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Chennemane Game System Design

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System design

3.1 Introduction:

System design is a process of art of defining the architecture, components, modules, interfaces and data for a system to satisfy specified requirements. One could see it as the application of systems theory to product development. There is some overlap with the disciplines of systems analysis, systems architecture and systems engineering.

Overview:

If the broader topic of product development blends the perspective of marketing, design, and manufacturing in to single approach to product development [3], then design is the act of taking the marketing information and creating the design of the product to the manufactured. Systems design is therefore the process

Of defining and developing a system to satisfy specified requirements of the user. Until the 1990’s systems design had a crucial and respected role in the data processing industry. In the 1990’s standardization of hardware and software resulted in the ability to build modular systems .the increasing importance of software running on the generic platforms has enhanced the discipline of software engineering.

Object oriented analysis and design methods are becoming the most widely standard language used in object oriented analysis and design [citation needed].it is widely used for modeling software system and is increasingly used for high designing non-software system and organizations.

Logical design

:

The logical design of the system pertains to an abstract representation of the data flows, inputs and outputs of the system. This is often conducted via modeling, which involves a

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www.freestudentprojects.com www.studentprojectcode.com www.studentprojectsstore.com simplistic (and sometimes graphical) representation of an actual system. In the context of the system’s design, modeling can undertake the following forms, including:

 Data flow diagram

 Entity life histories

Physical design

The physical design relates to the actual input and output process of the system. This is laid down in terms of how data is inputted into the system, how it is verified. Physical design, in this context, does not refer to the tangible physical design of an information system. To use an analogy, a personal computers physical design involves input via keyboard, processing within the CPU, and output via monitor, printer, etc. it would not concern the actual layout of the tangible hardware, which for a PC would be a monitor, CPU, motherboard, hard drive, modems, video/graphics cards, USB slots etc.

Applicable documents:

Applicable documents are synopsis and SRS submitted by Rakesh.H, Nithin Kumar and Shivashankar.

Functional decomposition:

Functional decomposition refers broadly to the process of resolving a functional relationship into its constituent. Parts in such a way that the original function can be reconstructed (i.e.; recomposed) from those parts by function composition. In general, this process of decomposition is undertaken either for the purpose of gaining insight into the identity of the constituent components (which may reflect individual physical processes of interest, for example) or for the purpose of obtaining a compressed representation of the global function, a task which is feasible only when the constituent processes possess a certain level of modularity (i.e.; independence or non-interaction).

Functional components:

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Modules used in this project are:

Login Module

: In this module, when a new user wants to become a member then he can registration.

Player selection

: In this module, a logged in player has to select his opponent by selecting another user who is logged into the game.

Game selection

: Here, a logged in player can select the mode of game (i.e.; single end mode or LAN game mode).

Playing

: This module has the main functioning controls to play the game.

Score:

Score module is used to manipulate the score scored by each player.

Result: Result module is used to display the result of each and every game.

Alert:

This module is used to send the alerts to the player about his achievements.

Some of the symbols used in data flow diagrams are given below:

Process A process shows a transformation or manipulation of data flows within the system. A process transforms incoming data flow into outgoing data flow.

External Entity External entities are outside the system, but they either supply input data into the system or use system output. External entities are represented by a rectangle.

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3.2 Description of programs

Context flow diagram (CFD):

A context flow diagram (CFD) is a graphical representation of the “flow” of context through an information system.

CFDs can also be used for the visualization of data processing (structured design).On a CFD, data items flow from an external data source or an internal data source to an internal data store or an external data sink, via an internal process. A CFD provides no information about the timing or ordering of processes, or about whether processes will operate in sequence or in parallel. It is therefore quite different from a flowchart, which shows the control through an algorithm, allowing a reader to determine what operations will be performed, in hat order, and under what circumstances, but not what kinds of data will be input to and output from the system, nor where the data will come from and go to, nor where the data will be stored.

Data Flows A data flow shows flow of information from source to destination. A data

flow is represented by a line, with arrowhead showing the direction of flow.

Chennemane

Player selection Game selection log in

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Top level data flow diagram:

A Data Flow Diagram is a graph showing the flow of data values from their sources in objects through processes that transform them to their destination in other objects.

A DFD Also known as “bubble chart”, has the purpose of clarifying the system requirements and identifying major transformations that will become programs in system design. So it is the starting point of the design phase that functionally decomposes the requirements specifications down to the lowest level of detail. A DFD consists of a series of bubbles joined by lines. The bubbles represent data Transformations and the lines represent data flows in the system. A DFD consists of processes that transform data, data

Playing

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www.freestudentprojects.com www.studentprojectcode.com www.studentprojectsstore.com flows that move data, actor objects that produce and consume data, and data store objects that store data passively.

User login Chennemane Log in Player selection Game selection Playing Result Alert

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Diagrammatic representation of modules (i)Player selection log in Chennemane Player selection Player1 Player2

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www.freestudentprojects.com www.studentprojectcode.com www.studentprojectsstore.com (ii)Game selection Log in Chennemane Game selection Single end mode LAN Game mode

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(iii)Score, Result and Alert Log in Chennemane score result alert

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Description of components

Functional component 1:

Login: In this module, when a new user wants to become a member then he can make registration.

Input: Username and Password Process Definition: Authentication

Output: If Login is successful then it transfers to Homepage. If not, then it will back to Login page.

Interface with other Functional components: All the modules will be affected as the result of this module.

Functional component 2:

Player selection: In this module, a logged in player has to select his opponent by selecting another user who is logged into the game.

Input: selection of players Definition: Authentication

Output: the game will be played between two players.

Interface with other Functional components: All the modules will be affected as the result of this module.

Functional component 3:

Game selection: Here, a logged in player can select the mode of game (i.e.; training mode or game mode).

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Input: training mode and play mode

Process Definition: user or player will get instructions from training mode and he can play using play mode

Output: player plays the game.

Functional component 4:

Score: Score module is used to manipulate the score scored by each player. Result: Result module is used to display the result of each and every game. Input: score/result

Process definition: score/result of the game will be generated

Output: score is generated and the result of the user will be defined

Functional component 5:

Alert: This module is used to send the alerts to the player about his achievements.

Input: Item code and item name and Quantity Process Definition: high score will be generated

References

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