Mini Project - DSpace at CUSAT - Cochin University of Science and ...
Mini Project - DSpace at CUSAT - Cochin University of Science and ...
Mini Project - DSpace at CUSAT - Cochin University of Science and ...
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<strong>Mini</strong> <strong>Project</strong>
ROAD STAR – CAR RACING GAME BASED ON JAVA<br />
SUDHEESH V.S<br />
Register No: 95580054<br />
SUBMITTED IN FULLFILLMENT OF THE REQUIREMENTS FOR THE FOURTH<br />
SEMESTER MINI PROJECT<br />
JUNE 2010<br />
DEPARTMENT OF COMPUTER APPLICATION<br />
COCHIN UNIVERSITY OF SCIENCE AND TECHNOLOGY<br />
COCHIN -22
<strong>Mini</strong> <strong>Project</strong> Work<br />
(Fourth Semester)<br />
ROAD STAR – CAR RACING GAME BASED ON JAVA<br />
Submitted By<br />
SUDHEESH V.S<br />
Register No: 95580054<br />
SUBMITTED IN FULLFILLMENT OF THE REQUIREMENTS FOR THE FOURTH<br />
SEMESTER MINI PROJECT<br />
JUNE 2010<br />
Faculty Guide Head <strong>of</strong> the Department<br />
Internal Examiner External Examiner<br />
Submitted On:
ACKNOWLEDGEMENT<br />
SYNOPSIS<br />
1.INTRODUCTION<br />
2. SYSTEM ANALYSIS<br />
3.SYSTEM SPECIFICATION<br />
4.SQA PLANPURPOSE<br />
5.SYSTEM DESIGN<br />
6.DATA DESIGN<br />
7.SYSTEM TESTING<br />
8.IMPLEMENTATION<br />
9. FUTURE ENHANCEMENT<br />
10.CONCLUSION<br />
11.BIBLIOGRAPHY
ACKNOWLEDGEMENT<br />
1
ACKNOWLEDGEMENT<br />
This <strong>Project</strong> itself is an acknowledgement to the inspir<strong>at</strong>ion, drive <strong>and</strong> technical<br />
assistance contributed by many individuals. This project would have never seen the<br />
light <strong>of</strong> this day with out the help <strong>and</strong> guidance I have received.<br />
I am pleased to acknowledge my indebtedness to the Head <strong>of</strong> the Department<br />
<strong>of</strong> Computer Applic<strong>at</strong>ion, Dr. K.V Pramod for gracious encouragement <strong>and</strong> proper<br />
guidance.<br />
I would like to express my pr<strong>of</strong>ound thanks to Mrs. Mal<strong>at</strong>hi S, Dr.B.Kannan,<br />
Mr.Sreekumar <strong>and</strong> other faculty members for their help <strong>and</strong> guidance throughout my<br />
project tenure.<br />
I owe an incalculable debt to all staffs <strong>of</strong> Department <strong>of</strong> Computer Applic<strong>at</strong>ion<br />
for their direct <strong>and</strong> indirect help.<br />
I extend my heartfelt thanks to my parents, friends <strong>and</strong> well wishers for their<br />
support <strong>and</strong> timely help<br />
Above all I thank the Almighty for His blessing <strong>and</strong> providing mercies <strong>at</strong> all<br />
stages <strong>of</strong> my work.<br />
Sudheesh V.S<br />
2
SYNOPSIS<br />
3
SYNOPSIS<br />
The project entitled “ROAD STAR – CAR RACING GAME BASED ON JAVA” is an<br />
entertainment game developed in java pl<strong>at</strong>form. This game is a car racing game. We<br />
can play this racing car game by a car provided. The game graphics let us to feel like<br />
we are in a real racing environment. The arrow keys in the key board is the controlling<br />
keys in this game.<br />
The game have the following sections<br />
1. Selecting the options for the game<br />
On the start up <strong>of</strong> this game there will be a main menu from<br />
where we can choose our tasks. There will be options for new game start<br />
by which we can start our game, there will be another option for score<br />
board to show the scored by the previous players, there will be option<br />
for help to underst<strong>and</strong> the game easily, there will be another option to<br />
know about the developer <strong>of</strong> the game, <strong>and</strong> also there will be a quit<br />
option to termin<strong>at</strong>e the game. We need to choose any one <strong>of</strong> the option<br />
given here to proceed to the next stages <strong>of</strong> the game<br />
2. Game playing section<br />
Here in this section we are ready to play a game. We will be<br />
provided with a car <strong>of</strong> our own, we can control it using arrow keys in the<br />
key board. By getting the green signal we have to move ahead. During<br />
the play we gets points for our performance. For moving ahead we need<br />
to c<strong>at</strong>ch the fuel tanks in the screen when they appeared. One thing we<br />
need to taken care is th<strong>at</strong> we must not hit to the other cars in the game<br />
otherwise we will be out from the game. When we get <strong>at</strong> the end<br />
successively we will be declared as “RoadStar” <strong>and</strong> there is an option to<br />
put our name in the game d<strong>at</strong>abase. So th<strong>at</strong> our name will remain in the<br />
system <strong>and</strong> others can view it. The all are obtained using a timer in java<br />
<strong>and</strong> painting concepts <strong>of</strong> java by which we can control the game. For<br />
keeping the names <strong>and</strong> scores <strong>of</strong> the players, here we are using a simple<br />
text file.<br />
4
3. Game Repe<strong>at</strong>ing section<br />
Here we can repe<strong>at</strong> the game after completing the game loop.<br />
For this purpose we use the concept <strong>of</strong> restarting the timer used, so we<br />
can play the game repe<strong>at</strong>edly for so many times<br />
5
INTRODUCTION<br />
6
1.INTRODUCTION<br />
1.1 INTRODUCTION TO COMPUTER GAMES<br />
Computer games is a large business industry spread across the world. From the<br />
