the support for databases in Android is very
good, with simple interfaces for retrieving and storing data. Android offers
an easy way to create, edit and manage a SQLiteDatabase with the class
SQLiteDatabase. Also, each database created and its content is visible only
to its parent application. A database combined with frequent saving of
game data will ensure that data will not be lost even if the application were
to terminate unexpectedly.
8. IMPLEMENTATION PHASE:
8.1 REQUIREMENTS:
The requirements for this sprint are:
ID DESCRIPTION PRIORITY
AB – 01 The current route shall be retrieved from the
database upon game start.
High
AB – 02 The current task shall be retrieved from the
database upon game start.
High
AB – 03 The game state shall be updated in the database
during game play.
High
AB – 04 The application shall display a welcome screen on
startup.
Low
AB - 05 The welcome screen shall contain a button for
starting the next task.
Low
8.2 DESIGN:
8.2.1 GAME START:
When the game is installed, the database is created and the game content is
filled in. Upon game start the game retrieves the current game state, which
is the current task as well as the route. If there is no current game state, a
new route is retrieved from the database, and the current task is set to the
first task in the route.
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8.2.2 TASK FLOW:
The first user interface screen the user encounter a welcome screen
containing a welcome text and a button for getting to the next task. When
the user pushes the next task button, the next task in the route is retrieved
from the database. Upon completing the task, the application automatically
retrieves the next task. If the user exits the game, the user will again
encounter the welcome screen, and the route and task is retrieved from the
database. If the user pushes the next task button, the application will load
the task that the user was on when he or she killed the application.
8.2.3 COHESIVENESS:
High cohesion leads to the reliability, robustness and reusability. Since it is
a game project therefore each module, each class and each file in the entire
project is somehow dependent upon one another and can’t be completed
independently. In order to detect the collision of the main character with
the boundaries or walls and any other obstacles we would have to access
the location of both the actual character and any of the colliding objects.
Similarly if we have to take any food or coins we have to detect the
collision and trigger the respective behavior in the game.
In almost every game the code is most of the time cohesive because each
object in the game has to obtain the information or fields of the other
objects in order to make the game physics work therefore the cohesion of
this project is high in comparison to the usual software projects.
Reducing the cohesiveness might lead the game to look like a fake physics
and not a clean work, hence high cohesiveness in this project can be said
as mandatory.
8.3 IMPLEMENTATION:
8.3.1 GAME START:
The game starts in the class Main. First off the database creation is forced
by creating a new DbAdapter then using its methods open() and close().
The database is created only at first installation of the game. When the user
starts the game, the game state is loaded by calling the the
loadGameState() method. This method uses the DbAdapter methods
getGameStateRoute() and getGameStateTaskId() to retrieve the current
game state. If there is no current game state, which means that routeId and
currentTaskId are 0, then a new game state is created. The new game state
contains a new route and first task id of the route. If a new game state is
created, the game state is stored in the database using
DbAdapter.updateGameState(). Finally the welcome screen is created. The
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welcome screen is very simple and contains a LinearLayout, TextView
and a Button.
8.3.2 TASK FLOW:
When the user pushes the button on the welcome screen, the next task is
loaded through the Main.loadTask() method. The loadTask()
method creates a new Intent with the class TaskActivity and currentTaskId
parameters. It then starts the activity. When TaskActivity is loaded,
TaskActivity first calls the the method fetchTask(). The fetchTask()
method retrieves the currentTaskId from the Intent and then calls the
method DbAdapter.getTask() to retrieve the task from the database.
TaskActivity then uses fetchView() to retrieve the UI according to the task
type of the current task. It then creates the view by calling
TaskUI.createView().
8.4 TESTING:
8.4.1 TASK FLOW:
Testing of the task flow was done incrementally. The overall task flow was
created and tested first. This includes Main.loadTask(),
TaskActivity.fetchTask(), and TaskActivity.fetchView().In order to test
these methods we added a dummy task and a view.
Main.loadTask() called startActivityForResult() with TaskActivity as a
parameter to start the activity. TaskActivity then used fetchTask() to create
the dummy task. The method fetchView() was then called to load the view.
