Example of a Problem Statement: Introduction into ARENA

Slides:



Advertisements
Similar presentations
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 1 Example of a Problem Statement: Introduction into.
Advertisements

Project Management and Communication Represented by: Latifa Jaber Al-Ghafran.
Requirements Elicitation Chapter 4. Establishing Requirements Two questions –What is the purpose of the system –What is inside and what is outside the.
Team 13: Cody Smoker Chris Rickerd Matthew Berryhill Galaxy Sleuth.
ARENA Case Study Project for Software Engineering Prepared by: Dalal Al-Shammari 2001/55313 Fall 2005 Supervisor: Dr. Qutaibah Mallohi.
Mark Dixon, SoCCE SOFT 131Page 1 08 – Web applications: HTML and ActiveX controls.
COMPUTER TERMS PART 1. COOKIE A cookie is a small amount of data generated by a website and saved by your web browser. Its purpose is to remember information.
Using UML, Patterns, and Java Object-Oriented Software Engineering Example of a Problem Statement: Introduction into ARENA.
Web Browsers It is an application software that is used to display and interact with text, images and other information located on web pages at web sites.
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 1 Reminders  First project report due today 14:00.
Web Development Process Description
Project Analysis Course ( ) Week 2 Activities.
Chapter 4, Requirements Elicitation
Software Engineering CS B Prof. George Heineman.
Chapter 6 The World Wide Web. Web Pages Each page is an interactive multimedia publication It can include: text, graphics, music and videos Pages are.
1 Phases in Software Development Lecture Software Development Lifecycle Let us review the main steps –Problem Definition –Feasibility Study –Analysis.
NASRULLAH KHAN.  Lecturer : Nasrullah   Website :
Chapter 18 Networking F Client/Server Communications F Simple Client/Server Applications F Serve Multiple Clients F Create Applet Clients F Send and Retrieve.
10/18/ Sunday, October 17, 2004 (SRS) Software Requirements Specification APR Training Solutions Online Learning Management System A rlene Chisley-Wade,
Using UML, Patterns, and Java Object-Oriented Software Engineering Chapter 4, Requirements Elicitation.
Credit Hours Agenda IntroductionProblem Statement Objectives Project PlanMethodology Work Breakdown Structure Requirements and specificationSoftware Requirements.
1 Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 1 Reminders The 0 th project reports (case) will.
An Introduction to Software Engineering. Communication Systems.
Rational Unified Process Fundamentals Module 3: Disciplines I.
ECI – electronic Commerce Infrastructure “ An application to the Shares Market ” Demetris Zeinalipour ( Melinos Kyriacou
Web Pages with Features. Features on Web Pages Interactive Pages –Shows current date, get server’s IP, interactive quizzes Processing Forms –Serach a.
NASRULLAH KHAN.  Lecturer : Nasrullah   Website :
Software Development Process CS 360 Lecture 3. Software Process The software process is a structured set of activities required to develop a software.
Requirement Classification Nisa’ul Hafidhoh Teknik Informatika
The Internet Salihu Ibrahim Dasuki (PhD) CSC102 INTRODUCTION TO COMPUTER SCIENCE.
Manage your projects efficiently and on a high level PROJECT MANAGEMENT SYSTEM Enovatio Projects Efficient project management Creating project plans Increasing.
Bernd Bruegge and Allen Dutoit Requirements Process The requirements process consists of two activities: Requirements Elicitation: Definition of the system.
Architecture Review 10/11/2004
Distributed Control and Measurement via the Internet
Exam 0 review CS 360 Lecture 8.
Decision Support System for School Cricket in Sri Lanka (CricDSS)
Chapter 4 – Requirements Engineering
The Development Process of Web Applications
Chapter 5:Design Patterns
Example of a Problem Statement: Introduction into ARENA
Personnel Effort Budget
Software Support Framework
By Janet Crawford and Dam Luong Submitted to the Faculty of
Dynamic Web Page A dynamic web page is a kind of web page that has been prepared with fresh information (content and/or layout), for each individual viewing.
Chapter 18 Networking Client/Server Communications
Hyper-V Cloud Proof of Concept Kickoff Meeting <Customer Name>
Example of a Problem Statement: Introduction into ARENA
Advance Software Engineering (CEN-5011)
Chapter 1 (pages 4-9); Overview of SDLC
Chapter 4, Requirements Elicitation
Requirements Analysis
Lecture 1: Multi-tier Architecture Overview
Resources and Schedule
Introduction to Software Engineering (CEN-4010)
Chapter 4, Requirements Elicitation
Code Analysis, Repository and Modelling for e-Neuroscience
Chapter 7 –Implementation Issues
Serpil TOK, Zeki BAYRAM. Eastern MediterraneanUniversity Famagusta
Reliability Communication Tool Testing Kickoff Oct. 25, 2018
Chapter 42 Web Services.
TechEd /23/2019 9:23 AM © 2013 Microsoft Corporation. All rights reserved. Microsoft, Windows, and other product names are or may be registered trademarks.
Chapter 8, Design Patterns Introduction
Code Analysis, Repository and Modelling for e-Neuroscience
Web Servers (IIS and Apache)
PerformanceBridge Application Suite and Practice 2.0 IT Specifications
Modern Systems Analysis and Design Third Edition
To Brihaspathi. Software Development Services
UML Design for an Automated Registration System
Chapter 3 Software.
Presentation transcript:

Example of a Problem Statement: Introduction into ARENA Instructor Date

Outline Problem Statement Functional Requirements Nonfunctional Requirements User Interface Object Model System Decomposition Deployment

Problem Statement The problem statement is developed by the client as a description of the problem addressed by the system A problem statement describes The current situation The objectives The functionality the new system should support The environment in which the system will be deployed Deliverables expected by the client Delivery dates A set of acceptance criteria.

