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Mancala (Arabic: manqalah) refers to a family of two-player turn-based strategy board games played with small stones, beans, or seeds and rows of holes or pits in the earth, a board or other playing surface. The objective is usually to capture all or some set of the opponent's pieces. Versions of the game date back past the 3rd century and evidence suggests the game existed in Ancient Egypt. It is among the oldest known games to still be widely played today. HOW TO PLAY MANCALA By Alycia Zimmerman for classroom use Objective: To collect as many seeds in your store as possible. The player with the most seeds in his/her store at the end of the game wins. Set Up: Place four seeds in each of the six pits on your side of the game board. Your opponent should do the same. The colors of the seeds don't matter. (For a shorter game, you can play with three seeds in each pit.) pits (sometimes called hollows, holes, or cups) Dlavina Playing: ● 8 ● store (sometimes called a "Mancala" or a "capture pit") Basic Rules: Play always moves around the board in a counter-clockwise circle (to the right) The store on your right belongs to you. That is where you keep the seeds you win. The six pits near you are your pits. Only use one hand to pick up and put down seeds. Once you touch the seeds in a pit, you must move those seeds. Only put seeds in your own store, not your opponent's store. seeds (sometimes called stones) Starting the Game: On a turn, a player picks up all the seeds in one pit and "sows" them to the right, placing one seed in each of the pits along the way. If you come to your store, then add a seed to your store and continue. You may end up putting seeds in your opponent's pits along the way. • O Figure 1 On the game board above, the pink player (bottom row) just made his first move of the game. He picked up all of the seeds from the third pit and placed one seed in each of the pits to the right. The final seed in his hand landed in his store, so he now gets to take another turn. : Play alternates back and forth, with opponents picking up the seeds in one of their pits and distributing them one at a time into the pits on the right, beginning in the pit immediately to the right. Special Rules: ● When the last seed in your hand lands in your store, take another turn. When the last seed in your hand lands in one of your own pits, if that pit had been empty you get to keep all of the seeds in your opponents pit on the opposite side. Put those captured seeds, as well as the last seed that you just played on your side, into the store. Ending the Game: ● The game is over when one player's pits are completely empty. The other player takes the seeds remaining in her pits and puts those seeds in her store. Count up the seeds. Whoever has the most seeds wins. ASSIGNMENT 5A: Create a document with a domain model; Use Case Diagram; Use Cases, and Robustness Diagram; draft test cases 5B Revised Documents above; Working game model; test cases I will try to create a web-interface to the game model. Since we haven't defined a common API we may need to create an adapter-interface to connect to your game. More news to come! Domain Model ● Player Pit Board Store Use Cases Use Case 1: Start Game Description: This use case represents the start of the Mancala game when initiated by one of the players. 1. The game begins with an empty board. 2. Each player places four seeds in each of their six pits. 3. The players decide who will take the first turn. Use Case 2: Sow Seeds Description: This use case allows a player to pick up seeds from one of their pits and distribute them to the right, following the game's rules. player. 4. The current player selects one of their non-empty pits. 5. The player picks up all the seeds from the selected pit. 6. The player distributes the seeds one by one to the pits on the right, including their own store but skipping the opponent's store. 7. If the last seed lands in the player's store, the player gets an additional turn. 8. If the last seed lands in an empty pit on the player's side, and the opposite pit from the opponent has seeds, the player captures the seeds from the opposite pit and places them, along with the last seed they sowed, into their store. Use Case 3: End Turn Description: This use case marks the end of a player's turn and passes the turn to the other 9. The current player's turn ends, and it becomes the other player's turn. Test Cases Test Case 1: Starting the Game Input: Players decide to start the game. Output: The game initializes with an empty board, and each player has four seeds in each pit. Test Case 2: Sowing Seeds Input: Player 1 selects one of their pits with seeds and sows them. Output: The seeds are distributed correctly according to the game's rules, ending in either the player's store, granting an additional turn, or