Giant Education Co., Ltd.

COMP 3023 国外作业代写、C++ - 代写、代做留学生 程序作业、代做C/C++作业


COMP 3023 with C++ - SP5 2018 Page 1 of 22

of and

COMP 3023 with C++

This the for the first of the with C++ ,

SP5 2018. This will your by you to put into what has been in

class the first 5 weeks of the .

The will you to , , test, and debug a text-based

game using - and the of . In , it will

you to use to keep track of your as you the

and to your using . The work in this is to be

and will be via at the end of week 8: due by 14 2018

11:59 PM. Refer to for .

If any parts of this , you seek .

After this , you will have to:

? a class using UML

? Apply - (, reuse, etc.) and to the

? the in C++ using class and

? Write well- and for C++

? Use C++ ( smart ) and and

? Use I/O and for input and

? Write code to , and good

In the class for the game, the the must be






This brief of each in turn. For more refer to the

book from which these are :

Gamma, E, Helm, R, , R and , J 1995, : of -


COMP 3023 with C++ - SP5 2018 Page 2 of 22

, -, ISBN: 978-0-201-63361-0.

1 Be aware that the C++ from the book are for an

older of C++. If using them for , they must be to C++ 14.

of the above along with some code can also be found on :

? :

? :

? :

? :

The the of that a class has only one . , the one

is but in a . Such a in where a ,

to a or is and, hence, is often used with other such as

Fa?ade and . An of a is an wide .

than the file times and in , the file

be read once and once. , since parts of the may need to

, the be to the is when

. Other : a print to the , a

/ pool out or to that them, etc.

When to Use

The be to a class when:

1. one of the class must exist

2. A well-known point to the is

In , the of a also be . It will not be

for this ; , it is to note as a of the is that it

tied to and makes due to the to the

with a mock (i.e., a test class that is not a ).

A of the only a class, i.e., the class that be a

, : a () that the of the class, a

, and a data to hold the of the class.

Note the ‘+’ and ‘-‘ . If of the

, the be than .


PDFs of the are from the as the has of the book.

+ ()

- ()




COMP 3023 with C++ - SP5 2018 Page 3 of 22


In C++, the may some and for you. you the

from being or in ways you do not by any

that you do not need.

In C++, the data can be in two ways: the scope of the class or

the scope of the . the of each and your in

your .

The of the is to the of a from the used to

it. , such to be from the same .

For , a using a to a parse tree in : the of the

is by the , which calls the to the parse nodes and the final

parse tree from the once the is . The may or may not be

, for , an parse tree of the , a parse tree for (such as in

code ), or a of for the text by the .

An of the that it from other is that it

the of in a step-by-step , than all-at-once.

When to Use

The be when:

? the is, or be, of the , its parts, and the way that it is

? the allow for to be .

Note that there does not have to be , only that are

. One of the for good is to more .

The , :

? the , which the that the to be and ‘’ the

to it;

? the , which an for any , this may

many for types of parts;

? one or more , which from its parts by the

and the to be once as it the



COMP 3023 with C++ - SP5 2018 Page 4 of 22

? the class, which the being by a as well as

its parts. Note: this does not mean the for the parts are by the class, only

that the is to not any of the ’s parts.


If the being by the are , the

may an () as part of its .

The is not to be to the via a , it could also be a

to a .

The is used to or to an ,

than a class. The is the of a to GUI : the

may or may not have a , bar, etc., but can be in an that how to draw a

the , i.e., a . This is an of over ,

which in . using to add a to a , the

would a check for a be drawn then the by the

. Now that can have a -bar and a , the would have to

check and the then check and the -bar. Most, if not all, would

this even many of those would not it. By out these

into that can be , the can worry about , while the

can focus on a and the -bar can focus on the -bar. This has

no on the code as the to the same as but most

calls to their , which may be . Apart from reuse, this

as new can be added those .

