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Sun May 8 17:17:41 PDT 2011

Contents


    CS202 Project 3 Requirements

      Goals

      Your project should show your skill and knowledge in areas covered in recent sessions.

      Choices

      Choose one single even numbered programming project from either chapter 13(Lists,stacks, queues,...), chapter 15(memory management), 16(templates), 17(Exceptions), or 18(scoping).

      Deadline

      [ schedule.html ]

      Style

      Your code must have comments that identify you, the project in the book, and what you are doing!

      Hand in UML diagrams for all classes you declare. You can draw these by hand on you code listings.

      Make the code as simple and as clear as you can: Do the simplest thing that can possibly work first, and then use Don't repeat yourself to improve the code.

      I want to be able to read your code and know what it does, and what it should do! Comments should explain anything complicated or buggy.

      Our grading method is described in the CSci202 syllabus.

      Hand in

      Hand in the code. No cover sheets, folders, etc. No test runs. Print it out, staple it, and hand it in!

      Incomplete work

      We will forgive some incomplete or buggy work as long as you explain what is wrong.

      Resubmission

      This project may not be resubmitted.

      Quizzes and Finals

      Don't be surprised if a test requires you to recall what you did when you wrote this project.

      Also See

      The CS202 syllabus has the rules, deadlines, and hints: [ syllabus.html ]

    . . . . . . . . . ( end of section CS202 Project 3 Requirements) <<Contents | End>>

    Glossary

  1. accessor::=`A Function that accesses information in an object with out changing the object in any visible way". In C++ this is called a "const function". In the UML it is called a query.
  2. Algorithm::=A precise description of a series of steps to attain a goal, [ Algorithm ] (Wikipedia).
  3. class::="A description of a set of similar objects that have similar data plus the functions needed to manipulate the data".
  4. constructor::="A Function in a class that creates new objects in the class".
  5. Data_Structure::=A small data base.
  6. destructor::=`A Function that is called when an object is destroyed".
  7. Function::programming=A selfcontained and named piece of program that knows how to do something.
  8. Gnu::="Gnu's Not Unix", a long running open source project that supplies a very popular and free C++ compiler.
  9. mutator::="A Function that changes an object".
  10. object::="A little bit of knowledge -- some data and some know how". An object is instance of a class.
  11. objects::=plural of object.
  12. OOP::="Object-Oriented Programming", Current paradigm for programming.
  13. Semantics::=Rules determining the meaning of correct statements in a language.
  14. SP::="Structured Programming", a previous paradigm for programming.
  15. STL::="The standard C++ library of classes and functions" -- also called the "Standard Template Library" because many of the classes and functions will work with any kind of data.
  16. Syntax::=The rules determining the correctness and structure of statements in a language, grammar.
  17. Q::software="A program I wrote to make software easier to develop",
  18. TBA::="To Be Announced", something I should do.
  19. TBD::="To Be Done", something you have to do.
  20. UML::="Unified Modeling Language".
  21. void::C++Keyword="Indicates a function that has no return".

End