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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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