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Google Applied CS with Android

In this Google Workshop we implement concepts from Data Structures, Algorithms, and Artificial Intelligence in order to solidify and apply concepts from algorithms and data structures of CS coursework.

Program Overview: https://cswithandroid.withgoogle.com

Applications:

1) A-1-Anagrams

2) A-2-Scarne's Dice

3) A-3-Word Stack

4) A-4-

5) A-5-

Program Descriptions:


A-1-Anagrams

For this workshop, you will be creating an Android app for a simple anagram game.

An anagram is a word formed by rearranging the letters of another word. For example, cinema is an anagram of iceman.

The mechanics of the game are as follows:

  • The game provides the user with a word from the dictionary.
  • The user tries to create as many words as possible that contain all the letters of the given word plus one additional letter. Note that adding the extra letter at the beginning or the end without reordering the other letters is not valid. For example, if the game picks the word 'ore' as a starter, the user might guess 'rose' or 'zero' but not 'sore'.
  • The user can give up and see the words that they did not guess.

In order to ensure that the game is not too difficult, the computer will only propose words that have at least 5 possible valid anagrams.

Tour of the code

The starter code is composed of two java classes:

  • AnagramsActivity: In Android development an Activity is a single, focused thing that the user can do. Most of our apps in this class will have a single activity but often apps are made up of multiple activities (e.g. login, settings, etc.). The starter code implements several methods:
  • onCreate: this method gets called by the system when the app is launched. It is made up of some boilerplate code plus code that open the word list to initialize the dictionary and code to connect the text box to the processWord helper.
  • processWord: a helper that adds words to the UI and colors them
  • onCreateOptionsMenu: boilerplate
  • onOptionsItemSelected: boilerplate
  • defaultAction: this is the handler that is called when the floating button is clicked. Depending on the game mode, it either starts the game or shows the missing answer to the previous game.
  • AnagramDictionary: This class will store the valid words from the text file and handle selecting and checking words for the game. This is where your code will among the following methods:
  • AnagramDictionary: The constructor. It should store the words in the appropriate data structures (details below).
  • isGoodWord: Asserts that the given word is in the dictionary and isn't formed by adding a letter to the start or end of the base word. getAnagrams: Creates a list of all possible anagrams of a given word.
  • getAnagramsWithOneMoreLetter: Creates a list of all possible words that can be formed by adding one letter to the given word.
  • pickGoodStarterWord: Randomly selects a word with at least the desired number of anagrams. Implementation

We will start by implementing a simplified version of the game that has the user guess anagrams of the given word.

To do so, your first task will be to advance the implementation of the AnagramDictionary's constructor. Each word that is read from the dictionary file should be stored in an ArrayList (called wordList).

We will store duplicates of our words in some other convenient data structures later but wordList will do for now.

getAnagrams

Implement getAnagrams which takes a string and finds all the anagrams of that string in our input. Our strategy for now will be straight-forward: just compare each string in wordList to the input word to determine if they are anagrams. But how shall we do that?

There are different strategies that you could employ to determine whether two strings are anagrams of each other (like counting the number of occurences of each letter) but for our purpose you will create a helper function (call it sortLetters) that takes a String and returns another String with the same letters in alphabetical order (e.g. "post" -> "opst"). Determining whether two strings are anagrams is then a simple matter of checking that they are the same length (for the sake of speed) and checking that the sorted versions of their letters are equal.

At this point, you should have a working app so try running it on your device and verify that it works. You can change the hard-coded return value of pickGoodStarterWord to try out your code with different words (e.g. "skate").

Forming anagrams with an added letter

Unfortunately, the straight-forward strategy will be too slow for us to implement the rest of this game. So we will need to revisit our constructor and find some data structures that store the words in ways that are convenient for our purposes. We will create two new data structures (in addition to wordList):

A HashSet (called wordSet) that will allow us to rapidly (in O(1)) verify whether a word is valid. A HashMap (called lettersToWord) that will allow us to group anagrams together. We will do this by using the sortLetters version of a string as the key and storing an ArrayList of the words that correspond to that key as our value. For example, we may have an entry of the form: key: "opst" value: ["post", "spot", "pots", "tops", ...]. As you process the input words, call sortLetters on each of them then check whether lettersToWord already contains an entry for that key. If it does, add the current word to ArrayList at that key. Otherwise, create a new ArrayList, add the word to it and store in the HashMap with the corresponding key.

