CS 134 Test Program #2

Size: px
Start display at page:

Download "CS 134 Test Program #2"

Transcription

1 CS 134 Test Program #2 Sokoban Objective: Build an interesting game using much of what we have learned so far. This second test program is a computer maze game called Sokoban. Sokoban is a challenging game to play, but its rules are quite simple. There are several marbles placed in a maze. One marble is blue and represents the player. The other marbles must be pushed into a goal area. The goal area is simply part of the maze drawn in yellow. The player marble moves the other marbles into the goal by getting behind a marble and pushing it into the goal. There is one catch. The player marble can only push one marble at a time and can only push it one square at a time. Of course, it needs to be behind the marble to push it and neither the player nor the other marble can go through walls. A level is complete when all the target marbles are in the goal area. (The number of cells in the goal area will always correspond to the number of ordinary marbles on the board.) There are many levels with different shaped mazes and different numbers of target marbles to move. In your program, you will initialize a level by reading a maze configuration from a file. The maze is then drawn on the screen. The user uses the arrow keys to move the player marble around. The user pushes a target marble simply by moving the player marble behind the target marble. The arrow keys will then move both the player and target marble in the same direction, as long as the move is legal. A picture of the game in progress is shown below. At this point one of the marbles has been pushed into the goal area. The program should also include a button labelled Restart level. If the user clicks this button, the initial configuration for that level will be drawn so the player can start over after getting stuck. If the user completes a level, the label on the button changes to Next level. Clicking on the button then removes the 1

2 current level and draws the maze for the next level of the game by reading in the file containing the next level. At that point, the label of the button changes back to restart level. To get you started: We have placed in the CS134 folder of Courses, a folder called Test Program 2. It contains two folders, a demo version of Sokoban and the Sokoban start-up. The start-up folder contains files describing the mazes for various levels of the game and skeletons of the four classes you need to write: Sokoban, Player, Level, and Square. The contents of these files are printed at the end of this document. The various levels of the board can be found in files named screen.i for i an integer between 0 and 90. The file screen.0 is a special very simple file that can be used for testing your program. Each level file is a text file containing at most twenty lines (most contain fewer), with each line containing at most 20 characters. Each line represents a row in the starting configuration of the level. A blank represents an open cell, a # represents a wall, a $ represents a regular marble, represents the player s marble, while a. represents a goal area. Sokoban class The class Sokoban, which extends WindowController, is responsible for receiving handling all GUI input. It creates a new object, curlevel, of type Level, reads in the file screen.i using method readlevelfile(int i), and enters the data into the level by invoking the additem method of a Level object for each item in the file. It also creates player by calling the constructor for class Player is read in from the file. We have provided for you the method readlevelfile and the method makebufferedreader(string filename) that it uses. Sokoban also contains methods keytyped, keyreleased, and keypressed. The first two methods should be ignored. (They are required in every class that implements KeyListener, but we will not need them in this program.) The method keypressed will be activated when the user presses any of the keys of the program. This method should invoke the appropriate method of the player to let it know which direction the user wishes it to move (though of course the player will need to determine if that move is possible). Class Sokoban will also be responsible for adding the Button and its listening methods to the window. Level class The Level class keeps track of the current state of the board via a 20 by 20 array of Squares. When a file representing a new level is being read in, the readlevelfile method of Sokoban will execute invocations of the form additem(row,col,item) for each character read from the level file, where item is the character read in. The additem method will construct a new object of type Square which will be inserted into the array in the slot corresponding to that row and column. Later, the player object will invoke methods associated with the current Level to determine whether particular cells represent walls, whether they contain a marble, etc. These queries will generally be passed on to the corresponding objects of type Square to answer. That is, the level will delegate to the appropriate Square the responsibility for answering the query. The level is also responsible for moving around marbles on the board in response to directions from player. Square class Objects of type square are responsible for keeping all relevant information about a particular cell of the board. Each needs to keep track of whether it is a wall, goal, or open, and whether it contains a marble, inculding the player s marble. Other methods may also be necessary in order to move marbles around from one Square to another. Objects of type Square are responsible for keeping the display up-to-date in response to changes requested by the Level object. Player class Methods of the Player object are invoked by Sokoban whenever an arrow key is pressed. It knows the rules of the game and is responsible for interacting with the level to enforce the rules. For example, it must determine if a move is possible (either a push or non-push) and then instruct curlevel what changes to make in response to these moves. To understand the use of objects of each of these classes, consider the following diagram: 2

3 It shows the maze used in the first level of the game overlaid with a grid that can be used to identify locations within the maze. For example, the position of the player marble in the maze is row 8, column 11 of the grid. An object of type Player corresponding to this board would need to know the row and column where it is located. The corresponding object of type Level will contain a two dimensional array of Squares describing each of the cells in the picture above. When asked if the cell in row 2 and column 5 were a wall, the curlevel would respond negatively, but would respond positively to a query as to whether that cell held a marble. Try it out! As stated above, a demo of this assignment can be found in the CS134 folder on Courses. Please play with it until you understand the rules completely. Your program need not produce an identical display to ours, but it will be acceptable if it does. We hope you will be creative and make the game more fun to play! We have some suggestions below. Writing the program: We strongly encourage you to proceed as suggested below to assure that you can turn in a running program. While a partial program will not receive full credit, a program that does not run at all generally receives a worse grade. Moreover it is easier to debug a program if you know that some parts do run correctly. Run the demonstration program. Construct a program that opens the file and displays the first board before quitting. Expand the program to allow the player to move his or her marble around the board, one space at a time, without pushing any other marble. Make sure that the move is a legal one before allowing it. Expand the program again, this time allowing the user to push another marble with theirs. From the user s point of view, there is no difference between moving and pushing. (They just press the appropriate arrow key!) Your program will have to detect and deal with this difference. Be sure to check that there is an open space in which to push the marble. 3

