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Ch11 Search & Sort

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Transcript

  • 1. Chapter 5 Black Jack
  • 2. Chapter Objectives
    • Provide a case study example from problem statement through implementation
    • Demonstrate how a set can be used to solve a problem
  • 3. Black Jack
    • Black Jack is a card game typically involving multiple players and a dealer
    • Each card in a hand is awarded points based upon its face value
    • Face cards are worth 10 points each
    • Numeric cards are worth their face value
    • Aces are worth either 1 or 11 points
  • 4. Black Jack
    • The goal of the game is to be closer to 21 than the dealer without going over 21
    • Black Jack is usually played with a shoe of cards (a collection of seven decks)
  • 5. Black Jack
    • For this case study, we define black jack as a one-player v.s. the dealer interactive card game
    • We will also limit the game to a single deck of cards rather than a shoe
    • The player begins the game by clicking a Deal button
  • 6. Black Jack
    • The player and the dealer are then dealt two cards
    • The player can see their own cards and one card of the dealer
    • The player then has the choice to hit (take another card) or stay (accept this hand as final for this game)
    • If the player busts (goes over 21) then the game is over
  • 7. Black Jack
    • Once the player elects to stay, the dealer then chooses to hit or stay
    • The dealer must hit on 16 or less and must stay otherwise
    • An Ace is considered to be 1 point rather than 11 points if otherwise it would cause the player or dealer to bust
  • 8. Black Jack - Initial Design
    • Our black jack game is made up of the components of the game, the function of the game, and the user interface
    • The components include cards, deck, and players hands
    • The function includes controlling the order of play, whether a player hits or stays, and the value of a players hand
  • 9. Black Jack - Initial Design
    • In this case study, there is a clear distinction between the low-level components of the game and the game itself
    • These low-level components (card, deck, hand) are also very well defined in terms of state and behavior
    • Thus a bottom-up approach to this design problem makes sense
  • 10. Black Jack - Initial Design
    • Bottom-up simply means that we will design the low-level components first and then work our way up to the driver
    • Other approaches include top-down and re-use based design
    • Keep in mind, these are simply frameworks not rigid models
    • Thus we will often find ourselves mixing these approaches even on the same system
  • 11. Black Jack - the Card Class
    • A Card object must represent:
      • the suit of the card (heart, diamond, club, or spade),
      • the value of the card (1 to 11),
      • the face of the card (ace, king, queen, six, two, etc.),
      • the image of the card
    • A Card object must also provide a constructor, operations to:
      • retrieve the suit, value, face, or image of the card,
      • an operation to change the value of an ace from 11 to 1
  • 12. Black Jack - the Deck Class
    • A deck is an unordered collection of unique cards
    • Thus a set is a perfect collection to represent a deck
    • The Deck class must include
      • the collection of Cards,
      • a method to retrieve a random card from the deck
  • 13. Black Jack - the Deck Class
    • We will also choose to instantiate a new deck at the beginning of each new game
    • This eliminates the possibility of ever having an “empty” deck during a game
  • 14. Black Jack - the Hand Class
    • A hand is a collection of unique cards that have been dealt to a player
    • A Hand object must keep track of:
      • the cards in the hand,
      • the count of the cards in the hand,
      • the value of the hand
    • A Hand object must also provide methods to:
      • add a card to the hand,
      • remove a card from the hand,
      • return the value of the hand,
      • provide a string representation of the hand
  • 15. Black Jack - the Hand Class
    • A Hand object must also provide a method to determine if an ace is in the hand and needs to be reduced in value from 11 to 1
    • As with a Deck, a set seems a reasonable collection to represent a Hand since each of the cards in the Hand are unique and order does not matter
  • 16. Black Jack - the BlackJack Class
    • Separating the function of the game from the user interface, we will have a BlackJack class to control the game and a BlackJackGUI class to provide the interface
    • The BlackJack class must represent
      • the hands of both players
      • the deck
  • 17. Black Jack - the BlackJack Class
    • This class must provide methods to:
      • deal the initial cards,
      • hit a particular player,
      • return the value of a player’s hand,
      • determine is a player has busted,
      • determine the winner of the game
    • The BlackJack class will use the Deck class to store the deck and the Hand class to represent each player
  • 18. Black Jack - the BlackJackGUI Class
    • The BlackJackGUI class will provide the user interface for our game
    • This class will provide:
      • a deal button,
      • buttons for the player to hit or stay,
      • a display of each player’s hand
      • a display of the winner of the game
  • 19. FIGURE 5.2 User interface design for BlackJack
  • 20. BlackJack - the BlackJackDemo Class
    • The BlackJackDemo class will serve as the driver for our system
    • This class simply creates an instance of BlackJackGUI and calls its display method
  • 21. FIGURE 5.1 Blackjack class diagram