first gener<strong>at</strong>ion <strong>of</strong> computers there is a role <strong>of</strong> computer games in providing<br />
entertainment to the people. In which racing games are favorite to a quarter <strong>of</strong> the<br />
total popul<strong>at</strong>ion playing computer games.<br />
1.2 PROJECT DESCRIPTION<br />
“RodStar” is a car racing game developed using java. This game allow the user<br />
to interact with the real time racing game environment. Here user gets the arial<br />
views <strong>of</strong> the game so th<strong>at</strong> user get more control over the game. By clicking a single jar<br />
file we car start the game, it also shows the simplicity <strong>of</strong> the game<br />
On starting the game a splash show will be displayed in the screen to show the<br />
title <strong>of</strong> the game for a while. After th<strong>at</strong> title show there will be appearing a window<br />
with five options namely new game, score board, help, about us, quit. We can study<br />
the options dentally in the next session<br />
I) The first menu item is the start game, As the name implies it is used to start<br />
a new game. On clicking in this option we will go to another menu known as<br />
type <strong>of</strong> the game, There will be tow options displayed here, They are simple<br />
<strong>and</strong> hard. As the name implies it will represent the two type <strong>of</strong> games they<br />
are easy <strong>and</strong> difficult. If we choose the easy option then it will be less<br />
difficult to achieve the goal. The second option for a difficult type is given<br />
for some dearing persons those who need some adventures to do in order<br />
to reach the goal. By choosing any one <strong>of</strong> the options we can get in to the<br />
game. There will be one car for us in the screen. After turning the lights <strong>of</strong><br />
signal in to green we an start the game, There will be one “Go” display in<br />
the screen which indic<strong>at</strong>es th<strong>at</strong> we must move the car using the arrow keys.<br />
On moving through the road there we will met other cars, If we hit any <strong>of</strong><br />
them it will be the end <strong>of</strong> th<strong>at</strong> session. Then a score board will be displayed<br />
in the screen showing the score <strong>of</strong> our play. Otherwise if we move with out<br />
hitting to it then we must c<strong>at</strong>ch the fuel tanks appearing in the screen in<br />
order to continue our play, Other wise it will be stopped during the play by<br />
7
showing a comm<strong>and</strong> th<strong>at</strong> “Out <strong>of</strong> Fuel”. If we move overcoming these<br />
difficulties if we reach <strong>at</strong> the end <strong>of</strong> the track then we will be decleared as<br />
“Road Star” <strong>and</strong> then we can put our name in the score board. So th<strong>at</strong><br />
others playing this game can view it . There will be a route map to show the<br />
current position <strong>of</strong> the car <strong>and</strong> to show the remaining sections <strong>of</strong> the game.<br />
II) The second option is the score board, Which will display all <strong>of</strong> the score<br />
entered in it during the game. This names gives us names <strong>of</strong> the players<br />
who won the game earlier.<br />
III) Next is a help option by clicking to it we can underst<strong>and</strong> the working <strong>of</strong> the<br />
game, This is written in simple English.<br />
IV) Next is an about us option by clicking this option we can underst<strong>and</strong> the<br />
details <strong>of</strong> the developer.<br />
V) Finally there will be quit menu, Which is used to get out <strong>of</strong> the game easily.<br />
8
SYSTEM ANALYSIS<br />
9
2. SYSTEM ANALYSIS<br />
System analysis deals with the study <strong>of</strong> the current system. System analysis is<br />
the most critical process <strong>of</strong> inform<strong>at</strong>ion development. It can be defined as problem<br />
solving which consist <strong>of</strong> our phases they can be successfully completed by applying<br />
appropri<strong>at</strong>e each dimensions <strong>of</strong> the inform<strong>at</strong>ion system.<br />
The problem solving aspects <strong>of</strong> system analysis can be augmented through a<br />
special frame work called pieces c<strong>at</strong>egories problem <strong>and</strong> opportunities problem <strong>and</strong><br />
groups, performances, inform<strong>at</strong>ion <strong>and</strong> d<strong>at</strong>a, economy <strong>and</strong> cost, controls <strong>and</strong> security<br />
<strong>and</strong> service.<br />
The purpose <strong>of</strong> preliminary study phase is to determine the initial feasibility <strong>of</strong><br />
a project work. The product <strong>of</strong> this phase is a feasibility survey th<strong>at</strong> is presented to a<br />
steering committee for a decision on whether the project should be developed. If the<br />
project is approved the next phase is the study <strong>of</strong> the current system. The purpose <strong>of</strong><br />
this phase is to learn how the current system oper<strong>at</strong>es. The analyst also identifies the<br />
problem, limit<strong>at</strong>ion constraints <strong>and</strong> brain forms preliminary solutions finally estim<strong>at</strong>es<br />
<strong>and</strong> present the findings as a problem st<strong>at</strong>ement for formal study <strong>of</strong> phase reports.<br />
