KF7006 Object Oriented Programming

Object Oriented Programming
ASSESSMENT BRIEF
Module Title:Object Oriented Programming
Module Code:KF7006
Academic Year / Semester:2022-23 / Semester 1
Module Tutor / Email (all queries):Lauren Scott / lauren5.scott@northumbria.ac.uk
% Weighting (to overall module):100%
Assessment Title:Nonogram
Date of Handout to Students:14th November 2022
Mechanism for Handout:Module Blackboard Site in Week 8
Deadline for Attempt Submission by Students:12th January 2023 10:00am, GMT
Mechanism for Submission:Document upload to Module Blackboard Site
    Submission Format / Word CountPlease upload your code as a zip file to one portal (labelled ‘Code’), and your report as a single pdf file to the other (Turnitin) portal (labelled ‘Report’). Your report should not exceed 3,000 words in length (not including tables and figures).
Date by which Work, Feedback and Marks will be returned:9th February 2023
Mechanism for return of Feedback and Marks:Mark and individual written feedback will be uploaded to the Module Site on Blackboard. For further queries please email module tutor.

Learning Outcomes

All the module learning objectives are covered by this assignment:

Knowledge & Understanding:

  1. Demonstrate a systematic understanding of the principles, knowledge and skills required to design, implement, test and document programs written in an object oriented language.
  2. Demonstrate a critical understanding of the essential principles and practices relating to object- oriented programming, including the need for standards, principles of quality, and appropriate software support.

Intellectual / Professional Skills & Abilities:

  • Critically evaluate the methods and conceptual tools used in developing solutions to programming problems.
  • Analyse, specify, design, implement and test a high-level solution to a programming problem using object oriented and general imperative programming language constructs, using appropriate documentation standards and software tools.

Personal Values Attributes (Global / Cultural awareness, Ethics, Curiosity) (PVA):

  • Effectively communicate development of a solution to a programming problem, including critical evaluation

The work is set in Week 08 of the module by which time you will have covered enough to make a start on the work.

Module Learning Outcomes

MSc Computer Science Object Oriented Programming

If you are studying the MSc Computer Science, successful completion of this module will support you to evidence:

Knowledge & Understanding:

KU1. Demonstrate in-depth knowledge and critical understanding of the main areas of Computer Science, including the key areas of systems analysis, systems development, operating systems, security, networking, databases and the internet

KU2. Demonstrate a comprehensive knowledge and critical understanding of essential facts, concepts, principles, theories, methods, techniques and tools in the application and management of a range of current and emerging secure computing and information technologies

KU4. Apply a detailed knowledge and understanding of the software development life cycle with respect to generalised information systems

Intellectual / Professional Skills & Abilities:

IPSA1. Systematically identify and analyse complex problems of a familiar and unfamiliar nature and offer appropriate strategic solutions using a range of effective methods and tools

IPSA4. Systematically apply a range of techniques, tools and knowledge in the analysis, design, construction, testing and maintenance of high quality enabling solutions to Computer Science problems in a variety of both real world and theoretical contexts

IPSA5. Critically examine the ways of defining, promoting, controlling and validating the attainment of quality in the field of Computer Science, including security

Personal Values Attributes (Global / Cultural awareness, Ethics, Curiosity) (PVA):

PVA1. Learn independently, enhancing your existing skills and developing new ones to a high level, enabling you to sustain your own continued professional development

PVA2. Demonstrate creativity in problem solving and decision making in complex and unpredictable situations

PVA3. Effectively and professionally communicate information, ideas, arguments, problems and their solution in written and oral form to specialist and non-specialist audiences

PVA6. Engage in critical self-appraisal of their own learning experience, personal strengths, limitations and performance

MSc Artificial Intelligence

If you are studying the MSc Artificial Intelligence, successful completion of this module will support you to evidence:

Knowledge & Understanding:

KU1 Demonstrate an in-depth and comprehensive knowledge of essential facts, concepts, principles, theories, capabilities, limitations and challenges of artificial intelligence and other enabling techniques underpinning artificial intelligence

KU4 Demonstrate a comprehensive understanding of the philosophies, techniques, tools, platforms, and methods relevant to artificial intelligence and the enabling technologies

Intellectual / Professional Skills & Abilities:

IPSA1 Systematically apply knowledge and understanding to identify and analyse complex problems, and design and recommend AI solutions.

