Description You are required to implement an Android application described by the specifications below. You are not allowed to use third-party libraries. The only libraries that you can use are the...

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Description


You are required to implement an Android application described by the specifications below.



You are not allowed to use third-party libraries. The only libraries that you can use are the standard Android API libraries found in the following URL:


https://developer.android.com/reference/



It is important to follow exactly the specifications and your implementation must conform to these:


The application developed will be displaying cars and you can use any car images found in the internet (make sure there are no copyright issues):


1. When the application starts, it presents the user with 4 buttons labelled
Identify the Car Make,
Hints,
Identify the Car Image
and
Advanced Level.
(4 marks)


2. (a) Clicking on the
Identify the Car Make
button, it should display to the user one random car image picked randomly (and NOT in the same random sequence every time the application restarts) from the set of all the car images that your application contains (the minimum number of images in your application should be 30).


The screen should also display a dropdown list with ALL the names of the car makes that your application contains (e.g. BMW, Ford, etc.) and a button labelled
Identify. The user should use the list to select the car make that the car image corresponds to and clicking the “Identify” button he/she submits the guess to the app.
(11 marks)


(b) As soon as the user submits the answer, the message
CORRECT!
(in green colour) or the message
WRONG!
(in red colour) appears on the screen with the name of the correct car make in Yellow colour, depending on whether the answer given is correct or incorrect respectively.
(5 marks)


(c) Following this, the label of the “Submit” button should change to display “Next”.The user should click the “Next” button to advance to another screen presenting him with a new random car image and giving him the chance to play again. Every time that this option is chosen a different image should be displayed.


(4 marks)


3. (a) Clicking on the
Hints
button, it should display to the user one random car image picked from all the car images that the application contains.


The screen should also display as many dashes as the name of the car make that the image corresponds to, a textbox and a
Submit
button. The user will be using the textbox to type a single character which is part of the name of the car make in an attempt to guess the make character by character and submit his guesses using the “Submit” button. Any correct guesses of characters will be replacing the corresponding dashes with the actual character (ALL
instances of the dashes corresponding to that character will be substituted).


For example, if the image displayed belongs to a Mercedes car the following dashes appear initially:


--------


If the user types the ’C’ character in the textbox (either in uppercase or lowercase, i.e. case insensitive insertion) and clicks on the “Submit” button the area displaying the dashes will look as:


---C----


Following the above, if the user types the ’E’ character and presses submit the dashes area will look as:


-E-CE-E-


If the user types a character not existing in the name of the car make, the dashes area remains the same and it does not change its contents.
(15 marks)


(b) The user is only allowed up to 3 incorrect character guesses, after which the message
WRONG!
(in red colour) appears on the screen with the name of the correct car make in Yellow colour (when all 3 attempts are used). In case that the user has guessed all the characters of the car make’s name the message
CORRECT!
should appear in green colour.


Following either of the cases (i.e. correct or incorrect), the label of the “Submit” button should change to display “Next”. The user should click the “Next” button to advance to another screen presenting him with a new car image and giving him the chance to play again. Every time that this option is chosen a different car image should be displayed.


(3 marks)


4. Clicking on the
Identify the Car Image
button, it should display to the user 3 different unique (in terms of make, i.e. no two images should correspond to the same car manu-



facturer) random car images picked from the images that the application contain. The images should be clickable.


The screen should also display the correct name of a car manufacturer corresponding to one of the displayed images and a button labelled
Next.


The user’s aim is to click on the image corresponding to the displayed name, after which (a single attempt is only allowed) the message
CORRECT!
(in green colour) or the message
WRONG!
(in red colour), depending on whether the answer given is correct or incorrect respectively.


Following this, the user should click the “Next” button to advance to another screen presenting him with 3 new random images and giving him the chance to play again. Every time that this option is chosen different images should be displayed.
(13 marks)



5. (a) Clicking on the
Advanced Level
button, it should display to the user 3 different unique



random car images picked from all the car images in the application together with 3 textboxes and a
Submit
button.


The aim of the user in this level is to guess the car manufacturer names of all the 3


displayed cars using the corresponding 3 textboxes. The name of the car manufacturer corresponding to the first image should be typed in the first textbox, the name of the manufacturer corresponding to the second image should be typed in the second textbox and the name of the manufacturer corresponding to the third image should be typed in the third textbox.


The user will be using the “Submit” button to submit his answers. Once he clicks on that button the answers are checked. If any of the 3 textboxes contains the correct car make name then that textbox becomes uneditable (i.e. the user cannot change any characters in it) and in
GREEN colour. Any textboxes containing an incorrect guess remain editable but with a
RED colour
(either the textbox background becomes red or the characters face becomes red) .


If the user gets all the 3 manufacturers correct, then the message
CORRECT!
(in green colour) appears, the label of the “Submit” button becomes “Next” and clicking on the button leads the users to a new game with 3 new images being displayed.
(16 marks)


(b) The user is allowed only 3 incorrect attempts. A single attempt is considered completeevery time that the “Submit” button is clicked.


After 3 incorrect attempts (i.e. the user has clicked the “Submit” button 3 times and at least 1 of the 3 car make guesses is incorrect) the message
WRONG!
(in red colour) appears on the screen with the names of the correct manufacturers in Yellow colour displayed just below the incorrect answer(s). (If 1 or 2 guesses are correct the
“Yellow”
name does not appear below the correct answers.) After the 3 incorrect attempts the label of the “Submit” button becomes “Next” and clicking on the button leads the users to a new game with 3 new images being displayed.
(5 marks))


(c) Implement a score for the user which is displayed on the top right of the screen. Theuser gets 1 point for every image he guesses correctly, i.e. if in the first screen he guesses all 3 car makes correctly he gets 3 points. If after 3 attempts in a screen, he guesses correctly only 2 manufacturers out of the 3, he gets 2 points and so on.
(4 marks)


6. Extend the application by providing a “Switch” button in the app home screen (first screen with the 4 buttons game levels) which can be switched on or off. Every time it is switched on, all of the game levels (all 4 screens) will include a countdown timer, counting from 20 down to 1, every tick occurring after 1 second exactly. The countdown timer is displayed in the main screen of each game level.


As soon as the counter reaches the value of 0, the current game screen stops, i.e. the message
CORRECT!
or
WRONG!
is displayed to the user and the “Submit” button changes status and becomes the “Next” button as described before. Effectively, every time the counter reaches zero is equivalent to the user pressing once the “Submit” button for that game level. Levels allowing more than one attempts to the user should start a new timer for that screen until all attempts are exhausted. Thus, a value of the timer reaching 0 is functionally EXACTLY like pressing the “Submit” button once.
(10 marks)


Answered 18 days AfterFeb 15, 2021

Answer To: Description You are required to implement an Android application described by the specifications...

Ayush answered on Mar 06 2021
147 Votes
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