The third phase <strong>of</strong> the system analysis is to define end user requirements for a<br />
new system. The purpose <strong>of</strong> this phase is to identify wh<strong>at</strong> the new <strong>and</strong> improved<br />
inform<strong>at</strong>ion system must be able to do. The product <strong>of</strong> this phase is the requirement<br />
st<strong>at</strong>ement<br />
The fourth phase is to select a feasible solution from altern<strong>at</strong>ive are evalu<strong>at</strong>ed<br />
in terms <strong>of</strong> oper<strong>at</strong>ional, technical <strong>and</strong> economic feasibility. The analyst will<br />
recommend the best solution to management for approval. A cost-benefit analysis<br />
determines if the expected systems development <strong>and</strong> file time costs for a new system<br />
will <strong>of</strong>fset by the benefits <strong>of</strong> new system.<br />
2.1 Existing system<br />
In the existing system <strong>of</strong> computer games, there are lots <strong>of</strong> high end high definition<br />
games but they are high in the case <strong>of</strong> requirements also. They have gre<strong>at</strong>er cost <strong>and</strong><br />
gre<strong>at</strong>er system requirements like gre<strong>at</strong>er r<strong>and</strong>om access memory <strong>and</strong> graphic cards.<br />
So there must be a system with a high definition in look, in performance, in lowest<br />
10
cost development <strong>and</strong> simple. So being the Road Star has been developed in java we<br />
get all these from Road Star. So the Road Star is recommended here.<br />
Limit<strong>at</strong>ions<br />
a. High cost<br />
b. High System requirements(like High RAM, graphic <strong>and</strong> sound cards etc)<br />
c. More complex<br />
d. Need more size to store<br />
2.2 Proposed System<br />
In our propose system there are real digital images are used so it will provide a high<br />
definition look. It has been developed in java, so it will be fe<strong>at</strong>ures which are<br />
favorable for a proposed system. These are the fe<strong>at</strong>ures <strong>of</strong> the proposed system<br />
a. Low System requirements<br />
b. Low cost development cost<br />
c. Low disc size requirements<br />
d. Simple<br />
2.3 Feasibility Study<br />
All projects are feasible when given unlimited recourses <strong>and</strong> infinite time. It is both<br />
necessary <strong>and</strong> prudent to evalu<strong>at</strong>e the feasibility <strong>of</strong> a project <strong>at</strong> the earliest possible<br />
time. A feasibility <strong>of</strong> a project <strong>at</strong> the earliest possible time. A feasibility study is not<br />
warranted for a system in which economic justific<strong>at</strong>ion is obvious, technical risk is<br />
low, few legal problems are expected <strong>and</strong> no reasonable altern<strong>at</strong>ive exists. The study<br />
will decide if the proposed system will be cost effective from business point <strong>of</strong> view<br />
<strong>and</strong> if it can be developed in the given existing budgetary constraints. The feasibility<br />
study should be rel<strong>at</strong>ively cheap <strong>and</strong> quick.<br />
Feasibility study may be documented as a separ<strong>at</strong>ed report to higher <strong>of</strong>ficials <strong>of</strong> toplevel<br />
management <strong>and</strong> can be included as an appendix to the system specific<strong>at</strong>ion.<br />
Feasibility <strong>and</strong> risk analysis is rel<strong>at</strong>ed in many ways. If there is more project risk then<br />
the feasibility <strong>of</strong> producing the quality s<strong>of</strong>tware is reduced.<br />
The study is done in three ways<br />
11
a. Oper<strong>at</strong>ional feasibility<br />
b. Technical feasibility<br />
c. Economical feasibility<br />
Oper<strong>at</strong>ional feasibility<br />
Proposed project are beneficial only if they can be turned into inform<strong>at</strong>ion systems<br />
th<strong>at</strong> will meet the organiz<strong>at</strong>ion’s oper<strong>at</strong>ing requirements. Simply started, this test <strong>of</strong><br />
feasibility asks if the system will work when it is developed <strong>and</strong> installed. Are there<br />
major barriers to implement<strong>at</strong>ion? Here are questions th<strong>at</strong> will help the oper<strong>at</strong>ional<br />
feasibility <strong>of</strong> the project:<br />
Is there support for the project from management?<br />
Are current business methods acceptable to the users?<br />
Have the users been involved in the planning <strong>and</strong> development <strong>of</strong> their work?<br />
Will the proposed system cause harm?<br />
The purpose <strong>of</strong> the oper<strong>at</strong>ional feasibility study determine whether the new system<br />
will be resistance from users th<strong>at</strong> will undermine the possible Applic<strong>at</strong>ion benefits.<br />
Technical Feasibility<br />
A study <strong>of</strong> function, performance <strong>and</strong> containments may improve the ability to cre<strong>at</strong>e<br />
an acceptable system. Technical feasibility is frequently the most difficult area to<br />
achieve <strong>at</strong> the stage <strong>of</strong> product engineering process.<br />
The technical feasibility normally associ<strong>at</strong>e with<br />
a. Development risk<br />
b. Recourse availability<br />
c. Technology<br />