IPSA2 Systematically apply a range of techniques, tools and knowledge to a variety of complex real-world problems

Personal Values Attributes (Global / Cultural awareness, Ethics, Curiosity) (PVA):

PVA1 Demonstrate creativity in problem solving and decision making in complex and unpredictable solutions for the benefit of society and environment

PVA2 Critically reflect on interpersonal learning skills and formulate solutions to their use in a wide range of situations

PVA3 Demonstrate initiative, personal responsibility, personal enterprise, ethical and security awareness, self- reliance and self-direction, acting autonomously in planning, designing and implementing tasks at a professional level

Scope

The assignment is an individual assignment.

You will be provided with some initial program source code as described in the section below. You must extend the program to meet the specification below.

What follows is a detailed discussion of the program and how it is modelled and its functions, you will need to look very closely at the specification for the object-oriented (OO) program you are to create.

Assignment

Nonogram

This is a puzzle where you must colour in/fill in the grid according to the patterns of contiguous full cells given in the rows and columns. In the supplied text-based UI, full cells are shown as ‘@’, unknown cells as ‘.’, and cells you are sure are empty as ‘X’ (space). If a row or column is invalid (doesn’t match the pattern) this will be marked with a ‘?’; a solved row or column is marked with a ‘*’, but it may still be wrong because of the other columns or rows – keep trying!

To solve the puzzle, you need to use logic to slowly fill in the grid, with intersecting rows and columns, and the constraints of space giving you clues (see online websites for tutorials if you get stuck).

The text UI includes help (some of the text here), an individual move, a row multi move, a column multi move, and quit. The remaining four choices are not yet implemented (undo, clear, save and load).

Figure 1: Nonogram (file: tiny.non)

You have been supplied with code that implements Nonogram and also a partially-implemented text-based user interface. Three .non files are also included. The five model classes are Assign, Cell, Constraint, NGPattern, and Nonogram; the text UI is NonongramUI; plus, a problem-specific exception class, NonogramException. The classes are illustrated in a UML class diagram (Figure 2).

Figure 2: Class diagram for supplied code

The Tasks

The tasks you are to carry out are as follows:

To complete the implementation of the text-based user interface to include the (as yet unimplemented) clear (i.e., reset the Nonogram game), undo (a single user move, then a further move if called again, and so on), save (the state of the game to a file) and load (the state of the game from file) methods. You should only need to make changes to the main user interface class (NonogramUI) and the helper class Assign to achieve this.

To design and implement a graphical user interface (GUI) for the Nonogram model code that allows the user to make moves, undo user moves, clear (reset) the game, save to, and load from file. The individual cells will need to indicate if they are unknown, full or empty. The GUI should at least give feedback on when individual rows/columns are invalid or solved, as well as when the overall puzzle is solved The appearance of the interface is up to you, but an example is given in Figures 3 and 4. You should keep the user informed through the use of e.g., a status box, and may also consider the use of dialogue boxes where appropriate (such as file location selection). You must use Observer-Observable to update the GUI as the model changes.

Develop a test plan and test the functionality of your classes.

Write a report including design, testing and reflection (see below). The report should not exceed 3000 words (not including tables and figures).

Figure 3: A possible GUI design (at start of a puzzle)
Figure 4: A possible GUI design (puzzle complete, and all unknown cells displayed as empty; the blue colour on the row & column patterns indicates they are solved)

Deliverables

General Points

The development of your code is based on the object-oriented model, and you must make use of classes in developing your system. Each will have its own methods and properties though they could inherit from other classes.

All interactions must be made via just the text-based UI or just the GUI alone (do not try and mix text-based UI and GUI). You may design the GUI as you see fit; see the example depicted above.

You might consider writing custom dialogue(s) to input the user’s preference and other information. This will require a little investigation on your part.

The GUI should consist of a number of classes each with well-defined functionality. There may be a driver class to set things going; multiple GUI classes to provide the user interface; there may be additional classes for e.g., file handling.

The code you produce must adhere to the published course coding standards. Marks are awarded for code quality and appropriate defensive programming. Your code should be well commented and include Javadoc comments.

You will be expected to test parts of your program against a suitable set of situations. In your report you should describe your testing plan and results; also include your test results as screen shots as evidence.

Design

You must produce design documentation. This will include class diagram(s) for the system, a short explanation as to the general purpose of each of the classes you have produced and a justification for any design decisions you have made (including options you discarded and why).

Implementation

You must provide complete Java source code for your program. The code must adhere to the object-oriented style standards as defined for the module. Do not use a GUI editor to generate your code, but develop it by hand using the Java Swing API.

Testing

You are expected to test your code using the strategies studied during the module. It is not necessary to test the supplied code, although you may choose to do so.

