Programming Fundamentals

Objectives

  • using complex if statements to control program execution
  • using while loops for repetition
  • building up combinations of loops
  • defining and using enums and structs

Feedback Week!

In this week's lab, your tutors will go around the class and give you one on one feedback on some code you have written in a previous week.

Take this as an opportunity to ask any questions you might have about the course content so far!

So, if you would like, have a think about if there is any particular exercise you would like to receive feedback for, or any particular content you would like to ask about.

1511 Cheatsheet

When you are finished with the exercises for this week, take a look at the 1511 Cheatsheet. This page has useful linux commands and VSCode keyboard shortcuts that you may find helpful when programming!

Reminder: Help sessions

Help sessions are running this week!

These are one of the best ways for you to get one on one help with a tutor for any course content (including Lab Exercises and Assignments).

For the dates and times of the help sessions, see the Help Session Timetable.

To join a help session, or for more information, see the COMP(1511|1911) Help Session Microsoft Teams.

For face-to-face help sessions, the lab map can be found here. If help sessions are running in other buildings you can use Lost on Campus to help you find them.

Revision Videos!

Need a quick recap or revision on a topic we have looked at?

Head over to our Revision Videos Playlist! Here, you can watch some short youtube videos to help you understand and revise topics we have learnt so far!

If you watched one of the revision videos, please take a minute or two to fill out the survey here. Please note that this survey is completely optional and anonymous but aims to give feedback and provide suggestions fore more videos!

Activities To Be Completed

The following is a list of all the activities available to complete this week...

Worth 1 mark(s) in total:

  • count_up_down
  • vector_sum
  • debug_factorial
  • print_grid

Worth 1 mark(s) in total:

  • custom_cake
  • letters_between
  • street_fighter

Worth 0.5 mark(s) in total:

  • xtreme
  • perfect_number

For your interest, but not for marks:

  • spiral
  • decimal_spiral

Problem sets are capped at 15 marks (there are 4 possible bonus marks from the three-dot exercises that can bring you up to a total of 15 if you missed out on any other marks in the one- or two-dot exercises).

Completing just the one and two-dot exercises every week can give you the full 15 marks needed in this component.

For more details, see the course outline.

Preparation

Before the lab you should re-read the relevant lecture slides and their accompanying examples.

When attempting the following exercises, make sure to read the whole exercise, including any hints and assumptions that may make the exercise easier.

Exercise
(●◌◌)
:

Count Up/Down

Write a C program count_up_down.c that reads one integer n and prints all integers from 0 to n inclusive one per line.

Note that if n is positive, we are counting up and if n is negative, we are counting down.

Examples

dcc count_up_down.c -o count_up_down
./count_up_down
Enter number: 5
0
1
2
3
4
5
./count_up_down
Enter number: -3
0
-1
-2
-3

Assumptions/Restrictions/Clarifications

  • You may assume 0 will never be given as input.
  • You are not permitted to use arrays.
  • You do not have to do any error checking.
  • You do not have to check the return value from scanf.
You can run an automated code style checker using the following command:
1511 style count_up_down.c

When you think your program is working, you can use autotest to run some simple automated tests:

1511 autotest count_up_down

When you are finished working on this exercise, you must submit your work by running give:

give cs1511 lab03_count_up_down count_up_down.c

You must run give before Monday 10 March 18:00 to obtain the marks for this lab exercise. Note that this is an individual exercise, the work you submit with give must be entirely your own.

Exercise
(●◌◌)
:

Vector Sum

Download vector_sum.c here

Or, copy these file(s) to your CSE account using the following command:

1511 fetch-activity vector_sum

Complete the C program vector_sum.c which reads in two vectors with 3 integer components each and stores the sum of these components in a new vector to be printed.

Your job for this exercise is to complete the middle section (bolded above). There is a given struct vector called sum_vector, which needs to store the sum of the two scanned-in vectors, everything else has already been completed.

Complete the C program vector_sum.c which takes in two 3D vectors, each with an x, y and z integer component as input, and then calculates the sum to be printed.

Your job for this exercise is to use the values stored in first_vector and second_vector which have already been scanned in for you to calculate the sum of the vectors and store the result in the given struct vector called sum_vector.

