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Current Links: Case Final Project Summer 2007

M5 - Application Design

M5 Requirements


S/w Architecture & Trust Boundaries:

UML Class Diagram
ClassDiagram11-2.jpg

Sequence Diagram
Sequence Diagram1.jpg
Sequence Diagram2.jpg

Scenarios
Scenarios.doc

Screen Mockups
prototype.doc

Contract
Contracts.doc

Exception Handling

For exception handling, we have a divided strategy. For all user
generated exceptions we will handle the exceptions by spitting out a
message to the user and demand him/her to correct his mistake. If the
exception is generated from a collision of random events, then we will
have a dominant event which will supersede the "recessive" event and our
exception will effectively make our recessive event not happen. If there
is a failure in our design then we kick the player back out of the
instance of the game and say what is wrong and suggest a fix through the
exception.


Some examples:

A player offers to trade an amount of item they don't have.
We would plan on stopping the player from doing this by limiting
the number of items they can offer using the user interface. The user interface
will know from the domain, how much of an item the user actually.


Loading an invalid file.
If the game trys to open an invalid save file, The program will tell the
user that the file loaded was invalid and that they need to make another selection that is
the valid file type, while also bringingback up the model window.

Player is dead but the program wants to give them a sickness at the same time
For this exception we plan on making the death event supercede the sickness event.


Recommendations:

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