road map
DESCRIPTION
Advanced Software Engineering Association for Computing Machinery High School Competition System Prof: Masoud Sadjadi Fall 2004 Second Deliverable By: Prasad Tummala, Hien Nguyen, Jose Ballesteros, Pablo A. Maurin, Bin Liu, Rafael Alpízar (Team Four). Road Map. Introduction - PowerPoint PPT PresentationTRANSCRIPT
Advanced Software Engineering
Association for Computing Machinery
High School Competition System
Prof: Masoud Sadjadi Fall 2004
Second DeliverableBy: Prasad Tummala, Hien Nguyen, Jose
Ballesteros, Pablo A. Maurin, Bin Liu, Rafael Alpízar (Team
Four)
Road Map Introduction Proposed Software Architecture System Decomposition
Component Diagram Deployment Diagram
Sub System Services Object Design
Introduction Purpose
Build a system that will manage the ACM Programming Competition including the registration of teams on the web, and the game operations. The system will minimize errors inherent in manual operations, decrease the number of staff required to run the games, increase the communications with the participants prior to the event, and provide current and final results automatically.
Introduction Design Goal
Usability User Friendly Response time Maintenance No dependencies to commercial software
component.
Current Software Architecture Composed of two separate systems that
do not have any communications with each other.
1. Web based registration system Using ASP deployed on IIS With flat table database deployed on MS SQL
server 2. Game Management
Web-based system deployed on Tomcat. Polling based notification of the judges that a
solution has been submitted.
Proposed Software Architecture Two main subsystems
Web Based Subsystem Game Management Subsystem
Three other ancillary subsystems DB Access Subsystem E-mail subsystem Utility Subsystem
Subsystem Decomposition Web Based Subsystem
Security Subsystem Team Information Management Subsystem Game Configuration Subsystem
Subsystem Decomposition Game Management
Login Judge Interface Team Player Interface Score Board Game Server Scoring Game Communication Framework
Proposed Software Architecture (Diagram)
«subsystem»TeamInformationManagment
«subsystem»Login&Security
«subsystem»DBaccess
«subsystem»Email
«subsystem»AccountManagement«subsystem»
ConfigureGameDetails
«subsystem»GameCommunicationFrameworks
«subsystem»GameServer
«subsystem»JudgeInterface
«subsystem»TeamInterface
«subsystem»ScoreBoard
«subsystem»Login
«subsystem»Score
«subsystem»Utility
Hardware/Software Mapping Web Based System
Components WebBrowser Security Email ManageTeamServlet DBInterface Database
Deployed on two nodes: PC HostMachine
Component Diagram For Web Subsystem
WebBrowser
Security ManageTeamServlet
Email DBInterface
Database
JDBC
Deployment Diagram For Web Subsystem
: PC HostMachine
WebBrowserSecurity&Acctmgnt
ManageTeam Email
DBInterface
Database
Hardware/Software Mapping Game Management Subsystem
Components Login TeamInterface JudgeInterface ScoreBoard GameServer Scoring GameCommunicationFramework DBInterface Database
Deployed on many nodes: 1 Game server n TeamPC m JudgePC 1 ScoreBoard
Component Diagram For Game Management Subsystem
DBInterface
JudgeInterface
GameServer
Scoring
TeamInterface
ScoreBoard
Login
Database
JDBC
GameCommunicationFramework
Deployment Diagram For Game Management Subsystem
TeamPC
ScoreBoardPCJudgePC
HostMachine
DBInterface
JudgeInterface
GameServer
Grader
TeamInterface
ScoreBoard
Database
GameCommunicationFramework
GameCommunicationFramework
GameCommunicationFramework
GameCommunicationFramework
Object Design Trade-Off Use MS-SQL Server vs. new database MS Access database vs. other database Java vs. other languages Java Messaging System (JMS) vs. Sockets Tomcat webserver vs. ISS Servlet & JSP vs. ASP
Sub System Services & Object Design DB Access Subsystem
saveTeam saveAccount updateTeam updateAccount getTeam getAccount deleteTeam saveJudge getJudge deleteJudge setNewScore saveScore
Sub System Services & Object DesignWeb-basedTeam Information
createNewTeam validateInfo updateTeam deleteTeam reportPay recordComment assignTeamID verifyTeam
Subsystem Package Diagram
edu.fiu.cs.cen5011.acmcomp
.web
.security
.gameconfig
.teammgnt
.gamemanagement
.judge .team
.scoreboard
.scoring
.login .commframework
.db.util
.server
Subsystems Dependencies
«subsystem»security
«subsystem»Team Information Management
«subsystem»Game Configuration
«subsystem»DB Access
«subsystem»Game Server
DB Access Subsystem
Provides an interface to interact with the database and is responsible for all object relational mappings.
