CS1701 Level 1 Group Project: CS1809 Software Design & CS1810 Software Implementation Assignment…

CS1701 Level 1 Group Project: CS1809 Software Design & CS1810 Software Implementation Assignment 2 Software Design and Implementation Updated August 2019 2 of 12 De partm ent of Compu ter S cien ce The brighter the light is, the more red the beak should be. If the finch has not encountered a light source for 4 seconds, it should stop for half a second and change direction 90 degrees to either left or right. Then, it should start searching again. The program should stop when the user picks the
CS1701 Level 1 Group Project: CS1809 Software Design & CS1810 Software Implementation Assignment 2 Software Design and Implementation Updated August 2019 2 of 12 De partm ent of Compu ter S cien ce The brighter the light is, the more red the beak should be. If the finch has not encountered a light source for 4 seconds, it should stop for half a second and change direction 90 degrees to either left or right. Then, it should start searching again. The program should stop when the user picks the finch up and places it on its tail. Before the program terminates it should ask the user whether it should display the log of the execution. If the user responds Yes, the program should display the following information: – The left and right light sensor values at the beginning of the execution. – The highest light sensor value recorded during the execution. – The lowest light sensor value recorded during the execution. – The average light sensor value recorded. – The duration of the execution. – The number of times the finch detected light. This program can be implemented using a Graphical User Interface (for example, windows, buttons, textboxes, drop-down menu, etc.) or a console user interface (input and output printed in the console). This description includes the required, core functionalities of the program. However, marks will also be awarded for additional functionalities that you have come up with. The additional functionalities should be useful and ingenuous and showcase your software development skills. The additional functionalities should not replace or conflict with the required functionalities of the task. Task 2: Draw Shape The purpose of this program is to make your finch robot draw a shape. The finch should be able to draw squares and triangles. It is possible to attach a pencil to the finch, preferably close to the wheel that is not moving, and get a decentlooking drawing. To start the program, the finch should be placed level on the floor. When the program starts, it should ask the user to enter a shape for the robot to draw (square or triangle), or to quit the program, using one of the following three commands: S (to draw a Square) T (to draw a Triangle) Q (to Quit and write log file) If S is entered, the user should be asked to enter the length of the square side. The length of the side should be a positive integer number (between 15 and 85 cm). If the user enters invalid values, the program should inform the user about the type of error and ask them to re-enter the value. If T is entered, the user should be asked to enter the length of the three sides of the triangle (between 15 and 85 cm). The side values should be positive integer numbers. If the user enters invalid values, the program should inform the user about the type of error and ask them to re-enter the values. Once valid values have been entered, the program should also check whether the entered numbers for the length of the sides could form a triangle. Again, if a triangle cannot be formed with the given values, the program should let the user know and ask them to re-enter the values. Before attempting to draw the triangle, the program should determine triangle angles. Once valid values have been entered, the wheels of the finch should start moving at a low speed. Updated August 2019 3 of 12 De partm ent of Compu ter S cien ce Given that the user enters the length of the sides of the shape (distance) in centimetres, you need to calculate the seconds/milliseconds that the finch should move for with that speed in order to cover the distance that the user has input. You can calculate the time that the finch should move for by experimenting with your finch and using simple mathematics. When the drawing of a shape is completed the finch should stop and beep once. The program should carry on prompting the user to select a shape to draw until the user enters Q. When Q is entered, the program should write the following information to a text file. – The names and the sizes of all drawn shapes as well as the angles of the triangles, in the order they were drawn. For example: Square: 60, Triangle: 60, 45, 75 (angles: 53.13, 36.87, 90), Square: 30 – The largest shape that was drawn, and its size. For example: Square: 60 – The shape (triangle or square) which was drawn most frequently, and how many times it was drawn. For example, Square: 2 times. – The average time it took to draw the shapes. For example, if Finch had to draw 3 shapes, which took 20, 35 and 19 seconds, then in the file you should write: 24.6 seconds. The program can then terminate. This program can be implemented using a Graphical User Interface (for example, windows, buttons, textboxes, drop-down menu, etc.) or a console user interface (input and output printed in the console). If the user enters any other letter besides S, T, and Q, the program should inform the user about the type of error and ask them to re-enter their command. This description includes the required, core functionalities of the program. However, marks will also be awarded for additional functionalities that you have come up with. The additional functionalities should be useful and ingenuous and showcase your software development skills. The additional functionalities should not replace or conflict with the required functionalities of the task. Task 3: Navigate The purpose of this program is to navigate the finch robot using commands entered from the computer. The available commands are: F (for Forward movement) B (for Backward movement) R (for Right turn) L (for Left turn) T (for reTracing previous movement(s)) W (for Writing the log of the commands to a text file) X (for eXecuting commands from a text file) Q (to Quit the program) For the commands F and B, the user should also enter two integer values. The first value should set the duration of the move in seconds and the second value should set the speed of the finch. No movement should last more than 6 seconds. The speed should not exceed 200. For example, F 4 100 should be interpreted as a command to move the finch forward for 4 seconds at a speed of 100; B 6 200 should be interpreted as a command to move the finch backwards for 6 seconds at a speed of 200. For the commands R and L the user should enter two integer values. The first value should set the duration of the move in seconds and the second value should set the speed of the finch after the turn is made. No right or left movement should last more than 6 seconds. The speed should not exceed 200. Assume that the right/left turn is always orthogonal to the current course. You should work out what values you should set the speeds of each wheel to, so that the finch turns orthogonally. Updated August 2019 4 of 12 De partm ent of Compu ter S cien ce Your program should make appropriate checks in order to ensure that the input values are within the valid range. For command T, the user should enter an integer value. This value should determine how many previous movements the finch needs to retrace. For example, if the finch has so far executed F, B, L, R, F, and the user enters T 3, the finch should execute again F, then R and then L (i.e., the previous 3 movement commands starting from the last one). Of course, the number of movements to retrace cannot exceed the number of the movements that the finch has executed so far. In the example above, if the user enters T 6, the program should let the user know that 6 exceeds the number of executed movements. Please note that when T is entered, only previous movement commands should be repeated and not any previous T commands. For command W, the program should write the current time in HH:MM:SS format and all the commands (including the T commands) that the finch has received to a text file. For command X, the program should open and read an existing text file that contains at least three commands (for example, F 4 100, B 6 200, T 2, L 2 170) and have the finch executing these commands one by one. When command Q is entered the program should terminate. This program can be implemented using a Graphical User Interface (for example, windows, buttons, textboxes, drop-down menu, etc.) or a console user interface (input and output printed in the console). If the user enters a letter that does not correspond to a command (e.g., Z), the program should inform the user about the type of error and ask them to re-enter their command. This description includes the required, core functionalities of the program. However, marks will also be awarded for additional functionalities that you have come up with. The additional functionalities should be useful and ingenuous and showcase your software development skills. The additional functionalities should not replace or conflict with the required functionalities of the task. Task 4: Zigzag The purpose of this program is to make your finch robot move in a regular zigzag fashion. It is possible to attach a pencil to the finch, preferably close to the wheel that will not be moving, and get a decent-looking drawing. To start the program, the finch should be placed level on the floor. For this task, we will assume that a zigzag path consists of lines of equal length that are orthogonal to each other. At the beginning of the program the user should be asked to enter the length of a zigzag section in centimetres and the number of zigzag sections (all sections are of the same length). For example, the zigzag in the illustration below consists of 8 zigzag sections. The length of a zigzag section should be at least 15 centimetres and no more than 85 centimetres. The number of zigzag sections should be even and should not exceed 12. Your program should check that valid values are entered. If this is not the case, it should generate appropriate error messages and should ask the user to reenter valid values. Updated August 2019 5 of 12 De partm ent of Compu ter S cien ce The speed of the wheels of the robot should be randomly generated. Given that the user enters the length of each zig zag section (distance) in centimetres, you need to calculate the