handout #7
CSE143—Computer Programming II
Programming Assignment #4
due: Thursday, 4/26/18,
9 pm
thanks to Keith Schwarz for this “evil hangman”
assignment
This programming assignment will give you
practice with the Java collections classes and interfaces. You are going to write a class that keeps
track of the state of a game of hangman.
But this won’t be any ordinary game of hangman. Our hangman program is going to cheat.
If you aren’t familiar with the general
rules of hangman, you should review the wikipedia entry for it:
http://en.wikipedia.org/wiki/Hangman_%28game%29
In a normal game of hangman, the computer
picks a word that the user is supposed to guess. In our game of hangman, the computer is going
to delay picking a word until it is forced to.
As a result, at any given point in time there will be a set of words
that are currently being used by the computer.
Each of those words will have the same pattern to be displayed to the
user. A client program called
HangmanMain has been written for you. It
handles the user interaction. You are to
write a class called HangmanManager that keeps track of the state of the
game. You won’t be writing any code that
prints information or reads information from the user because all of that code
is in HangmanMain.
Your
class should have the following public methods.
Method |
Description |
HangmanManager(Collection<String>
dictionary, int length, int max) |
Your
constructor is passed a dictionary of words, a target word length, and the
maximum number of wrong guesses the player is allowed to make. It should use these values to initialize
the state of the game. The set of
words should initially contain all words from the dictionary of the given
length, eliminating any duplicates. It
should throw an IllegalArgumentException if length is less than 1 or if max
is less than 0. |
Set<String>
words() |
The
client calls this method to get access to the current set of words being
considered by the hangman manager. |
int
guessesLeft() |
The
client calls this method to find out how many guesses the player has left. |
Set<Character>
guesses() |
The
client calls this method to find out the current set of letters that have
been guessed by the user. |
String
pattern() |
This
should return the current pattern to be displayed for the hangman game taking
into account guesses that have been made.
Letters that have not yet been guessed should be displayed as a dash
and there should be spaces separating the letters. There should be no leading or trailing
spaces. This method should throw an
IllegalStateException if the set of words is empty. |
int
record(char guess) |
This
is the method that does most of the work by recording the next guess made by
the user. Using this guess, it should
decide what set of words to use going forward. It should return the number of occurrences
of the guessed letter in the new pattern and it should appropriately update
the number of guesses left. This
method should throw an IllegalStateException if the number of guesses left is
not at least 1 or if the set of words is empty. It should throw an IllegalArgumentException
if the set of words is nonempty and the character being guessed was guessed
previously. |
The constructor uses the
Collection<E> interface for its parameter so that a client can pass
either a set or a list. The interface
has the usual iterator() method for getting an
iterator and allows access with foreach loops.
Notice that the value returned by the
guesses method is a set of Character values.
Character is the wrapper class for char values. You can generally manipulate the set as if it
were a set of simple char values (e.g., calling add or contains with a simple
char value).
For both the words method and the guesses
method, you should return a reference to an internal field of your hangman
manager. This is dangerous because it
allows a malicious or incompetent client to make inappropriate changes to these
structures. One solution would be to
return copies instead (a technique that Joshua Bloch describes as making
“defensive copies”). That would be a
wasteful approach in this case. Java
provides a better alternative that will be explored in a bonus assignment that
we will release later. For this version,
assume that the client will not attempt to change these structures, so there is
no need to make defensive copies.
Notice that the pattern and record methods
throw an exception when the set of words is empty. The only way this can happen is if the client
requests a word length for which there are no matches in the dictionary or if
the dictionary is empty to begin with.
For example, the dictionary might not have any words of length 25.
As noted earlier, this version of hangman
cheats. It doesn’t actually pick a word
until it needs to. Suppose that the user
has asked for a 5-letter word. Instead
of picking a specific 5-letter word, it picks all 5-letter words from the
dictionary. But then the user makes
various guesses, and the program can’t completely lie. It has to somehow fool the user into thinking
that it isn’t cheating. In other words,
it has to cover its tracks. Your
HangmanManager object should do this in a very particular way every time the
record method is called. Let’s look at a
small example.
Suppose that the dictionary contains just
the following 9 words:
[ally, beta,
cool, deal, else, flew, good, hope, ibex]
Now, suppose that the user guesses the
letter ‘E’. You now need to indicate
which letters in the word you've “picked” are E's. Of course, you haven't picked a word, and so you
have multiple options about where you reveal the E's. Every word in the set
falls into one of five “word families:”
·
“-
- - -”: which is the pattern for [ally, cool, good]
·
“-
e - -”: which is the pattern for [beta, deal]
·
“-
- e -”: which is the pattern for [flew, ibex]
·
“e
- - e”: which is the pattern for [else]
·
“-
- - e”: which is the pattern for [hope]
Since the letters you reveal have to correspond
to some word in your set of words, you can choose to reveal any one of the
above five families. There are many ways to pick which family to reveal –
perhaps you want to steer your opponent toward a smaller family with more
obscure words, or toward a larger family in the hopes of keeping your options
open. In this assignment, in the
interests of simplicity, we'll adopt the latter approach and always choose the
largest of the remaining word families. In this case, it means that you should
pick the family “- - - -”. This reduces your set of words to:
[ally, cool,
good]
Since you didn't reveal any letters, you
would count this as a wrong guess.
