Programming


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Thread: Programming

  1. #1
    Paul Vatish Guest

    Programming


    This is assignemnt work for a course that I do. I am a novice programmer &
    am trying to understand
    how to define the problem then implement them in code. Any help & advice
    would be most appreciated.
    Please note that I would like answers to all the problems so that I can use
    them to work on biger problems in the future

    The aim of this assignment is to exercise your skills in using Java to develop
    a program for a computer graphics problem. You may work as an individual
    or you may
    team up with someone else to work as a pair.

    You must choose one of the alternative assignments listed below.

    A1: Rubberbanding and transformations

    The first stage is to allow the user to use the technique of ‘rubberbanding’
    to interactively construct a simple picture that represents the logo for
    a fictitious company.
    The rubberbanding process must support the addition, movement and deletion
    of points to create the lines that make up the logo. The interface should
    then allow the
    user to press separate buttons to apply up to four different repeated transformations
    in order to make the logo look more impressive. Figure 1 gives some examples
    applied to the logo made of the letters ‘IMAGE’ and to a simple logo in the
    shape of a bird that you might like to consider. To gain some extra marks,
    you could
    make these examples a little more impressive by using different colours for
    each repetition of the logo or filling each repetition with a solid colour.

    A2: Rubberbanding and animation

    The first stage is to allow the user to use the technique of ‘rubberbanding’
    to interactively construct a drawing of a simple object, e.g. the outline
    of a bird as shown in
    Figure 1. The rubberbanding process must support the addition, movement and
    deletion of points to create the lines that make up the object. The interface
    should
    then allow the user to press a button labelled ‘bounce’, whereupon the picture
    will automatically move around the screen bouncing off the edges of the screen
    using a
    simple angle of reflection calculation. To gain some extra marks, you could
    leave a trail behind the moving object that could be made up of the object
    itself drawn
    using a lighter colour.

    A3: Hierarchical transformations

    For this assignment you should create a simulation of a robot arm that can
    be manipulated by a user. As described in the lecture notes (and shown in
    Figure 2) the
    robot arm should be made up of 5 pieces and the user should be able to alter
    each piece in its local coordinate system, with the program combining all
    the separate
    pieces to draw the robot arm in the world coordinate system.

    For this project, you will have to address the problem of drawing all the
    different coordinate systems on the screen at once, and manipulating each
    separate piece in
    its own coordinate system using suitable controls. As an example, you might
    manipulate the upper arm of the robot using buttons to control the increase
    or decrease
    in rotation angle and length in the upper arm’s local coordinate system.
    As you changed these values, the complete robot arm in the world coordinate
    system would
    also move accordingly.

    Deliverables

    For each project, the deliverables are as follows:

    Introduction page – name, user_id, module, lecturer, project title,
    date, copy of readme.txt file on the accompanying floppy disc. The readme.txt
    file should
    include names of relevant files on the disc and how to run the program.
    The program must work on a PC (so do not just test it on a Sun).
    Brief design document, (maximum 3 pages). Include a schematic diagram
    that shows the relationship between the classes in your system, a state diagram(s)
    to show the user interaction and a diagram of the interface design.
    For each diagram give explanatory accompanying text, e.g. for the interface
    diagram,
    explain why the interface was designed as it was. Hand drawn diagrams
    are ok.
    User guide (maximum 4 pages, including screen shots) – include a simple
    worked example, showing what the output should be. (I will follow this worked
    example as an initial test.)
    Discussion and conclusions document, including time taken on the project
    (maximum 1 page). Also (each person should) include answers to the following:
    What is good about this work is…
    What is not so good about this work is…
    What I would need to do to make it better is…
    I took… amount of time on the design, …amount of time on the implementation
    and … amount of time on the testing because…
    Program listings – load the source code into Microsoft Word and print
    out as font Courier New, size 8, with each new class starting on a separate
    page.
    A disc (labelled with name, course, project title) with appropriate
    subdirectories containing the complete Java source and compiled byte code
    for the system.
    You should also zip all the source code, executable code and documentation
    and send it to me via e-mail. This way I will have a backup copy of all your
    work if, for some reason, the disc does not work.

