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      CHC6186代寫、Java程序設計代做

      時間:2024-04-26  來源:合肥網hfw.cc  作者:hfw.cc 我要糾錯



      CHC6186 Advanced Object-Oriented Programming
      Coursework
      For this coursework, you will produce in Java two versions of the game Numberle. One version will
      have a Graphical User Interface (GUI) and the other version will have a command-line interface (CLI).
      The GUI version will be constructed according to the principles of Model View Controller, and the CLI
      version will use the same model. The two versions will from now on be called the GUI version and
      the CLI version.
      Learning Outcomes
      This coursework will assess the following learning outcomes.
      ● Create a software artefact by applying the methodologies of advanced object-oriented
      programming to a requirements specification
      ● Consult on-line code libraries to find the classes and methods most appropriate for solving a
      problem
      ● Create appropriate documentation that clearly communicates the intended behaviour of a
      program
      This coursework is worth 50% of your module mark; the remaining 50% comes from your exam.
      How to Play Numberle
      Numberle is a mathematical equation guessing game where players must accurately guess a randomly
      generated equation within six tries.1 Players enter their own equation, aiming to match the target
      equation. In total, players have 6 attempts to guess the target equation. When calculating, players
      can use numbers (0-9) and arithmetic signs (+ - * / =).
      For this coursework, the length of the mathematical equation is fixed at 7 characters. (However, the
      character number of the link numberle.org is originally 8, but you can change it to 7 characters by
      clicking the top left setting button) In each attempt, the player enters their own correct equation to
      find out what numbers and arithmetic signs are in the equation. If the number or sign is in the
      equation, but in the wrong place, it will be highlighted in orange. If it is in the exact place, then it will
      be highlighted in green. If there is no number or sign in the equation at all, the color will be gray. In
      this coursework, arithmetic expressions are
      evaluated using BODMAS. BODMAS stands for
      "Brackets, Orders (exponents), Division and
      Multiplication, Addition and Subtraction." This
      means that operations within brackets are
      performed first, followed by any exponents, then
      division and multiplication (from left to right), and
      finally addition and subtraction (from left to right).
      The website is implemented in Javascript. Any
      attempt to submit Javascript will receive a mark
      of zero and any Java based on the website’s
      Javascript will be treated as plagiarism in the
      normal way. The website colours may be used.
       1
      https://numberle.org
      Functional Requirements
      For greater clarity, the description of the GUI and the CLI versions of the game can be summarised in
      the following list of functional requirements.
      FR1 For the GUI version, a confirmatory message or a message box should be displayed to
      indicate whether the player has won (guessed the mathematical equation) or lost (run out
      of guesses), even though the game status is clear from the tile coloring on the last filled
      row.
      FR2 For the CLI version, a confirmatory message indicating the player has won or lost is
      required.
      FR3 The behaviour of the program shall be controlled by three flags:
      • One flag should, if set, cause an error message to be displayed if the equation is not
      valid; this will not then count as one of the tries.
      • Another flag should, if set, display the target equation for testing purposes.
      • A third flag should, if set, cause the equation to be randomly selected. If unset, the
      equation will be fixed.
      FR4 Both GUI and CLI versions of the program should allow players to input their guesses for
      the mathematical equation, consisting of numbers and arithmetic signs.
      FR5 The Model should load a list of valid equations from a fixed location (from one provided
      file equations.txt). This list will serve as potential guesses for the player.
      FR6 The GUI should display a keyboard in which digits or signs are displayed in dark grey if it
      has been revealed that they do not occur in the mathematical equation, green if a correct
      location of a digit or a sign has been found, and orange if the digit or sign has been
      guessed but never at the correct location. See below for an example; this functionality is
      like the GUI shown on the website.
      The CLI should indicate available digits or signs by listing them in four separate categories
      in a certain order.
      FR7 The GUI version should have a button to ask for a new game which will be enabled only
      after the first valid guess has been made. This is not required for the CLI version.
      Non-functional Requirements
      The following non-functional requirements also apply
      NFR1 The GUI version and CLI version should be two separate programs ie there should be two
      files each with a main method in them and which file is run determines which version
      activated.
      NFR2 The GUI version must be constructed according to the principles of MVC, as restated
      below. Because of this requirement, code that belongs in the View but is placed in the
      Model will usually not be counted towards the marks for the View. Similar rules will apply
      for other misplaced code.
      NFR3 The CLI version will use the Model part of the GUI version directly without using the View
      or Controller; nor should it define a new view or controller.
