代做FIT9131作业、代写Java编程语言作业、代做progr

2019-04-21  本文已影响0人  nr53104

FIT9131 Semester 1 2019 Assignment 122 March 2019 1Nature Trail GameIntroductionAssignment 1 has two components: a programming task and a unit test. These components areassessed independently but BOTH are required. The programming component is worth 10% of themarks for your final assessment in this unit and an associated test held during tutorial time is worth5%. You must attempt both components to be awarded any marks for Assignment 1.This document specifies the programming component of Assignment 1. This component is due by11pm Thursday of Week 7 (18th April, 2019). Heavy penalties will apply for late submission. Thisis an individual assessment task and must be your own work. You must attribute the source of anypart of your code which you have not written yourself. Please note the section on plagiarism in thisdocument.The assignment must be done using the BlueJ environment.The Java source code for this assignment must be implemented according to the Java CodingStandards for this unit.Any points needing clarification may be discussed with your tutor in the lab classes.Completion of this assignment contributes towards the following FIT9131 learning outcomes:1. design, construct, test and document small computer programs using Java;2. interpret and demonstrate software engineering principles of maintainability, readability, andmodularisation;3. explain and apply the concepts of the object-oriented style of programming.FIT9131 Semester 1 2019 Assignment 122 March 2019 2SpecificationFor this assignment you will write a program which will allow a person to play a game Nature Trailagainst the computer. This section specifies the required functionality of the program. Only a textinterface is required for this program; however, more marks will be gained for a game that is easyto follow with clear information and error messages to the player.The aim of Nature Trail is for a person (H) and the computer (C) to compete against each other togather the most points for animal sightings along a nature trail.The nature trail is represented on the screen by a line of space-separated underscore characters asshown in Figure 1. The letters ‘S’ and ‘F’ represent the Start and Finish positions. These are the firstand last positions on the trail. The positions of the human player and computer are shown on the trail.If both players occupy the same position then this is indicated as HC.S _ _ _ _ _ H _ _ _ C _ _ _ _ _ _ _ _ FFigure 1 Nature Trail representationGame playThe Nature Trail game begins with a message requesting the player to enter the length of the trail.The trail can be any length from 10 to 20 places inclusive. Following this there is a messagerequesting the human player to enter their name. The name must be between 1 and 6 characters inlength and not begin or end with a space character. The other player will be the computer.To determine who has the first turn each player ‘rolls’ a 4-sided dice and the player with the highernumber takes first turn. If the numbers are equal then the dice is rolled again by both players. Thiscontinues until one player has a higher number. Note that the human player ‘rolls’ the dice bypressing the enter key, but the game automatically ‘rolls’ the dice for the computer player.The game play begins with both players (human and computer) at the start position (S). The playerstake turns to roll a 4-sided dice and move forward the number of places shown by the dice. At eachposition along the nature trail there is a random chance of sighting an animal and gaining pointsaccording to the type of animal. Some positions have an action because of a special feature on thetrail. The action involves moving forwards or backwards along the trail. When the player moves to aposition they gather any points for an animal sighting and then follow the special action. The gameends when the first player reaches the finish position (F). The winner of the game is the player whohas collected the most points.The following are the game rules:1. Each player starts the game with zero points.2. When a player lands on a position on the nature trail they have a 50% chance of sighting ananimal. There are five different animals and there is an equal chance of sighting each type ofanimal, but only one animal can be sighted for each turn. When a player sights an animal theyare awarded points according to the type of animal, as shown in Table 1. Note that animalsightings are not possible from the start and finish positions.HINT: talk to your tutor about how the random sightings can be implemented.FIT9131 Semester 1 2019 Assignment 122 March 2019 3Table 1 Points awarded for different animal sightingsAnimal PointsKoala 10Emu 7Wombat 5Kangaroo 2Redback spider -53. When the player lands on a position with a nature feature they follow an action as shown inTable 2. Nature features are randomly assigned along the trail at the beginning of the game.Each of the features shown in Table 2 must appear