When to Use

The be used when:

? or be added to ,

? such can be , and

? the use of is , e.g., all of would


Note: The is best when the base class is (or can be made) , with few

data , the for many may a . This is in to the

(see next ), which can be used in .


COMP 3023 with C++ - SP5 2018 Page 5 of 22

The with as :

? an that the for that added


? the , which the types of that can have


? the that to the by to a

and the calls to the ;

? the , which add to the and may

and/or state.


When the , more than one of the type can have their

by a . For , a might the draw (to

the ) as well as the size (to add the to the size of the ).

To a group of and allow them to be used , the

be used. Such an code by the into their

own , than them all in the one place, and an to be

based on the . It can also allow to of

types. A of would be the of dates as a based on : the

are , and the is with the

. The can also be seen in for Data where, for ,

are as with the same , so they can be used (for the most part)

. of the is that it the to

state to the it.

When to Use

There are in which a is . The most to this

are when:

? many in their , and

? of an are .


COMP 3023 with C++ - SP5 2018 Page 6 of 22

Note: the can be more to fat , i.e., with many data , by

being an extra data . As such, the from the -out

the from the -in.

The and in the :

? the class, which the that all the ;

? the that each a of the the

by the class;

? a class that a , which may be at or

an (e.g., (…)), and the when .


In C++, the call ‘()’ can be like other , which makes it easy to the

as if it were a . the call will not be until

to the of this and, , is not in your .

The of the class may such that all the it to is

in. , the may a to the class, so that the

can pass to the , it to data from the as .

the of each and your in your .

the will be by the and to the ; , in this

the may be in most .


games are a genre of game that to the 1980s


. In , the goal of a game is to clear a , level-by-level, until the

final level is . of a game :

? ,

? items and ,

? death, and

? a of to fight that get more into the .

each level of a there rooms where are and items

are to be .

In this , you will and a text-based game that

the . the Rogue, text-based does not mean ASCII art but will be



COMP 3023 with C++ - SP5 2018 Page 7 of 22

by a text-based menu by genre of text-based game from

Multi-User (MUD)3

. , will be turn-based with only one at a time.

The aim of the is to allow you to an - and it in

C++ using the so far, : class and , ,

and smart . The focus of the is on and to

help the game in such a way that are and ― the DRY

(Do Not ) .

To that end you will, first, need to a class using UML class based on the in

the of this . A and free UML that can be used for this is UMLet

( The UML class must all , data ,

, data and (if any), and . The

may , but not be .

For this the game has been to a , e.g., is not

. , some of the (such as the basic menu code) will be

to get you . The code will be and may need to be to fit your class .

Parts of the code that must not be will be as such. You will then need to

the rest of the game to the and your .

A brief of how the game will be is below. The of the the

of the game in more .

> _.exe

to Ashes of : Rite of !

by Matt

COMP 3023 with C++

*Press any key to *

> [Enter]

What would you like to do?

(p)lay the game


> p

You need to a ... what is your name?


, you have *6* stat to .

A high stat will boost your in .

How many do you want to add to your ?

> 3

You have *3* stat .

A high stat will your to dodge .

How many do you want to add to you ?

> 2

You have *1* stat point .

A high stat will boost the of items.

How many do you want to add to your ?

> 1

*** ***

: 4

: 3



COMP 3023 with C++ - SP5 2018 Page 8 of 22

: 2

: 50 / 50

: 10 C 10

Dodge: 20%

: you look down at your fists and shrug, "these will do"

Item: you look into your , looks back.

if only you had to put in it.

While the side you a fork in the road.

To the left lies a dark cave, the foul of flesh from it.

To the right is a tower, a the path.

What would you like to do?

Go left: a (b)asic

Go right: a (m)

Go (b)ack the way you came ( to main menu)

> l

You enter the dark cave and see...

A dark and empty .

To the NORTH you see an to .

To the SOUTH you see the by which you came in.

