<em id="rw4ev"></em>

      <tr id="rw4ev"></tr>

      <nav id="rw4ev"></nav>
      <strike id="rw4ev"><pre id="rw4ev"></pre></strike>
      合肥生活安徽新聞合肥交通合肥房產生活服務合肥教育合肥招聘合肥旅游文化藝術合肥美食合肥地圖合肥社保合肥醫院企業服務合肥法律

      代寫COMP10002、代做C++編程設計
      代寫COMP10002、代做C++編程設計

      時間:2025-04-28  來源:合肥網hfw.cc  作者:hfw.cc 我要糾錯



      The University of Melbourne
      School of Computing and Information
      Systems
      COMP10002 Foundations of Algorithms
      Semester 1, 2025
      Assignment 1: Exploring Spaces
      Due: 11:59 pm Friday 02 May 2025
      Version: 1.3
      April 23, 2025
      IMPORTANT NOTES:
      • Please be aware that we have changed the submission location to be
      on GRADESCOPE, instead of ED. You will need to submit one file
      a1.c onto the grade-scope submission tab.
      • Please note that the auto-grader on gradescope will provide sugges tions on your coding style that will contribute to the style mark.
      • The expectations for Task 2 have been further clarified.
      • For the bonus challenge we have made it count for 1 bonus mark
      Please see the FAQ for instructions on how to submit the assignment.
      1
      At some point in time you may have seen one of these... You have prob ably even encountered them in a variety of video games from Pac-man to
      Animal Crossing...
      Or maybe you have heard the myths of labyrinths with monsters hidden
      in their depths...
      This is because spatial exploration puzzles, like mazes are one of the old est form of playful activities we have.
      We live a world where we are constantly physically exploring and nav igating with our bodies. So it’s almost a no-brainer that we would see
      2
      this kind of activity show up in our play. Spatial exploration puzzles span
      many different types of navigation problems, but for today we will focus
      on one called pathfinding.
      Pathfinding is the act of finding a possible path between two locations. Of ten we are looking for the shortest-path, but sometimes we may look for
      other types of paths. In modern games, pathfinding is used to tell charac ters how to move through the world. When people are chasing you in the
      Untitled Goose Game, or your Sim can’t get out of the pool because you
      deleted the ladder, those are examples of path finding at work.
      For this assessment, we are going to be putting our algorithmic thinking
      to the test by exploring simple pathfinding.
      About the Assignment
      Assignment Structure
      Like a game, this assignment is divided into levels with different tasks.
      Like any good game, each subsequent level builds on the skills and tech niques you used in the previous level. We recommend trying them all in
      order for this reason.
      To help get you started, each level will outline the problem, your require ments for the level, any information about the problem space that may
      be useful to you, and an example of output from one of the provided test
      files. Occasionally we will also highlight helpful hints and tips in a blue
      box like so:
      3
      Hey! Listen!
      This is an example of what a hint/tip will look like.
      Bonus Challenge:
      At the end of the assignment, there is a skill-testing bonus challenge.
      The bonus challenge is a slightly more advanced problem that you
      are invited to try. There are no extra marks associated with it.
      Learning Outcomes
      By completing this assessment you will demonstrate your understanding
      of the following coding concepts:
      • Input processing,
      • Control structures (conditionals and loops),
      • Functions, and
      • Arrays.
      You will also be demonstrating your algorithmic problem solving skills,
      particularly showing how you understand searching problems and recur sion.
      Getting Started
      For this assignment, you will be given the following:
      • a skeleton code file (a1.c) with a semi-complete main function, a set
      of function prototypes for you to complete, and comment space for
      your answers to written questions;
      • a set of test input files for the various levels (test0.txt, test1.txt,
      test2.txt); and,
      • examples of correct outputs for the test files both in this document,
      and as a set of files such as (test0-level1-out.txt, test0-level2-out.txt,
      test0-level3-out.txt, test0-level4-out.txt) etc.
      4
      Before you start coding, you need to get to know the structure of the game.
      After reading this assignment and the FAQ at the end of this document,
      spend time familiarizing yourself with (a1.c). Pay attention to the vari ables, constants, and function prototypes already in-place. These will be
      useful hints at how to complete the functions later!
      And remember, Algorithms are fun!
      Level 1: Hello World? [4 marks]
      In order to do any pathfinding, we need a representation of a “world” that
      we can move around in. But how do we represent that on a computer?
      There are a variety of ways, but for simplicity we can think of our world
      like a map with a grid imposed on top of it. This way every location on
      the map has an x and y coordinate that tells us where on the map it is.
      We can extend this understanding to think about our map as a two-dimensional
      array. Every element of this 2D array is the relevant structure at that (x,
      y) point. For example, imagine a world where there are walls blocking
      our path; the array could store a symbol of a wall at the real wall’s (x, y)
      location to show us that it is there.
      This leads us to our first task: create the map for our world!
      Requirements
      To successfully complete this level you must:
      1. Complete the function FillMap() so it can read in the map data from
      the test file;
      Hey! Listen!
      We are running your code using input redirection (using < in
      commandline) to pass the test file to program so you can use
      the standard input functions, like scanf! To have a closer look
      at the command we are running, see the BUILD HELP.txt file in
      the skeleton code folder we have provided.
      5
      2. Complete a function called PrintMap() that prints out the map to the
      terminal screen; and,
      3. Save the starting and ending locations you found to the appropriate
      variables in the main function.
      Hey! Listen!
