Engineering -AW-Q64

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Due June 6, 2016
1) For the Ticket Kiosk System, develop:
a) Four (4) associations
b) Two (2) dependencies
2) For the Integrated Home Entertainment System, develop:
a) Four (4) associations
b) Two (2) dependencies
3) The Ticket Kiosk System develop one (1) sequence chart
4) The Ticket Kiosk System develop one (1) state diagram

 Smart television
 Speakers
 Bluetooth
 Gaming head handsets
 Audio outputs
 Video outputs
 Television Remote
 Set-top box
 Signal transceiver

 Cable transceiver
 DVD player
 Smart phone
 Gaming outputs
 Wi-Fi receiver
 Remote sensors  Upgrade online software
 Manage software
 Multi player gaming
 Manage internet apps

 Select multimedia content
 Record game play
 Select favorite games, shows, movies
 Schedule show recordings
 Play songs throughBluetooth
 Home
 Office
 Restaurant
 College recreation center
 Café
 Events

 Network provider
 Administrator
 Kids
 Gamers
 Event organizer  To play games
 To watch shows
 To watch movies
 To record games
 To listen songs
 To view images  Easy recording of shows and games.
 Easy scheduling of shows.
 Easy to upload games and apps.
 Saves time.

Text Use Cases

a) Use case: Select favorite movie:
Primary Actor: User

1) User turns on the integrated home entertainment system.
2) Display is on for integrated home entertainment system.
3) User selects the profile screen.
4) System displays all available profiles.
5) System requests for login credentials.
6) User login successfully with their credentials.
7) User then confirms with customer ID and selects the movies screen.
8) System displays list of movies.
9) User selects a movie from movies list.
10) System plays the requested movie.
11) User selects that movie as a favorite movie.
12) System displays this movie in favorite movies list.
13) User can access that movie from favorite movie list.
b) Use case: Manage internet apps.
Primary actors: User
1) User turns on the integrated home entertainment system.
2) Display is on for integrated home entertainment system.
3) User selects the apps store option.
4) Systems open the apps store application and ask for login credentials.
5) User login successfully with their credentials.
6) User then confirms with name and email id.
7) System displays all the available apps.
8) User selects installed apps option.
9) System displays all the installed apps.
10) User updates all the apps.
11) System updates all the apps through internet.
4) Classes and Stereotypes
List of classes
Actor class
• User
• Network provider
Interface class:
• Games screen
• Music Screen
• MoviesScreen
• Channels screen
Business class:
• Bluetooth
• Speakers
• Satellite transceiver
• Movies database
• Songs database
Report class:
• Game score report
• Apps storage report
• Internet usage report
5)CRC Cards:
Class: User
Email id
Upload games
Schedule records
Watch movies
Watch shows
Play songs
View images
Network provider
Conventional remote
Class: Integrated entertainment system
Company name
Model name
Serial number
Display user profiles
Manage applications
Play songs
Stores multimedia content
Display favorite games, shows and movies
Network provider

Class: DVD player

Product ID
Model name
Serial number
Read disc
Process disc
Audio controls
Videos controls
Set-top box
Class: Network provider
Product ID
IP address
Install software
Update software
Remove software
Assign IP address
Check maintenance

Satellite transceiver
Set-top box
Class: Movies screen
Movie Name
Movie category
Movie Duration
Add movies
Add trailers
Remove movies
Check movie details
Network provider
Apps store
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Layered architecture is more suitable forintegrated home entertainment system. Below is the description of the layered architectural style.
Layered architectural style
A layered system is formed dynamically, every one layer offers organization to the layers above to it and serving as an issue to the layer below. In some layered systems internal layers are moving away from all except from the connecting outside layer, beside particular limits definitely picked for the passage. The connectors are described by the traditions that evaluate how the layers will relate.
Layered architectural style demonstrates the social event of related value inside locating into diverse layers that are stacked vertically on top of each other. The layered outline style has been portrayed as an issue pyramid of reuse where every one layer adds up to the commitments and consultations of the layer particularly underneath it. Helpfulness inside every one layer is joined by a regular part or commitment. Correspondence between layers is unequivocal and roughly coupled.
Layer 2: This is the outer most layer of this architecture. In this user will interact directly to this layer for integrated home entertainment system. In this system user had an option to schedule the shows to record. This layer does not interact with other layers.
Layer 1: This is the middle layer of this architecture. In this user will interact with external hardware such as Television, speakers, DVD player and gaming handsets. This layer interact will both layer 2 and layer 0.
Layer 0: This is the internal layer of this architecture. In this layer the most prominent sections will be executed such as connecting to database, apps store authentication and authorizations. This layer interact will layer 1.