What would you like to do?

Go (n)orth

Go (b)ack the way you came

View your (c) stats

to the main (m)enu

> m

After *0* , you run out of the cave as quick as your legs can carry you.

As you from the cave you are by the light and pause while your eyes


What would like to do?

(p)lay the game


> q

*Are you sure you want to quit? (y/n) *

> y


Note: the will be used when :

? a ‘>’ at the of a line the line

? bold text input by the user

? user input in ‘[…]’ a key press

? [Enter] after other input is

In order to this , it is that you take a , to the

. You will need to think about how to break down the into of

that can be and one at a time. in an , and as you

, helps to limit the scope of that are as you the . , it

you to focus on a at a time as well as and the in a

as you (re) or that were not at first.

This be in the :

1. Read the (more than once)


COMP 3023 with C++ - SP5 2018 Page 9 of 22

2. you the 4

3. a class using UML class that the and the 4

to the game . Note: the does not have to be from

the , you can it as you the . , it is good to start by

your into the .

4. ―refer to

5. the basic : walls and doors, no nor items ( )―refer to

(Rooms, Walls, Doors)

6. : at this point you be able to play the game and

rooms and ―refer to (Rooms, Walls, Doors) and

7. Add items and item ―refer to , Items & and

8. Add one type and : you now be able to play the game with all

/ ( type)―refer to


9. Add types―see

10. Add type―see (Rooms, Walls, Doors)

As you the , you tick, , or mark the that you have

. This will help you keep track of your and you have all the in

your .

The state will be by a Game . There can only ever be one game in play at one time.

The game a to a of your , room-by-room. Along the way they may

that they will have to they can ( they can find a way

them). They will also come items to loot, some of which may be that will help them

the they . The last room in the has a more that

needs to be for the exit to but is not .

When the game is first , a will be and the user will be given the to play

the game or quit from the main menu.

If the user to quit, the game will the user to that they want to quit the game:

? If the user ‘yes’, the game will end.

? If the user ‘no’, the game will to the main menu.

If the user to play the game (from the main menu), the game will the user to a .

Refer to for on .

After the user has their , the game will the user for the type of they would like

to . There must be two types of : a “basic” , and a “” . Refer to

(Rooms, Walls, Doors) for on the types of and their .

Once the user a type, the game must the first level to the

type, place the in the first room, the room’s , and the user for the next

. The user can take on the of the room, a

is , and the item(s) the . The must be , as



COMP 3023 with C++ - SP5 2018 Page 10 of 22

? Move the to the next room: North, South, East, or West

? Move the to the room ( this is North, South, East, or West on the

door the user “came ”)

? Pick up an item/

? the /item in the room with that held by the

? the

? Use an item

? Use the ’s

? to the main menu

In most cases, after a is made, the menu is again.

If the user to move to room, the room will be to the room that was ,

the new room’s will be , and the user for the next .

If a is in a room, the user move to room (other than the one the user came from)

until after the is (refer to ).

If a or item is in a room, the user can to pick it up. If they do so, the ’s

/item is , and the /item . To avoid of a

/item by the user, the game must warn the user that their /item will be and for


If the user to the ’s /item with that of the room, the and stats of

both items will be . the /item is the held /item or that of the room

must be .

If a and an item both exist in a room, the item be up until after the is

(refer to ).

If the user to use an item, the item’s will be and the item will be from the


If the user to use the ’s , the ’s will be (the will not be


If the user to the main menu, the and will no be , i.e.,

a new will have to be . , the user must be that will be lost and

for . If the user their to to the main menu, the of

must be by the main menu.

Once the user the final room of the level (and any ) the door to the next

level will be . If the user to go that door (via the , North, South,

East, or West), the game will the user to the main menu. If the user to play the game (again), a

new level must be built (of the type) but the will be used.

If the ’s stat drops to zero or below, the game ends: the game will a game over ,

the of that were , and to the main menu. If the user

to play again, they will need to a new .


