In this assignment you will are asked to implement a Word Game program written in Java. In summary..

In this assignment you will are asked to implement a Word Game program written in Java. In summary the program will consist of: A SubString Problem Word Game A Points Problem Word Game A Menu that allows a user to select which of the above games they would like to play. A dictionary of words (as a separate file) for use in each of the word games. More information on how the program should be organised, each of the word game problems, and the dictionary file can be found below. Program organisation The whole solution will be placed in a single class called WordGames. This includes the

In this assignment you will are asked to implement a Word Game program written in Java. In summary the program will consist of: A SubString Problem Word Game A Points Problem Word Game A Menu that allows a user to select which of the above games they would like to play. A dictionary of words (as a separate file) for use in each of the word games. More information on how the program should be organised, each of the word game problems, and the dictionary file can be found below. Program organisation The whole solution will be placed in a single class called WordGames. This includes the main() method that will be responsible for processing menu selections and initiating the corresponding problem that matches the selection. This will be repeated until the exit option is selected. The WordGames class has a method for each of the four main components of the assignment: main(), getSelection(), substringProblem(), and pointsProblem(). These are all static methods as per a functional style of programming. Refer to Lecture 4.1 Class definitions (slides XXXXXXXXXXfor more information on this. The WordGames class also has a constant class variable called DICTIONARY for the name of the dictionary file (dictionary.txt). This prevents repetition when referring to the dictionary from multiple locations. Since the four methods use the static modifier, the constant DICTIONARY class variable will also need to use the static modifier. Menu selection A separate method called getSelection() will be implemented to print the available menu options, receive the users selection with Javas Scanner class, and return the answer to the calling method. There are three menu options altogether one for each problem, and one to exit the program. Refer to Sample Program Output below for an example of the menu. Word Game Problems Substring Problem Word Game Word games often test a players ability to make use of fragments of words to build (or sometimes break down) complete words. CSE1OFX Object Oriented Programming Fundamentals Didasko 2019. All rights reserved. 5 For this problem, the term substring in programming can also mean the fragment. Consider the following examples of English-language substrings based on prefixes, infixes, or suffixes: Prefix: The substring fore is a prefix of forehead and foreword. Infix: The substring s is an infix of the plural of passerby as passersby. Other examples are slang words such as bloody in fanbloodytastic and blooming in absobloominglutely. Suffix: The substring ful is a suffix of helpful and cheerful. To solve the substring problem, you need to determine whether a substring is a prefix of a given word is an infix of a given word is a suffix of a given word You are expected to solve this problem for all of the words listed in the program dictionary file refer to the Dictionary heading below for more information. Tip: Take care when more than one of these applies at the same time, such as na as an infix and suffix of banana. Points Problem Word Game Some word games involve a component where scoring is based on what particular letters are played to make a word. The board game Scrabble (and its many clones) are probably the best-known examples of this. In these games, players are required to place letters on a board to make complete words. Each letter that makes up the word has a point value as summarised in the table below: Points Letters 1 a, e, i, l, n, o, r, s, t, u 2 d, g 3 b, c, m, p 4 f, h, v, w, y 5 k 8 j, x 10 q, z To solve the points problem, you need to calculate the number of points for a given word. You are expected to solve this problem for all of the words listed in the program dictionary file refer to the Dictionary heading below for more information. Dictionary For all these word problems, you will need some sample words to test the correctness of your solutions. These will be stored in a file called dictionary.txt in the top level of your project solution. Importantly, each of the solutions to the three main problems needs to read and process all words in the dictionary. Consider the following list of words that you can use as your dictionary. passersby absobloominglutely nana CSE1OFX Object Oriented Programming Fundamentals 6 Didasko 2019. All rights reserved. 6 banana the quick brown fox jumps over the lazy dog a mm wow noon radar redder racecar redivider aibohphobia tattarrattat Note that any dictionary may be used to test your work, however, you may make the following assumptions: 1. There is exactly one word per line. 2. All words are in lowercase. 3. All characters are a to z only. 4. There are no blank lines. Program output The following session trace shows the program output after processing each option once with the provided dictionary, then trying some invalid options, then exiting. Your solution needs to match this output. Note that there is a blank line after each menu selection and the completion of each problem for readability. Welcome to the Word Games program menu. Select from one of the following options. 1. Substring problem. 2. Points problem. 3. Exit. Enter your selection: 1 Substring problem. Enter a substring: t passersby – not found absobloominglutely – infix nana – not found banana – not found the – prefix quick – not found brown – not found CSE1OFX Object Oriented Programming Fundamentals Didasko 2019. All rights reserved. 7 fox – not found jumps – not found over – not found the – prefix lazy – not found dog – not found a – not found mm – not found wow – not found noon – not found radar – not found redder – not found racecar – not found redivider – not found aibohphobia – not found tattarrattat – prefix – infix – suffix Welcome to the Word Games program menu. Select from one of the following options. 1. Substring problem. 2. Points problem. 3. Exit. Enter your selection: 2 Points problem. passersby is worth 16 points. absobloominglutely is worth 28 points. nana is worth 4 points. banana is worth 8 points. the is worth 6 points. quick is worth 20 points. brown is worth 10 points. fox is worth 13 points. jumps is worth 16 points. over is worth 7 points. the is worth 6 points. lazy is worth 16 points. dog is worth 5 points. a is worth 1 point. mm is worth 6 points. wow is worth 9 points. noon is worth 4 points. radar is worth 6 points. redder is worth 8 points. racecar is worth 11 points. redivider is worth 14 points. aibohphobia is worth 23 points. tattarrattat is worth 12 points. Welcome to the Word Games program menu. Select from one of the following options. 1. Substring problem. 2. Points problem. 3. Exit. Enter your selection: 5 CSE1OFX Object Oriented Programming Fundamentals 8 Didasko 2019. All rights reserved. 8 Invalid option. Try again. Welcome to the Word Games program menu. Select from one of the following options. 1. Substring problem. 2. Points problem. 3. Exit. Enter your selection: a Invalid option. Try again. Welcome to the Word Games program menu. Select from one of the following options. 1. Substring problem. 2. Points problem. 3. Exit. Enter your selection: 3 Goodbye! Task 1: Program design Create the structure of your solution with the following components to match the instructions: a) Class name b) Class variable for the dictionary (static) c) Method signatures Task 2: Error handling As you develop your solution, the following error handling scenarios must be accommodated: a) Invalid menu option (wrong number or non-number): Ask for the input again. b) Dictionary file cannot be opened: Print a message and exit. Tasks 3-6: Implementation Implement the details of the main(), getSelection(), substringProblem(), and pointsProblem() methods respectively. Task 7: Coding conventions The following coding conventions must be followed: a) Commenting: Add a class header comment, five method header comments, and some inline comments. b) Indentation: Consistently indent your code by one level per block. (A good guideline is the NetBeans default of 4 spaces per block.) c) Naming conventions: Use TitleCase for class names, camelCase for variables and UPPER_CASE for constants. d) Line lengths: Do not exceed the 80 characters per line guideline.

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