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日期:2023-08-22 10:25

FIT2102 Programming Paradigms 2023

Assignment 1: Functional Reactive Programming

Due Date: 03/09/2023

Weighting: 30% of your final mark for the unit

Interview: Week 7 (week starting from 04/09/2023)

Overview: Students will work independently to create a classic arcade game using

Functional Reactive Programming (FRP) techniques. Programs will be implemented in

TypeScript and use RxJS Observable streams to handle animation, user interaction, and

other similar stream behaviours. The goal is to demonstrate a good understanding

of functional programming techniques as explored in the first five weeks of the

unit, including written documentation of the design decisions and features.

Submission instructions

Submit a zipped file named <studentNo>_<name>.zip which extracts to a folder

named <studentNo>_<name>

● It must contain all the code for your program along with all the supporting files

as well as the report.

● It should include sufficient documentation that we can appreciate everything you

have done.

● You also need to include a report describing your design decisions.

● The only external library should be RxJS libraries supplied with the starter code.

● Make sure the code you submit executes properly.

● Do not submit the node_modules or dist folders.

The marking process will look something like this:

1. Extract <studentNo>_<name>.zip

2. Navigate into the folder named <studentNo>_<name>

3. Execute npm run dev

4. Open http://localhost:5173 in a browser

Please ensure that you test this process before submitting. Any issues during this

process will make your marker unhappy, and may result in a deduction in marks.

Late submissions will be penalised at 10% per calendar day, rounded up. Late

submissions more than seven days will receive zero marks and no feedback.

Table of Contents

Assignment 1: Functional Reactive Programming 1

Submission instructions 1

Table of Contents 2

Task description 3

Requirements 4

Minimum requirements 4

Full Game requirements 4

Additional requirements 5

Report 5

Plagiarism 6

AI statement 6

Additional Information: Marking Criteria and Suggestions 7

Marking (30 marks total) 7

Report (4 marks) 8

Functional Programming style (8 marks) 8

Code Quality (8 marks) 9

Observable and RxJS usage (8 marks) 9

Game Features (2 marks) 10

Rubric 11

Marking bands (summary of marking guide) 12

Marking guide 13

How to get an HD or High HD 16

Tips and suggestions 17

Changelog 18

2

Task description

In this assignment, we will use the RxJS Observable stream explored from Week 3 to

create the classic Tetris game in an SVG image. You will be provided with a starter code

bundle similar to the applied sessions, including instructions on usage.

The image above and the Wikipedia page is meant to give you an idea of the gameplay,

but yours needn’t look the same or work in precisely the same way, especially with

regard to graphics. Note that only a subset of the features discussed in the link will

be part of the requirements.

You will also need to write a report, as described below.

3

Requirements

The game must be implemented in a good functional reactive programming style

to get marks. A subset of the game’s features will be required to get a passing grade. A

greater subset of features will be required to get a higher grade. To achieve the

maximum marks for this assignment, you will have to use a little creativity and add some

non-trivial functionality of your own choice.

Minimum requirements

All of these requirements must be reasonably executed to achieve a passing grade

- A game board with minimum 10x20 minimum dimensions

- Square blocks (2x2) appear at the top of the board and move down in discrete

increments

- Descending blocks can be moved in fixed increments left and right by the user

using keyboard controls (constrained to the board)

- Blocks demonstrate correct stacking behaviour

○ There are no overlapping blocks

○ Blocks move down until at least one segment collides with another block

below on the same x coordinate

○ Blocks stack as a single cohesive piece

- Portions with no blocks underneath float rather than dropping down

- Game ends when at least one column of blocks stack to exceed the top of the

grid

- Full rows of blocks are cleared and add to the player’s current score

- Indicate the score for the player

- A short 1-2 page PDF report detailing your design decisions and use of functional

programming techniques discussed in the course notes

Full Game requirements

Meets minimum requirements and has additional features

- Keeps track of high score achieved across previous rounds

- All Tetris pieces that can be built using 4 blocks

○ Note: Since the pieces are no longer limited to 2x2 square blocks, it is

now possible to fill single rows

- Correct shape rotation, according to chosen rotation system

○ Clearly specify the rotation system you decided to implement

- Next shape preview

- Upcoming shape is randomly selected

4

- Smooth and usable game play.

