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日期:2024-10-30 08:53

RBE104TC C/C++ Programming Language

Assignment 2

Contribution to the Overall Marks 70%

Issue Date

Submission Deadline 3rd November 2024

Assignment Overview:

This assignment is geared towards assessing fundamental coding concepts in C/C++ and

initiating the process of code development using the software development process (SDP)

discussed in relevant lectures.

In composing the SDP report [in English], we request you to fulfil the following criteria:

• Design: Clearly explain your understanding of the given problem and specify a sequence of

steps necessary to accomplish the task (illustrated through flowcharts).

• Coding Progress: Attach 3-5 screenshots that show the code and running results as evidence,

particularly highlighting any errors or situations you believe are valuable to document. The

corresponding 3-5 versions of the C code should also be saved. All files must clearly

demonstrate the progression of your programming task from the initial stage to the final version.

(Multiple versions of C code are only required for the individual project)

• Analysis: Describe the files submitted in the Coding Progress section. Discuss the expected

results, any encountered or unexpected errors, and your solutions to those issues.

• Implementation: The C code must be submitted in a separate file. Please specify the file

name and provide instructions for user operation.

• Testing: Describe how you tested and validated your code for required functionalities, as

well as its robustness.

Exercise 1 (30%):

Design a new class to represent a fraction (a combination

of two integer values). The data members of the class

Fraction are two integers, top and down, denoting the

numerator and denominator, respectively.

Part 1: Fundamental requirements for the class Fraction.

1. Fractional numbers can be declared with both a numerator and denominator, or simple

numerator:

2. Fractions should be able to act just like other numbers.

Add, subtract, multiply, and divide;

Compare based on values;

Input and output.

Part 2: Advanced requirements

3. Fractional number is normalized to ensure that only the numerator can be negative and

the value is in the least common denominator form:

• 2/-3 would be converted into -2/3 automatically;

• 15/21 would be converted into 5/7 automatically.

4. Write methods to convert between decimals and fractions.

Exercise 2 (35%):

You're now a baseball game point recorder.

Given a list of strings, each string can be one of the 4 following types:

• Integer (one round's score): Directly represents the number of points you get in this

round.

• "+" (one round's score): Represents that the points you get in this round are the sum of

the last two valid round's points.

• "D" (one round's score): Represents that the points you get in this round are the doubled

data of the last valid round's points.

• "C" (an operation, which isn't a round's score): Represents the last valid round's points

you get were invalid and should be removed.

Each round's operation is permanent and could have an impact on the round before and the

round after.

You need to return the sum of the points you could get in all the rounds.

Note:

• The size of the input list will be between 1 and 1000.

• Every integer represented in the list will be between -30000 and 30000.

Example:

• Input: ["5","2","C","D","+"] Output: 30 Explanation:

• Round 1: You could get 5 points. The sum is: 5.

• Round 2: You could get 2 points. The sum is: 7.

• Operation 1: The round 2's data was invalid. The sum is: 5.

• Round 3: You could get 10 points (the round 2's data has been removed). The sum is: 15.

• Round 4: You could get 5 + 10 = 15 points. The sum is: 30.

Exercise 3 (35%):

This is a Group Project!!!

You are asked to program a game called Monopoly in C++. This game is played by two players (you

and computer in this assignment). The game and its rules are described as the follows.

• Account Setup:

Each player must establish an account with a positive balance, starting with a deposit of 5000 units.

This means that you have to set up a data base (a file) which records the players’ information, for

example, name, gender and account balance etc. and the program is supposed to be able to track the

balance changes as the game is going.

• Game Board:

This game is played on a game board as shown in Fig. 1, consisting of 38 squares. Each square,

except for the four corner squares (the "GO" square, two "CASSINO" squares, and the "JAIL"

square), has a price tag for ownership, with prices randomly generated within the range of 10 to 300.

All players begin at the "GO" square, and each time a player passes the "GO" square, their account

balance is increased by 200 units.

