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Android: Building a cloud based quiz application

A long time ago, when Android was still in its infancy (1.5 I think..) I built and open sourced a basic quiz app.  The app was just a basic multiple choice question-answer app, driven from some questions in the database, but it did ok - it has had over 10k downloads on the app store, and the blog post tutorial here is still one of the most popular articles.

But here we are, Android 5.0 is released and the state of Android development is very different now. But I didn't really want to just re-skin/tweak the old app and push it out again - and I also wanted to write up some notes on using parse.com as a backend service - so this seemed like a good opportunity.

The source code for the app is all on GitHub.


The goal

So the aim is to create a an android app quiz game, but rather than using local storage, using the cloud to power the questions. This avoids the need for lots of boiler plate DB code and also makes it easier for us to update questions.  The tutorial will be broken into two parts - the first part will be basic quiz stuff with cloud questions, the second part will enhance the app to support user login and to track scores to allow users to compete against each other.


Parse

Before you start the tutorial, you need to get an account setup at parse.com - its a cloud DB/backend as a service that was recently bought by Facebook. They allow real easy setup of DBs and provide a load of nice libraries/APIs to really easily interact with their endpoints across lots of platforms (its also incredibly well priced -the free tiew is really good and if you find your mobile app is going beyond that then you can probably think about monetising the app!).  All you need to do is head over there, sign-up and then create a new app - all you need to do is give it a name and hey presto!  You can either make a note of the keys then, or come back and grab them later. There are no other changes you need to make now, as that will get handled from our source code. The only other thing to do is to download the parse android library to make use of their sdk in android (if you have grabbed the source code from GitHub then you will not have to worry about these)



OK, lets get started!

Again, I am not going to spend a lot of time covering the real basics of Android and only really mention the things of note or that are different from standard application development - hopefully the code & general explanation will be clear enough to get an understanding of what is going on.


Android manifest
First, lets get our AndroidManifest.xml file configured.  The only things to note here are the permissions we are setting - we will request internet access and network state permissions. Also worth noting that I have set the min sdk for my sample app at version 16.


Our Application class
We will have to create a custom implementation of the Android Application class. This class is instantiated on application startup, and hopefully if you are looking at Android development you should be familiar with this class.  We will do a couple of things in this class:

  1. Register our parse.com application with out secret keys
  2. Initialise the Parse library and our domain objects
  3. Try to fetch all the questions for the quiz and store them for offline usage 
  4. Create a GamePlay object, that will keep track of the state of the current game in progress
First lets look at the Parse setup - this is standard parse boilerplate and is covered in parse docs and sample apps - you just need to add your ID/Key here (also note, we have just registered the Parse object class Question - this is our domain object - like a JPA entity etc - if we add more domain objects they need to be added here too)

Next we will make a call to parse.com to fetch the questions from our cloud API - we will save this in the background (make an asynchronous call) and "pin it" to make it available for offline usage. Also note that we do not un-pin existing questions until we have successfully found new ones - that way users should always have questions once they have successfully loaded them the first time.
Hopefully the above is quite clear - the parse libraries are quite straight forward to understand - we create a query (typed Question) and then call findInBackground and implement an on success handler.


Domain objects: Question
Parse library provides a nice interface to create POJOs to model your domain model, if you are familiar with JPA/Hibernate/etc and the approach of POJOs representing a domain model its much like this. Using these classes you can easily query/load/save data from the cloud by just using these objects. You will have spotted that in the query we use in the application class to load all our questions we just run a plain query with the Question class - this, as you should expect, will just retrieve all Question objects from your cloud table (parse). The domain models are just an annotated POJO, and you just define appropriate getter/setters for the fields you want to include.


Welcome activity
Now we are into Android basic stuff really - we have setup parse and fetched the questions for local usage, now we just need a basic menu to start the quiz and some activities to display the questions and the end results.

