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Ingeniería de Software 1

Caso 1:

Waste Management Inspection Tracking System (WMITS)

1.1 Goals and Objectives

The main purpose of WMITS is to help automate the entire process that the Department
of Environmental Quality (DEQ) Waste Management Division (WMD) staff members
perform throughout an inspection. The goals of WMITS are:

• To minimize the time span of any inspection


• To minimize the amount of paper work required
• To provide a searchable database of all past inspections
• To provide an automated channel for the public to request information (under
Freedom of Information Act)

1.2 System Statement of Scope

1.2.1 General Requirements


The following general requirements were laid out for our project named WMITS:

• A way in which DEQ could add new facilities to the database.


• A way in which DEQ could generate electronic checklists.
• A search on all electronic checklists.
• A way in which they could generate letters to be sent out to facilities based on
inspection results.
• A way in which all letters and checklists could be stored electronically.
• A way to search for existing facilities.
• A way to print blank checklists and staff reports.
• A way in which they could view data which was entered into the database prior to
our software.
• DEQ wanted a product that would allow them to easily add new checklists and
letters or change existing checklists and letters.

Critique: Bounding is a critical element of the project scope and the project plan. It
would be a good idea to try to "bound" all basic requirements (e.g., size of the database;
estimated number of letters to be generated; types/number of staff reports)

• Interface Enhancements
Staff members of WMD have requested a lot of interface enhancements that will
increase the usability of the product for the staff.
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• Database Administrative Interface


There is currently no documented interface for WMD staff members to maintain
the checklist and letter templates. Should no such interface existed, Cyber
Rovers will have to implement one from scratch.

• Online Help
To develop an extensive help menu for the users and also to setup the online
help for the need of the help in the future.

• Training
The staff members have also requested throughout training for the entire staff for
use with the software.

Critique: Use of word such as "lot of" and "extensive" are open to broad interpretation
and therefore misunderstanding.

We will also implement a web-based help desk for WMD staff members to report bugs
and request support.

1.2.2 Extended Enhancement

Palm Pilot Integration


Out of the two extended enhancement requests (palm pilot integration & online record
access), the team and client both agree on doing the palm pilot integration. From the
design point of view, online record access has a major security risk, which the team has
little or no experience on it. Palm pilot integration on other hand, needs only long
programming, which can be (and will be) achieved by the team. We also suggest to the
DEQ that they can make the online record request to be the next semester’s project.
Before we decide on what kind of Palm Pilot we use, the team and the client have
explore several options.

Comment: An implied risk is noted in blue above. This should be further addressed in
the risk management section of the plan.

Database Restructuring
The current database structure is not optimized at all. We will try to improve it as we go
along.

1.3 System Context

Eventually, multiple users will be using the product simultaneously. Therefore,


concurrent connection will be an issue for implementation. In addition, this is a pilot
product that hopefully, if successful, can be used in other locations as well. This leads to
issues about future support for a larger user base.
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1.4 Major Constraints

Time
We only have about two months to finish all documentation, software creation and
enhancements. We have a lot of ideas but cannot implement them due to time
constraint. One of the major ones is to move the application to be completely browser-
based.

Funding
To develop and implement the Palm Pilot integration, we will need funding to buy at least
one Palm Pilot. We will request the funding from University of Michigan – Dearborn
should we decided to pursue this function.

PREGUNTAS:

Sabiendo que el proyecto se desarrolla en Trujillo:


Estimar:
1. El esfuerzo
2. El costo
3. El tiempo de desarrollo
Indique:
1. Las características del equipo de desarrollo
2. Los requerimientos mínimos de hardware y software para el desarrollo.
3. Los riesgos a los que nos podemos entrentar durante el desarrollo del proyecto.
4. La estructura del equipo de desarrollo
5. Las responsabilidades de los miembros del equipo

Nota: Incluya la información que crea conveniente para completar el trabajo

La solución del caso de presentará en un fólder en grupo de hasta tres alumnos el


viernes 26 de noviembre en un fólder y será expuesto ese día en clase.
Ingeniería de Software 4

Caso 2

Software Project Plan

Project Scope

GameForge is a graphical tool used to aid in the design and creation of video games.
A user with limited Microsoft DirectX and/or Visual C++ programming knowledge will
be able to construct a basic 2D-arcade game. The idea is to limit the amount of
actual code written by the user. It will also assist experienced programmers in
generating the Microsoft DirectX and Microsoft Windows9x overhead necessary for
basic game construction, allowing them to concentrate on more detailed game
design issues and implementation.

Critique: Bounding is a critical element of the project scope and the project plan. It
would be a good idea to try to "bound" all the general statement of scope noted here.
For example, “a basic 2D arcade game” is open to very broad interpretation. What is
basic to one reader might be unacceptable to another.

