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Software IMprovement using Product LinEs Project Presentation (II) - Architecture Design Alexandre Martins – SQA Rodrigo Mendes - Software Architect Project: Starship
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2 Summary Planning Phase Activities Game State Machine Game Architecture Metrics Strong and Weak Points Learned Lessons References
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3 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
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4 Game State Machine
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5 Game Architecture
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7 Metrics SPM - Effort
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8 Metrics Time Foresight X Done Planning Project Management1:22:00 Process Management18:14:59 Requirements Management27:44:00 Configuration Management1:18:00 Test Planning0:00:00 Architecture Management56:00:59 Components Implementation2:00:00 Project Meeting 5:53:00 DoneForesight 101:20:00112:32:58
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9 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.
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10 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?
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11 References [1] IXI Process; [2] An Approach for Domain Design Based on Component-Based Development;
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