The latest instance of the course can be found at: O1: 2024
Luet oppimateriaalin englanninkielistä versiota. Mainitsit kuitenkin taustakyselyssä osaavasi suomea. Siksi suosittelemme, että käytät suomenkielistä versiota, joka on testatumpi ja hieman laajempi ja muutenkin mukava.
Suomenkielinen materiaali kyllä esittelee englanninkielisetkin termit. Myös suomenkielisessä materiaalissa käytetään ohjelmaprojektien koodissa englanninkielisiä nimiä kurssin alkupään johdantoesimerkkejä lukuunottamatta.
Voit vaihtaa kieltä A+:n valikon yläreunassa olevasta painikkeesta. Tai tästä: Vaihda suomeksi.
Chapter 7.4: A Game of Glasses
About This Page
Questions Answered: How will I manage with a bigger program with multiple classes?
Topics: The chapter revolves around a single programming assignment, which features inheritance and collection methods, among other things.
What Will I Do? Study given code and program.
Rough Estimate of Workload:? Two or three hours.
Points Available: B60.
Related Projects: Viinaharava (new).
The Game of Viinaharava
The local temperance society has commissioned a game that promotes water as a healthy drink. To that end, a game named Viinaharava has been designed; its implementation is more or less ready but needs you to flesh it out.
Viinaharava takes place on a board that consists of small drinking glasses arranged in a grid. Most of them contain water but a few contain a stiff, transparent alcoholic drink: “a booze”. The player’s task is to drink all the water glasses without touching a booze.
The player virtually drinks a glass by clicking on it. Their task is simplified by the fact that there’s a hint at the bottom of each glass: the number of boozes in neighboring glasses. The game is over when either all the water or even a single booze has been drunk.
Task description
You’ll find a partially operational implementation for the game in the Viinaharava project. See below for an introduction.
Study this project and fill in the missing parts. You may wish to follow these steps:
- Launch Viinaharava with the app object
o1.viinaharava.gui.Viinaharava
. Notice: the board shows up but the game doesn’t work. - Study the class
o1.Grid
, which has been used in Viinaharava’s implementation. See below for further information. - Familiarize yourself with the classes in package
o1.viinaharava
. Start from the overview of the package below, then turn to the Scaladocs and the source code. - Once you understand the program as given, add the missing parts. See below for additional instructions and hints.
Representing Dense Grids
You’ll remember Snake from Chapter 6.3. In that game, the snake and its food were
located on the spaces of a grid-like playing field, which we recorded as GridPos
objects. Each GridPos
was composed of two integers x
and y
, the pair of which
pinpointed a space on the grid.
Viinaharava resembles Snake: it, too, has a playing field that is essentially a grid.
We can again use GridPos
as we represent the locations of each glass on the game
board.
(In this assignment, you don’t have to concern yourself with pixels or graphics. The
given GUI takes care of that. You can focus on modeling the rules of the game itself.
It suffices to consider each location in terms of its position on the grid, a GridPos
.)
In Snake, we had a “sparse” grid: there were few actual items (snake segments; food)
in the grid compared to the total number of spaces. We represented the game’s state by
simply tracking those GridPos
coordinates that actually did contain something and
considered each other space to be empty,
This time we’ll be different and represent game boards as “dense” grids. We’ll record, for every single space on the board, which kind of glass it contains: Is it a water glass or a booze? Have the contents been drunk already? How many dangerous neighbors does it have?
We’ll find it easier to represent dense grids if we adopt a tool designed for just that
purpose, class Grid
.
Class Grid
The o1
package provides a Grid
class. Each Grid
instance represents a grid that
consists of elements of similar size that have been laid out in rows and columns; the
elements could be glasses, for example.
The class has a number of methods for manipulating such grids. For instance, there are
methods for picking out a particular element given its position (elementAt
and
apply
), finding all the spaces that are adjacent to a given space (neighbors
), and
determining the grid’s dimensions (width
, height
, and size
).
Grid
is an abstract class. We can’t simply call new Grid
; we need to instantiate it
via a subclass. The abstract Grid
class is designed to work in different applications
that feature grids and GridPos
es: it doesn’t specify what kind of spaces grids consist
of. That’s something we’ll need to specify in a subclass.
Viinaharava is a particular use case for Grid
: each game board is a grid that consists
of objects that represent glasses. (In later assignments, we’ll use Grid
to represent
grids with other kinds of content.)