Technical feasibility study deals with the hardware as well as s<strong>of</strong>tware requirements.<br />
The scope was whether the work for the project is done with the current equipments<br />
<strong>and</strong> existing s<strong>of</strong>tware technology has to be examined in the feasibility study. The<br />
outcome was found to be positive.<br />
S<strong>of</strong>tware feasibility<br />
12
Event though this game is developed in a very high s<strong>of</strong>tware environment, it will be<br />
supported by many other pl<strong>at</strong>forms <strong>and</strong> environments with minimum changes<br />
Hardware Feasibility<br />
This can be viewed with the resource already existing. Here the consider<strong>at</strong>ion is th<strong>at</strong><br />
the existing hardware resource support the technologies th<strong>at</strong> are to be used by the<br />
new system. No hardware was newly bought for the project <strong>and</strong> hence peer network<br />
runner s<strong>of</strong>tware is said to achieve hardware feasibility<br />
Economical feasibility<br />
A cost evalu<strong>at</strong>ion is weighted against the ultim<strong>at</strong>e income or benefit derived from the<br />
developed system or product. Economic justific<strong>at</strong>ion is generally the “bottom-line”<br />
consider<strong>at</strong>ions th<strong>at</strong> includes cost benefit analysis, long term corpor<strong>at</strong>e income<br />
str<strong>at</strong>egies, impact on the other pr<strong>of</strong>it centers or products, cost <strong>of</strong> resources needed<br />
for development end potential market growth.<br />
13
SYSTEM SPECIFICATION<br />
14
3.SYSTEM SPECIFICATION<br />
3.1 HARDWARE SPECIFICATION<br />
3.2 SOFTWARE SPECIFICATION<br />
RAM -128 Mb or higher<br />
PROCESSOR-Pentium 133 MHz<br />
HARD DISK-10GB<br />
OPERATING SYSTEM-Windows XP/2000/Vista/Windows 7<br />
FRONT END- Java<br />
3.3 SOFTWARE DESCRIPTION<br />
Java<br />
The first release <strong>of</strong> Java in 1996 gener<strong>at</strong>ed an incredible amount <strong>of</strong> excitement, not<br />
just in the computer press, but in mainstream media such as The New York Times, The<br />
Washington Post, <strong>and</strong> Business Week. Java has the distinction <strong>of</strong> being the first <strong>and</strong><br />
only<br />
programming language th<strong>at</strong> had a ten-minute story on N<strong>at</strong>ional Public Radio. A<br />
$100,000,000 venture capital fund was set up solely for products produced by use <strong>of</strong><br />
aspecific computer language.<br />
Java goes back to 1991, when a group <strong>of</strong> Sun engineers, led by P<strong>at</strong>rick Naughton <strong>and</strong><br />
Sun Fellow (<strong>and</strong> all-around computer wizard) James Gosling, wanted to design a small<br />
computer language th<strong>at</strong> could be used for consumer devices like cable TV<br />
switchboxes.<br />
Because these devices do not have a lot <strong>of</strong> power or memory, the language had to be<br />
small <strong>and</strong> gener<strong>at</strong>e very tight code. Also, because different manufacturers may<br />
choose<br />
different central processing units (CPUs), it was important th<strong>at</strong> the language not be<br />
tied<br />
to any single architecture. The project was code-named “Green.”<br />
The requirements for small, tight, <strong>and</strong> pl<strong>at</strong>form-neutral code led the team to<br />
resurrect<br />
the model th<strong>at</strong> some Pascal implement<strong>at</strong>ions tried in the early days <strong>of</strong> PCs. Niklaus<br />
Wirth, the inventor <strong>of</strong> Pascal, had pioneered the design <strong>of</strong> a portable language th<strong>at</strong><br />
gener<strong>at</strong>ed<br />
15
intermedi<strong>at</strong>e code for a hypothetical machine. (These are <strong>of</strong>ten called virtual<br />
machines—hence, the Java virtual machine or JVM.) This intermedi<strong>at</strong>e code could<br />
then<br />
be used on any machine th<strong>at</strong> had the correct interpreter. The Green project engineers<br />
used a virtual machine as well, so this solved their main problem.<br />
The Sun people, however, come from a UNIX background, so they based their<br />
language<br />
on C++ r<strong>at</strong>her than Pascal. In particular, they made the language object oriented<br />
r<strong>at</strong>her<br />
than procedure oriented. But, as Gosling says in the interview, “All along, the<br />
language<br />
was a tool, not the end.” Gosling decided to call his language “Oak” (presumably<br />
because he liked the look <strong>of</strong> an oak tree th<strong>at</strong> was right outside his window <strong>at</strong> Sun).<br />
The<br />
people <strong>at</strong> Sun l<strong>at</strong>er realized th<strong>at</strong> Oak was the name <strong>of</strong> an existing computer language,<br />
so<br />
they changed the name to Java. This turned out to be an inspired choice.<br />
In 1992, the Green project delivered its first product, called “*7.” It was an extremely<br />
intelligent remote control. (It had the power <strong>of</strong> a SPARCst<strong>at</strong>ion in a box th<strong>at</strong> was 6<br />
inches by 4 inches by 4 inches.) Unfortun<strong>at</strong>ely, no one was interested in producing<br />
this<br />
<strong>at</strong> Sun, <strong>and</strong> the Green people had to find other ways to market their technology.<br />
However,<br />
none <strong>of</strong> the st<strong>and</strong>ard consumer electronics companies were interested. The group<br />