- Able to restart when game finishes

○ This must not be done by refreshing the page, and must not be done by

recursively calling the main function (you should use state management to

handle this)

- The game increases in difficulty after some number of rows have been cleared

○ Increase block speed, or

○ Board starts with existing blocks/obstacles

- See video for an idea of appropriate gameplay

Additional requirements

See the Additional Information and How to get a High HD sections.

Report

Your report should be 300–600 words in length, plus up to 200 words for each

significant additional feature, where you should:

- Include basic report formatting headings/paragraphs and diagrams as necessary

- Summarise the workings of the code and highlight the interesting parts (don’t

just describe what the code does, we can read the source code!)

- Give a high level overview of your design decisions and justification

- Explain how the code follows FRP style and interesting usage of Observable

- How state is managed throughout the game while maintaining purity and why

- Describe the usage of Observable beyond simple input and why

- Important: Need to explain why you did things

- Do not include screenshots of code unless you have an exceptional reason

- This should be concise and straightforward, you may use dot points

Your marker will be instructed to stop reading if your report is too long, and only

mark the first 600 (+200 per feature) words.

5

Plagiarism

We will be checking your code against the rest of the class and the internet using a

plagiarism checker. Monash applies strict penalties to students who are found to have

committed plagiarism. Additionally, we will be conducting an interview, which gives you a

chance to explain your code and help us understand your code better. As long as you

wrote your own code, there is nothing to worry about during the interview process.

AI statement

As per the AI statement on Moodle, use of generative AI in this unit is unrestricted.

However, all code generated with AI must be properly cited in the form of code

comments stating what has been generated and the scope of its use. You must be able

to demonstrate understanding of all code submitted as part of your assignment, inability

to explain any submitted code may result in an academic integrity case.

6

Additional Information: Marking Criteria and

Suggestions

This section is not essential for completing the assignment, and is provided purely for

context and additional information to answer common questions students may have.

Marking (30 marks total)

The goal of this assignment is to assess your understanding of FRP and Functional

Programming. The marking has three broad sections:

1. Implementation of game features

2. Usage and understanding of proper functional programming style

3. Usage and understanding of RxJS and Observable

It is important to realise that:

● To can receive a Pass grade by implementing the Minimum requirements,

demonstrating application of functional programming ideas from our lectures and

applied sessions.

○ You can receive up to a Distinction for perfectly implementing the

Minimum requirements and demonstrating an excellent understanding of

how to use Observable to write clean, clear functional UI code.

● To achieve a High Distinction, you will need to implement the Full game

requirements

● To achieve the maximum possible marks, you will need to implement the full

game requirements plus some aspect of additional functionality, as described

below.

Note that it is essential to follow the submission instructions, as deductions may

be applied for failing to follow the submission instructions.

We will mark on 5 sections – Report, Functional Programming style, Code Quality,

Observable and RxJS usage, and Game Features (including advanced features) – that

are individually weighted.

Code that does not use Observable will not get a passing grade; games that use

imperative, impure, or mutable code will be heavily penalised.

The rubric and marking guide are provided here.

7

Report (4 marks)

The report is intended to demonstrate your theoretical understanding of functional

reactive programming, highlight design decisions, and help your marker appreciate the

work that you have put into this assignment.

