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Simple Trip Planner with file handling in Java complete source

Saturday, 7 May 2016 /

Simple Trip Planner

This assignment is inspired by the problem of planning a European holiday by train, making optimal use of travel time. Your aim is to take each of a number of given train trips, e.g. London to Paris. Your journey must include a number of given trips, but may include additional trips to "link up" the cities in the trips you want to take. For simplicity, we assume that trains run frequently, so that you can focus on scheduling a journey that includes all of your specified trips and minimizes time takes to complete the journey (so you don't have to consider time lost waiting around for departures). The trips in your journey can be scheduled in any order, but your journey always starts in London. The aim is to minimize the total journey time, taking into account travel time and a transfer time in each city (except in London at the start of the journey).

We assume that all cities can be reached by train directly from any other city, and that the travel time between any two cities is the same in either direction (so need only be specified in one direction). This means that the travel times between each pair of cities will be given. Furthermore, we assume the following "triangle inequality" on travel times: for any cities A, B and C, the travel time from A to C is always less than or equal to the travel time from A to B plus the travel time from B to C.

In this assignment, you will implement an A* search procedure for the trip planning problem. In your program design, make use of the Strategy pattern to supply a heuristic to the search procedure, and don't forget to ensure that your heuristic is admissible. Implementing A* is the main requirement for this assignment, so that your program is guaranteed to produce an optimal solution. If your program does not always produce an optimal solution, then it is wrong. Assessment will be based on the design of your program in addition to correctness. You should submit at least a UML class diagram used for the design of your program, i.e. not generated from code afterwards. All input will be a sequence of lines of the following form, and all cities and travel times will be declared before any trip requirements:

Transfer <time> <name>
# Transfer time is <time> minutes in city <name>
Time <time> <name1> <name2>
# Travel time is <time> minutes from city <name1> to city <name2>
Trip <name1> <name2>
# Journey requires a trip from <name1> to <name2>

Create all your Java source files in the default package. Call your main Java file TripPlanner.java. Read input from a file whose name is passed as an argument to the main method in the call to java TripPlanner and print output to System.out. For machine marking, the output will be redirected to a text file that will be compared to the expected output (so do not print out extra spaces, etc.) and remember to close the file. For the purposes of machine marking, problems will be used for which there is only one optimal solution, though in the case of multiple optimal solutions, your program should produce one of them.

To read input from a text file (whose name should be passed as a command line argument to java, e.g. java TripPlanner input.txt), use code such as:

Scanner sc = null;
        try {
            sc = new Scanner(new FileReader(args[0]));
           
            # args[0] is the first command line argument } catch (FileNotFoundException e) {
        } finally {
            if (sc != null) {
                sc.close();
            }
        }

Sample Input: 

For example, the following input has five cities and four required trips as indicated. This means that 10 travel times between cities need to be specified (which can be given in any order). The format and meaning of the input is as follows (comments are for explanation and should not appear in the actual input):


Sample Output:

The above example does not have a unique optimal solution. One valid output corresponding to the above input is as follows. The first line in the output should give the number of nodes n expanded in your search, the number of nodes taken off the queue, which will vary according to the heuristic used. The second line of the output should give the cost of the solution found as an integer, which is the total time taken, and should be the same regardless of the heuristic and the solution path. The remainder of the output should give a sequence of trips that make up an optimal solution. If your program produces a different optimal solution from the one shown (with the same cost) then it is correct.

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Simple Trip Planner with file handling in Java complete source - Buy Now

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Simple Trip Planner

This assignment is inspired by the problem of planning a European holiday by train, making optimal use of travel time. Your aim is to take each of a number of given train trips, e.g. London to Paris. Your journey must include a number of given trips, but may include additional trips to "link up" the cities in the trips you want to take. For simplicity, we assume that trains run frequently, so that you can focus on scheduling a journey that includes all of your specified trips and minimizes time takes to complete the journey (so you don't have to consider time lost waiting around for departures). The trips in your journey can be scheduled in any order, but your journey always starts in London. The aim is to minimize the total journey time, taking into account travel time and a transfer time in each city (except in London at the start of the journey).