then bid on a project to design a cable TV box th<strong>at</strong> could deal with new cable services<br />
such as video on dem<strong>and</strong>. They did not get the contract. (Amusingly, the company<br />
th<strong>at</strong><br />
did was led by the same Jim Clark who started Netscape—a company th<strong>at</strong> did much<br />
to<br />
make Java successful.)<br />
The Green project (with a new name <strong>of</strong> “First Person, Inc.”) spent all <strong>of</strong> 1993 <strong>and</strong> half<br />
<strong>of</strong><br />
1994 looking for people to buy its technology—no one was found. (P<strong>at</strong>rick Naughton,<br />
one <strong>of</strong> the founders <strong>of</strong> the group <strong>and</strong> the person who ended up doing most <strong>of</strong> the<br />
marketing,<br />
claims to have accumul<strong>at</strong>ed 300,000 air miles in trying to sell the technology.)<br />
First Person was dissolved in 1994.<br />
While all <strong>of</strong> this was going on <strong>at</strong> Sun, the World Wide Web part <strong>of</strong> the Internet was<br />
growing bigger <strong>and</strong> bigger. The key to the Web is the browser th<strong>at</strong> transl<strong>at</strong>es the<br />
hypertext page to the screen. In 1994, most people were using Mosaic, a<br />
noncommercial<br />
16
web browser th<strong>at</strong> came out <strong>of</strong> the supercomputing center <strong>at</strong> the <strong>University</strong> <strong>of</strong> Illinois<br />
in 1993. (Mosaic was partially written by Marc Andreessen for $6.85 an hour as an<br />
undergradu<strong>at</strong>e student on a work-study project. He moved on to fame <strong>and</strong> fortune<br />
as one <strong>of</strong> the c<strong>of</strong>ounders <strong>and</strong> the chief <strong>of</strong> technology <strong>at</strong> Netscape.)<br />
In the SunWorld interview, Gosling says th<strong>at</strong> in mid-1994, the language developers<br />
realized<br />
th<strong>at</strong> “We could build a real cool browser. It was one <strong>of</strong> the few things in the client/<br />
server mainstream th<strong>at</strong> needed some <strong>of</strong> the weird things we’d done: architecture<br />
neutral,<br />
real-time, reliable, secure—issues th<strong>at</strong> weren’t terribly important in the workst<strong>at</strong>ion<br />
world. So we built a browser.”<br />
The actual browser was built by P<strong>at</strong>rick Naughton <strong>and</strong> Jon<strong>at</strong>han Payne <strong>and</strong> evolved<br />
into the HotJava browser. The HotJava browser was written in Java to show <strong>of</strong>f the<br />
power <strong>of</strong> Java. But the builders also had in mind the power <strong>of</strong> wh<strong>at</strong> are now called<br />
applets, so they made the browser capable <strong>of</strong> executing code inside web pages. This<br />
“pro<strong>of</strong> <strong>of</strong> technology” was shown <strong>at</strong> SunWorld ‘95 on May 23, 1995, <strong>and</strong> inspired the<br />
Java craze th<strong>at</strong> continues today.<br />
Sun released the first version <strong>of</strong> Java in early 1996. People quickly realized th<strong>at</strong> Java<br />
1.0<br />
was not going to cut it for serious applic<strong>at</strong>ion development. Sure, you could use Java<br />
1.0<br />
to make a nervous text applet th<strong>at</strong> moved text r<strong>and</strong>omly around in a canvas. But you<br />
couldn’t even print in Java 1.0. To be blunt, Java 1.0 was not ready for prime time. Its<br />
successor, version 1.1, filled in the most obvious gaps, gre<strong>at</strong>ly improved the reflection<br />
capability, <strong>and</strong> added a new event model for GUI programming. It was still r<strong>at</strong>her<br />
limited, though.<br />
The big news <strong>of</strong> the 1998 JavaOne conference was the upcoming release <strong>of</strong> Java 1.2,<br />
which replaced the early toylike GUI <strong>and</strong> graphics toolkits with sophistic<strong>at</strong>ed <strong>and</strong><br />
scalable<br />
versions th<strong>at</strong> come a lot closer to the promise <strong>of</strong> “Write Once, Run Anywhere”<br />
than its predecessors. Three days after (!) its release in December 1998, Sun’s<br />
marketing<br />
department changed the name to the c<strong>at</strong>chy Java 2 St<strong>and</strong>ard Edition S<strong>of</strong>tware<br />
Development<br />
Kit Version 1.2.<br />
Besides the St<strong>and</strong>ard Edition, two other editions were introduced: the Micro Edition<br />
for<br />
embedded devices such as cell phones, <strong>and</strong> the Enterprise Edition for server-side<br />
processing.<br />
This book focuses on the St<strong>and</strong>ard Edition.<br />
17
Versions 1.3 <strong>and</strong> 1.4 <strong>of</strong> the St<strong>and</strong>ard Edition are incremental improvements over the<br />
initial<br />
Java 2 release, with an ever-growing st<strong>and</strong>ard library, increased performance, <strong>and</strong>,<br />
<strong>of</strong> course, quite a few bug fixes. During this time, much <strong>of</strong> the initial hype about Java<br />
applets <strong>and</strong> client-side applic<strong>at</strong>ions ab<strong>at</strong>ed, but Java became the pl<strong>at</strong>form <strong>of</strong> choice<br />
for<br />
server-side applic<strong>at</strong>ions.<br />
