By: Anwar Jameel(090905587)
 Android Overview
 Activity Life Cycle
 Objective
 Description
 System Requirements
 Use Case and Class Diagram
 Activities with detailed description
 Fully customizable on linux kernel
 Set of software for mobile devices:
 An operating system
 Middleware
 Rich set of APIs
 Open Source
 By Google and Open Handset Alliance
 Activity
 UI component typically corresponding of one screen
 E.g. Contacts: 3 activities: View contacts, Send message, Edit
contact
 Broadcast Receivers
 Receive and react to broadcast announcements.
 Phone rings, network activity established, time controlled
 Service
 Background process without UI (e.g. mp3 player)
 Messages can be sent from and to a service
 Content Provider
 Enables applications to share data
 E.g. Contacts are provided to all applications
 Life Cycle Methods
 onCreate()
 onStart()
 onResume()
 onPause()
 onStop()
 onDestroy()
 onRestart()
 The objective of this project “Samsung Galaxy
Android Smart Phone Game- Tambola” is
aimed at developing Wi - Fi Tambola Game . It is
mainly aimed to build the efficient, secure and
multiplayer game in the new environment of
Android, with the help of Integrated development
environment Eclipse Indigo.
 Tambola Android application allows you to organize and play Tambola
right from your Android phone. You no longer need to carry a Tambola
board, number pieces and tickets.
 1) You can either be an organizer or a player.
 2) As an Organizer, you can get the Tambola Board and you can draw
the pieces.
 3)Features include an option to read out the numbers as they are
drawn.
 4) As a Player, you can generate a Ticket and play the game.
 Android based Samsung Galaxy device.
 Operating System: Android (up to Android 4.2).
 API level: 7(up to 17).
 RAM: 256 Mb or more.
 Wi-Fi supported phone.
 Inbuilt memory or external storage for storing
data.
 This activity is the main launching activity which
prompts the user to select whether he wants to be
the organizer or a player in game.
 Selecting “CREATE ORGANIZER” launches the
server activity. Selecting “SELECT PLAYER”
launches client activity.
 This activity is launched as soon as the user selects
“CREATE ORGANIZER” on main screen.
 The user selects “START ORGANIZER” to start the
game and sends randomly generated ticket
numbers to all the players
 a. StartOrganizer : It will start the magnet manager which will
establish the connection with all the players.
 b. StartGame : It will be called when the user clicks the “start game
button” this will redirect the server to ticket board it will set the
“abletoconnect” flag=false after which no other player(client) will be
able to connect to the server.
 c. Playerlist: Below it will have the names of all the player which are
connected to the server at the start of the game.
 d. Displayname: It will set the name of the server in sever textbox as
set in the setting page.
 a. SendNumber: Sends randomly generated number
and checks whether the number generated by it is
unique or not.
 b. Send Number Textview: Here the number which is
recently sent by the server to the client will be
displayed.
 This activity is launched as soon as the user selects
“SELECT PLAYER”.
 a. inputDialogue : A dialog box prompts the user to
enter the player’s name which can be sent to the
organizer.
 b. startClient : Connection of the organizer with all
the players is established and the player’s name is sent
to the organizer which sends its name in return.
 c. ticketGenerate : This function is called as soon as the
connection is established with the organizer. A randomly
generated ticket is received by the player and the game can
start now.
 d.receivePacket: This function is called using
MagnetManager object to receive the numbers sent by the
organizer.
 e. milestonePacket : Sends the request of any milestone
completion to the organizer.
 Top Row Button: It is used to check whether the
client top row is complete or not and if complete it will
send a message to server, which will send the message
to all other client that top row has been completed.
 To see whether the top row is complete or not it
checks all the five numbers in the top row is crossed or
not.
 Corner Button: It is used to check whether the client
corner is complete or not and if complete it will send a
message to server, which will send the message to all
other client that top row has been completed.
 To see whether the corner is complete or not it checks
the top row first and last digit and last row first and
last digit.
 Full House Button: It is used to check whether the
client full house is complete or not and if complete it
will send a message to server, which will send the
message to all other client that top row has been
completed.
 To see whether the full house is complete or not it sees
all the 15 numbers in the ticket are crossed or not.
 a. Check Box Music (on/off): It will be used to set the background
music during the game.
 b. Check Box Automated (on/off): This will be used in the client
side, if automation is on then when the client receives a number from
the server it will automatically search that number in the client ticket
and if found it will cross that number, otherwise it will do nothing.
 The main purpose of using automation is that it will save the client
from missing to cross any number even he misses the number.
 c. Display Name (TextField): server can set the name by which it
want itself to be known by the client.
 This page will open as soon as the user clicks the Exit
Button in the home screen of tambola.
 When the user selects this button a dialog box will
prompt the user to select whether it wants to exit the
game? Yes / No.
 If the user selects yes it will exit the game otherwise it
will not.
 This page will open as soon as the user clicks the Rules
Button in the home screen of Tambola.
 a. You can be either the Organizer or a Player.
 b. As an Organizer, you can get the Tambola Board and
you can draw the pieces. Features include an option to
read out the numbers as they are drawn.
 c. As a Player, you can generate a Ticket and play the
game.
 d. In Settings you can change the volume, server can
set its name and you can set the game to be played in
automated or not.
 e. Winning scenario: FULL HOUSE – covering all
fifteen numbers on the ticket.