isGoodWord

Your next task is to implement isGoodWord which checks:

the provided word is a valid dictionary word (i.e., in wordSet), and the word does not contain the base word as a substring. For example, with the base word 'post':

Input Output
isGoodWord("nonstop") true
isGoodWord("poster") false
isGoodWord("lamp post") false
isGoodWord("spots") true
isGoodWord("apostrophe") false
Checking whether a word is a valid dictionary word can be accomplished by looking at wordSet to see if it contains the word. Checking that the word does not contain the base word as a substring is left as a challenge!

getAnagramsWithOneMoreLetter

Finally, implement getAnagramsWithOneMoreLetter which takes a string and finds all anagrams that can be formed by adding one letter to that word.

Be sure to instantiate a new ArrayList as your return value then check the given word + each letter of the alphabet one by one against the entries in lettersToWord.

Also update defaultAction in AnagramActivity to invoke getAnagramsWithOneMoreLetter instead of getAnagrams.

At this point, you should have a working app so try running your app on your device and verify that it works although the game will be a bit boring since it will always use the same starter word.

pickGoodStarterWord

If your game is working, proceed to implement pickGoodStarterWord to make the game more interesting. Pick a random starting point in the wordList array and check each word in the array until you find one that has at least MIN_NUM_ANAGRAMS anagrams. Be sure to handle wrapping around to the start of the array if needed. Run your app again to make sure it's working.

Refactoring

At this point, the game is functional but can be quite hard to play if you start off with a long base word. To avoid this, let's refactor AnagramDictionary to give words of increasing length.

This refactor starts in the constructor where, in addition to populating wordList, you should also store each word in a HashMap (let's call it sizeToWords) that maps word length to an ArrayList of all words of that length. This means, for example, you should be able to get all four-letter words in the dictionary by calling sizeToWords.get(4).

You should also create a new member variable called wordLength and default it to DEFAULT_WORD_LENGTH. Then in pickGoodStarterWord, restrict your search to the words of length wordLength, and once you're done, increment wordLength (unless it's already at MAX_WORD_LENGTH) so that the next invocation will return a larger word.


A-2-Scarne's Dice

In this workshop, we will create a game from scratch in Android Studio. The game that we will be creating is a dice game called Scarne's dice (you may already be familiar with it from a previous unit).

Scarne's dice

Scarne’s Dice is a turn-based dice game where players score points by rolling a die and then:

  • if they roll a 1, score no points and lose their turn

  • if they roll a 2 to 6:

    • add the rolled value to their points

    • choose to either reroll or keep their score and end their turn

The winner is the first player that reaches (or exceeds) 100 points.

For example, if a player starts their turn and rolls a 6, they can choose to either ‘hold’ and end their turn, in which case they can add the 6 to their score, or to reroll and potentially score more points.

Let’s say they decide to roll again, and they get a 4. They now have the option to end their turn and add 10 points (6 + 4) to their score, or to roll again to get even more points.

They decide to roll again, but get a 1. Getting a 1 makes the player lose all the points from their turn (so their score is the same as before their turn), and finishes their turn, allowing the second player to begin their turn.

This goes on until one of the players reaches 100 points or more.

Implementing the UI

As mentioned in the preparation for this workshop, there is no starter code for this activity but we do provide you with some some images for the dice faces.

If you finished creating the UI in the preparation activity, you can skip this next step. Start by creating a blank activity and create the UI shown in the image below using either the visual editor or the XML editor (or probably a combination of both). The UI is composed of:

  • A TextView to display the score and status of the game
  • An ImageView to display the current die (default to the image of your choice)
  • Three buttons to either roll the die, end your turn or start over

Implementing the game

All the game logic for this app will be implemented in the Activity class (the file will be called MainActivity.java if you accepted the default name). The Activity template has some default methods to which you will add:

  • Four global variables to store:
    • the user's overall score state
    • the user's turn score
    • the computer's overall score
    • the computer's turn score
  • A click handler for the "Roll" button that will:
    • randomly select a dice value
    • update the display to reflect the rolled value

Use getResources().getDrawable in order to programmatically access other images. This functionality will also be needed for the computer turn so a helper function to roll the die may be useful to implement.