The Viinaharava Project
Project Viinaharava contains two packages. We won’t go into the GUI package
o1.viinaharava.gui
and you don’t need to understand how it works; it’s enough that
you find the app object there and use it to start the program. The parent package
o1.viinaharava
, on the other hand, is very relevant now.
Its two key classes are:
Glass
: instances of this class represent individual glasses that the game board consists of.GameBoard
, a subclass ofGrid
: aGameBoard
object represents an entire game board, a grid ofGlass
es.
The diagram below describes the relationships between the classes:
The lower part of the diagram means that each game board is associated with multiple
glasses, each at its particular position: we can use a GridPos
to pick out a
particular Glass
on a GameBoard
.
Glass
and its missing methods
Each glass can be either full or empty. It can be either a glass of water or a glass
of booze. Moreover, each Glass
object keeps track of how dangerous it is: how many
boozes there are in the adjacent glasses. The danger level is a number between zero
and eight; diagonally adjacent counts, too.
Glass
objects have instance variables for recording their contents and danger level.
Each glass also “knows” which game board it’s on and which GridPos
it’s at.
When created, a glass is full of water. The Glass
class has methods for modifying
that initial state. Specifically:
- We can empty a glass. The
empty
method is invoked whenever the user (left-)clicks a glass in the GUI. - We should be able to fill a glass with booze (
pourBooze
). This has the additional effect of increasing the danger levels of neighboring glasses.pourBooze
is called several times at the start of each game to place the hidden booze on the board. (For testing purposes, the GUI also lets the player add booze during a game.)
pourBooze
lacks an implementations, though. The neighbors
method, which is supposed
to find the adjacent glasses, is also missing.
GameBoard
and its missing methods
Here’s a start for the GameBoard
class:
class GameBoard(width: Int, height: Int, boozeCount: Int) extends Grid(width, height) {
// ...
Grid
object requires a width and a height.
We pass these two parameters on to the superclass.The class header needs one more thing before it works. This is because the superclass
Grid
demands a type parameter in addition to the constructor parameters. Just like we
have used square brackets to mark the element type of a Buffer
, we can mark the element
type of a Grid
:
class GameBoard(width: Int, height: Int, boozeCount: Int) extends Grid[Glass](width, height) {
// ...
GameBoard
object is a Grid
whose elements are Glass
objects.As you saw when you launched the game, the given implementation already fills the board
with water glasses. A further inspection of the given code in GameBoard.scala
shows us
how:
class GameBoard(width: Int, height: Int, boozeCount: Int) extends Grid[Glass](width, height) {
def initialElements = {
val allLocations = (0 until this.size).map( n => GridPos(n % this.width, n / this.width) )
allLocations.map( loc => new Glass(this, loc) )
}
this.placeBoozeAtRandom(boozeCount)
Grid
. (However,
the superclass automatically calls this method when a new Grid
is created.)GameBoard
implements the method by returning a
collection of empty Glass
es. Feel free to study this
implementation, but it’s not strictly necessary for the present
assignment. Don’t change this method.placeBoozeAtRandom
call written directly into the class
body is part of the code that initializes new instances of
GameBoard
(i.e., the class’s constructor). The method is
invoked every time a new GameBoard
is created.The aforementioned placeBoozeAtRandom
method doesn’t have an implementation yet, so
there’s no booze on the board. That will require your attention.
The drink
method is also missing, which is why the game doesn’t do anything when
clicked. So’s isOutOfWater
, which the app uses for determining when the game is over.
You may tackle with the assignment in three steps as described below.
Recommended Workflow
Step 1 of 3: water
In GameBoard.scala
, find the drink
method and write the missing if
branch that deals
with water glasses.
Then implement isOutOfWater
in the same class.
- For easy access to all the glasses on the game board, you can use
the
allElements
method thatGameBoard
inherits fromGrid
. - If you pick the right higher-order method (from Chapter 6.3), the implementation will be quite simple.
Try running the game again. You can now empty glasses to your heart’s content. Once all the water is gone, the app lets you know. The game still lacks the booze and the consequent suspense.
Step 2 of 3: placing the booze
Implement neighbors
on Glass
. Hint: use an existing method for a very simple
solution.
Then write the pourBooze
method in the same class. Once that’s done, it’s possible
pour booze in glasses and thereby adjust the danger levels of neighboring glasses.
The actual game still works as before, however, since the newly implemented method
doesn’t get called.
Switch your attention to placeBoozeAtRandom
in class GameBoard
, a private method.
