Marking scheme

Coursework2 Marking scheme

The Coursework will be marked based on the following marking criteria:

UML diagrams

Class diagram

Full mark if the diagram is correct and you did a correct use of multiplicity and appropriate association names.

4

Quality of Code

Exception Handling

If the student demonstrate to have written robust code with the use of errors and exception handling

4

Code Readability

If the code is well written and easy to understand with appropriate comments

4

Code Reusability

If the code is modular and easy to extends. In particular:

Implementation of Symbol Class which implements ISymbol interface

5

Implementation of Reel Class, which contains a list of symbol, the method spin() and other accessorize methods.

5

Slot Machine Application

Resizing
Resizing the window the components remain in the same relative position

6

Credit Area
Press the “Add Coin” button to add one coin to the credit. Every time the game starts the initial credit is 10.

2

Bet Area
Pressing the “Bet One” button the user bet a single credit. The number in the bet area is incremented by one

2

Pressing “Bet Max” button the user bet a maximum number of 3 credits. “Bet Max“ can be pressed only once.

4

Pressing “Reset” button the user returns the amount that he/she has bet to the credits area

2

Bet Validation: A warning message will pop up if:

the user presses Bet Max but there is not enough credit

the user tries to play with no money.

4

Spinning
Pressing the “Spin button” each reel will show a new symbol, selected randomly among the 6 symbols above

9

Compare the symbols and display a message if the game is won or lost and show the amount of money that are won and update the credit and the bet.

10

Implementation of the spinning with three threads. (The images are visualized continually simulating a real spinning behavior)

9

Stop a reel from spinning clicking on one of them.

9

Statistics
Pressing “Statistics button” a new window will be opened. In this window the user can check the wins, losses, and the average number of credits that he/she has netted per game.

4

Visualize this information using graphical components of your choice (e.g. you can create a kind of histogram made with buttons or text fields with different color, length proportional to the number, etc.)

6

Pressing “Save” button from the statistics window, the statistics will be saved in a .txt file in the current path. The name of the file has to be the current date/time.

6

User Interface
The user interface is friendly and easy to use and understand.

5

Computational modeling

Payout table and analysis of winning combination

5

Algorithm to compute the payout in percentage

5

Demonstration

Code understanding

10

Final Score TOTAL

/120

Final Mark (Score * 100/120)

/100

Additional comments (if appropriate)