seconds/milliseconds that the robot should move for with that randomly generated wheel speed in order to cover the distance that the user has input. You can calculate the time that the robot should move for by experimenting with your robot and using simple mathematics. Once the length and the number of zigzag sections have been given, the finch should set the LED in its beak to green and start moving forward until it moves for the given zigzag section length. The finch should then stop for one second, turn orthogonally to the path travelled and start moving in the new direction for the length of the second zigzag line. As it is traversing the second section, its LED should change to blue. At the third section, it should change its LED back to green (like in the first section of the zigzag). In the fourth section, the finch should go back to blue, and so on. Once the finch has completed traversing the given number of zigzag sections, it should turn around and retrace its movements until it reaches the original starting position (displaying the same LED colour as when it first traversed each section). When the finch robot reaches the initial starting position, it should stop and turn off the LED and the sound. Next, it should write the following information to a text file: – The user inputs (that is, length of each zig zag section and number of zig zag sections). – The randomly generated wheel speed. – The length of the traversed path (start to the end position of the zigzag, but not including travelling back). – The duration (in seconds) that the robot took to complete the move from START to END. – The distance travelled (straight line distance) from the START to the END of the zigzag. This program can be implemented using a Graphical User Interface (for example, windows, buttons, textboxes, drop-down menu, etc.) or a console user interface (input and output printed in the console). This description includes the required, core functionalities of the program. However, marks will also be awarded for additional functionalities that you have come up with. The additional functionalities should be useful and ingenuous and showcase your software development skills. The additional functionalities should not replace or conflict with the required functionalities of the task. Task 5: Detect Object The purpose of this program is to make your finch robot either follow or avoid an object. To start the program, the finch should be placed level on the floor. The program should ask the user to select between the Curious Finch mode, the Scaredy Finch mode or the Any mode. Then, the finch should start wandering around at a low speed until it encounters an object. If the user has selected the Curious Finch mode, the LED should turn blue, when it encounters an object. If the object starts moving, the finch should turn the LED to green and start moving behind the object. Every time the object stops moving, the finch should also stop, and it should turn its LED from green to blue. Every time the object starts moving again, the finch should change the LED back to green, and start following the object again. If the finch has not encountered an object for five seconds, it should wait for a second, and start moving again in a slightly different direction. If the user has selected the Scaredy Finch mode, when the finch encounters an object, it should beep once, back up and turn in the opposite direction and move away from it for three seconds. The beak should be set to green when the finch is moving around, and it should change to red when the finch sees an object and is moving away from it. Updated August 2019 6 of 12 De partm ent of Compu ter S cien ce If the user has selected the Any mode, then the program should randomly choose and execute either the Curious or the Scaredy mode. The program stops when the finch is picked up and placed on its tail. Before it terminates, it should ask the user whether they would like to view the log of the execution. If the user responds Yes, the program should display the following information: – The mode it ran (Scaredy Finch or Curious Finch). – The duration of the execution. – The number of times the Finch encountered an object. This program can be implemented using a Graphical User Interface (for example, windows, buttons, textboxes, drop-down menu, etc.) or a console user interface (input and output printed in the console). This description includes the required, core functionalities of the program. However, marks will also be awarded for additional functionalities that you have come up with. The additional functionalities should be useful and ingenuous and showcase your software development skills. The additional functionalities should not replace or conflict with the required functionalities of the task. Task 6: Dance The purpose of this program is to make your finch robot perform a dance routine in which steps consist of only forward and backward movements. The dance is determined by the user input. However, we will make this problem slightly more interesting by using different number systems. We will be using binary, decimal, octal and hexadecimal number systems. So, your program should also serve as a number converter. The program should ask the user to enter a hexadecimal number of either 1 or 2 digits (e.g., F or 1F). Then the program