4 Add the button to allow the user to restart the current level. Add a method to determine if all of the shaded marbles are in the goal area. This method should be called each time the user moves a gray marble to determine if they are allowed to move on to the next level. If all the marbles are in the goal area, change the button to read next level. When they click on the button, update the board level and change the button title back to restart level. You should now have a playable version of the game. Hints for keeping the board updated properly: 1. When you draw a rectangle for a goal cell, be sure to send it to the back of the canvas so that the marbles will show up on top. 2. Be sure to repaint the canvas every time you move a marble. Extra credit suggestions: Here are a few suggestions for extra credit features that you can add that will make the game more fun to play. 1. Add an undo button to undo your last move if you mess up. (It is very frustrating to have to start all over if you make one mistake.) You need not undo more than one move. [2 points maximum] 2. Design and implement a GUI component which allows the user to allow the selection of any of the available levels. [2 points maximum] 3. Keep track of where each player last left off in a file. Allow the display of an honor roll of the top 10 players (in terms of level solved). [4 points maximum] 4. Allow a player to decide to start fresh or to start at the last level not yet completed. Use of a file is necessary for this and the previous feature. You will learn how to work with files after Thanksgiving. [4 points maximum] Remember: This test program should be treated like an open-book take-home examination, as described in the Honor Code Guidelines handed out at the beginning of the semester. Specifically, any questions you have regarding this assignment or the particulars of your program should be addressed only to an instructor. The TA s can only answer questions involving incorrect functioning of your computer or Java compiler. When in doubt, they will refer you to an instructor. Please turn in a copy of your design document (worth 20% of the grade) at the beginning of your lecture section on Monday, November 20. To get full credit, the design document should include all of the basic game features. However, partial credit will be given for designs that include fewer features. The final program should be turned in electronically by 5 pm on Friday, December 1. 4

5 Table 1: Grading Guidelines Value Feature Design preparation (20 pts total) 5 pts. each for the four classes Syntax Style (15 pts total) 6 pts. Descriptive and helpful comments 2 pts. Good names 2 pts. Good use of constants 2 pts. Appropriate formatting 3 pts. Appropriate use of public/private Semantic style (25 pts total) 5 pts. conditionals and loops 5 pts. General design/efficiency issues 5 pts. Parameters, variables, and scoping 5 pts. Good correct use of arrays 5 pts. Miscellaneous Correctness (40 pts total) 8 pts. Drawing board correctly 8 pts. Moving marble correctly 8 pts. Pushing marble correctly 8 pts. Recognizing winning position 8 pts. Updating board correctly with button 5

6 Sokoban class starter: import objectdraw.*; import java.io.*; import java.awt.event.*; import java.awt.*; public class Sokoban extends WindowController implements KeyListener public static final char WALL = # ; // file characters public static final char PLAYER ; // representing cells public static final char MARBLE = $ ; public static final char GOAL =. ; private static final int MAZESIZE = 20; private static final int MAX_LEVELS = 90; // max size of maze // max number of levels in game // prefix of filenames holding different levels private static final String FILENAMEPREFIX = "screens/screen."; private int levelcounter = 0; // level to be read in next from file private Level curlevel; private Player player; // representation of game board and marbles // object representing player marble in level // Create a new level and fill it from the file. Set up GUI interface and // set up appropriate listeners. public void begin () curlevel = new Level (MAZESIZE, MAZESIZE, canvas); readlevelfile (levelcounter); addkeylistener (this); // Add GUI stuff // Initialize curlevel by reading file "screen.i" and loading info // into curlevel. // Also initializes player as position with PLAYER character. public void readlevelfile (int i) String nextrow; int rowcounter = 0; char nextcellcontents; BufferedReader levelreader = makebufferedreader (FILENAMEPREFIX + i); try for (nextrow = levelreader.readline(); nextrow!= null; nextrow = levelreader.readline()) 6

7 for (int colcounter = 0; colcounter < nextrow.length(); colcounter++) nextcellcontents = nextrow.charat(colcounter); curlevel.additem (rowcounter, colcounter, nextcellcontents); if (nextcellcontents == PLAYER) player = new Player (rowcounter, colcounter, curlevel); rowcounter++; canvas.repaint(); catch (IOException e) System.out.println ("Exception reading file!"); // Create a BufferedReader stream for the given file name private BufferedReader makebufferedreader(string filename) InputStream leveldata = getclass().getresourceasstream (filename); return new BufferedReader(new InputStreamReader (leveldata)); // Must be here to implement KeyListener, but should not be used. public void keytyped(keyevent e) // Must be here to implement KeyListener, but should not be used. public void keyreleased(keyevent e) // Handle the pressing of the arrow keys by sending appropriate // messages to player. e is the event generated by the keypress public void keypressed(keyevent e) switch(e.getkeycode()) case KeyEvent.VK_UP: // add code here break; case KeyEvent.VK_DOWN: // add code here break; 7

8 case KeyEvent.VK_LEFT: // add code here break; case KeyEvent.VK_RIGHT: // add code here break; // Add any other methods needed here. // Get rid of extraneous comments before turning in. Level class starter: import objectdraw.*; import java.awt.*; public class Level private static final int CELL_SIZE = 15; private static final int LEFT_EDGE = 50; private static final int TOP = 50; private Square [][] grid; // size of each cell of board // location of upper left corner // of board // grid represents playing area // construct new Level with grid of dimension rows x cols. // Add extra parameters if necessary public Level (int rows, int cols, DrawingCanvas canvas) // Insert code here // Add element corresponding to item to level at (row,col) public void additem(int row, int col, char item) // Insert code here // Add methods necessary to manipulate grid contents as a result of player moves. 8

9 Player class starter: public class Player // declarations here // construct new player object public Player (int row, int col, Level level) // code to construct player // insert appropriate methods to move player Square class starter: import objectdraw.*; import java.awt.*; public class Square // Colors of player marble, pushing marbles, walls, and goal private static final Color PLAYER_COLOR = Color.blue; private static final Color MARBLE_COLOR = Color.gray; private static final Color WALL_COLOR = Color.black; private static final Color GOAL_COLOR = Color.yellow; private static final int MARBLE_OFFSET = 2; // inset of marble w/in cell // Create new square representing information about cell of game board public Square (/* insert parameters here */) // add methods here 9

