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Programming assignment for module 2

The programming assignment for module 2 is to develop several classes to produce a program that does something.

You have a choice of assignments. At the moment, only one is available. At least one more will be available within a week.

How the assignment is "graded"

You won't be finished with this assignment until your classes are correct and well documented. When you think that your assignment is finished, submit it on the CMS. We will process it as follows:

  1. If the field specifications and the javadoc specifications for the class and methods are not appropriate, we will ask you to fix them and resubmit the assignment.
  2. If the specs are adequate, we will test your program. If there are errors, we will ask you to correct them and resubmit.

You won't be able to take the test for module 2 until your programming assignment is done. To save yourself —and the course staff— time, please read the assignment instructions carefully and work so that we don't have to ask you to revise and resubmit.

The alternatives for the programming assignment

J*Man This purpose of this little game is to move J*Man around a two-dimensional grid, capturing pillars and walkers. You can download a jar file of the program to your desktop and double-click it on your desktop to play the game, so you can see what your final program will do. Click on the image to the right to see an enlarged version. game