Highlights
Task:
Specifications
Your task is to complete various exercises in BlueJ, using the Java language, and to submit these via the MySCU link created for this purpose.
Marking criteria includes:
• Use short and precise answers
• Use of correct coding style, including the use of comments;
• Accuracy of coding;
• Use of suitable coding structures;
• Correct submission and naming conventions of assessment items as required.
Getting Help
This assignment is to be completed individually. It is the opportunity to gain an understanding of the concepts of object oriented programming and coding syntax. It is important that you master these concepts yourself. You are permitted to work from the examples in the study guide or textbook but you must acknowledge assistance from other textbooks or classmates. In particular, you must not use online material or help from others, as this would prevent you from mastering these concepts. Who can you get help from? Use this diagram to determine from whom you may seek help with your program.
Assignment 1
Use the provide template to record your answers.
Q1. Familiarizing with programming concepts (20 marks)
Fig 1. Program the car so it can reach its destination.
Your task is to “program” a self-driving car so it can drive itself to the destination (shown in green). The are 5 instructions that you can use:
• LEFT – the car will turn left
• RIGHT – the car will turn right
• DRIVE – the car will move forward 1 cell if the cell is empty
• REVERSE– the car will move backward 1 cell if the cell is empty.
• REPEAT #N – repeat the command following the REPEAT command N times or until the car hits an obstacle or hits the wall. For example, REPEAT 5; DRIVE; will repeat
the DRIVE command 5 times.
Write a program (in the provided MS Word template) so that the car can reach the destination. You must use semicolon (;) to separate the commands in your program. If your program has more than 18 commands, 1 mark is deducted for each extra command.
An example of a program you have to write is as follows:
LEFT;
REPEAT 5;
DRIVE;
...
3
Q2. Thinking in Object Oriented Programming way (30 marks) In this part you will study the snake game to try think about it from the OOP approach.
• Open the given snake_game project in BlueJ.
• Play the game as much as you need to familiarize yourself with the game rules.
• After you have understood the game, complete the following tasks:
a. Your task is to identify all objects in the snake game. For each object, identify the properties and behaviours of the object. Document your findings as follow:
Object 1 name:
• Properties:
- Property 1: explain the property briefly
• Behaviours:
- Behaviour 1: explain the behaviour briefly
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