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- 首页 >> Java编程 Life - Part 1: Assignment Specification
CAB201 Semester 2, 2020
Last Updated: 04/09/2020
Assigment Details
There is no intention to have this assignment specification change over time. However, if anything does
change or additional detail is added to the specification, the table below will be updated to reflect the
changes.
Version Date Description
1.0 11/08/2020 Initial Specification
1.1 13/08/2020 Added warning about external libraries to the Academic Integrity section
1.2 17/08/2020 The minimum valid grid size has been increased to 4
1.3 04/09/2020 Added more test cases
Overview
In memoriam of the legendary mathematician John Conway, we will be be exploring one of his most famous
creations as an exercise in programming principles - the Game of Life. Also referred to as Life, the game is
a zero-player game, meaning that it’s behaviour is determined by it’s initial state with no additional input.
Conway explains the rules for the Game of Life in a Numberphile interview (explanation starts at 1:00). The
rules will be described in detail further into the document.
Your task is to create an command line application that can simulate Life. The application must be designed
to be invoked from the command line, where game states and program settings can be provided. Additionally,
the application must display a running animation of Life in a graphical display window (this functionality
has been partially completed for you in the form of a small and simple API that you must utilize). This
assignment is designed to test your ability to:
Build command-line applications
Develop high-quality file I/O functionality
Design a solution to a non-trivial computational problem
Understand and utilize an external API
1
Game Behavior
The game of life exists in universe comprised of a two-dimensional grid of square cells. The number of rows
and columns in the universe may be specified by command line arguments (see Command Line Interface
below). By default, the dimensions of the universe will be 16 × 16 (16 rows and 16 columns). Each cell can
be referred to by it’s row and column, starting in the bottom left with 0 for each dimension. An example of
a 5 × 5 Life universe is illustrated in Figure 1.
Figure 1: A 5 × 5 Life universe. Row and column indices are labelled. All cells are dead (inactive)
Each cell in the grid can exist in one of two states - dead or alive (also referred to as inactive and active
respectively). Each cell is aware of it’s eight closest neighbours during any generation of the life universe.
These neighbours are the cells positioned horizontally, vertically and diagonally adjacent of any given cell.
Figure 2: Visual representation of a neighbourhood in Life. The neighbours of the cell highlighted in blue
are highlighted in light blue.
Life progresses (or evolves) through a series of generations, with each generation depending on the one that
proceeded it. The rules that determine the next generation are rather simple and can be summarized by the
following:
Any live cell with exactly 2 or 3 live neighbours survive (stay alive) in the next generation.
Any dead cell with exactly 3 live neighbours resurrect (become alive) in the next generation.
All other cells are dead in the next generation.
Generation 4
Figure 3: Generational evolution of a glider. Note how the pattern repeats after 4 generations of evolution.
An example of the effects of these rules is given in Figure 3, which contains five consecutive generations.
To describe how one of the rules work with an example, from generations 0 to 1, cell (3, 1) is changed from
2
dead to alive because it has exactly 3 live neighbors in generation 0 (cells (2, 0), (2, 2), and (2, 3)). For this
assignment, life will continue to evolve for a pre-determined amount of generations (50 by default).
Seeds
The first generation of the game is called the seed, which will be determined randomly, or through a formatted
file. The long term behaviour of the game is determined entirely by the seed, meaning that the future state
of any game is deterministic. This is one way you can determine whether your program is running correctly
and will be the basis for grading your assignment.
Randomisation
The default method for generating a seed is through randomization. For each cell in the seed, the probability
of the cell being alive is 50% and is otherwise assumed dead. The probability that any given cell is initially
alive can be modified through command line arguments.
File
Alternatively, the seed can be defined by a file that is supplied through the command line arguments. If
a file is supplied in the command line arguments then the randomization process described above will not
occur. The seed files will have the extension of .seed and will be formatted according to the following rules:
The first line of the file will always be #version=1.0.
Each line of the file represents a cell that is initially alive (the rest are assumed dead).
Each line will contain two integers, separated by a space character.
◦ The first integer represents the row index of the live cell.
◦ The second integer represents the column index of the live cell.