capturing opponent's seeds. Test Case 3: Capturing Seeds Input: Player 1 sows seeds that end up in an empty pit on their side, with the opposite pit from Player 2 containing seeds. Output: The seeds from the opposite pit are captured, along with the last seed sown, and placed in Player 1's store. Test Case 4: Invalid Move Input: Player 1 tries to sow seeds from an empty pit. Output: The game should not allow this move, and an error message or prompt should appear. Test Case 5: Ending the Game Input: One player's pits are completely empty. Output: The game ends, and the remaining seeds in the other player's pits are moved to their store. The player with the most seeds in their store wins. Test Case 6: Additional Turn Input: Player 1's last sown seed lands in their store, granting an additional turn. Output: Player 1 gets another turn to sow seeds. Mancala (Arabic: manqalah) refers to a family of two-player turn-based strategy board games played with small stones, beans, or seeds and rows of holes or pits in the earth, a board or other playing surface. The objective is usually to capture all or some set of the opponent's pieces. Versions of the game date back past the 3rd century and evidence suggests the game existed in Ancient Egypt. It is among the oldest known games to still be widely played today. HOW TO PLAY MANCALA By Alycia Zimmerman for classroom use Objective: To collect as many seeds in your store as possible. The player with the most seeds in his/her store at the end of the game wins. Set Up: Place four seeds in each of the six pits on your side of the game board. Your opponent should do the same. The colors of the seeds don't matter. (For a shorter game, you can play with three seeds in each pit.) pits (sometimes called hollows, holes, or cups) Dlavina Playing: ● 8 ● store (sometimes called a "Mancala" or a "capture pit") Basic Rules: Play always moves around the board in a counter-clockwise circle (to the right) The store on your right belongs to you. That is where you keep the seeds you win. The six pits near you are your pits. Only use one hand to pick up and put down seeds. Once you touch the seeds in a pit, you must move those seeds. Only put seeds in your own store, not your opponent's store. seeds (sometimes called stones) Starting the Game: On a turn, a player picks up all the seeds in one pit and "sows" them to the right, placing one seed in each of the pits along the way. If you come to your store, then add a seed to your store and continue. You may end up putting seeds in your opponent's pits along the way. • O Figure 1 On the game board above, the pink player (bottom row) just made his first move of the game. He picked up all of the seeds from the third pit and placed one seed in each of the pits to the right. The final seed in his hand landed in his store, so he now gets to take another turn. : Play alternates back and forth, with opponents picking up the seeds in one of their pits and distributing them one at a time into the pits on the right, beginning in the pit immediately to the right. Special Rules: ● When the last seed in your hand lands in your store, take another turn. When the last seed in your hand lands in one of your own pits, if that pit had been empty you get to keep all of the seeds in your opponents pit on the opposite side. Put those captured seeds, as well as the last seed that you just played on your side, into the store. Ending the Game: ● The game is over when one player's pits are completely empty. The other player takes the seeds remaining in her pits and puts those seeds in her store. Count up the seeds. Whoever has the most seeds wins. ASSIGNMENT 5A: Create a document with a domain model; Use Case Diagram; Use Cases, and Robustness Diagram; draft test cases 5B Revised Documents above; Working game model; test cases I will try to create a web-interface to the game model. Since we haven't defined a common API we may need to create an adapter-interface to connect to your game. More news to come! Domain Model ● Player Pit Board Store Use Cases Use Case 1: Start Game Description: This use case represents the start of the Mancala game when initiated by one of the players. 1. The game begins with an empty board. 2. Each player places four seeds in each of their six pits. 3. The players decide who will take the first turn. Use Case 2: Sow Seeds Description: This use case allows a player to pick up seeds from one of their pits and distribute them to the right, following the game's rules. player. 4. The current player selects one of their non-empty pits. 5. The player picks up all the seeds from the selected pit. 6. The player distributes the seeds one by one to the pits on the right, including their own store but skipping the opponent's store. 