Implement this method so that it selects a random set of glasses and pours booze in
them. The method should randomize the glasses in such a way that each new game (each
new GameBoard
) is unpredictable.
Here are two different ways to approach the problem. Feel free to pick either of them, or come up with something else, as long as your method works.
Algorithm #1:
- Use a random-number generator to pick a pair of coordinates.
- Find out if those coordinates already contain booze.
- If so, do nothing.
- If not, pour booze there.
- Keep repeating steps 1 and 2 until the target number of booze glasses is reached.
Which one is better?
If you want, you can reflect on which of these two algorithms demands more work (time) from the computer. How does the amount of work depend on how big the game board is and how many booze glasses you intend to place?
Algorithm #2:
- Form a collection that contains each of the glass objects.
- Shuffle the collection so that the glasses are in random order.
(It’s possible to write, say, a loop that does this, but you
can also use the convenient method
Random.shuffle
; see below for an example.) - Take the desired number of glasses from the collection. Pour booze in each of those glasses.
Here’s an example of shuffle
:
import scala.util.Randomimport scala.util.Random val numbers = (1 to 10).toVectornumbers: Vector[Int] = Vector(1, 2, 3, 4, 5, 6, 7, 8, 9, 10) Random.shuffle(numbers)res0: Vector[Int] = Vector(8, 9, 7, 4, 6, 1, 10, 2, 5, 3) Random.shuffle(numbers)res1: Vector[Int] = Vector(8, 6, 4, 5, 9, 1, 3, 7, 2, 10)
Step 3 of 3: drinking
Try running the program again. It should be more or less playable now, but let’s make one more change.
When the player hits a booze glass and the game is over, we’d like the game to reveal (i.e., empty) all the booze glasses on the board.
Write the branch of the drink
method that deals with booze glasses. Make use of
boozeGlasses
in class GameBoard
, which returns all the booze glasses on the board
in a vector.
Try the program.
One drink per click, please
When the player clicks on a water glass and reveals that it had a danger level of zero, one can safely drink all the neighboring glasses as well. Perhaps you’d like the program to do so automatically without the player having to click on each safe neighbor separately. In Chapter 12.1 we’ll do just that with the help of a technique known as recursion.
Submission form
A+ presents the exercise submission form here.
Feedback
Please note that this section must be completed individually. Even if you worked on this chapter with a pair, each of you should submit the form separately.
Credits
Thousands of students have given feedback that has contributed to this ebook’s design. Thank you!
Weeks 1 to 13 of the ebook, including the assignments and weekly bulletins, have been written in Finnish and translated into English by Juha Sorva.
Weeks 14 to 20 are by Otto Seppälä. That part of the ebook isn’t available during the fall term, but we’ll publish it when it’s time.
The appendices (glossary, Scala reference, FAQ, etc.) are by Juha Sorva unless otherwise specified on the page.
The automatic assessment of the assignments has been developed by: (in alphabetical order) Riku Autio, Nikolas Drosdek, Joonatan Honkamaa, Jaakko Kantojärvi, Niklas Kröger, Teemu Lehtinen, Strasdosky Otewa, Timi Seppälä, Teemu Sirkiä, and Aleksi Vartiainen.
The illustrations at the top of each chapter, and the similar drawings elsewhere in the ebook, are the work of Christina Lassheikki.
The animations that detail the execution Scala programs have been designed by Juha Sorva and Teemu Sirkiä. Teemu Sirkiä and Riku Autio have done the technical implementation, relying on Teemu’s Jsvee and Kelmu toolkits.
The other diagrams and interactive presentations in the ebook are by Juha Sorva.
The O1Library software has been developed by Aleksi Lukkarinen and Juha Sorva. Several of its key components are built upon Aleksi’s SMCL library.
The pedagogy behind O1Library’s tools for simple graphical programming (such as Pic
)
is inspired by the textbooks How to Design Programs by Flatt, Felleisen, Findler, and
Krishnamurthi and Picturing Programs by Stephen Bloch.
The course platform A+ has been created by Aalto’s LeTech research group and is largely developed by students. The current lead developer is Jaakko Kantojärvi; many other students of computer science and information networks are also active on the project.
For O1’s current teaching staff, please see Chapter 1.1.
Additional credits appear at the ends of some chapters.
GameBoard
instance needs three constructor parameters: the number of columns on the grid, the number of rows, and the number of booze glasses initially hidden on the board.