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Quick Guide
Courtesy of Michael Yang
Getting Started
- The student, henceforth referred to as "you", should read
through entire Gamesman project handout (given out the first
week of the project and available in lab).
- Read through the entire Gamesman website (go to ucwise and look in the left column).
- All the Gamesman code is in the
My files section of ucwise in the
gamesman directory. If you want to reach this directory from the unix
prompt, look in your ucwise/gamesman/ directory.
- Remember, if you implement Chopsticks, the highest grade in the class you can get is a B
(i.e. if your final grade in the class is greater than a B, then you will get a B.
If you grade is lower than a B, you will receive that grade). You may want to
consider implementing Chopsticks if you are taking the class pass/not pass. You can still
implement extra credit for the project if you are doing
Chopsticks.
- If you do not have a partner, please post on the bspace forums.
Hints
- Look at
m1210.scm and mtttt.scm in the
games/modules/ directory - these files contain the code for the games
1,2,...,10 and Tomorrow's Tic-Tac-Toe respectively. Feel free to use any of the code you see in
these files when you are writing your project.
- Rename the
template.scm to something that begins with the letter "m"
(e.g. msurround.scm ). Put your code that you are writing in this file.
- Use
testloop.scm to test your project before your project is
completely written (it can be found in the gamesman/ directory).
- Make sure you use good style and document your code, this is part of your project
grade. For more details, refer to the website section on
Style Tips.
What to Turn in and When
- For a list of checkoffs and final submission deadlines read
Timeline section.
Grading
- Style, documentation, and testing are worth 50% of you project grade. The other
50% of your grade come from correctness of your program.
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