COMP 3023 with C++ - SP5 2018 Page 11 of 22

At any time a valid , the user must be able to view their (stats, items, etc.). After

the , the user will be able to view the , the item , or

to the main menu.

All user must be . If an input is given, a must be to the user and the

menu .

All must have and .

All that can be must be able to be to a using the ‘<<’.

The is by the class. This class will the state the

’s as well as to the (i.e., the game state as

based on the ’s ).

A has a name ( by the ), a of and that

may the and the ’s , a , and an item. When the the

, the ’s stats must be .

The are at and :

? ― 1-6, each value > 1 to the of the

? ― 1-6, each value > 1 to the dodge of the

? ― 1-6, each value > 1 to the of items

The are from and must be as . They :

? ― at 50 and is by from (whole only). Once

it zero (or less) the game is over. items and may the of

, but not above the value.

? ― from the and . The bonus is equal to:

2 * ( - 1). That is, each point of above 1 adds twice as much to the .

? Dodge ―, used to the will get hit by a when it

. 100% means the will dodge every . as: 100 / 5 * ( - 1)

That is, each point above 1 adds 20% to the dodge .

the game can be , a must be by the user. a the user to

some of their . These the name of the and the of

to the : , , and .

The game will first the user to enter the ’s name.

The game will then the user to the the three . The rules for stats

are as :

? The user will start with 6 to

? The user will the of to to each in turn: 1) , 2) , 3)



COMP 3023 with C++ - SP5 2018 Page 12 of 22

? The of will be added to the base value of 1; the value will be to

that of the .

? The of 5, so that the total value of the does not

the of 6 .

? Zero can be if , in which case the value of the will the base value.

? After the user a valid of , the will be from the

of .

? When the of to to , the of

be .

? After the user has the of to to each there be no more

. If there are to be , the game must the user to

that they did not want to all the . If the user that they wish to

, the game will go back to to each in turn with the


? The game must not allow the value of a to the value of 6.

After the user has all , or that they do not want to the , the

and stats must be to the user. This is the same that would be

if the user chose to their from the menu.

When a is first it has no item and has the ‘Fists’ type (refer to

, Items & ).

When the , the must be :

? The ’s name




? : and

? , as above

? Dodge , as above

? The ’s , short only (refer to , Items & )

? The ’s item, if , short only (refer to , Items & )

After the , the menu will allow the user to view the , view the

item , or to the main menu. These will not be when the

are being for the first time .

(Rooms, Walls, Doors)

A level of a set of rooms and are to be by the class. Each room

of a ( by the Room class) must be by a () so that they can be

from the using the . Each room has 4 : North, South, East,

and West. In each of these , there may be a wall (the Wall class) or a door (the Door class). Doors are

to rooms via a door in the . For , if a room has a door to the north,

the room has a door to the south.

Doors are to each other to allow rooms in both . There are two

: the to the level, and the exit. When the user to go the


COMP 3023 with C++ - SP5 2018 Page 13 of 22

, they will be to the main menu as if they chose the to to the main menu, that is

they will lose their and the and will have to be to the

. When the user to go the exit door, they will be to the main menu

ready to to the next level as in the .

Door must be to one using bare in C++.

Each room may a , a /item, or both. If both are in the room, the item be

up by the user and will “” after the user the .

When the user a room, a of that room must be to the user. The

what the room “looks like” (this is up to you, or you can use the text of the ) and what the

“sees”, that is, where the doors are , a or item is . of walls may be


When a level is being , must be : the type of room,

the type of (if ), and the type of item (if ). The size of the (i.e., the of

rooms) and the rooms will not be . When a , a

even can be used. , it is not to do any

of types: a will be .


