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Project Presentation (II) - Architecture Design. Alexandre Martins – SQA Rodrigo Mendes - Software Architect Project: Starship. Summary. Planning Phase Activities Game State Machine Game Architecture Metrics Strong and Weak Points Learned Lessons References.
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Project Presentation (II) - Architecture Design Alexandre Martins – SQA Rodrigo Mendes - Software Architect Project: Starship
Summary • Planning Phase Activities • Game State Machine • Game Architecture • Metrics • Strong and Weak Points • Learned Lessons • References
Planning Phase Activities • New Activities: • Architecture Design • To Specify: • The Modules • The Classes • The Components • To Apply Design Patterns: • Gama • GRASP • To use the [2] approach • Guidelines
Metrics • SPM - Effort
Metrics • Time Foresight X Done
Strong and Weak Points • Strong Points • Coherent and well defined division of the activities; • Software Architect experience in Games Domain • Reuse of OXE’s templates[1]; • Reuse of information from other teams; • Weak Points • How to build a general architecture for SPL?; • The [2] specify “examples” or “how to do” a few turns.
Learned Lessons • Was not easy to guide the architecture developer by the article[2]. • Module Composition? • What is the module granularity? • Choose Patterns • What are the patterns that must can be used? Gamma or Grasp? Only “Bass” is cited, but where can to find them? • Measuring functional dependency • The game have one game only, thus, some calculus were not used. • Clustering • Should to explain how apply clustering algorithm • Allocating Classes to Components • The coupling and cohesion parts are for be equal eith the Use Case coupling?
References • [1] IXI Process; • [2] An Approach for Domain Design Based on Component-Based Development;