Tambola
Tambola
Tambola
Tambola

Tambola

  • 1.
  • 2.
     Android Overview Activity Life Cycle  Objective  Description  System Requirements  Use Case and Class Diagram  Activities with detailed description
  • 3.
     Fully customizableon linux kernel  Set of software for mobile devices:  An operating system  Middleware  Rich set of APIs  Open Source  By Google and Open Handset Alliance
  • 4.
     Activity  UIcomponent typically corresponding of one screen  E.g. Contacts: 3 activities: View contacts, Send message, Edit contact  Broadcast Receivers  Receive and react to broadcast announcements.  Phone rings, network activity established, time controlled  Service  Background process without UI (e.g. mp3 player)  Messages can be sent from and to a service  Content Provider  Enables applications to share data  E.g. Contacts are provided to all applications
  • 5.
     Life CycleMethods  onCreate()  onStart()  onResume()  onPause()  onStop()  onDestroy()  onRestart()
  • 7.
     The objectiveof this project “Samsung Galaxy Android Smart Phone Game- Tambola” is aimed at developing Wi - Fi Tambola Game . It is mainly aimed to build the efficient, secure and multiplayer game in the new environment of Android, with the help of Integrated development environment Eclipse Indigo.
  • 8.
     Tambola Androidapplication allows you to organize and play Tambola right from your Android phone. You no longer need to carry a Tambola board, number pieces and tickets.  1) You can either be an organizer or a player.  2) As an Organizer, you can get the Tambola Board and you can draw the pieces.  3)Features include an option to read out the numbers as they are drawn.  4) As a Player, you can generate a Ticket and play the game.
  • 9.
     Android basedSamsung Galaxy device.  Operating System: Android (up to Android 4.2).  API level: 7(up to 17).  RAM: 256 Mb or more.  Wi-Fi supported phone.  Inbuilt memory or external storage for storing data.
  • 13.
     This activityis the main launching activity which prompts the user to select whether he wants to be the organizer or a player in game.  Selecting “CREATE ORGANIZER” launches the server activity. Selecting “SELECT PLAYER” launches client activity.
  • 17.
     This activityis launched as soon as the user selects “CREATE ORGANIZER” on main screen.  The user selects “START ORGANIZER” to start the game and sends randomly generated ticket numbers to all the players
  • 18.
     a. StartOrganizer: It will start the magnet manager which will establish the connection with all the players.  b. StartGame : It will be called when the user clicks the “start game button” this will redirect the server to ticket board it will set the “abletoconnect” flag=false after which no other player(client) will be able to connect to the server.  c. Playerlist: Below it will have the names of all the player which are connected to the server at the start of the game.  d. Displayname: It will set the name of the server in sever textbox as set in the setting page.
  • 20.
     a. SendNumber:Sends randomly generated number and checks whether the number generated by it is unique or not.  b. Send Number Textview: Here the number which is recently sent by the server to the client will be displayed.
  • 22.
     This activityis launched as soon as the user selects “SELECT PLAYER”.  a. inputDialogue : A dialog box prompts the user to enter the player’s name which can be sent to the organizer.  b. startClient : Connection of the organizer with all the players is established and the player’s name is sent to the organizer which sends its name in return.
  • 23.
     c. ticketGenerate: This function is called as soon as the connection is established with the organizer. A randomly generated ticket is received by the player and the game can start now.  d.receivePacket: This function is called using MagnetManager object to receive the numbers sent by the organizer.  e. milestonePacket : Sends the request of any milestone completion to the organizer.
  • 24.
     Top RowButton: It is used to check whether the client top row is complete or not and if complete it will send a message to server, which will send the message to all other client that top row has been completed.  To see whether the top row is complete or not it checks all the five numbers in the top row is crossed or not.
  • 25.
     Corner Button:It is used to check whether the client corner is complete or not and if complete it will send a message to server, which will send the message to all other client that top row has been completed.  To see whether the corner is complete or not it checks the top row first and last digit and last row first and last digit.
  • 26.
     Full HouseButton: It is used to check whether the client full house is complete or not and if complete it will send a message to server, which will send the message to all other client that top row has been completed.  To see whether the full house is complete or not it sees all the 15 numbers in the ticket are crossed or not.
  • 29.
     a. CheckBox Music (on/off): It will be used to set the background music during the game.  b. Check Box Automated (on/off): This will be used in the client side, if automation is on then when the client receives a number from the server it will automatically search that number in the client ticket and if found it will cross that number, otherwise it will do nothing.  The main purpose of using automation is that it will save the client from missing to cross any number even he misses the number.  c. Display Name (TextField): server can set the name by which it want itself to be known by the client.
  • 31.
     This pagewill open as soon as the user clicks the Exit Button in the home screen of tambola.  When the user selects this button a dialog box will prompt the user to select whether it wants to exit the game? Yes / No.  If the user selects yes it will exit the game otherwise it will not.
  • 33.
     This pagewill open as soon as the user clicks the Rules Button in the home screen of Tambola.  a. You can be either the Organizer or a Player.  b. As an Organizer, you can get the Tambola Board and you can draw the pieces. Features include an option to read out the numbers as they are drawn.
  • 34.
     c. Asa Player, you can generate a Ticket and play the game.  d. In Settings you can change the volume, server can set its name and you can set the game to be played in automated or not.  e. Winning scenario: FULL HOUSE – covering all fifteen numbers on the ticket.