Below is an example of a seed file that would result in the glider pattern shown in Figure 3 (Generation 0):
Because the file and the universe size are specified independently, it is possible for a file to specify alive cells
that exist outside the bounds of the universe. If this occurs, the user should be presented a warning and the
recommend universe size that would suit the seed file (the maximum row and column indices). See detailed
requirements in Command Line Interface below.
Periodic Boundary Conditions
Periodic boundary conditions can be applied to a Life universe for some more interesting behaviour. Under
periodic boundary conditions, a cell that exists on the boundary of universe will have neighbours that "wrap
around" to the other side of the universe.
You will find it particularly useful to draw on your knowledge of integer arithmetic operators (such as
modulus) when attempting to implement this feature.
This is best described visually, see Figure 4. Consider the last pair of examples in the figure. In the
non-periodic case, the the neighbouring cells that would exist if the universe was any larger ((5, 3), (5, 4),
(5, 5), (3, 5) and (4, 5)) are non-existent. In the periodic case...
3
The neighbouring cells that would normally be located at (5, 3) and (5, 4) are located at (0, 3) and
(0, 4).
The neighbouring cells that would normally be located at (3, 5) and (4, 5) are located at (3, 0) and
(4, 0).
The neighbouring cell that would normally be located at (5, 5) is located at (0, 0).
Periodic
Figure 4: Examples of neighbouring cells in contrasting non-periodic and periodic boundary condition based
universes. The neighbours of the cell highlighted in blue are highlighted in light blue.
Update Rates
Even in the most inefficient implementations of Life, the computation time for a single generational evolution
can be quite fast (for small universes). As such, it is often necessary to limit the number of generational
evolutions that can occur every second. This can be accomplished using a number of different different
methods, two of which are briefly described below:
(Simple) Add a delay between each generational evolution by sleeping the main thread. Although
simple, this method can be inaccurate, particularly if your algorithm for evolving your universe is slow.
(Accurate) Use a stopwatch or timer to delay the next evolution until the correct time has elapsed.
Keep in mind that the time between updates can be found with the following formula (where T is the time
between updates in seconds, and f is the update rate/frequency):
You will not be required to write your own display component for this program. Instead it has been provided
to you in the form of a library called Display. It is your task to integrate this library into your program. The
project library is already contained within the assignment template provided on Blackboard. To interface
with the display, you will need to use the Grid class. The classes in the library are well documented using
XML style comments, you are encouraged to read these comments to help you understand the code. Ensure
that you do not modify the code in this library so that the display works as intended.
Command Line Interface
Many modern software applications are controlled via graphical user interfaces (GUI), however command line
interfaces (CLI) are still frequently used by software developers and system administrators. The creation
of GUIs are outside the scope of this unit (event driven programming is covered more in CAB302), so
your application must be created using a CLI instead. Depending on the application, CLIs have different
usages. This section will describe the general structure and usage of a CLI, and the specific usage that your
program’s CLI must follow. Failure to follow these CLI requirements precisely will mean that
your program cannot be tested correctly and will likely result in severe academic penalty.
4
CLI Command Structure
A lot of single purpose CLI programs follow the following structure:
> executable []
The right angle bracket (>) indicates the beginning of the command line prompt, you do not type this
yourself. The executable is the name of the program. In this assignment, the program will be called life.
More specifically, because we are creating a .NET Core application, the .dll file that is built for our program
can be executed on MacOS and Windows like so:
> dotnet life.dll []
The [] are a series of optional arguments for your program. These arguments will allow the
program to run with a variety of different settings that differ from the defaults. Each of the option type
arguments are described below.
Rows and Columns
The number of rows and columns of the game board may be specified using the –dimensions option. The
flag must be followed by two parameters, the first specifying the number of rows and the second specifying
the number of columns.
Defaults: The game board will have 16 rows and 16 columns.
Validation: Both values must be provided and must be positive integers between 4 and 48 (inclusive).
Usage: --dimensions
Periodic Behaviour
Whether the game board acts in a periodic manner (see Behaviour) may be specified using the --periodic
option. This flag should not be followed by any parameters.
Defaults: The game board will not behave in a periodic manner.
