本次代写是一个C++沙画游戏的assignment
Introduction
Cellular automata have long been used to model a variety of real and imaginary systems, and a
Google search on “cellular automata” will yield a plethora web sites dedicated to different forms
of cellular automata. In this project we will build a C++ program to create a rudimentary sand
painting game.
The project is divided into two parts. For submitting part a, we will ask that you create a git tag
for your submission. More details are given below.
Project 2 part a
1. For part a of the project, we will create a class that interfaces with the graphics server
code via a network port. For message formats and how to talk to the graphics server,
please see the associated documents and example code already posted. Note that there is
no C++ socket interface, so you will have to use the C code to do this. For this first part,
you will create the header file for the class.
The filename of the header class is named “GraphicsClient.h” and the class name is
“GraphicsClient”. This class encapsulates drawing methods that can be made to a
graphics server program via network messages. (described in another document) The
idea is that when you create GraphicsClient object, it links the object to a specific
window that is opened by the graphics server. If you create two of these obejcts, then
two windows are created by the graphics server program. When an object is destroyed,
then the network connection should be terminated and the appropriate actions will be
taken on the graphics server side. Note that the server program may be given connections
to the same address and port, each connection gets a different socket to write data. If
;you need more information on how this works, please ask in class and look at the
example code that is posted. The class must include the following methods.
a. A constructor with two parameters: GraphicsClient( std::string, int ) where the
first parameter is the URL to connect, e.g., “localhost” or “lamb.cs.iastate.edu”
and the second parameter is the port number to connect.
b. A copy constructor that creates a new connection to the same address and port
number.
c. A destructor that performs the appropriate operations to release all allocated
resources.
d. An operator = method that closes the existing connection and creates a new
connection with the parameters from the right-hand side.
e. setBackgroundColor( int , int, int ) sets the background color of the associated
display. The parameters are the red, green and then blue values respectively.
f. setDrawingColor( int, int, int ) set the color that objects will be drawn at until
another setDrawingColor call is made. The parameters are again, red, green and
blue.
g. clear() clears the display to the background color.
h. setPixel( int, int, int, int, int ) sets the pixel at the location given by the first two
parameters to the color given by the last three parameters. The first two
parameter are the location given by the x and then y coordinate. The last three
parameters are the color given by red, green, and blue in that order.
i. drawRectangle( int, int, int, int ) draws a rectangle at the specified coordinates
given by the first two parameters of the specified size given by the last two
parameters. The first two parameters are again the x and y coordinate in that
order, and the last two parameters are the width and height, also given in that
order.
j. fillRectangle( int, int, int, int ) draws a filled rectangle at the position and size
given by the parameters. The parameters are the same as the drawRectangle
parameters.
k. clearRectangle( int, int, int, int ) clears (sets the pixels to the background color) at
the location and size specified by the parameters. These parameters are the same
as the drawRectangle parameters.
l. drawOval( int, int, int, int ) draws an oval at the specified location inscribed in a
rectangle of the specified size. The parameters are the same as given in
drawRectangle.
m. fillOval(int, int, int, int ) is the same as the drawOval method except the oval is
filled.
n. drawLine( int, int, int, int ) draws a line starting a point 1 and ending at point 2.
Point 1 is given by the first two parameters, x and y, in that order, and point 2 is
given by the last two parameters, x followed by y.
o. drawstring( int, int, string ) draws a string of characters on the display given by
the last parameter at the position given by the first two parameters, x, y, in that
order.
p. repaint() send the redraw (repaint) signal to the attached graphics server.
2. Implement the class defined in 1) in the file “GraphicsClient.cpp”.
3. Write a class definition (header file CellularAutomaton.h) that represents a 2D cellular
automaton named “CellularAutomaton” The ideas behind this class is that it represents
a 2DCA and therefore should have methods associated with loading and simulating a
2DCA. The class contains the following definitions.
a. A constructor that takes two arguments. First, a C++ std::string argument that is a
name of a file. Second, it gives an int parameter that is the quiescent state of the
CA. It then reads a 2DCA in the same format as Project 1C.
b. Proper copy constructor, assignment = , and destructors. The first two must
perform deep copies.
c. A step function that takes a single argument that is the rule function and performs
one step of the 2DCA.
d. A method that takes a single reference parameter to a GraphicsClient object and
display the 2DCA on the attached graphics window associated with the
GraphicsClient object. The size of the cell displayed on the window is dependent
on the size of the 2DCA width and height according to the following table. Let m
be the maximum value of the width and height of the 2DCA.