CS 134 Programming Exercise 9:

CS 134 Programming Exercise 9: CS 134 Programming Exercise 9: Nibbles Objective: To gain experience working with 2 dimensional arrays. The Problem Nibbles is a snake. Nibbles moves around a field, looking for food. Unfortunately, Nibbles

More information

CS 51 Laboratory # 12

CS 51 Laboratory # 12 CS 51 Laboratory # 12 Pictionary Objective: To gain experience with Streams. Networked Pictionary This week s assignment will give you the opportunity to practice working with Streams in the context of

More information

CS 201 Advanced Object-Oriented Programming Lab 6 - Sudoku, Part 2 Due: March 10/11, 11:30 PM

CS 201 Advanced Object-Oriented Programming Lab 6 - Sudoku, Part 2 Due: March 10/11, 11:30 PM CS 201 Advanced Object-Oriented Programming Lab 6 - Sudoku, Part 2 Due: March 10/11, 11:30 PM Introduction to the Assignment In this lab, you will finish the program to allow a user to solve Sudoku puzzles.

More information

Java Foundations John Lewis Peter DePasquale Joe Chase Third Edition

Java Foundations John Lewis Peter DePasquale Joe Chase Third Edition Java Foundations John Lewis Peter DePasquale Joe Chase Third Edition Pearson Education Limited Edinburgh Gate Harlow Essex CM20 2JE England and Associated Companies throughout the world Visit us on the

More information

CS 051 Homework Laboratory #2

CS 051 Homework Laboratory #2 CS 051 Homework Laboratory #2 Dirty Laundry Objective: To gain experience using conditionals. The Scenario. One thing many students have to figure out for the first time when they come to college is how

More information

CS 201 Advanced Object-Oriented Programming Lab 3, Asteroids Part 1 Due: February 17/18, 11:30 PM

CS 201 Advanced Object-Oriented Programming Lab 3, Asteroids Part 1 Due: February 17/18, 11:30 PM CS 201 Advanced Object-Oriented Programming Lab 3, Asteroids Part 1 Due: February 17/18, 11:30 PM Objectives to gain experience using inheritance Introduction to the Assignment This is the first of a 2-part

More information

Programming Project 1

Programming Project 1 Programming Project 1 Handout 6 CSCI 134: Fall, 2016 Guidelines A programming project is a laboratory that you complete on your own, without the help of others. It is a form of take-home exam. You may

More information

CS 134 Programming Exercise 2:

CS 134 Programming Exercise 2: CS 134 Programming Exercise 2: Dirty Laundry Objective: To gain experience using conditionals. The Scenario. One thing some students have to figure out for the first time when they come to college is how

More information

To gain experience using GUI components and listeners.

To gain experience using GUI components and listeners. Lab 5 Handout 7 CSCI 134: Fall, 2017 TextPlay Objective To gain experience using GUI components and listeners. Note 1: You may work with a partner on this lab. If you do, turn in only one lab with both

More information

Programming Languages and Techniques (CIS120)

Programming Languages and Techniques (CIS120) Programming Languages and Techniques (CIS120) Lecture 34 April 13, 2017 Model / View / Controller Chapter 31 How is the Game Project going so far? 1. not started 2. got an idea 3. submitted design proposal

More information

Be sure check the official clarification thread for corrections or updates to this document or to the distributed code.

Be sure check the official clarification thread for corrections or updates to this document or to the distributed code. Com S 228 Spring 2011 Programming Assignment 1 Part 1 (75 points): Due at 11:59 pm, Friday, January 28 Part 2 (225 points): Due at 11:59 pm, Monday, February 7 This assignment is to be done on your own.

More information

Programming Languages and Techniques (CIS120)

Programming Languages and Techniques (CIS120) Programming Languages and Techniques (CIS120) Lecture 36 November 30, 2018 Mushroom of Doom Model / View / Controller Chapter 31 Announcements Game Project Complete Code Due: Monday, December 10th NO LATE

More information

SAMPLE EXAM Exam 2 Computer Programming 230 Dr. St. John Lehman College City University of New York Thursday, 5 November 2009

SAMPLE EXAM Exam 2 Computer Programming 230 Dr. St. John Lehman College City University of New York Thursday, 5 November 2009 SAMPLE EXAM Exam 2 Computer Programming 230 Dr. St. John Lehman College City University of New York Thursday, 5 November 2009 NAME (Printed) NAME (Signed) E-mail Exam Rules Show all your work. Your grade

More information

Practice Midterm 1. Problem Points Score TOTAL 50

Practice Midterm 1. Problem Points Score TOTAL 50 CS 120 Software Design I Spring 2019 Practice Midterm 1 University of Wisconsin - La Crosse February 25 NAME: Do not turn the page until instructed to do so. This booklet contains 10 pages including the

More information

Programming Exercise

Programming Exercise Programming Exercise Nibbles Objective: To gain experience working with 2 dimensional arrays. The Problem Nibbles is a snake. Nibbles moves around a field, looking for food. Unfortunately, Nibbles is not

More information

CSE 142, Autumn 2018 Programming Assignment #9: Critters (20 points) Due Tuesday, December 4th, 9:00 PM

CSE 142, Autumn 2018 Programming Assignment #9: Critters (20 points) Due Tuesday, December 4th, 9:00 PM CSE 142, Autumn 2018 Programming Assignment #9: Critters (20 points) Due Tuesday, December 4th, 9:00 PM This assignment focuses on classes and objects. Turn in Ant.java, Bird.java, Hippo.java, Vulture.java,

More information

CS 134 Programming Exercise 3:

CS 134 Programming Exercise 3: CS 134 Programming Exercise 3: Repulsive Behavior Objective: To gain experience implementing classes and methods. Note that you must bring a program design to lab this week! The Scenario. For this lab,

More information

CIS 162 Project 4 Farkle (a dice game)

CIS 162 Project 4 Farkle (a dice game) CIS 162 Project 4 Farkle (a dice game) Due Date at the start of class on Monday, 3 December (be prepared for quick demo and zybook test) Before Starting the Project Read chapter 10 (ArrayList) and 13 (arrays)

More information

CS Programming Exercise:

CS Programming Exercise: CS Programming Exercise: An Introduction to Java and the ObjectDraw Library Objective: To demonstrate the use of objectdraw graphics primitives and Java programming tools This lab will introduce you to

More information

SCHOOL OF COMPUTING, ENGINEERING AND MATHEMATICS SEMESTER 1 EXAMINATIONS 2015/2016 CI101 / CI177. Programming

SCHOOL OF COMPUTING, ENGINEERING AND MATHEMATICS SEMESTER 1 EXAMINATIONS 2015/2016 CI101 / CI177. Programming s SCHOOL OF COMPUTING, ENGINEERING AND MATHEMATICS SEMESTER 1 EXAMINATIONS 2015/2016 CI101 / CI177 Programming Time allowed: THREE hours: Answer: ALL questions Items permitted: Items supplied: There is

More information

CS 134 Programming Exercise 7:

CS 134 Programming Exercise 7: CS 134 Programming Exercise 7: Scribbler Objective: To gain more experience using recursion and recursive data structures. This week, you will be implementing a program we call Scribbler. You have seen

More information

CS 2110 Summer 2011: Assignment 2 Boggle

CS 2110 Summer 2011: Assignment 2 Boggle CS 2110 Summer 2011: Assignment 2 Boggle Due July 12 at 5pm This assignment is to be done in pairs. Information about partners will be provided separately. 1 Playing Boggle 1 In this assignment, we continue

More information

Midterm I - CSE11 Fall 2013 CLOSED BOOK, CLOSED NOTES 50 minutes, 100 points Total.

Midterm I - CSE11 Fall 2013 CLOSED BOOK, CLOSED NOTES 50 minutes, 100 points Total. Midterm I - CSE11 Fall 2013 CLOSED BOOK, CLOSED NOTES 50 minutes, 100 points Total. Name: ID: Problem 1) (8 points) For the following code segment, what are the values of i, j, k, and d, after the segment

More information

You Can Make a Difference! Due April 11/12 (Implementation plans due in class on 4/9)

You Can Make a Difference! Due April 11/12 (Implementation plans due in class on 4/9) You Can Make a Difference! Due April 11/12 (Implementation plans due in class on 4/9) In last week s lab, we introduced some of the basic mechanisms used to manipulate images in Java programs. Now, we

More information

CS 335 Lecture 02 Java Programming

CS 335 Lecture 02 Java Programming 1 CS 335 Lecture 02 Java Programming Programming in Java Define data Calculate using data Output result Java is object-oriented: Java program must: Merge data and functions into object Invoke functions

More information

IT101. Graphical User Interface

IT101. Graphical User Interface IT101 Graphical User Interface Foundation Swing is a platform-independent set of Java classes used for user Graphical User Interface (GUI) programming. Abstract Window Toolkit (AWT) is an older Java GUI

More information

Programming Assignment IV Due Monday, November 8 (with an automatic extension until Friday, November 12, noon)

Programming Assignment IV Due Monday, November 8 (with an automatic extension until Friday, November 12, noon) Programming Assignment IV Due Monday, November 8 (with an automatic extension until Friday, November 12, noon) Thus spake the master programmer: A well-written program is its own heaven; a poorly written

More information

Fall 2013 Program/Homework Assignment #2 (100 points) -(Corrected Version)

Fall 2013 Program/Homework Assignment #2 (100 points) -(Corrected Version) CSE 11 START EARLY! Fall 2013 Program/Homework Assignment #2 (100 points) -(Corrected Version) Due: 11 October 2013 at 11pm (2300) Book Exercises Cover Chapters: 3-4 This is a combination of written responses

More information

Programming Assignment 4 ( 100 Points )

Programming Assignment 4 ( 100 Points ) Programming Assignment 4 ( 100 Points ) Due: 11:59pm Thursday, October 26 START EARLY!! In PA4 you will continue exploring the graphical user interface (GUI) and object oriented programming. You will be

More information

Practice Midterm 1 Answer Key

Practice Midterm 1 Answer Key CS 120 Software Design I Fall 2018 Practice Midterm 1 Answer Key University of Wisconsin - La Crosse Due Date: October 5 NAME: Do not turn the page until instructed to do so. This booklet contains 10 pages

More information

Programming Assignment 2 (PA2) - DraggingEmoji & ShortLongWords

Programming Assignment 2 (PA2) - DraggingEmoji & ShortLongWords Programming Assignment 2 (PA2) - DraggingEmoji & ShortLongWords Due Date: Wednesday, October 10 @ 11:59 pm Assignment Overview Grading Gathering Starter Files Program 1: DraggingEmoji Program 2: ShortLongWords

More information

H212 Introduction to Software Systems Honors

H212 Introduction to Software Systems Honors Introduction to Software Systems Honors Lecture #19: November 4, 2015 1/14 Third Exam The third, Checkpoint Exam, will be on: Wednesday, November 11, 2:30 to 3:45 pm You will have 3 questions, out of 9,

More information

CS61BL: Data Structures & Programming Methodology Summer Project 1: Dots!

CS61BL: Data Structures & Programming Methodology Summer Project 1: Dots! CS61BL: Data Structures & Programming Methodology Summer 2014 Project 1: Dots! Note on compiling Board.java You will not be able to compile Board.java until you make your own CantRemoveException class.

More information

This homework has an opportunity for substantial extra credit, which is described at the end of this document.