Validation: N/A
Usage: --periodic
Random Factor
The probability of any cell to be initially active may be specified using the --random option. This flag should
be followed by a single parameter.
Defaults: The probability will be 0.5 (50%).
Validation: The value must be a float between 0 and 1 (inclusive).
Usage: --random
Input File
The path of the file representing the initial game state may be specified using the --seed options. This flag
should be followed by a single parameter.
Defaults: No input file is used.
5
Validation: The value must be a valid absolute or relative file path. The value must be a valid file
path have the .seed file extension.
Usage: --seed
Generations
The number of generations in the game may be specified using the --generations option. This flag should
be followed by a single parameter.
Defaults: The game should run for 50 generations.
Validation: The value must be a positive non-zero integer.
Usage: --generations
Maximum Update Rate
The maximum number of generational updates per second (ups) may be specified using the --max-update
option. This flag should be followed by a single parameter.
Defaults: The maximum update rate is 5 updates per second.
Validation: The value must be a float between 1 and 30 (inclusive).
Usage: --max-update
Step Mode
Whether the program will wait for the user to press the space-bar key to progress to the next generation,
may be specified using the --step option.
Defaults: The program will not run in step mode
Validation: N/A
Usage: --step
Validation
Each of the command line arguments that can be provided to the program have the potential to modify the
behaviour of the program. The program must check to see if each of the arguments are valid in accordance
with the descriptions above. If the arguments for a particular category happen to be invalid, your program
should revert to the defaults for that category and continue to run your program. The user should be issued
a warning with a brief description of the problem.
Test Cases
To ensure your program is working as intended you should test it thoroughly. Appendix A contains a series
of test cases for your program. It is imperative that you test your program using these test cases before
submission as your program will be marked using similar test cases. However, that does not mean you should
not limit yourself to the test cases presented here.
6
Each test case has a link to a video that shows the intended behaviour of each test case. Note that for
test cases that involve a random seed, you will not be able to exactly replicate the video demonstration, but
it will give you an expectation on the type of behaviour.
Program Flow
Your program should follow the following program flow:
1. The program displays the success or failure of interpreting the command line arguments in the console
window.
2. The program displays the runtime settings based on a combination of command line arguments and
defaults.
3. The program waits until the user presses the space-bar key to begin.
4. The Life simulation is run using the runtime settings. If step mode is active, the program must wait
until the user presses the space-bar key before showing the next generation.
5. Once the simulation is complete, the program must wait until the user presses the space-bar key to
clear the screen and end the program.
Deliverables
For this assignment, You are required to submit a zip file – via Blackboard – containing the following items:
• The solution folder (containing your whole solution and it’s projects).
• A brief user manual (in the form of a README.md).
• A self-filled CRA and statement of completeness.
A submission template has been provided on Blackboard that you should download and use for your submission.
Do not submit just the .cs files. Do not submit just the .sln file. You must submit the
folder which contains the .sln file and all folders and files contained within.
If you are unsure how to submit your assignment correctly, please seek advice from your tutor. Be sure
test by zipping your folder, moving it to a lab computer or virtual machine, and unzipping. Ensure that you
can open your solution via the .sln file and that your solution builds and runs as expected.
Below is a description of each of the non-code items required for submission. You will be awarded points for
completing each of the following items in full, make sure you complete and submit both to maximize your
grade.
1. User Manual: Briefly explain how to build and run the Release version of your program using
Visual Studio. Describe the location of your executable and how it should be run with command line
arguments (adhering to the command line argument guidelines detailed in this specification). This
needs to be formatted using Markdown formatting which you can read more about here.
2. CRA and Statement of Completeness: This document acts as a declaration of your work and
progress on the assignment. The process of filling out this document will ensure that you full understand
the task and its markable requirements. You must fill this document honestly (don’t give yourself full
marks unless you really believe you have aced the assignment), it exists purely for your own benefit.
7
Getting Started
Tackling a large project such as this assignment may initially seem daunting. However, breaking it down
into smaller tasks that can be implemented and tested will make the task much more manageable. This is
a crucial skill for professional practice.
This assignment specification is being released before you get to any OOP related topics. As such, you
may find it difficult to start implementing any classes for a couple of weeks. As you have been exposed to
a significant amount of I/O, begin with the design and functionality of the command line arguments, and
move on from there as you are introduced to new topics.
