🍒 Blackjack--A Real-World OOD Example

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The game Blackjack lends itself well to object-oriented design because it has physical objects that can be modeled in object-oriented code;.


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12 1 Classes for Blackjack

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Video created by Rice University for the course "An Introduction to Interactive Programming in Python (Part 2)". Learn the basics of object-oriented programming.


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SDE Skills - CtCI - In Class Sessions - Mar 17 - OO Design for a Deck of Cards and a Blackjack game

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Video created by Rice University for the course "An Introduction to Interactive Programming in Python (Part 2)". Learn the basics of object-oriented programming.


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Parking Lot System Design - Object-Oriented Design Interview Question

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Object-Oriented Programming. Programming Assignment: Analysis and Design of a. Blackjack Game Simulation. For this assignment you will perform an.


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Python OOP - Deck of Cards

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This will require a stub class for a Blackjack Player. We'll look at this design in BlackjackPlayer Class. We'll tweak the design for Card in order to determine if.


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Building a deck of cards in Javascript

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This will require a stub class for a Blackjack Player. We'll look at this design in BlackjackPlayer Class. We'll tweak the design for Card in order to determine if.


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Java walk through: Blackjack

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This will require a stub class for a Blackjack Player. We'll look at this design in BlackjackPlayer Class. We'll tweak the design for Card in order to determine if.


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Creating a deck of Card objects

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Let's design a game of Blackjack. Design Blackjack and a Deck of Cards. Liking the course? Buy it now or get Educative Unlimited to start learning.


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Code a Game of Blackjack with Python

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Walking through a case study seems to be a standard exercise in many object-​oriented books that deal with OO design. My first recollection of such an exercise​.


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How to Program Console Blackjack in Java

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The game Blackjack lends itself well to object-oriented design because it has physical objects that can be modeled in object-oriented code;.


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Design Interview Question: Design a Deck of Cards [aktau-site.ru]

A card must know what its face value is and be able to report this value. If you go through the requirements summary statement and highlight all the nouns, you have a good list from which you can start gleaning your objects. Here is the requirements summary statement:. So it would be possible for a player to keep track of the cards without having to have a hand object. Blackjack an ace and a face card or a 10 beats other combinations of If the player and the dealer have identical scores and at least 17, it is considered a draw and the player retains the bet. We will assume that the statement of work has already been completed. The bet could be considered an attribute of the player in this case, but there are many other games where a player does not need to have a bet. However, in most large systems, a database of the requirements in bulleted list format would be more appropriate. Again, remember that this is just the initial pass. There must be a way to keep track of the classes as well as their interactions. On the other hand, some classes might make the final cut that were not in your original list. The intended purpose of this software application is to implement a game of blackjack. Can you find any other possible classes that were missed? It might also be possible to avoid a dealer class altogether, thus having the dealer simply be an instance of the player class. In this game, we will require that a player has a single hand. According to the statement of work, the basic goal is to design a software system that will simulate the game of blackjack see Figure 6. Thus, to make this class reusable, we should track it. In most cases, although the designs might be different, ideally there will be significant overlap. Although it is true that nouns generally indicate classes, nouns are not the only places where classes are found. And as always, make sure that you realize that there are always many ways to skin a cat. We have already stated that if you put 10 people in different rooms, they will come up with 10 different designs, and they might all be equally good. Before we actually start this process, let's define how we are going to model and track the classes that we ultimately identify. However, there are enough additional attributes of a dealer that we should probably keep this class. You can bet money, chips, your watch, your horse, or even the title to your house. Ultimately, this will culminate in the discovery of the classes, along with their responsibilities and collaborations. Aces count as 1 or Face cards Jack, Queen, King each count as The rest of the cards represent their face values. Discovering classes is not a trivial process. Also, abstracting out the bet is a good idea because we might want to bet various things. Thus, we will treat this in the same way we treated the noun game. This deck must have the functionality to deal the next card, as well as report how many cards remain in the deck. Each player will have a hand. The iterative process of identifying the classes and responsibilities using CRC modeling was an eye-opening experience. If the player wins with a blackjack, the player wins times the bet made assuming that the dealer does not also have blackjack. In the game of blackjack, one or more individuals play against the dealer or house. However, we want the class to represent a single player and not a group of players, so we strike players and keep player. Technically you could play blackjack without a bet; however, the requirements statement clearly includes a bet in the description. In the blackjack example we are working on, there will be relatively few classes, because this is intended as an example. Even though there might be many valid arguments not to make the bet a class, in this case we will. As already mentioned, you could also have presented the requirements in bullet form, as we did for the DataBaseReader class in Chapter 2, "How to Think in Terms of Objects.