This homework has an opportunity for substantial extra credit, which is described at the end of this document. CS 2316 Pair Homework Box Packer Due: Tuesday, June 17th, before 11:55 PM Out of 100 points Files to submit: 1. boxpacker.py For Help: - TA Helpdesk Schedule posted on class website. - Email TA's or use

More information

1 Getting started with Processing

1 Getting started with Processing cis3.5, spring 2009, lab II.1 / prof sklar. 1 Getting started with Processing Processing is a sketch programming tool designed for use by non-technical people (e.g., artists, designers, musicians). For

More information

CSE 131 Introduction to Computer Science Fall Exam II

CSE 131 Introduction to Computer Science Fall Exam II CSE 131 Introduction to Computer Science Fall 2013 Given: 6 November 2013 Exam II Due: End of session This exam is closed-book, closed-notes, no electronic devices allowed. The exception is the cheat sheet

More information

// class variable that gives the path where my text files are public static final String path = "C:\\java\\sampledir\\PS10"

// class variable that gives the path where my text files are public static final String path = C:\\java\\sampledir\\PS10 Problem Set 10 Due: 4:30PM, Friday May 10, 2002 Problem 1. Files and hashing, preliminary question (30%) This problem focuses on the use of the hashcode() method, and touches on the tostring() and equals()

More information

BCIS 3630 Dr. GUYNES SPRING 2018 TUESDAY SECTION [JAN version] GRADER COURSE WEBSITE

BCIS 3630 Dr. GUYNES SPRING 2018 TUESDAY SECTION [JAN version] GRADER   COURSE WEBSITE COURSE WEBSITE http://www.steveguynes.com/bcis3630/bcis3630/default.html Instructor: Dr. Guynes Office: BLB 312H Phone: (940) 565-3110 Office Hours: By Email Email: steve.guynes@unt.edu TEXTBOOK: Starting

More information

GRAPHICS & INTERACTIVE PROGRAMMING. Lecture 1 Introduction to Processing

GRAPHICS & INTERACTIVE PROGRAMMING. Lecture 1 Introduction to Processing BRIDGES TO COMPUTING General Information: This document was created for use in the "Bridges to Computing" project of Brooklyn College. This work is licensed under the Creative Commons Attribution-ShareAlike

More information

CS 134 Programming Exercise 1:

CS 134 Programming Exercise 1: CS 134 Programming Exercise 1: An Introduction to Java and the ObjectDraw Library Objective: To demonstrate the use of the lab computers, Java and graphics primitives. This lab will introduce you to the

More information

Chapter 3 Syntax, Errors, and Debugging. Fundamentals of Java

Chapter 3 Syntax, Errors, and Debugging. Fundamentals of Java Chapter 3 Syntax, Errors, and Debugging Objectives Construct and use numeric and string literals. Name and use variables and constants. Create arithmetic expressions. Understand the precedence of different

More information

READ AND OBSERVE THE FOLLOWING RULES:

READ AND OBSERVE THE FOLLOWING RULES: This examination has 11 pages: check that you have a complete paper. Check that you have a complete paper. Each candidate should be prepared to produce, upon request, his or her SUNY/UB card. This is a

More information

CSE 143: Computer Programming II Spring 2015 HW7: 20 Questions (due Thursday, May 28, :30pm)

CSE 143: Computer Programming II Spring 2015 HW7: 20 Questions (due Thursday, May 28, :30pm) CSE 143: Computer Programming II Spring 2015 HW7: 20 Questions (due Thursday, May 28, 2015 11:30pm) This program focuses on binary trees and recursion. Turn in the following files using the link on the

More information

CS Problem Solving and Object-Oriented Programming

CS Problem Solving and Object-Oriented Programming CS 101 - Problem Solving and Object-Oriented Programming Lab 5 - Draw a Penguin Due: October 28/29 Pre-lab Preparation Before coming to lab, you are expected to have: Read Bruce chapters 1-3 Introduction

More information

CS 150 Lab 10 Functions and Random Numbers

CS 150 Lab 10 Functions and Random Numbers CS 150 Lab 10 Functions and Random Numbers The objective of today s lab is to implement functions and random numbers in a simple game. Be sure your output looks exactly like the specified output. Be sure

More information

First Name: AITI 2004: Exam 2 July 19, 2004

First Name: AITI 2004: Exam 2 July 19, 2004 First Name: AITI 2004: Exam 2 July 19, 2004 Last Name: JSP Track Read Instructions Carefully! This is a 3 hour closed book exam. No calculators are allowed. Please write clearly if we cannot understand

More information

Introduction to Programming Using Java (98-388)

Introduction to Programming Using Java (98-388) Introduction to Programming Using Java (98-388) Understand Java fundamentals Describe the use of main in a Java application Signature of main, why it is static; how to consume an instance of your own class;

More information

Programming assignment A

Programming assignment A Programming assignment A ASCII Minesweeper Official release on Feb 14 th at 1pm (Document may change before then without notice) Due 5pm Feb 25 th Minesweeper is computer game that was first written in

More information

CS 111X - Spring Final Exam - KEY

CS 111X - Spring Final Exam - KEY CS 111X - Spring 2016 - Final Exam 1/10 Computing ID: CS 111X - Spring 2016 - Final Exam - KEY Name: Computing ID: On my honor as a student, I have neither given nor received unauthorized assistance on

More information

Remaining Enhanced Labs

Remaining Enhanced Labs Here are some announcements regarding the end of the semester, and the specifications for the last Enhanced Labs. Don t forget that you need to take the Common Final Examination on Saturday, May 5, from

More information

APCS Semester #1 Final Exam Practice Problems

APCS Semester #1 Final Exam Practice Problems Name: Date: Per: AP Computer Science, Mr. Ferraro APCS Semester #1 Final Exam Practice Problems The problems here are to get you thinking about topics we ve visited thus far in preparation for the semester