The testing section of your documentation should indicate the approach you have taken to verifying and validating your system. Just as you should not convey the design of your system by presenting the code or even listing the classes, you should not merely list the tests performed. Rather, discuss how tests were selected, why they are sufficient, why a reader should believe that no important tests were omitted, and why the reader should believe that the system will really operate as desired when in use.

You may not be able to create JUnit tests for all aspects of your classes, particularly the graphical user interface classes. It is sufficient to carry out well planned and documented manual testing.

Strategy: An explanation of the overall strategy for testing: black box and/or white box, integration, kinds of test beds or test drivers used, sources of test data, test suites. You might want to use different techniques (or combinations of techniques) in different parts of the program. In each case, justify your decisions.

Test Data: A set of tables showing the test data you used for each class, etc. The format of the test documentation should be as follows: for each test case in the tables,

  • a unique test ID
  • a brief description of the purpose of the test
  • the pre-conditions for running the test
  • the test data
  • the expected result

Reflection

You must provide a final critical evaluation of your work. The reflection section is where you can generalise from specific failures or successes to rules that you or others can use in future software development. What surprised you most? What do you wish you knew when you started? How could you have avoided problems that you encountered during development?

Evaluation: What you regard as the successes and failures of the development: unresolved design problems, performance problems, etc. Identify which features of your design are the important ones. Point out design or implementation techniques that you are particularly proud of. Discuss what mistakes you made in your design, and the problems that they caused.

Lessons: What lessons you learned from the experience: how you might do it differently a second time round, and how the faults of the design and implementation may be corrected. Describe factors that caused problems such as missed milestones or the known bugs and limitations.

Known Bugs and Limitations: In what ways does your implementation fall short of the specification? Be precise. Although you will lose points for bugs and missing features, you will receive partial credit for accurately identifying those errors, and the source of the problem.

This reflection should be one to two pages long.

Deliverables

Submit a zip archive containing a complete BlueJ project for your program including Java source code with comments (this goes in the ‘Code’ portal).

A single document in pdf format (this goes in the ‘Report’ Turnitin portal) containing:

  • design documentation as specified above;
  • test documentation as specified above;
  • your reflection report as specified above.

Two portals will be provided on the eLP (BlackBoard) for you to upload your work.

Collaboration and Academic Integrity

You can discuss your work, but the submitted work must be your own individual work.

You can use some public domain code, but it must be clearly referenced. It must be a very small component (less than 5%) of the submitted assignment. Generally, it will not attract marks.

The assignments are designed to allow you to demonstrate your achievement of learning outcomes. You cannot use the work of your fellow students or anyone else.

You are advised to read the University regulations concerning academic misconduct. More details can be found at: https://www.northumbria.ac.uk/about-us/university-services/academic-registry/quality-and-teaching-excellence/assessment/guidance-for-students/

Marking Scheme

Overall Mark

GradeMarkDescription
Distinction70-100Excellent work providing evidence to a very high level of the knowledge, understanding and skills appropriate to level 7. All learning outcomes met, many at high level. Marks at the high end of this range indicate outstanding work where all learning outcomes are met at a high level. Excellent in all the specific areas of the assessment criteria listed below for the assignment; evidence of successful independent learning as demonstrated by the implementation of optional features in the program; use of up-to- date material from a variety of sources; critical evaluation and creative use of theory.
Commendation60-69Commendable work providing evidence to a high level of the knowledge, understanding and skills appropriate to level 7. All learning outcomes met; many are more than satisfied. Good in all or most of the specific assessment criteria listed below for the assignment; evidence of independent learning; critical evaluation and creative use of theory.
Pass/Satisfactory55-59Satisfactory work providing evidence of the knowledge, understanding and skills appropriate to level 7. All learning outcomes are met. Satisfactory in all or most of the assessment criteria listed below.
Pass/Adequate50-54Adequate work providing evidence of the knowledge, understanding and skills appropriate to level 7, but only at a bare pass level. All learning outcomes are met (or nearly met and balanced by strengths elsewhere). Adequate in all (or most of, with balancing strength elsewhere) of the criteria listed below.
Marginal Fail40-49The program fails to achieve the basic pass criteria specified below. Work is not acceptable in providing evidence of the knowledge, understanding and skills appropriate to level 7. May be adequate in some, but not all of, the assessment criteria listed below.
Fail1-39Work is not acceptable and provides little evidence of the knowledge, understanding and skills appropriate to level 7. Few of the learning outcomes are met. Inadequate in terms of the various criteria given below as a basis for judging the work.
Fail0Work not submitted or work giving evidence of serious academic misconduct or work showing no evidence of the knowledge, understanding and skills appropriate to level 7. None of the learning outcomes are met.