    Except for the program listings, all other documentation should be printed
    in Times New Roman, size 12 (or equivalent if Microsoft Word is not being
    used).

    Marking

    Each program will be run and initially tested by following the details in
    the user guide. Marks will be deducted for ‘sloppy’ documentation – this
    includes the program
    code.

    Basic marks will be given for a basic tool. The program must work, so at
    least write stubs for functions that are not completed. Marks will be split
    approximately
    equally between (i) a satisfactory working tool and (ii) user and design
    documentation and well-structured program code. A small amount of marks are
    reserved for
    a polished product and a little imagination.


  2. #2
    Paul Clapham Guest

    Re: Programming

    Good luck with your homework. I've never seen anybody provide a code sample
    of more than about 20 lines in any newsgroup I've looked at. Don't expect
    answers to these problems here.

    Paul Vatish <ACP99PMV@Sheffield.ac.uk> wrote in message
    news:38d887ab$1@news.devx.com...
    >
    > This is assignemnt work for a course that I do. I am a novice programmer &
    > am trying to understand
    > how to define the problem then implement them in code. Any help & advice
    > would be most appreciated.
    > Please note that I would like answers to all the problems so that I can

    use
    > them to work on biger problems in the future
    >
    > The aim of this assignment is to exercise your skills in using Java to

    develop
    > a program for a computer graphics problem. You may work as an individual
    > or you may
    > team up with someone else to work as a pair.
    >
    > You must choose one of the alternative assignments listed below.
    >
    > A1: Rubberbanding and transformations
    >
    > The first stage is to allow the user to use the technique of

    'rubberbanding'
    > to interactively construct a simple picture that represents the logo for
    > a fictitious company.
    > The rubberbanding process must support the addition, movement and deletion
    > of points to create the lines that make up the logo. The interface should
    > then allow the
    > user to press separate buttons to apply up to four different repeated

    transformations
    > in order to make the logo look more impressive. Figure 1 gives some

    examples
    > applied to the logo made of the letters 'IMAGE' and to a simple logo in

    the
    > shape of a bird that you might like to consider. To gain some extra marks,
    > you could
    > make these examples a little more impressive by using different colours

    for
    > each repetition of the logo or filling each repetition with a solid

    colour.
    >
    > A2: Rubberbanding and animation
    >
    > The first stage is to allow the user to use the technique of

    'rubberbanding'
    > to interactively construct a drawing of a simple object, e.g. the outline
    > of a bird as shown in
    > Figure 1. The rubberbanding process must support the addition, movement

    and
    > deletion of points to create the lines that make up the object. The

    interface
    > should
    > then allow the user to press a button labelled 'bounce', whereupon the

    picture
    > will automatically move around the screen bouncing off the edges of the

    screen
    > using a
    > simple angle of reflection calculation. To gain some extra marks, you

    could
    > leave a trail behind the moving object that could be made up of the object
    > itself drawn
    > using a lighter colour.
    >
    > A3: Hierarchical transformations
    >
    > For this assignment you should create a simulation of a robot arm that can
    > be manipulated by a user. As described in the lecture notes (and shown in
    > Figure 2) the
    > robot arm should be made up of 5 pieces and the user should be able to

    alter
    > each piece in its local coordinate system, with the program combining all
    > the separate
    > pieces to draw the robot arm in the world coordinate system.
    >
    > For this project, you will have to address the problem of drawing all the
    > different coordinate systems on the screen at once, and manipulating each
    > separate piece in
    > its own coordinate system using suitable controls. As an example, you

    might
    > manipulate the upper arm of the robot using buttons to control the

    increase
    > or decrease
    > in rotation angle and length in the upper arm's local coordinate system.
    > As you changed these values, the complete robot arm in the world

    coordinate
    > system would
    > also move accordingly.
    >
    > Deliverables
    >
    > For each project, the deliverables are as follows:
    >
    > Introduction page - name, user_id, module, lecturer, project title,
    > date, copy of readme.txt file on the accompanying floppy disc. The

    readme.txt
    > file should
    > include names of relevant files on the disc and how to run the

    program.
    > The program must work on a PC (so do not just test it on a Sun).
    > Brief design document, (maximum 3 pages). Include a schematic diagram
    > that shows the relationship between the classes in your system, a state