      NFR4 The code must be documented with asserts, unit testing, class diagram, comments as
      described below.
      NFR5 The code must be of good quality as described in the marking scheme below.
      NFR6 The flags mentioned in FR3 should be in the Model. It is not necessary for them to be
      changeable at run time.
      NFR7 The model should also have a constant indicating the number of allowable guesses.
      Marking Scheme (See rubric as well).
       Model. This should have an interface designed to be convenient for the Controller, View
      and JUnit class to use with no superfluous public methods, no references to two classes
      and contain no GUI code. It may consist of several classes but there must be a class called
      Model or similar that provides the interface and this class should extend Observable. File
      reading should also be done in the Model. A high mark will be earned for a Model that
      implements all the required functionality and respects all these constraints. A pass mark
      will be earned for a Model that implements only some of the required functionality or fails
      to respect these constraints.
      20%
      Controller. This should forward only valid requests to the Model, querying the Model if
      necessary to find out if the request is valid, and must also enable / disable buttons as
      described above in the functional requirements. It must have no GUI code, though it may
      send messages to the View. A high mark will be given to a controller that respects all these
      constraints and a pass mark will be given to a controller that respects only some of them
      10%
      View of GUI version using the Swing framework. It should implement Observer and
      therefore have an update method that is called when the Model changes. This will be
      marked according to how many of the functional requirements have been met. A high
      mark will be given to a view that implements all the requirements and a pass mark will be
      given to a view that implements only some of them.
      10%
      CLI version of the program, using the Model. 10%
      Specification of Model with asserts. This should include invariants for the class as well as
      pre and post conditions for each public method in the model. This will be marked
      according to how many of the relevant conditions are included and whether the ones that
      are included are correct. Partial credit will be available for describing them in English. A
      high mark will be given to a specification that includes all the relevant constraints. A pass
      mark will be given to a specification that includes only a few of them.
      10%
      Unit testing of the Model in JUnit. There should be three tests, significantly different from
      each other. You should explain in comments the scenario ie the situation you are testing
      for. You should use write (and then call) methods for the Model that set it into the state
      desired for the test. It should be easy to see what state the Model is being set to by
      reading the code for the unit tests. A high mark will be given to significantly different tests
      10%
      that are easy for the marker to interpret. A pass mark will be given to unoriginal second or
      third tests or to three tests that are difficult to understand. Your Model may use a
      separate Board class but the testing should be of the Model class and the specification
      should be applied to that class also.
      Use of the code quality practices described in Lecture 1, plus the additional practices of
      light relevant commenting and correct formatting. Short elegant programs are preferred,
      and code smells are to be avoided. Note that high marks for this category will only be
      possible if the GUI fulfils most of the requirements. A high mark will be awarded if all the
      practices are observed and a pass mark will be awarded if only some of them are.
      10%
      Class diagram. This should show how the Model, View and Controller are related to each
      other, as well as how they interact with library classes such as Observable. Simplicity and
      clarity will be reward. It will be marked according to its accuracy as a representation of the
      program. A high mark will be awarded for an accurate diagram and a pass mark will be
      awarded for a less accurate diagram.
      10%
      Video presentation that shows you displaying the code and using the program. It will be
      marked according to timing, presentation and how well you show that you have met the
      FRs and NFRs in both versions.
      10%
      Submission
      Requirements
      1. Your submission should contain three files (.pdf, .zip, and .mp4).
      2. The first file is a .pdf document with screenshots of the implementation (Java code), testing,
      and design with a class diagram.
      3. The second file is a .zip file with the Java project.
      4. The third file is a .mp4 video that is less than 1 GB. If the video is not viewable, it will not
      receive marks. The video must be a maximum of five minutes long during which you must
      display most of the relevant functionality and refer to your code. Any recording software can
      be used so long as it captures your screen and your voice.
      5. Additionally, you are required to regularly upload your code to GitHub as per the university
      counterpart's requirement. Provide the GitHub repository link in the PDF document.
      6. The PDF document is the version that will be marked, but the .zip and .mp4 are requested so
      that we may run the code.
      File Naming Convention
      You must save the files with the following names:
      • {YourStudentNumber}-coursework.pdf
      • {YourStudentNumber}-coursework.zip
      • {YourStudentNumber}-coursework.mp4
      For example:
      • 202007081314-coursework.pdf
      • 202007081314-coursework.zip
      • 202107081314-coursework.mp4
      Submission Deadline:
      You must upload from the student website (student.zy.cdut.edu.cn) before 17:00, May 6th
      (Monday).