More information

First Name: AITI 2004: Exam 2 July 19, 2004

First Name: AITI 2004: Exam 2 July 19, 2004 First Name: AITI 2004: Exam 2 July 19, 2004 Last Name: Standard Track Read Instructions Carefully! This is a 3 hour closed book exam. No calculators are allowed. Please write clearly if we cannot understand

More information

CIS 110 Introduction to Computer Programming. February 29, 2012 Midterm

CIS 110 Introduction to Computer Programming. February 29, 2012 Midterm CIS 110 Introduction to Computer Programming February 29, 2012 Midterm Name: Recitation # (e.g. 201): Pennkey (e.g. bjbrown): My signature below certifies that I have complied with the University of Pennsylvania

More information

EECS168 Exam 3 Review

EECS168 Exam 3 Review EECS168 Exam 3 Review Exam 3 Time: 2pm-2:50pm Monday Nov 5 Closed book, closed notes. Calculators or other electronic devices are not permitted or required. If you are unable to attend an exam for any

More information

CS164: Programming Assignment 5 Decaf Semantic Analysis and Code Generation

CS164: Programming Assignment 5 Decaf Semantic Analysis and Code Generation CS164: Programming Assignment 5 Decaf Semantic Analysis and Code Generation Assigned: Sunday, November 14, 2004 Due: Thursday, Dec 9, 2004, at 11:59pm No solution will be accepted after Sunday, Dec 12,

More information

3 Getting Started with Objects

3 Getting Started with Objects 3 Getting Started with Objects If you are an experienced IDE user, you may be able to do this tutorial without having done the previous tutorial, Getting Started. However, at some point you should read

More information

12/22/11. } Rolling a Six-Sided Die. } Fig 6.7: Rolling a Six-Sided Die 6,000,000 Times

12/22/11. } Rolling a Six-Sided Die. } Fig 6.7: Rolling a Six-Sided Die 6,000,000 Times } Rolling a Six-Sided Die face = 1 + randomnumbers.nextint( 6 ); The argument 6 called the scaling factor represents the number of unique values that nextint should produce (0 5) This is called scaling

More information

CS161: Introduction to Computer Science Homework Assignment 10 Due: Monday 11/28 by 11:59pm

CS161: Introduction to Computer Science Homework Assignment 10 Due: Monday 11/28 by 11:59pm CS161: Introduction to Computer Science Homework Assignment 10 Due: Monday 11/28 by 11:59pm Many cable packages come with a search interface that let s you search for a show or movie by typing the name

More information

Programming Assignment 3 ( 100 Points ) START EARLY!

Programming Assignment 3 ( 100 Points ) START EARLY! Programming Assignment 3 ( 100 Points ) Due: 11:59pm Thursday, October 19 START EARLY! This programming assignment has two programs: 1) a Java application (HourGlass) that displays an hourglass shape on

More information

Goal of lecture. Object-oriented Programming. Context of discussion. Message of lecture

Goal of lecture. Object-oriented Programming. Context of discussion. Message of lecture Goal of lecture Object-oriented Programming Understand inadequacies of class languages like Ur- Java Extend Ur-Java so it becomes an object-oriented language Implementation in SaM heap allocation of objects

More information

Use the scantron sheet to enter the answer to questions (pages 1-6)

Use the scantron sheet to enter the answer to questions (pages 1-6) Use the scantron sheet to enter the answer to questions 1-100 (pages 1-6) Part I. Mark A for True, B for false. (1 point each) 1. Abstraction allow us to specify an object regardless of how the object

More information

School of Computer Science CPS109 Course Notes Set 7 Alexander Ferworn Updated Fall 15 CPS109 Course Notes 7

School of Computer Science CPS109 Course Notes Set 7 Alexander Ferworn Updated Fall 15 CPS109 Course Notes 7 CPS109 Course Notes 7 Alexander Ferworn Unrelated Facts Worth Remembering The most successful people in any business are usually the most interesting. Don t confuse extensive documentation of a situation

More information

Sudoku-4: Logical Structure

Sudoku-4: Logical Structure Sudoku-4: Logical Structure CSCI 4526 / 6626 Fall 2016 1 Goals To use an STL vector. To use an enumerated type. To learn about tightly coupled classes. To learn about circular dependencies. To use the

More information

} Each object in a Java program has an identifier (name) } This includes:

} Each object in a Java program has an identifier (name) } This includes: Class #05: More about Objects and Methods Software Design I (CS 120): M. Allen, 11 Sept. 2018 Important Java Syntax I: Identifiers Each object in a Java program has an identifier (name) This includes:

More information

5.6.1 The Special Variable this

5.6.1 The Special Variable this ALTHOUGH THE BASIC IDEAS of object-oriented programming are reasonably simple and clear, they are subtle, and they take time to get used to And unfortunately, beyond the basic ideas there are a lot of

More information

CSCI0330 Intro Computer Systems Doeppner. Lab 02 - Tools Lab. Due: Sunday, September 23, 2018 at 6:00 PM. 1 Introduction 0.

CSCI0330 Intro Computer Systems Doeppner. Lab 02 - Tools Lab. Due: Sunday, September 23, 2018 at 6:00 PM. 1 Introduction 0. CSCI0330 Intro Computer Systems Doeppner Lab 02 - Tools Lab Due: Sunday, September 23, 2018 at 6:00 PM 1 Introduction 0 2 Assignment 0 3 gdb 1 3.1 Setting a Breakpoint 2 3.2 Setting a Watchpoint on Local

More information

Programming Languages and Techniques (CIS120)

Programming Languages and Techniques (CIS120) Programming Languages and Techniques (CIS120) Lecture 36 April 18, 2012 Swing IV: Mouse and Keyboard Input Announcements Lab this week is review (BRING QUESTIONS) Game Project is out, due Tuesday April

More information

Computer Science II (20082) Week 1: Review and Inheritance

Computer Science II (20082) Week 1: Review and Inheritance Computer Science II 4003-232-08 (20082) Week 1: Review and Inheritance Richard Zanibbi Rochester Institute of Technology Review of CS-I Syntax and Semantics of Formal (e.g. Programming) Languages Syntax

