This Is An Individual Assignment Seeking Direct Help From St

This Is An Individual Assignment Seeking Direct Help From Students T

This is an individual assignment. Seeking direct help from students, tutors, and websites such as chegg or stack overflow will be construed as a violation of the honor code. Semester Project 2: A BINGO Management System Data Structures and Analysis of Algorithms, akk5 Objectives • To strengthen student’s knowledge of C++ programming • To give student experience reading and parsing strings of commands • To give student experience in writing Data Structures for data types Instructions For this assignment you must write a program that implements a BINGO management system. The management system should be able to create/delete player accounts, assign/remove BINGO cards to each player, display the layout of a card, mark cards, and declare BINGO’s.

A BINGO card is a 5 x 5 grid with columns labeled B, I, N, G, O; each cell contains a number between 1 and 75. In traditional BINGO, the numbers for each column are restricted, column B contains only the values 1 to 15, column I’s values range from 16 to 30, column N’s values range from 31 to 45, column G’s values range from 46 to 60, and column O’s values range from 61 to 75. In addition to these restrictions, every cell in the grid is unique (no duplicated values). The central cell of the grid is usually considered a free cell and thus has no assigned value – we can assign it the value of 0 for ease of notation. The game of BINGO consists of randomly generating numbers from 1 to 75, announcing them to the players, giving them time to mark their cards and declared BINGOs, then repeating the process.

A player declares a BINGO if 5 marked cells form a row, column, or diagonal. The game assumes that those numbers are generated elsewhere and is only concerned with managing the cards and declaring BINGO. Because each card contains 24 separate elements of data in its 5x5 grid, cards will be represented by an integer that is the seed for the series of random numbers which generated the card’s values. Your program should implement a text-based interface capable of handling the following commands: exit – exits the program load - parses the contents of the file as if they were entered from the command line display user – displays a list of the user’s cards display – displays a list of the users and their cards display card - display the specified card. new game – clears each card of their current markings. mark - mark the given cell for every card being managed and check for a BINGO. add user - add a new user to the game This is an individual assignment.

Seeking direct help from students, tutors, and websites such as chegg or stack overflow will be construed as a violation of the honor code. add card to - add the given card to the specified user. Report failure if the card is duplicate. remove user - remove the specified user. remove card - remove the specified card. Note: is an integer between 1 and 75. is the integer id for the card; how this works is described below is a single word Guidance Use the Tokenizer class you developed, or the one I have provided to assist in processing the commands from the text-based interface. There are a number of ways to generate random numbers in C++. We will be using the minstd_rand0 generator as implemented in the random library.

In order to use this random number generator you need to #include and create an instance of the generator as follows: std::minstd_rand0 gen; You can now generate random numbers with the generator as follow: cout

Grading Breakdown Point Breakdown Structure 12 pts The program has a header comment with the required information. 3 pts The overall readability of the program. 3 pts Program uses separate files for main and class definitions 3 pts Program includes meaningful comments 3 pts Syntax 28 pts Implements Class User correctly 13 pts Implements Class Bingo correctly 15 pts Behavior 60 pts Program handles all command inputs properly • Exit the program 5 pts • Display a list of users and cards 5 pts • Display a list of the user’s cards 5 pts • Display a card specified by a given seed 5 pts • Load a valid file 5 pts • Clear the markings on every registered card 5 pts • Mark the specified cell on every card 5 pts • Successfully declare a BINGO when it occurs 5 pts • Remove a given user 5 pts • Remove a given card 5 pts • Add a user to the game 5 pts • Add a card to a given user 5 pts Total Possible Points 100pts Penalties Program does NOT compile -100 Late up to 24 hrs -30 Late more than 24hrs -100 This is an individual assignment.

Seeking direct help from students, tutors, and websites such as chegg or stack overflow will be construed as a violation of the honor code. Header Comment At the top of each program, type in the following comment: / Student Name: Student NetID: Compiler Used: Program Description: / Example: / Student Name: John Smith Student NetID: jjjs123 Compiler Used: Eclipse using MinGW Program Description: This program prints lots and lots of strings!! / Assignment Information Due Date: 2/21/2021

Paper For Above instruction

The project involves developing a comprehensive BINGO management system using C++ programming language, emphasizing data structures and algorithms. The primary goal is to create a text-based interface that can perform various management tasks related to a BINGO game, including creating and deleting player accounts, managing BINGO cards, displaying cards, marking cells, and detecting BINGO declarations. This system aims to enhance knowledge in programming, string parsing, and data handling through object-oriented design principles.

The core components of this system are the classes User and Bingo. The User class encapsulates player information, including a list of BINGO cards associated with the user. The Bingo class represents individual BINGO cards, details of card generation, and functionalities like displaying, marking, and verifying BINGO patterns. It also handles the seeding process to generate unique card layouts based on an integer seed value.

The underlying data structure for each BINGO card is a 5x5 grid, with columns labeled B, I, N, G, O. Each cell contains a unique number within its defined range, with the center cell designated as a free space, commonly represented with 0. To generate a card, a random number generator, specifically std::minstd_rand0, seeded with the card's seed value, produces numbers that are assigned to each cell following the rules for each column. These numbers are unique within the card, and the ranges for each column are strictly maintained to adhere to traditional BINGO rules.

The management system must parse commands such as 'load', 'display user', 'display', 'display card', 'new game', 'mark', 'add user', 'add card', 'remove user', and 'remove card'. It should utilize a Tokenizer class for parsing command strings, which simplifies command interpretation. The system must also handle input validation to ensure commands are correct and parameters are within valid ranges.

The program's structure involves separation into header, implementation, and main files for clarity, adhering to good software engineering practices. The interface must respond correctly to all specified commands, updating internal data structures, and providing appropriate outputs for each action. For example, on executing 'mark ', the system marks the corresponding cell across all managed cards and evaluates whether a BINGO condition has been satisfied.

Furthermore, the program must handle loading data from files, clearing markings, and updating the game state accordingly. To randomly generate cards, the system employs the C++ library, specifically the std::minstd_rand0 generator. The random number generator is seeded with the card's seed, ensuring reproducibility of the card layout.

Extensive testing should be conducted to verify that all functionalities operate correctly, especially command parsing, card generation, marking, and BINGO detection. The classes should include meaningful comments, and the program header must include essential information such as student name, ID, compiler used, and brief descriptions.

Finally, the project is subject to strict academic integrity policies; seeking help from external sources beyond class-related documentation is considered a violation of the honor code. The grading rubric emphasizes code readability, correct implementation of classes, handling of commands, and overall behavior fidelity, contributing to a total of 100 points. Proper documentation, comments, and adherence to the specified input/output behaviors are essential for successful completion.

References

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