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Eduardo Araujo Dustin Littau. Agenda Introduction Requirements Design Testing Conclusion.

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Presentation on theme: "Eduardo Araujo Dustin Littau. Agenda Introduction Requirements Design Testing Conclusion."— Presentation transcript:

1 Eduardo Araujo Dustin Littau

2 Agenda Introduction Requirements Design Testing Conclusion

3 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

4 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]

5 Rules of Celdoku

6 Platform Cell phones using J2ME NetBeans 5.0 with the mobility pack was used for development Bluetooth transfer of builds to cell phone

7 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]

8 J2ME Java program for mobile devices is called MIDlet

9 Netbeans

10 Requirements Fully playable Sudoku game using cell phone keyboard. Different difficulty settings Error Checking

11 Design

12 Celdoku Class

13 LogoCanvas Class

14 InstructionCanvas Class

15 DifficultyCanvas Class

16 GameCanvas Class GameCanvas accepts user input and paints the appropriate graphics based on the state of the Game class

17 Playing State (Easy)

18 Playing State (Hard)

19 Won State

20 Lost State

21 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

22 Game Class

23 Board Class Generates puzzles based on pseudo- random template

24 Board Class Each template (4x4) can generate 4! or 24 different combination By rotating a template by 90 degree a new template is formed

25 Cell Class Entity class which stores the user input and solution

26 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.

27 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.

28 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

29


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