Ingredients of a Problem Statement Current situation The problem to be solved Description of one or more scenarios Objectives Requirements Functional and nonfunctional requirements Constraints (“pseudo requirements”) Target environment The environment in which the delivered system has to perform a specified set of system tests Project schedule Major milestones including deadline for delivery Client acceptance criteria Criteria for the system tests.

Current situation: The problem to be solved There is a problem in the current situation Examples: The response time when playing chess is too slow. I want to play Go, but cannot find players on my level. What has changed? Why can address the problem now? Change in the application domain A new function (business process) is introduced into the business Change in the solution domain A new solution (technology enabler) has appeared Change in the application domain There has been a change, either in the application domain or in the solution domain A new function (business process) is introduced into the business Example: We can play highly interactive games with remote people Change in the solution domain A new solution (technology enabler) has appeared Example: The internet allows the creation of virtual communities.

ARENA: The Current Situation The Internet has enabled virtual communities Multi-player computer games now include support for virtual communities Players can receive news about game upgrades, new game levels, announcement of matches and scores Currently each game company develops such community support in each individual game Each company uses a different infrastructure, different concepts, and provides different levels of support This redundancy leads to problems: High learning curve for players joining a community Game companies develop the support from scratch Advertisers contact each community separately. The Internet has enabled virtual communities Groups of people sharing common of interests but who have never met each other in person. Such virtual communities can be short lived (e.g people in a chat room or playing a multi player game) or long lived (e.g., subscribers to a mailing list).

ARENA: The Objectives Provide a generic infrastructure to Support virtual game communities. Register new games Register new players Organize tournaments Keeping track of the players scores. Provide a framework for tournament organizers to customize the number and sequence of matchers and the accumulation of expert rating points. Provide a framework for game developers for developing new games, or for adapting existing games into the ARENA framework. Provide an infrastructure for advertisers.

ARENA: The Objectives (2) Provide a framework for tournament organizers to customize the number and sequence of matchers and the accumulation of expert rating points Provide a framework for game developers for developing new games, or for adapting existing games into the ARENA framework Provide an infrastructure for advertisers.

ARENA Functional Requirements Spectators must be able to watch matches in progress without prior registration and without prior knowledge of the match The operator must be able to add new games. Usability “The system must support 10 parallel tournaments, Each involving up to 64 players and several hundreds of spectators.” Performance “The operator must be able to add new games without modifications to the existing system.” Supportability

ARENA Nonfunctional Requirements The system must support 10 parallel tournaments, Each involving up to 64 players and several hundreds of spectators. The ARENA server must be available 24 hours a day The operator must be able to add new games without modifications to the existing system ARENA must be able to dynamically interface to existing games provided by other game developers.

Constraints Constraint: Any client restriction on the solution domain and project management Sometimes also called Pseudo Requirements Constraints restrict the solution space Example of constraints Delivery constraints (“must be delivered before Christmas”) Organizational constraints (“must have a separate testing team”) Implementation constraints (“must be written in Cobol”) Target platform constraints (“must run on Windows 98”)

ARENA Target Environment Example: Users must be able to run ARENA games as applets in any Web Browser The web page must be validated through the W3C Markup Validation Service Interaction with the ARENA Server must be via HTTP/1.1. To be distinguished from development environment “Prototypes will be built with Revolution 2.6.1” “Games will be tested with Internet Explorer and Firefox” “The implementation language will be Java 1.4.2.” “The IDE will be Eclipse 3.2”

Project Schedule The project schedule is an optional part of the problem statement Managerial information Often the seed for the schedule in the software project management plan. Lists only major milestones negotiated with the client 3 to 4 dates (fixed dates!) Example: Project-kickoff April 15 System review May 15 Review of first prototype Jun 10 Client acceptance test July 30

Client Acceptance Criteria The system supports 10 parallel tournaments with 64 players and 10 spectators per tournament The client supports the games Tic-Tac-Toe and Asteroids The average response time for a command issued by a client is less than 1 second The average up-time of the ARENA server during one week of testing is 95%.

(Initial) ARENA Models Subsystem Decomposition User Interface of Client User Interface of Server Object Model

ARENA Subsystem Decomposition User Interface Tournament Advertisement User Management Component Management User Directory Tournament Statistics Session Management

ARENA Object Model Game Tournament Style League KOStyle Tournament RoundRobin Round Player Match

ARENA Object Model (2) Game TicTacToe TournamentStyle League Asteroids KOStyle Tournament RoundRobin Round Player Move Match MatchPanel Factory creates MatchPanel

ARENA Instance-Diagram

ARENA User Interface (Client)

ARENA User Interface (Server)

More Information on ARENA The ARENA Website: http://sysiphus.in.tum.de/arena The ARENA case study is described at the end of each chapter, starting with Chapter 4 Read Chapter 4.6