You must two types: a basic ( class), and a

( class). Each type can types of rooms, walls, doors, , and/or

items. Refer to and , Items & for of the and items,


The basic is built out of the :

? Rock ―A dark and empty (Room type)

? ―The like a stars in the (Room type)

? Basic Wall―Out of the looms a of rock: you go that way (Wall type)

? Open ―… you see an to (Door type)

? Short Sword ( type)

? Axe ( type)

? (Item type)

? Acid Flask (Item type)

? ( type)

? ( type)

The is built out of the :

? ―The smell of musty pages and the of magic fills the air (Room type)

? ―Your ears are with the of away over open

(Room type)

? Magic Wall―A your path, to the naked eye (Wall type)

? Open ―… you see an to (Door type)

? ’s Staff ( Type)

? Magic Wand ( Type)

? (Item Type)

? (Item Type)


COMP 3023 with C++ - SP5 2018 Page 14 of 22

? ( Type)

? Evil ( Type)

The Level

would be ; , to the and make it

to test and mark, you are not to . , the

and be such that this could be made in the . Some of

the are still , for , the type of each room, the type of (if ), and the

type of item (if ). The of the (first) level must to the

below. There is no on the of after the first.

In the the are used:

? Large green rooms with the their ID

? Small blue bars rooms pairs of doors

? and Exit are and by a arrow

? faces

? suns items or

, rooms, can be by foul . There can be at most one

per room and a never the room in which it is . All must from the class

. When the user a in a room they must it in on or

the way they came and to find a way it. Each type of has stats, but

has the same types of stats as the ’s . These stats are:





? Dodge

The by the 3 core stats (, , and ) are in the same as

for ’s and are then . If a is a boss (i.e., it is in the room with the exit door) then it

does not the .


COMP 3023 with C++ - SP5 2018 Page 15 of 22

In to the , have a long in to their name (which may just be their


In , may the with types of . The types will have

the . Some may with a , like the , and may not.

may share the same types of . A may with types or

the same type times. The must also have that will be

to the user when the the .

You must the 3 types:

A small who the short sword.

Stat Value






from )

Dodge 30% ( from Dex.)

Short Sword

make their with a . They can only once per round.

red eyes peer out from a long nose and sharp teeth.

Stat Value





2-7 x 2 (claw )

5-10 (bite )

(each : +45

from )

Dodge 10% ()


have . They have three : two claws and a bite. Each round

the it may with only 1, 2, or all 3 of its . There is a 60% that it will

with only 1 , a 30% that it will with 2, and a 10% that it will with all 3 of its in a

round. which it uses is not as long as it does not the of for

that type, i.e., a do its bite more than once per round.


over an old tome, this seems evil; or maybe just ? it is hard to tell

4 Non-boss bonus. Boss bonus will be twice as much.

5 Non-boss bonus. Boss bonus will be twice as much.

Stat Value



COMP 3023 with C++ - SP5 2018 Page 16 of 22

Evil using a ’s staff once per round. , since the ’s Staff has two modes of

(a and its ) the Evil must to or use the

staff’s .

, Items &

The game to carry and items (one of each), which they use in or

at any time to their . In , can be to give them extra or

for the to use. may have an on the game state. ,

that have can with them or use their (if they have one).

( by the class) have a name, a short (used on the

), a long (used on the ), and a stat ( and

value). Their use is for a (or the if owned by a ) . Some

may also a , which can be used by the or as many times

as they like. When the of a ( when the or when

two ) the must :

? name

? long

? range (min. and max. )

? of the , if

can be , which add and/or to the on which they are .

