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Saint Louis University

Computer Science A220/P126
Data Structures and Object-Oriented Programming

Michael Goldwasser

Spring 2005

Dept. of Math & Computer Science

Programming Assignment 06

Cards

Due: Tuesday, 5 April 2005, 8pm

Please see the general programming webpage for details about the programming environment for this course, guidelines for programming style, and details on electronic submission of assignments.

Collaboration Policy

For this assignment, you must work individually in regard to the design and implementation of your project.

Please make sure you adhere to the policies on academic integrity in this regard.


The files you may need for this assignment can be downloaded here.


Contents:


Overview

Your goal for this program will be to design a class Hand which will be used to simulate playing a game of cards. Every card will have a "suit" and a "value" specified. Your class must support the follwoing two routines:

For the routine insertCard(c), you may assume that the card is given with a valid suit and value. Furthermore, you do not need to worry about whether a new card is identical to an existing card. Just keep them both, as if they are two different cards. (In fact, those who have played Pinochle know that your hand may indeed have two cards with identical value and suit).

The semantics of the playDown(suit) routine is meant to model the rules of many common games (e.g., Hearts, Bridge, Pinochle) which require a player to "follow suit" when possible. Because of this requirement, players often find it convenient to organize their hand so that all cards of the same suit are consecutive in the hand (though the order of the suits, and the order of the cards within a particular suit may remain arbitrary).

A naive implementation for maintaining cards of the same suit grouped might still require a linear walk through the entire hand. When inserting a new card, one might have to walk from one end of the list until finding other cards of the same suit (or realizing that there are none). Similarly, when trying to play a card of a particular suit, one might have to scan the entire hand.

A better approach is to maintain four "fingers" into the hand, one for each suit, allowing insertions and deletions to be implemented in constant time (no matter how large the size of the hand becomes). You are required to implement this constant time approach based on the use of underlying List and Position ADTs as described in Chapter 5.2 of the text. A single list must be used to store all cards, and each "finger" will be represented by a Position in that list.


Files We Are Providing

All such files can be downloaded here.

For this assignment, we will be providing you with a large number of needed files for a complete program, though you will not need to modify, or even read, many of them. We will briefly discuss the purpose of each file:


Requirements and Suggestions

In the end, meeting the requirements for this assignment can be easy. A perfect solution can be written concisely, at the same time, past students have submitted solutions in excess of 300 additional lines of code yet flawed.

Our real goal of this programming assignment is to give you familiarity with the List and Position ADTs from the text. In a sense, you will be stepping to the other side of the wall we often discuss when defining interfaces in this class. That is, you will not be required to implement the NodeList data structure; the book as already done this and we provide you with the implementation. All you need to know is the high-level List ADT, and how to use the methods it provides to accomlish the task at hand. Although the program does not necessarily involve a great deal of work, you should expect to use a good deal of time in learning the proper syntax and semantics of the interface.

We have two strict requirements for this assignment.

The rest of the design details are left to your choice. We will add a few words of advice though.


Testing and Special Cases

We will again ask each student to submit a file "inputfile" which we will use in a round-robin competition. The assignment is worth 10 points. Eight points will be awarded based on our own evaluation of your assignment. One additional point will be awarded fractionally based on how well your program performs on other students' inputs. The final point will be awarded fractionally based on how well your input fools other students' programs.

You will find in developing your program that many different special case exists for this assignment. These range from how to represent a "finger" when a hand contains zero cards of a particular suit, as well as simply being careful in dealing with the NodeList interface in a way so that you do not end up with any unwanted exceptions.

Your file should be formatted perfectly to work as input to CardsDriver. You may use at most 100 commands, and you are not allowed to call the extra credit methods (as students are not required to implement these).


Files to Submit


Unfamiliar with Playing Cards?

If you are not familiar with cards or card games, do not worry. All that really matters for this assignment is that a card has a suit and a value, and the suit is the only piece of information which will effect your code. Feel free to ask if you have additional questions.


Grading Standards

The assignment is worth 10 points. Eight points will be awarded based on our own evaluation of your assignment and the readme file. One additional point will be awarded fractionally based on how well your program performs on other students' test inputs. The final point will be awarded fractionally based on how well your test input fools other students' flawed programs.


Extra Credit (1 point)

You may receive 1 additional point if your Hand class supports the following two routines:

Iterators are discussed in Chapter 5.5 of the text. From your point of view, it might seem easy to imagine code which walks through the NodeList your maintain (or a subset of that list). The purpose of an iterator is to give the user sequential access to a particular group of objects, while still managing to avoid giving away information about the details of your implementation (such as the fact that you decided to use a NodeList).

There is not necessarily a great deal of code required to implement these methods, however it will require a very clear understanding of the abstractions involved. The original files we provide have stubs for the Interator class and the desired methods, but you will need to implement the functionality.


Michael Goldwasser
CS A220/P126, Spring 2005
Last modified: Wednesday, 16 March 2005
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