Important considerations for the report:

● Design decisions need to be correct

● Need to display understanding of course material

● Reports must demonstrate knowledge of FRP to achieve a passing mark

● Marks can be awarded for students identifying issues with the code and

how they can be addressed

● Avoid filler in the report, but include enough information to show your marker that

you have understood the core concepts

Functional Programming style (8 marks)

This section is about using what we have covered in lectures and tutorials. This involves

concepts like:

● Small, granular functions

● Reusable functions, avoiding duplicate code

● Purity / referential transparency

● Fluent interfaces and fluent coding style

● Manipulation of different complex types and generic types

● HOF, curried functions

● Function composition/chaining

To achieve the maximum available marks, it is important to not only use advanced

functional programming concepts, but do so in a useful way – for example,

improving the readability of the code or following a declarative programming style. For

example, simply currying all your functions will not receive marks unless they are

partially applied somewhere and used appropriately

You may also attempt to use Lambda Calculus concepts in your code; however, be

careful as they can often just make things hard to understand – it will be important to

explain their usage in your report, so your marker can better appreciate your work.

Deductions will be applied for improper usage of types, including unjustified “any” types.

8

Code Quality (8 marks)

This section loosely covers anything to do with how readable and understandable your

code is. Applying a good functional programming style tends to increase the readability

of your code. It is important that your code can be easily understood to help your

marker appreciate your work.

Some examples of what we look at are

● Appropriate line lengths (<80 characters)

● Documentation and commenting (should explain why the code is the way it is)

● Logical structuring of functions and variables, including overall flow of program

logic

● Appropriate variable naming

● Consistent and understandable formatting

Using a linter and formatter may help greatly with this section. See below for tips and

suggestions.

Observable and RxJS usage (8 marks)

This section covers usage of FRP – did you use Observable well?

Some important considerations:

● Must manage game state in Observable, and use the scan and merge

operators to get a passing mark (please refer to the Asteroids example)

● Usage of Observable as per discussed in the lectures, applied sessions,

workshop, and in the Asteroids example, while maintaining purity, is sufficient for

a high mark in this section if implemented very well and without issues

● To achieve the maximum marks available, we want to see interesting and

creative uses for Observable and RxJS operators (original work)

○ This can involve implementing custom Observables and research into the

RxJS operators documentation

○ Refer to the marking guide for a breakdown of what is required.

Other considerations:

● Side effects should be contained as much as possible

● Using additional RxJS operators that are not covered in class, or using the ones

we introduce in interesting and novel ways, will be awarded additional marks

(given that they are appropriate and useful)

9

Game Features (2 marks)

This section is about whether your game fulfils the requirements, and the overall

complexity of your game (and thus the implementation).

Adding features should not come at the expense of the other criteria – a well

implemented game with fewer features may and, often will, achieve a higher mark than

a less well implemented game with more features.

Important: You will receive marks for implementing game features, but this mark will

also cap your total mark.

● The maximum mark possible for implementing minimum game requirements is

70 (Distinction)

● The maximum mark possible for implementing full game requirements is 90

(HD)

● To achieve the maximum available marks (90+), you must implement advanced

requirements

Some marking considerations:

● Extra features must follow FRP

● Advanced requirements can be not just gameplay but extra FRP features too

● Tests: for full marks, tests need to be comprehensive and not just

simple/random test cases – they should guide development

● Bugs and other gameplay related issues will not be deducted from this section

and be deducted from the total mark

● The total mark cap will be increased when implementing additional features. It is

possible to achieve an HD by implementing the minimum game requirements and

some full game requirements

To achieve the maximum available marks, features should be significant and

change how state is managed in interesting ways. Discussed further below.

Bonus marks are available for particularly novel, impressive, or advanced features. Note

that marks cannot exceed 100% of the total available marks.

10

Rubric

The rubric consists of Marking bands that represent the possible grade values for implementing

requirements. This will be a cap on your final mark.

The Marking guide is what TAs will be using to mark your assignment, and what will contribute

to your final mark/grade for this assignment.

11

Marking bands (summary of marking guide)

Code/Report quality Implementation

Minimum

requirements

Full game Full game

+ extension(s)

Any of the following are not

acceptable: Use of imperative code,

TypeScript compile errors, `any`

types, Not using rx.js, No comments,

Missing or unreadable report,

Missing instructions for how to play

the game

Not passing. Not passing. Not passing.