We will just apply the layout and then implement a method to handle the button clicks. For this tutorial we are skipping the high score stuff and just playing the quiz.
All we need to do is reset the current GamePlay object and grab the questions from the local store (by this point they should be updated from the cloud so no problems, then kick off the quiz!


Question activity
There is nothing really interesting to see here - it's all on github if you want to take a look in detail (or have already downloaded and working along) - This is just a standard Android activity that pulls out the question and possible answers and presents them.




This just progresses along fairly simply, until it gets to the end of the quiz and then it presents a simple screen saying the score - all this stuff can be tweaked/styled etc - but there are the basics for a cloud powered multiple choice quiz app!


Creating the questions

All the questions will be stored in the cloud in parse.com - once you have a look at the interface, it should be pretty clear - you can easily create the data for questions either manually or by importing a csv/json file.



You will need to login to your parse account and the quiz app and create a Question class. This will just match the domain POJO we have created. Just login, go to "CORE" then "DATA" Then select "+ Add Class", adda a custom class called "Question" (this must be exactly the same as the name provided in the POJO annotation for the Question class).. Then select "Add Col" and add the fields to match the POJO (question[string], option1[string], etc).  Once you have the class/table added on parse, you can simply add data by selecting "Add Row" and just manually entering the data, or using the import function.



Source code

Getting Started - A Complete Android App walkthrough for Beginners (Part 2)

This is part 2 of a walkthrough of one of my first ever Android app, that happened to get a little bit of love in the android market, and for which the ENTIRE(!!) source code of the application is available to you good people to do whatever you want with.. see part 1 for more details of the app, what happened and the first steps in getting started!

So far, we have created a simple Activity class, designed a layout with several buttons and then implemented an onClickListener within our Activity class to handle the required actions for all of our buttons. The remaining Activities are all fairly straight forward, and work in a similar fashion: the RulesActivity is just a simple activity what has a block of text with a brief description of the game; the SettingsActivity is a simple activity that has three radio buttons which allows the user to select the difficulty; the QuestionsActivity just displays a question and then a selection of multiple choice answers.

If you are not familiar with Activities then you can open up those other classes and see exactly what is going on, they are all pretty similar but each have slight nuances or differences in their components and actions.

At the moment the application is pretty simple – there is a basic welcome screen with some buttons, and once you start the game you get taken through the QuestionsActivity several times, refreshing with different questions until you have answered all the questions, and then at the end it displays a simple graphic based on your accumulated score. Easy right?!

Really, the only big gap in what is going on is the DB – all the questions need to be stored in the DB on the client device, and then that data needs to be accessed, so we basically need a DAO type class.

In this app, we have a single DBHelper class – you may want to wrap this with a service class, to allow better separation of layers and decreased coupling etc, but for the sake of this app, lets just jump into the DBHelper. To access the DB on Android you need to have your class extend SQLLiteOpenHelper, now lets walk through the code required

private static String DB_PATH = "/data/data/com.tmm.android.chuck/databases/";
private static String DB_NAME = "questionsDb";
private SQLiteDatabase myDataBase; 
private final Context myContext;

First of all we define some simple class member variables. The DB_PATH will be used later to access our file that contains all our questions in it, the DB_NAME is just a name of choice to reference the DB.

public DBHelper(Context context) {
 super(context, DB_NAME, null, 1);
 this.myContext = context;
} 

You have to make sure you override the constructor, as this needs to initialise the context and DB before starting.

Next we have the createDatabase method – this one is quite straight forward:

public void createDataBase() throws IOException{

 boolean dbExist = checkDataBase();
 if(!dbExist)
 {
  this.getReadableDatabase();
  try {
   copyDataBase(); 
  } catch (IOException e) {
   throw new Error("Error copying database");
  }
 }
}


As you can see, it simply checks if the DB already exists, if it doesn’t (in which case its the first time that the app has been launched on this device) then it calls the copyDataBase() method:

private void copyDataBase() throws IOException{

 InputStream myInput = myContext.getAssets().open(DB_NAME);

 String outFileName = DB_PATH + DB_NAME;

 OutputStream myOutput = new FileOutputStream(outFileName);

 byte[] buffer = new byte[1024];
 int length;
 while ((length = myInput.read(buffer))>0){
  myOutput.write(buffer, 0, length);
 }

 //Close the streams
 myOutput.flush();
 myOutput.close();
 myInput.close();
}

Again, this is pretty straight forward – it just opens an Input stream to read the file (our questions file that we have saved in the /assets/ directory) and then writes it to the output stream which has been set up to be our DB Path/Name. Easy right?