Then start creating game logic. If the roll is not a 1, update the user's turn score by the value of the roll and update the label to "Your score: 0 computer score: 0 your turn score: X". If the roll is a 1, reset the turn score to 0 and update the label accordingly. TextView can be edited programmatically by calling findViewById to get the TextView object.

Having written the basic "Roll" functionality, you can tackle the other two button handlers:

  • When ResetButton is clicked, reset the 4 global variables to 0 and update the label text
  • When HoldButton is clicked, updating the user's overall score, reset the user round score and update the label.

At this stage, the basic user turn functionality is in place. Now, you can implement the computer turn. Start off with a very simple strategy for the computer: if the computer's round score is less than 20, re-roll, otherwise hold.

Create a helper method called computerTurn, it will need to:

  • Disable the roll and hold buttons
  • Create a while loop that loops over each of the computer's turn. During each iteration of the loop:
    • pick a random die value and display it (hopefully using the helper you created earlier)
    • follow the game rules depending on the value of the roll.

Be sure to update the label with the computer's round score or "Computer holds" or "Computer rolled a one" as appropriate.

Finally, invoke the computerTurn procedure from the both the HoldButton handler and the RollButton handler (if the user rolled a 1).

You may find again that a helper procedure is useful in doing the house cleaning that concludes the computer's turn (updating the computer's overall score, reset its turn score and reenabling the buttons).

The game should now be functional so try playing a few rounds against the computer. Remember to use the logging library that you read about in last unit's preparation to help diagnose what is happening when your program doesn't behave as expected.

Although the game (hopefully) works roughly as intended you may find the computer turn to be quite hard to follow as it happens so quickly that you can hardly see the die rolls and the label updates. Let's address that by refactoring the computer turn:

  • Get rid of the while loop (but not its contents!) and make the computerTurn method handle a single roll of the computer's turn
  • If the computer can and does decide to roll again create a timed event that will do so after an appropriate delay (say 500 ms). To accomplish this, you can use Handler.postDelayed, an example of which can be seen on StackOverflow.

A-3-Word Stack

The app for this workshop is a single-user word game called WordStack. The idea of the game is to try to separate out two words of the same length whose letters have been scrambled (but the order of the letters has been preserved). For example, 'cat' and 'dog' might get scrambled in many ways but 'c' will always come before 'a' and 'a' will always come before 't'. Similarly, 'd' will always come before 'o' and 'o' will always come before 'g'. So we get permutations like:

  • cdaotg
  • cadogt
  • catdog
  • dogcat
  • dcoagt
  • ... But never 'actdog' ('a' is out of order) or 'coatdg' ('o' out of order).

This is pretty easy to solve when you can see the whole scrambled string and for short words but it gets much harder when you can only see one letter at a time and attempt longer words.

Tour of code

The starter code is broken up into three classes:

  • MainActivity which is at the heart of this app. It handles both initializing the app and responding to user input.
  • onCreate loads up the dictionary and finishes creating the UI.
  • TouchListener.onTouch moves the top tile to either of the white areas when the user touches the area.
  • DragListener.onDrag handles dragging the tiles around the screen. We'll implement that functionality later in the workshop. It is disabled for now. onStartGame and onUndo: handler for the on-screen buttons. Currently, they do nothing.
  • StackedLayout: The Android SDK contains several ViewGroup classes which are used to organize UI items. Some of the most common are LinearLayout to line up the items horizontally or vertically and RelativeLayout that allows items to be placed relative to each other. For this game, we will subclass LinearLayout to make a special layout that only shows the last View added to it. We will use this to represent the stack of tiles.
    • push, pop: you will need to implement
    • peek, empty are simple wrappers around Java's Stack
    • clear will remove all tiles from the ViewGroup
  • LetterTile: A subclass of the TextView class that draws a single letter in the appropriate size and colors. You may need to adjust the tile and font size to fit your screen.
    • moveToViewGroup: Move the current tile to a different ViewGroup. Removes the current tile from whatever ViewGroup it is currently in and adds it to the other specified ViewGroup. Returns true if that moves concludes the game.
    • freeze, unfreeze: Will be used to keep a tile from being moved after it is placed.
    • onTouchEvent: Handles the tile being touched by the user. So far it just calls its superclass but we will add more functionality to make the tile draggable.