Object Oriented Programming Specific Criteria

Basic functionality and code quality (15%)

GradeMarkDescription
Distinction11-15Excellent code that exceeds the functional specification for both text and graphical user interface; excellent structure, including use of meaningful variable names, Java coding conventions, @Override tags, visibility modifiers; relevant and accurate commenting including fully-tagged Javadoc comments.
Commendation9-10Good code that fully meets the functional specification for both text and graphical user interface; very good structure, including use of meaningful variable names, Java coding conventions, visibility modifiers; very good comments.
Pass/Satisfactory8Satisfactory code that fully meets the functional specification for both text and graphical user interface; good structure, including use of meaningful variable names, Java coding conventions, visibility modifiers; good comments.
Pass/Adequate7Code that meets most of the functional specification for both text and graphical user interface (areas that are lacking are compensated by other areas); reasonable structure; reasonable comments.
Marginal Fail6Code that meets some of the functional specification for both text and graphical user interface.
Fail1-5Code that does not run, but the source code shows potential to have met some of the functional specification for both text and graphical user interface.
Fail0No source code provided.

Quality of design and implementation (25%)

GradeMarkDescription
Distinction17-25Excellent design that fully demonstrates object-oriented programming design and implementation (assessed from both class diagram and description, plus the code itself), including classes, inheritance, attributes, and methods.
Commendation15-16Good design that demonstrates object-oriented programming design and implementation (assessed from both class diagram and description, plus the code itself), including classes, inheritance, attributes, and methods.
Pass/Satisfactory14Satisfactory design that demonstrates object-oriented programming design and implementation (assessed from both class diagram and description, plus the code itself), including classes, attributes, and methods.
Pass/Adequate13Adequate design that demonstrates object-oriented programming design and implementation (assessed from both class diagram and description, plus the code itself), including classes, attributes, and methods (areas that
  are lacking are compensated by other areas).
Marginal Fail10-12A design that demonstrates some object-oriented programming design and implementation (the class diagram and/or design description may be missing, so perhaps assessed from the code alone), including classes, attributes, and methods.
Fail1-9A poor design that demonstrates little object-oriented programming design and implementation (the class diagram and/or design description may be missing, so perhaps assessed from the code alone), including classes, attributes, and methods.
Fail0No evidence of object-oriented design and implementation.

Graphical User Interface (20%)

GradeMarkDescription
Distinction14-20Excellent graphical user interface, making full and appropriate use of a wide variety of widgets; correct use of action listeners and observer- observable; provision of excellent feedback to the user; use of optional dialogues such as file browser.
Commendation12-13Good graphical user interface, making use of a wide variety of widgets; correct use of action listeners and observer-observable; provision of good feedback to the user.
Pass/Satisfactory11Satisfactory graphical user interface, making use of a variety of widgets; correct use of action listeners and observer-observable; provision of reasonable feedback to the user.
Pass/Adequate10Graphical user interface, making use of a variety of widgets; correct use of action listeners and observer-observable; provision of reasonable feedback to the user (areas that are lacking are compensated by other areas).
Marginal Fail8-9A graphical user interface is provided, but may not be fully working/ interfacing to the model code, or providing adequate user feedback.
Fail1-7A graphical user interface of only limited functionality is provided.
Fail0No graphical user interface provided.

Testing (20%)

GradeMarkDescription
Distinction14-20Excellent test plan and report, full justification of tests selected, excellent coverage of program specification and implementation; clear reporting of test results (including screen shots) and corrective work for failed tests; some use of JUnit demonstrated.
Commendation12-13Good test plan and report, justification of tests selected, good coverage of program specification and implementation; clear reporting of test results (including screen shots) and corrective work for failed tests.
Pass/Satisfactory11Satisfactory test plan and report, reasonable coverage of program specification and implementation; reporting of test results (including screen shots).
Pass/Adequate10Test plan and report, reasonable coverage of program specification and implementation; reporting of test results (including screen shots); areas that are lacking are compensated by other areas.
Marginal Fail8-9Test plan and report, some coverage of program specification and implementation.
Fail1-7Limited evidence of some testing covering program specification and implementation.
Fail0No testing performed

Report (20%)

