Difference between revisions of "DT 8025 2016 Practical 3"
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<PlayRequestsForMe/> | <PlayRequestsForMe/> | ||
− | The server send all | + | The server send all pending requests for the participant one by one like |
<PlayRequest From="Masoumeh" With="Mahsa" status="waiting"/> | <PlayRequest From="Masoumeh" With="Mahsa" status="waiting"/> | ||
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<RejectPlayRequest Masoumeh/> | <RejectPlayRequest Masoumeh/> | ||
− | The server will then update the status of the correspondent request to accepted and rejected respectively, and send back | + | The server will then update the status of the correspondent request to 'accepted' and 'rejected' respectively, and send back |
− | + | <PlayRequest From="Masoumeh" With="Mahsa" status="accepted/rejected"/> | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
+ | === View Sent Play Request === | ||
+ | |||
+ | The user may ask whether there has been any play request in which the current user is mentioned as the participant. | ||
+ | In this case, after this option is selected from the main menu, the client | ||
+ | send the following command | ||
+ | |||
+ | <PlayRequestsForMe/> | ||
+ | |||
+ | The server send all pending requests for the participant one by one like | ||
+ | |||
+ | <PlayRequest From="Masoumeh" With="Mahsa" status="waiting"/> | ||
+ | |||
+ | The participant fetches one of the requests for the participant and then to accept the request sends | ||
+ | |||
+ | <AcceptPlayRequest Masoumeh/> | ||
+ | |||
+ | and to reject it sends | ||
+ | |||
+ | <RejectPlayRequest Masoumeh/> | ||
+ | |||
+ | The server will then update the status of the correspondent request to 'accepted' and 'rejected' respectively, and send back | ||
+ | |||
+ | <PlayRequest From="Masoumeh" With="Mahsa" status="accepted/rejected"/> | ||
=== Creating a new request === | === Creating a new request === |
Revision as of 21:47, 19 October 2016
Objectives
There are three main objectives for this practical:
- Learn about and use the concept of service in Android
- Learn about and use the concepts related to network programming in Android
- Integrated several concepts and techniques learned in this course to implement an Android application
Instructions
Start with a list of scenarios (use-cases) that the following application should be able to deal with: the scenarios should specify what kind of interactions the app should support in which order so as to realize users' requirements. Subsequently make an architectural design (preferably, but necessarily, using notations such as UML Class Diagrams an Sequence Diagrams) to show how the application should be decomposed into a number of activities and services. For each activity design the layout beforehand. Then, start programming. After you are doing, update the scenarios and design to reflect what you have actually implemented; use the scenarios as test-cases and make sure that the app does what it is supposed to.
Submit a single .zip file on blackboard with two folders: the first containing a single pdf reporting on the scenarios, design, test-cases and their outcomes, and the other containing the Eclipse project.
Rock Paper Scissors Online Game for Android!
Overview
The goal of this project is to implement a simple Android app for the Rock Paper Scissors online game. The only part of functionality that we adopt in our practical is to:
- Connect to an RPS server,
- Register on the server: ready to play (available),
- Read the list of available players,
- Send/Discard a play request with another player,
- Accept/reject a play request from another player,
- Fetch the list of play requests owned by the current player,
- Fetch the list of play requests with the current player,
- Make a choice (Rock/Paper/Scissors) and fetch the choice of the other player
- Leave a game session, and
- Exit.
Starting up
To achieve this, you will be given an IP address of an RPS server implemented and installed on a computer. The server listens on port 4444. Your app should first allow the user to enter this IP address and a unique ID which is to be used in meeting requests; use your HH account login name as the unique ID throughout this practical.
Then the app tries to connect to the server; if unsuccessful it will make three attempts with a 10 second delay in between (while providing sufficient information as toast messages). If successful, the client will receive the following tag from the server
<Accepted connection from id +/>
where id is the unique identifier (account name) provided by the client.
Then, the app will provide three possible options:
- view online players to send play request to,
- view pending play requests to answer by the player, and
- view sent play requests (waiting/accepted/rejected).