Make sure that you keep the CAB201 C# Programming Style Guide document on Blackboard handy while
completing this assignment. It is important that your maintain well documented and formatted code from
the very beginning.
This specification will be uploaded alongside a video demonstration of the completed program. You should
watch this video before getting started to help you understand how your program should function or how
Life works.
Submission Instructions
Please follow the instruction details detailed below:
1. Test your program on the practical lab computers or on the QUT VMs to ensure that your code works
as intended on a standard machine. Code that does not compile or run will not receive any
marks.
2. Arrange your deliverables in a zip folder labelled CAB201_2020S2_ProjectPartA_nXXXXXXXX where the
last part is replaced with your student ID. Your archive must have a .zip extension.
3. Submit a preliminary version of your assignment at least once before the progress submission due date.
This progress submission does not need to be a completed version of your assignment, but you must
have made some quantifiable progress. There are grades allocated for the progress submission.
4. Submit the final version of your assignment before the final submission due date. The code in your
final submission will be the only thing marked directly.
Academic Integrity
All submissions for this assignment will be analysed by the MoSS (Measure of Software Similarity) plagiarism
detection system (http://theory.stanford.edu/~aiken/moss/). Serious violations of the university’s
policies regarding plagiarism will be forwarded to the SEF’s Academic Misconduct Committee for formal
prosecution. As per QUT rules, you are not permitted to copy or share solutions to individual assessment
items. In serious plagiarism cases SEF’s Academic Misconduct Committee prosecutes both the copier and
the original author equally.
It is your responsibility to keep your solution secure. In particular, you must not make your solution
visible online via cloud-based code development platforms such as GitHub. If you wish
to use such a resource, do so only if you are certain you have a private repository that cannot be seen by
anyone else. However, it is recommended to keep your work well away from both the Internet and your
fellow students to avoid being prosecuted for plagiarism.
Please note that using external libraries for this project will result in academic penalty, you
must only use code within the standard .NET API (3.1). You may use any class in the System
namespace (do not use the Microsoft namespace).
CAB201 Semester 2, 2020
Last Updated: 04/09/2020
Assigment Details
There is no intention to have this assignment specification change over time. However, if anything does
change or additional detail is added to the specification, the table below will be updated to reflect the
changes.
Version Date Description
1.0 11/08/2020 Initial Specification
1.1 13/08/2020 Added warning about external libraries to the Academic Integrity section
1.2 17/08/2020 The minimum valid grid size has been increased to 4
1.3 04/09/2020 Added more test cases
Overview
In memoriam of the legendary mathematician John Conway, we will be be exploring one of his most famous
creations as an exercise in programming principles - the Game of Life. Also referred to as Life, the game is
a zero-player game, meaning that it’s behaviour is determined by it’s initial state with no additional input.
Conway explains the rules for the Game of Life in a Numberphile interview (explanation starts at 1:00). The
rules will be described in detail further into the document.
Your task is to create an command line application that can simulate Life. The application must be designed
to be invoked from the command line, where game states and program settings can be provided. Additionally,
the application must display a running animation of Life in a graphical display window (this functionality
has been partially completed for you in the form of a small and simple API that you must utilize). This
assignment is designed to test your ability to:
Build command-line applications
Develop high-quality file I/O functionality
Design a solution to a non-trivial computational problem
Understand and utilize an external API
1
Game Behavior
The game of life exists in universe comprised of a two-dimensional grid of square cells. The number of rows
and columns in the universe may be specified by command line arguments (see Command Line Interface
below). By default, the dimensions of the universe will be 16 × 16 (16 rows and 16 columns). Each cell can
be referred to by it’s row and column, starting in the bottom left with 0 for each dimension. An example of
a 5 × 5 Life universe is illustrated in Figure 1.
Figure 1: A 5 × 5 Life universe. Row and column indices are labelled. All cells are dead (inactive)
Each cell in the grid can exist in one of two states - dead or alive (also referred to as inactive and active
respectively). Each cell is aware of it’s eight closest neighbours during any generation of the life universe.
