辅导program程序、讲解Python,c++编程、Java程序辅导 调试Matlab程序|辅导留学生Prolog
- 首页 >> Java编程 NOTE! Your submitted program MUST compile and run. Any submission that does not compile will
automatically awarded a 50 marks penalty. This means it is your responsibility to continually compile
and test your code as you build it.
NOTE! Your submitted files must be correctly identified and submitted (as described above). Any
submission that does not comply will receive and automatic 20 marks penalty (applied after
marking). Your Visual Studio project should include all .cpp, .h and .txt files.
NOTE! Your tutor may ask you to program part of your assignment in class to determine that you
have completed the work yourself. Failure to do this to an acceptable level will result in you being
referred to the Subject Leader for plagiarism.
Scenario:
You have just joined a new multimedia company called CyberRoo. As a new employee, you have been tasked with
creating a text-based prototype for a new game tool the company has been asked to create by a major client called
“The Amazing RPG Character Generator”.
Your job is to demonstrate some of the basic functionality of the program, which will be further developed by the team
of programmers after your finish the prototype. To do this you will complete a series of tasks, each building upon the
previous task.
Task List:
Your project must include an application file – correctly formatted including variable and function declarations.
Create and display a menu that accesses each of the following functions of the program.
Read data from a file and display it as an information screen about the application.
Read some sample data from a file and store it appropriately.
Generate a random RPG character and display the result using the stored data.
Save a character to file, appending each new character saved, at the user’s request.
Load all saved characters from the saved file and display the contents.
Task 1: Create and Display a Menu
Your first task is to create and display a menu, just like the one
shown here. In the example, option [1] has been selected,
terminating the program.
Create a function called runMenu() and call it from the main()
function.
From this function, the user must be able to select any of the
displayed options as often as they want before ending the program.
Ensure that you validate the user’s input so that only the options
displayed can be chosen.
3
Task 2: Display an Information Screen
Your next task is to display some information about the
application, just like the one shown here.
Create a function called displayText() and call it from
the runMenu() function, when option [2] Display “About”
Information is selected.
This function must accept a filename as a parameter
(“MadAbout.txt”) then read and display the data.
You must allow the user some time to read the displayed
information before returning them to the menu.
You can copy MadAbout.txt into the appropriate folder to
read and display, instead of creating your own. However,
you may need to modify the format of the data, depending
on how you intend to import it into your program.
You may create your own information, if you wish. If you do,
keep it short!
Task 3: Read and Store Data from a File
Your next task is to read and store the Mad Lib data, from one (or
more) text files, and store this data in appropriate variables. This data
will be used to generate the randomised Mad Libs in the next task.
Create a function called createLists() and call it from the
runMenu() function, when option [3] Read and Store Data from
File is selected.
This function must accept a filename as a parameter (“*.txt”) and
successfully read and store the data. The data is to be stored in two
collection variables named madLibs, and madBits.
You can choose to read the data from a single file, storing each data
set in the different variables, OR read and store each data set with
two separate calls to the same function with different arguments OR
use another suitable method of your own devising.
You may also be required to manipulate the string data, using
appropriate string methods.
The data for the two individual collections can be found in
madBits.txt and madLib.txt (provided on Moodle), which you
can modify or change to suit your method of reading and storing
the data, instead of writing your own. You are free to write your
own data, if you wish. Remember to name and store your text
files appropriately.
The data for the mad bits is currently written so that it identifies
the types of words the user must input for its matching Mad Lib.
The Mad Libs themselves have place holders for each word,
which will be replaced by the user’s input.
WORD was WORD the WORD for their latest WORD.
a NAME, a VERB ending in ING, a plural NOUN, a NOUN
4
BoTask 4: Generate and Display a Random Mad Lib
Your next task is generating a random Mad Lib, using 3
different elements from the mad libs collection, and ask
the user to input appropriate words, using the
associated mad bits and display the result as a
concatenated or formatted string.
Add a function generateMadLib() and call it from
runMenu() function, when option [4] Generate a
Random Mad Lib is selected.
This function must return a formatted or concatenated
string using 3 randomly selected Mad Libs. The user is
asked to type in words of the specific type, using the
matching mad bits data for each selected Mad Lib.
You will need to use a number of string manipulation
techniques to achieve the desired result. Think through
the process carefully before you start to write your code.
Hint: work it out using pen and paper first using one
Mad Lib.
Ensure that the collection variables have content in
them before trying to select an element, to stop the
program from crashing.
See screen shot for an example of the required output.