Examples

dcc vector_sum.c -o vector_sum
./vector_sum
Please enter the values of the first vector (x, y, z): 1 2 3
Please enter the values of the second vector (x, y, z): 4 5 6
The resulting sum vector is:
x: 5
y: 7
z: 9
./vector_sum
Please enter the values of the first vector (x, y, z): 1 2 3
Please enter the values of the second vector (x, y, z): 1 2 3
The resulting sum vector is:
x: 2
y: 4
z: 6
./vector_sum
Please enter the values of the first vector (x, y, z): -5 30 -12
Please enter the values of the second vector (x, y, z): 15 -31 -30
The resulting sum vector is:
x: 10
y: -1
z: -42

Assumptions/Restrictions/Clarifications

  • You may assume that you will be given only integers as input.
  • You may assume that all input is valid.
  • You may notice that the starter code does not pass 1511 style. Defining a vector with x, y and z is perfectly fine in this case, even though they are 1 letter variables. Context is important here! Since x, y and z are common for dimensions in math, it is okay here. However, a vector with h, v, q would not be good style.
You can run an automated code style checker using the following command:
1511 style vector_sum.c

When you think your program is working, you can use autotest to run some simple automated tests:

1511 autotest vector_sum

When you are finished working on this exercise, you must submit your work by running give:

give cs1511 lab03_vector_sum vector_sum.c

You must run give before Monday 10 March 18:00 to obtain the marks for this lab exercise. Note that this is an individual exercise, the work you submit with give must be entirely your own.

Exercise
(●◌◌)
:

Debugging - Factorial

Download debug_factorial.c here

Or, copy these file(s) to your CSE account using the following command:

1511 fetch-activity debug_factorial

Debugging Tips!

Some debugging tips for you:

  • dcc output - as you run into issues, dcc will point you to where the errors are. Remember that dcc gives you the line number the issue is on, and will give some sort of explanation. Make sure you read everything dcc gives you. Sometimes we get “errors carried forward”, so find your first error, fix that, then recompile.
  • print statements - sometimes it can be handy to see if the flow of your code puts you in the spot you expect it to be (ie. inside the right if statement, or going through a loop the correct amount of times). A quick way you can check this is by putting print statements in your code for testing purposes, like "the value of x is %d and y is %d". This lets you check that you got against what you expected.
  • COMP1511 debugging guide

The Task

This exercise takes in a positive integer as input, calculates the factorial of that number and prints it out. Currently it has some issues - it is your job to figure them out and fix the code.

Examples

dcc debug_factorial.c -o debug_factorial
./debug_factorial
Enter a number: 3
The factorial of 3 is 6
./debug_factorial
Enter a number: 7
The factorial of 7 is 5040
./debug_factorial
Enter a number: 1
The factorial of 1 is 1

Assumptions/Restrictions/Clarifications

  • You can assume you will not be given negative numbers
You can run an automated code style checker using the following command:
1511 style debug_factorial.c

When you think your program is working, you can use autotest to run some simple automated tests:

1511 autotest debug_factorial

When you are finished working on this exercise, you must submit your work by running give:

give cs1511 lab03_debug_factorial debug_factorial.c

You must run give before Monday 10 March 18:00 to obtain the marks for this lab exercise. Note that this is an individual exercise, the work you submit with give must be entirely your own.

Exercise
(●◌◌)
:

Print a Coordinate Grid

Write a program called print_grid.c that reads an integer n from standard input. and prints an n x n grid with all the coordinates of the grid shown.

Each of the points of the grid should be printed out in the form (row, col). This is different to your typical (x,y) coordinate grid and you should see if you can figure out why this is more convenient for us!

Examples

dcc print_grid.c -o print_grid
./print_grid 
Enter size: 4
(0, 0) (0, 1) (0, 2) (0, 3)
(1, 0) (1, 1) (1, 2) (1, 3)
(2, 0) (2, 1) (2, 2) (2, 3)
(3, 0) (3, 1) (3, 2) (3, 3)
./print_grid 
Enter size: 5
(0, 0) (0, 1) (0, 2) (0, 3) (0, 4)
(1, 0) (1, 1) (1, 2) (1, 3) (1, 4)
(2, 0) (2, 1) (2, 2) (2, 3) (2, 4)
(3, 0) (3, 1) (3, 2) (3, 3) (3, 4)
(4, 0) (4, 1) (4, 2) (4, 3) (4, 4)
./print_grid
Enter size: 8
(0, 0) (0, 1) (0, 2) (0, 3) (0, 4) (0, 5) (0, 6) (0, 7)
(1, 0) (1, 1) (1, 2) (1, 3) (1, 4) (1, 5) (1, 6) (1, 7)
(2, 0) (2, 1) (2, 2) (2, 3) (2, 4) (2, 5) (2, 6) (2, 7)
(3, 0) (3, 1) (3, 2) (3, 3) (3, 4) (3, 5) (3, 6) (3, 7)
(4, 0) (4, 1) (4, 2) (4, 3) (4, 4) (4, 5) (4, 6) (4, 7)
(5, 0) (5, 1) (5, 2) (5, 3) (5, 4) (5, 5) (5, 6) (5, 7)
(6, 0) (6, 1) (6, 2) (6, 3) (6, 4) (6, 5) (6, 6) (6, 7)
(7, 0) (7, 1) (7, 2) (7, 3) (7, 4) (7, 5) (7, 6) (7, 7)