7. If the last seed lands in the player's store, the player gets an additional turn. 8. If the last seed lands in an empty pit on the player's side, and the opposite pit from the opponent has seeds, the player captures the seeds from the opposite pit and places them, along with the last seed they sowed, into their store. Use Case 3: End Turn Description: This use case marks the end of a player's turn and passes the turn to the other 9. The current player's turn ends, and it becomes the other player's turn. Test Cases Test Case 1: Starting the Game Input: Players decide to start the game. Output: The game initializes with an empty board, and each player has four seeds in each pit. Test Case 2: Sowing Seeds Input: Player 1 selects one of their pits with seeds and sows them. Output: The seeds are distributed correctly according to the game's rules, ending in either the player's store, granting an additional turn, or capturing opponent's seeds. Test Case 3: Capturing Seeds Input: Player 1 sows seeds that end up in an empty pit on their side, with the opposite pit from Player 2 containing seeds. Output: The seeds from the opposite pit are captured, along with the last seed sown, and placed in Player 1's store. Test Case 4: Invalid Move Input: Player 1 tries to sow seeds from an empty pit. Output: The game should not allow this move, and an error message or prompt should appear. Test Case 5: Ending the Game Input: One player's pits are completely empty. Output: The game ends, and the remaining seeds in the other player's pits are moved to their store. The player with the most seeds in their store wins. Test Case 6: Additional Turn Input: Player 1's last sown seed lands in their store, granting an additional turn. Output: Player 1 gets another turn to sow seeds. Mancala (Arabic: Almanqalah) refers to a family of two-player turn-based strategy board games played with small stones, beans, or seeds and rows of holes or pits in the earth, a board or other playing surface. The objective is usually to capture all or some set of the opponent's pieces. Versions of the game date back past the 3rd century and evidence suggests the game existed in Ancient Egypt. It is among the oldest known games to still be widely played today. HOW TO PLAY MANCALA By Alycia Zimmerman for classroom use Objective: To collect as many seeds in your store as possible. The player with the most seeds in his/her store at the end of the game wins. Set Up: Place four seeds in each of the six pits on your side of the game board. Your opponent should do the same. The colors of the seeds don't matter. (For a shorter game, you can play with three seeds in each pit.) pits (sometimes called hollows, holes, or cups) Dlavina Playing: ● 8 ● store (sometimes called a "Mancala" or a "capture pit") Basic Rules: Play always moves around the board in a counter-clockwise circle (to the right) The store on your right belongs to you. That is where you keep the seeds you win. The six pits near you are your pits. Only use one hand to pick up and put down seeds. Once you touch the seeds in a pit, you must move those seeds. Only put seeds in your own store, not your opponent's store. seeds (sometimes called stones) Starting the Game: On a turn, a player picks up all the seeds in one pit and "sows" them to the right, placing one seed in each of the pits along the way. If you come to your store, then add a seed to your store and continue. You may end up putting seeds in your opponent's pits along the way. • O Figure 1 On the game board above, the pink player (bottom row) just made his first move of the game. He picked up all of the seeds from the third pit and placed one seed in each of the pits to the right. The final seed in his hand landed in his store, so he now gets to take another turn. : Play alternates back and forth, with opponents picking up the seeds in one of their pits and distributing them one at a time into the pits on the right, beginning in the pit immediately to the right. Special Rules: ● When the last seed in your hand lands in your store, take another turn. When the last seed in your hand lands in one of your own pits, if that pit had been empty you get to keep all of the seeds in your opponents pit on the opposite side. Put those captured seeds, as well as the last seed that you just played on your side, into the store. Ending the Game: ● The game is over when one player's pits are completely empty. The other player takes the seeds remaining in her pits and puts those seeds in her store. Count up the seeds. Whoever has the most seeds wins. ASSIGNMENT 5A: Create a document with a domain model; Use Case Diagram; Use Cases, and Robustness Diagram; draft test cases 5B Revised Documents above; Working game model; test cases I will try to create a web-interface to the game model. Since we haven't defined a common API we may need to create an adapter-interface to connect to your game. More news to come! Domain Model ● Player Pit Board Store Use Cases Use Case 1: Start Game Description: This use case represents the start of the Mancala game when initiated by one of the players. 