User:BenMcDonald
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Ben McDoanld's page
I am doing my design study for my COSC426:Augmented Reality project. I need a design for a boxing skills trainer. No code has been written so far. I have made a sketch of the requirements for the design of the software. The project is in C++ using the libraries open scene graph (osg), augmented reality tool-kit open scene graph (ARTosg) and the Wii controller library for windows
Requirements:
- A score needs to be generated from a set of tested skills:
- Consistent guard
- Eyes forward and on opponent
- Bobbing and weaving
- Timing of punches
- Each skill needs to be modeled and the evaluation method for each skill also needs to be modeled.
- The performance on the skills needs to be evaluated and for additional activities to be recommended to the athlete.
- An athlete’s evaluation history, progress and general details to be recorded and recoverable.
Iteration Three
Maxims that have been useful:
- Command query separation - One plus of C++ is that you can mark queries, and enforce them, with the const keyword.
- Design by contract - Using assert's to enforce conditions at the moment
- Don't expose mutable attributes - In C++, objects returned from another object's method can be marked as const to make them immutable.
Patterns
- BoxerPose hierarchy
- Boxer hierarchy
- Context - Trainer
- State - TrainingActivity
- ConcreteStates - PunchingDrill, BobbingAndWeaving
- ConcreteElement - Trainer, Boxer
- Element - Boxer
- Visitor - Exporter
- Subject - Observable
- ConcreteSubject - UserBoxerPose
- Observer - Observer
- ConcreteObserver - Trainer
A trainer can be made to observer a UserBoxerPose. The trainer will record the pose history and generate evaluations from that history, generate feedback from its observations and react to the pose's actions.
- Subject - Observable
- ConcreteSubject - TrainerPose
- Observer - Observer
- ConcreteObserver - TrainerAnimation
I wanted the Trainer to know about the timings of the animations and was tempted to couple the Trainer class to the TrainerAnimations class and vice versa. I instead decided to remove the Trainer's knowledge of its animations and required the animations to conform to the timings of the Trainer's movements. The TrainerAnimations class is likely to change and coupling the Trainer class to it would increase maintenance of the Trainer class.
Iteration Two
Design:
- Context - Trainer
- State - TrainingState
- ConcreteStates - PunchingDrill, BobbingAndWeaving
- Subject - Observable
- ConcreteSubject - UserBoxer
- Observer - Observer
- ConcreteObserver - Trainer
- Subject - Observable
- ConcreteSubject - Trainer
- Observer - Observer
- ConcreteObserver - TrainerAnimation
Iteration One
Design:
- Subject - Observable
- ConcreteSubject - Athlete
- Observer - Observer
- ConcreteObserver - Trainer