- Only one person can add fixtures or results
With only one person in control of the system things can only be updated when I get the correct information. For example if a match was played and I was not participating in the match which, does regularly happen due to a rotation system we have adopted then the results base would not be updated until I had received the information from one of the members.
- Tracing previous results in the system
Every time a match is played the end outcome of the result is added to the word processing file. The amount of results that is currently on the system is over 500. Out of those 500 results we have played the same odd clans more than once. Due to the nature of the game the game from the results you can work out how to improve on penetrating the opposition clans weakness. However because there is no Alphabetical order, or nothing to identify an individual result it becomes time consuming searching through hundreds of results and often the relevant one cannot be located.
- E-Mail problems and loosing information
When a result or fixture is sent via E-Mail data can sometimes take quite a while to send due to the attachment. This causes a drag on the time efficiency where emails can take days to receive depending on the traffic on the server. Also this leads to the next problem, due to their being many fixtures members inbox become clogged with information that causes them to try and search through all the emails for the correct fixture. However to try and avoid this problem I have tried handing printouts to the members due to us being on LAN. However members misplace the printouts ands information is never guaranteed to get across.
Data Flow of the current system
Objectives of the new system
- All members in the network should be able to add, delete and modify fixtures results maps and leagues.
- It should take less than 1 minute to locate a clan we have already played before.
- Data entry should be fast and efficient, due to the amount of existing records that will need to be entered when the system is first installed.
- Each map in the database should be identified with an image to make it easier for members to understand if a map is new by the look of the image.
- It should be possible to submit a result using some of the fixture data, which would save time as less input.
- The new system should allow a hyperlink to the league URL to double check the league status.
- The whole system should be menu driven and should all be loaded automatically.
Data Flow of the new system
Constraints and limitations
I predict the new system that is to be developed will improve time efficiency
Dramatically in recording 4 different categories of linked data. This should reflect on how the teams organisation and improve their control over matches. If this proves successful then the new system can be implemented and replace the current system of recording the specific data needed for members to type directly into the network and retrieve latest fixtures and results.
Software
We have all agreed that Microsoft Access 2000 would be a suitable program that would be able to develop the system due to members already familiar with how to navigate through a control aspect at an understandable level. However if an alternative more efficient program comes available and is suitable for our needs we may look into using it.
Hardware
To run Microsoft Access 2000 and be able to run the application smoothly during processing a PC with the following specifications would be suitable.
A Pentium 120 400mhz
16mb of ram (memory) DDR or SDRAM
3gig hard drive (In case database becomes very large)
Each user will be perfectly able to run Microsoft Access 2000 at peak performance due to the high specification that each user has.
The sever machine specification that will run the script is:
A Pentium 4 2.8gighz
1 gig of DDR ram
80 gig hard drive
Users level of information technology skills
Each user has advanced typing and navigation skills so no problems should occur with learning how to operate the new system and entering data into the forms. Also most users have been operating access before so there should be no problems with learning the basics of the program.
Consideration of possible Solutions
I have already made an online solution to our problem, however the other users are not familiar with the system online and have trouble submitting data to the database. Also this solutions seems to take a lot of computer processing power on the server as it gets rather slow and wastes time and sometimes does not even process the given command. I believe that this would not be the right system to use as it would require the users to be taught how to use the system, which is quite complicated and would require a lot of time. This system can be viewed from this given link:
However everyone has firmly agreed that the implementing of the database package on the network would be perfect for Addictive Gaming. As each member is familiar with the Microsoft Access package. Also seeing as Access has everything that can produce an efficient system for Addictive Gaming I think it is ideal.
We already have used Microsoft Access 2000 before at home and in school for various different developments. So I already know that using the package it is achievable to:
- Create Tables
- Create Relationships between tables
- Produce user interfaces such as a menu system with buttons
- Produce forms with customisable textboxes for easy data entry and validations.
- Make Queries that will give user desired information.
- Develop Reports as needed.
- Enable mail merge via linking with Microsoft Word a word processor package.
- Define search boxes that enable the user to quickly identify specific records.
SECTION 2 – DESIGN
Overall system design
The input, processes, database tables and output are shown in the following system outline chart.
Entity relationship diagram
Tables will be created for each of these entities.
Definition of data requirements
Table: clan_results
Table: clan_fixtures
Table: clan_leagues
Table: clan_maps
Design of input forms
- clan_addleague
This form will be used for adding, modifying and deleting league records from and to the database. The leagueID field will be an integer field and will be the primary key field. This means the leagueID field will automatically create a new unique ID every time a member creates a new league record.
- clan_addresult
This form will be used for adding, modifying and deleting result records from and to the database. The ResultID field will be an integer field and will be the primary key field. This means the ResultID field will automatically create a new unique ID every time a member creates a new league record. Also the LeagueID will create a relationship with the clan_leagues table, the subform of clan_addfixture allows u to modify fixture elements and MapID creates a relationship with clan_fixtures and clan_maps so that when u select a map name in the combo box it changes Map image for that specific map name.
Menu Design (Jacksons) Diagram
The menu structure is as follows: