ch03lect2_UD - Using UML, Patterns, and Java...

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Unformatted text preview: Using UML, Patterns, and Java Object-Oriented Software Engineering Example of a Problem Statement: Introduction into ARENA Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 2 ARENA: The Current Situation The Internet has enabled virtual communities Multi-player computer games now include support for virtual communities Players can receive news about game upgrades, new game levels, announcement of matches and scores Currently each game company develops such community support in each individual game Each company uses a different infrastructure, different concepts, and provides different levels of support This redundancy leads to problems: High learning curve for players joining a community Game companies develop the support from scratch Advertisers contact each community separately. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 3 ARENA: The Objectives Provide a generic infrastructure to Support virtual game communities. Register new games Register new players Organize tournaments Keeping track of the players scores. Provide a framework for tournament organizers to customize the number and sequence of matchers and the accumulation of expert rating points. Provide a framework for game developers for developing new games, or for adapting existing games into the ARENA framework. Provide an infrastructure for advertisers. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 4 ARENA: The Objectives (2) Provide a framework for tournament organizers to customize the number and sequence of...
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This note was uploaded on 12/22/2011 for the course CS 101 taught by Professor Dat during the Spring '11 term at Bilkent University.

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ch03lect2_UD - Using UML, Patterns, and Java...

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