1. The game begins with an empty board. 2. Each player places four seeds in each of their six pits. 3. The players decide who will take the first turn. Use Case 2: Sow Seeds Description: This use case allows a player to pick up seeds from one of their pits and distribute them to the right, following the game's rules. player. 4. The current player selects one of their non-empty pits. 5. The player picks up all the seeds from the selected pit. 6. The player distributes the seeds one by one to the pits on the right, including their own store but skipping the opponent's store. 7. If the last seed lands in the player's store, the player gets an additional turn. 8. If the last seed lands in an empty pit on the player's side, and the opposite pit from the opponent has seeds, the player captures the seeds from the opposite pit and places them, along with the last seed they sowed, into their store. Use Case 3: End Turn Description: This use case marks the end of a player's turn and passes the turn to the other 9. The current player's turn ends, and it becomes the other player's turn. Test Cases Test Case 1: Starting the Game Input: Players decide to start the game. Output: The game initializes with an empty board, and each player has four seeds in each pit. Test Case 2: Sowing Seeds Input: Player 1 selects one of their pits with seeds and sows them. Output: The seeds are distributed correctly according to the game's rules, ending in either the player's store, granting an additional turn, or capturing opponent's seeds. Test Case 3: Capturing Seeds Input: Player 1 sows seeds that end up in an empty pit on their side, with the opposite pit from Player 2 containing seeds. Output: The seeds from the opposite pit are captured, along with the last seed sown, and placed in Player 1's store. Test Case 4: Invalid Move Input: Player 1 tries to sow seeds from an empty pit. Output: The game should not allow this move, and an error message or prompt should appear. Test Case 5: Ending the Game Input: One player's pits are completely empty. Output: The game ends, and the remaining seeds in the other player's pits are moved to their store. The player with the most seeds in their store wins. Test Case 6: Additional Turn Input: Player 1's last sown seed lands in their store, granting an additional turn. Output: Player 1 gets another turn to sow seeds. Mancala (Arabic: manqalah) refers to a family of two-player turn-based strategy board games played with small stones, beans, or seeds and rows of holes or pits in the earth, a board or other playing surface. The objective is usually to capture all or some set of the opponent's pieces. Versions of the game date back past the 3rd century and evidence suggests the game existed in Ancient Egypt. It is among the oldest known games to still be widely played today. HOW TO PLAY MANCALA By Alycia Zimmerman for classroom use Objective: To collect as many seeds in your store as possible. The player with the most seeds in his/her store at the end of the game wins. Set Up: Place four seeds in each of the six pits on your side of the game board. Your opponent should do the same. The colors of the seeds don't matter. (For a shorter game, you can play with three seeds in each pit.) pits (sometimes called hollows, holes, or cups) Dlavina Playing: ● 8 ● store (sometimes called a "Mancala" or a "capture pit") Basic Rules: Play always moves around the board in a counter-clockwise circle (to the right) The store on your right belongs to you. That is where you keep the seeds you win. The six pits near you are your pits. Only use one hand to pick up and put down seeds. Once you touch the seeds in a pit, you must move those seeds. Only put seeds in your own store, not your opponent's store. seeds (sometimes called stones) Starting the Game: On a turn, a player picks up all the seeds in one pit and "sows" them to the right, placing one seed in each of the pits along the way. If you come to your store, then add a seed to your store and continue. You may end up putting seeds in your opponent's pits along the way. • O Figure 1 On the game board above, the pink player (bottom row) just made his first move of the game. He picked up all of the seeds from the third pit and placed one seed in each of the pits to the right. The final seed in his hand landed in his store, so he now gets to take another turn. : Play alternates back and forth, with opponents picking up the seeds in one of their pits and distributing them one at a time into the pits on the right, beginning in the pit immediately to the right. Special Rules: ● When the last seed in your hand lands in your store, take another turn. When the last seed in your hand lands in one of your own pits, if that pit had been empty you get to keep all of the seeds