Considering the program requirements and the marking criteria: Produce a Java program for a Reversi/Othello game which
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Question:
Considering the program requirements and the marking criteria:
- Produce a Java program for a Reversi/Othello game which meets the program requirements and marking criteria specified in this document.
- Identify and use appropriate classes in your program.
- Use interfaces and sub-classing appropriately in your program.
- Use anonymous inner classes if/where appropriate to do so.
- Only your main() function can be static. You must have no other static member functions! (Not doing this will penalise marks!)
- Use standard Swing classes, any other standard class library classes, any classes that I have given you already, and your own classes (which may be subclasses of Swing classes), where appropriate.
- Draw a class diagram to represent your solution, including your own classes, any immediate superclasses for your own classes. (See marking criteria.) Include aggregation and inheritance relationships where they exist. Include all attributes and operations for your own classes. You can draw this by hand or using any software package that you wish to use. It must be clear and unambiguous. You must be able to explain your class diagram when asked questions in the demo.
- You will need to understand how to create objects, and how to have references to other objects within your objects.
- Your finished program should look like the display below at the start, should allow players to place pieces when it is their turn, should automatically change the colour of pieces which are taken, and should detect when a player wins. See marking criteria for more information.
Related Book For
Introduction To Health Care Management
ISBN: 9781284081015
3rd Edition
Authors: Sharon B. Buchbinder, Nancy H. Shanks
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