View Online Players
The app shows a layout in which the list of online players and their status (idle/busy/waiting) is shown and the user can select one of the idle players to send a play request to. When the user select the player (in any way) the client sends the following structure to the server
<PlayRequest Mahsa/>
The serve will reply to the meeting scheduler
<Play request was sent to Mahsa!/>
This is shown by a toast message and the app will return to the main menu.
View Pending Play Request
The user may ask whether there has been any play request in which the current user is mentioned as the participant. In this case, after this option is selected from the main menu, the client send the following command
<PlayRequestsForMe/>
The server send all pending requests for the participant one by one like
<PlayRequest From="Masoumeh" With="Mahsa" status="waiting"/>
The participant fetches one of the requests for the participant and then to accept the request sends
<AcceptPlayRequest Masoumeh/>
and to reject it sends
<RejectPlayRequest Masoumeh/>
The server will then update the status of the correspondent request to 'accepted' and 'rejected' respectively, and send back
<PlayRequest From="Masoumeh" With="Mahsa" status="accepted/rejected"/>
View Sent Play Request
The user may ask whether there has been any play request in which the current user is mentioned as the participant. In this case, after this option is selected from the main menu, the client send the following command
<PlayRequestsForMe/>
The server send all pending requests for the participant one by one like
<PlayRequest From="Masoumeh" With="Mahsa" status="waiting"/>
The participant fetches one of the requests for the participant and then to accept the request sends
<AcceptPlayRequest Masoumeh/>
and to reject it sends
<RejectPlayRequest Masoumeh/>
The server will then update the status of the correspondent request to 'accepted' and 'rejected' respectively, and send back
<PlayRequest From="Masoumeh" With="Mahsa" status="accepted/rejected"/>
Creating a new request
The app shows a layout in which the user can enter a unique meeting Id, a number of time-slots (for simplicity we assume that all meetings take one hour and hence, it suffices to mention the starting time), and identifiers of three participants. When the user presses the submit button, the client sends the following structure to the server
<OpenMeeting> <MeetingId "5"/> <Message text = "Please select a time for the coming meeting."/> <time = "8:00"/> <time = "10:00"/> <time = "9:00"/> <Participant numberOfParticipant ="3"> <name = "clientParticipantA"/> <name = "clientParticipantB"/> <name = "clientParticipantC"/> </Participant> <OpenMeeting/>
The serve will reply to the meeting scheduler
<Request to start meeting is accepted/>
This is shown by a toast message and the app will return to the main menu.
Checking for open requests
The user may ask whether there has been any meeting request in which the current user is mentioned as a participant. In this case, after this option is selected from the main menu, the client end open meeting request like
<CheckOpenMeeting/>
The server send all open meetings for the participant one by one like
<OpenMeeting> <For "+clientParticipant+"/> <MeetingId "5"/> <Message text = "Please select a time for the coming meeting."/> <time = "8:00"/> <time = "10:00"/> <time = "13:00"/> <OpenMeeting/>
The participant fetches one of the meeting requests for the participant and chooses a preferred time-slot and send
<SelectedTime> <MeetingId "5"/> <time = "10:00"/> <SelectedTime/>
The server will store the selected time immediately and send
<reply> <SelectedTime> <MeetingId "5"/> <time = "10:00"/> <SelectedTime/> </reply>
Closing meeting requests
When this option is selected, the app will first ask the user to fill in the meeting identifier and then will fetch the meetings to which all participants have responded. This is done by first sending the following message to the server:
<CheckMeetingRespond> <MeetingId "5"/> <CheckMeetingRespond/>
then the server will send the name of the participants and the selected times to the meeting scheduler one by one as
<SelectedTime> <MeetingId "5"/> <name = "ParticipantName"/> <time = "10:00"/> <SelectedTime/> ...
and the number of participants who respond for the meeting
<NumberOfRespond "No"/>
Then user can select one of the time-slots and close the meeting by sending the following message:
<CloseMeeting> <MeetingId "5"/><SelectedTime time = "10:00"> <CloseMeeting/>
Checking for closed meeting requests
Participants can check closed meetings by
<CheckClosedMeeting/>
the server will send
<ClosedMeeting> <MeetingId "5"/> <SelectedTime time = "10:00"> <ClosedMeeting/>