Object-oriented concepts and design patterns

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Reference no: EM132739327 , Length: 2500 Words

MITS4002 Object-Oriented Software Development - Victorian Institute of Technology

Project

Learning Outcome 1: Demonstrate understanding of classes, constructors, objects, data types and instantiation; Convert data types using wrapper methods and objects.
Learning Outcome 2: Independently analyse customer requirements and design object-oriented programs using scope, inheritance, and other design techniques; Create classes and objects that access variables and modifier keywords. Develop methods using parameters and return values.
Learning Outcome 3: Demonstrate adaptability in building control and loop structures in an object-oriented environment; Demonstrate use of user defined data structures and array manipulation.
Learning Outcome 4: Create object hierarchies using additional utility methods, application programming interfaces (API) and interfaces, in conjunction with existing classes and objects.
Learning Outcome 5: Demonstrate usage of collection to access data structures effectively and compose full-fledged object-oriented applications.
Learning Outcome 6: Extend the on object-oriented concepts and design patterns introduced in lectures to carry out further research on a chosen object-oriented design pattern or emerging recent programming languages.

Programming Project - Part: Arrays & Inheritance

Problem Description
This project is based on the design, and implementation in Java, of the seven different Lottery games being Saturday Tattslotto, Oz Lotto and Powerball.

In Part 1 of the project, you are asked to use arrays and inheritance to code versions of these games and in Part 2 to create an appropriate GUI that writes to a report file.

You will notice from your research and examination of the table that all games have several things in common.
All games
• have a name,
• run on a day of the week
• have a set of randomly generated numbers.

Also, each of the randomly generated numbers have a minimum and maximum possible value, for example: For Powerball, the minimum value is 1 and the maximum value is 35.

An abstract class, LuckyGame can be used to represent the generic concept of a game of chance. A suitable partial design is shown in the following UML diagram. In the UMLdiagram:

• The LuckyGame class represents the generic concept of a game of chance and therefore, is to be declared as an abstract class. It contains two abstract methods setNumberOfRandoms( ) and collectUserInput (String input). The LuckyGame class also contains an array of String which is used to record the randomly generated numbers used by each object of LuckyGame type.

• The class TattslottoGame is a LuckyGame and it thus should implement code for LuckyGame's two abstract methods as well as its own constructor and any other methods.

• The games Saturday Tattslotto and Oz Lotto are all instances of the class TattslottoGame.

• You can implement the remaining class games in any manner you believe appropriate. For example, class PowerBallGame can be implemented using either using

o Option 1:the class PowerBallGame is a LuckyGame and thus should implement code for LuckyGame's two abstract methods as well its own constructor and other methods.

o Option 2: the class PowerBallGameis a TattslottoGame and thus should implement code for its own constructor and other methods.

• You have been provided with some code for the class TestGames, which is a text-based application used to create instances of games and test all of their respective behaviours.

• To collect user input for all games, a class UserInput is needed. It should collect user input and deal with any problems in the input, such as repeat numbers or numbers outside the possible range of values.

Programming Project

Part 2: Graphical User Interfaces/Applets & Files & Exceptions

In Part 1 of the project, you are asked to use arrays and inheritance to code versions of 7 Lottery games. In Part 2, using swing classes wherever possible, you need to create an applet for players. The applet should allow a player to choose and run a game of their choice and find out the results of their game. Each time a game is played, the applet writes information about the game to a file called report.txt. This information would be similar to that shown as sample output for Part 1.

NOTE: It is not expected that you should need to rewrite any of the classes from Part 1 of the Project. Rather you will create instances of the relevant classes when you need them for Part 2. The application for this project should create at least one new class LuckyGameApplet, however a good design should divide the computational workload and create/use classes where needed. You may even decide to use Threads and create animation!

Applet Appearance

The design of the applet's appearance is totally up to you; the more colourful and well organised, the better (use layout managers). Choose components that reduce user error, e.g., use check boxes or radio buttons when asking the user to choose the game they wish to play.

As the designer, the functionality of the applet is also up to you, as long as the basic problem description is covered. Feel free to add any extra features that you feel are useful. For instance, you may want to add a quick pick selection for the player, or continually add data to the file over a number of games, run statistics of the games played, etc., etc.

It is necessary to draw a component hierarchy for your final Applet design.

Attachment:- Object-Oriented Software Development.rar

Reference no: EM132739327

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