CSE 142 Winter 2002Homework #5You Set The StageProject description and partner declaration due:
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The theme of your animation can be anything you like (but keep it relatively tasteful -- remember that your TA will have to view it!). The upper limits are your imagination, Java skills, and time. The lower limits are the kinds of animations we've shown you as examples. You should have some active graphical objects, with at least two different classes of actors, that do something interesting. (You also can have several classes of props in your animation if you like.) You must include at least one of the following features in your program (you may include both if you wish):
Use your imagination! Create an interesting animated world. A selection of outstanding projects will be demonstrated in lecture towards the end of the course (with the author(s)'s permission, of course).
Electronically turn in all your new .java files (once per team).
On Monday, March 4, turn in your written report. (Turnin form not
available yet. Check back later.) To turn in your work, go to
the link at the bottom of this web page.
IMPORTANT: Print a hardcopy of your turn-in receipt. (If you don't print it, there is no way to get back to it except by running the turn-in form again.) Bring your hardcopy (and the UML diagram) with you to your grading session.
For this assignment, you can choose a partner and work together on all aspects of the project.
Both partners will receive the same score for the assignment, except in unusual circumstances.
Grading will be done in person with a TA, with both partners present. To get graded, you will have to make an appointment with the TA, to meet in the IPL. Bring your printed receipt to the grading appointment.
Sign up in quiz section on Thursday, February 28. The appointments will be held during the period March 4-8 . If you and your partner have different TAs, sign up for only one appointment; you can tentatively agree between you in advance which one to sign to up with, but we reserve the right to switch you to the other TA if necessary for scheduling or load-balancing reasons.
At the grading appointment, be prepared
Both partners should be fully prepared to handle either aspect. The demo will be done from our on-line copy of the code as turned in electronically. You will not have to bring the code on a diskette. The demo period will be short. It would be a good idea to rehearse a 4 or 5 minute demo in advance. Both partners need to show up, at the scheduled time, with the receipt and any other requested material, or the project will receive a grade of zero.
The Sample Code page http://www.cs.washington.edu/education/courses/142/02wi/homework/hw5/dist/ gives you two categories of code to get familiar with. The "framework" classes will be ones you use to control the animation. Get familiar with them to the extent that you can use them (without change) as the infrastructure or underpinnings of your project. The "examples" show how the framework can be used. Pay particular attention to how the events are handled (keystrokes and mouse clicks). Don't waste any time getting started on figuring this stuff out!
Some of the windows and box formats you see in BlueJ follow a diagramming notation called UML (Unified Modeling Language). On the main project window (the one with all the classes), make sure that the "Uses" and "Inheritance" boxes are checked: that makes the picture into a UML Class Diagram. Do a screen capture, print it, and bring it to the grading appointment. Before capturing the image, enlarge the window, and drag the classes around on the screen until you get an easy to understand picture of how the classes are related. Example: don't use the BlueJ default arrangement; toy with it to get something clearer.
It may actually be beneficial do this as soon as your class structure is finalized. You may find it helpful to keep the printed picture with you when you talk to course staff about your project. It will help them quickly get an idea of your overall structure.
As always, you will be graded on two things: the correctness of your work (i.e., how well you followed directions, and how well your program does what we asked), and on the clarity of your program (i.e., how readable it is, and how well it communicates the intent of what you were trying to accomplish to the human reader). The correctness score this time will include how well you used the framework to build your animation, and also how interesting your animation is. Clarity will benefit from good explanatory comments, good choice of variable and class names, good use of local names, and good use of indentation to group things.
Electronically turn in your files. Turn-in form
Have lots of fun!