When the user completed the dummy Task, finish() was called on
TaskActivity
to finish the activity. The application then returned to Main, and Main
called loadTask() and the cycle was complete. We had no issues with
testing the overall task flow.
8.5 EVALUATION:
We encountered a few problems during the implementation of this sprint, due to
our inexperience with and our limited understanding of the Android framework.
For instance, we struggled a while with passing objects between Activities, and in
the end decided to implement a database to bypass the problem. Most of the other
problems originated in the usage of a database, like correctly loading game state
variables, objects, etc.
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WHITE
SELECT
MODE
EXIT GAME
SAVE GAME
DIFFICULT
EASY
SQUARE
CIRCLE
DIAMOND
CHANGE CHARA-
CTER SHAPE
BLACK
CHANGE BACK
GROUND COLOR
CHECK SCORE
PLAY GAME
PAUSE GAME
RESUME
GAME
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APPENDIX B: FUNCTIONAL REQUIREMENTS
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USE CASE: Play Game
ID: UC 1
ACTOR:
Gamer/Player
Pre-condition:
The application should have launched correctly
Flow Of Events:
1) On the title screen the play game button populates on the
screen.
2) Upon pressing the button the application should take the user
to the gameplay screen.
3) The tutorial screen populates, which should disappear on a
single tap.
Secondary Scenario:
User exits the application by pressing the back or home
button of the Android device.
Post-condition:
The game starts.
USE CASE: Pause Game
ID: UC 2
ACTOR:
Gamer/Player
Pre-condition:
The game should have started
Flow Of Events:
1) When the game starts the pause button populates on the screen.
2) Upon pressing the button the application should take pause the
drawing of the graphics.
3) The screen fades and populates the exit game and resume game
buttons
Secondary Scenario:
User exits the application by pressing the back or home
button of the Android device.
Post-condition:
The gameplay and drawing should be paused, FPS should
be decreased to 1 or 0.
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USE CASE: Resume Game
ID: UC 3
ACTOR:
Gamer/Player
Pre-condition:
The game should have been paused
Flow Of Events:
1) When the paused button is pressed the resume button should
populate on the screen.
2) Upon pressing the resume button the application should
resume and start drawing the graphics again.
3) The screen fades into the normal gameplay.
Secondary Scenario:
User exits the application by pressing the back or home
button of the Android device.
Post-condition:
The gameplay and drawing should be resumed, FPS should
be set back to the 60fps.
USE CASE: Save Game
ID: UC 4
ACTOR:
Gamer/Player
Pre-condition:
The game should have be played.
Flow Of Events:
1) When the paused button is pressed the save button should
populate on the screen.
2) Upon pressing the save button the application should save the
progress in the database.
3) The application takes the user back to the main/title screen.
Secondary Scenario:
User exits the application by pressing the back or home
button of the Android device.
Post-condition:
The information at that particular frame should be saved in
the database.
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USE CASE: Exit Game
ID: UC 5
ACTOR:
Gamer/Player
Pre-condition:
The application should be at the title screen or the game should have
been paused.
Flow Of Events:
1) When the pause button is pressed the exit button appears, or
when user launches the application.
2) Upon pressing the exit button the application should kill all the
objects and the bodies and it should end the gameplay
3) The application closes.
Secondary Scenario:
User exits the application by pressing the back or home
button of the Android device.
Post-condition:
The game process is killed.
USE CASE: Select Mode
ID: UC 6
ACTOR:
Gamer/Player
Pre-condition:
The application should have launched
Flow Of Events:
1) The button is populated on the main screen of the application.
2) Upon pressing the select mode button the application should
take the user to the mode selection area
3) The different modes should be populated.
Secondary Scenario:
User exits the application by pressing the back or home
button of the Android device.
Post-condition:
The user gets into the mode selection area
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USE CASE: Easy
ID: UC 7
ACTOR:
Gamer/Player
Pre-condition:
The mode selection event should have triggered
Flow Of Events:
1) The game mechanics and physics becomes easy
2) The user is brought back to the main screen
Secondary Scenario:
User exits the application by pressing the back or home
button of the Android device.
