Programming Assignment #3 Due: Monday, Mar. 6, 11:00 p.m.
turnin code: srwJ.p3
Accepted until: Wednesday, Mar. 8, 11:00 p.m.
turnin code: srwJ.p3.late
Implement a Java program to play Rock, Scissors, Paper. See 5.13 on page
281 and class notes from 2/20 for details of game. Use object oriented
design. Each class should be defined in a separate file.
Hand in UML class diagrams, one for each class, showing the relationships
between the classes on Monday, March 6 or Wednesday, March 8 at the
beginning of class. Label your paper with your name and osprey id.
If you wish to hand in an electronic version of your UML class diagram,
email it to me by the program deadline with an appropriate subject line.
evaluation based on 100 pts.
Max points for
programs that have human vs. computer one game per pgm execution: 70
programs that have human vs. computer multiple games until human
chooses not to continue: 80
programs that allow a choice between human vs. human, computer
vs. computer as well and then continues until choice is made
not to continue: 100
Note: human/human -- both agree to continue
computer/computer -- random # of games between 10 and 20
human/computer -- human chooses to continue
Output: Your name, UNF id, and "program 3" (Your name, UNF id and pgm# is
required output at the beginning of each program output)
Information about the opponents: human/computer? computer/computer?
human/human?
Statistics about the series of games: Total # of games,
# wins player 1, # wins player2, # ties.
For each game: selection of each person and outcome.
Specs: Name your file containing main PRS.java
The output should appear in a good, readable format using white space
and/or blank lines for readability.
Your program should use classes.
Your program should be in a good, readable style like the sample
programs in the text.
When you are ready to turn in your program, copy readme3 out of the class
public directory on osprey and fill it out and then use the shar utility
to put the readme3 file and your .java files (NOT the .class files) into
1 file to turnin. (If you don't have notes from the class discussion of
shar, see the "How to ..." section of our class web page. When you have
created your shar file, turn it in using the turnin code srwJ.p3: "turnin
srwJ.p3"
If you wish to verify that your program was turned in correctly:
check the size of your sharfile
"ls -l
Note the size in bytes
check the size of the turned in file:
"turnin -c srwJ.p3"
Make sure the size of the original file and the turned in file are the same.
Evaluation: max 100 pts.
Late: max 60 pts.
Evaluation based on correct and nicely formatted output as specified and
well formatted and readable program with appropriate comments.