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日期:2018-08-23 09:19


CSSE2002/7023 — 2018

Assignment 1 (10%)

Due: August 31, 2018

Revision: 1.2 (as at August 20, 2018)

Introduction

The goal of this assignment is to implement a set of classes and interfaces — themed around a blockworld

— to be used in later assignments. You will implement precisely the public and protected items

described in the supplied documentation (no extra members or classes). Private members will be

for you to decide.

Language requirements: Java version 1.8, JUnit 4

Context

The block world in this assignment (inspired by a popular video game) includes:

? a set of tiles containing blocks,

? a variety of different block types, and

? a character (a builder) who can manipulate the blocks.

Figure: Two ways of viewing a simple block world with 4 simple block types — wood, stone,

grass and soil.

The Builder can perform a set of tasks on the world including digging, moving blocks, carrying

blocks, placing blocks, and moving around the world.

? Digging – the Builder can remove the top block from a tile if the block is diggable. If the block

is also carryable, the builder will add it to their inventory, otherwise the builder will discard

it.

? Moving blocks – the Builder can shift a block from one square to an adjacent square, but only

downhill, and only if the block is moveable.

? Carrying blocks – the Builder has an inventory of blocks, which can be added to by digging, or

utilised by placing.

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? Placing blocks – the Builder can take a block from their inventory and add it to a tile.

? Moving around the world – the Builder can move to any tile that is connected by an “exit”, but

only if the heights are compatible (a maximum of 1 step upwards or downwards).

In this assignment, you will create classes to represent the builder, the tile, and different blocks

types within the block world. You will also implement utility classes, such as Exceptions, for handling

the interactions between the elements in the block world.

Ethical obligations

All work on this assignment is to be your own individual work. As detailed in Lecture 1, code supplied

by course staff is acceptable but there are no other exceptions.

You are expected to be familiar with “What not to do” from Lecture 1 and

http://www.itee.uq.edu.au/itee-student-misconduct-including-plagiarism.

If material is found to be “lacking academic merit”, that material may be removed from your

submission prior to marking. No attempt will be made to repair any code breakage caused by doing

this.

If you have questions about what is acceptable, please ask.

Supplied material

? This task sheet

? A .zip file containing html documentation (javadoc) for the classes and interfaces you are to

write (also on Blackboard). Unzip the bundle somewhere and start with doc/index.html.

Tasks

1. Implement each of the following classes and interfaces (described in the javadoc):

? Builder

? Tile

? Block

? StoneBlock

? WoodBlock

? GroundBlock

? GrassBlock

? SoilBlock

? BlockWorldException

? TooHighException

? TooLowException

? NoExitException

? InvalidBlockException

2. Write JUnit4 tests for the methods in the following classes:

? Tile as TileTest

? GrassBlock as GrassBlockTest

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Marking

The 100 marks available for the assignment will be divided as follows:

Symbol Marks Marked Description

F 55 Electronically Implementation and functionality:

Does the submission conform to the documentation?

S 25 By “humans” Style and clarity.

J 20 Electronically Student supplied JUnit tests:

Do the tests correctly distinguish between correct and incorrect

implementations?

The overall assignment mark will be A1 = F + S + J with the following adjustments:

1. If F < 5, then S = 0 and J = 0 and “style” will not be marked.

2. If S > F, then S = F.

3. If J > F, then J = F.

For example: F = 22, S = 25, J = 17 ? A1 = 22 + 22 + 17.

The reasoning here is not to give marks to cleanly laid out classes which do not follow the

specification.

Functionality marking

The number of functionality marks given will be

F =

Tests passed

Total number of tests · 55

Each of your classes will be tested independently of the rest of your submission. Other required

classes for the tests will be copied from a working version. Functionality testing does not apply to

your JUnit tests.

Note: Where “cannot be X” (e.g., “cannot be null”) is used in the specification, it indicates that

X is not a valid input to the function and the function will not be tested with input X.

Style marking

As a style guide, we are adopting1

the Google Java Style Guide

https://google.github.io/styleguide/javaguide.html with some modifications:

4.2 Indenting is to be +4 chars not +2.

4.4 Column limit for us will be 80 columns.

4.5.2 First continuation is to be +8 chars.

There is quite a lot in the guide and not all of it applies to this course (eg no copyright notices).

The marks are broadly divided as follows:

Naming 5

Commenting 6

Structure and layout 10

Good OO implementation practices 4

Note that this category does involve some aesthetic judgement (and the marker’s aesthetic

judgement is final).

