Assignment 1 – Grocery Store Simulation
Marking scheme posted!
Sample tests posted! (See the unit test file for details.)
Grocery stores often have a difficult task: they must determine how many employees to hire to staff checkout lines during varying levels of customers throughout the day. Too few open lines means customers spend time angrily waiting; too many, and the store loses money paying its employees. It’s also important to get the right mix of regular and express checkout lines, and perhaps even self-serve lines. Which combination is best depends on what kind of customers the store has.
In this assignment, you’ll build an event-driven simulation for a grocery store, which will model customers using different types of checkout
This semester you will be writing a program that models elements of recognizing and creating characters. Optical character recognition is an important area of research that allows photographs or printed documents to be digitized; by doing so, these documents are made available for machine-based searching. On the flip side, http://en.wikipedia.org/wiki/CAPTCHAis a system for differentiating between humans and computers: the goal here is to generate a non-machine readable image that a human could identify. CAPTCHA helps reduce the amount of spam on the Internet.
We will implement a highly limited type of image matching, processing, and creation this semester. Rather than write this project at once, we will break the project down into
Computer games are nearly as old as electronic computers themselves. The first tic-tac-toe game was programmed on an EDSAC vacuum-tube computer. Your job will be to expand the Battleship program started in earlier labs into a fully-playable game.
4.2 The game of Battleship
Wikipedia has a thorough description of the origins of the game of Battleship. For purposes of this assignment, follow the following rules.
1.The game is played between two players (one human and one computer for your program).
2.Each player has an identical set of ships. Each ship has a length, a name (e.g., “submarine”), and a symbol (a letter, e.g., “S”).
3.Each player has a grid, called the “battle board”, which is mostly hidden from the other player. The grid is used for marking the locations of the pl
Implement a program that shall recursively draw a “tree” in a Tkinter Canvas.
The program shall consist of a non-resizable 500×500 px canvas in a non-resizable window and a menu bar. The menu bar shall have one pull-down menu named “Draw” with two items named “Repaint” and “Exit”.
The “Exit” menu item, when selected, shall gracefully terminate the program.
The “Repaint” menu item, when selected, shall clear the canvas and draw a recursive tree at random position growing “up” (in the direction 90°). The initial length of the stem shall be 128 px. The tree shall have the number of cascades selected uniformly at random between 3 and 7, inclusive.
One cascade of the tree of length L, growing from the position (X,Y) in the direction D, shall consist of (see the attached file):
- the stem represented as a black line segment of length L originating at (X,Y) and forming the angle D degrees with the horizonta axis, and
- two trees of length L*0.8, growing from the end of the stem in the directions