Post-condition:
The gameplay becomes easy
USE CASE: Difficult
ID: UC 8
ACTOR:
Gamer/Player
Pre-condition:
The mode selection event should have triggered
Flow Of Events:
1) The game mechanics and physics becomes difficult
2) The user is brought back to the main screen
Secondary Scenario:
User exits the application by pressing the back or home
button of the Android device.
Post-condition:
The gameplay becomes difficult.
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USE CASE: Change Background Color
ID: UC 9
ACTOR:
Gamer/Player
Pre-condition:
The application should have launched
Flow Of Events:
1) The button is populated on the main screen of the application.
2) Upon pressing the change background color mode button the
background color of the gameplay would change.
Secondary Scenario:
User exits the application by pressing the back or home
button of the Android device.
Post-condition:
The background color has been changed during the
gameplay
USE CASE: Black
ID: UC 10
ACTOR:
Gamer/Player
Pre-condition:
The application should be in the change background color mode
Flow Of Events:
1) The button should be populated on the screen brought by
change background color use case.
2) Upon pressing the black color mode button the background
color of the gameplay would change to the black.
Secondary Scenario:
User exits the application by pressing the back or home
button of the Android device.
Post-condition:
The background color has been changed to the black during
the gameplay
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USE CASE: White
ID: UC 11
ACTOR:
Gamer/Player
Pre-condition:
The application should be in the change background color mode
Flow Of Events:
1) The button should be populated on the screen brought by
change background color use case.
2) Upon pressing the black color mode button the background
color of the gameplay would change to the white.
Secondary Scenario:
User exits the application by pressing the back or home
button of the Android device.
Post-condition:
The background color has been changed to the white
during the gameplay
USE CASE: Change Character Shape
ID: UC 12
ACTOR:
Gamer/Player
Pre-condition:
The application should be in the main screen.
Flow Of Events:
1) The button should be populated on the start of the application.
2) Upon pressing the change character shape button, the user is
brought to the screen where he can choose different shapes of
the game character.
Secondary Scenario:
User exits the application by pressing the back or home
button of the Android device.
Post-condition:
The user ends up in the shape selection menu
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USE CASE: Circle
ID: UC 13
ACTOR:
Gamer/Player
Pre-condition:
The application should be in the Change Character Shape mode.
Flow Of Events:
1) The button representing the circle shape is populated in the
change background shape color menu.
2) Upon pressing the circle shape button, the game character’s
shape is changed to the circle in the gameplay.
Secondary Scenario:
User exits the application by pressing the back or home
button of the Android device.
Post-condition:
The shape of the character is now a circle.
USE CASE: Square
ID: UC 14
ACTOR:
Gamer/Player
Pre-condition:
The application should be in the Change Character Shape mode.
Flow Of Events:
1) The button representing the square shape is populated in the
change background shape color menu.
2) Upon pressing the square shape button, the game character’s
shape is changed to the square in the gameplay.
Secondary Scenario:
User exits the application by pressing the back or home
button of the Android device.
Post-condition:
The shape of the character is now a square.
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USE CASE: Diamond
ID: UC 15
ACTOR:
Gamer/Player
Pre-condition:
The application should be in the Change Character Shape mode.
Flow Of Events:
1) The button representing the diamond shape is populated in the
change background shape color menu.
2) Upon pressing the diamond shape button, the game character’s
shape is changed to the diamond shaped in the gameplay.
Secondary Scenario:
User exits the application by pressing the back or home
button of the Android device.
Post-condition:
The shape of the character is now a diamond shaped.
USE CASE: Check Score
ID: UC 16
ACTOR:
Gamer/Player
Pre-condition:
The application should be in the main screen.
Flow Of Events:
1) Upon pressing, the check score buttons leads to the list of the
highest scores or hall of fame.
2) Upon pressing back or swiping, the user is brought back to the
main screen
Secondary Scenario:
User exits the application by pressing the back or home
button of the Android device.
Post-condition:
The user saw the score list
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APPENDIX C: DATA FLOW MODEL DIAGRAMS