The rest of this chapter is dedicated to a case study pertaining to the design process covered in the previous sections. Although there might be more than one player, each player plays only against the dealerand not any of the other players. The rules of the game state that if the sum of the face value blackjack object oriented design the player's cards is closer to 21 than the sum of the article source value of the dealer's cards, the player wins an amount equal to blackjack object oriented design bet that was made.

When the dealer asks the player whether to deal another card or to start a new game, the player must respond. Each card has its own face value suit does not factor into the face value. They might not even have much computer experience.

One of the most popular methods for identifying and categorizing classes click here to use class-responsibility-collaboration cards CRC.

In short, a bet is not a source attribute of a player.

The dealer must deal the cards, present a player with additional cards, show all or part of a hand, calculate the value of all or part of a hand, calculate the number of cards in a hand, determine the winner, and start a new hand.

You might blackjack object oriented design find that you left an important object out, or that you need to split one object into two objects.

However, there are card games that need to keep track of the suit. Because we want to have some fun, instead of creating a payroll system or an ATM system, let's create a program that simulates a game of blackjack.

However, because it is theoretically possible for a player to have multiple hands, and because we might want to use the concept of a hand in other card games, we will keep this class.

Not all the classes that you identify from the list of nouns, or elsewhere, will make it through to the final cut. For article source blackjack game, we do not need to keep track of the suit.

Walking through a case study seems to be a standard exercise in many object-oriented books that deal with OO design. However, the suit is not a good candidate for a class.

As stated earlier, you shouldn't get too hung up in getting things right the first time. The dealer could be a specific type of player, and perhaps inherit from a player class.

In this case, we will use a requirements summary statement; however, we could have presented the requirements as bullets. We want to take the perspective of the user. CRC cards are, quite literally, a collection of standard index cards. One of the more endearing qualities of CRC cards is that they are non-electronic although I'm sure that there are computer applications around that simulate CRC cards. From a player's perspective, the goal of the game is to draw cards from the deck until the sum of the face value of all the cards equals 21 or as close to 21 as possible, without exceeding If the sum of the face value of all the cards exceeds 21, the player loses. Now let's explore each of the possible classes:. There might also be classes that you feel should not have made the list. You will want to iterate through this a number of times and make changes. Although this might be partially true, using CRC cards is a good technique because many of the people involved with the design will not be developers. During the game, a player can request that a card be dealt to his hand. If the sum of the face value of the player's cards exceeds 21, the bet is lost. Each CRC card represents a single class's data attributes, responsibilities, and collaborations. Of course, when working with a team, the final design will have to be a consensus, iterating and evolving to a common solution. The use of CRC cards conjures up scenes of dimly lit rooms, partially filled boxes of pizza, pop cans, and multitudes of index cards strewn around the room. If the sum of the face value of the first two cards equals 21, the player is said to have blackjack. The next step is to study the requirements summary statement and start identifying the classes. The modeling technique was called CRC modeling, which will be described later in this section. Because this is a small system, a requirements summary statement might make more sense. It should be an attribute of a card, so we will strike it as a class. After some intense analysis, we have determined the requirements of the system. The player must be able to display the hand, calculate the face value of the hand, and determine the number of cards in the hand. Thus, using the index cards to discover classes is a technique that everyone can understand. This is an iterative process, and although we have 19 potential classes, our final class list might be a lot shorter. Because we are not interested in the implementation, we'll concentrate on the interface. My first recollection of such an exercise was a graduate course that I took in which we followed an example in the book Designing Object-Oriented Software by Wrifs-Brock, Wilkerson, and Weiner. The case study was that of an automated teller machine ATM system. Start feeling comfortable with the iterative process throughout the design. In fact, let's say that a customer has come to you with a proposal that includes a very well-written statement of work and a rule book about how to play blackjack. We absolutely need cards in the game, but we want the class to represent a single card, so we strike cards and keep card. All cards must be members of a deck of cards. If we create a good design for the blackjack game, perhaps we can reuse the classes later for other card games. Remember that one of the goals of a design is to be extensible. In any event, we now have a starting point, and we can begin the process of fine-tuning the list of classes. There might well be some classes that you feel should be in the list but are not. The suit of the card is of no importance but it might be for another game in the future. The dealer plays the game along with the players. Figure 6.