eduardo araujo dustin littau. agenda introduction requirements design testing conclusion
TRANSCRIPT
Eduardo Araujo
Dustin Littau
Agenda
• Introduction
• Requirements
• Design
• Testing
• Conclusion
What is Celdoku?
• Celdoku is a Sudoku adaptation for cell phones
• The game follows the same rules as a typical Sudoku game, but adds some new features for the mobile format
Why Sudoku?
• Sudoku is a puzzle that became popular in Japan in 1986 and achieved international popularity in 2005. It is often described as the Rubik's cube of the 21st century.[1]
Rules of Celdoku
Platform
• Cell phones using J2ME
• NetBeans 5.0 with the mobility pack was used for development
• Bluetooth transfer of builds to cell phone
J2ME
• J2ME stands for Java 2 Micro Edition
• Connected, Limited Device Configuration excludes AWT, and Swing libraries for better performance.
• New user interface was built for mobile devices called MIDP (Mobile Information Device Profile)[2]
J2ME
• Java program for mobile devices is called MIDlet
Netbeans
Requirements
• Fully playable Sudoku game using cell phone keyboard.
• Different difficulty settings
• Error Checking
Design
Celdoku Class
LogoCanvas Class
InstructionCanvas Class
DifficultyCanvas Class
GameCanvas Class
• GameCanvas accepts user input and paints the appropriate graphics based on the state of the Game class
Playing State (Easy)
Playing State (Hard)
Won State
Lost State
Game Class
• Keeps track of the state of the game, the game board and the number of errors made
• The methods from this class are used by GameCanvas to determine what to paint
Game Class
Board Class
• Generates puzzles based on pseudo-random template
Board Class
• Each template (4x4) can generate 4! or 24 different combination
• By rotating a template by 90 degree a new template is formed
Cell Class
• Entity class which stores the user input and solution
Testing
• A test bench was implemented to make sure all methods perform as expected.
• Error messages were coded into the program to aid in debugging
• A lot of on-platform testing was needed, due to major differences between the simulation and cellphone displays.
Conclusion
• The project is ahead of schedule
• Design phase and most implementation completed
• Beginning to focus effort on testing
• Additionally, the team is considering a multiplayer component if time permits.
References• [1]I. Lynce and J. Ouaknine, “Sudoku as an SAT Problem”, Oxford University,
2006• [2]Martin J. Wells, “J2ME Game Programming”, Premier Press, 2004