Assumptions/Restrictions/Clarifications

  • You may assume that your program will only scan in integers
  • Your program only has to handle sizes in the range 0 to 10 inclusive
  • Your program is not required to do any error checking
  • Your program is not permitted to use arrays
You can run an automated code style checker using the following command:
1511 style print_grid.c

When you think your program is working, you can use autotest to run some simple automated tests:

1511 autotest print_grid

When you are finished working on this exercise, you and your lab partner must both submit your work by running give:

give cs1511 lab03_print_grid print_grid.c

Note, even though this is a pair exercise, you both must run give from your own account before Monday 10 March 18:00 to obtain the marks for this lab exercise.

Exercise
(●●◌)
:

Custom Cake

In this activity you will create a program called custom_cake.c.

The program will first ask for the number of layers (rows) of a cake. It will then scan in an ASCII character for each layer. Finally, the program will print out a row for each layer (ASCII character), equal in width to the number of layers.

For example, if the number of layers was 3, it should print out a cake that is 3x3 characters large. If the number of layers was 5, it should print out a cake that is 5x5 characters large.

Examples

dcc custom_cake.c -o custom_cake
./custom_cake
How many layers: 5
Please enter layers: *|=~=
*****
|||||
=====
~~~~~
=====
./custom_cake
How many layers: 3
Please enter layers: =&=
===
&&&
===

Assumptions/Restrictions/Clarifications

  • The number of layers will always be a non-zero positive integer.
  • The number of characters input will always match the number of layers.
  • The width of each layer will always be the same as the total number of layers.
  • You may assume that a whitesapce ' ', will never be the character for a layer.
You can run an automated code style checker using the following command:
1511 style custom_cake.c

When you think your program is working, you can use autotest to run some simple automated tests:

1511 autotest custom_cake

When you are finished working on this exercise, you must submit your work by running give:

give cs1511 lab03_custom_cake custom_cake.c

You must run give before Monday 10 March 18:00 to obtain the marks for this lab exercise. Note that this is an individual exercise, the work you submit with give must be entirely your own.

Exercise
(●●◌)
:

Letters Between

Design a program named letters_between.c that accepts a starting letter and target letter as input. The program should calculate the shortest path between the two given letters by either moving forwards or backwards through the alphabet. The program then prints out all the letters from the starting letter to the target letter along the shortest path.

For example, if 'c' and 'k' were entered as the starting and target letters respectivley, the program would calculate the path moving forwards through the alphabet to be cdefghijk, which takes 9 letters and the
the path moving backwards through the alphabet to be cbazyxwvutsrqponmlk, which takes 19 letters.

Hence the program will print cdefghijk as 9 letters is less than 19.

Note In the case where the number of letters are equal, the program will print the letters moving forwards through the alphabet.

Examples

dcc letters_between.c -o letters_between
./letters_between
Please enter starting letter: H
Please enter target letter: K
HIJK
./letters_between
Please enter starting letter: b
Please enter target letter: w
bazyxw
./letters_between
Please enter starting letter: Q
Please enter target letter: D
QRSTUVWXYZABCD
./letters_between
Please enter starting letter: m
Please enter target letter: m
m

Assumptions/Restrictions/Clarifications

  • The starting and target letters will either be both uppercase or both lowercase.
  • The result should be printed in the same case as the input.
  • Letters will be from the english alphabet (a,b,c ... x,y,z).
  • If the starting letter and target letter are the same the program should only print one character.
  • If the number of letters are the same moving forwards and backwards, choose forwards.
You can run an automated code style checker using the following command:
1511 style letters_between.c

When you think your program is working, you can use autotest to run some simple automated tests:

1511 autotest letters_between

When you are finished working on this exercise, you and your lab partner must both submit your work by running give:

give cs1511 lab03_letters_between letters_between.c

Note, even though this is a pair exercise, you both must run give from your own account before Monday 10 March 18:00 to obtain the marks for this lab exercise.

Exercise
(●●◌)
:

Street Fighter

Download street_fighter.c here

Or, copy these file(s) to your CSE account using the following command:

1511 fetch-activity street_fighter
Write a C program street_fighter.c which allows the user to play a game of Street Fighter. The user should be able to customise the attack power and attack key-binding (the assignment of a key on a keyboard to a command) for each fighter.

Each round, the program should prompt each fighter to attack.

When a fighter attacks, their opponent's health should immediately be reduced by the attacking fighter's attack power. A fighter that is below 50% of their maximum health deals 50% more damage. If during a round a fighter is brought below 50% of their maximum health, they should immediately start dealing 50% more damage to their opponent from that point onwards.

If fighter 2 has no health remaining after fighter 1 attacks, fighter 2 still has the opportunity to attack before the fight is over.

At the end of each round, the program should print out the current health of each fighter. If either fighter has no health remaining at the end of a round, the fight is over and the program should print which fighter won.

If both fighters have no health remaining at the end of the fight your program should print It's a draw! instead.

Finally the program should then print GAME OVER and exit.

You are required to define a struct fighter which should store the following information:

  1. The attack power of the fighter. A fighter's attack power which will be scanned in, and is an integer between 1 and 10 inclusive.
  2. The current health of the fighter. Fighters begin with a maximum health of 50.0.
  3. The key-binding for the attack command of the fighter, which is a character that is scanned in.

Examples

dcc street_fighter.c -o street_fighter
./street_fighter
Welcome to Street Fighter!

Enter Fighter 1's attack power (1-10): 7
Enter an ascii character for Fighter 1's attack command: a

Enter Fighter 2's attack power (1-10): 10
Enter an ascii character for Fighter 2's attack command: b

FIGHT!

Fighter 1, press a to attack: a
Fighter 1 attacks!
Fighter 2, press b to attack: b
Fighter 2 attacks!

Fighter 1's health: 40.0
Fighter 2's health: 43.0
Fighter 1, press a to attack: a
Fighter 1 attacks!
Fighter 2, press b to attack: b
Fighter 2 attacks!

Fighter 1's health: 30.0
Fighter 2's health: 36.0
Fighter 1, press a to attack: a
Fighter 1 attacks!
Fighter 2, press b to attack: b
Fighter 2 attacks!

Fighter 1's health: 20.0
Fighter 2's health: 29.0
Fighter 1, press a to attack: a
Fighter 1 attacks!
Fighter 2, press b to attack: b
Fighter 2 attacks!

Fighter 1's health: 5.0
Fighter 2's health: 18.5
Fighter 1, press a to attack: a
Fighter 1 attacks!
Fighter 2, press b to attack: b
Fighter 2 attacks!

Fighter 1's health: -10.0
Fighter 2's health: 8.0

Fighter 2 wins!
GAME OVER
./street_fighter
Welcome to Street Fighter!

Enter Fighter 1's attack power (1-10): 10
Enter an ascii character for Fighter 1's attack command: a

Enter Fighter 2's attack power (1-10): 9
Enter an ascii character for Fighter 2's attack command: s

FIGHT!

Fighter 1, press a to attack: a
Fighter 1 attacks!
Fighter 2, press s to attack: s
Fighter 2 attacks!

Fighter 1's health: 41.0
Fighter 2's health: 40.0
Fighter 1, press a to attack: a
Fighter 1 attacks!
Fighter 2, press s to attack: s
Fighter 2 attacks!

Fighter 1's health: 32.0
Fighter 2's health: 30.0
Fighter 1, press a to attack: a
Fighter 1 attacks!
Fighter 2, press s to attack: s
Fighter 2 attacks!

Fighter 1's health: 18.5
Fighter 2's health: 20.0
Fighter 1, press a to attack: a
Fighter 1 attacks!
Fighter 2, press s to attack: s
Fighter 2 attacks!

Fighter 1's health: 5.0
Fighter 2's health: 5.0
Fighter 1, press a to attack: a
Fighter 1 attacks!
Fighter 2, press s to attack: s
Fighter 2 attacks!

Fighter 1's health: -8.5
Fighter 2's health: -10.0

It's a draw!
GAME OVER

Assumptions/Restrictions/Clarifications

  • You may find %0.1lf useful for formatting the health of each fighter.
  • Assume you will only be given valid inputs for the attack power and attack command.
You can run an automated code style checker using the following command:
1511 style street_fighter.c

When you think your program is working, you can use autotest to run some simple automated tests:

1511 autotest street_fighter

When you are finished working on this exercise, you must submit your work by running give:

give cs1511 lab03_street_fighter street_fighter.c

You must run give before Monday 10 March 18:00 to obtain the marks for this lab exercise. Note that this is an individual exercise, the work you submit with give must be entirely your own.

Exercise
(●●●)
:

Draw a fancy pattern

Write a program called xtreme.c that reads an (odd) integer n from standard input, and prints an n x n a square of asterisks and dashes in the following pattern:

Enter size: 9
*---*---*
-*-----*-
--*---*--
---*-*---
*---*---*
---*-*---
--*---*--
-*-----*-
*---*---*
Enter size: 15
*---*-----*---*
-*---*---*---*-
--*---*-*---*--
---*---*---*---