in your opponents pit on the opposite side. Put those captured seeds, as well as the last seed that you just played on your side, into the store. Ending the Game: ● The game is over when one player's pits are completely empty. The other player takes the seeds remaining in her pits and puts those seeds in her store. Count up the seeds. Whoever has the most seeds wins. ASSIGNMENT 5A: Create a document with a domain model; Use Case Diagram; Use Cases, and Robustness Diagram; draft test cases 5B Revised Documents above; Working game model; test cases I will try to create a web-interface to the game model. Since we haven't defined a common API we may need to create an adapter-interface to connect to your game. More news to come! Domain Model ● Player Pit Board Store Use Cases Use Case 1: Start Game Description: This use case represents the start of the Mancala game when initiated by one of the players. 1. The game begins with an empty board. 2. Each player places four seeds in each of their six pits. 3. The players decide who will take the first turn. Use Case 2: Sow Seeds Description: This use case allows a player to pick up seeds from one of their pits and distribute them to the right, following the game's rules. player. 4. The current player selects one of their non-empty pits. 5. The player picks up all the seeds from the selected pit. 6. The player distributes the seeds one by one to the pits on the right, including their own store but skipping the opponent's store. 7. If the last seed lands in the player's store, the player gets an additional turn. 8. If the last seed lands in an empty pit on the player's side, and the opposite pit from the opponent has seeds, the player captures the seeds from the opposite pit and places them, along with the last seed they sowed, into their store. Use Case 3: End Turn Description: This use case marks the end of a player's turn and passes the turn to the other 9. The current player's turn ends, and it becomes the other player's turn. Test Cases Test Case 1: Starting the Game Input: Players decide to start the game. Output: The game initializes with an empty board, and each player has four seeds in each pit. Test Case 2: Sowing Seeds Input: Player 1 selects one of their pits with seeds and sows them. Output: The seeds are distributed correctly according to the game's rules, ending in either the player's store, granting an additional turn, or capturing opponent's seeds. Test Case 3: Capturing Seeds Input: Player 1 sows seeds that end up in an empty pit on their side, with the opposite pit from Player 2 containing seeds. Output: The seeds from the opposite pit are captured, along with the last seed sown, and placed in Player 1's store. Test Case 4: Invalid Move Input: Player 1 tries to sow seeds from an empty pit. Output: The game should not allow this move, and an error message or prompt should appear. Test Case 5: Ending the Game Input: One player's pits are completely empty. Output: The game ends, and the remaining seeds in the other player's pits are moved to their store. The player with the most seeds in their store wins. Test Case 6: Additional Turn Input: Player 1's last sown seed lands in their store, granting an additional turn. Output: Player 1 gets another turn to sow seeds. Mancala (Arabic: manqalah) refers to a family of two-player turn-based strategy board games played with small stones, beans, or seeds and rows of holes or pits in the earth, a board or other playing surface. The objective is usually to capture all or some set of the opponent's pieces. Versions of the game date back past the 3rd century and evidence suggests the game existed in Ancient Egypt. It is among the oldest known games to still be widely played today. HOW TO PLAY MANCALA By Alycia Zimmerman for classroom use Objective: To collect as many seeds in your store as possible. The player with the most seeds in his/her store at the end of the game wins. Set Up: Place four seeds in each of the six pits on your side of the game board. Your opponent should do the same. The colors of the seeds don't matter. (For a shorter game, you can play with three seeds in each pit.) pits (sometimes called hollows, holes, or cups) Dlavina Playing: ● 8 ● store (sometimes called a "Mancala" or a "capture pit") Basic Rules: Play always moves around the board in a counter-clockwise circle (to the right) The store on your right belongs to you. That is where you keep the seeds you win. The six pits near you are your pits. Only use one hand to pick up and put down seeds. Once you touch the seeds in a pit, you must move those seeds. Only put seeds in your own store, not your opponent's store. seeds (sometimes called stones) Starting the Game: On a turn, a player picks up all the seeds in one pit and "sows" them to the right, placing one seed in each of the pits along the way. If you come to your store, then add a