GradeMarkDescription
Distinction14-20Excellent report with complete class diagram(s) and detailed description of classes, including design options considered; evaluation of the program; personal lessons learned; remaining bugs and limitations
Commendation12-13Good report with class diagram(s) and description of classes, including design options considered; evaluation of the program; personal lessons learned; remaining bugs and limitations
Pass/Satisfactory11Satisfactory report with class diagram(s) and description of classes; evaluation of the program; personal lessons learned; remaining bugs and limitations
Pass/Adequate10Report with class diagram(s) and description of classes; evaluation of the program; personal lessons learned; remaining bugs and limitations (areas that are lacking are compensated by other areas).
Marginal Fail8-9Poor report with some areas omitted, and much of the writing focused on generic accounts rather than specific to the student’s actual program.
Fail1-7Poor report with very few areas included, and all of the writing focused on generic accounts rather than specific to the student’s actual program.
Fail0No report provided

Feedback Techniques used in this Module

Individual written feedback will be provided for the assessment. Feedback will be given for each element of the marking scheme.

Return of Feedback

Marks and written feedback for the assignment will be returned within four working weeks after the latest authorised submission.

Late Submission

Unapproved late submission may cause the deduction of marks or the loss of all marks for the assignment. You can find more details at https://www.northumbria.ac.uk/about-us/university-services/academic- registry/quality-and-teaching-excellence/assessment/guidance-for-students/

Referencing Style

Any commonly used referencing style is acceptable as long as it is used correctly and consistently. For technical work of this nature, you might prefer to use Harvard style.

Academic Integrity

You must adhere to the university regulations on academic conduct. Formal inquiry proceedings will be instigated if there is any suspicion of plagiarism, ghosting, collusion, or any other form of academic misconduct in your work. Refer to the University’s Assessment Regulations for Taught Awards especially the Academic Misconduct Policy if you are unclear as to the meaning of these terms. The latest copy is available on the University website.

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Introduction Ringwood East is a peaceful residential suburb located around 25 km east of Melbourne’s CBD. Known for its leafy streets, friendly community, and excellent access to parks and schools, Ringwood East is ideal for students seeking a quieter lifestyle while still being close to Melbourne’s educational hubs. With its

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Assignment Help in Ringwood, Melbourne

Introduction Ringwood is a bustling suburb located around 25 km east of Melbourne’s CBD. Known for its leafy residential streets, modern shopping centres like Eastland, and easy access to the scenic Dandenong Ranges, Ringwood offers a great lifestyle for students and professionals. The suburb is well connected via Ringwood Station

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Assignment Help in Richmond, Melbourne

Introduction Richmond is one of Melbourne’s most iconic inner-city suburbs, located just 3 km east of the CBD. Famous for its lively café culture, bustling shopping streets like Bridge Road, and its thriving arts and sports scene, Richmond blends lifestyle and convenience perfectly. With excellent tram and train connections, students

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Assignment Help in Reservoir, Melbourne

Assignment Help in Reservoir, MelbourneIntroductionReservoir is a thriving suburb located just 12 kilometres north of Melbourne’s CBD. Known for its multicultural community, leafy parks, and welcoming neighbourhoods, Reservoir strikes the perfect balance between suburban comfort and city convenience. It is well-connected through trains, buses, and trams, making travel easy for

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Assignment Help in Parkville – Universal Assignment

Parkville, located just 3 km north of Melbourne CBD, is one of Melbourne’s most prestigious academic hubs. It is home to The University of Melbourne, Monash University (Pharmacy campus), and major research institutes like the Walter and Eliza Hall Institute and the Royal Melbourne Hospital precinct. With such a concentration

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Assignment Help in Oakleigh East – Universal Assignment

Oakleigh East, located about 17 km south-east of Melbourne CBD, is a peaceful and residential suburb in the City of Monash, known for its family-friendly environment and convenient access to shopping and educational facilities. With nearby institutions like Monash University, Holmesglen Institute, and TAFE Victoria, many students living in Oakleigh

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Assignment Help in Preston – Universal Assignment

Preston, located about 9 km north of Melbourne’s CBD, is a thriving multicultural suburb that attracts many university and TAFE students. With the presence of Melbourne Polytechnic (Preston Campus) and close proximity to La Trobe University (Bundoora campus) and RMIT University, Preston has a large student population. While the suburb

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Assignment Help in Point Cook – Universal Assignment

Point Cook, located around 25 km southwest of Melbourne’s CBD, is a fast-growing residential suburb in the City of Wyndham. Known for its modern housing estates, coastal beauty, and cultural diversity, Point Cook is also home to many university and TAFE students. With Victoria University, RMIT, Deakin University, and the

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