So now we pretty much have our DBHelper class that checks for an existing DB, if its found then it opens a connection, if its not then it loads the data (our question set) in for the first time.

Now, the only remaining thing that our helper needs to do is to be able to access the data so we can select questions to show the user. So let’s look at how we add some DAO access methods. What I have done here is create a simple method to return a (random) question set:

public List getQuestionSet(int difficulty, int numQ){
 List questionSet = new ArrayList();

Cursor c = myDataBase.rawQuery("SELECT * FROM QUESTIONS WHERE DIFFICULTY=" + difficulty +
   " ORDER BY RANDOM() LIMIT " + numQ, null);
 
while (c.moveToNext()){
  Question q = new Question();
  q.setQuestion(c.getString(1));
  q.setAnswer(c.getString(2));
  q.setOption1(c.getString(3));
  q.setOption2(c.getString(4));
  q.setOption3(c.getString(5));
  q.setRating(difficulty);
  questionSet.add(q);
 }
 return questionSet;
}

Here, I am modelling the questions in a pre-created “Question” class – this just has the necessary member variables so I can handle the questions more easily than having to try and deal with DB cursors throughout the code. In the above method we just call a pure SQL statement, and then iterate through the cursor to populate my Question ArrayList.

And thats it! There are some other Activity classes and helper classes running doing small things throughout the app, but the core features are covered, so feel free to have a look around the code, edit it, change the design and just generally have fun.

Getting Started - A Complete Android App walkthrough for Beginners (Part 1)

About a year ago I released my first app on to the Android market. I had developed the market primarily as a learning tool, and at the end decided that putting it on the market would be a good step to understand the process and get some feedback.
The application was a simple quiz app based on the popular NBC series Chuck, I released it for free (no-ads) and no real advertising other than one or two target tweets. The app currently has about 4,000 – 5,000 downloads with a 4 star rating – both of which it achieved pretty quickly in the first month or two.



DISCLAIMER: I believe this to be purely down to the fact that at the time there weren’t really any other Chuck related apps, and it has a nerd-ish, cult like following, so I think the rating and popularity is more of a reflection on the show’s popularity than the quality of the app!


Anyway, I thought it might be interesting/helpful to release the source code here and walkthrough the different aspects of the code in a tutorial “my first app” kind of way.

I won’t go in to the setting up Eclipse/Android plug-ins stuff here, so will assume familiarity with getting around the IDE.


Android Directory Structure
Creating a new Android project in Eclipse (using the Android plug-ins) creates the required project structure automatically for you. Lets have a look at that now:


Src : as you would expect, this is the main java source directory, so this is where all your source code lives

Gen: this is the generated code that Eclipse handles for you – the files in here will be generated from your config. You needn’t really worry about what happens in here as Eclipse takes care of it for you

Assets: this can be used to contain any resources or libraries you want to bundle with the app – such as third party jars and data sets (you will see later we use this directory to store the data that we will load to populate all the questions in the DB when the app is first launched on a new device)

Res: this is where the configuration for the layout/UI aspects live:
- Drawable – keep you image files in here (.png/jpg/etc)
- Layout – this is where you keep the xml config for UI layout
- Values – this is where you keep the config with application code, such as application name or set text. This means you can easily change text through out the application without having to change hardcoded strings in the java code and re-compile


