Open GoogleCodeExporter opened 9 years ago
Original comment by asamg...@gmail.com
on 14 May 2012 at 3:54
This issue was updated by revision r942.
Modified the constructor and the function Update.
Added the function InitializeCountDown,PlaySoundEffects and DrawCountdown.
Called the new Constructor from the class GraphUI
Original comment by asamg...@gmail.com
on 15 May 2012 at 10:29
Original comment by asamg...@gmail.com
on 15 May 2012 at 10:31
Original comment by asamg...@gmail.com
on 15 May 2012 at 11:20
This issue was updated by revision r955.
Added the function loadcountdown and called the required functions to display
the countdown on the screen.
Original comment by asamg...@gmail.com
on 16 May 2012 at 7:10
Original comment by asamg...@gmail.com
on 17 May 2012 at 6:23
Original comment by asamg...@gmail.com
on 17 May 2012 at 6:24
Original comment by asamg...@gmail.com
on 22 May 2012 at 9:49
Review class CountDown
- class correct design
CountDown {
GameTime ElapsedTime
Texture2D[] Numbers
int TransitionTime
int current
Update() //calculates the current number according to the ElapsedTime and TransitionTime
Draw() //draws the current texture
}
1 - transitions between numbers should not be done using counter it should be
done using GameTime and transition time
2 - in Draw()
no use of the try and catch and the nested one so they should be removed
Note: whenever you find an empty catch block it's design mistake
3 - PlaySoundEffects and DrawCountdown should be changed according to the above
changes
Original comment by bishoyba...@gmail.com
on 23 May 2012 at 7:40
as per SD @ https://docs.google.com/file/d/0B3al591vzPWUQ3hMWlpHdUQwRDA/edit
*The SD name should be written inside the sequence diagram
*The actor is not drawn
*There is no class called background !!
*On the arrow of the synchronous messages (or asynchronous) you should write
the method called with parameters passed not empty
*The return to the actor should be synchronous (dotted arrow)
Original comment by mohamed....@gmail.com
on 23 May 2012 at 9:34
as per SD @ https://docs.google.com/file/d/0B3al591vzPWUQ3hMWlpHdUQwRDA/edit
*The SD name should be written inside the sequence diagram
*The actor is not drawn
*There is no class called background !!
*On the arrow of the synchronous messages (or asynchronous) you should write
the method called with parameters passed not empty
*The return to the actor should be synchronous (dotted arrow)
Original comment by mohamed....@gmail.com
on 23 May 2012 at 9:34
This issue was updated by revision r1563.
Modified the class to complete some of the implementation reviewer's
recommendations
Original comment by asamg...@gmail.com
on 24 May 2012 at 12:40
Change Date Written & Date Modified to DATE WRITTEN & DATE MODIFIED and after
writing void please specify what does the method do in order not to return!!
What does it do instead!
Original comment by michel.n...@gmail.com
on 24 May 2012 at 9:40
Original comment by asamg...@gmail.com
on 24 May 2012 at 11:47
Original comment by asamg...@gmail.com
on 25 May 2012 at 8:25
good work but
*The SD name should be represented as in
http://www.ibm.com/developerworks/rational/library/content/RationalEdge/feb04/31
01_figure1.jpg
*The actor drawing is preferably put on top of the actor lifeline not next to it
(ctrl + A) then down arrow to shift the whole SD down then move the actor on top
The user shouldn't Display Avatars but he "wishes/expects to see avatars" same
for MoveAvatars >> "see Avatars move when he moves"
*when you call DrawCountdown(...) and other methods the SD should contain the
calls inside them too!
Original comment by mohamed....@gmail.com
on 25 May 2012 at 9:03
Original comment by asamg...@gmail.com
on 25 May 2012 at 9:56
Original issue reported on code.google.com by
asamg...@gmail.com
on 11 May 2012 at 11:41