Version 5.0 is the first release since version 1.1 th<strong>at</strong> upd<strong>at</strong>es the Java language in<br />
significant<br />
ways. (This version was originally numbered 1.5, but the version number jumped<br />
to 5.0 <strong>at</strong> the 2004 JavaOne conference.) After many years <strong>of</strong> research, generic types<br />
(which are roughly comparable to C++ templ<strong>at</strong>es) have been added—the challenge<br />
was<br />
to add this fe<strong>at</strong>ure without requiring changes in the virtual machine. Several other<br />
useful<br />
language fe<strong>at</strong>ures were inspired by C#: a “for each” loop, autoboxing, <strong>and</strong> metad<strong>at</strong>a.<br />
Language changes are always a source <strong>of</strong> comp<strong>at</strong>ibility pain, but several <strong>of</strong> these new<br />
language<br />
fe<strong>at</strong>ures are so seductive th<strong>at</strong> we think th<strong>at</strong> programmers will embrace them<br />
eagerly.<br />
Key fe<strong>at</strong>ures <strong>of</strong> java<br />
a. Architecture Neutral<br />
b. Simple<br />
c. Portable<br />
d. Object Oriented Interpreted<br />
e. Network-Savvy<br />
f. High Performance<br />
g. Robust<br />
h. Multithreaded<br />
i. Secure<br />
j. Dynamic<br />
18
SOFTWARE QUALITY ASSURANCE PLAN<br />
19
4.SQA PLANPURPOSE<br />
The purpose <strong>of</strong> this plan is to define “Road Star” s<strong>of</strong>tware quality assurance<br />
organiz<strong>at</strong>ion, SQA tasks <strong>and</strong> responsibilities; provide reference documents <strong>and</strong><br />
guidelines to perform the SQA activities ; provide the st<strong>and</strong>ards, practices <strong>and</strong><br />
conventions used in carrying out SQA activities; <strong>and</strong> provide the tools, techniques,<br />
<strong>and</strong> methodologies to support SQA activities, <strong>and</strong> SQA reporting.<br />
SCOPE<br />
This plan establishes the SQA activities performed throughout the life cycle <strong>of</strong> the<br />
“Road Star”. Specifically, this SQA plan will show th<strong>at</strong> the SQA group has a reporting<br />
channel to senior management th<strong>at</strong> is independent <strong>of</strong> the project manager, the<br />
project’s s<strong>of</strong>tware engineering group, <strong>and</strong> s<strong>of</strong>tware rel<strong>at</strong>ed groups th<strong>at</strong> include<br />
S<strong>of</strong>tware configur<strong>at</strong>ion Management (SCM), System <strong>and</strong> S<strong>of</strong>tware Test, <strong>and</strong> Logistics.<br />
The goal <strong>of</strong> the SQA program is to verify th<strong>at</strong> all s<strong>of</strong>tware <strong>and</strong> document<strong>at</strong>ion to<br />
be delivered meet all technical requirements. The SQA procedures defined herein<br />
shall be used to examine all deliverable s<strong>of</strong>tware <strong>and</strong> document<strong>at</strong>ion to determine<br />
compailence with technical <strong>and</strong> performance requirements<br />
SYSTEM OVERVIEW<br />
The “Road Star” is a car racing game, the below figure identifies the CIs within each<br />
subsystem <strong>and</strong> highlights those to which this SQA plans applies<br />
S<strong>of</strong>tware Life Cycle Activities<br />
SOFTWAE LIFECYCLE ACTIVITIES<br />
<strong>Project</strong> Planning <strong>and</strong> Oversight<br />
S<strong>of</strong>tware Development Environment<br />
System Requirements Analysis<br />
System Design<br />
S<strong>of</strong>tware Requirement Analysis<br />
S<strong>of</strong>tware Design<br />
S<strong>of</strong>tware Implement<strong>at</strong>ion <strong>and</strong> Unit Testing<br />
Unit Integr<strong>at</strong>ion <strong>and</strong> Testing<br />
CI Qualific<strong>at</strong>ion Testing<br />
CI/Hardware Configur<strong>at</strong>ion Item(HWCI)<br />
20
DOCUMENT OVERVIEW<br />
Integr<strong>at</strong>ion <strong>and</strong> Testing<br />
System Qualific<strong>at</strong>ion Testing<br />
S<strong>of</strong>tware Use Prepar<strong>at</strong>ion<br />
S<strong>of</strong>tware Transition Prepar<strong>at</strong>ion<br />
Life Cycle Maintanance<br />
This document identifies the organiz<strong>at</strong>ions <strong>and</strong> procedures to be used to perform<br />
activities rel<strong>at</strong>ed to the “Road Star”. Section 1 identifies the system to which this SQA<br />
plan applies; provides an overview <strong>of</strong> the system <strong>and</strong> its s<strong>of</strong>tware functions;<br />
summarizes the purpose <strong>and</strong> contents <strong>of</strong> the SQA plan; <strong>and</strong> describes the rel<strong>at</strong>ionship<br />
<strong>of</strong> the SQA plan to other management plans <strong>and</strong> lists all documents referenced<br />
referenced in SQA plan.<br />
STANDARDS,PRACTICES,CONVENTIONS AND METRICES<br />
To verify the delivery <strong>of</strong> a fully conforming, high-quality product, every individual<br />
assigned to the project will particip<strong>at</strong>e in quality assurance. This section describes the<br />
procedures used by SQA to verify th<strong>at</strong> the quality assurance provisions <strong>of</strong> SQA plan<br />
<strong>and</strong> applicable st<strong>and</strong>ard, practices, conventions, <strong>and</strong> m<strong>at</strong>rices are met.<br />
SOFTWARE QUALITY PROGRAM<br />
To verify the delivery <strong>of</strong> a fully conform<strong>at</strong>ing , high-quality product, every individual<br />