Getting Started
Ok, lets get started – the first thing we need is a welcome screen that is displayed when a user first launches the app. In Android, a screen is modelled by an “Activity” class, so to create our welcome screen we need to extend Activity.

public class SplashActivity extends Activity implements OnClickListener{

 @Override
 public void onCreate(Bundle savedInstanceState) {

Every class that overrides the Activity class must implement the onCreate() method – this is called when the activity is launched. As our welcome screen will just be a simple screen with a few buttons on it (play, rules, exit) we don’t need to do much at this point other than set up the buttons to have a listener so we know when one of them is pressed. For convenience here, we will set our current activity class to implement “OnClickListener” – this means we can define the onClick() method directly in our activity to handle the button events.

@Override
 public void onClick(View v) {
  Intent i; 
  switch (v.getId()){
  case R.id.playBtn :
   List questions = getQuestionSetFromDb();

   GamePlay c = new GamePlay();
   c.setQuestions(questions);
   c.setNumRounds(getNumQuestions());
   ((ChuckApplication)getApplication()).setCurrentGame(c);  

   //Start Game Now.. //
   i = new Intent(this, QuestionActivity.class);
   startActivityForResult(i, Constants.PLAYBUTTON);
   break;
   
  case R.id.rulesBtn :
   i = new Intent(this, RulesActivity.class);
   startActivityForResult(i, Constants.RULESBUTTON);
   break;
   
  case R.id.settingsBtn :
   i = new Intent(this, SettingsActivity.class);
   startActivityForResult(i, Constants.SETTINGSBUTTON);
   break;
   
  case R.id.exitBtn :
   finish();
   break;
  }
 }

As you can see, we have one single method that handles any button press, and we manage this with a switch statement checking the id of the view (we will go into this later). Mostly, the cases are simple, “exit” finishes the application whilst “rules” and “settings” have code like this:

i = new Intent(this, RulesActivity.class);
startActivityForResult(i, Constants.RULESBUTTON);

Intents are objects in Android that are used to communicate between activities, and as you can probably spot from the above, this simply creates a new Intent and then uses it to start another Activity class, in this case, our RulesActivity class.

The “Play” case is slightly more complicated – as this needs to initialise the game and load the questions to be used from the DB. Once it has done this, it loads the information in to our “Application” class (we will cover this later also) and then just kicks of the QuestionsActivity with a new Intent as per above.

So that is our welcome page pretty much done, we have a single screen that has a few buttons and we have setup listeners to perform appropriate actions on pressing them. The only remaining issue is the layout of the screen.


Activity Design

In the onCreate() method of our Activity you will notice the second line is

setContentView(R.layout.welcome);

This call tells Android which layout xml file should be used to configure the design – to find the relevant file is quite intuitive, its simply going to be located at /layout/welcome.xml



There are several layouts available to use, each of which are applicable in different circumstances, but as we are just going to have a straight list of buttons, we will use the simple “LinearLayout”. You can nest layouts, as you will see in this example, but lets walk through some of the config options we are using for our layout:

android:orientation="vertical" – This defines our layout as vertical, so new elements will be added on a new row below (if it were horizontal it would add as a new column)

android:layout_width="fill_parent" – this tells the activity to fill the whole width of the screen with the contents

android:layout_height="fill_parent" – this tells the activity to fill the whole width of the screen with the contents

android:gravity="center_horizontal" – this centers all elements that are contained in this layout

android:background="@drawable/background – this defines a background image to use for the activity (this image should exist at /drawable/background.png)


Now, if we look inside the layout you will see some simple components. The first one being a simple ImageView, which points to an image that we want to use as a header. The following elements are the buttons – you will notice that the ID of each button corresponds to the onCreate() method of our Activity where we inflate the button to set the onClickListener.
If you press the “Graphical Layout” tab in eclipse, you will see what the welcome screen will look like.




Ok, so we have our welcome Activty, we have designed a nice UI to control the app and have an onClick handler - the next part will cover intergrating with the DB to pull out the questions and then we are all there!


Grab complete source code for the project here