Computer science

FC036 Coursework Group Work

 

Submission Date:                    M Group              2 April 2018                            3pm

O Group               5 March 2018                         3pm

J Group                2 July2018                              3pm

A Group               23 July 2018                           3pm

H Group               30 July 2018                           3pm

 

This task can be begun during lesson time and completed at home.  A hard copy must be handed in to the submission box outside the Hub by the date shown above, based on your cohort.  In addition, an email of the code must be sent to your tutor by the same date and time.

 

Make sure that all members of the group sign the front cover of the submission form.

 

A single piece of A4 paper must be submitted as well as the code for your work containing the following things

  • Your names
  • A detailed list of what each member of the group has done
  • This list must be signed by each member of the group to say it is correct and a true account of what actually happened. If a member does not agree then they do not sign.

 

 

Task:

Clark is designing a game that allows players to move around a 7×7 grid, each position in the board has a number to represent the space, as shown in Fig 1.

 

43 44 45 46 47 48 49
42 41 40 39 38 37 36
29 30 31 32 33 34 35
28 27 26 25 24 23 22
15 16 17 18 19 20 21
14 13 12 11 10 9 8
1 2 3 4 5 6 7

 

Fig 1

 

Players must move through the spaces in numerical order, starting from space 1, all the way to space 49.

 

Player(s) roll two 6-sided dice and move that number of places, e.g. if they are on space 4 and they roll a 3 and a 2, they move 5 spaces to space 9.

 

The winner is the first player to reach space 49. Players do not need to roll an exact number to reach space 49, for example if they are on 48 and roll 3, they will still win.

 

Analyse the requirements for this system and design (which means write pseudo code), develop, test and evaluate a program that:

  • allows 2 players to play the game
  • allows the players to take it in turns to roll two 6 sided dice and move
  • display the result of each move on the board
  • makes a player move back the number of positions rolled if they roll a double (two dice with the same number)
  • displays the messages below when the condition for display is met (the condition is given to you below):
    1. Start Game message: displays either just before the first roll of the dice, or upon start-up
    2. A message when a ‘double’ is rolled (e.g. a 3 on each die): displays only when the score from both die are identical
    3. Win message when they finish the game: displays when the player score is 49 or greater

 

These messages should be stored externally and then read in to the game at the start of the program.

 

Some games have obstacles or challenges that may send you back or forward by a set number of spaces.

 

  • Create a way of externally storing at least 4 “obstacles” and the number of squares they move forward or backward by.
  • Load these obstacles into the game when it starts.

.

 

FC036Project Work

 

Submission Date:                    M Group              w/c 9 April 2018                     3pm

O Group               w/c 12 March 2018                3pm

J Group                w/c 9 July2018                       3pm

A Group               w/c 30 July 2018                    3pm

H Group               w/c 6 August2018                  3pm

 

This task will be completed in lesson time.

 

Task:

You are expected to prepare a presentation with your group partners about the work you have done in the Group Project (Coursework 6). The length of the presentation must be 10-12 min, + 1-2 extra min for questions.

 

Guidelines:

The presentation will start with an Introduction where the background for the project will be explained (What are you trying to do?); the introduction will be followed by the Method, that briefly explains the methods and code you have used to create the finished result; Who did what – each person will discuss the sections that they made on the code and how it all fits together; What did you learn? – each person will discuss what they have learnt through doing this; What the most difficult part was and why; a summary of what you have done. Finally, you will finish with a Conclusion describing what you have gone through in the presentation today.

 

Marking:

Marks will be allocated in the following sections, and then added together to give a total out of 100%.Look carefully at the following marking criteria, and use this to help you assess whether your presentation deserves a high mark.

 

Section A (20%): Quality of presentation

We will be looking for:

  • Clear and confident speech.
  • Link your information. Clear signposting between sections.
  • Neat slides, with the right amount of information in each slide, easy for the audience to read.

 

Section B (20%): Factual content

We will be looking for:

  • Clear, headed sections for Introduction, Method, etc,
  • Each of these sections should only contain material relating to that section.
  • Method section will contain all relevant information.
  • Who did what section will contain details about the part each of you played in creating the finished code. Detailed and relevant discussion information is given.

You need to retell what you did when creating the code in a structured, standardised order. To get full credit here include all the steps of the method in the correct order.

 

 

Section C (50%): Understanding of Java

This will mainly be found in the Introduction and Methods sections.

We will be looking for:

  • Clear explanation of the Java code used for the program detailing why you used it.
  • Links to theory.
  • Good use of White Space in code samples shown
  • Clear layout

You will gain marks here for showing scientific knowledge and understanding. Note that this section carries the most marks.

 

Section D (10%): Ability to Answer Questions.

We will be looking for:

Good quality of answers, showing appropriate background knowledge.

 

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