once on your trail and there must be nomore than one feature per position. Note that nature features are not assigned to the start andfinish positions. Note also that a player cannot move back further than the start position. If afeature causes a player to move back further than the start position then they will be placed onthe start position.Table 2 Nature features and associated actionsNature feature ActionCreek Move back 2 placesBridge Move forward 4 placesFallen tree Move back 3 placesLandslide Move back 5 places4. A players turn ends with the completion of any action associated with the position they landon following their dice roll. In other words, if a player rolls a ‘4’, they move forward 4 places.They gather points for any animal sighting at the position they land on. If the position has anaction, for example, Move back 5 places, then they move back 5 places and their move iscompleted. They do not sight any animals or follow any actions from this final position.5. A player does not need to land exactly on the finish position. For example, if they are oneposition from the finish and they roll a ‘3’ then they move to the finish position and the gameis over.6. The dice roll result, any animal sighted and action performed are displayed to the screen asthey occur. The players’ positions and their total points accumulated (scores) are displayed tothe screen at the end of each turn.7. The first player to reach the finish position is awarded 10 points. The game ends and thescores are calculated and displayed. The player with the highest number of points wins thegame and the winner is displayed to the screen.FIT9131 Semester 1 2019 Assignment 122 March 2019 4Program designYour program must consist of at least five classes: Player, Game, Dice, Trail and NatureFeature. Asuggested class design is shown in Figure 2. There are suggested fields for each class. If you includeany extra fields then you must be able to justify these. You may want to include comments in yourprogram to state any assumption made.The remainder of this section gives details of these classes.Figure 2 Class diagram for the Nature Trail gamePlayer classThe Player class will specify the attributes and behaviours of a player. An object of the Player classwill have the following fields:name – the name of the player.position – the current position of the player on the nature trailscore – the cumulative game scoreThe class must also have a default constructor and a non-default constructor that accepts a value forthe name of the player.The Player class should also have appropriate accessor and mutator methods for its fields. Youshould not allow an object of class Player to be set to an invalid state. There should be no input fromthe terminal or output to the screen. A Player object should also be able to return its state in the formof a String.FIT9131 Semester 1 2019 Assignment 122 March 2019 5Game classThe Game class will be in the same BlueJ project that contains your Player class. The Game class willmanage the playing of a game. It will have the following fields:trailLength – length of the trailNatureTrail – an object of type TrailPlayer1 – an object of type PlayerPlayer2 – an object of type PlayerNote that one of these players will be the computer.The Game class will have methods to manage the playing of the game. These should include (at least)the following behaviours: Display a welcome message on the screen. Request the length of the trail. Request the human player to enter their name. Rove the player a number of places. Request the player object to increment their score. Randomly generate the positions of the features on the nature trail. Display the nature trail with the position of each player. Player takes a turn. Display the game result.Dice classAn object of the Dice class will generate a random number from 1 to a maximum value. It will havetwo fields:maximumValue – maximum value of the dice rollminimumValue – minimum value of the dice rollTrail classThe trail class will store an array of all the nature features on the trail. An object of the Trail class willhave one field:features - an array of 4 elements storing objects of the NatureFeature class indicating the type,position, and penalty associated with each nature feature.NatureFeature classAn object of the Trail class will have three fields:featurePosition – the position of the feature on the trailfeatureType – the type of feature as shown in Table 2spacePenalty – the number of places to moveHint: You might want to store move back spaces as a negative number.FIT9131 Semester 1 2019 Assignment 122 March 2019 6AssessmentAssignment 1 has two components: a programming task and a unit test. These components areassessed independently but BOTH are required. Note you must attempt both components to beawarded any marks for Assignment 1.Programming Task Assessment (10%)Assessment for this component will be done via an interview with your tutor.The marks for your program code will be allocated as follows: 35% - Object-oriented design quality. This will be assessed on appropriate implementation ofclasses, fields, constructors, methods and validation of the object’s state. 