We solve this problem by applying the Façade Pattern.
DB Access Subsystem
Part of querying a database involves setting up a connection to the database.
Creating and initializing the connection is the most expensive part of a database query.
Avoid creating a connection if at all possible. Allow all components in a process to use a single
global connection resource.
We solve this problem by applying the GangOfFour SingletonPattern.
Singleton Pattern If a system only needs one instance of a class,
and that instance needs to be accessible in many different parts of a system, you control both instantiation and access by making that class a singleton.
Ensure a class only has one instance Provide a global point of access to it
The DBAccess class is made a Singleton, so the single connection will be shared by all components.
ManageTeamServlet
doGet()doPost()deleteTeam()addTeam()updateTeam()
(from edu.fiu.cs.cen5011.acmcomp.web.teammgnt)
GameConfServlet
doGet()doPost()updateGameDetails()
(from edu.fiu.cs.cen5011.acmcomp.web.gameconfig)
LoginFilter
destroy()init()doFilter()
(from edu.fiu.cs.cen5011.acmcomp.web.security)
DBAccessinstance : DBAccessconnection : Connection
DBAccess()instance()init()getTeamMember()updateTeamMember()removeTeamMember()storeTeamMember()storeTeamInfo()getTeamInfo()updateTeamInfo()removeTeamInfo()storeAccount()updateAccount()getAccount()removeAccount()storeSchool()updateSchool()getSchool()removeSchool()
ManageAccountServlet
doGet()doPost()createAccount()deleteAccount()updateAccount()
(from edu.fiu.cs.cen5011.acmcomp.web.securi ty)
Game Communication Framework Heart of Game Management Subsystem. Sits on top of JMS Provides abstraction layer for
Server Judge Team Scoreboard
Game Communication Framework What is JMS?
A framework that provides mechanism for messaging between nodes in distributed network environment.
Provides Point-to-Point Publisher/Subscriber
Software Architecture (Diagram)
TCPJMS
Server
Game Communication Framework
Score Board
Team Interface
Judge Interface
GameManagement Subsytem Layers
Game Communication Framework Class Diagram
MessagemessageteamIDjudgeID
Message()getJudgeID()getTeamID()getMessage()setTeamID()setJudgeID()setMessage()
SolutionDataproblemData : intdata : byte[]
SolutionData()getData()setData()getProblemNo()setProblemNo()
SolutionNotificationRESPONSE : int = 0AVAILABLE : int = 1REQUEST : int = 2ERROR : int = 3GRADED : int = 4team : longproblemNo : intsolutionNo : intcorrect : booleancomment : Stringdata : byte[]flag : int
SolutionNotification()getData()setData()getFlag()setFlag()getProblemNo()setProblemNo()getSolutionNo()setSoulitonNo()getTeam()setTeam()isCorrect()setCorrect()getComment()setComment()
Dispatcher
notifyJudges()receiveObjectFromJudge()receiveObjectFromTeam()sendMessage()receiveMessage()receiveStandings()sendStandings()
Subsystems Dependencies
«subsystem»DBaccess
«subsystem»GameCommunicationFrameworks
«subsystem»GameServer
«subsystem»Score
Game Server Subsystem Manages all relevant game events
Maintaining scores Generating final score report Keeps Game clock. Stores solutions for later retreival.
Sits on top of Game Communications Framework
Implements receiveSolutionNotification() callback method.
Game Server Class Diagram
SolutionsolutionTime : Datecorrect : booleangraded : booleanserverd : booleancancelled : booleanjudge : int
Solution()isCancelled()setCancelled()isCorrect()setCorrect()isGraded()setGraded()getJudge()setJudge()isServed()setServed()getSolutionTime()setSolutionTime()
ProblemproblemNo : int
Problem()getProblemNo()setProblemNo()getSolutions()addSolution()getSolution()
TeamteamID
Team()getProblems()setProblems()addProblem()
ServerController
updateTeam()receiveSolutionNotification()
JudgejudgeID : long
setJudge()getJudge()
Scorer Subsystem. Computes Standing for the game Rules of the game can potentially change Two Classes
Scorer class provides methods to the Server subsystem for computing standings
RulesEngine Interface defines the expected behavior of a RulesEngine to be used by the Scorer class.
Scoring Class Diagram
BasicRulesEngine
ComputeStandings()
Future(from Logical View)
RulesEngine
ComputeStandings()
ScorerrulesEngine : RulesEngine
Scorer()computeStandings()
Standingsteams : ArrayList
Thank you