      Think about how this task interacts with C scopes, and what
      tools we have to manipulate variables in different scopes.
      What we know about the problem
      File structure. The input file will always contain at least 3 lines of data.
      • Line 1:
      – Two positive integers representing the row (y coordinate) and
      column (x coordinate) of the STARTING position
      • Line 2:
      – Two positive integers representing the row (y coordinate) and
      column (x coordinate) of the ENDING position
      • Line 3:
      – One positive integer representing the number of obstacles (i.e.
      BLOCKS) on the map
      Depending on the number of blocks, the input file will also have the coor dinates for those blocks.
      Map size. To make the process easier, we have fixed the map size as a
      square grid. The specific size value is defined as a preprocessor directive
      using #define␣N at the top of the (a1.c) file. During graded testing this
      number and the input we test on may change. So when creating your code,
      make sure it can scale with the map size.
      Location information. You can assume for this input that we will not
      put the starting, ending, and/or blocks in the same location. This means
      the start and end will not be the same place. This will be true for all tests.
      6
      Sample Output
      Your output for the Level given the same test file, should look like Fig. 1.
      Figure 1: Example of expected output for Level 1 using test2.txt
      Level 2: Na¨ıve Pathfinding [6 marks]
      Great! Now we have our map rendered in the computer and know where
      the starting and ending points!
      We now want to start working towards finding our way from the starting
      point to the exit point! Let’s start by taking a somewhat intuitive approach
      we will call na¨ıve pathfinding.
      In our na¨ıve pathfinding we will start moving in one direction (e.g. down
      the rows) until we can’t move anymore or until we have reached the correct
      row for the exit. If we ever reach a block, we will try to move one column
      over towards the exit, and then continue moving down. Once we have
      reached the correct row, we will then start moving columns towards the
      exit using the same logic (going until we hit a block, then moving up or
      down a row to compensate, before returning to the columns).
      See requirements for a description of the algorithm below. Fig. 2 renders
      what the map would look like after each step.
      7
      Figure 2: Example of each step the path would take for Level 2 using
      test2.txt
      For your second task, you will need to implement the described function
      and answer some questions about it.
      Requirements
      To successfully complete this level you must:
      • Complete the function SimpleDirections() so it can both render a
      path between the starting and ending space using +, and output the
      number of steps needed to reach the end. The pathfinding must use
      the following logic:
      – From the starting point, the path will always try move along the
      rows towards the row containing the end point,
      – If the path hits a block, it will move left or right one column in
      the direction towards the end point,
      – The path will repeat the previous two steps until it reaches the
      correct row.
      – The path then repeats the above process for the columns (i.e.
      moving along the columns until it encounters a block, and then
      moving around the block through the rows)
      – The path then begins to move across the columns in the direc tion of the end point.
      8
      – If at any stage, you cannot make a move following the above
      rules you must stop.
      • Modify the skeleton code, so that in the case that you have no more
      valid moves from the above algorithm, so that it now prints "SimpleDirections
      took N steps and got stuck.\n\n", and then the map instead of
      "SimpleDirections took N steps to find the goal.\n\n" and then
      the map, where N is the number of steps taken before not having any
      valid moves or reaching the end point.
      • Answer the following questions in the comment section indicated at
      the end of your a1.c file:
      – List some cases where this process will not produce our ex pected results? Why is this?
      Hey! Listen!
      Think about how the assumptions we have to make about
      the problem space (i.e. the map).
      – Do you think this process will be efficient for bigger maps? Why,
      or why not?
      What we know about the problem
      Assumptions about the map. At this point you can assume the follow ing information:
      • There will always be at least one path that will take you from the
      start to end. This may not always be the case in the future. We have
      provided an example in Fig. 4 of the expected output.
      • There is only one starting and one ending position. However, you
      should consider that the starting and ending positions could be any where on the map grid.
      Sample Output
      Your output for the Level given the same test file, should look like Fig. 3
      or Fig. 4.
      9
      Figure 3: Example of output from Level 2 using test2.txt input.
      Figure 4: Example of output from Level 2 using test3.txt input.
      Level 3: Closest Neighbours [4 marks]
      Hooray that’s one way to find a path to the end! Let’s try to come up with
      another (slightly more generic) process!
      Intuitively, we may want to start by finding a valid (i.e. unblocked, empty)
      space adjacent to our starting space — i.e. its neighbour. If we then move
      into that new valid space, we can repeat the search process by just looking
      for the next adjacent empty space. In this way, we are not pre-emptively
      deciding on the direction of our search, and so we do not need to give our
      search an end point. We call this process Closest Neighbours.
      Our third task, is to implement this Closest Neighbours algorithm as
      discussed. Fig. 5 illustrates what the path looks like on the map at every
      step of this Closest Neighbours algorithm.
      10
      Figure 5: Example of each step the path would take for Level 3 using
      test1.txt
      Requirements
      To successfully complete this level you must:
      • Complete the function ClosestFreeNeighbour() to find a path from