The software will consist of a number of inputs, graphically assisting the user in
creating on-screen objects including the following:
• User Created Objects (player character, creatures, static objects)
- Bitmaps (with animation)
- Collision Detection Areas

- Movement Routines
- Additional Object Attributes
• Backgrounds
• Input Device Setup
• Sound Events

The software will also consist of a number of graphical processing functionalities


including the following:
• Defining/Editing Objects (including characteristics)
• Object Positioning
• Opening/Closing/Saving Game Project Files
• Exporting Game Projects to compilable C++ Files

Outputs include:
• User Created Sprite Objects
• Bitmaps
• Microsoft VC++ (with DirectX code) Files
• Game Project Files
• Text Files (containing sprite attributes)
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• Database Files

Comment: The author have done a good job of providing the reader with a conceptual
model of the information transform that is to occur.

Major Software Functions

Process and Control Functions

• VB interface – The interface is the subsystem the user interacts with.


It creates a project space for all project files to be stored in. It gathers
all necessary data from the user, as well as interacting with the
access databases. The interface then generates data files containing
all specifications of all the sprites, as well as input device information
and sound information. All necessary files such as .wav files and .bmp
files are moved to the project directory. This subsystem contains the
screen representing the game and a list of all sprites and their
attributes.

Critique: A fair amount of application specific jargon is introduced here without


definition. Might be a good idea to refer the reader to a glossary or provide a brief
definition as footnotes.

• C++ engine – This subsystem contains the main function of the


system. The engine creates a .cpp file for the game. The file contains
references to the data files generated by the user interface and
references to DirectX code contained in custom header files.

User Interface Processing

• Input Wizards – There are a number of wizards provided to guide the


novice user through the necessary steps for game development. They
range from sprite generation, to game logic, to input devices. The
wizards interact directly with the user interface.

• Level Editor – This is the main interface, and displays a graphical


representation of the game/level a user is designing. A tree-view of
all created objects is also represented here. All wizards and other
functions can be accessed from this interface.

• Help/Tutorial Files – These files include a wide range of help topics,


including FAQ’s, Tutorial, detailed descriptions of objects and VC++
code, and a search engine to find needed information.
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Input Processing

• Databases – GameForge utilizes a Microsoft Access database to


store sound libraries and image libraries, as well as pre-designed
sprites. The databases are accessed by the user interface.

Output Processing

• Data files – files containing information specified by the user that are
read by the C++ code. The files are generated by the user interface
(information is taken from the resulting database). The user’s game
can be tweaked by editing these files rather than rewriting and
recompiling the C++ code.

• GameForge Files (.gmf) – Files are stored with a unique extension


used exclusively by the GameForge system. These files are similar to
.cpp files but will not be compilable. They are intended as temporary
storage during game creation. They are generated by the user
interface.

• VC++ Files (.cpp) – Finished projects can be saved as .cpp files that
can be compiled with Microsoft’s Visual C++ compiler to create an
executable file for the game. The VC++ engine runs these files.

Performance/Behavior Issues

GameForge is designed to be compatible with the Microsoft Windows 9x


operating system. Microsoft Windows NT 4.0 and earlier versions will not be
supported (Windows NT only supports Microsoft DirectX up to version 3.0.
DirectInput had not been implemented at this time, making this version of
DirectX very limited.) Microsoft Windows 2000 should also be compatible.

GameForge also requires Microsoft DirectX 7.0 or above. Users may also want
to obtain the DirectX 7.0 SDK if they plan on expanding the GameForge library
files beyond their original scope.

GameForge also requires the Microsoft Visual C++ 6.0 compiler. GameForge’s
VC++ code may be compilable using Borland or some other VC++ compiler, but
functionality is not guaranteed.
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Management and Technical Constraints

PA Software will be using the Rapid Prototyping model during design and
implementation:

Prototype GUI Prototype GUI


Requirements Design List of Revisio ns

GameForge Prototype
List of Revisio ns List of Revisio ns
Requirements System

Prototype Engine Prototype Engine


Requirements Design Testing

Deliver
GameForge

Comment: The above diagram presents a useful overview of the project approach. It
does not replace a detailed timeline schedule, but it does provide a “quick look” at what
the team will be doing.

PREGUNTAS:

Sabiendo que el proyecto se desarrolla en Trujillo:


Estimar:
1. El esfuerzo
2. El costo
3. El tiempo de desarrollo
Indique:
1. Las características del equipo de desarrollo
2. Los requerimientos mínimos de hardware y software para el desarrollo.
3. Los riesgos a los que nos podemos entrentar durante el desarrollo del proyecto.
4. La estructura del equipo de desarrollo
5. Las responsabilidades de los miembros del equipo

Nota: Incluya la información que crea conveniente para completar el trabajo

La solución del caso de presentará en un fólder en grupo de hasta tres alumnos el


viernes 26 de noviembre en un fólder y será expuesto ese día en clase.

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