*---*-----*---*
-*---*---*---*-
--*---*-*---*--
---*---*---*---
--*---*-*---*--
-*---*---*---*-
*---*-----*---*
---*---*---*---
--*---*-*---*--
-*---*---*---*-
*---*-----*---*
Enter size: 25
*---*---*---*---*---*---*
-*---*---*-----*---*---*-
--*---*---*---*---*---*--
---*---*---*-*---*---*---
*---*---*---*---*---*---*
-*---*---*-----*---*---*-
--*---*---*---*---*---*--
---*---*---*-*---*---*---
*---*---*---*---*---*---*
-*---*---*-----*---*---*-
--*---*---*---*---*---*--
---*---*---*-*---*---*---
*---*---*---*---*---*---*
---*---*---*-*---*---*---
--*---*---*---*---*---*--
-*---*---*-----*---*---*-
*---*---*---*---*---*---*
---*---*---*-*---*---*---
--*---*---*---*---*---*--
-*---*---*-----*---*---*-
*---*---*---*---*---*---*
---*---*---*-*---*---*---
--*---*---*---*---*---*--
-*---*---*-----*---*---*-
*---*---*---*---*---*---*

For more examples of this pattern, see the example program output at the end of this question

This exercise is designed to give you practice with while loops, if statements and some mathematical operators.

As the course has not taught arrays yet, you are not permitted to use an array in this exercise.

Examples

dcc xtreme.c -o xtreme
./xtreme
Enter size: 5
*---*
-*-*-
--*--
-*-*-
*---*
./xtreme
Enter size: 7
*-----*
-*---*-
--*-*--
---*---
--*-*--
-*---*-
*-----*
./xtreme
Enter size: 11
*---*-*---*
-*---*---*-
--*-----*--
---*---*---
*---*-*---*
-*---*---*-
*---*-*---*
---*---*---
--*-----*--
-*---*---*-
*---*-*---*
./xtreme
Enter size: 13
*---*---*---*
-*---*-*---*-
--*---*---*--
---*-----*---
*---*---*---*
-*---*-*---*-
--*---*---*--
-*---*-*---*-
*---*---*---*
---*-----*---
--*---*---*--
-*---*-*---*-
*---*---*---*
./xtreme
Enter size: 17
*---*---*---*---*
-*---*-----*---*-
--*---*---*---*--
---*---*-*---*---
*---*---*---*---*
-*---*-----*---*-
--*---*---*---*--
---*---*-*---*---
*---*---*---*---*
---*---*-*---*---
--*---*---*---*--
-*---*-----*---*-
*---*---*---*---*
---*---*-*---*---
--*---*---*---*--
-*---*-----*---*-
*---*---*---*---*

Assumptions/Restrictions/Hints

  • You can assume n is odd and n >= 5.
  • You may assume that you will be given only integers as input
  • You may assume that all input is valid
You can run an automated code style checker using the following command:
1511 style xtreme.c

When you think your program is working, you can use autotest to run some simple automated tests:

1511 autotest xtreme

When you are finished working on this exercise, you must submit your work by running give:

give cs1511 lab03_xtreme xtreme.c

You must run give before Monday 10 March 18:00 to obtain the marks for this lab exercise. Note that this is an individual exercise, the work you submit with give must be entirely your own.

Exercise
(●●●)
:

Perfect Number

Write a program called perfect_number.c that continuously reads numbers until the end of input and determines whether each number is a perfect number.

A perfect number is a positive integer that is equal to the sum of it's factors (excluding the number itself). A factor is a number that divides the given number exactly, leaving no remainder.

For example, 6 is a perfect number (1 + 2 + 3 = 6) but 4 is not (1 + 2 != 4).

Examples

dcc perfect_number.c -o perfect_number
./perfect_number
Enter a number: 3
No, 3 is not a perfect number!
Enter a number: 6
Yes, 6 is a perfect number!
Enter a number: 10
No, 10 is not a perfect number!
Enter a number: 
./perfect_number
Enter a number: 

Assumptions/Restrictions/Clarifications

  • You can assume that the number will always be a whole number (i.e. an integer).
  • You can assume that the number will always be positive (i.e. greater than zero).
  • You may assume that the user has finish typing in input when Ctrl-D is pressed.
  • You may assume that the maximum value required to be checked is 2147483647 (max value an int can store!).
  • Given 1 has no divisors other than the number itself, 1 is not counted as a perfect number.
  • Note, the autotests expects a new line character (\n) to be printed after Ctrl-D is pressed.
You can run an automated code style checker using the following command:
1511 style perfect_number.c

When you think your program is working, you can use autotest to run some simple automated tests:

1511 autotest perfect_number

When you are finished working on this exercise, you must submit your work by running give:

give cs1511 lab03_perfect_number perfect_number.c

You must run give before Monday 10 March 18:00 to obtain the marks for this lab exercise. Note that this is an individual exercise, the work you submit with give must be entirely your own.

Exercise
(☠)
:

Spiral

Write a program called spiral.c that reads an integer n from standard input. and prints an n x n pattern of asterisks and dashes in the shape of a spiral.

Examples

dcc spiral.c -o spiral
./spiral
Enter size: 5
*****
----*
***-*
*---*
*****
./spiral
Enter size: 7
*******
------*
*****-*
*---*-*
*-***-*