The idea is that there are external forces associated with certain problems that make them more easily solved using a particular approach. Every design also has a set of consequences that result from choosing that particular solution. Three part rule is followed in this, that include certain context, problem, solution. It involves in managing interfaces between objects in complex systems.
For the Integrated Home Entertainment System, let us consider the design pattern.
Name of the pattern: Delay response.
Intent of the pattern: To avoid a player from being thrown off the game due to delay.
Problem: Distinct delay between both action response and reflexes of players during the game.
Solution: There are various techniques for decreasing delays though a number of these have their drawbacks and may not be applicable in all cases. In this event synchronization is not possible by the game itself. The customers himself may have to decide to play on servers in geographical closeness to themselves keeping in mind the end goal to reduce latencies or the servers might basically opt to drop customers with high latencies so as to abstain from avoid having to deal with the resulting problems. Nonetheless, these are hardly optimal solutions. Rather, games will frequently be outlined on account of lag compensation in mind.
Participants and Collaborators: The two entities involved are Client and Server in this scenario. As customers are typically not permitted to characterize the basics of the game state but rather need to get it from the server. The principle task of the customer side compensation is to render the virtual world as precisely as possible. As overhauls come with delay and may even be dropped, it is sometime necessary for the customer to anticipate the stream of the game.
Consequences: Lag causes various issues, for example, accurate rendering of the game state and hit detection. Numerous players that have a lower speed Internet connection are often not allowed or discouraged from playing with different players or servers that have a distant host server or have high latency to each other.
Implementation:It is conceivable to reduce the view of lag through game outline. Techniques incorporate playing customer side animations as if the action took place on spot. To reducing or evacuating built-in timers on the host machine and uses cam transitions to hide warping.

1) Zachman Framework: Develop the Scope portion of the Framework
What Data (entities)
 Food items
 Drink items
 Captured images
 Advertisements information based on sales trends
 General school events information
 Student-customized information
How Function (activities)
 Accept cash, change and university cash cards
 Sell food and drink items
 Identify location of the machine using location system
 Identify shaking or tampering
 Call campus safety
 Provide machine information and images of the perpetrators
 Display advertisements based on sales trends
 Display general school events information
 Display student-customized advertisements
 Interact with remote distribution center
 Collect current product level and buying trends information
Where Network (locations)
 Recreation Center
 Hallway
 On campus housing
 Food court
 lounge
 …
Who People
 Buyer ( general public user, university staff and students)
 Supplier representative
When Time
 Cash/card accepted
 Item selected
 Product dropped in the tray for customer to collect it
 Current product level and buying trend information collected
 …
Why Motivation
 To provide university friendly vending machine
 To serve students with customized school events information
 To gain profits
 To gain credibility
 To recommend products to students based on sales trends and buying trends
 …
2.2) Develop two text use cases
Use Case Name: Buy food/drink item(s)
Primary Actor: Buyer
Description of Usage:
Main Success Scenario:
0. Buyer must have cash or coins or university cash card
1. Buyer inserts university cash card into slot
2. System scanner reads the card and prompts for enter PIN
3. Buyer enters the PIN on the key pad provided
4. System validates the entered PIN against the inserted card with server
5. (If successful) System prompts for select item(s)
6. Buyer enters the item number on the selection panel
7. System displays the item description with price and prompt for another item or click
(Buyer repeats step 6 for multiple items. System repeats step 7 for multiple items
and generates running total of items.)
8. Buyer clicks on finish
9. System compares the amount in the cash card with the total price. If sufficient,system deducts amount from the cash card
10. Machine drops the items into the tray.
11. System ejects the university cash card
12. Buyer collects cash card and item(s) and leave from the place
Use Case Name: Display school events & student-customized information
Primary Actor: Computer of the machine
Description of Usage:
Main Success Scenario:
0. Buyer must have university cash card
1. Buyer inserts university cash card into slot
2. System prompts for PIN entry
3. Buyer enters PIN on the key pad provided
4. System validates the entered PIN against the inserted card with server
5. Computer of the machine interacts with ‘Students & School events info server’ and
captures information and send instructions to the build-in LED
6. Built-in LED displays the school events information
7. Computer of the machine interacts with server and captures student specific
information based on the card inserted
8. Built-in LED displays the student specific information
9. Buyer clicks on finish
10. System ejects the card
11. Buyer takes the card and leaves from the place

1. Name
 Object State
 Classification: Behavioral Pattern
2. Problem
 How can an object change its behavior at runtime when it’s internal state changes?
3. Motivation
 Smart vending machine have multiple states based on the actions it receives
 For instance, a vending machine interacts with ‘Students and general school events info server’ and display student customized information when a university cash card is inserted
 A vending machine notifies remote distribution center when the current product level is
 From the above examples, it can be inferred that the state of the vending machine changes runtime when its internal state changes
4. Context
 The above stated problem resides in the smart vending machine projects or in any system/application whose internal objects communicates with each other
5. Forces
 Objects need to communicate
 Objects in the application/system must be independent
6. Solution
There might be many solutions for this kind of problem. One of the feasible solutions is given
 The object which is responsible to notify the remote distribution center will communicate through a telemeter
 The object that needs to communicate with ‘Students and school events info server’ will do by using APIs
At high level, following prototype can be used to determine how to make behavior of an object
depend on its state
 Create a ‘context’ class that provides single interface to all the external communication
 Create state abstract (super) class
 Identify various states of the objects and create those states as sub classes of state super class
 Create state specific behaviors in the sub class
 Create a pointer to the current state in the main ‘context’ class
 Change the current state pointer to change the state of the object based on behaviors.
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