Desk Checking

  • October 2019
  • PDF

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Desk Checking Snakes and Ladders Dice rolling module

Algorithm

Process

Test Data (Example)

RandomNum = (Rnd() * 5) + 1)

Select Random number

3

Case RandomNum 1 – 6

Associate random number with case

Set image 3 to dice 3

Display randomnum on label

Displays value of randomnum in label

Display randomnum

Moving onto a ladder module

Algorithm

Process

Test Data (Example)

If Player1 Score = 10 then

Check if player1 score = 10

Player 1 Score = 18

Player1 Score = 15 (Moves to square 15)

Player 1 moves to cell 15

Not executed

Display message: “Congratulations”

Displays message

Not executed

If Player1 Score = 18 then

Check if player1 score = 18

Player 1 score = 18

Player 1 Score = 23 (Moves to square

Player 1 moves to cell 23

Player 1 score = 23, moves to cell 23

Display message: “Congratulations”

Displays message

Message is displayed

If Player1 Score = 28 Then

Check If player1 score = 28

Player 1 Score = 18

Player1 Score = 48 (Moves to square 48)

Player1 moves to cell 48

Not executed

Display message: “Congratulations”

Displays message

Not executed

23)

Moving onto a snake module

Algorithm

Process

Test Data (Example)

If Player1 Score = 38 then

Check if player1 score = 38

Player 1 Score = 49

Player1 Score = 25 (Moves to square 25)

Player 1 moves to cell 25

Not executed

Display message: “Sorry”

Displays message

Not executed

If Player1 Score = 41 then

Check if player1 score = 41

Player 1 score = 49

Player 1 Score = 21 (Moves to square

Player 1 moves to cell 21

Not executed

Display message: “ Sorry ”

Displays message

Not executed

If Player1 Score = 49 Then

Check If player1 score =49

Player 1 score = 49

Player1 Score = 48 (Moves to square 49)

Player1 moves to cell 48

Player 1 score = 48, moves to cell 48

Display message: “ Sorry ”

Displays message

Message is displayed

21)

Movement of player’s module

Algorithm

Process

Test Data (Example)

Case Player 1 Score

Selects case

Player 1 score = 26

Case “x” : image of cell = imgplayer1

Finds “x” (Player 1 score) and changes image of cell to imgplayer1

Change image of cell 26 with imgplayer1

Maths Game Choosing Answer module

Num1 Value = 1 Num2 Value = 1 Code If

Else

Process

Test Data (Example)

txtAnswer = num1 + num2

Check if answer = 1 + 1

1

Display: “That’s correct”

If true: Display message

Display

Open Maths2.Form

Open next form

Open form

Close current form

Close current form

Close current form

Display: “Try again”

If answer < > 1 + 1, Display message

Not executed

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