These neighbours are the cells positioned horizontally, vertically and diagonally adjacent of any given cell.
Figure 2: Visual representation of a neighbourhood in Life. The neighbours of the cell highlighted in blue
are highlighted in light blue.
Life progresses (or evolves) through a series of generations, with each generation depending on the one that
proceeded it. The rules that determine the next generation are rather simple and can be summarized by the
following:
Any live cell with exactly 2 or 3 live neighbours survive (stay alive) in the next generation.
Any dead cell with exactly 3 live neighbours resurrect (become alive) in the next generation.
All other cells are dead in the next generation.
Generation 4
Figure 3: Generational evolution of a glider. Note how the pattern repeats after 4 generations of evolution.
An example of the effects of these rules is given in Figure 3, which contains five consecutive generations.
To describe how one of the rules work with an example, from generations 0 to 1, cell (3, 1) is changed from
2
dead to alive because it has exactly 3 live neighbors in generation 0 (cells (2, 0), (2, 2), and (2, 3)). For this
assignment, life will continue to evolve for a pre-determined amount of generations (50 by default).
Seeds
The first generation of the game is called the seed, which will be determined randomly, or through a formatted
file. The long term behaviour of the game is determined entirely by the seed, meaning that the future state
of any game is deterministic. This is one way you can determine whether your program is running correctly
and will be the basis for grading your assignment.
Randomisation
The default method for generating a seed is through randomization. For each cell in the seed, the probability
of the cell being alive is 50% and is otherwise assumed dead. The probability that any given cell is initially
alive can be modified through command line arguments.
File
Alternatively, the seed can be defined by a file that is supplied through the command line arguments. If
a file is supplied in the command line arguments then the randomization process described above will not
occur. The seed files will have the extension of .seed and will be formatted according to the following rules:
The first line of the file will always be #version=1.0.
Each line of the file represents a cell that is initially alive (the rest are assumed dead).
Each line will contain two integers, separated by a space character.
◦ The first integer represents the row index of the live cell.
◦ The second integer represents the column index of the live cell.
Below is an example of a seed file that would result in the glider pattern shown in Figure 3 (Generation 0):
Because the file and the universe size are specified independently, it is possible for a file to specify alive cells
that exist outside the bounds of the universe. If this occurs, the user should be presented a warning and the
recommend universe size that would suit the seed file (the maximum row and column indices). See detailed
requirements in Command Line Interface below.
Periodic Boundary Conditions
Periodic boundary conditions can be applied to a Life universe for some more interesting behaviour. Under
periodic boundary conditions, a cell that exists on the boundary of universe will have neighbours that "wrap
around" to the other side of the universe.
You will find it particularly useful to draw on your knowledge of integer arithmetic operators (such as
modulus) when attempting to implement this feature.
This is best described visually, see Figure 4. Consider the last pair of examples in the figure. In the
non-periodic case, the the neighbouring cells that would exist if the universe was any larger ((5, 3), (5, 4),
(5, 5), (3, 5) and (4, 5)) are non-existent. In the periodic case...
3
The neighbouring cells that would normally be located at (5, 3) and (5, 4) are located at (0, 3) and
(0, 4).
The neighbouring cells that would normally be located at (3, 5) and (4, 5) are located at (3, 0) and
(4, 0).
The neighbouring cell that would normally be located at (5, 5) is located at (0, 0).
Periodic
Figure 4: Examples of neighbouring cells in contrasting non-periodic and periodic boundary condition based
universes. The neighbours of the cell highlighted in blue are highlighted in light blue.
Update Rates
Even in the most inefficient implementations of Life, the computation time for a single generational evolution
can be quite fast (for small universes). As such, it is often necessary to limit the number of generational
evolutions that can occur every second. This can be accomplished using a number of different different
methods, two of which are briefly described below:
(Simple) Add a delay between each generational evolution by sleeping the main thread. Although
simple, this method can be inaccurate, particularly if your algorithm for evolving your universe is slow.
(Accurate) Use a stopwatch or timer to delay the next evolution until the correct time has elapsed.