assigned to the project will particip<strong>at</strong>e in quality assurance. This section describes the<br />
procedures used by SQA to verify th<strong>at</strong> the quality assurance provisions <strong>of</strong> this SQA<br />
plan <strong>and</strong> applicable st<strong>and</strong>ards, practices, conventions, <strong>and</strong> m<strong>at</strong>rices are met.<br />
METRICES<br />
The following measurements will be made <strong>and</strong> used to determine the cost <strong>and</strong><br />
schedule staus <strong>of</strong> the SQA activities: SQA milestone d<strong>at</strong>es(planned)<br />
a. SQA milestone d<strong>at</strong>es(Completed)<br />
b. SQA work scheduled(planned)<br />
c. SQA work completed(actual)<br />
d. SQA effort exp<strong>and</strong>ed(Planned)<br />
e. SQA effort expended(actual)<br />
21
f. SQA funds expended(actual)<br />
g. SQA funds expended(planned)<br />
h. Number <strong>of</strong> non compailance item open<br />
i. Number <strong>of</strong> non compailence item closed<br />
j. Total number <strong>of</strong> noncompailence items<br />
SQA is resposable for reporting these measurements to the project Manager on a<br />
monthly basis.<br />
TOOLS,TECHNIQUES,AND METHODOLOGIES<br />
Tools-SQA s<strong>of</strong>tware tool include, but are not limited to, oper<strong>at</strong>ing system utilities,<br />
debugging aids, document<strong>at</strong>ion aids, checklists, structuring preprocessors, file<br />
compar<strong>at</strong>ors, structure analyzers, code analyzers, st<strong>and</strong>ard auiditors, simul<strong>at</strong>ors,<br />
execution analyzers, performance monitors, st<strong>at</strong>istical analysis packages, s<strong>of</strong>tware<br />
development folder/files, s<strong>of</strong>tware traceablity m<strong>at</strong>rices, test drivers, test case<br />
gener<strong>at</strong>ors, st<strong>at</strong>ic or dynamic test tools, <strong>and</strong> inform<strong>at</strong>ion engineering CASE tools<br />
Techniques-techniques includes review <strong>of</strong> the use <strong>of</strong> st<strong>and</strong>ards, s<strong>of</strong>tware inspections,<br />
requirements tracing, requirements <strong>and</strong> design verific<strong>at</strong>ions, reliability<br />
measurements, <strong>and</strong> assessments, <strong>and</strong> rigorous logic analysis.<br />
Methodologies-methadologies are an integr<strong>at</strong>ed set <strong>of</strong> the above tools <strong>and</strong><br />
techniques. The methodologies should be well documented for accomplishing the<br />
task or activity <strong>and</strong> provide description <strong>of</strong> the process to be used<br />
Where applicable, SQA will use SEPO organiz<strong>at</strong>ional process <strong>and</strong> tailor the processes<br />
specific to the project<br />
APPENDICES<br />
AI Action Item<br />
CDR Critical Design Review<br />
CMM Capability M<strong>at</strong>urity Model<br />
CMU Carnegie-Mellon <strong>University</strong><br />
CRLCMP Computer Resources Life Cycle Management Plan<br />
CI Configur<strong>at</strong>ion Item<br />
22
DBDD D<strong>at</strong>a Item Description<br />
DCR Document Change Request<br />
DID D<strong>at</strong>a Item Description<br />
EIA Electronic Industries Associ<strong>at</strong>ion<br />
FCA Functional Configur<strong>at</strong>ion Audit<br />
FQR Formal Qualific<strong>at</strong>ion Review<br />
HB H<strong>and</strong>book<br />
HWCI Hardware Configur<strong>at</strong>ion Item<br />
IDD Interface design Description<br />
IEEE Institute <strong>of</strong> Electrical <strong>and</strong> Electronics Engineers<br />
IRS Interface Requirement Specific<strong>at</strong>ion<br />
KPA Key Process Areas<br />
SU S<strong>of</strong>tware Unit<br />
STD St<strong>and</strong>ard<br />
23
SYSTEM DESIGN<br />
24
5.SYSTEM DESIGN<br />
Design is the first step in development phase <strong>of</strong> every engineered product or<br />
system. In the case <strong>of</strong> computer games design is an important thing. The design phase<br />
consist <strong>of</strong> may other phases<br />
a. Option design<br />
The first part <strong>of</strong> the design process is the option design. Which is used to define<br />
the menu options for this we use digital images<br />
b. Track Design<br />
The most important phase <strong>of</strong> the computer game design is the track design in<br />
which we can design the trcks in which the cars are moving. For this we use the<br />
digital images.<br />
c. Action design<br />
In this phase we will discuss about the actions performed by the game like<br />
collision <strong>and</strong> hitting etc<br />
d. Score Board Design<br />
In this phase we design the score board in which the scores to be displayed. For<br />
this purpose we use digital images<br />
e. Over all Design<br />
The overall design phase include in which the other options are designed with<br />
the digital images<br />
25
DATA DESIGN<br />
26
6.DATA DESIGN<br />
Class Diagrams<br />
bug<br />
About<br />
27
Car<br />
28
GameOver<br />
help<br />
29
HighScore<br />
MainGame<br />
30
PanelSplash<br />
Register<br />
31
settings<br />
splash<br />
32
signal<br />
33
Signal1<br />
34
Main<br />
35
SYSTEM TESTING<br />
36
7.SYSTEM TESTING<br />
S<strong>of</strong>tware testing is a critical element <strong>of</strong> quality assurance <strong>and</strong> represents the<br />
ultim<strong>at</strong>e preview <strong>of</strong> specific<strong>at</strong>ions, design <strong>and</strong> coding. Testing represents an<br />