should convert this hexadecimal number into the octal, decimal and binary equivalents. For example, if the user enters 5A, the octal equivalent is 132, the decimal equivalent is 90 and the binary equivalent is 1011010. Once the conversion is done, these numbers will be used for creating the dance routine. The speed of the finch is determined by the octal equivalent of the given hexadecimal number. However, if the octal number is smaller than 60 then the speed should be set to that octal number + 50. If the octal number exceeds the speed limit of the wheels of the finch, the speed should be set to the limit. The colour of the LED of the finchs beak is created by mixing different values of red, green, and blue. The red value should be the decimal equivalent of the given hexadecimal number; the green value should be equal to the remainder of the decimal equivalent when divided by 80, multiplied by 3; the blue value should be equal to the greater of the two (red or green) values. The movements of the robot (forward or backwards) are determined by the binary equivalent of the given hexadecimal number. Specifically, the movements should be as follows: reading the binary number from right to left one digit at a time, the finch should move forward when the digit is equal to 1, and backwards when the digit is equal to zero. So, for example, 1011010 should cause the robot to move backwards, forward, backwards, forward, forward, backwards and finally forward. If the hexadecimal is one digit long, the duration of each movement (forward or backward) should be 1 second. If the hexadecimal is two digits long, the duration of each movement should be 0.5 seconds. Before the finch starts moving, the program should display the following information: Updated August 2019 7 of 12 De partm ent of Compu ter S cien ce Hexadecimal value given, the octal, decimal and binary equivalents, the speed at which the finch robot will be moving, and the red, green, and blue values that make the LED colour. Here are three examples of output: F, 17, 15, 1111, speed = 67, LED colour (red 15, green 45, blue 45). 5A, 132, 90, 1011010, speed = 132, LED colour (red 90, green 30, blue 90). C8, 310, 200, 11001000, speed = 255, LED colour (red 200, green 120, blue 200). The LED in the finchs beak should be set to the right colour and the finch should start moving. When the finch completes its last move, it should switch off the LED, and ask the user if they would like to enter another hex number. If the user responds NO, the program should sort in ascending order all the hexadecimals that the user has entered so far, write the numbers to a text file, and terminate. Error checks and appropriate exception handling should be put in place to ensure that the entered number represented as a string of digits and characters is valid for the hexadecimal system and the length of the string is either 1 or 2. Invalid input should be rejected, and the program should display appropriate error messages and ask the user for new input. The program must incorporate a proper algorithm for doing the conversion and must NOT use any Java builtin methods to do the conversion. This program can be implemented using a Graphical User Interface (for example, windows, buttons, textboxes, drop-down menu, etc.) or a console user interface (input and output printed in the console). This description includes the required, core functionalities of the program. However, marks will also be awarded for additional functionalities that you have come up with. The additional functionalities should be useful and ingenuous and showcase your software development skills. The additional functionalities should not replace or conflict with the required functionalities of the task. ***********THIS TASK IS ONLY FOR GROUP WITH SEVEN MEMBERS************ Task (7): Tilt Control The purpose of this program is to make your finch robot move according to the directions in which the user has just tilted it. The program should start by asking the user for how many seconds the tilts should be recorded. The user should be able to input a value between 5 and 20 seconds. Invalid input should be rejected, and the program should display appropriate error messages and ask the user for new input. Then, the user should begin tilting the finch in any of the five directions: Beak Up, Beak Down, Left Wing Down, Right Wing Down, Level. The finch should record the tilts for the specified amount of time. The finch should record its orientation every 500 milliseconds. While the finch is recording, its LED should be red. When the recording time is over, it should beep once, and the LED should turn off. The finch should then wait for 2 seconds for the user to place the finch down. Next, the finch should translate and execute the sequence of tilts that it recorded as follows: – Beak Up = move forward – Beak Down = move backward Updated August 2019 8 of 12 De partm ent of Compu ter S cien ce – Left Wing Down = turn left – Right Wing Down = turn right – Level = stop The finch should wait 500 milliseconds between each movement in the sequence (this means that the duration of each movement is 500 milliseconds). The speed of the wheels should be randomly generated, but you need to make sure that it does not exceed the speed limits of the finch. The LED of the finch should be