Computer Programming MTS-II Project Statement: Air University, Islamabad Department of Computer Science
Computer Programming MTS-II Project Statement: Air University, Islamabad Department of Computer Science
Computer Programming MTS-II Project Statement: Air University, Islamabad Department of Computer Science
Computer Programming
MTS-II Project Statement
Note: Make a group of 4 students. Choose a project from the following options.
You need to submit project with proper documentation about the explanation of
your code. The code must be properly commented. Submit softcopy as per your
instructor’s advice. Due Date: 8/05/2017
The size of the grid is most commonly 8×8, 10×10, or 12×12. Each player is represented
by a distinctly colored game piece token. A single die is rolled to determine random
movement of a player's token in the traditional form of play.
Each player starts with a token on the starting square (usually the "1" grid square in the
bottom left corner, or simply, off the board next to the "1" grid square) and takes turns to
roll a single die to move the token by the number of squares indicated by the die roll.
Tokens follow a fixed route marked on the game board which usually follows a track
from the bottom to the top of the playing area, passing once through every square. If, on
completion of a move, a player's token lands on the lower-numbered end of a "ladder",
the player must move the token up to the ladder's higher-numbered square. If the player
lands on the higher-numbered square of a "snake" (or chute), the token must move down
to the snake's lower-numbered square.
If a player rolls a 6, the player may, after moving, immediately take another turn;
otherwise play passes to the next player in turn. The player who is first to bring their
token to the last square of the track is the winner.
Air University, Islamabad
Department of Computer Science
Variations
A variant exists where a player must roll the exact number to reach the final square.
Depending on the variation, if the die roll is too large, the token either remains in place or
goes off the Final Square and back again. (For example, if a player requiring a3 to win
rolls a 5, the token moves forward three spaces, then back two spaces.) In certain
circumstances (such as a player rolling a 6 when a 1 is required to win), a player can end
up further away from the final square after their move, than before it.
Option 2: Sudoku
The Classic Sudoku is a number placing puzzle based on a 9x9 grid with several given
numbers. The objective is to place the numbers 1 to 9 in the empty squares so that each row,
each column and each 3x3 box contains the same number only once.
Sudoku puzzles come in endless number combinations and range from very easy to
extremely difficult taking anything from five minutes to several hours to solve. Sudoku
puzzles also come in many variants, each variant looking differently and each variant
offering a unique twist of brain challenging logic.
Classic Sudoku
Each puzzle consists of a 9x9 grid containing given clues in various places. The objective is
to fill all empty squares so that the numbers 1 to 9 appear exactly once in each row, column
and 3x3 box.
OPTION 3: Minesweeper
Let us briefly recall the objective of this game: to explore a mine field without stepping
on one. A mine field is a two dimensional array (a matrix) where some cells contain
hidden mines while others are empty. At the beginning of the game, all the cells are
closed and the player must open them one after another. The player wins when he opens
all the cells that are empty.
Air University, Islamabad
Department of Computer Science
Every turn, the player may open a cell or flag it as containing a mine. If he opens a cell
that contains a mine, it blows up and the player loses. If the cell is empty, its appearance
is modified and the number of mines in the 8 neighbor cells is displayed (thus at most 8).
If the player decides to flag a cell, he cannot open it until he removes the flag.
1. The abstract game, including the internal representation of the mine field as well
as the functions manipulating this representation.
2. The graphical part of the game, including the function for displaying cells.
3. The interaction between the program and the player.
OPTION 4: Guessing Game
Guessing game will have a word bank of different Personalities, Countries, Movie
Names, and Animals. Each bank will contain at-least 10 values. What you need to do is
pick one value form bank randomly and ask the user to guess. On each correct option fill
the empty spaces with the entered correct option and on wrong choice remove one life.
Your number of lives will be based upon size of the word.
Your program should be menu driven with the options to enter student information.
1. Add new record
2. Remove record
3. Update Record
4. Search for particular student