2 — The Map
Due Thursday, 27 September 2023 Wednesday, 27 September 2023, 11:59:59pm
Motivation Enough planning, it is time to start building the system,
bottom up. At the very bottom of the component hierarchy is the game map—
See Q.Com, a Plan for our plan for the entire project, not just the first three
sprints. Being able to write such plans—
Self-Evals Starting with this homework assignment, we will push a
self-evaluation form into your homework repo (2/self-eval.md) right after
the due date/time. The form comes with instructions and a small number of
questions about your code base. You must edit the file—
Not submitting a self-evaluation by this deadline will lower your score substantially.
Delivery Place the product of this week’s milestone into your git repo as follows:
for the Programming Task, place map.PP into Q/Common/, because both our referee and our players can use this “common” component.
Here .PP stands for a language-specific suffix, which depends on your choice of TAHBPL. Some languages demand a specific organization within the file system. In that case, you may place a link to the proper map.PP into Common/.
If your map representation calls for additional data representations that you would prefer to place into different files, place the files (and links) into Q/Common.
for the Design Task, place state.md into the Planning/ folder so that you can reflect on your planning ideas and failures at the end of the semester.
creating a game map with the referee’s tile;
extending the map with a tile so that it shares a side with an existing tile, regardless of the color or shape of either one;
determining all those places where a specific tile can be inserted so that it fits according to the matching rules of The Q Game.
Design Task The referee is a mechanism that acts according to a book of rules and the state of the games. That is, the state of the game is the referee’s knowledge about the game that enables it to grant turns, decide the validity of actions, and announce the end of the game and its outcome to every participant.
Design a data representation for the game state. List all pieces of functionality that should be available to the referee to run a game.
To describe the data representation, mix English and references to the data sub-language of your chosen programming language. For the operations, choose the wish list format that you got to know in Fundamentals I and Fundamentals II, depending on which of the languages used in these courses matches your chosen language most closely. Distinguish the two parts clearly.
The memo should not exceed a page. Less is more.
Keep in mind our Q.Com, a Plan while you work on a design task.
You do not need to read the rest of this page if you recall the notion of “design and implement” from Fundamentals I through III.
To design means to turn the information in the real world into a data
representation—
Design also means to think about what other components will want to know about
this information or perhaps represent a change over time. To this end, you are
to come up with a list of functionality—
Some information and functionality is explicit in the real world. Some is implicit. While the real map clearly consists of unique tiles and players can simply point at the tile where they wish to place an avatar, a data representation must make the grid and places on the grid explicit. What do you think is a good representation of “place”?
The referee is an example of implicit functionality. When a group of us sits around a kitchen table to play Q, we collectively play referee. A software system cannot keep such functionality implicit; ideally, it must be open to audits in case of law suits.
To implement is to systematically turn the wish list of functionality into an implementation of functions and methods. Since this milestone it is about the design of a component, it also means to make some of these functions and methods public and keeping all helpers private. Use your chosen language well.
The entire point of proceeding systematically is to accommodate
change. It is unlikely that anyone’s first design and implementation of the
map is perfect. A good intuition will go a long way to finish most of the
needed work this week, but “easy change” is the name of the software
game—
At Northeastern, we teach “systematic” from week 2 in the undergraduate curriculum. Follow these principles and you will be able to manage your time this semester