Pure functional code (except in

`subscribe` handlers), no

compile/runtime errors, basic

comments, basic report covering the

implemented features. Uses

Observable for state management.

P C C

Effectively uses Observable for state

management, has generic types, and

side effects are identified; comments

are brief, only describing the

implementation. The report

demonstrates basic understanding of

FRP principles. Functions are used

for broad high level behaviour.

C D D

Small pure functions, immutable data

and reusable code exploiting

parametric polymorphism, side

effects are contained; complete

comments explaining the rationale

and choices made in code. Advanced

usage of Observable, including

custom implementations. Detailed

report of implemented features that

demonstrates strong understanding

of Functional Programming and FRP.

D HD HD (90+)

12

Marking guide

FP Style Code Quality Observable

0 - 1 mark Code is written in an

imperative style, use

of for/while loops and

mutable variables

(let/var). Modifies

mutable data

structures that aren’t

declared as read only

to handle state

management. No use

of FP

Code is completely

unreadable. Contains

very large code

blocks with complex

nested logic and long

lines. Excessive use

of single letter and/or

vague function

names.

No use of

observables. Uses

DOM to store state or

does not use

Observable to store

state.

2 marks Some use of FP but

has not demonstrated

good understanding.

Many functions are

impure and modify

state.

Code is difficult to

read and requires

careful analysis to

understand intent.

Many poor choices

for variable names

and many examples

of complex nested

logic with lack of

documentation.

Some use of

Observables, but

does not utilise RxJS

operators such as

scan to effectively

handle state.

Observable callbacks

contain impure code

outside subscribe.

3 marks Demonstrates some

understanding of FP.

Code contains some

impure code. Use of

HOF, but not utilised

effectively.

Reader is able to get

a general idea of

code, but is difficult to

read. Contains long

lines and large code

chunks. Some

attempt at using

functions and splitting

up complex logic.

Uses Observables to

handle state

management and

user interaction.

Some Observable

methods are not used

effectively or not as

intended, which

demonstrates a lack

of understanding.

4 marks Style and structure is

adapted from

Asteroids example,

but is not adapted to

fit Tetris. Code is

entirely pure.

Able to get the

general idea of code.

Contains many

complex structures,

and large chunks of

code that require

refactoring. Minimal

documentation

Uses observables to

handle state

management and

user interaction. Uses

subscribe to handle

stream logic; overuse

of subscribe callback.

13

5 marks Similar style to the

asteroids example,

effectively adapted to

new context. Code is

entirely pure and

utilises the state

management system

introduced in the

Asteroids example.

Can tell the purpose

of each piece of

code. Contains

documentation, but

some comments are

redundant. Some

long lines and large

blocks, but generally

minimised.

Good use of basic

Observables from the

unit. Some methods

in the Observable

stream are overly

complex and can be

broken down more

appropriately.

6 marks Improves the

Asteroids example

considerably for the

new game context.

Good use of small

modular functions

and HOF. Shows

great understanding

of course content.

Code quality is of

similar level to the

Asteroids example in

the notes.

Utilises Observable

structure covered in

unit content

effectively. Good use

of using observables

for state

management.

7 - 8 marks Applies FP concepts

in original ways

beyond the Asteroids

example. Great use

of HOF, modular

functions and a

custom type system.

Demonstrates

fantastic

understanding of

course content in

novel and interesting

ways.

Code is easy to read,

intuitive and flows

well. Self

documenting

(descriptive variable

names, easy to follow

code flow). Well

documented and

comments are

provided when

needed. No long

lines, and code is

broken into readable

chunks.

Uses interesting

Observable methods

not covered in course

content. Uses custom

Observables/Subject.

14

0 - 0.5 marks 1 mark 1.5 marks 2 marks

Report Not written or

does not

correspond to

submission.

Provides a

summary of the

code. Contains

some justification,

but focuses too

much on

summarising code.

Contains too many

screenshots of

code.

Provides a

summary of code

with reference to

FRP principles

followed.

Demonstrates

some

understanding of

FRP and how it

was used to

manage state.

