Teaching
6515 S '11
 
Projects
Presentations
 
Ingenious
Project 1
Project 2
Project 3
Project 4
Project 5
Project 6
Project 7
Project 8
Project 9
Project 10
Project 11
Project 12
Project 13

Project 6

Due date: 2/17 : 11PM (code walked next day)

Objective 1: to design and implement contracts for the board and the turn implementation

Objective 2: to give you some time to catch up. Some of you had trouble with projects 4 and 5. In my experience, the trouble is due to two failures to follow the design recipe. First, people fail to think carefully about the contracts for their visible functions or methods. Second, they tend to formulate tests at the end of the project period instead of the beginning. This week is your chance to fix both problems.


Task 0: It is time to re-organize. In projects 4 and 5 you were asked to design and implement two components: the board and the turn. You were also asked to imagine that human players and human rule enforcers (aka, administrators) use these pieces of software to facilitate their game playing.

If you implemented extraneous pieces, it is now time to eliminate them. You have no need for players, administrators, etc. Period.

You may have a need for the common vocabulary, e.g., tiles, coordinates, etc. That's fine and driven by the original demand.

Your test harness may come with components that simulate actions that could end up in a player module or an administrator class. That's fine; reuse them when/if the time comes to implement these components.

Protecting Components: You have designed and implemented two components that need to interact with each other and with other components (players, administrators) yet to be designed. It is now time to formulate interfaces with contracts for your components. Doing so should ensure that the interface clearly communicates the purpose of the main functions; that it is expressive, which leads to the proper allocation of knowledge and responsibilities; and that your components become more robust.

Task 1: Write down a precise interface specification ("types" with contracts, if needed) for your board's and your turn's externally visible pieces of functionality. Supplement them as needed with additional pieces of functionality so you can state checkable contracts.

Task 2: Implement both interfaces using contract systems for your chosen language or hand-coded contract implementations (see lecture for the protocol).

Note: In principle, a contract system is only sound if it is "baked" into the underlying programming language. Many contract systems come as third-party code (in the form of a library that uses run-time reflection, meta-protocols, or macro technology). Such libraries may on occasion blame the wrong party or may not even discover a contract violation. You should know that but using such libraries is still acceptable for the course.

Task 3: You are to provide ten tests each for the board and turn component. For the specification of test cases, see projects 4 and 5. If you believe that your tests for these projects stress the board and turn implementations appropriately, there is no need to change them; just copy them over. Otherwise, this is an opportunity to catch up with these projects.

Test Fest: As always, we will conduct a "test fest" using your code and the tests that you provide.

Deliverables: Your SVN directory must contain a subdirectory labeled "06" with the following pieces:

 Board/Sources/
 Board/Tests/
 Board/xbuild
 Board/xrun 

 Turn/Sources/
 Turn/Tests/
 Turn/xbuild 
 Turn/xrun 
For the description of the four scripts, see projects 4 and 5. Note: For security reasons, your script will run on a machine that is disconnected from the network.


last updated on Tue Apr 12 15:14:46 EDT 2011generated with Racket