C M S C 2 1 4
C o m p u t e r S c i e n c e I I
S p r i n g 2 0 0 4
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Project #3
Due Wednesday, March 31th, by 11PM
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Preliminary Material
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Project 3 is worth 8% of your grade.
In order to pass this course, you must submit this project.
The last possible date for submission is May 5, 2004. See the
syllabus for details.
In the previous project, you coded the first level for the game
,EENVG, "Extremely
Exciting Non_
Violent Game"
(pronounced
N-VIG).
This project stores the possible moves of the Robot in a binary search
tree (BST) instead of in a circular doubly linked list. The Stalker does
not change.
The game also becomes more interesting by including another level to
the board. If on the first board, the Robot has accumulated enough points
(points >= the number in primary.input) she advances to a new board.
In addition to the previous rules, we must add:
- If the Robot accumulates the specified number of points, she
begins play on the 2nd board.
- the Robot is placed in the same position as her last position
on the previous board; if she was at [0,2] when the first game
ended, she will be placed in cell [0,2] on the second board
(even if the board size changes.)
- the Stalker is placed in the same position as its last
position on the previous board; if he was at [1,2] when the
first game ended, he will be placed in cell [1,2] on the second
board (even if the board size changes.)
- On board2, the Robot's initial points are her
previous point count. If she earned 17 points on board1, she begins
with 17 points on board2 and adds to this count.
- primary.input contains the number of points the
game will be played to for board1 and board2. They are
respectively 10 and 20 for purposes of submitting your project.
- The size of board2 may be different from the size of
board1. If so, it will be larger.
- The Robot may not land on the
Stalker
- The game ends if the BST has moves,
but none are valid. See FAQ.
- Old rules:
- The Robot is represented by the number 9
- The Stalker is represented by the number 8
- The Stalker moves AFTER the Robot
- In each round of play, the Robot moves and then the Stalker
moves.
- The Robot should always make the "best" move - the cell with
the most points that it can reach (based upon Pairs in the BST).
The sooner the Robot accumulates enough points and ends the game,
the better. If there are more than 1 move with the same number
of "most" points, the first movewith the "most" points encountered
in an inorder traversal of the BST is selected as the
Robot's move.
- If the Robot lands upon a cell with negative points, it
loses those points. These are stumbling blocks. The
positive values on the board are treasures.
- The game is over when
- the Robot's points equal or exceed the value in
primary.input.
the Robot lands on the Stalker (Robot's points
will be 0)
- the Stalker lands on the Robot (Robot's points will
be 0)
- the Robot runs out of moves - there may be moves
in the BST but none are reachable from the Robot's current
position.
- The game continues if the Stalker runs out of moves. In
this case, the Stalker remains on the last cell it moved to
before running out of moves.
- After the Robot leaves a cell, the points in that cell
are set to 0 (zero)
- After the Stalker leaves a cell, the points in that cell
are set to 0 (zero) unless they were negative before
the Stalker landed there. In this case, the original
negative value is restored to that cell when the Stalker
moves on.
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Purpose
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This project implements the STL vector class as well as a binary
search tree.
The goals of this project are to:
- Understand and implement a binary search tree.
- Understand templates.
- Manipulate interacting classes Board, Robot and
Stalker.
- Understand and implement a logic puzzle
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Academic Integrity Statement
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Please note that *all* programming projects in this course (including
this one) are to be done independently or with the assistance of the
instructional staff of this course only.
Please review the policies outlined on the class syllabus concerning
the use of class computer accounts and concerning the University's Code
of Academic Integrity. The instructors of this course will review
the programs submitted by students for potential violations of the
Code of Academic Integrity and if it is believed that a violation has
occurred it will be referred to the Office of Judicial Programs and
the Student Honor Council.