*-----*
*******
./spiral
Enter size: 9
*********
--------*
*******-*
*-----*-*
*-***-*-*
*-*---*-*
*-*****-*
*-------*
*********
./spiral
Enter size: 17
*****************
----------------*
***************-*
*-------------*-*
*-***********-*-*
*-*---------*-*-*
*-*-*******-*-*-*
*-*-*-----*-*-*-*
*-*-*-***-*-*-*-*
*-*-*-*---*-*-*-*
*-*-*-*****-*-*-*
*-*-*-------*-*-*
*-*-*********-*-*
*-*-----------*-*
*-*************-*
*---------------*
*****************

Assumptions/Restrictions/Clarifications

  • You can assume n is odd and n >= 5.
You can run an automated code style checker using the following command:
1511 style spiral.c

When you think your program is working, you can use autotest to run some simple automated tests:

1511 autotest spiral

Exercise
(☠)
:

Decimal Spiral (extra-hard)

Write a program called decimal_spiral.c that reads an integer n from standard input. and prints an n x n pattern of decimal digits and dashes in the shape of a spiral.

Examples

dcc decimal_spiral.c -o decimal_spiral
./decimal_spiral
Enter size: 5
65432
----1
210-0
3---9
45678
./decimal_spiral
Enter size: 7
0987654
------3
87654-2
9---3-1
0-012-0
1-----9
2345678
./decimal_spiral
Enter size: 9
876543210
--------9
8765432-8
9-----1-7
0-210-0-6
1-3---9-5
2-45678-4
3-------3
456789012
./decimal_spiral
Enter size: 15
654321098765432
--------------1
2109876543210-0
3-----------9-9
4-210987654-8-8
5-3-------3-7-7
6-4-87654-2-6-6
7-5-9---3-1-5-5
8-6-0-012-0-4-4
9-7-1-----9-3-3
0-8-2345678-2-2
1-9---------1-1
2-01234567890-0
3-------------9
456789012345678

Assumptions/Restrictions/Clarifications

  • You can assume n is odd and n >= 5.
You can run an automated code style checker using the following command:
1511 style decimal_spiral.c

When you think your program is working, you can use autotest to run some simple automated tests:

1511 autotest decimal_spiral

Exercise — individual:
(Not For Marks) Debugging - Square

Download debug_square.c here

Or, copy these file(s) to your CSE account using the following command:

1511 fetch-activity debug_square

Note that this exercise is not marked or worth marks!

Debugging Tips!

Some debugging tips for you:

  • dcc output - as you run into issues, dcc will point you to where the errors are. Remember that dcc gives you the line number the issue is on, and will give some sort of explanation. Make sure you read everything dcc gives you. Sometimes we get “errors carried forward”, so find your first error, fix that, then recompile.
  • print statements - sometimes it can be handy to see if the flow of your code puts you in the spot you expect it to be (ie. inside the right if statement, or going through a loop the correct amount of times). A quick way you can check this is by putting print statements in your code for testing purposes, like "the value of x is %d and y is %d". This lets you check that you got against what you expected.
  • COMP1511 debugging guide

The Task

This exercise takes in a positive integer 'n' as input, and prints the outline of a square of size 'n' by 'n' in asterisks ('x'). Currently it has some issues - it is your job to figure them out and fix the code.

Examples

dcc debug_square.c -o debug_square
./debug_square
Enter the size of the pattern: 2
**
**
./debug_square
Enter the size of the pattern: 5
*****
*   *
*   *
*   *
*****
./debug_square
Enter the size of the pattern: 1
*

Walkthrough

Below is a video walkthrough of this exercise! Make sure to attempt it before watching this video

You can run an automated code style checker using the following command:
1511 style debug_square.c

When you think your program is working, you can use autotest to run some simple automated tests:

1511 autotest debug_square

Exercise — individual:
(Not For Marks) Splashkit

Splashkit logo

Welcome to our SplashKit activity page! Designed to ignite your creativity, these walkthroughs will guide you into the world of Graphical User Interfaces (GUIs) with ease.

With SplashKit, a toolkit tailored for beginners, you'll find GUI development both accessible and enjoyable. It simplifies the process of creating windows, drawing graphics, and managing user input, allowing you to focus on bringing your ideas to life.

Through the activities on this page, you'll gain hands-on experience with SplashKit, mastering the basics while building confidence in your programming skills.

Dive in, explore, and let your imagination guide you as you discover the exciting possibilities of GUI programming!

SplashKit.io (2017) Let’s Build A Game In One Minute - SplashKit.

 

Are you ready to bring your C programs to life with colour, graphics, and interactivity?

This activity is the first in a series that will take your programs beyond printf() and the terminal.

SplashKit

Graphical User Interfaces (GUIs) allow programs to display graphics, text, buttons, and other dynamic elements in dedicated application windows.