Task 5: Save a Mad Lib to a File
Your next task is to save a Mad Lib to a file, called
“savedMadLibs.txt”.
In this task you must:
display the last generated Mad Lib
ask the user if they want to save it
▪ if so, add it to any existing data in the file
▪ if not, do nothing
return to the menu when the task is complete
Create a function called saveData() and call it from
the runMenu() function, when option [5] Save a Mad
Libs to file is selected.
Use the screen shot as a guide for your display and input
request. You should also inform the user when the data
is saved, before returning to the menu.
5
Task 6: Load Saved Mad Libs from a File
Your final task is loading the saved Mad Libs from the
“savedMadLibs.txt” and displaying them
appropriately.
How you achieve this is dependent upon how you
saved the data. Ideally, the display should be the same
as the way you displayed the Mad Lib when you
generated it.
Use the screen shot as a guide for your display – these
Mad Libs are being displayed in the same way as they
were originally generated.
Things you may need to consider:
Do the collection lists need to be initialised
before you display the saved data?
How have you saved the data?
▪ Did you save the random numbers for each
element type?
▪ Did you save the completed strings?
▪ Did you use another method?
How will you display the data after it is read from
the saved data file?
▪ Which method is the most efficient way to
display it?
How will you ensure that the user has time to read the output before returning to the menu?
Assignment Notes:
It is your responsibility to know what is expected of you. If you are unsure about anything, ask your tutor sooner
rather than later. Write any questions and/or notes here to help you clarify what you have to do.
Assignment 1: Marking Criteria [100 marks in total]
NOTE: Your submitted project must be correctly identified and submitted, otherwise it will receive an
automatic 20 marks penalty (applied after marking).
Does the program compile and run? Yes or No
NOTE! Your submitted program MUST compile and run. Any submission that does not compile will
receive an automatic 50 marks penalty (applied after marking).
6
1. Application Design [20]
1.1. Application File [20]
1.1.1.The main() function has appropriate function calls to keep it uncluttered [4]
1.1.2.Has all the correct #include statements [4]
1.1.3.Has the required data members and member functions using meaningful names [4]
1.1.4.Has created all function prototypes correctly [4]
1.1.5.Has created any additional functions to streamline their code [4]
2. Functionality [60]
2.1. Task 1: Menu [12]
2.1.1. The runMenu() function correctly initialises any required variables [2]
2.1.2. The menu options are clearly displayed [2]
2.1.3. Appropriate use of loop and decision structures to process user input [2]
2.1.4. Correct use of function calls when responding to user input [2]
2.1.5. The user controls when to return to the menu [2]
2.1.6. Appropriate exit [2]
2.2. Task 2: About Information [8]
2.2.1. The displayText() function uses the correct argument [2]
2.2.2. Appropriate validation checks have been made [2]
2.2.3. Appropriate use of loop and decision structures to read and display data [4]
2.3. Task 3: Reading and Storing Data [10]
2.3.1. The createLists() function uses the correct argument [2]
2.3.2. The collection variables (arrays or vectors) are correctly initialised [2]
2.3.3. Appropriate method(s) used to read the data from the file [2]
2.3.4. Appropriate use of loop and decision structures to read and store data [4]
2.4. Task 4: Generate and Display a Storyline [8]
2.4.1. The generateMadLib() function returns a string [2]
2.4.2. Validation checks that collection lists have been created [2]
2.4.3. One random data element is selected from each collection [2]
2.4.4. The returned string is correctly concatenated and/or formatted [2]
2.5. Task 5: Save Data to a File [12]
2.5.1. The saveData() function uses the correct argument(s) [4]
2.5.2. The current story line data is displayed appropriately [2]
2.5.3. The user is asked whether to save or not with an appropriate process of user input [2]
2.5.4. Appropriate validation for writing the file is in place [2]
2.5.5. The data is correctly written to the specified file [2]
2.6. Task 6: Load Data from a File [10]
2.6.1. The loadData() function uses the correct argument(s) [2]
2.6.2. Appropriate validation checks, loop and decision structures to read and display data [4]
2.6.3. Generated data is displayed using correct formatting after loading [4]
3. Quality of Solution and Code [20]
3.1. Does the program perform the functionality in an efficient and extensible manner? [4]
3.2. Has a well-designed program been implemented? [8]
3.2.1. Appropriate additional functions created to streamline code [4]
3.2.2. Demonstrates the use of logical procedures [4]
3.3. Has the Programming Style Guide been followed appropriately? [8]
3.3.1. All functions and variables have meaningful names and use correct camel notation [4]
3.3.2. Appropriate use of comments throughout the code [4]
automatically awarded a 50 marks penalty. This means it is your responsibility to continually compile
and test your code as you build it.