      a known starting position to an unknown ending position using the
      following logic:
      – Check if your neighbour is empty, and if yes then move to it
      – We check the neighbours in the following order:
      1. Above
      2. Right
      3. Down
      4. Left
      – We end the function once we find the ending position or there
      is no available neighbour to move to.
      What we know about the problem
      Assumptions about neighbours. We know that any individual location
      will have at most four (4) neighbours: above, right, down, and left. Based
      on this we should be able to know where a neighbour is relative to our
      current location.
      11
      Structure of the process. We can see that this process requires complet ing the same process on a smaller version of the same problem. We can
      leverage this to approach this problem using a particular technique that
      we covered in lecture.
      Hey! Listen!
      Think about the Triangles and Tower of Hanoi example from lecture!
      Assumptions about Map data. You can assume that the map is back to
      its original state when you start this process. We have provided you with
      a RefreshMap() function which wipes the map back to just its starting
      configuration. We already call this for you between every Level() call in
      the main function so that you do not have to worry about carrying over
      data.
      This function is not needed in the current iteration of the program that
      runs each level with a seperate instance of the program, it does however
      still exist within the program.
      Sample Output
      Your output for the Level given the same test file, should look like Fig. 6.
      Figure 6: Example of output from Level 3 using test2.txt input.
      Level 4: Finding a Complete Path [2 marks]
      Awesome, now we have some way to find a path from a starting location
      to an unknown ending point! But will this method always work?
      Our final task is to theorize about how we could improve on our
      Closest Neighbours approach.
      12
      Requirements
      To successfully complete this level you must answer the following ques tions in the comment section indicated at the end of your a1.c file:
      • Do you think the Closest Neighbour process will always work? Why
      or why not? Write out what you know about the problem space (i.e.
      possible board setups) to support your thoughts about the process.
      • How would you improve the Closest Neighbour process to handle
      edge cases? Use pseudocode to describe your proposed algorithm.
      Hey! Listen!
      Think about how we could remember where we have been.
      What we know about the problem.
      For this final task, you should write out what you know about the prob lem space of mazes (generically). Thinking about what the problem space
      looks like, is a very important skill in algorithmic thinking.
      Sample Output
      Your output for the Level is just text and pseudocode in a comment in your
      assignment code file.
      Bonus Challenge [1 bonus mark]
      Note that in the test cases given this is described as taskN-level-4-out.txt
      Bonus Challenge:
      Now that you have proposed a way to improve on the Closest
      Neighbours method, we need to try it out. In this Skill Testing
      Challenge, you must try to implement the changes you suggested
      in Level 4 so that you have a more robust maze solving algorithm!
      Your implementation should mark all paths you visited/tried with
      a * and the final resulting path with +.
      13
      FAQ
      Here are some frequently asked questions about submission and policies
      for this assignment.
      How do I submit the assignment?
      You will need to submit your assignment on the EdStem Platform, as you
      have used for the assessed problem sheets.
      You will need to submit your assignment on the Canvas LMS using
      Gradescope. You may write your code outside the Ed platform in a code
      editor such as Visual Studio if you wish, but you will need to copy your
      finalised code onto Ed to submit it. To submit your code, you will need to:
      1. Log in to LMS subject site,
      2. Navigate to “Assignment 1” in the “Assignments” page,
      3. Click on “Load Assignment 1 in a new window”,
      4. Follow the instructions on the Gradescope “Assignment 1” page,
      5. Click on the “Submit” link to make a submission.
      Deadline and Late Submissions
      The deadline for this assignment is 11:59 pm Friday 02 May 2025. You can
      submit as many times as you want to before this deadline. Only the last
      submission made before the deadline will be marked. You can (and should) sub mit both early and often – to check that your program compiles correctly
      on our test system, which may have some different characteristics to your
      own machines.
      Submissions made after the deadline will incur penalty marks at the rate of
      -3 marks per day or part day late. Late submissions after 11:59 pm Tues day 06 May 2025 will not be accepted. Do not submit after the deadline
      unless a late submission is intended.
      14
      Special Considerations
      Special 24-hour extension. If you need just a little more time to finish
      your assignment, we are offering an automatically approved 24-hour ex tension to students who fill out this Automatic Extension Form. There
      is no further documentation required, and you are guaranteed to be ap proved for this extension.
      1-3 Day Extensions: For extensions between 1 to 3 working days, stu dents may complete the FEIT online declaration form. The Online Dec laration Form covers most written assessments, and must be submitted
      before the assignment due date. The Online Declaration form does not
      require any medical documentation from students at time of submission,
      but this could be asked for at a later date. Extensions applied for through
      the FEIT system are not automatically approved.
      4+ Day Extension: If you need more than 3 working days, or alternative
      considerations for an assignment, you will need to submit a request on the
      Special Consideration Portal. The Special Consideration application will
      require students to provide supporting documentation for their circum stance. The full application must be submitted within four working days