SplashKit is a beginner-friendly toolkit that simplifies GUI development, making it easy to write programs that create windows, draw graphics, and handle user input with minimal setup.

Getting Started

Let's get everything set up so you can start coding with SplashKit:

  1. Create a Project Directory.
  2. Install SplashKit.
  3. Compile an Example File.
  4. Run the Example Program.
  5. Set up the VS Code Project.

1. Create a Project Directory

As you progress through these activities, you will be working with many files. Creating a folder for each activity is essential and will help to keep your files organised.

First, create a new directory to store all of your SplashKit projects and cd into it.

mkdir splashkit
cd splashkit

Similarly, create another new directory for your first project and cd into it.

mkdir getting_started
cd getting_started

2. Install SplashKit

From your getting_started directory, install SplashKit to your CSE account using:

1511 setup-splashkit splashkit_getting_started

SplashKit should now be installed.

Use the ls command to confirm that splashkit_examples.c has been copied to your getting_started directory.

3. Compile an Example File

Until now, we’ve used dcc to compile C code.

SplashKit projects require a different compiler called skm clang++.

Compile the splashkit_examples.c file using:

skm clang++ splashkit_example.c -o splashkit_example

If SplashKit was installed correctly, you will see this message:

🎉  clang++ command run successfully 🎉

Use the ls command to confirm that a file named splashkit_example exists in your getting_started directory

4. Run the Example Program

We run SplashKit programs the same way that we run our C programs.

Run the example program with the following command.

./splashkit_example

A window opens, displaying "Hello, SplashKit!", then closes after 5 seconds.

5. Set Up the VS Code Project

Use pwd to ensure that you're in the getting_started directory, then open it with code ..

VS Code lists your project files on the left (press Ctrl+B if it's missing).

Click on splashkit_example.c to open it:

VS Code highlighting errors in splashkit_example.c

Notice anything strange? VS Code is highlighting errors on nearly every line!

This is because VS Code doesn't know about SplashKit.

Close VS Code and run the following command from inside your project directory:

1511 setup-splashkit-directory

Reopen the project with code . and the errors should be gone!

You will learn more about how the example code works in the upcoming SplashKit activities. For now, note the line #include <splashkit.h> at the top of the file. This is similar to #include <stdio> and it allows us to use the SplashKit toolkit in our code.

SplashKit Summary

We've covered a lot of material to get started. Here's what to remember:

  • SplashKit is installed once with 1511 setup-splashkit splashkit_getting_started.
  • Create a separate directory for each SplashKit project.
  • Set up each SplashKit directory with 1511 setup-splashkit-directory.
  • SplashKit projects are opened with code ..
  • Compile SplashKit code with skm clang++ instead of dcc.
  • Run SplashKit programs normally e.g. ./program_name.

In this activity, you will learn how to manage windows with SplashKit.

A window is a rectangular area on the screen where graphical programs display visual elements and interact with the user. Windows are everywhere. If you're viewing this in a browser (such as Firefox, Chrome, or Safari) then the browser is open in a window. Familiar applications such as VS Code, the terminal, and file managers (Finder on macOS, File Explorer on Windows) all open in their own windows.

Setting Up

Step 1. Navigate to your SplashKit directory (the one created during SplashKit #1 - Getting Started).

cd splashkit

Step 2. Create a new directory for this activity and cd into it.

mkdir windows
cd windows

Step 3. Set up the windows directory.

1511 setup-splashkit-directory

Step 4.

Download splashkit_master.c here

Or, copy these file(s) to your CSE account using the following command:

1511 fetch-activity splashkit_master

Step 5. Open the SplashKit project directory in VS Code.

code .

SplashKit Windows

SplashKit includes a windows library that allows programs to open and close windows. Opening a window gives your program a dedicated space to display graphics and receive user input, while closing it is crucial for freeing up resources and providing a clear way for users to exit.

To use SplashKit's libraries add #include <splashkit.h> near the top of a .c file. Once you do this, you have a starting point for all of your SplashKit programs:

#include <splashkit.h>

int main(void) {
    // we will be adding more code here

    return 0;
}

Opening Windows

SplashKit's open_window() function creates a new window and displays it on the screen.

window open_window(string caption, int width, int height);