NOTE! Your submitted files must be correctly identified and submitted (as described above). Any
submission that does not comply will receive and automatic 20 marks penalty (applied after
marking). Your Visual Studio project should include all .cpp, .h and .txt files.
NOTE! Your tutor may ask you to program part of your assignment in class to determine that you
have completed the work yourself. Failure to do this to an acceptable level will result in you being
referred to the Subject Leader for plagiarism.
Scenario:
You have just joined a new multimedia company called CyberRoo. As a new employee, you have been tasked with
creating a text-based prototype for a new game tool the company has been asked to create by a major client called
“The Amazing RPG Character Generator”.
Your job is to demonstrate some of the basic functionality of the program, which will be further developed by the team
of programmers after your finish the prototype. To do this you will complete a series of tasks, each building upon the
previous task.
Task List:
Your project must include an application file – correctly formatted including variable and function declarations.
Create and display a menu that accesses each of the following functions of the program.
Read data from a file and display it as an information screen about the application.
Read some sample data from a file and store it appropriately.
Generate a random RPG character and display the result using the stored data.
Save a character to file, appending each new character saved, at the user’s request.
Load all saved characters from the saved file and display the contents.
Task 1: Create and Display a Menu
Your first task is to create and display a menu, just like the one
shown here. In the example, option [1] has been selected,
terminating the program.
Create a function called runMenu() and call it from the main()
function.
From this function, the user must be able to select any of the
displayed options as often as they want before ending the program.
Ensure that you validate the user’s input so that only the options
displayed can be chosen.
3
Task 2: Display an Information Screen
Your next task is to display some information about the
application, just like the one shown here.
Create a function called displayText() and call it from
the runMenu() function, when option [2] Display “About”
Information is selected.
This function must accept a filename as a parameter
(“MadAbout.txt”) then read and display the data.
You must allow the user some time to read the displayed
information before returning them to the menu.
You can copy MadAbout.txt into the appropriate folder to
read and display, instead of creating your own. However,
you may need to modify the format of the data, depending
on how you intend to import it into your program.
You may create your own information, if you wish. If you do,
keep it short!
Task 3: Read and Store Data from a File
Your next task is to read and store the Mad Lib data, from one (or
more) text files, and store this data in appropriate variables. This data
will be used to generate the randomised Mad Libs in the next task.
Create a function called createLists() and call it from the
runMenu() function, when option [3] Read and Store Data from
File is selected.
This function must accept a filename as a parameter (“*.txt”) and
successfully read and store the data. The data is to be stored in two
collection variables named madLibs, and madBits.
You can choose to read the data from a single file, storing each data
set in the different variables, OR read and store each data set with
two separate calls to the same function with different arguments OR
use another suitable method of your own devising.
You may also be required to manipulate the string data, using
appropriate string methods.
The data for the two individual collections can be found in
madBits.txt and madLib.txt (provided on Moodle), which you
can modify or change to suit your method of reading and storing
the data, instead of writing your own. You are free to write your
own data, if you wish. Remember to name and store your text
files appropriately.
The data for the mad bits is currently written so that it identifies
the types of words the user must input for its matching Mad Lib.
The Mad Libs themselves have place holders for each word,
which will be replaced by the user’s input.
WORD was WORD the WORD for their latest WORD.
a NAME, a VERB ending in ING, a plural NOUN, a NOUN
4
BoTask 4: Generate and Display a Random Mad Lib
Your next task is generating a random Mad Lib, using 3
different elements from the mad libs collection, and ask
the user to input appropriate words, using the
associated mad bits and display the result as a
concatenated or formatted string.
Add a function generateMadLib() and call it from
runMenu() function, when option [4] Generate a
Random Mad Lib is selected.
This function must return a formatted or concatenated
string using 3 randomly selected Mad Libs. The user is
asked to type in words of the specific type, using the
matching mad bits data for each selected Mad Lib.
You will need to use a number of string manipulation
techniques to achieve the desired result. Think through
the process carefully before you start to write your code.
Hint: work it out using pen and paper first using one
Mad Lib.
Ensure that the collection variables have content in
them before trying to select an element, to stop the
program from crashing.
See screen shot for an example of the required output.
Task 5: Save a Mad Lib to a File
Your next task is to save a Mad Lib to a file, called
“savedMadLibs.txt”.
