Java代写 | COMP90041 Programming and Software Development

编写一个Java类Checker来表示一个检查器

The University of Melbourne
School of Computing and Information Systems
COMP90041 Programming and Software Development Second Semester, 2019
Fourth Assessed Exercise (lab4)
Submission due Friday, 27 September 2019, 5:00PM
This exercise is to be assessed, and so must be done by you alone. So- phisticated similarity checking software will be used to look for students whose submissions are similar to one another.
This week you will implement the Checker class you wrote tests for in the previous assessed lab. That is, you should write a Java class Checker that represents a checker (from the board game checkers). It should implement the following methods and constructors:
Checker(boolean isRed) (constructor) creates a checker at row 1 column 1. If isRed is true, the checker is red, otherwise it’s white.
Checker(boolean isRed, int row, int column)
(constructor) creates a checker at the specified row and column. If isRed is true, the checker is red, otherwise it’s white.
void move(int rows, int columns) adds rows to the checker’s row and columns to its column.
boolean isRed() returns true if the checker is red, and false otherwise. int getRow() returns the checker’s current row.
int getColumn() returns the checker’s current column.
Furthermore, all methods must obey the rules of checkers. In particular, the row or column of a checker must always be in the range of 1 to 8 inclusive, and must remain so after a move. Also, checkers may only ever be placed on odd numbered columns in odd numbered rows, and only on even numbered columns on even numbered rows.
For the move method, the specified numbers of rows and columns to move should each be either 1 or -1, and the specified number of rows to move must be negative for red checkers and positive for white ones. If the specified move violates these requirements, the method should do nothing at all (later we will learn the proper way to handle invalid messages, but for this project, we just ignore them). If a constructor would place the checker in an invalid square, it should be placed in row 1, column 1 instead.
Hint: Adapt your CheckerChecker class from the last assessed lab to test your Checker class. Just printing “BUG” or “CORRECT” is not very helpful, but you can update your CheckerChecker class to print a more meaningful message when it discovers a bug, and use that to test your class. You do not need to submit your testing code this time, only the Checker class.
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It is important that you test your code thoroughly this time, because the submit system will show you the results of only very cursory testing; you will not see how many marks you have earned. In the real world, any bugs you don’t catch yourself will make you unpopular with your users or boss or colleagues; here they may cost you a few marks. It is your responsibility to thoroughly test your code.
Submission and Verification
You must submit your project from any one of the student unix servers. Make sure the version of your program source files you wish to submit is on these machines (your files are shared between all of them, so any one will do), then cd to the directory holding your source code and issue the command:
submit COMP90041 lab4 Checker.java
Important: you must wait a minute or two (or more if the servers are busy) after submitting, and then issue the command
verify COMP90041 lab4 | less
This will show you the test results and the marks from your submission, as well as the file(s) you submitted.
If your output is different from the expected (correct) output, when you verify your submission you will see the differences between your output and what was expected. This will be shown as some number of lines beginning with a minus sign (-) indicating the expected output and some number of lines beginning with a plus sign (+) presenting your actual output. There may also be some lines beginning with a single space showing lines you produced that were as expected. Carefully compare the expected and actual lines, and you should be able to find the error in your output. The actual and expected outputs will be aligned, making it easier to find the differences. Some differences are hard to spot visually, however, such as the difference between a capital O and a zero (0) or the difference between a small l and a capital I and a one (1). This depends on the font you are using. If the only difference between actual and expected output are in whitespace or capitalisation, you will receive partial credit; this is shown in your verification feedback.
Also note that the differences shown only reflect program output, not input. Therefore, if your program outputs a prompt, waits for input, and then outputs something else, the differences shown will not include the input, or even the newline the user types to end the input. In that case, the prompt would be shown immediately followed by your program’s next output (which may be another prompt), on the same line. This is as expected.
If your program compiles on your computer but the verification output re- ports that your program does not compile on the server, you may have failed to submit all your files, or you may have named them incorrectly. It is also possible that your program contains a package declaration. This would appear near the top of your .java file. If you have such a declaration, your program will probably not compile, so you should delete any such declaration before submitting.
If the verification results show any problems, you may correct them and submit again, as often as you like; only your final submission will be assessed.
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If your submission involves multiple files, you must submit all the files every time you submit.
If you wish to (re-)submit after the project deadline, you may do so by adding “.late” to the end of the project name (i.e., lab4.late) in the submit and verify commands. But note that a penalty, described below, will apply to late submissions, so you should weigh the points you will lose for a late submission against the points you expect to gain by revising your program and submitting again. It is your responsibility to verify your submission.
Late Penalties
Late submissions will incur a penalty of 1% of the possible value of that sub- mission per hour late, including evening and weekend hours. This means that a perfect project that is a little more than 2 days late will lose half the marks. These lab exercises are frequent and of low point value, and your lowest lab mark will be dropped. Except in unusual circumstances, I will not grant extensions for lab submissions.
Academic Honesty
This lab submission is part of your final assessment, so cheating is not ac- ceptable. Any form of material exchange between students, whether written, electronic or any other medium, is considered cheating, and so is the soliciting of help from electronic newsgroups. Providing undue assistance is considered as serious as receiving it, and in the case of similarities that indicate exchange of more than basic ideas, formal disciplinary action will be taken for all involved parties.
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