Some justification

for design choices

with some focus

on why.

Clearly written and

concise. Provides

a good summary

of code. Design

choices are

justified and

considers

tradeoffs. Relates

design choices to

FRP and course

content. Good

understanding of

FRP and pure

state

management.

Clearly written and

concise. Highlights

only key aspects

of the code.

Strong

understanding of

FRP and how it is

used to manage

state. Design

choices are well

justified, and

considers

non-trivial

alternatives and

tradeoffs.

Features Marks Running total Classification

Square blocks move down

from the top discretely 0.25 0.25

Minimum (≤ 70)

Descending blocks can be

moved by user 0.25 0.5

Game ends on full column 0.25 0.75

Score 0.25 1

Stacking 0.5 1.5

Row elimination 0.5 2

Random next shape 0.25 2.25

Full (≤ 90)

Next shape preview 0.25 2.5

Difficulty increase 0.25 2.75

Restart 0.25 3

All 4 block types + rotation 0.5 3.5

Advanced feature 0.5 4 Advanced (90+)

15

How to get an HD or High HD

To achieve a mark in the HD range, you need to implement a complete game with good

style. To get in the high HD range, you will also need to implement advanced features.

One or more of the following (or something of your own devising with a similar degree of

complexity) done well (on top of the basic functionality described above) will earn you a

high HD, provided it is implemented using the functional programming ideas we have

covered in lectures and classes:

- Create unit tests and create a file tests/main.test.js which are comprehensive

and guided the development of the program

- Incorporate gameplay from other classic arcade games -- breakout, galaga, etc.

- Add power-ups or debuffs to the game (e.g. Special blocks that when cleared

have special effects, etc.)

- Instant replay

- Tetris wall kicks

- Advanced (not recommended unless you already know how): Make a distributed

multiplayer version, wrapping the comms in Observable (you’ll have to provide

your own server for this).

In general, additional features for achieving HD and high HD will have to

non-trivially impact your state management and/or overall complexity of the

game. For example, a power-up that changes the speed of the blocks does not require

interesting usage of state on its own, but if power-ups decay over time, then that would

be more interesting and non-trivial.

Note that adding features will grant you a higher grade under the condition that it is

done in proper Functional and FRP style. For an example of the proper style, refer to

the example Asteroids Game described in the Course Notes.

16

Tips and suggestions

These are not part of the explicit requirements, but are things we may look at as part of

the marking criteria. For example, poor choices of variable names may not have an

explicit deduction but may impact your code quality mark as it makes the code hard to

read.

Tips for getting started.

- Complete the Week 3-5 RxJS exercises and begin studying Observable in the

course notes.

- Once you have completed the above, work through the example Asteroids Game

described in the Course Notes. Follow the same framework to begin adding

functionality to main.ts as above.

More tips.

- Finish all the JavaScript and TypeScript exercises and the course notes FRP

material first. They are designed to give you the skills you need to prepare for this

assignment

- Come to the workshops and applied sessions for important tips and assistance

- Attend consultations given by the teaching team. They are often sparse or

empty around the time assignments are released, so it can be a great opportunity

to get more detailed guidance and feedback

- Any general questions should be directed to the Ed forums when possible.

However, try to avoid posting potential solutions. If you cannot make the

consultations, you may make a private post for the assignment with your code.

- Your code should include brief comments to explain logic and design choices

where necessary, or to refer to detailed explanations in your report. Please do

not add comments that are self-evident from the code, e.g.

const x = 1; // variable x is set to 1.

- Start as soon as possible. Do not leave the assignment until it’s too late.

Recommended coding practices

- Structure your program in a consistent and coherent manner (group relevant

functions, declarations, and variables together)

- Use block/section comments to clearly lay out each part of your code

- Use nice indenting and formatting (here are some options prettier beautify)

- Use camelCase for names, UpperCamelCase for types, and UPPER_CASE for

constants

17

Changelog

07/08/2023 Specifications released with marking guide.

18


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