blue during the execution of the sequence. When it has finished the execution, it should beep twice, and the program should terminate. This program can be implemented using a Graphical User Interface (for example, windows, buttons, textboxes, drop-down menu, etc.) or a console user interface (input and output printed in the console). This description includes the required, core functionalities of the program. However, marks will also be awarded for additional functionalities that you have come up with. The additional functionalities should be useful and ingenuous and showcase your software development skills. The additional functionalities should not replace or conflict with the required functionalities of the task. Assignment Elements This assignment has two elements: 1) Software Design The software design should be included in a report. The report should not exceed 20 pages and should have the following contents: a) Cover page indicating the module code; module title; assignment title; robot task number and title; your name; your ID (e.g., 0712345); name of your tutor; and your group name (e.g., Green05). b) Requirements Specification Make a list of the required functionalities of the program described in your chosen task. State whether the design of the algorithm includes all required functionalities. If not, state which functionalities it omits. Describe any additional functionalities that you have decided to include in the task. If necessary, explain why you have decided to include them (for example, do they make the task more interesting, challenging, complete, etc?). c) Algorithm Design Draw flowcharts AND write pseudocode to describe the steps and logic of the program. Please use the notation used in the lectures. Include comments to explain the design of the algorithm, when necessary. d) User Interface Design (Prototype) User Interface (UI) prototypes are used to communicate the interface design of a system. UI prototypes can range from simple drawings of the interface made by hand, to more detailed and realistic images made in a graphics tool, to prototypes that demonstrate some functionality. You should design a UI prototype for your chosen task; that is, you should create images showing what the user will be seeing while they are interacting with the program. For example, the images should illustrate how instructions are displayed to the user at the beginning of the interaction, the area where the user enters input, the screen displaying error messages, the screen where results are displayed to the user at the end of the interaction, etc. Updated August 2019 9 of 12 De partm ent of Compu ter S cien ce You can visualise and illustrate the interaction as a graphical user interface (screens with windows, buttons, menus, text boxes, icons, etc.) or as a console user interface (input and output printed in the console). You should create the images using a graphics editor of your choice (for example, a simple tool like MS Paint or PowerPoint). You should use call-out boxes and comments to explain the images, when necessary. You may also provide actual screenshots. However, there is no implementation requirement at this stage. What is required is images depicting the UI design not Java code. The deadline for this assignment element is 31 January 2020, 11:00. 2) Software Implementation Produce a Java program that implements the functionalities specified in the description of your chosen task. In addition to the Java program, you should also submit a report. The report should not exceed eight pages (not including section e) Source Code Listing) and should have the following contents: a) Cover page indicating the module code; module title; assignment title; robot task number and title; your name; your ID (e.g., 0712345); name of your tutor; and your group name (e.g., Green05). b) Requirements Specification State whether your program includes all required functionalities for your chosen task. If not, state which functionalities it omits. Make a list of any additional functionalities that you have included in the program. c) Algorithm and User Interface Design State whether your program follows the algorithm design and User Interface design (prototype) that you have previously submitted. If the program does not follow the design, indicate what changes you had to make to your design. Briefly explain why you had to change your design. For example, a reason could be that your tutor gave you feedback indicating that the original algorithm had an error, or that you had more time to think about and optimised the original algorithm, or that you were not able implement all the required or additional functionalities that your design included. d) Testing Use a table to show how you tested your program; that is, list the functionalities you tested; the input that you used to test each functionality with; the expected and observed output of the program (actual results or finch behaviour); whether the test passed/failed; and the reasons in case of failure. e) Source Code Listing Copy-paste all your code in this section. Do not add screenshots. Notes: You may use tools, such as WindowBuilder, to build the GUI (i.e., autogenerate code). However, if you choose to do so, you will receive 0 marks for the GUI. You must ensure that the code you submit runs on the lab