Hardcoding is considered a violation of academic integrity
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Style Guide
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Students are expected to write "clear and legible" code. Please review
the following Style Guide which specifies how students in CMSC 214 are
expected to lay out their code:
http://www.cs.umd.edu/class/spring2003/cmsc214/Projects/styleguide.txt
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FAQ
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Answers to "frequently asked questions" will be posted via the main
projects page. Prior to asking a question or submitting a project you
should check the FAQ to see if any important information has been
covered there. In addition to answers to FAQ's any important information
pertaining to a project will be posted on it's FAQ.
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E-mailing Questions
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DON'T email questions. We cannot keep up with the numerous emails
about a project. GO SEE A TA or an instructor during office hours. We
will generally NOT respond to email questions about the project.
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Project Overview
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For this project you will be required, among other things, to write
the code for 1 new class and
modify several classes already
written:
class 1: Bst
- This class replaces the Moves class
- This class is templatized on Pair because Node is
templatized on Pair.
- The binary seach tree stores the Pairs of moves
- The moves for board1 will be in "moves.dat"
- The moves for board2 will be in "moves2.dat"
- The BST will have more moves than are needed.
- Your implementation of erase() must be one of the
following:
- easy right pullup
- easy left pullup
- right subtree successor
- left subtree predecessor
- You must implement preorder, inorder and postorder
traversals but the printing of the list will use an inorder
traversal.
class 2: Robot
- Robot is templatized on Pair (the type in Bst)
- Robot is contained in the Board class
- Robot now contains Bst<T> move instead of
Moves<T> move
- The Robot's moves are now contained in a BST
- the Moves.h and Moves.cpp are not needed in the
project.
- the moves are in Bst.h and Bst.cpp
- Robot's initial position on the board is in
"robot.dat"
class 3: Stalker
- moves about the board sucking up treasures (+
points)
- it leaves stumbling blocks (- points) unchanged when
it moves off of a cell with a negative value
- its moves are stored in a vector
- all moves for the Stalker will be valid moves on the
board.
- Stalker's initial position on the board is in
"stalker.dat"
- Stalker's moves are in "smoves.dat" (board1)
and in "smoves2.dat" (board2)
class 4: Mpair
- a pair of integers indicating the coordinates
of a board cell
- for coordinate [r,c], r indicates the row position and
c indicaties the column position
- each row and column begins at 0
- has changed from project 2
class 5: Board
- Board is templatized on the contents of the board ("int" in
this case) and the Robot's generic type (Pair)
- Has changed from project 2
- input to the board will be in "board.dat" for
board1 and "board2.dat" for board2
class 6: Except
- exceptions that occur in the above classes
- 2 are provided, do not change these
- 3 were written by you for project 1
- 3 were written by you for project 2
- write 3 other exceptions that could occur in your
classes
- you may leave the exceptions (if any) that you wrote
for Moves
- you need a total of 11 exceptions
- Note: exceptions must be thrown in
the function in which they occur, but they are NOT caught there. They
are caught in main or in the function which calls the function
containing the exception.
class 7: Node
- Node is templatized on Pair
- has changed from project 2
class 8: Pair
- has changed from project 2
In the class posting accounts (~bt214001) you can find the header
files, data files, and main.cpp for the classes. The following rules
MUST be adhered to:
- No public functions or (public, protected, or private data
members) may be added to the header files.
- Your output must match our output, an example of which is provided
in primary.output
- You may not change the input - as provided in primary.input
- Projects submitted after 2 days late
but prior to May 5, 2004 at 11PM will receive a grade
of 10 out of 100 points.
After copying the header files into your account you should create the
corresponding Pair.cpp, Node.cpp, Bst.cpp,
Mpair.cpp, Board.cpp,
Except.cpp, Robot.cpp and Stalker.cpp
files. You will
write the code that implements the member functions for these classes.
Note: you may NOT change the public methods
in the header files but may add private methods as needed. You
may NOT add private, public or protected data members to any class other
than Except.h.
You must add public methods to Except.h only
.
However, do not change the public methods provided to you. You
will add 3 more exceptions to Except.h and Except.cpp.