      of the assessment due date; it can be submitted in advance of the due date
      if you know you will be impacted. Special Consideration is not auto matically granted. They are assessed by Student and Scholarly Services
      (SASS) and passed to FEIT if you are found eligible for consideration.
      Academic Adjustment Plans: For those of you who have registered your
      Academic Adjust Plan with our subject, please follow the details set out in
      your plan regarding any considerations for deadlines, etc.
      How will I be marked?
      The assignment is out of 20 marks. The breakdown of marks in the assign ment is:
      • Level 1 [4 marks]
      • Level 2 [6 marks]
      • Level 3 [4 marks]
      • Level 4 [2 marks + 1 bonus mark]
      15
      • Code Structure and Style [4 marks]
      This assignment has both coding and written components. Below we have
      outlined how they will be marked.
      Marking your code
      Overall your code will be marked on its functionality, structure, and style.
      Details about the specifics for each Level is in the marking rubric. Here we
      have a brief description of what we mean by functionality, structure, and
      style.
      Functionality. Your code’s functionality will be autograded by test cases.
      Given the size of this class it is the only feasible way for us to mark your
      work. Part of your code mark for each Level will be based on how many
      of our test cases it passes.
      IMPORTANT !
      Since we are autograding your code, it MUST compile in order to
      receive a grade. If your code does not compile, you will receive a 0
      for the functionality portion of your work. Our markers will not be
      spending any time troubleshooting it for you during marking.
      Code Structure. Part of your code mark will be based on the structure of
      your actual code. The marker will take a quick look at the functions you
      have created to determine if you are using the appropriate techniques for
      the problem.
      Code Style. Your code style is important to develop as it makes your
      code easier to read and debug. To this end 4 marks in the assignment
      is reserved for evaluating your consistency with coding style and good
      practice behaviours. We are particularly looking for some of the following:
      • Appropriate code commenting,
      • Consistent and reasonable naming conventions for functions and vari ables,
      • Consistent indentation, bracket placement, whitespace, short lines,
      and other code readability elements like authorship comment,
      16
      • Appropriate use of maintenance and abstraction tools for efficient
      code design (e.g. #define variables, functions use to reuse code)
      This list is not comprehensive, and “appropriateness” is up to interpreta tion by assignment marker based on a holistic look at your code.
      To help you develop good style, we suggest taking a look at some of the
      following style guides:
      • CS50 Style Guide,
      • Google’s Style Guide (Written for C++),
      • Linux Kernal Coding Style Guide
      You do not have to follow any of these guides specifically, but note their
      similarities when you are developing your own coding style.
      Marking written answers
      The goal of the written questions is to make you think critically about the
      code you just wrote, and whether it is a robust solution to the problem.
      As such, we are more concerned with seeing that you have genuinely at tempted to think about the problem than having a singular correct answer.
      To reflect this, written answers are marked based on both the correctness
      and quality of an attempt. This means a genuine attempt, even if the result
      is wrong will still earn you some mark so we encourage you to really try.
      A good answer attempt should:
      • Incorporate the terminology and language from the course;
      • When appropriate, refer to the algorithms and concepts you are fa miliar with from the course (e.g. does your approach look like any
      other problem solving techniques?)
      Working with Friends and Academic Integrity
      Learning is an uncomfortable process of going from not knowing some thing to knowing something. So while our assignments are designed to
      be achievable, they can also be challenging because they are asking you
      to demonstrate that learning in an active way. This means there are going
      to be times in the learning process where you are struggling. We aim to
      support you with our lectures, workshops and the First Year Centre. But
      17
      another important form of support are your peers in the class with you!
      It is really helpful to have people around you who are also working to wards learning the same material. We strongly encourage you to discuss
      your work with others, but what gets typed into your program must be
      individual work, not from anyone else. If you are copying solutions from
      a friend or the internet, you lose out on the chance to do the real learning
      that will help you throughout this subject and beyond.
      We know it is hard to watch our friends struggle, especially when we see
      how much effort they are putting into their work. However, giving them
      your code removes their opportunity to learn and grow. The best way to
      help your friends in this regard is to say a very firm “no” when they ask for
      a copy of, or to see, your program. Feel free to discuss concepts with them,
      and direct them to one of the other subject supports like their workshop
      tutors, the First Year Centre, the PASS program, ED Discussion boards, or
      the professors. We truly want you all to succeed, and are willing to put in
      the time and effort to help anyone struggling at any stage of the learning
      process.
      So please, do not give (hard or soft) copies of your work to anyone else; do
      not “lend” your memory stick to others; and do not ask others to give you
      their programs “just so that I can take a look and get some ideas, I won’t
      copy, honest”.
      A sophisticated program that undertakes deep structural analysis of C code iden tifying regions of similarity will be run over all submissions in “compare every
      pair” mode. See https://academichonesty.unimelb.edu.au for more in formation.
      18
      請加QQ:99515681  郵箱:99515681@qq.com   WX:codinghelp