interesting anomaly for the s<strong>of</strong>tware. Doing the earlier definition <strong>and</strong> development<br />
phase it was <strong>at</strong>tempted to buid a s<strong>of</strong>tware from an abstract concept to a tangiable<br />
implement<strong>at</strong>ion. The various types <strong>of</strong> testing done on the system is<br />
a. Unit testing<br />
b. Integr<strong>at</strong>ion Testing<br />
c. Valid<strong>at</strong>ion Testing<br />
Unit testing<br />
A unit focuses verific<strong>at</strong>ion effort on the smallest limit <strong>of</strong> s<strong>of</strong>tware<br />
design. Using the unit test plan prepared in the design phases <strong>of</strong> the system,<br />
important control p<strong>at</strong>hs are tested to uncover the errors within the module.<br />
This testing was carried out during the coding itself.<br />
Integr<strong>at</strong>ion Testing<br />
Integr<strong>at</strong>ion testing is the system<strong>at</strong>ic technique for constructing the<br />
program structure while <strong>at</strong> the same time conducting test to uncover errors<br />
associ<strong>at</strong>ed with the interfaces. The objective is to take unit tested modules<br />
<strong>and</strong> build the program structure th<strong>at</strong> has been dict<strong>at</strong>ed by design. All<br />
modules are combined in this testing step.<br />
Valid<strong>at</strong>ion Testing<br />
At the end <strong>of</strong> integr<strong>at</strong>ion testing, s<strong>of</strong>tware is completely assembled as a<br />
package, interfacing errors have been uncovered <strong>and</strong> corrected <strong>and</strong> final<br />
series <strong>of</strong> s<strong>of</strong>tware valid<strong>at</strong>ion <strong>and</strong> testing begins<br />
Debugging<br />
Debugging is the process <strong>of</strong> isol<strong>at</strong>ing <strong>and</strong> correcting the cause <strong>of</strong> known<br />
errors. Success <strong>at</strong> debugging requires highly developed problems skills.<br />
Commonly used debugging methods include induction, deduction <strong>and</strong><br />
backtracking. Debugging by induction involves the following steps<br />
Collect the following inform<strong>at</strong>ion<br />
37
a. Tools for p<strong>at</strong>ters<br />
b. From one or more hypothesis<br />
c. Prove or disprove each hypothesis<br />
d. Implement the appropri<strong>at</strong>e correction<br />
e. Verify the correction<br />
f. Debugging the deductive involves<br />
g. List Possible cause for the observed failure<br />
h. Elabor<strong>at</strong>e the remaining hypothesis<br />
38
IMPLEMENTATION<br />
39
8.IMPLEMENTATION<br />
Implement<strong>at</strong>ion is the stage <strong>of</strong> the project where the theoretical design is turned<br />
in to a working system. At this stage, one main work load, the gre<strong>at</strong>est upheaval <strong>and</strong><br />
the major impact on existing practices shifts to the user department. If the<br />
implement<strong>at</strong>ion is not carefully planned <strong>and</strong> controlled it can cause chaos <strong>and</strong><br />
confusions. Thus it can be considered as the most critical stage in achieving a<br />
successful new system <strong>and</strong> in giving the users confidence th<strong>at</strong> the new system will<br />
work effective. The major tasks performed in this phase are<br />
a. Training the system users<br />
b. Developing Oper<strong>at</strong>ing procedures to repair <strong>and</strong> enhancing the system<br />
c. Evalu<strong>at</strong>ing the final system to check for its time <strong>and</strong> budget constraints<br />
To achieve the objective <strong>and</strong> benefits expected from the<br />
computer based system it is essential for the people who will be involved to be<br />
confident <strong>of</strong> their role in the new system. This involve them in underst<strong>and</strong>ing the<br />
system <strong>and</strong> in effects on the organiz<strong>at</strong>ion <strong>and</strong> in being able to carry out effectively the<br />
specific task. As a system become more complex the need for educ<strong>at</strong>ing <strong>and</strong> training<br />
is more important<br />
40
FUTURE ENHANCEMENT<br />
41
9. FUTURE ENHANCEMENT<br />
In future we can enhance this “Road Star Game” using new technologies<br />
because its codes are so simple th<strong>at</strong> a lay man can underst<strong>and</strong>. Since this is<br />
developed in java which is truly object oriented language it support the future<br />
additions <strong>and</strong> elimin<strong>at</strong>ions in the code. We can increase the flexibility with<br />
adding new levels to the game <strong>and</strong> new items in the appearance <strong>of</strong> the game.<br />
So “Road Star” is developed not only for today but also for tomorrow<br />
42
CONCLUSION<br />
43
10.CONCLUSION<br />
“Road star ” is a simple game developed using java concepts. Its simplicity is<br />
very useful in now a days because tablet computers are becoming popular now<br />
a days, So “RoadStar” like game have gre<strong>at</strong> future<br />
44
SCREEN SHOTS<br />
45
10.SCREEN SHOTS<br />
Splash Screen<br />
46
Main Menu<br />
47
Type <strong>of</strong> game<br />
48
Game<br />
49
Game<br />
50
Game<br />
51
Game Finished<br />
52
BIBLIOGRAPHY<br />
53
11.BIBLIOGRAPHY<br />
Core Java. Volume I, Fundamentals / Cay S. Horstmann, Gary Cornell. —8th ed.<br />
Killer game programming in java Tom Harrisom, Killy Wood<br />
54