seed to your store and continue. You may end up putting seeds in your opponent's pits along the way. • O Figure 1 On the game board above, the pink player (bottom row) just made his first move of the game. He picked up all of the seeds from the third pit and placed one seed in each of the pits to the right. The final seed in his hand landed in his store, so he now gets to take another turn. : Play alternates back and forth, with opponents picking up the seeds in one of their pits and distributing them one at a time into the pits on the right, beginning in the pit immediately to the right. Special Rules: ● When the last seed in your hand lands in your store, take another turn. When the last seed in your hand lands in one of your own pits, if that pit had been empty you get to keep all of the seeds in your opponents pit on the opposite side. Put those captured seeds, as well as the last seed that you just played on your side, into the store. Ending the Game: ● The game is over when one player's pits are completely empty. The other player takes the seeds remaining in her pits and puts those seeds in her store. Count up the seeds. Whoever has the most seeds wins. ASSIGNMENT 5A: Create a document with a domain model; Use Case Diagram; Use Cases, and Robustness Diagram; draft test cases 5B Revised Documents above; Working game model; test cases I will try to create a web-interface to the game model. Since we haven't defined a common API we may need to create an adapter-interface to connect to your game. More news to come! Domain Model ● Player Pit Board Store Use Cases Use Case 1: Start Game Description: This use case represents the start of the Mancala game when initiated by one of the players. 1. The game begins with an empty board. 2. Each player places four seeds in each of their six pits. 3. The players decide who will take the first turn. Use Case 2: Sow Seeds Description: This use case allows a player to pick up seeds from one of their pits and distribute them to the right, following the game's rules. player. 4. The current player selects one of their non-empty pits. 5. The player picks up all the seeds from the selected pit. 6. The player distributes the seeds one by one to the pits on the right, including their own store but skipping the opponent's store. 7. If the last seed lands in the player's store, the player gets an additional turn. 8. If the last seed lands in an empty pit on the player's side, and the opposite pit from the opponent has seeds, the player captures the seeds from the opposite pit and places them, along with the last seed they sowed, into their store. Use Case 3: End Turn Description: This use case marks the end of a player's turn and passes the turn to the other 9. The current player's turn ends, and it becomes the other player's turn. Test Cases Test Case 1: Starting the Game Input: Players decide to start the game. Output: The game initializes with an empty board, and each player has four seeds in each pit. Test Case 2: Sowing Seeds Input: Player 1 selects one of their pits with seeds and sows them. Output: The seeds are distributed correctly according to the game's rules, ending in either the player's store, granting an additional turn, or capturing opponent's seeds. Test Case 3: Capturing Seeds Input: Player 1 sows seeds that end up in an empty pit on their side, with the opposite pit from Player 2 containing seeds. Output: The seeds from the opposite pit are captured, along with the last seed sown, and placed in Player 1's store. Test Case 4: Invalid Move Input: Player 1 tries to sow seeds from an empty pit. Output: The game should not allow this move, and an error message or prompt should appear. Test Case 5: Ending the Game Input: One player's pits are completely empty. Output: The game ends, and the remaining seeds in the other player's pits are moved to their store. The player with the most seeds in their store wins. Test Case 6: Additional Turn Input: Player 1's last sown seed lands in their store, granting an additional turn. Output: Player 1 gets another turn to sow seeds. Mancala (Arabic: Almanqalah) refers to a family of two-player turn-based strategy board games played with small stones, beans, or seeds and rows of holes or pits in the earth, a board or other playing surface. The objective is usually to capture all or some set of the opponent's pieces. Versions of the game date back past the 3rd century and evidence suggests the game existed in Ancient Egypt. It is among the oldest known games to still be widely played today. HOW TO PLAY MANCALA By Alycia Zimmerman for classroom use Objective: To collect as many seeds in your store as possible. The player with the most seeds in his/her store at the end of the game wins. Set Up: Place four seeds in each of the six pits on your side of the game board. Your opponent should do the same. The colors of the seeds don't