We assume that all cities can be reached by train directly from any other city, and that the travel time between any two cities is the same in either direction (so need only be specified in one direction). This means that the travel times between each pair of cities will be given. Furthermore, we assume the following "triangle inequality" on travel times: for any cities A, B and C, the travel time from A to C is always less than or equal to the travel time from A to B plus the travel time from B to C.

In this assignment, you will implement an A* search procedure for the trip planning problem. In your program design, make use of the Strategy pattern to supply a heuristic to the search procedure, and don't forget to ensure that your heuristic is admissible. Implementing A* is the main requirement for this assignment, so that your program is guaranteed to produce an optimal solution. If your program does not always produce an optimal solution, then it is wrong. Assessment will be based on the design of your program in addition to correctness. You should submit at least a UML class diagram used for the design of your program, i.e. not generated from code afterwards. All input will be a sequence of lines of the following form, and all cities and travel times will be declared before any trip requirements:

Transfer <time> <name>
# Transfer time is <time> minutes in city <name>
Time <time> <name1> <name2>
# Travel time is <time> minutes from city <name1> to city <name2>
Trip <name1> <name2>
# Journey requires a trip from <name1> to <name2>

Create all your Java source files in the default package. Call your main Java file TripPlanner.java. Read input from a file whose name is passed as an argument to the main method in the call to java TripPlanner and print output to System.out. For machine marking, the output will be redirected to a text file that will be compared to the expected output (so do not print out extra spaces, etc.) and remember to close the file. For the purposes of machine marking, problems will be used for which there is only one optimal solution, though in the case of multiple optimal solutions, your program should produce one of them.

To read input from a text file (whose name should be passed as a command line argument to java, e.g. java TripPlanner input.txt), use code such as:

Scanner sc = null;
        try {
            sc = new Scanner(new FileReader(args[0]));
       
            # args[0] is the first command line argument } catch (FileNotFoundException e) {
        } finally {
            if (sc != null) {
                sc.close();
            }
        }

Sample Input: 

For example, the following input has five cities and four required trips as indicated. This means that 10 travel times between cities need to be specified (which can be given in any order). The format and meaning of the input is as follows (comments are for explanation and should not appear in the actual input):


Sample Output:

The above example does not have a unique optimal solution. One valid output corresponding to the above input is as follows. The first line in the output should give the number of nodes n expanded in your search, the number of nodes taken off the queue, which will vary according to the heuristic used. The second line of the output should give the cost of the solution found as an integer, which is the total time taken, and should be the same regardless of the heuristic and the solution path. The remainder of the output should give a sequence of trips that make up an optimal solution. If your program produces a different optimal solution from the one shown (with the same cost) then it is correct.



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User Interface related questions command line, GUI and metaphor

Tuesday, 3 May 2016 /
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Question 1 GUI Related:

When input information can effectively be provided by selecting from a list or pointing at an object or position, direct manipulation interfaces are usually considered "easier to use" than interfaces based on textual commands. But direct manipulation interfaces are not always best. What kinds of situations are better served by type-in command-based interfaces? Use examples to illustrate your answer.


Question 2 GUI Related:


Discuss the role of metaphor in relation to the design of user interface components. In particular, identify the advantages and disadvantages of using metaphors when designing interface widgets, giving examples to illustrate your answer.

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Extra Credit Assignment 3: Loan Calculator Java Implementation Source Code

Saturday, 16 April 2016 /
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Problem Description

The monthly payments for a given loan are divided into amounts that apply to the principal and to the interest. For example, if you make a monthly payment of $500, only a portion of the $500 goes to the principal and the remainder is the interest payment. The monthly interest is computed by multiplying the monthly interest rate by the unpaid balance. The monthly payment minus the monthly interest is the amount applied to the principal. The following table is the sample loan payment schedule for a one-year loan of $5,000 with a 12 percent annual interest rate. The monthly payment would be $444.24.

