Use Case 3--View High Scores

 

Context of Use:
The devices displays the top 5 highest scores from previous games. This condition arises by choosing "View High Scores" from the main menu. It also occurs automatically after a game ends.
 

Scope:
J2ME Pac-man Game Application
 

Level:
User Goal
 

Primary Actor:
Mobile Phone or PDA User
 

Stakeholders and Interests:
The User who wishes to view high score from pervious games.
 

Precondition:
The J2ME program is already running.
 

Minimal Guarantees:
High Scores data file will be preserved.
 

Success Guarantees:
High Scores data file exists, and top 5 highest scores are displayed.
 

Trigger:
User chooses "View High Scores" from the main menu.
Triggered automatically after a game ends.
 

Main Success Scenario:
 

Extensions:
 

Technology and Data Variations:
None
 

Related Information:
PacMan Use Case 3 Sequence Diagram
PacMan Use Case 3 and 4 Class Diagram
PacMan Package Diagram
Pac Man Use Case Model