matter. (For a shorter game, you can play with three seeds in each pit.) pits (sometimes called hollows, holes, or cups) Dlavina Playing: ● 8 ● store (sometimes called a "Mancala" or a "capture pit") Basic Rules: Play always moves around the board in a counter-clockwise circle (to the right) The store on your right belongs to you. That is where you keep the seeds you win. The six pits near you are your pits. Only use one hand to pick up and put down seeds. Once you touch the seeds in a pit, you must move those seeds. Only put seeds in your own store, not your opponent's store. seeds (sometimes called stones) Starting the Game: On a turn, a player picks up all the seeds in one pit and "sows" them to the right, placing one seed in each of the pits along the way. If you come to your store, then add a seed to your store and continue. You may end up putting seeds in your opponent's pits along the way. • O Figure 1 On the game board above, the pink player (bottom row) just made his first move of the game. He picked up all of the seeds from the third pit and placed one seed in each of the pits to the right. The final seed in his hand landed in his store, so he now gets to take another turn. : Play alternates back and forth, with opponents picking up the seeds in one of their pits and distributing them one at a time into the pits on the right, beginning in the pit immediately to the right. Special Rules: ● When the last seed in your hand lands in your store, take another turn. When the last seed in your hand lands in one of your own pits, if that pit had been empty you get to keep all of the seeds in your opponents pit on the opposite side. Put those captured seeds, as well as the last seed that you just played on your side, into the store. Ending the Game: ● The game is over when one player's pits are completely empty. The other player takes the seeds remaining in her pits and puts those seeds in her store. Count up the seeds. Whoever has the most seeds wins. ASSIGNMENT 5A: Create a document with a domain model; Use Case Diagram; Use Cases, and Robustness Diagram; draft test cases 5B Revised Documents above; Working game model; test cases I will try to create a web-interface to the game model. Since we haven't defined a common API we may need to create an adapter-interface to connect to your game. More news to come! Domain Model ● Player Pit Board Store Use Cases Use Case 1: Start Game Description: This use case represents the start of the Mancala game when initiated by one of the players. 1. The game begins with an empty board. 2. Each player places four seeds in each of their six pits. 3. The players decide who will take the first turn. Use Case 2: Sow Seeds Description: This use case allows a player to pick up seeds from one of their pits and distribute them to the right, following the game's rules. player. 4. The current player selects one of their non-empty pits. 5. The player picks up all the seeds from the selected pit. 6. The player distributes the seeds one by one to the pits on the right, including their own store but skipping the opponent's store. 7. If the last seed lands in the player's store, the player gets an additional turn. 8. If the last seed lands in an empty pit on the player's side, and the opposite pit from the opponent has seeds, the player captures the seeds from the opposite pit and places them, along with the last seed they sowed, into their store. Use Case 3: End Turn Description: This use case marks the end of a player's turn and passes the turn to the other 9. The current player's turn ends, and it becomes the other player's turn. Test Cases Test Case 1: Starting the Game Input: Players decide to start the game. Output: The game initializes with an empty board, and each player has four seeds in each pit. Test Case 2: Sowing Seeds Input: Player 1 selects one of their pits with seeds and sows them. Output: The seeds are distributed correctly according to the game's rules, ending in either the player's store, granting an additional turn, or capturing opponent's seeds. Test Case 3: Capturing Seeds Input: Player 1 sows seeds that end up in an empty pit on their side, with the opposite pit from Player 2 containing seeds. Output: The seeds from the opposite pit are captured, along with the last seed sown, and placed in Player 1's store. Test Case 4: Invalid Move Input: Player 1 tries to sow seeds from an empty pit. Output: The game should not allow this move, and an error message or prompt should appear. Test Case 5: Ending the Game Input: One player's pits are completely empty. Output: The game ends, and the remaining seeds in the other player's pits are moved to their store. The player with the most seeds in their store wins. Test Case 6: Additional Turn Input: Player 1's last sown seed lands in their store, granting an additional turn. Output: Player 1 gets another turn to sow seeds.