Each can have up to two . the name of the item and can be

‘’ ―add a term (or terms) to the of the name―or ‘’ ―

add a term or terms to the end of the name. Only one of each type may a at the same time, i.e.,

if there are two on a then one will be a and one will be a . For , the

‘ short sword of ’ is a short sword with a named ‘’ and a

named ‘of ’. on a may the of the

when it is used to , or it may add a to the . added by an

the same rules as of the . When a with an has its

, the must the of the (s). Note: you do not have to

worry about both an and the a , i.e., you do not need to

with menu items to use each .

items ( by the class) have a name, short , long ,

apply an when used, and are from the when used, i.e., they can be used only once.

items can have an that any of the game state. When the

of a item ( when the or when two items) the must


6 Non-boss bonus. Boss bonus will be twice as much.





(+ 26

from )

Dodge 10% ()

’s Staff


COMP 3023 with C++ - SP5 2018 Page 17 of 22

? name

? long

You must the , , and item types:

Fists ()


short descr. you look down at your fists and shrug, "these will do"

long descr. Fists are the of for who has else.

4 - 4


Short Sword ()


short descr. a sharp and , good for

long descr. Not very large, but with a sharp point. Short are more for than for

. The hilt is for such an .

5 C 10


Axe ()


short descr. heavy, but

long descr. A large and heavy . The axe must be with two hands but even then you

are as to cut off your own limbs as those of an enemy.

10 C 15


’s Staff ()


short descr. it would break if you leant on it, but it so that’s

long descr. Not a very staff, but the swirl of fire its top a : it


1 C 2

, deals 10 - 20 to the (plus the bonus from the or

’s stat)

Magic Wand ()


short descr. birch with angel’s core and grip

long descr. , there is no other wand like this one in . The angel’s at its core

the to feats of .

5 C 10

: to full .

( Item)


short descr. a green fluid in a glass vial

long descr. While it does not look , this is the boost to your

: kale is that good for you.

: 25


COMP 3023 with C++ - SP5 2018 Page 18 of 22

Acid Flask ( Item)


short descr. the label reads ": !"

long descr. this could hurt. It is best if you keep the in at all times.

Deals to an the : 10

( Item)


short descr. a small with a big red , I what it does

long descr. the about its nor . But the big red

is very …

Moves the to a room in the level




extra descr. it feels warm to the touch and leap out when it makes with .

Deals an extra 5 when the is used to .

to Short Sword, Axe, ’s Staff, Magic Wand




extra descr. The air it the hairs on your arm stand on end.

Deals an extra 5 when the is used to .

to Short Sword, Axe, ’s Staff, Magic Wand

of ()



extra descr. Just being near it makes you feel all warm and fuzzy .

: heals the owner for 5 .

to Short Sword, Axe




extra descr. drops of blood on the but you are from they came.

Half of the dealt an is given back to the owner as an in


to Short Sword, Axe, ’s Staff, Magic Wand

a and a will be in . Each round the user will their

and then the will an to their own rules and their

type(s). The user will go first and can one of the :

1. ―will an using the ’s to the if it does not

dodge the

2. Use item (if )―the held item’s will be and the item from the


COMP 3023 with C++ - SP5 2018 Page 19 of 22

3. Use (if )―the ’s will be , if it is a

the dodge it (in to a )

4. the way you came―will leave the room and the to the room from which they

came (the must not ). The user pass any door other than the one by which

they came while a is in a room.

After any of first three , the will its . If the user to to the

room the does not get an .

Each time an is ( from the user or the ) an and the ’s

will be to the user.

If an ―i.e., if the or does not dodge it―the ’s is by

the as by the ’s and the bonus by the

stat of the or the . have a range, so the

value of any given will be by a value the range of the ’s


a or an is based on their Dodge

stat. This can be by the Dodge as a real (float or ) and

a real 0 and 1: if the is less than the Dodge

, the or the .

A that does will the of the by the : if the item

a range for the , the value of the will be by

a value the range ().

When the ’s zero or below, a “win” must be to the user and the

must be from the room.

If the user’s zero or less , the user is to the main menu and the

is as per the rules in .


The basic menu will be for you, but you will need to the with the Game

and the menus for the , for , the main menu to the menu

while the game. You are quite free to the menu as you , that is, the and text

of the menu does not have to match the . , the

to must match the to and

/. Note: it not if the typed is or .

