Title: COMP2110 Software Design in 2004 lecture 4 Requirements Specifications lecture 2 of 3
1COMP2110 Software Design in 2004 lecture 4
Requirements Specifications lecture 2 of
3
- The Encounter game case study
- introduction to the Problem the Encounter Game
- examples from the specification document
- first hints about the process of discovering
requirements
2The Software Requirements Specification SRS
- The product of the Analysis phase isa well
defined information model - a set of labelled, organised requirements
statements - functional consumer and developer requirements
- system requirements
- performance requirements
- a set of use cases or scenariosthat capture and
express the relationships between the model and
the real world of the problem - other explanatory models
- interfaces, states, decisions
3A Case Study of Encounter Overview (1)
- An overview of the Specification of the Encounter
video game - Specification document comes in 2 parts
- http//cs.anu.edu.au/student/comp2110/resource
s/ Encounter-SRS/EncounterSRS-1.html - and ...
- EncounterSRS-1.html
- you need to study this to prepare for tutorials
this week (2)
4A Case Study of Encounter Overview (2)
- The Encounter game is
- a computer based role playing game which
simulates all or part of the lifetime of the
players character - includes characters not under players control,
called foreign chacters - game characters have a number of qualities
strength, speed, patience etc - each quality has a numerical values
- the game is played over a map of areas (rooms)
- characters engage each other when in the same
area - the result of an engagement depends on the area
and the values of the qualities of the two
characters - success is measured by living as long as possible
with accumulated points
5Sample Encounter Screen
kitchen
COURTYARD
living room
dressing room
Graphics reproduced with permission from Corel.
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The values of the qualities not specifically
chosen remain in the same proportion to each
other. Values less than 1.0 are counted as zero.
E.g., before strength 10.0, endurance
60.0, intelligence 30.0, patience 0.0
(current life points 10.0 60.0 30.0 0
100.0) change strength from 10.0 to 20.0 after
strength 20, endurance 53.33, intelligence
26.66
Graphics reproduced with permission from Corel.
92. Player requests a window for setting his
characters qualities.
10Engage Foreign Character Use Case
Details of use case
player
Actor (agency external to the application)
Name of use case
11A use case expressed in text
- 2.2.3 "Engage Foreign character" use case
- Actor player of Encounter
- 1. System displays the foreign character into the
same area as the player - 2. System exchanges data between the two
characters - 3. System displays the results of the engagement
in a message window. - 4. Player dismisses window.
12A use case expressed in improved text
- 2.2.3 "Engage Encounter Foreign character" use
case - Actor player of Encounter
- 1. System displays the moves a foreign character
into the same area as area occupied by the
playeror Player moves into the area containing a
foreign character. - 2. System exchanges data between the two
characters causes the two characters to engage. - 3. System displays the results of the engagement
in a message window. - 4. Player dismisses window.
- 4. If either the player's character or the
foreign character has no points, the game
terminates or else - 5. System moves the player's character to a
random area different from that in which the
encounter took place, and displays it there.
13A use case expressed in text - and refined
- 2.2.3 "Encounter Foreign character" use case
- Actor player of Encounter
- 1. System moves a foreign character into the
area occupied by the playeror Player moves into
the area containing a foreign character. - 2. System causes the two characters to engage.
- 3. System displays the results of the engagement
- 4. If either the player's character or the
foreign character has no points, the game
terminates or else - 5. System moves the player's character to a
random area different from that in which the
encounter took place, and displays it there.
14Sequence Diagram for Engage Foreign Character Use
Case
1.1 create display
1.2 create
2.1 execute
15From Sequence diagrams to Domain classes (1)
- these sequence diagrams are figures 13.22, 13.23,
13.24 in Braude SD (with some changes) - use cases are a beginning point for requirements
and analysis - alternatives include scenarios, event-action
cases - no prescribed format but writing the use cases
- drags needs from the client
- drives the analysis of the information modelto
identify the ingredients - domain classesand
some of the actions - drives refinement, organisation, improvement of
specification
16From Sequence diagrams to Domain classes (2)
- Classes in the Encounter game
- class object
- from Initialize sequence diagram
- EncounterGame (a single object)
- PlayerCharacter mainPlayerCharacter
- Area dressingRoom
- PlayerQualityWindow (a GUI class for the use
case only) - from Encounter foreign character
- ForeignCharacter freddie
- Engagement (a single object)
- Other domain classes can come frombrainstorming
paring down.
17Other sources of Domain classes?
- The use cases do not provide all of the useful
classes for writing and organising the
specifications - EncounterGame
- PlayerCharacter
- Area
- PlayerQualityWindow
- ForeignCharacter
- Engagement
- EngagementDisplay
- GameCharacter
- AreaConnection
- ConnectionHyperlink
- Other domain classes can come frombrainstorming
paring down - door
- exit
- combat
- passageway
- result
- score
- rule
- quality
- . . . and more see fig 13.41
18Other sources of Domain classes? (2)
- ... brainstorming paring down
- Game not a domain class, too general
- GameCharacter too general replace by
PlayerCharacter - ForeignCharacter OK to keep, acts a bit
differently from PlayerCharacter so introduce
EncounterCharacter as common parent - Quality omit, try to handle as an attribute of
EncounterCharacter - Room we already have Area which covers this
concept, no need to distinguish any difference
19Why look for the domain classes?
- the domain classes are the key concepts (nouns)
that should appear in most of our functional
requirements statements - we want to easily match requirements with classes
in the design keeping the domain classes (and
adding more classes) is a good starting point for
design
20Information models finite state model