Keep in mind that the time between updates can be found with the following formula (where T is the time
between updates in seconds, and f is the update rate/frequency):
You will not be required to write your own display component for this program. Instead it has been provided
to you in the form of a library called Display. It is your task to integrate this library into your program. The
project library is already contained within the assignment template provided on Blackboard. To interface
with the display, you will need to use the Grid class. The classes in the library are well documented using
XML style comments, you are encouraged to read these comments to help you understand the code. Ensure
that you do not modify the code in this library so that the display works as intended.
Command Line Interface
Many modern software applications are controlled via graphical user interfaces (GUI), however command line
interfaces (CLI) are still frequently used by software developers and system administrators. The creation
of GUIs are outside the scope of this unit (event driven programming is covered more in CAB302), so
your application must be created using a CLI instead. Depending on the application, CLIs have different
usages. This section will describe the general structure and usage of a CLI, and the specific usage that your
program’s CLI must follow. Failure to follow these CLI requirements precisely will mean that
your program cannot be tested correctly and will likely result in severe academic penalty.
4
CLI Command Structure
A lot of single purpose CLI programs follow the following structure:
> executable [
The right angle bracket (>) indicates the beginning of the command line prompt, you do not type this
yourself. The executable is the name of the program. In this assignment, the program will be called life.
More specifically, because we are creating a .NET Core application, the .dll file that is built for our program
can be executed on MacOS and Windows like so:
> dotnet life.dll [
The [
program to run with a variety of different settings that differ from the defaults. Each of the option type
arguments are described below.
Rows and Columns
The number of rows and columns of the game board may be specified using the –dimensions option. The
flag must be followed by two parameters, the first specifying the number of rows and the second specifying
the number of columns.
Defaults: The game board will have 16 rows and 16 columns.
Validation: Both values must be provided and must be positive integers between 4 and 48 (inclusive).
Usage: --dimensions
Periodic Behaviour
Whether the game board acts in a periodic manner (see Behaviour) may be specified using the --periodic
option. This flag should not be followed by any parameters.
Defaults: The game board will not behave in a periodic manner.
Validation: N/A
Usage: --periodic
Random Factor
The probability of any cell to be initially active may be specified using the --random option. This flag should
be followed by a single parameter.
Defaults: The probability will be 0.5 (50%).
Validation: The value must be a float between 0 and 1 (inclusive).
Usage: --random
Input File
The path of the file representing the initial game state may be specified using the --seed options. This flag
should be followed by a single parameter.
Defaults: No input file is used.
5
Validation: The value must be a valid absolute or relative file path. The value must be a valid file
path have the .seed file extension.
Usage: --seed
Generations
The number of generations in the game may be specified using the --generations option. This flag should
be followed by a single parameter.
Defaults: The game should run for 50 generations.
Validation: The value must be a positive non-zero integer.
Usage: --generations
Maximum Update Rate
The maximum number of generational updates per second (ups) may be specified using the --max-update
option. This flag should be followed by a single parameter.
Defaults: The maximum update rate is 5 updates per second.
Validation: The value must be a float between 1 and 30 (inclusive).
Usage: --max-update
Step Mode
Whether the program will wait for the user to press the space-bar key to progress to the next generation,
may be specified using the --step option.
Defaults: The program will not run in step mode
Validation: N/A
Usage: --step
Validation
Each of the command line arguments that can be provided to the program have the potential to modify the
behaviour of the program. The program must check to see if each of the arguments are valid in accordance
with the descriptions above. If the arguments for a particular category happen to be invalid, your program
should revert to the defaults for that category and continue to run your program. The user should be issued
a warning with a brief description of the problem.
Test Cases
To ensure your program is working as intended you should test it thoroughly. Appendix A contains a series
of test cases for your program. It is imperative that you test your program using these test cases before
submission as your program will be marked using similar test cases. However, that does not mean you should
not limit yourself to the test cases presented here.
6
Each test case has a link to a video that shows the intended behaviour of each test case. Note that for
test cases that involve a random seed, you will not be able to exactly replicate the video demonstration, but
it will give you an expectation on the type of behaviour.
Program Flow
Your program should follow the following program flow:
1. The program displays the success or failure of interpreting the command line arguments in the console
window.
2. The program displays the runtime settings based on a combination of command line arguments and
defaults.
