Enterprise Java Development@TOPIC@

Part IV. eSport Semester Projects

2019-08-22 07:09 EST

Table of Contents

I. Project 1
16. eSport Project 1 Description
16.1. Purpose
16.1.1. Goals
16.1.2. Objectives
16.2. Business Description
16.3. Technical Overview
16.4. Assembly Overview
17. Project 1 Technical Details
17.1. Database Schema
17.1.1. eLeague Candidate Database Schema
17.1.2. eClub Candidate Database Schema
17.2. Business Objects
17.2.1. eLeague Candidate Business Objects
17.2.2. eClub Candidate Business Objects
17.3. Validation API
17.4. eLeague Ingest
17.5. Data Access Objects (DAOs)
17.5.1. eLeague DAOs
17.5.2. eClub DAOs
17.6. SQL Tuning (Indexes)
17.7. Business Logic
17.7.1. eLeague Business Logic
17.7.2. eClub Business Logic
18. Project 1 Getting Started
19. Project 1 Testing
20. Project 1 Grading
II. Project 2
21. eSport Project 2 Description
21.1. Purpose
21.1.1. Goals
21.1.2. Objectives
21.2. Technical Overview
22. Project 2 Technical Details
22.1. Data Tier and Business Logic Support
22.2. Module Layout
22.2.1. eLeague Modules
22.2.2. eClub Module(s)
22.3. EJB Tier
22.3.1. EJB Base Tier
22.3.2. EJB Business
22.3.3. eClub EJB Tier
22.3.4. Remote Interfaces
22.3.5. eClub/eLeague Integration
22.4. Transactions
22.5. Web UI
22.5.1. eLeague Web UI
22.5.2. eClub WEB UI Tier
23. Project 2 Getting Started
24. Project 2 Testing
25. Project 2 Grading
III. Project 3
26. eSport Project 3 Description
26.1. Purpose
26.1.1. Goals
26.1.2. Objectives
26.2. Technical Overview
27. Project 3 Technical Details
27.1. Data Tier, Business Logic, and EJB/WAR Support
27.2. eLeague Access Restrictions
27.3. eClub Access Restrictions
27.4. Remote Client Authentication
27.5. Remote Test Authentication
27.6. eLeague Web-UI Access Restrictions
27.7. Interceptors and Validators
27.8. eSport JMS
27.8.1. eLeague JMS Publisher
27.8.2. eClub MDB Subscriber
27.9. eLeague EJBTimer
28. Project 3 Testing
29. Project 3 Grading