    diagram(s)
    > to show the user interaction and a diagram of the interface design.
    > For each diagram give explanatory accompanying text, e.g. for the

    interface
    > diagram,
    > explain why the interface was designed as it was. Hand drawn diagrams
    > are ok.
    > User guide (maximum 4 pages, including screen shots) - include a

    simple
    > worked example, showing what the output should be. (I will follow this

    worked
    > example as an initial test.)
    > Discussion and conclusions document, including time taken on the

    project
    > (maximum 1 page). Also (each person should) include answers to the

    following:
    > What is good about this work is.
    > What is not so good about this work is.
    > What I would need to do to make it better is.
    > I took. amount of time on the design, .amount of time on the

    implementation
    > and . amount of time on the testing because.
    > Program listings - load the source code into Microsoft Word and print
    > out as font Courier New, size 8, with each new class starting on a

    separate
    > page.
    > A disc (labelled with name, course, project title) with appropriate
    > subdirectories containing the complete Java source and compiled byte code
    > for the system.
    > You should also zip all the source code, executable code and

    documentation
    > and send it to me via e-mail. This way I will have a backup copy of all

    your
    > work if, for some reason, the disc does not work.
    >
    > Except for the program listings, all other documentation should be printed
    > in Times New Roman, size 12 (or equivalent if Microsoft Word is not being
    > used).
    >
    > Marking
    >
    > Each program will be run and initially tested by following the details in
    > the user guide. Marks will be deducted for 'sloppy' documentation - this
    > includes the program
    > code.
    >
    > Basic marks will be given for a basic tool. The program must work, so at
    > least write stubs for functions that are not completed. Marks will be

    split
    > approximately
    > equally between (i) a satisfactory working tool and (ii) user and design
    > documentation and well-structured program code. A small amount of marks

    are
    > reserved for
    > a polished product and a little imagination.
    >




  3. #3
    John Timney (MVP) Guest

    Re: Programming

    Pauls pretty much on the right track , especially in a getting started
    group. The answers to questions dont normally involve major consultancy
    efforts

    You might help yourself if you look at the java 2d api at Sun.com. It has
    some interesting examples of graphics stuff to help get you started.

    Regards

    John Timney (MVP)


    Paul Clapham <pclapham@core-mark.com> wrote in message
    news:38d8eefb$1@news.devx.com...
    > Good luck with your homework. I've never seen anybody provide a code

    sample
    > of more than about 20 lines in any newsgroup I've looked at. Don't expect
    > answers to these problems here.
    >
    > Paul Vatish <ACP99PMV@Sheffield.ac.uk> wrote in message
    > news:38d887ab$1@news.devx.com...
    > >
    > > This is assignemnt work for a course that I do. I am a novice programmer

    &
    > > am trying to understand
    > > how to define the problem then implement them in code. Any help & advice
    > > would be most appreciated.
    > > Please note that I would like answers to all the problems so that I can

    > use
    > > them to work on biger problems in the future
    > >
    > > The aim of this assignment is to exercise your skills in using Java to

    > develop
    > > a program for a computer graphics problem. You may work as an individual
    > > or you may
    > > team up with someone else to work as a pair.
    > >
    > > You must choose one of the alternative assignments listed below.
    > >
    > > A1: Rubberbanding and transformations
    > >
    > > The first stage is to allow the user to use the technique of

    > 'rubberbanding'
    > > to interactively construct a simple picture that represents the logo for
    > > a fictitious company.
    > > The rubberbanding process must support the addition, movement and

    deletion
    > > of points to create the lines that make up the logo. The interface

    should
    > > then allow the
    > > user to press separate buttons to apply up to four different repeated

    > transformations
    > > in order to make the logo look more impressive. Figure 1 gives some

    > examples
    > > applied to the logo made of the letters 'IMAGE' and to a simple logo in

    > the
    > > shape of a bird that you might like to consider. To gain some extra

    marks,
    > > you could
    > > make these examples a little more impressive by using different colours

    > for
    > > each repetition of the logo or filling each repetition with a solid

    > colour.
    > >
    > > A2: Rubberbanding and animation
    > >
    > > The first stage is to allow the user to use the technique of