computers. Please note that the movements of the robot are not always precise. As long as your code is correct, no marks will be deducted. The deadline for this assignment element is 6 March 2020, 11:00. VIVA The aim of the VIVA is to confirm that you wrote the program that you have submitted. At the VIVA, you will be presented with the code that you have submitted. Then, you will be asked to demonstrate that the code runs and how it works. Then, you will be asked to explain what some parts of the code do. You may also be asked to make some small changes. Updated August 2019 10 of 12 De partm ent of Compu ter S cien ce In order to pass the VIVA: i) You must attend the VIVA ii) Your code must run at the VIVA iii) You must provide adequate and convincing explanations on: How the code works. What randomly selected parts of the code do. If you do not attend the VIVA, or your code does not run, or you do not provide adequate and convincing explanations at the VIVA, you will fail the VIVA and your grade in this assignment element (Software Implementation) will be set to Fail. University procedures and policies relating to extenuating circumstances apply. The VIVA will take place on 10-11 March 2020 and attendance is compulsory. Code Integration Task (Assignment 1 Group Project Review) The Code Integration Task is part of Assignment 1 Group Project Review. For the Code Integration Task, you should try to integrate the code produced by all, or some, of your group members, such that it runs as a single program. For example, you could make a Graphical User Interface with buttons corresponding to each of the robot tasks implemented by your group members (i.e., Search for Light, Draw Shape, Zigzag, Dance, etc.). When the user presses a button (for example, the Dance button), the finch robot should execute the corresponding code. Another solution could be that the program displays a message such as Choose a robot task in the console, and the user types in the name of a task and then the robot executes this task. The Code Integration Task is submitted and assessed as part of Assignment 1 Group Project Review. LEARNING OUTCOMES AND MARKING CRITERIA Learning Outcomes In order to get a pass grade (D- or above) in this assignment, you must meet the learning outcomes below, that is, you must demonstrate ability to: LO1: Plan, manage and track a non-trivial activity. LO2: Take an open-ended problem and define and refine the requirements. LO3: Effectively present and communicate solutions to their peers. LO4: Create and use technical documentation. LO5: Produce a working computer program as a solution to a given non-trivial problem. LO6: Develop skills in the use of high-level object-oriented languages. The learning outcomes, marking criteria, and weighting for each element are shown in the table below. Updated August 2019 11 of 12 De partm ent of Compu ter S cien ce Assignment Element Learning Outcome Marking Criteria Weighting Software Design (CS1809) LO1, LO2, LO3, LO4 Your grade will be based on the following aspects: a) Flowchart and pseudocode i) Meet requirements specification. ii) Algorithm correctness and clarity. iii) Algorithm presentation (notation, variable names, format). b) User Interface design (prototype) i) Meets requirements specification. ii) Usability (easy and pleasant to use, clarity, consistency, etc.). c) Consistency between flowchart, pseudocode and UI prototype. e) Report writing quality (appropriate language, well-structured report, free of grammatical and typographical errors, page number <=20)> 100% Software Implementation (CS1810) LO1, LO4, LO5, LO6 Your grade will be based on the following aspects: a) Java Program (85%) i) The program has all the required functionalities, and everything works as specified. ii) The program includes additional functionalities that are useful, ingenuous and complex. ii) Code quality (good programming practices, efficiency, appropriate structures and libraries, comments and format). iii) Appropriate use of object-oriented programming features. iv) User interface quality (usability). b) Software Implementation Report (15%) i) The implementation is consistent with the algorithm and User Interface designs. If not, adequate explanation and justification were provided. ii) Testing is thorough and clearly presented. 100% (Pass/Fail subject to VIVA outcome) FORMAT OF THE ASSESSMENT 1) Software Design This assignment element is individually assessed. You will receive both informal and formal feedback. After submission is made, you will have to present and explain your algorithm and prototype to your tutor during your tutorial meeting in weeks 20/21. You should be able to answer your tutors questions. At this stage, your tutor will provide informal feedback, giving you their view on the design and offering you advice on how you can improve the design, which, in turn, could improve the implementation. Your tutor will provide formal feedback on your work and assign a grade on WISEflow in week 30 (17 April 2020). 2) Software Implementation This assignment element is individually assessed. After submission is made, you will have to demonstrate and explain your Java program during a VIVA event. The VIVA will take place on 10-11 March 2020. You will receive feedback on your wo

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