Let's see a few
more examples of this strategy. Given this three-word set, if the user guesses
the letter O, then you would break your set of words down into two families:
·
“-
o o -”: containing [cool, good]
·
“-
- - -”: containing [ally]
The first of these families is larger than
the second, and so you choose it, revealing two O's in the word and reducing
your set of words to
[cool, good]
In this case, you would count this as a
correct guess because there are two occurrences of O in the new pattern.
But what happens if your opponent guesses
a letter that doesn't appear anywhere in your set of words? For example, what
happens if your opponent now guesses 'T'? This isn't a problem. If you try
splitting these words apart into word families, you'll find that there's only
one family – the family “- o o -” in which T appears nowhere and which contains
both “cool” and “good”. Since there is only one word family here, it's
trivially the largest family, and by picking it you'd maintain the set of words
you already had and you would count this as an incorrect answer.
To implement this strategy, you should use
a map. The keys will be the different
patterns for each word family. Those
keys should map to a set of words that have that pattern. For each call on record, you will find all of
the word families and pick the one that has the most elements. This will become the new set of words for the
next round of the game. If there is a
tie (two of the word families are of equal size), you should pick the one that
occurs earlier in the map (i.e., the one whose key comes up first when you
iterate over the key set).
You are expected to do some error
checking, as outlined in the descriptions of the public methods, but you aren’t
checking for all possible errors. You
may assume that the dictionary of words passed to the constructor is legal in
that it will be a collection of nonempty strings composed entirely of lowercase
letters. You may assume that all guesses
passed to the record method are lowercase letters.
Keep in mind that the patterns come from
the words themselves. On any given turn,
there is a current set of words that all have the same pattern. Then the user guesses a new letter. What you need to do then is to go through
each of the words that you have in the current set and figure out what the
correct new pattern would be for that particular word given the new guess. You are likely to get different patterns for
different words. Your task is to process
each of the words in the current set, putting each into a set that corresponds
to the new pattern for that particular word.
Different words go in different sets because they have different
patterns. Once you have processed all of
the words, you go through the different sets and find the one with the most
words. That becomes the new set used by
the HangmanManager.
You should use the TreeSet and TreeMap
implementations for all of your sets and maps.
You should use interfaces for all variables, fields and parameters. You should avoid making a value a field when
it can instead be a local variable. You
should implement these operations in a reasonably efficient manner. You should thoroughly document all methods of
your class and include a general description of the class in the class header. And you should introduce private methods to
avoid redundancy and to break up large methods into smaller methods. In particular, you should not have any methods that have more than 20 lines of code in
their body (not counting blank lines and lines that have just comments or curly
braces). If you have a method that
requires more than 20 lines of code, then you should break it up into smaller
methods.
This program comes with several resource
files including HangmanMain.java and dictionary.txt. The file dictionary.txt contains a huge
dictionary of over 127 thousand words that is the official English Scrabble
dictionary. It has some unusual entries,
but you can go to http://www.hasbro.com/scrabble/en_US/search.cfm to look up the
definitions to see that these are words that are considered legal in
Scrabble. The resources will all be
included in a zip file called ass2.zip.
You will find that HangmanMain has two constants that you might want to
change. The first is for the name of the
dictionary file. By default, it will
read from dictionary.txt. You might want
to change this constant to dictionary2.txt which is a short dictionary of 9
words also included in the zip file.
These are the 9 words used in the short example earlier in the
write-up. You might also want to change
the setting for SHOW_COUNT. By default
it is set to false. By setting it to
true, you will be shown how many words there are in the current set of words as
you play the game.
Keep in mind that in playing hangman, you
have a certain number of wrong guesses that you are allowed to make, but this
isn’t the same as the total number of guesses made. Sometimes you guess a letter that is in the
word (a correct guess) and sometimes you guess a letter that isn’t in the word
(a wrong guess). The user has a certain
number of wrong guesses allowed. The
user can make an indefinite number of correct guesses because they don’t count
against them.
It is likely that you will make a mistake
somewhere in specifying your generic structures. When you do so, the Java compiler will warn
you that you have “unchecked or unsafe operations” in your program. You will lose style points if you don’t fix
these warnings. You can have jGRASP show
you the exact line by going to: Settings/Compiler Settings/Workspace/Flags /
Args and then uncheck the box next to "Compile" and type in:
-Xlint:unchecked
You should name your file
HangmanManager.java and you should turn it in electronically from the “Homework”
tab on the class web page.