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The architecture design of the let's play chess software system. It includes uml component diagrams, class diagrams, sequence diagrams, and a requirements traceability table. The design covers the driver, player, game, save/load system, static design structure modeling, and dynamic behavior modeling.
Typology: Lab Reports
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Revision History
Name Date Description Version All Members 3 Mar 2009 Traceability Tables, Minor Revisions
Chris DiJoseph 2 Mar 2009 Uml Class diagrams 1.2.0. Isaac 2 Mar 2009 Sequence Diags. 1.1.0. Chris DiJoseph 26 Feb 2009 Initial Version 1.0.0.
The purpose of this document is to specify the entire software architecture of the Let’s Play Chess software system. The design decisions herein relate directly and indirectly to the performance, functionality, interfaces, attributes of said system. The Let’s Play Chess software system is an electronic simulation of the game of chess. It is meant to serve as a lightweight, portable chess-playing tool for users ranging from the novice player to seasoned pros.
This document is intended primarily for the architects, developers, testers, and managers of the Let’s Play Chess project. It is intended to describe the software requirements of the initial release of the software.
UML Component Diagram – Diagram depicting how a software system is split up into components and shows the dependencies among these components. UML Class Diagram – Diagram describing the structure of a system by showing the system's classes, their attributes, and the relationships among the classes. Sequence Diagram – Diagram showing how objects communicate with each other in terms of a sequence of messages. Also indicates the lifespan of objects relative to those messages. Requirements Traceability Table – Table verifying that each functional requirement used in the development matches those established for test cases. This lets testing teams double-check that all required system features are tested.
Requirements satisfied: 200, 210, 290, 300, 310, 305 The Driver begins each game and delegates control of the game to each individual class. Driver uses the Game interface.
Requirements satisfied: 315, 320 Player is responsible for decision making of the computer player (AI) and human players. Player provides the Player interface which is utilized by the AIPlayer and HumanPlayer classes.
Requirements satisfied: 220, 230, 240, 340, 350 Game contains data including player instances, board class instances, time, and instances of pieces on the board. Responsible for the type of game being played: timed or standard game. Game provides the Game interface, and it utilizes the Piece interface which is used for the different possible pieces: rook, pawn, bishop, knight, king, and queen. Game also uses the XML Converter interface and the Player interface.
3.1.1. Driver class
Req # Design Component 100 NFR 110 NFR 120 NFR 130 NFR 200 2.1. 210 2.1.1, 3.1.2. 220 2.1. 230 2.1.3, 3.1.3, 3.1.3.1, 3.1.3. 240 2.1. 250 2.1.4, 3.1. 260 2.1.4, 3.1. 270 2.1.4, 3.1. 280 2.1.4, 3.1. 290 2.1.1, 3.1. 300 2.1.1, 3.1. 305 2.1.1, 3.1. 310 2.1.1, 3.1. 315 2.1. 320 2.1. 330
3.1.6, 3.1.6.1, 3.1.6.2, 3.1.6.3, 3.1.6.4, 3.1.6.5, 3.1.6.6, 3.1. 340 2.1. 350 2.1.3, 3.1.
Design Component: Req # 2.1.1 200, 210, 290, 300, 305, 310 2.1.2 315, 320 2.1.3 220, 230, 240, 340, 350 2.1.4 250, 260, 270, 280
210, 230, 250, 260, 270, 280, 290, 300, 305, 310, 330, 350 NFR 100, 110, 120, 130