If in doubt, refer to the ‘input ’, which is a of text input which can be fed to the

to test the game, and the .


COMP 3023 with C++ - SP5 2018 Page 20 of 22

Main Menu Menu Menu

Play game p Basic b Go North n


m Go East e

Quit q Go back/ r Go South s

Menu Menu Go West w

w Go back b Pick-up Item p

Item i a Items o

Menu m Use Item i Use Item i


l Use




Main Menu m Main Menu m

Your code must be using . must be used in your

file to your and class . also be when it is

not for what they are used―but first check if the code can be as clean code is than

. Use in files, of code ( , if else ,

loops, etc.) than : do not , the of the

is not . , you can add to ‘main.cpp’ to the ‘main page’.

Code Style

You must write you code to the code style set for this .


You must use to keep track of your , using git. You

as you and fix . Your

the of the that were made in each ―a can diff the to

see what but that does not the . You try to each

a short line.

Your will your , so it be to the .

For , if you use git, you must the git in the root for your . Do not

your to a in a . Your must all files

to and run your ( a file) but must not any or


You do not have to use an such as . If you do use an ,

that the is , i.e., be seen by other than .

Rules and Hints

Your UML class may be or . Your first to cover the major

, in the of the 4 . Do not worry if you need to and

the as you the .


COMP 3023 with C++ - SP5 2018 Page 21 of 22

It is a good idea to the file (but not the PNG or PDF) of your UML class to .

This will allow you to track the of your as you the .

It is that you test as you go, than to test the whole

the menu- . code to test will speed up as you will

not need to enter data the menu .

You may the of items, , , etc., if you like.

Be sure to check for null to use an a and reset to null

where .

The game will need to keep track of (at least) the room, the , and the room/door.

you have so that you can reuse where

. Also, to to an not and an . For , if you have

but only some have data and you want to , you can

an on a base class using that the then .

The that do not have those data may then rely on a

that does not use those data .

when and where it is to use smart vs. bare and the this may

have on , , etc. In most cases the is up to you with the of the

two doors, doors must be via bare .

Smart C the class uses the smart std::_ptr to store and the

rooms (among other ). You must use the std::make_<>() to

the rooms to pass to the ::. The below code is an of a room to

a :

&d = {};


The and Room may not be the only of smart in your .

Casts C in your code, casts only need to be a base class and a class.

When doing so, a cast be (using __cast). For , to cast

an Item to a you would use the code :

std::_ptr item = …; // the value comes from

std::_ptr<> = std::__cast<>(item);

Type C if you know what you are doing, you may type for the types for use in

the and your .

You must your Qt a zip file. The zip file must all

files to and run your ( a file) as well as your

: e.g., if using git you must the ‘.git’ is in the zip file. It must not any

or files such as the ‘*.pro.user’ file―the UML image file is the one to the no

files rule. Place your UML class in your zip file. Your must be in PNG or PDF



COMP 3023 with C++ - SP5 2018 Page 22 of 22

Once you have the zip file to the , you are to it to the

Item 2: via . The for is 14 2018 11:59 PM.

After which time the will be late and a as in the .

Your will be both and ; using unit , shell

and code tools. Your code will be for style C is the goal of

all style , the it is to your code, the it is to marks.

Note: the with marks are that will be if the does not meet the

. They are such that an will be to an HD if

and only if the full are .


and use of the : ―

? 5

? 10

? 10

? 10

use of 5

of code in and files: vs. 5

of : /, data , , /


use of (bare) and smart 5

of : ―

? 10

? 5

? 5

? 5

? , Items, & 5

? 5

? Menu 5

use of (-5)

code does not style guide (-5)

/ use of () (-5)

Total Marks 100

This is an : your files will be other ’s code, and other

, for of .

are that they be aware of the from the

of South .

such as is to . about

can be found in 9 of the and at:

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