khaledosman / terasoft-12

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3.04 As a user, I should see/hear a Countdown on screen before race starts #229

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
Tasks: 
story sequence diagram & artifact
Re-factoring the code

Original issue reported on code.google.com by asamg...@gmail.com on 11 May 2012 at 11:41

GoogleCodeExporter commented 9 years ago

Original comment by asamg...@gmail.com on 14 May 2012 at 3:54

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago

Original comment by asamg...@gmail.com on 15 May 2012 at 10:31

GoogleCodeExporter commented 9 years ago

Original comment by asamg...@gmail.com on 15 May 2012 at 11:20

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago

Original comment by asamg...@gmail.com on 17 May 2012 at 6:23

GoogleCodeExporter commented 9 years ago

Original comment by asamg...@gmail.com on 17 May 2012 at 6:24

GoogleCodeExporter commented 9 years ago

Original comment by asamg...@gmail.com on 22 May 2012 at 9:49

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago

Original comment by asamg...@gmail.com on 24 May 2012 at 11:47

GoogleCodeExporter commented 9 years ago

Original comment by asamg...@gmail.com on 25 May 2012 at 8:25

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago

Original comment by asamg...@gmail.com on 25 May 2012 at 9:56