COMP90041 Programming and Software Development Third Assessed Exercise (lab3)

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For this project, we will turn the tables. Instead of you writing code to
implement a specification and me testing it, I will give you an implementation,
and ask you to test it. You will be assessed on how thoroughly you test that
the implementation meets its specification.
The class you will be given, Checker, represents a single checker (from the
board game checkers, also known as draughts). Each checker is either red or
white, and has a row and column (both between 1 and 8) on the checker board.
See the illustration below.
The rows and columns of the board are numbered from 1 to 8 (left to right
and bottom to top). Note that all checkers are on the dark squares, that is,
the odd numbered squares on odd numbered rows and even numbered squares
on even numbered rows. Since checkers can only move diagonally, this is holds
throughout the game.
The Checker Class
The Checker class will have the following public methods:
Checker(boolean isRed) (constructor) creates a checker at row 1 column 1.
If isRed is true, the checker is red, otherwise it’s white.
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Checker(boolean isRed, int row, int column)
(constructor) creates a checker at the specified row and column. If isRed
is true, the checker is red, otherwise it’s white.
void move(int rows, int columns) adds rows to the checker’s row and columns
to its column.
boolean isRed() returns true if the checker is red, and false otherwise.
int getRow() returns the checker’s current row.
int getColumn() returns the checker’s current column.
Furthermore, all methods must obey the rules of checkers. In particular, the
row or column of a checker must always be in the range of 1 to 8 inclusive, and
must remain so after a move. Also, checkers may only ever be placed on odd
numbered columns in odd numbered rows, and only on even numbered columns
on even numbered rows.
For the move method, the specified numbers of rows and columns to move
should each be either 1 or -1, and the specified number of rows to move must
be negative for red checkers and positive for white ones. If the specified move
violates these requirements, the method should do nothing at all (later we will
learn the proper way to handle invalid messages, but for this project, we just
ignore them). If a constructor would place the checker in an invalid square, it
should be placed in row 1, column 1 instead.
As mentioned above, you do not need to implement the Checker class; an
implementation will be provided.
The CheckerChecker Class
You must implement a class called CheckerChecker with a main method that
will thoroughly test that the Checker class implementation is correct according
to the above specification. If the conclusion of your testing is that the Checker
class works flawlessly, your program should simply print CORRECT as a single
line; if you testing detects any bugs, it should print BUG as a single line. Do not
print anything else.
I will test your code with a correct version of the Checker class, as well as
with Checker classes exhibiting ten different bugs. Your score on this project
will be the percentage of the bugs your testing program detects. However, if
your program reports a bug for the correct version of the Checker class, you will
receive zero for that submission. The Checker class I will give you is correct,
so this should not be difficult to avoid.
Your program will need to create some checkers, manipulate them in various
ways, and use the accessor methods to determine if the Checker class behaves
correctly.
You will be supplied with a Checker.class file, but no Checker.java file.
Put the Checker.class file in the same directory as your CheckerChecker.java
file, compile with javac CheckerChecker.java, and run with java CheckerChecker.
The feedback you will be provided when you submit will give one line for the
correct Checker class, and one for each buggy version. At the end of testing,
a summary will show what percentage of the bugs your suite was able to find,
and how many points you have earned.
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Hint
It is tempting to test by creating one checker and performing many tests on it.
This makes it more difficult to maintain the testing code by adding or removing
tests. In the long run, it is easier to create a fresh checker for each test.
Using the provided Checker.class file
To use the provided Checker.class file in your IDE, you need to tell it where
to find your “additional class files”. Begin by creating an empty folder called
classes in some convenient location.
Then for Eclipse, right-click on your project, select Build Path → Configure
Build Path → Libraries, then choose Add Class Folder and select the folder you
just created.
For Netbeans, right-click on the Libraries item within your project and select
Add Library…. Click the Create button in the dialog, give the library a name,
such as CheckerLibrary, and click OK. Click the Add Jar/Folder button in
the dialog that appears, select the folder where you put the Checker.class file,
and click OK, and OK again, and then click Add Library.
Now you should be able to use the Checker class in the usual way in your
code in that project.
Submission and Verification
You must submit your project from any one of the student unix servers. Make
sure the version of your program source files you wish to submit is on these
machines (your files are shared between all of them, so any one will do), then
cd to the directory holding your source code and issue the command:
submit COMP90041 lab3 CheckerChecker.java
Important: you must wait a minute or two (or more if the servers are busy)
after submitting, and then issue the command
verify COMP90041 lab3 | less
This will show you the test results and the marks from your submission, as well
as the file(s) you submitted.
If your output is different from the expected (correct) output, when you
verify your submission you will see the differences between your output and
what was expected. This will be shown as some number of lines beginning
with a minus sign (-) indicating the expected output and some number of lines
beginning with a plus sign (+) presenting your actual output. There may also be
some lines beginning with a single space showing lines you produced that were
as expected. Carefully compare the expected and actual lines, and you should
be able to find the error in your output. The actual and expected outputs will
be aligned, making it easier to find the differences. Some differences are hard to
spot visually, however, such as the difference between a capital O and a zero (0)
or the difference between a small l and a capital I and a one (1). This depends
on the font you are using. If the only difference between actual and expected
output are in whitespace or capitalisation, you will receive partial credit; this is
shown in your verification feedback.
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Also note that the differences shown only reflect program output, not input.
Therefore, if your program outputs a prompt, waits for input, and then outputs
something else, the differences shown will not include the input, or even the
newline the user types to end the input. In that case, the prompt would be
shown immediately followed by your program’s next output (which may be
another prompt), on the same line. This is as expected.
If your program compiles on your computer but the verification output reports that your program does not compile on the server, you may have failed to
submit all your files, or you may have named them incorrectly. It is also possible
that your program contains a package declaration. This would appear near the
top of your .java file. If you have such a declaration, your program will probably
not compile, so you should delete any such declaration before submitting.
If the verification results show any problems, you may correct them and
submit again, as often as you like; only your final submission will be assessed.
If your submission involves multiple files, you must submit all the files every
time you submit.
If you wish to (re-)submit after the project deadline, you may do so by adding
“.late” to the end of the project name (i.e., lab3.late) in the submit and
verify commands. But note that a penalty, described below, will apply to late
submissions, so you should weigh the points you will lose for a late submission
against the points you expect to gain by revising your program and submitting
again. It is your responsibility to verify your submission.
Late Penalties
Late submissions will incur a penalty of 1% of the possible value of that submission per hour late, including evening and weekend hours. This means that
a perfect project that is a little more than 2 days late will lose half the marks.
These lab exercises are frequent and of low point value, and your lowest lab mark
will be dropped. Except in unusual circumstances, I will not grant extensions
for lab submissions.
Academic Honesty
This lab submission is part of your final assessment, so cheating is not acceptable. Any form of material exchange between students, whether written,
electronic or any other medium, is considered cheating, and so is the soliciting
of help from electronic newsgroups. Providing undue assistance is considered as
serious as receiving it, and in the case of similarities that indicate exchange of
more than basic ideas, formal disciplinary action will be taken for all involved
parties.
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