Implementation

Start by extracting the desired words from the dictionary. In MainActivity.onCreate, we read the words from the file but need to store them in the words ArrayList if they are of the correct size. WORD_LENGTH defaults to 5 but feel to modify it to make the game easier or harder.

Next, start implementing onStartGame. You will need to randomly pick two words from words (be sure to store them in the fields named word1 and word2 so that the answer is given when the game is over). Find a way to shuffle the letters of the words while preserving word order. The simplest way to do that is probably to create a counter for each word and randomly pick which word to grab a letter from and increment that counter until either word runs out and then pick all the letters in the word that was not exhausted. Write your scrambled string to the messageBox.

You can now run your app to verify your scrambling algorithm.

Instead of just printing the scrambled string to messageBox, create new LetterTile objects representing each letter of the string and push them (in reverse order!) onto stackedLayout.

Which brings us to the StackedLayout class. Implement push to:

  • call removeView with the tile on top of the stack (if there is one) to hide that tile
  • push the specified tile onto the tiles stack
  • call addView with the tile that was just pushed

Similarly pop should:

  • pop a tile from tiles
  • call removeView with it
  • call addView with the tile that is now on top of the stack
  • return the popped tile

You should now be able to run the app and play the basic game by clicking on either white area to place the tiles.

Playing a single game should work now but hitting the 'Start' button a second time will not clean up the game state. So go back to onStartGame and add code to call removeAllViews on word1LinearLayout and word2LinearLayout as well as to call clear on the StackLayout.

Although the game is playable, it is quite hard to win. Let's make it easier by implementing the "undo" functionality that will allow the user to return tiles to the stack if they change their mind. To do so, you'll need to:

  • Create a Stack (not StackedLayout) of LetterTiles in MainActivity to keep track of the placed tiles (call it placedTiles).
  • In MainActivity.TouchListener.onTouch push the touched tile onto placedTiles.
  • In onUndo, pop the most recent tile from placedTiles and use moveToViewGroup to move it back to the stackedLayout.

The game should now be manageable but there's a bit more polish to add.

Drag and drop

Adding drag-and-drop functionality to your app is a matter of:

  • making some of your Views draggable
  • making some of your ViewGroups able to receive dragged Views

We'll do the former by changing LetterTile.onTouchEvent. Add some logic to check whether the tile is frozen. If it's not and motionEvent.getAction() is MotionEvent.ACTION_DOWN (meaning the user started touching the View), you'll need to call startDrag and return true. startDrag takes four parameters:

  • ClipData which encodes metadata about the object being dragged which is useful when your app needs to handle different types of draggable object. Since our app only has draggable tiles, you can just use ClipData.newPlainText("", "").
  • a View.DragShadowBuilder which allows you to control how your View looks when it's being dragged. Luckily for us, the default behavior of a TextView is all we need so you can just pass a new View.DragShadowBuilder(this).
  • myLocalState which is just this
  • flags for which you can specify 0

If the tile is frozen or the action is something else, just return whatever the superclass's onTouchEvent returns.

The code to make the LinearLayouts accept the tiles is provided in MainActivity.DragListener but is worth understanding. There are five kinds of actions that the onDrag method handles:

  • DragEvent.ACTION_DRAG_STARTED should highlight the areas that the dragged object can be dropped onto. In this case, we turn the LinearLayouts blue to indicate this (and call invalidate to let the system know to redraw itself).
  • DragEvent.ACTION_DRAG_ENTERED should highlight the area differently to indicate the object being dragged will be added to this ViewGroup if it is dropped. We do this by turning the area green.
  • DragEvent.ACTION_DRAG_EXITED. If the user enters the area but leaves without dropping the object, we need to reset the area to blue.
  • DragEvent.ACTION_DRAG_ENDED should reset the highlights once dragging is done (even if the object was not dropped anywhere that will accept it).
  • DragEvent.ACTION_DROP is where the interesting logic happens. When the dragged object is dropped we need to remove it from its former location and add to its new location.

All you need to do is add some code to push the dragged tile onto placedTiles to support "Undo" and go back to onCreate to replace the calls to setOnTouchListener with the calls to setOnDragListener that are commented below.

Now try playing with drag and drop (and make sure that Undo still works).


A-4-


A-5-


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