Write an application that accepts a loan amount, annual interest rate, and loan period (in number of years) and displays a table with five columns: payment number, the interest and principal paid for that month, the remaining balance after the payment, and the total interest paid to date. Note: The last payment is generally different from the monthly payment, and your application should print out the correct amount for the last payment. Use a formatter to align the output values neatly. If the input values are invalid, then print out an appropriate error message. Decide on the range of valid values for the loan amount, interest rate, and loan period.

Objective

The objectives of this extra credit assignment:
Understand the concept of object-oriented programming.
Understand the concepts of repetition statements.
Understand the use of standard Java classes.
Familiarize with code documentation, compilation, and execution.
Expose to Java syntax, programming styles, and Java classes.

Code Screenshots



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Extra Credit Assignment 2: Slot Machine in Java with full source code

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Problem Introduction:

Write an application that simulates a slot machine. The player starts out with M coins. The value of M is an input to the program, and you charge 25 cents per coin. For each play, the player can bet 1 to 4 coins. If the player enters 0 as the number of coins to bet, then the program stops playing. At the end of the game, the program displays the number of coins left and how much the player won or lost in the dollar amount. There are three slots on the machine, and each slot will display one of the three possible pieces: BELL, GRAPE, and CHERRY. When certain combinations appear on the slots, the machine will pay the player. The payoff combinations are these:
The symbol --------- means any piece. If the player bets 4 coins and gets combination 5, for example, the machine pays the player 12 coins.

Code Screenshot:


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Extra Credit Assignment 1: Rock – Paper – Scissors Java Implementation

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Problem:

Design and implement an application that plays the Rock-Paper-Scissors game against the computer. When played between two people, each person picks one of three options (usually shown by a hand gesture) at the same time, and a winner is determined. In the game, Rock beats Scissors, Scissors beats Paper, and Paper beats Rock. The program should randomly choose one of the three options (without revealing it) then prompt for the user’s selection. At that point, the program reveals both choices and indicates if the user won, the computer won, or if there was a tie. Continue playing until the user chooses to stop, and then show the number of user wins, losses, and ties.

Objective:


  1. Understand the concept of object-oriented programming.
  2. Understand the use of standard Java classes.
  3. Familiarize with code documentation, compilation, and execution.
  4. Expose to Java syntax, programming styles, and Java classes.

Code Screenshots:





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HTML, PHP URL registration and lising program Internet Programming Spring 2016 Assignment #5

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Introduction

Create and run a SQL script with a database named URL and a table named Urltable. The first field of the table should contain an actual URL, and the second, which is named Description, should contain a description of the URL.

Write a PHP script that obtains a URL and its description from a user and stores the information into a database using MySQL. After each new URL is submitted, print the contents of the database in a table.

Requirements:

Store the structure of the tables in a txt file for submission.

Output Screenshots:


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Car Racing Java API Level 2.2 complete implementation with source code

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Major Coursework #2

In this coursework, you are required to implement an Android Game App, create an installable apk that can be installed on an Android phone (API level 2.2) and write a report that describes the design and justifies improvements.

The GameYou are required to develop Java code to implement an Android app inspired by the traditional top-down racing game. The code MUST extend the code base provided for the practical in week 7 of Spring term.

The OOP Design

You are required to develop an OOP design before starting implementation. This should be discussed and signed off in your practical session in week 8 of spring term. This will be marked in that week’s practical sign off sheet. You must include an electronic version (e.g. scan handwritten work) in an appendix of the submitted report.
You can later change the design. You must, however, justify your changes in the final report

Your game should:


  • Have functionality to start individual games on a screen using a separate welcome or start screen. The welcome screen must function using the Android library buttons.
  • Display the current score while playing. You define scoring mechanisms.
  • Have a Car that the user controls. 
    • Controlled by touches on the screen and/or sensors within the phone.
  • Have a Track
    • The player will lose a “life” or energy if the car drives off the track. (Try different retro racing games for inspiration.)
    • The track cannot be straight. I.e. it must have corners or change shape while the player drives through the track
  • Have Opponent cars or other vehicles
    • Must have more than one opponent on screen at some point in the gameplay. 
    • This can be opponents that the player is racing against (functioning as A.I. players), or slow driving cars that need to be overtaken, e.g. for extra points.
  • At least three game levels with different tracks and/or types of opponents with different behaviours.
  • Higher marks available for creation of new levels (e.g. levels stored online, in files or easy to reuse data structures within the game)
    • Marks are given for the complexity of the solution. 
      • Using online levels receives higher marks than storing them in a local file.
      • Using appropriate OOP design receives higher marks than one that does not.
  • Research and improve memory and speed efficiency of the game. This process, including tests to verify claims, must be described and justified in the report
  • There are 20% (capped) marks available for
  • Creating an online high score list. This must be hand coded, i.e. without using high score list libraries such as Google Play Services. You can, however, base the server-side code on the code provided in week 3 and 4 of spring term (worth max. 15%). Researching and improving multithreading of the game. This should be described and justified in the report (worth max. 15%)