In each header file you will find the class with it's data member(s)
and member function(s). There is a comment before/around each member
function describing what it should do. You are to implement (i.e.
write the code for) the member functions ABOVE the line
// YOU MAY PUT ANY PRIVATE METHODS HERE
so that it does what the
comment states that it should do and nothing more.
Next you should write 7 unit test files to test each of
your
classes:
- testBoard.cpp
- testBst.cpp
- testMpair.cpp
- testNode.cpp
- testPair.cpp
- testRobot.cpp
- testStalker.cpp
A unit test file should be a main() for a particular class that
calls and tests each public method. It also tests the private
methods which are called from public methods.
Note that when developing/writing code you should do so in parts/modules
and test each as you create it (keeping backup copies!).
So for example, when writing Node, you also write a testNode.cpp
that is the main() for Node.cpp. It should call all public functions
and include appropriate output to test that all Node.cpp code
works correctly.
And finally you should test your project with the main provided:
main.cpp
Add your own catch clauses to this file. We will run your main but it
must diff down to and including the 2 catch clauses that were written for
you for exceptions we provided.
It is expected that your output will match our primary.output exactly
Assumptions
You may assume that
- All input will be read from a file. For example,
moves.dat will hold the allowable Robot's moves for
board1. It will contain more moves than you will/can use.
moves2.dat will hold the allowable Robot's moves for
board2. It will contain more moves than you will/can use.
board.dat will hold the dimensions and values
for the cells in board1.
board2.dat will hold the dimensions and values
for the cells in board2.
smoves.dat will hold the moves for the
Stalker for board1, all of which will be valid moves.
smoves2.dat will hold the moves for the
Stalker for board2, all of which will be valid moves.
- There may be multiple lines in any file.
- The input will not be empty. Each non-empty line will
be followed by a newline (carriage return).
- Your program may be tested using an empty file.
- Each file will contain an EOF marker on the last
line.
- "moves.dat" and "moves2.dat" may contain upper/lower case
letters and white space, as well as digits.
- all other input files, including primary.input will
contain integers only
- for purposes of submitting your program, sizes of boards
1 and 2 will be as specified in "board.dat" and "board2.dat"
- the size of the board may change in subsequent tests for
project 3
- the board will always be a perfect square (nXn)
Hints
As soon as the test files are posted for Project 2, go back
over project 2 and correct code that failed our tests or was
inefficient or incomplete.
Start immediately. A binary search tree is a more complex
data structure than your last one (cdll). The erase() function will
take some time to code and test. You also have another level of play.
Although Node.h might look the same as in Project 2, it has some
subtle differences. Copy the new version and see what has changed.
It might be to your advantage to get the BST working before you
change Robot and the other classes that depend upon it.
You should get board1 working before you tackle board2.
If you work on your class account, tar up your files every day
and email them to your wam account. You can always work on the
project on the g++ compiler on wam if the detective cluster goes
down or is slow.
Sample I/O
You may assume:
- There are no blank lines in the input file.
- Each line terminates with a carriage return.
- The last line contains an EOF marker.
A primary input file and a primary output file are provided in the class
posting accounts (in the appropriate directory). You should
review these files. They will be named primary.input and
primary.output respectively.
Your project will successfully submit if it passes the primary.input.
Your program should generate the corresponding output similar to
primary.output. Additionally, we will test several methods from your
code.
When your main program is compiled and run with input redirected so
that it gets the contents of the primary input file (primary.input)
as input, it should generate output that matches the primary output
file. When we test your program we will diff your output (using
diff -bwi) with that of the primary output and if it does not
match, your program will be considered to not meet the minimum
running standards and you will be unable to submit it.
Passing primary does not guarantee a passing grade
(70 or above) for your project. Testing your program thoroughly helps.
How to Submit
Provide a makefile that creates an executable file named p3
when the command make p3 is run.
Tar up all necessary files, such as source code, including:
- all .cpp files
- all .h files
- your makefile
submit p3.tar 3
Submit will start accepting project 2
submissions on or about 03/27/04.
See the class syllabus for policies concerning email
Last Modified:
March 8, 2004
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