      Some students will be selected to give a Zoom presentation, after the exam period. If you are asked
      to give a Zoom presentation then you must do so.
      Formative Feedback
      We are giving you the opportunity to receive feedback on the design of your program. To receive
      this feedback, you need to upload a detailed UML class diagram of your code to student website
      before 17:00 on Friday March 25th. As this is a formative feedback deadline, it will not be possible
      for you to seek deadline extensions. You will be given a short amount of written feedback on your
      design within a week. The Week 5 teaching session will go through a worked example in order to
      help you produce the class diagram.
      The class diagram should have all methods and attributes showing. In addition, you should indicate
      which methods call which other methods. A class diagram with insufficient detail or syntactically
      nonsensical or not realisable as an actual Java program will make it more difficult for us to give you
      feedback and will receive a low mark if submitted with the final report.
      Academic Conduct
      This is an individual piece of work and you will have to work on your own and submit your own
      original attempt at the assignment. Any code that has been copied from any source (e.g. Stack
      Overflow, online tutorial, textbooks, other students etc.) must be properly referenced to avoid any
      suspicion of plagiarism. Refer to the Module Handbook for further information on this. If you need
      help you can always ask for advice and guidance from the module leader by email; online sessions
      can be arranged for further clarification.
      Rubric The work shall be marked according to the following rubric.
      D C B A
      Model only basic functionality
      implemented or slightly more
      than basic but references to View
      or Controller or superfluous
      methods
      no superfluous methods and no
      references to View or Controller
      but only the basics of
      functionality implemented
      no superfluous methods and
      no references to View or
      Controller but only the basics
      of functionality implemented
      convenient to use with no superfluous methods, all required
      functionality and no references to View or Controller, extends
      Observable, calls setChanged and notifyObservers
      Controller zero of the requirements: only
      valid requests, querying Model
      first, enables/disables buttons
      without GUI code
      one out of only valid requests,
      querying Model first,
      enables/disables buttons without
      GUI code
      two out of only valid requests,
      querying Model first,
      enables/disables buttons
      without GUI code
      only valid requests, has references to both Model and View,
      converting UI interactions into methods to change the Model,
      querying Model first, enables/disables buttons without GUI code
      GUI View no view update method or
      update method implementing
      very few of the FRs
      update method in view
      implementing some of the FRs
      update method in view
      implementing most of the FRs
      update method in view implementing all the FRs, uses Swing, has
      Model and Controller as attributes, displays board and allows
      Controller to change the view e.g. enable/disable options,
      implements Observer and calls addObserver
      CLI class CLI version implementing very
      few of the FRs
      CLI version implementing some of
      the FRs
      CLI version implementing
      most of the FRs
      CLI version implementing all the FRs, using same Model as the
      GUI version, but no Controller and is demonstrated on the video
      Specification
      of
      Model with
      asserts
      a few pre/postconditions
      described in English
      suitable pre/post conditions for
      most public methods but in
      English
      suitable pre/post conditions
      for most public
      methods expressed in some
      logic
      suitable pre/post conditions for all public methods and class
      invariants all expressed as statements of formal logic
      Unit testing
      of
      Model with
      JUnit
      one test with the scenario poorly
      described or not at all
      tests all essentially similar or only
      one or two or scenario being
      tested poorly described
      third test not significantly
      different or scenario being
      tested not described with
      sufficient care
      three significantly different tests of the model with all scenarios
      exactly described and with all inputs satisfying the preconditions
      Code quality
      practices
      most code quality practices not
      observed
      some code quality practices
      observed but many not
      most code quality practices
      observed but some clearly not
      all code quality practices observed including light correct
      commenting, suitable identifier names (constants, methods,
      classes etc) in appropriate cases, indentation, lack of code
      smells (long methods, repeated code, lack of modularity)
      Class
      diagram
      Inadequate class diagram with
      serious mistakes in attributes and
      relationships between classes
      Adequate class diagram with
      mistakes in both attributes and
      relationships between classes
      Good class diagram with only
      a few mistakes in attributes,
      visibility or relationships
      between classes
      Excellent class diagram with all attributes indicated with correct
      visibilities and correct relationships between classes all shown
      Video
      Presentation
      Very poor presentation with
      insufficient coverage of FRs and
      NFRs, poorly presented and
      overly long
      Passable presentation covering
      FRs or NFRs or well-presented or
      at least appropriate length
      Quite good presentation but
      missing some details of FRs
      and NFRs or poorly presented
      or overly long
      Excellent presentation with full explanation of most FRs and
      NFRs, referencing the code, well presented and within time limit

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