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A valid model of a cell membrane is as a parallel - plate capacitor whose plate area is the surface area of the cell and whose thickness is the thickness of the lipid bilayer. a ) You place a probe...
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Planning is one of the most important management functions in any business. A front office managers first step in planning should involve determine the departments goals. Planning also includes...
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In February 1998, Steve Miller, the interim CEO of Waste Management, released his in-depth review of the company's audit practices. His findings stunned Wall Street: Waste Management, he announced,...
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Draw and name the eight isomeric alcohols with formula C5H12O.
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Each of the following reaction schemes contains one or more flaws. What is wrong in each case? How would you correct eachscheme? (a) Ag*, NH,OH 1. CH3MgBr 2. * CH , I b) H H2 CH * CHgCHHIO)2 (c) ...
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Give the products of each of the following reactions: a. b. c. d. e. f. g. h. i. j. HCI CH2CH3 1. CH3CH2MgBr 1. CH3CH2MgBr excesS CH,CH,COCH 2. H20 ot.cum 1. LiAIH4 NO 2. H20 catalytic Ht + CH...
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Find a recent sustainability report. Good reports can be found at the Australian Reporting Awards website; however, it might be useful to compare these to other firms reports. Required Prepare a...
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Edison Leasing leased high-tech electronic equipment to Manufacturers Southern on January 1, 2011. Edison purchased the equipment from International Machines at a cost of $112,080. Required: Prepare...
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1. A scientific committee is to be formed form 6 Indians and 8 foreigners, which includes at least 2 Indians and double the number of foreigners as Indians. Then the number of ways the committee and...
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The Advanced Tech Company has a project to design an integrated information database for a major bank. Data for the project are given in Table. Indirect project costs amount to $300 per day. The...
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25. Dillon and Arielle are just about to buy their first house and assume a substantial mortgage. Dillon wants to be sure that the house will be paid off if he dies during the mortgage term. Because...
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Explain the concept of transaction costs and show how they influence the distribution of resources among economic actors (firms).
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Name and briefly explain the 7Rs that define a logistics goal system.
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Take It Easy is a manufacturer of light-weight, high-comfort mattresses. It realizes more than half of its total sales through two specialized mattress retail store chains. Recognizing the pivotal...
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Name and explain the key challenges that cost accounting faces when handling supply chain cost in a standard cost accounting system.
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Distinguish and briefly describe different governance structures in supply chains and explain the implications for management accounting.
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A gas evolved during a chemical reaction and has a volume of 612 mL at 34 C and 1,191 torr. What was the volume of this gas in mL at 119 C and 4.23 atmospheres? Just put in the number. The assumption...
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What is a lobbyist in US? How did this term emerge?
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Pelican Stores, a division of National Clothing, is a chain of womens apparel stores operating throughout the country. The chain recently ran a promotion in which discount coupons were sent to...
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Given are data for two variables, x and y. a. Develop an estimated regression equation for these data. b. Compute the residuals. c. Develop a plot of the residuals against the independent variable x....
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Refer to the data set in Table 1.7. a. What is the average price for the phones? b. What is the average talk time for the phones? c. What percentage of the phones have a voice quality of excellent?...
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Let us consider a European-style put option on a non-dividend-paying asset whose price follows a GBM with drift 10% and volatility 40% (annualized). The risk-free rate is 5% with continuous...
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Consider a European-style derivative, depending on ST , the price of a non-dividend-paying stock share at time T, characterized by the payoff depicted in the figure below. 15 5 Payoff 10 20 20 30 35...
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An investment bank offers a derivative whose payoff at maturity T is given by S 2 T , where ST is the price of the underlying asset, a non-dividendpaying stock share with a price following a GBM....
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