• Gameplay Mechanics:

You and the computer take turns to roll a dice. The outcome of each rolling (a random number within

the range of 1 to 6) decides how many squares you/computer can advance in a clockwise direction

on the board. After you have landed on a square:

- if this square is unoccupied (so this means each square except “GO” and “JAIL” has an

ownership attribute): you can decide whether or not you should buy it;

- if this square is occupied by you (you’ve already bought it), then nothing needs to be done;

- if this square is occupied by your opponent and the adjacent squares are unoccupied or

occupied by you: you will be fined by 10% of the square price;

- if this square and one of its adjacent squares are both occupied by your opponent (which

means you opponent has purchased 2 consecutives squares): you will be fined by 20% of the

square price;

- The fine is topped at 20% of the square price even if more than 2 consecutive squares have

been occupied by your opponent.

• Special Squares:

Landing on the "JAIL" square requires the player to wait for one round before moving again;

Landing on a "CASSINO" square prompts the player to decide whether to gamble. If the player

declines, nothing happens. If the player accepts, they must place a bet, and the casino rolls a dice.

The player must predict if the outcome will be greater than 3 or not. A correct prediction results in

a reward of twice the bet, while an incorrect prediction results in the loss of the bet;

• Game End Conditions:

The game ends under three scenarios:

- A player declares bankruptcy (balance is less than or equal to 0);

- A player's account balance exceeds 15,000 units;

- The player chooses to quit the game.

Fig. 1 Game Board

Hint:

1. The computer's logic can be straightforward. For example, it could continuously purchase

squares until it runs out of funds. Additionally, when landing on a "CASSINO" square, the

computer could gamble a fixed amount, such as 100 points, each time. Alternatively, the

computer 's actions could be determined by pre-defined probabilities to introduce variability in

its behavior.

2. Employ the concept of Object-Oriented Design (OOD) to structure your game development.

This involves utilizing distinct classes to encapsulate various aspects of the game. For instance,

a Player class to manage player attributes and behaviors; a Map class to represent the game

board and its properties, etc.

What should be submitted?

• You should submit the followings two:

1. A concise report (with text spanning a few pages) accompanied by C source codes. This

report should delve into the specifics for each question:

- Detail SDP steps 1 to 3 within the report (Design + Coding Progress + Analysis),

accounting for 30% of the evaluation.

- Encompass SDP step 4 (Implementation + Robustness) with your source code. Your code

should correspond with the final screenshot provided in the Coding Progress section and

include appropriate comments. Implementation contributes 35% while Robustness adds

5%.

- Elaborate on SDP step 5 (Testing), elucidating how you validated the correctness,

robustness, and thoroughness of your codes. Employ screenshots and ample explanations

as verification, encompassing 20% of the evaluation.

- The overall quality of the report accounts for 10% of the evaluation.

2. All C/C++ source code files, including files from different stages corresponding to the

screenshots.

• For a comprehensive grading scheme, please consult the Marking Guidelines available on

the Learning Mall system.

• The report must be saved in PDF format. Place the report in the same folder with source code

files and compress the folder into a single zipped file. Your final submission should include:

- Zipped file containing:

- The report

- The source codes

• The naming convention for the submitted Report and source code files should adhere to the

subsequent format:

- StudentID_LastName_FirstName_AssignmentID.pdf

- StudentID_AssignmentNumber_ExerciseID_SSScreenShotNumber.c/cpp

- StudentID_LastName_FirstName_AssignmentID.zip

What should be submitted for Group Projects?

1. A concise report, similar to the individual project report, to demonstrate their individual

work to the group project.

2. Since different group members may be responsible for different code components, it is not

required to submit multiple versions of the code. However, all code components, including ‘.c’,

‘.cpp’, ‘.h’, or ‘.hpp’ files created by the entire group, should be placed in a single folder for

submission. The folder should be named as follows:

- StudentID_AssignmentNumber_ExerciseID

3. An introduction file, saved in PDF format, that explains how to compile the submitted

source code. This guide will be used to compile your source code for testing, and the testing

results will be used to assess the 'Implementation & Robustness' of the group project.

4. A contribution statement signed by all group members. The format for this statement can

be found in the Marking Guidelines. It looks like:

As an illustration:

The report and C source files for individual projects, along with the folder for group projects,

should be placed together in the same directory as follows:

This directory should then be compressed into a final zipped submission file, named as follows:

• 1234567_Albert_Einstein_2.zip

How the work should be submitted?

Submission should take place electronically through the Learning Mall system, enabling us to

execute your software during the assessment. Additionally, feedback will be provided via the

same Learning Mall system.


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