    > 'rubberbanding'
    > > to interactively construct a drawing of a simple object, e.g. the

    outline
    > > of a bird as shown in
    > > Figure 1. The rubberbanding process must support the addition, movement

    > and
    > > deletion of points to create the lines that make up the object. The

    > interface
    > > should
    > > then allow the user to press a button labelled 'bounce', whereupon the

    > picture
    > > will automatically move around the screen bouncing off the edges of the

    > screen
    > > using a
    > > simple angle of reflection calculation. To gain some extra marks, you

    > could
    > > leave a trail behind the moving object that could be made up of the

    object
    > > itself drawn
    > > using a lighter colour.
    > >
    > > A3: Hierarchical transformations
    > >
    > > For this assignment you should create a simulation of a robot arm that

    can
    > > be manipulated by a user. As described in the lecture notes (and shown

    in
    > > Figure 2) the
    > > robot arm should be made up of 5 pieces and the user should be able to

    > alter
    > > each piece in its local coordinate system, with the program combining

    all
    > > the separate
    > > pieces to draw the robot arm in the world coordinate system.
    > >
    > > For this project, you will have to address the problem of drawing all

    the
    > > different coordinate systems on the screen at once, and manipulating

    each
    > > separate piece in
    > > its own coordinate system using suitable controls. As an example, you

    > might
    > > manipulate the upper arm of the robot using buttons to control the

    > increase
    > > or decrease
    > > in rotation angle and length in the upper arm's local coordinate system.
    > > As you changed these values, the complete robot arm in the world

    > coordinate
    > > system would
    > > also move accordingly.
    > >
    > > Deliverables
    > >
    > > For each project, the deliverables are as follows:
    > >
    > > Introduction page - name, user_id, module, lecturer, project title,
    > > date, copy of readme.txt file on the accompanying floppy disc. The

    > readme.txt
    > > file should
    > > include names of relevant files on the disc and how to run the

    > program.
    > > The program must work on a PC (so do not just test it on a Sun).
    > > Brief design document, (maximum 3 pages). Include a schematic

    diagram
    > > that shows the relationship between the classes in your system, a state

    > diagram(s)
    > > to show the user interaction and a diagram of the interface design.
    > > For each diagram give explanatory accompanying text, e.g. for the

    > interface
    > > diagram,
    > > explain why the interface was designed as it was. Hand drawn

    diagrams
    > > are ok.
    > > User guide (maximum 4 pages, including screen shots) - include a

    > simple
    > > worked example, showing what the output should be. (I will follow this

    > worked
    > > example as an initial test.)
    > > Discussion and conclusions document, including time taken on the

    > project
    > > (maximum 1 page). Also (each person should) include answers to the

    > following:
    > > What is good about this work is.
    > > What is not so good about this work is.
    > > What I would need to do to make it better is.
    > > I took. amount of time on the design, .amount of time on the

    > implementation
    > > and . amount of time on the testing because.
    > > Program listings - load the source code into Microsoft Word and

    print
    > > out as font Courier New, size 8, with each new class starting on a

    > separate
    > > page.
    > > A disc (labelled with name, course, project title) with appropriate
    > > subdirectories containing the complete Java source and compiled byte

    code
    > > for the system.
    > > You should also zip all the source code, executable code and

    > documentation
    > > and send it to me via e-mail. This way I will have a backup copy of all

    > your
    > > work if, for some reason, the disc does not work.
    > >
    > > Except for the program listings, all other documentation should be

    printed
    > > in Times New Roman, size 12 (or equivalent if Microsoft Word is not

    being
    > > used).
    > >
    > > Marking
    > >
    > > Each program will be run and initially tested by following the details

    in
    > > the user guide. Marks will be deducted for 'sloppy' documentation - this
    > > includes the program
    > > code.
    > >
    > > Basic marks will be given for a basic tool. The program must work, so at
    > > least write stubs for functions that are not completed. Marks will be

    > split
    > > approximately
    > > equally between (i) a satisfactory working tool and (ii) user and design
    > > documentation and well-structured program code. A small amount of marks

    > are
    > > reserved for
    > > a polished product and a little imagination.
    > >

    >
    >




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