More information

Practice Midterm Examination

Practice Midterm Examination Nick Troccoli Practice Midterm CS 106A July 18, 2017 Practice Midterm Examination Midterm Time: Monday, July 24th, 7:00P.M. 9:00P.M. Midterm Location: Hewlett 200 Based on handouts by Mehran Sahami, Eric

More information

: Principles of Imperative Computation. Fall Assignment 5: Interfaces, Backtracking Search, Hash Tables

: Principles of Imperative Computation. Fall Assignment 5: Interfaces, Backtracking Search, Hash Tables 15-122 Assignment 3 Page 1 of 12 15-122 : Principles of Imperative Computation Fall 2012 Assignment 5: Interfaces, Backtracking Search, Hash Tables (Programming Part) Due: Monday, October 29, 2012 by 23:59

More information

CS 142 Style Guide Grading and Details

CS 142 Style Guide Grading and Details CS 142 Style Guide Grading and Details In the English language, there are many different ways to convey a message or idea: some ways are acceptable, whereas others are not. Similarly, there are acceptable

More information

Lab 3: Work with data (IV)

Lab 3: Work with data (IV) CS2370.03 Java Programming Spring 2005 Dr. Zhizhang Shen Background Lab 3: Work with data (IV) In this lab, we will go through a series of exercises to learn some basics of working with data, including

More information

CS159 Midterm #1 Review

CS159 Midterm #1 Review Name: CS159 Midterm #1 Review 1. Choose the best answer for each of the following multiple choice questions. (a) What is the effect of declaring a class member to be static? It means that the member cannot

More information

Full file at Chapter 2 - Inheritance and Exception Handling

Full file at   Chapter 2 - Inheritance and Exception Handling Chapter 2 - Inheritance and Exception Handling TRUE/FALSE 1. The superclass inherits all its properties from the subclass. ANS: F PTS: 1 REF: 76 2. Private members of a superclass can be accessed by a

More information

CS ) PROGRAMMING ASSIGNMENT 11:00 PM 11:00 PM

CS ) PROGRAMMING ASSIGNMENT 11:00 PM 11:00 PM CS3114 (Fall 2017) PROGRAMMING ASSIGNMENT #4 Due Thursday, December 7 th @ 11:00 PM for 100 points Due Tuesday, December 5 th @ 11:00 PM for 10 point bonus Last updated: 11/13/2017 Assignment: Update:

More information

CSE115 Lab 4 Fall 2016

CSE115 Lab 4 Fall 2016 DUE DATES: Monday recitations: 9:00 PM on 10/09 Wednesday recitations: 9:00 PM on 10/11 Thursday recitations: 9:00 PM on 10/12 Friday recitations: 9:00 PM on 10/13 Saturday recitations: 9:00 PM on 10/14

More information

CompSci 105 S2 C - ASSIGNMENT TWO -

CompSci 105 S2 C - ASSIGNMENT TWO - CompSci 105 S2 C - ASSIGNMENT TWO - The work done on this assignment must be your own work. Think carefully about any problems you come across, and try to solve them yourself before you ask anyone else

More information

CIS 121 Data Structures and Algorithms with Java Spring 2018

CIS 121 Data Structures and Algorithms with Java Spring 2018 CIS 121 Data Structures and Algorithms with Java Spring 2018 Homework 2 Thursday, January 18 Due Monday, January 29 by 11:59 PM 7 Required Problems (85 points), and Style and Tests (15 points) DO NOT modify

More information

n Specifying what each method does q Specify it in a comment before method's header n Precondition q Caller obligation n Postcondition

n Specifying what each method does q Specify it in a comment before method's header n Precondition q Caller obligation n Postcondition Programming as a contract Assertions, pre/postconditions and invariants Assertions: Section 4.2 in Savitch (p. 239) Loop invariants: Section 4.5 in Rosen Specifying what each method does q Specify it in

More information

Blocky: A Game of Falling Blocks

Blocky: A Game of Falling Blocks ECE220: Computer Systems and Programming Machine Problem 6 Spring 2018 Honors Section due: Thursday 1 March, 11:59:59 p.m. Blocky: A Game of Falling Blocks Your task this week is to implement a game of

More information

Interlude. Object Oriented Design

Interlude. Object Oriented Design Interlude Object Oriented Design Announcements for This Lecture This Week Today is an Interlude Nothing today is on exam Another Big Picture talk Relevant to Assignment 6 Review for exam posted New Review

More information

CMPSCI 187 / Spring 2015 Hangman

CMPSCI 187 / Spring 2015 Hangman CMPSCI 187 / Spring 2015 Hangman Due on February 12, 2015, 8:30 a.m. Marc Liberatore and John Ridgway Morrill I N375 Section 01 @ 10:00 Section 02 @ 08:30 1 CMPSCI 187 / Spring 2015 Hangman Contents Overview

More information

ACORN.COM CS 1110 SPRING 2012: ASSIGNMENT A1

ACORN.COM CS 1110 SPRING 2012: ASSIGNMENT A1 ACORN.COM CS 1110 SPRING 2012: ASSIGNMENT A1 Due to CMS by Tuesday, February 14. Social networking has caused a return of the dot-com madness. You want in on the easy money, so you have decided to make

More information

CS 209 Spring, 2006 Lab 11: Files & Streams Instructor: J.G. Neal

CS 209 Spring, 2006 Lab 11: Files & Streams Instructor: J.G. Neal CS 209 Spring, 2006 Lab 11: Files & Streams Instructor: J.G. Neal Objectives: To gain experience with basic file input/output programming. Note: 1. This lab exercise corresponds to Chapter 16 of the textbook.