In this task you must:
display the last generated Mad Lib
ask the user if they want to save it
▪ if so, add it to any existing data in the file
▪ if not, do nothing
return to the menu when the task is complete
Create a function called saveData() and call it from
the runMenu() function, when option [5] Save a Mad
Libs to file is selected.
Use the screen shot as a guide for your display and input
request. You should also inform the user when the data
is saved, before returning to the menu.
5
Task 6: Load Saved Mad Libs from a File
Your final task is loading the saved Mad Libs from the
“savedMadLibs.txt” and displaying them
appropriately.
How you achieve this is dependent upon how you
saved the data. Ideally, the display should be the same
as the way you displayed the Mad Lib when you
generated it.
Use the screen shot as a guide for your display – these
Mad Libs are being displayed in the same way as they
were originally generated.
Things you may need to consider:
Do the collection lists need to be initialised
before you display the saved data?
How have you saved the data?
▪ Did you save the random numbers for each
element type?
▪ Did you save the completed strings?
▪ Did you use another method?
How will you display the data after it is read from
the saved data file?
▪ Which method is the most efficient way to
display it?
How will you ensure that the user has time to read the output before returning to the menu?
Assignment Notes:
It is your responsibility to know what is expected of you. If you are unsure about anything, ask your tutor sooner
rather than later. Write any questions and/or notes here to help you clarify what you have to do.
Assignment 1: Marking Criteria [100 marks in total]
NOTE: Your submitted project must be correctly identified and submitted, otherwise it will receive an
automatic 20 marks penalty (applied after marking).
Does the program compile and run? Yes or No
NOTE! Your submitted program MUST compile and run. Any submission that does not compile will
receive an automatic 50 marks penalty (applied after marking).
6
1. Application Design [20]
1.1. Application File [20]
1.1.1.The main() function has appropriate function calls to keep it uncluttered [4]
1.1.2.Has all the correct #include statements [4]
1.1.3.Has the required data members and member functions using meaningful names [4]
1.1.4.Has created all function prototypes correctly [4]
1.1.5.Has created any additional functions to streamline their code [4]
2. Functionality [60]
2.1. Task 1: Menu [12]
2.1.1. The runMenu() function correctly initialises any required variables [2]
2.1.2. The menu options are clearly displayed [2]
2.1.3. Appropriate use of loop and decision structures to process user input [2]
2.1.4. Correct use of function calls when responding to user input [2]
2.1.5. The user controls when to return to the menu [2]
2.1.6. Appropriate exit [2]
2.2. Task 2: About Information [8]
2.2.1. The displayText() function uses the correct argument [2]
2.2.2. Appropriate validation checks have been made [2]
2.2.3. Appropriate use of loop and decision structures to read and display data [4]
2.3. Task 3: Reading and Storing Data [10]
2.3.1. The createLists() function uses the correct argument [2]
2.3.2. The collection variables (arrays or vectors) are correctly initialised [2]
2.3.3. Appropriate method(s) used to read the data from the file [2]
2.3.4. Appropriate use of loop and decision structures to read and store data [4]
2.4. Task 4: Generate and Display a Storyline [8]
2.4.1. The generateMadLib() function returns a string [2]
2.4.2. Validation checks that collection lists have been created [2]
2.4.3. One random data element is selected from each collection [2]
2.4.4. The returned string is correctly concatenated and/or formatted [2]
2.5. Task 5: Save Data to a File [12]
2.5.1. The saveData() function uses the correct argument(s) [4]
2.5.2. The current story line data is displayed appropriately [2]
2.5.3. The user is asked whether to save or not with an appropriate process of user input [2]
2.5.4. Appropriate validation for writing the file is in place [2]
2.5.5. The data is correctly written to the specified file [2]
2.6. Task 6: Load Data from a File [10]
2.6.1. The loadData() function uses the correct argument(s) [2]
2.6.2. Appropriate validation checks, loop and decision structures to read and display data [4]
2.6.3. Generated data is displayed using correct formatting after loading [4]
3. Quality of Solution and Code [20]
3.1. Does the program perform the functionality in an efficient and extensible manner? [4]
3.2. Has a well-designed program been implemented? [8]
3.2.1. Appropriate additional functions created to streamline code [4]
3.2.2. Demonstrates the use of logical procedures [4]
3.3. Has the Programming Style Guide been followed appropriately? [8]
3.3.1. All functions and variables have meaningful names and use correct camel notation [4]
3.3.2. Appropriate use of comments throughout the code [4]