       

      掃一掃在手機打開當前頁
    1. 上一篇:射手花全國客服電話咨詢欠款問題及解決方案全解析(已更新)射手花全國客服電話咨詢欠款問題及解決方案全解析(已更新)
    2. 下一篇:COMP9021代做、代寫Python編程語言
    3. 無相關信息
      合肥生活資訊

      合肥圖文信息
      出評 開團工具
      出評 開團工具
      挖掘機濾芯提升發動機性能
      挖掘機濾芯提升發動機性能
      戴納斯帝壁掛爐全國售后服務電話24小時官網400(全國服務熱線)
      戴納斯帝壁掛爐全國售后服務電話24小時官網
      菲斯曼壁掛爐全國統一400售后維修服務電話24小時服務熱線
      菲斯曼壁掛爐全國統一400售后維修服務電話2
      美的熱水器售后服務技術咨詢電話全國24小時客服熱線
      美的熱水器售后服務技術咨詢電話全國24小時
      海信羅馬假日洗衣機亮相AWE  復古美學與現代科技完美結合
      海信羅馬假日洗衣機亮相AWE 復古美學與現代
      合肥機場巴士4號線
      合肥機場巴士4號線
      合肥機場巴士3號線
      合肥機場巴士3號線
    4. 短信驗證碼 酒店vi設計 投資移民

      關于我們 | 打賞支持 | 廣告服務 | 聯系我們 | 網站地圖 | 免責聲明 | 幫助中心 | 友情鏈接 |

      Copyright © 2025 hfw.cc Inc. All Rights Reserved. 合肥網 版權所有
      ICP備06013414號-3 公安備 42010502001045

      成人久久18免费网站入口