1There is no guarantee that code from lectures complies.

3

Commenting

All functions and member variables need to be commented for this assignment. Comments for

functions need to explain how the function is used, what the function returns, and what changes

the function makes to its calling instance.

Additionally, any section of code (inside a function) that would be difficult for another reader

to understand needs comments that explain what the code does.

As we have not yet covered Javadocs in the course, Javadocs are not required for this assignment.

Javadocs can be used if desired, and for functions and variables specified in the assignment,

descriptions can be taken from the specification and added as comments.

Test marking

Marks will be awarded for test sets which distinguish between correct and incorrect implementations2

. A test class which passes everything (or fails everything) will receive a mark of zero.

There will be some limitations on your tests:

1. If your tests take more than 20 seconds to run, they will be stopped and a mark of zero given.

2. Each of your test classes must be less than 300 (non-empty) lines. If not, that test will not be

used.

3. Your tests must only call functions specified in the Javadocs for classes that you are

testing.

These limits are very generous, (eg your tests shouldn’t take anywhere near 20 seconds to run).

Electronic Marking

The electronic aspects of the marking will be carried out in a virtual machine. The VM will not be

running Windows and neither IntelliJ nor Eclipse will be involved. For this reason, it is important

that you name your files correctly.

It is critical that your code compiles. If one of your classes does not compile, you will recieve

zero for any electronically derived marks for that class.

It is critical that your class, interface and public member names match the Javadocs. If the

names do not match, you could lose marks for all functionality associated with that class, interface

or member. No corrections of typos will be made by staff. It is your responsibility to ensure that

your submission is error-free and meets with the specification.

Submission

Submission is via the course blackboard area Assessment/Ass1/Ass1 Submission.

Your submission is to consist of a single .zip file with the following internal structure:

src/ .java files for classes described in the javadoc

test/ .java files for the test classes

A complete submission would look like:

2And get them the right way around

4

src/BlockWorldException.java

src/Block.java

src/Builder.java

src/GrassBlock.java

src/GroundBlock.java

src/InvalidBlockException.java

src/NoExitException.java

src/SoilBlock.java

src/StoneBlock.java

src/Tile.java

src/TooHighException.java

src/TooLowException.java

src/WoodBlock.java

test/TileTest.java

test/GrassBlockTest.java

Any submission which does not comply with this structure will receive a penalty of 10% of

the maximum marks available. Your classes must not declare themselves to be members of any

package. Do not submit any other files (eg no .class files). Remember that java filenames are

case sensitive when your filesystem isn’t.

Late submission

As stated in the ECP:

? No late submissions will be accepted.

? Requests for extensions must be made at least 48 hours prior to the submission deadline.

Extension requests received after this point may not be able to be considered.

? Due to the incremental nature of the assessment items in this course, extensions to Assignment

1 are extremely unlikely. If you apply for an extension, you may be asked to meet with

the course coordinator to discuss alternatives. Failure to attend this meeting before the

assignment due date will result in your extension request being denied, unless the medical

or other circumstances are such that you could not reasonably be expected to attend the

meeting.

Revisions

If it becomes necessary to correct or clarify the task sheet or javadoc, a new version will be issued

and a course announcement will be made on blackboard. No changes will be made on or after Monday

of Week 6 (ie August 27, 2018). This means that you need to periodically check blackboard until

this date.

Version 1.1 — August 10, 2018

? Correct some typos in the task sheet

? Added missing files to submission:

– src/NoExitException.java

– src/InvalidBlockException.java

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? Renamed src/BlockException.java to src/BlockWorldException.java

? Added section about commenting

? Added a sentence about “cannot be X”

? Changes to the specification:

– Changed spec for Tile constructor, Tile.placeBlock, and Builder.dropFromInventory

to clarify that the number of blocks for the conditions are 8 or more and 3 or more.

– Changed spec for Block.dig to remove null as a possible return value.

Version 1.2 — August 20, 2018

? Changed the following in the Javadoc specifications:

– Changed Tile constructor to clarify the number of blocks needs to be “more than 8” to

throw a TooHighException.

– Changed Tile constructor to clarify the index of a GroundBlock needs to be “≥ 3” to

throw a TooHighException.

– Changed Tile.dropFromInventory to clarify that the block needs to be removed from

the Builder’s inventory.

– Changed Tile.getTopBlock so that it no longer says it can return null.

– Fixed typo in Tile.placeBlock changed “target block” to “target tile”.

– Fixed minor typo in Tile.moveBlock changed “getExits(exitName)” to “exitName in getExits”.

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