🤑 Blackjack Game Class — Building Skills in Object-Oriented Design documentation

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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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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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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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blackjack object oriented design

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


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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, i.e.


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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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Object Oriented Design (OOD), however, is a little more interesting. A game of blackjack is played with a deck of cards, a dealer, and any.


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Object-oriented design for blackjack game. Contribute to MonkeyPengc/​Blackjack-Game-Design development by creating an account on GitHub.


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blackjack object oriented design

Its awesome you are thinking ahead, but, seriously, lets get the blueprints drawn first. Fundamentally the problem is that the two references we need to make this work the Deck and the Player are at different levels. Each noun we wrote can be thought of as an object or property that we need to represent. The easiest way to see this is to write out what that method call would look like: dealer. It certainly works right now! At the end we can come back and flesh it out if needed. The behaviors we are going to need to model are: Dealing cards Drawing cards Shuffling cards Calculating score. Paying attention in class and reading my previous posts should be enough to get you through anything. This is enough for us to get started on the design. Second, the Game feels like it should be responsible for how everything fits together, but its delegating a lot of the Card manipulation to the Dealer. If not, now is the time to ask for details. The score for each card is determined by the game you are playing and how the cards interact with each other. We also need a method to hold whatever logic determines whether a Player wants to draw a Card , or stay with what they have. The first two types of questions we looked at fit right into the college mold. At the end of every round the cards are put back into the deck and shuffled. Look back at the sentences we wrote above. As we add use cases later this list will expand to accommodate. Should Card s have a score? We just want to change the scoring rules, not need a new Game for each house rule we add! Describing the problem is an important first step in design, because this is where the majority of your use cases will be fleshed out. The Dealer is pretty similar to the Player in the properties it needs. A couple things should probably jump out at you. Here are the steps you need to follow when answering a design problem. This makes sense, even in real life, because those concepts exist only in terms of the Game. Lets think about it. I like to solve problems like this bottom up and describe the smallest set of self contained behaviors I can before working up to the larger pieces. Hmm, one of the behaviors we saw earlier talked about scoring. How to play: Each round the dealer deals 2 cards to each player, and two cards to himself. The very first thing you need to do as a candidate is figuring out what output the interviewer is looking for. When I play BlackJack, though, I always play with the house rule that ties are counted as a win for the Player. If the players score goes over 21, or is less than the dealers score, they lose.

This is part three of my four part series on interviewing. Looking back through our use cases, one other behavior the Dealer needs to have is the ability to give Cards to other Players.

Of course, in addition the Dealer has some extra functionality like the Deck and dealing cards. The second option, though, is pretty easy to do and leaves us with this. There is something interesting to note at this point.

There are two objects the Dealer needs access to in order to do this: the Deck to get a Card from, and the Player to give it to. To be technical, our Player object now violates the Single Responsibility Principlebut without even knowing what that is, it just sounds too complicated.

The Dealer is the only one so far who needs access to it, and, just thinking about it in terms of real life, the Dealer in a card game will often physically hold the Deck of Cards.

To figure out who won or lost, the Game can compare what each Player click here is their score against what the Dealer says is their score. If you opened it up and held a 9 of Blackjack object oriented design in one hand and a Jack of Spades in the other, which one would score higher?

Before we really get invested in that though, lets take a step back. Combining this can full tilt blackjack canada remarkable the knowledge you already have from your courses will give you the confidence to crush anything companies throw at you.

First, we can add the Dealer and all of the Players as properties to the Game. Secondly, its an incredibly easy way to identify the right objects. This feels weird, especially when it comes to giving Cards to the Dealer itself. This feels weird.

As new use cases are introduced we will be updating this list. Lets walk through the flow for one round of our game given the design we have setup above.

Well… neither. That in mind, what are the nouns we need to model? To see why lets look at one particular scoring rule.

In it, I talk about the four major types blackjack object oriented design questions recent college graduates with computer science degrees will see. Algorithm s was probably an explicit class you took, while most of your projects hopefully required Coding.

OOD questions generally all have the same beginning. We could move the scoring up to the level of the Gamebut that ends up with the blackjack object oriented design basic problem. Just like in real life, individual Cards should probably have a suit Spades, Clubs, Diamonds, Hearts and value 2—10, Jack, Queen, King, Ace so we can add those as properties.

Its a shame, because OOD questions are a fun way to explore different choices and see how they impact your system, not just now, but in the future as well! If you look at the list of behaviors between Dealers and Playersthere is a lot of overlap.

Think about a generic pack of cards you might buy in a store. Again we need a hand to hold the cards the Dealer currently has. What you need: A game of blackjack is played with a deck of cards, a dealer, and any number of players. Later we can use it to double check that our design meets the requirements.

At this point our design looks like this. When its the Dealers turn it also needs some logic which determines whether to draw another Card or not.

The player can draw more cards, or stop drawing at any point. That is intentional. This does two things. In real code I would expect the Dealer to inherit learn more here Player to signify their relationship.

All of the behavior would be the same between the two, blackjack object oriented design the exception of the scoring algorithm.

Its special in the fact that we compare other Players scores to it when figuring out who won, but really its just another Player. Being a Dealer with out a Game means, well, jail time I would assume. Combining that with a shuffleCards behavior gives us a pretty good looking Deck.

Its like meeting with a house builder and continually focusing on what color the tiling will be in the upstairs bathroom.

First, we could add a behavior to each Player object which returns that individual Players score. If we need to change that later we can. If that makes more sense to you, though, just… uhhh… try to read this section backwards. There is an intentionally vague set of initial constraints, and then a moment of awkward silence while the candidate mentally screams.

First things first, do you know how to play blackjack? For example, here is how I would describe the game of blackjack. We can fix this by shoving the Players down into the Dealer object, or pulling the Deck up out of the Dealer.

There are two ways we can blackjack object oriented design this. We can do better. The best solution here is to create a new type of object called ScoreManagerwhose sole job is to understand these scoring rules.

Its not something that is intrinsic to the cards themselves. The next level we can look at is a Deck of Card s. First, it sets a contract between you and the interviewer on what the important parts of the design are. What this method actually does sounds too low level for us to worry about right now, so lets just give it a name like playGame and forget about it. Like the name suggests, this object represents a collection of individual Card s. Every other action we identified uses Card s, rather than is something a Card does, so we are finished here! The Player has the unique property of a hand , which holds the Card s that Player currently has. An easy way to calculate scores would be to give each individual Card a score, and then add the scores for the cards in the players hand. Players are now in control of two things: how a Player behaves and how the Game is scored. The cool thing about OOD is that its designed to mimic the way humans naturally express relationships. Each verb is a behavior that interacts with these objects. In fact, they really perform the same basic roles; they each have a hand of Cards and also some logic to play the game. We can handle both of those with a single getCard behavior. An interesting note to make here is that the distinction between Dealing Cards and Drawing Cards mostly comes down to who is performing the action, not the action itself. On the other hand, it does make sense at this point for the Dealer to own the deck.