5% - Adherence to FIT9131 Java coding standards. 60% - Program functionality in accordance to the requirements.You must submit your work by the submission deadline on the due date (a late penalty of 20% perday, inclusive of weekends, of the possible marks will apply - up to a maximum of 100%). There willbe no extensions - so start working on it early.Marks will be deducted for untidy/incomplete submissions, and non-conformances to the FIT9131Java Coding Standards.Please note that your program code will be submitted to a code similarity checker.InterviewYou will be asked to demonstrate your program at an “interview” following the submission date. Atthe interview, you will be asked to explain your code/design, modify your code, and discuss yourdesign decisions and alternatives. Marks will not be awarded for any section ofcode/design/functionality that you cannot explain satisfactorily (the marker may also delete excessivein-code comments before you are asked to explain that code).In other words, you will be assessed on your understanding of the code, and not on the actual codeitself.Interview times will be arranged in the tutorial labs in Week 7. It is your responsibility to attend thelab and arrange an interview time with your tutor. Any student who does not attend an interviewwill receive a mark of 0 for the assignment.Unit Test Assessment (5%)This assessment will be a written assessment and will be held during the tutorial times in Week 8.Keep in mind that students are expected to have finished ALL their code by the submission deadlinein Week 7, and more importantly to have done their own work.The unit test will be a closed book test wherein students will be required to WRITE code to answer afew questions. The questions will cover material from Weeks 1 – 6 of the lectures. Students shouldbear in mind that BlueJ or any other electronic device will not be permitted, so students need to knowHOW to write their own code in order to finish the unit test. FIT9131 Semester 1 2019 Assignment 122 March 2019 7Submission RequirementsThe assignment must be uploaded to Moodle by 11pm Thursday of Week 7 (18th April, 2019).The submission requirements for Assignment 1 are as follows:A .zip file uploaded to Moodle containing the following components: the BlueJ project you created to implement your assignment. a completed Assignment Cover Sheet. This will be available for download from the unit’sMoodle site before the submission deadline. You simply complete the editable sections of thedocument, save it, and include it in your .zip file for submission.The .zip file should be named with your Student ID Number. For example, if your id is 12345678,then the file should be named 12345678_A1.zip. Do not name your zip file with any other name.It is your responsibility to check that your ZIP file contains all the correct files, and is not corrupted,before you submit it. If you tutor cannot open your zip file, or if it does not contain the correct files,you will not be assessed.Marks will be deducted for any of these requirements that are not complied with.Warning: there will be no extensions to the due date. Any late submission will incur the 20% per daypenalty. It is strongly suggested that you submit the assignment well before the deadline, in case thereare some unexpected complications on the day (e.g. interruptions to your home internet connection).ExtensionsAll requests for extensions must follow the faculty guidelines and submit the required forms as soonas possible. In addition, when emailing for an extension, please remember to include all codecompleted until that time. This assignment cannot be completed in a few days and requires students toapply what we learn each week as we move closer to the submission date.PlagiarismCheating and plagiarism are viewed as serious offences. In cases where cheating has been confirmed,students have been severely penalised, with penalties ranging from losing all marks for an assignment,to facing disciplinary action at the Faculty level. Monash has several policies in relation to theseoffences and it is your responsibility to acquaint yourself with these.Plagiarism (http://www.policy.monash.edu/policy-bank/academic/education/conduct/plagiarismpolicy.html)本团队核心人员组成主要包括BAT一线工程师,精通德英语!我们主要业务范围是代做编程大作业、课程设计等等。我们的方向领域:window编程 数值算法 AI人工智能 金融统计 计量分析 大数据 网络编程 WEB编程 通讯编程 游戏编程多媒体linux 外挂编程 程序API图像处理 嵌入式/单片机 数据库编程 控制台 进程与线程 网络安全 汇编语言 硬件编程 软件设计 工程标准规等。其中代写编程、代写程序、代写留学生程序作业语言或工具包括但不限于以下范围:C/C++/C#代写Java代写IT代写Python代写辅导编程作业Matlab代写Haskell代写Processing代写Linux环境搭建Rust代写Data Structure Assginment 数据结构代写MIPS代写Machine Learning 作业 代写Oracle/SQL/PostgreSQL/Pig 数据库代写/代做/辅导Web开发、网站开发、网站作业ASP.NET网站开发Finance Insurace Statistics统计、回归、迭代Prolog代写Computer Computational method代做因为专业,所以值得信赖。如有需要,请加QQ:99515681 或邮箱:99515681@qq.com 微信:codehelp

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