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For a c++ class create a UML diagram and a flowchart for the game Mastermind. The purpose of this assignment is to practice: 1. Defining

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For a c++ class create a UML diagram and a flowchart for the game Mastermind.

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The purpose of this assignment is to practice: 1. Defining objects found in a real-world scenario. 2. Designing an object-oriented software model. This assignment is the first of a two-part assignment that creates a computer version of the game Mastermind. In this game, there are two players: the codemaker (computer) and the codebreaker (user). The codemaker picks a sequence of four pegs, each one being one of any six colors. The codebreaker then tries to guess the exact positions of the colors in the computer's sequence in as few guesses as possible. After each guess, the codemaker gives feedback of exact and partial matches as described in the rules, below. Mastermind Rules 1. For each of the pegs in the guess that is the correct color and in the correct position, the codemaker will give one black peg. If a guess scores four black pegs, then the codebreaker has guessed the secret code. 2. For each of the pegs in the guess that is a correct color in an incorrect position, the codemaker will give one white peg. Together, there will be no more than four black and white pegs for each move. 3. The color sequence can contain pegs of the following colors: red, yellow, green, blue, white, and black. A color can be used any number of times in the sequence. All four pegs of the secret sequence will contain a color; no blanks/empties are allowed. 4. Each guess must consist of four peg colors-no blanks. 5. The codebreaker has 10 guesses to find the secret sequence. Begin this assignment by identifying a set of objects for a complete game of Mastermind. If you have difficulty with this step, try describing a game of Mastermind and list all of the nouns and verbs in your description. Once you are satisfied with your objects, begin constructing your UML diagrams. Next, create a flowchart that models the game logic. Finally, create a Loom video in which you present your work. Your video should not exceed 3 minutes in length. Remember, this assignment is about designing a software system. Implementation details of any kind are not appropriate for this project. Your task is to define a model for a problem that exists in the real-world. 5: Excellent (100.00%) A robust set of object data and methods are identified. UML diagrams utilize correct syntax and fully describe objects. Diagrams are of professional quality and are submitted in correct format. Flowchart gives a clear picture of game logic. Object methods are used throughout. Flowchart is easy to follow and uses standard symbols. Diagram is of professional quality and submitted in correct format. The purpose of this assignment is to practice: 1. Defining objects found in a real-world scenario. 2. Designing an object-oriented software model. This assignment is the first of a two-part assignment that creates a computer version of the game Mastermind. In this game, there are two players: the codemaker (computer) and the codebreaker (user). The codemaker picks a sequence of four pegs, each one being one of any six colors. The codebreaker then tries to guess the exact positions of the colors in the computer's sequence in as few guesses as possible. After each guess, the codemaker gives feedback of exact and partial matches as described in the rules, below. Mastermind Rules 1. For each of the pegs in the guess that is the correct color and in the correct position, the codemaker will give one black peg. If a guess scores four black pegs, then the codebreaker has guessed the secret code. 2. For each of the pegs in the guess that is a correct color in an incorrect position, the codemaker will give one white peg. Together, there will be no more than four black and white pegs for each move. 3. The color sequence can contain pegs of the following colors: red, yellow, green, blue, white, and black. A color can be used any number of times in the sequence. All four pegs of the secret sequence will contain a color; no blanks/empties are allowed. 4. Each guess must consist of four peg colors-no blanks. 5. The codebreaker has 10 guesses to find the secret sequence. Begin this assignment by identifying a set of objects for a complete game of Mastermind. If you have difficulty with this step, try describing a game of Mastermind and list all of the nouns and verbs in your description. Once you are satisfied with your objects, begin constructing your UML diagrams. Next, create a flowchart that models the game logic. Finally, create a Loom video in which you present your work. Your video should not exceed 3 minutes in length. Remember, this assignment is about designing a software system. Implementation details of any kind are not appropriate for this project. Your task is to define a model for a problem that exists in the real-world. 5: Excellent (100.00%) A robust set of object data and methods are identified. UML diagrams utilize correct syntax and fully describe objects. Diagrams are of professional quality and are submitted in correct format. Flowchart gives a clear picture of game logic. Object methods are used throughout. Flowchart is easy to follow and uses standard symbols. Diagram is of professional quality and submitted in correct format

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