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| October 2016
Index
1. Introduction 1
1.1. Description of the problematic 3
1.1.1. Formulation of the problem 3
1.1.2. Justification of the project 3
1.1.3. Expected Impact 4
1.2. Description of the project 4
1.2.1. General Objective 4
1.2.2. Specific Objectives 4
1.3. Expected deliverables 4
1.4. Methodology 5
2. Theoretical frame 7
2.1. Basis concepts about Table Me application 7
2.1.1. Profile features 7
2.1.2. In game features 9
2.2. Conceptual frame 11
2.2.1. Android Wear 11
2.3.1. Communication between devices 12
2.3.1.1. Notifications using Google Cloud Messaging 13
2.3.1.2. Message API 14
2.3.1.3. Data API 15
2.3.1.4. Channel API 16
2.3.2. Architecture for a multiplayer game 17
2.3.2.1. Peer to Peer 17
2.3.2.1. Client/Server 18
2.3.3. Communication technologies 19
2.3.3.1. Long Polling 19
2.3.3.1.1. AJAX Long polling 20
2.3.3.2. Web sockets 21
2.3.3.2.1 Socket IO 22
2.3.3.3. Technology benchmark 23
2.3.4. Graphic User Interface Design for Android Wear 24
3. Analysis 26
3.1. Proposed model 26
3.1.1. Distributed gameplay 26
3.1.2. User information management 27
3.2. Software prototype 27
3.2.1. Use cases 27
3.2.1.1. Actors 28
3.2.1.2. Use case description 28
3.2.2. Requirements description 29
3.2.3. Data model 30
3.2.4. Programming language for the server side 30
3.2.5. Architecture 31
3.2.6. Features and technical aspects 32
3.2.6.1. Profile information on the smartwatch 32
3.2.6.2. Gameplay on the smartwatch 33
3.2.6.3. Match history on the smartwatch 34
3.2.6.4. Leader board on the smartwatch 35
4. Development of the Solutions 36
4.1. Server 36
4.1.1. Class diagram 36
4.1.2. Server event behavior 37
4.2.1. Class diagram 38
4.2.2. Mobile event behavior 39
4.2.3. Sequence diagram of the behavior of the Game Service 40
4.2.3.1. User registration with the GCM token 40
4.2.3.1. Send challenge notification 41
4.2.3.2. Receive Challenge Notification 41
4.2.3.3. In Game 42
4.2.3.4. Show profile information 43
4.2.3.5. Show match history 44
4.2.3.6. Show leader board 45
4.3. Wear Client 46
4.3.1. Class diagram 46
4.4. Tests 47
4.4.1. Use case testing 47
4.4.2. User Interface Testing 48
5. Conclusions 50
6. Bibliography 51
7. Appendixes 54
7.1. Software Requirement Specification 54
1.Introduction 63
2.Process of development of requirements 64
2.1. Obtaining the use cases and requirements 64
2.2. Refinement of the use cases 64
2.3. Functional requirements 64
2.4. Nonfunctional requirements 64
2.5. Requirement identification 64
2.6. Requirement specification 65
2.7. Requirement prioritization 65
2.8. Verification and validation 66
2.9. Requirement traceability 66
2.9.1 General traceability 66
2.9.2. Individual traceability 67
3.Global Description 67
3.1. External interfaces 67
3.1.1. User Graphic Interface 67
3.1.1.1 Profile information on the smartwatch 67
3.1.1.2. Gameplay on the smartwatch 67
3.1.1.3. Match history on the smartwatch 68
3.1.1.4. Leader board on the smartwatch 69
3.1.2. Software and Hardware interface 69
3.2. Application characterization 70
3.3. User characterization 70
3.4. Restrictions 70
3.5. Assumptions and dependencies 71
3.6. Domain Model 72
3.7. Requirement distribution. 72
7.2 Use Case Specification 75
October 2016 75
Index 76
UC-035 Reconnect Wear Device 81
UC-036 Reconnect Player 81
UC-038 Request user information 82
UC-039 Request match history 82
UC-040 Request leader board 83
UC-001 Synchronize wear data 83
UC-002 Register device to the server 84
UC-003 Create a match 84
UC-004 Send notification to a device 85
UC-005 Select read team 86
UC-006 Select blue team 86
UC-007 Use GCM service for a token 87
UC-008 Receive challenge notification 87
UC-009 Show challenge notification 88
UC-010 Accept challenge 88
UC-011 Start Match 89
UC-015 Manage Score 90
UC-018 Update score 90
UC-019 Display score 91
UC-020 Select winner 92
UC-021 Display winner or loser 92
UC-024 Show profile data 93
UC-025 Show leaderboard 93
UC-026 Show matches history 94
UC-027 Notify player ready 94
UC-028 Register player ready 95
UC-030 Register player decline 96
UC-031 Create match 96
UC-032 Cancel match 97
7.3 Functional Requirement Document 98
October 2016 98
Index 99
7.4. Non Functional Requirement Documents 123
October 2016 123
7.5. Requirement priorization 133
7.6. Installation Manual 135
2.1. Profile information on the smartwatch 136
2.2. Gameplay on the smartwatch 136
2.3. Match history on the smartwatch 137
2.4. Leader board on the smartwatch 137
7.7. Relational Matrix of Functional Requirements 139
7.7. Domain Model 140
7.8. Use Case Diagram 141
7.9. Class Diagram Table Me 142
7.10. Authorization Letter 143
8. Acknowledgments 148
Name of the use case:
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Author:
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Andres Camilo Jimenez Vargas
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Creation date:
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17/04/2016
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Notes:
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Modification date:
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17/04/2016
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Scenarios:
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Basic Path
Conventions:
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Mobile application.
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Wear application.
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Server.
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1.The wear device is disconnected
2.The server is notified from the disconnection.
3.Wait for reconnection.
4.1. If connected
4.1.1. Register device in the server and restore the game's information.
4.2. If not connected.
4.2.1. Wait for connection.
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