The following statement opens a window titled "My Window" with a width and height of 800 and 600 pixels respectively.

open_window("My Window", 800, 600);

Delay/Wait

Imagine you want to show a quick welcome message or instructions on the screen, but you don't want the program to instantly jump to the next step. By pausing for a couple of seconds you give the user time to understand what's being shown before continuing.

SplashKit provides a delay() function. Calling this will pause our program for a specified amount of time.

void delay(int milliseconds);

For example:

delay(7000);

This pauses program execution for 7 seconds (7000 milliseconds) before continuing.

Closing Windows

When you're finished with the window, you can close it with close_all_windows().

void close_all_windows(void);

We call this function with no arguments:

close_all_windows();

Putting It All Together

Combining these operations yields a short program:

#include <splashkit.h>

int main(void) {
    open_window("My Window", 800, 600);
    delay(7000);
    close_all_windows();

    return 0;
}

This program:

  1. Opens a window titled "My Window" width and height of 800 and 600 pixels respectively.
  2. Pauses program execution for 7 seconds, keeping the window open.
  3. Closes the window before exiting.

Code Demo

#include <splashkit.h>

#define WIDTH 400
#define HEIGHT 240
#define DELAY_DURATION 4000

int main(void) {
    // window open_window(string caption, int width, int height);
    // Open a window of width 640 pixels and height 480 pixels
    open_window("My First Window", 640, 480);

    // void delay(int milliseconds);
    // Wait two seconds (2000 milliseconds)
    delay(2000);

    // void close_all_windows(void);
    // Close the window
    close_all_windows();

    // Open a second window, this time using #defined constants
    open_window("My Second Window", WIDTH, HEIGHT);
    delay(DELAY_DURATION);
    close_all_windows();

    // Open a third window, this time using variables as arguments
    int width = 960;
    int height = 360;
    int duration = 3000;
    open_window("My Third Window", width, height);
    delay(duration);
    close_all_windows();

    return 0;
}

Activity

Now you have a chance to practice what you've learned!

Create a program splashkit_windows.c. It should:

  • Prompt the user for a width.
  • Prompt the user for a height.
  • Prompt the user for a duration.
  • Open a window of the given size.
  • Wait for the specified duration, keeping the window open.
  • Close the window.

Examples

Example 1: Opening a 400×300 Window for 5 Seconds

skm clang++ splashkit_master.c -o splashkit_master
./splashkit_master
Enter a window width (pixels): 400
Enter a window height (pixels): 300
Enter a duration (seconds): 5

After the user enters these values, a window should appear as shown below and automatically close after 5 seconds.

Screenshot of a SplashKit window (width=400px, height=300px)

Example 2: Opening a 600×200 Window for 12 Seconds

skm clang++ splashkit_master.c -o splashkit_master
./splashkit_master
Enter a window width (pixels): 600
Enter a window height (pixels): 200
Enter a duration (seconds): 12

After the user enters these values, a window should appear as shown below and automatically close after 12 seconds.

Screenshot of a SplashKit window (width=400px, height=300px)

Assumptions/Restrictions/Clarifications

  • There are no autotests for this activity.

Summary

In this activity, you learned how to work with three functions to manage windows:

  1. open_window(caption, width, height) - Opens a new window on the screen.
  2. delay(milliseconds) - Pauses program execution.
  3. close_all_windows() - Closes all windows.

List of New Functions

At the end of each activity, you'll find a list of all new function prototypes.

Keeping a list of these functions as you progress will be useful for whenever you need a quick refresher.

// Window Management
window open_window(string caption, int width, int height);
void close_all_windows(void);

// Program Control
void delay(int milliseconds);




Submission

When you are finished each exercises make sure you submit your work by running give.

You can run give multiple times. Only your last submission will be marked.

Don't submit any exercises you haven't attempted.

If you are working at home, you may find it more convenient to upload your work via give's web interface.

Remember you have until Week 4 Monday 18:00 to submit your work.

You cannot obtain marks by e-mailing your code to tutors or lecturers.

You check the files you have submitted here.

Automarking will be run by the lecturer several days after the submission deadline, using test cases different to those autotest runs for you. (Hint: do your own testing as well as running autotest.)

After automarking is run by the lecturer you can view your results here. The resulting mark will also be available via give's web interface.