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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 />

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