3. The program waits until the user presses the space-bar key to begin.
4. The Life simulation is run using the runtime settings. If step mode is active, the program must wait
until the user presses the space-bar key before showing the next generation.
5. Once the simulation is complete, the program must wait until the user presses the space-bar key to
clear the screen and end the program.
Deliverables
For this assignment, You are required to submit a zip file – via Blackboard – containing the following items:
• The solution folder (containing your whole solution and it’s projects).
• A brief user manual (in the form of a README.md).
• A self-filled CRA and statement of completeness.
A submission template has been provided on Blackboard that you should download and use for your submission.
Do not submit just the .cs files. Do not submit just the .sln file. You must submit the
folder which contains the .sln file and all folders and files contained within.
If you are unsure how to submit your assignment correctly, please seek advice from your tutor. Be sure
test by zipping your folder, moving it to a lab computer or virtual machine, and unzipping. Ensure that you
can open your solution via the .sln file and that your solution builds and runs as expected.
Below is a description of each of the non-code items required for submission. You will be awarded points for
completing each of the following items in full, make sure you complete and submit both to maximize your
grade.
1. User Manual: Briefly explain how to build and run the Release version of your program using
Visual Studio. Describe the location of your executable and how it should be run with command line
arguments (adhering to the command line argument guidelines detailed in this specification). This
needs to be formatted using Markdown formatting which you can read more about here.
2. CRA and Statement of Completeness: This document acts as a declaration of your work and
progress on the assignment. The process of filling out this document will ensure that you full understand
the task and its markable requirements. You must fill this document honestly (don’t give yourself full
marks unless you really believe you have aced the assignment), it exists purely for your own benefit.
7
Getting Started
Tackling a large project such as this assignment may initially seem daunting. However, breaking it down
into smaller tasks that can be implemented and tested will make the task much more manageable. This is
a crucial skill for professional practice.
This assignment specification is being released before you get to any OOP related topics. As such, you
may find it difficult to start implementing any classes for a couple of weeks. As you have been exposed to
a significant amount of I/O, begin with the design and functionality of the command line arguments, and
move on from there as you are introduced to new topics.
Make sure that you keep the CAB201 C# Programming Style Guide document on Blackboard handy while
completing this assignment. It is important that your maintain well documented and formatted code from
the very beginning.
This specification will be uploaded alongside a video demonstration of the completed program. You should
watch this video before getting started to help you understand how your program should function or how
Life works.
Submission Instructions
Please follow the instruction details detailed below:
1. Test your program on the practical lab computers or on the QUT VMs to ensure that your code works
as intended on a standard machine. Code that does not compile or run will not receive any
marks.
2. Arrange your deliverables in a zip folder labelled CAB201_2020S2_ProjectPartA_nXXXXXXXX where the
last part is replaced with your student ID. Your archive must have a .zip extension.
3. Submit a preliminary version of your assignment at least once before the progress submission due date.
This progress submission does not need to be a completed version of your assignment, but you must
have made some quantifiable progress. There are grades allocated for the progress submission.
4. Submit the final version of your assignment before the final submission due date. The code in your
final submission will be the only thing marked directly.
Academic Integrity
All submissions for this assignment will be analysed by the MoSS (Measure of Software Similarity) plagiarism
detection system (http://theory.stanford.edu/~aiken/moss/). Serious violations of the university’s
policies regarding plagiarism will be forwarded to the SEF’s Academic Misconduct Committee for formal
prosecution. As per QUT rules, you are not permitted to copy or share solutions to individual assessment
items. In serious plagiarism cases SEF’s Academic Misconduct Committee prosecutes both the copier and
the original author equally.
It is your responsibility to keep your solution secure. In particular, you must not make your solution
visible online via cloud-based code development platforms such as GitHub. If you wish
to use such a resource, do so only if you are certain you have a private repository that cannot be seen by
anyone else. However, it is recommended to keep your work well away from both the Internet and your
fellow students to avoid being prosecuted for plagiarism.
Please note that using external libraries for this project will result in academic penalty, you
must only use code within the standard .NET API (3.1). You may use any class in the System
namespace (do not use the Microsoft namespace).