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Overview
This assignment uses objects to simulate a simple dice game. During this assignment, you will:
- Code a class to hold the data for a die
- Code classes that hold multiple instances of the
Die class
- Optionally, construct a class that uses static methods to test a class
Note that dice come in more than the six-sided standard.

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Example Operation
If the user chooses to roll the dice, the application rolls two six-sided dice, displays the results of each, and asks if the user wants to roll again.
Welcome to the Paradise Roller application
Roll the dice? (y/n): y
Roll 1:
2 5
Craps!
Roll again? (y/n): y
Roll 2:
2 1
Roll again? (y/n): y
Roll 3:
4 6
Roll again? (y/n): y
Roll 4:
6 6
Box cars!
Roll again? (y/n): y
Roll 5:
1 1
Snake eyes!
Roll again? (y/n): n
Also, you can download and run the asn05demo.jar file to see how it operates. Note that you cannot double-click the JAR file and must run the demo from the command line:
java -jar asn05demo.jar
Also note that the JAR file may contain some extra credit features.
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Specifications
- Create a class named
Die to store the data about each die. This class must contain these constructors and methods:
public Die() // default to six-sided die
public Die(int numSides) // variable number of sides
public void roll() // randomly picks a face value
public int getValue() // returns the face value
Make the class immutable and protect against privacy leaks.
- Create a class named
PairOfDice to store two dice. This class should contain two instance variables of the Die type, an instance variable that holds the sum of the two dice, and these constructors and methods:
public PairOfDice() // default to six-sided dice
public PairOfDice(int sides) // variable number of sides
public void roll() // roll both dice
public int getValue1() // get value of die1
public int getValue2() // get value of die2
public int getSum() // get sum of both dice
- You can use the random method of the
Math class to generate a random number from 1 to the number of sides on a die like this:
int value = (int) (Math.random() * sides) + 1;
- Create a class named
DiceRollerApp that uses the PairOfDice class to roll the dice. This class must display special messages that identifies the event for:
- craps (sum of both dice is 7)
- snake eyes (double 1’s)
- box cars (double 6’s)
Have the message use the event word like those shown shown in the example operation. Also, for this application, assume that two six-sided dice are used.
- Do not use any
package statements.
- Submit your files to Blackboard as explained in the section of this document: What to Turn In.
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Test Cases
Testing is an important part of software development. Usually, programmers develop tests for each unit of code they produce. This is know as "unit testing" and allows the programmer to verify that the code they develop works correctly.
To assist you in developing your code, I provide tests for this assignment. These tests, known collectively as "test cases", help to make sure that your assignment meets its requirements. I will use these test cases (and perhaps others) to test your assignment, and you should too. If the test cases do not pass, then you will lose points for the assignment.
Install the tests by copying the following file into the same directory as your .java source code files:
Run the tests as you would any other Java program.
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Extra Credit
The following are worth extra credit points:
- Package your program as an executable JAR file following the instructions for Archive Your Files in How To Submit Homework Assignments. (1 point)
Note that you cannot double-click to run this JAR file because it is a console program. Instead, you can run it from the command line:
java -jar jarFileName.jar
- Add a scoring system that tracks your success in rolling dice. Do not require any additional input, but do track the success of various rolls and adjust scoring as appropriate. Explain your scoring system briefly in your README.txt file. (1-3 points depending on your system and your explanation of the system)
Make certain that your README.txt file describes any extra credit attempted.
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Grading Criteria
The instructor will evaluate your assignment using the following criteria. Each criteria represents a specific achievement of your assignment and has a scoring guide. The scoring guide explains the possible scores you can receive.
Some scoring guides have a list of indicators. These indicators are a sign of meeting, or a symptom of not meeting, the specific criterion. Note that a single indicator may not always be reliable or appropriate in a given context. However, as a group, they show the condition of meeting the criterion.
For information on grading policies, including interpretation of scores, see the course information page.
Program Compilation
- 4: Source code compiles with no errors or warnings
- 2: Source code compiles with warnings
- 0: Does not compile
Functionality
- 10: Demonstrates mastery of the assignment
- Has extra features or demonstrates techniques beyond the assignment
- Applies concepts from the lessons appropriately
- Meets all specifications (see above) with particularly elegant solutions
- Runs to completion with no abnormal error conditions
- Generates correct output given correct input
- Behaves in a reasonable way in response to incorrect data
- All test cases pass
- 8: Has all the functionality expected of the assignment
- Demonstrates many techniques from the lesson
- Meets all specifications (see above)
- Implementation seems more complicated than necessary.
- May have one minor error
- All test cases pass
- 6: Has most of the functionality expected of the assignment
- Demonstrates some techniques from the lesson
- Meets all but one of the specifications (see above)
- Implementation seems excessively complicated.
- May have 2-3 minor errors
- All but one test case passes
- 4: Has some of the functionality expected of the assignment
- Demonstrates some techniques from the lesson
- Meets at least 1/2 of the specifications (see above)
- Implementation seems excessively complicated.
- May have more than 3 minor errors
- At least 1/2 of all test cases pass
- 2: Serious functional problems but shows some effort and understanding
- Meets less than 1/2 of the of the specifications (see above)
- Has a major error or many minor errors
- Implementation seems very convoluted
- Demonstrates few techniques from the lesson
- Less than 1/2 of all test cases pass
- 0: Does not execute
Program Style
- 4: Code is well-documented
- 3: Code has minor documentation errors
- Has 1 documentation error
- 2: Code has some documentation errors
- Has 2-3 documentation errors
- 1: Code has many documentation errors
- Has more than 3 documentation errors
- 0: No apparent attempt to document code
README.txt File
- 2: README.txt file submitted with specified information included
- 1: README.txt submitted but some information was not included
- 0: No README.txt submitted
Maximum Score: 20, plus extra credit
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What to Turn In
Submit your assignment following the instructions for homework. Include the following items for grading:
README.txt file
Die.java
PairOfDice.java
DiceRollerApp.java
- Any other source code needed to make your program function
- Optionally, all the class and source code files in the same JAR file
You must submit all the files needed for your assignment to compile and work correctly. Do not assume that the instructors has any files. Also, do not turn in files that are not part of your assignment, especially ones that do not compile. Your assignment must compile after removing all the .class files and running: javac *.java. In addition, your code must work as submitted.
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Last Updated: April 01 2009 @17:08:40
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