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
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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 -
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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 .
1
PDFs of the are from the as the has of the book.
+ ()
- ()
-
;
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COMP 3023 with C++ - SP5 2018 Page 3 of 22
Hints
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
;
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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.
Hints
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 .
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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.
Hints
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 .
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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 .
Hints
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 .
Task
games are a genre of game that to the 1980s
game
. 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
2
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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
(q)uit
> 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
3
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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)uit
> 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)
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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
and
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
:
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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 .
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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)
.
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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
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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 .
Types
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)
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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 .
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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
type).
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
2
4
1
20
(+14
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
5
2
1
30
2-7 x 2 (claw )
5-10 (bite )
(each : +45
from )
Dodge 10% ()
None
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.
Evil
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
1
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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.
2
5
20
or
(+ 26
from )
Dodge 10% ()
’s Staff
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COMP 3023 with C++ - SP5 2018 Page 17 of 22
? name
? long
You must the , , and item types:
Fists ()
Value
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
None
Short Sword ()
Value
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
None
Axe ()
Value
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
None
’s Staff ()
Value
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 ()
Value
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)
Value
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
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COMP 3023 with C++ - SP5 2018 Page 18 of 22
Acid Flask ( Item)
Value
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)
Value
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
()
Value
/
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
()
Value
/
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 ()
Value
/
extra descr. Just being near it makes you feel all warm and fuzzy .
: heals the owner for 5 .
to Short Sword, Axe
of
Value
/
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
1
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 .
Menu
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 .
1
COMP 3023 with C++ - SP5 2018 Page 20 of 22
Main Menu Menu Menu
Play game p Basic b Go North n
c
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
Use
l Use
l
c
c
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 .
See
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
files.
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 .
1
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
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 = {};
d.(std::make_<>());
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
an Item to a you would use the code :
std::_ptr
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
.
1
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 .
Mark
and use of the : ―
? 5
? 10
? 10
? 10
use of 5
of code in and files: vs. 5
of : /, data , , /
10
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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