Output Screenshot:


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Connect-K in Java Data Structures Compelete Source code

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Introduction:

In the game of Connect-K, red and blue pieces are dropped into an N-by-N table. The
the table stands up vertically so that pieces drop down to the bottom-most empty slots in their column. For example, consider the following two configurations:-

Legal Position -

.......
..................R
.....RB....
BRB...
RBBR.. -

Illegal Position -

............................Bad
 - ..BR......
R....
RBBR..

In these pictures, each '.' represents an empty slot, each 'R' represents a slot filled with a red piece, and each 'B' represents a slot filled with a blue piece. The left configuration is legal, but the right one is not. This is because one of the pieces in the third column (marked with the arrow) has not fallen down to the empty slot below it.
A player wins if they can place at least K pieces of their colour in a row, either horizontally,
vertically, or diagonally. The four possible orientations are shown below:

- Four in a row -

R RRRR R RR R RR R RR R R
In the "Legal Position" diagram at the beginning of the problem statement, both players had lined up two pieces in a row, but not three.
You have a tricky plan to ensure victory with Connect-K! When your opponent is not looking, you are going to rotate the board 90 degrees clockwise onto its side. Gravity will then cause the pieces to fall down into a new position as shown below:

- Start -

........................R......RB....BRB...RBBR.. - Rotate -
.......R......BB..... BRRR...RBB.................. - Gravity -
.....................R......BB.....BRR....RBBR... Unfortunately, you only have time to rotate once before your opponent will notice.All that remains is picking the right time to make your move. Given a board position, you should determine which player (or players!) will have K pieces in a row after you rotate the board clockwise and gravity takes effect in the new direction.
NotesYou can rotate the board only once.Assume that gravity only takes effect after the board has been rotated completely. Only check for winners after gravity has finished taking effect.

Input

The first line of the input gives the number of test cases, T. T test cases follow, each beginning with a line containing the integers N and K. The next N lines will each be exactly N characters long, showing the initial position of the board, using the same format as the diagrams above.
The initial position in each test case will be a legal position that can occur during a game of Connect-K. In particular, neither player will have already formed K pieces in a row.

Output

For each test case, output one line containing "Case #x: y", where x is the case number (starting from 1), and y is one of "Red", "Blue", "Neither", or "Both". Here, y indicates which player or players will have K pieces in a row after you rotate the board.

Limits

1 ≤ T ≤ 100.3 ≤ K ≤ N. Small dataset 3 ≤ N ≤ 7.Large dataset
3 ≤ N ≤ 50.

Example

You can search the Internet for another algorithm that has not been taught in class, and present, subject to the approval of the lecturer. Whatever the algorithm chose, the group will have to find (or implement) a Java implementation and show it, run it and discuss the code of such algorithm in a PowerPoint presentation in front of the class at the end of the course. Submission

Code Screenshots:



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C++ - Game of Dungeons and Dragons complete implementation with header files

Friday, 8 April 2016 /
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1.0 Overview

  In the popular role-playing, the game of Dungeons and Dragons players move from room to room in a dungeon where they encounter creatures, treasure, and various obstacles. The underlying functionality of such a computer game lies in the gaming engine. This Statement of Work presents the requirements for a "Scenario Mapping and Player Movement" class for a gaming engine.

2.0 Requirements

  The student shall define, develop, document, prototype, test, and modify as required the software system.

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