More information

COMP-202B - Introduction to Computing I (Winter 2011) - All Sections Example Questions for In-Class Quiz

COMP-202B - Introduction to Computing I (Winter 2011) - All Sections Example Questions for In-Class Quiz COMP-202B - Introduction to Computing I (Winter 2011) - All Sections Example Questions for In-Class Quiz The in-class quiz is intended to give you a taste of the midterm, give you some early feedback about

More information

Practice Final Examination #2

Practice Final Examination #2 Nick Troccoli Practice Final 2 CS 106A August 16, 2017 Practice Final Examination #2 Final Exam Time: Friday, August 18th, 12:15P.M. 3:15P.M. Final Exam Location: Various (see website) Based on handouts

More information

Project 1 Computer Science 2334 Spring 2016 This project is individual work. Each student must complete this assignment independently.

Project 1 Computer Science 2334 Spring 2016 This project is individual work. Each student must complete this assignment independently. Project 1 Computer Science 2334 Spring 2016 This project is individual work. Each student must complete this assignment independently. User Request: Create a simple movie data system. Milestones: 1. Use

More information

CS 349 / SE 382 Design Patterns. Professor Michael Terry January 21, 2009

CS 349 / SE 382 Design Patterns. Professor Michael Terry January 21, 2009 CS 349 / SE 382 Design Patterns Professor Michael Terry January 21, 2009 Today s Agenda More demos! Design patterns CS 349 / SE 382 / 2 Announcements Assignment 1 due Monday at 5PM! CS 349 / SE 382 / 3

More information

CSCI-1200 Data Structures Spring 2014 Lecture 5 Pointers, Arrays, Pointer Arithmetic

CSCI-1200 Data Structures Spring 2014 Lecture 5 Pointers, Arrays, Pointer Arithmetic CSCI-1200 Data Structures Spring 2014 Lecture 5 Pointers, Arrays, Pointer Arithmetic Announcements: Test 1 Information Test 1 will be held Monday, February 10th, 2014 from 6-7:50pm, Lab sections 1-5 and

More information

Example Programs. COSC 3461 User Interfaces. GUI Program Organization. Outline. DemoHelloWorld.java DemoHelloWorld2.java DemoSwing.

Example Programs. COSC 3461 User Interfaces. GUI Program Organization. Outline. DemoHelloWorld.java DemoHelloWorld2.java DemoSwing. COSC User Interfaces Module 3 Sequential vs. Event-driven Programming Example Programs DemoLargestConsole.java DemoLargestGUI.java Demo programs will be available on the course web page. GUI Program Organization

More information

Programming Assignment 8 ( 100 Points )

Programming Assignment 8 ( 100 Points ) Programming Assignment 8 ( 100 Points ) Due: 11:59pm Wednesday, November 22 Start early Start often! README ( 10 points ) You are required to provide a text file named README, NOT Readme.txt, README.pdf,

More information

CSE 143: Computer Programming II Summer 2015 HW6: 20 Questions (due Thursday, August 13, :30pm)

CSE 143: Computer Programming II Summer 2015 HW6: 20 Questions (due Thursday, August 13, :30pm) CSE 143: Computer Programming II Summer 2015 HW6: 20 Questions (due Thursday, August 13, 2015 11:30pm) This assignment focuses on binary trees and recursion. Turn in the following files using the link

More information

CISC 1600 Lecture 3.1 Introduction to Processing

CISC 1600 Lecture 3.1 Introduction to Processing CISC 1600 Lecture 3.1 Introduction to Processing Topics: Example sketches Drawing functions in Processing Colors in Processing General Processing syntax Processing is for sketching Designed to allow artists

More information

1 Getting started with Processing

1 Getting started with Processing cisc3665, fall 2011, lab I.1 / prof sklar. 1 Getting started with Processing Processing is a sketch programming tool designed for use by non-technical people (e.g., artists, designers, musicians). For

More information

Project Data: Manipulating Bits

Project Data: Manipulating Bits CSCI0330 Intro Computer Systems Doeppner Project Data: Manipulating Bits Due: September 26, 2018 at 11:59pm 1 Introduction 1 2 Assignment 1 2.1 Collaboration 3 2.2 TA Hours 3 3 The Puzzles 3 3.1 Bit Manipulations

More information

Compilers Project 3: Semantic Analyzer

Compilers Project 3: Semantic Analyzer Compilers Project 3: Semantic Analyzer CSE 40243 Due April 11, 2006 Updated March 14, 2006 Overview Your compiler is halfway done. It now can both recognize individual elements of the language (scan) and

More information

GUI Program Organization. Sequential vs. Event-driven Programming. Sequential Programming. Outline

GUI Program Organization. Sequential vs. Event-driven Programming. Sequential Programming. Outline Sequential vs. Event-driven Programming Reacting to the user GUI Program Organization Let s digress briefly to examine the organization of our GUI programs We ll do this in stages, by examining three example

More information

CS 170 Java Programming 1. Week 9: Learning about Loops

CS 170 Java Programming 1. Week 9: Learning about Loops CS 170 Java Programming 1 Week 9: Learning about Loops What s the Plan? Topic 1: A Little Review ACM GUI Apps, Buttons, Text and Events Topic 2: Learning about Loops Different kinds of loops Using loops

More information

CIS 162 Project 1 Business Card Section 04 (Kurmas)

CIS 162 Project 1 Business Card Section 04 (Kurmas) CIS 162 Project 1 Business Card Section 04 (Kurmas) Due Date at the start of lab on Monday, 17 September (be prepared to demo in lab) Before Starting the Project Read zybook chapter 1 and 3 Know how to

More information

Queen s University Faculty of Arts and Science School of Computing CISC 124 Final Examination December 2004 Instructor: M. Lamb

Queen s University Faculty of Arts and Science School of Computing CISC 124 Final Examination December 2004 Instructor: M. Lamb Queen s University Faculty of Arts and Science School of Computing CISC 124 Final Examination December 2004 Instructor: M. Lamb HAND IN Answers recorded on Examination paper This examination is THREE HOURS

More information