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Victoria University of Wellington
School of Engineering and Computer Science
SWEN221: Software Development
Assignment 2
Due: Monday 19th April @ 23:59
This assignment will expose you to a more complex class hierarchy. A key challenge will be
in understanding the flow of control through the program, particularly as there is extensive use of
polymorphism. This assignment will also test your debugging skills, and you should strive to be
methodical in how you approach debugging.
This assignment concerns the classic game of “Tetris”, originally developed by the Russian programmer
Alexey Pajitnov. The tetris pieces (called Tetromino’s) are controlled using the keyboard (in this case,
the arrow and space keys). As is usual in the game, the pieces are subject to “gravity” meaning that
they slowly descend downwards. Pieces can be made to descend more quickly using either the down
arrow key or much more quickly using the space key. Likewise, pieces move left or right, and rotate
clockwise using the up arrow key. The code includes a graphical user interface so you can play it:
In Tetris, there are seven tetrominoes:
"Z" "T" "J" "L" "O" "I" "S"
Each tetromino has an axis of rotation illustrated above using a circle and an orientation (i.e.
North, East, South, West). The tetromino above are illustrated in their North orientation. Finally,
for more information on the game of Tetris, refer to https://en.wikipedia.org/wiki/Tetris.
Getting started
To get started, download the tetris.jar file from the lecture schedule on the course website. As
usual, you can run the program from the command-line as follows:
java -jar tetris.jar
A simple GUI should appear on your screen, and you should be able to play the game. Remember,
however, that at this stage the game contains a number of bugs and missing features. For example,
pieces move in the opposite direction from what you are expecting!
Understanding the Code
Each piece is implemented as a separate class which extends the abstract class Tetromino. When you
import the tetris.jar file, you should find the following Java packages:
? The swen221/tetris/gui/ package contains the graphical user interface and the main method.
You do not need to understand the inner workings of this in order to complete the
assignment. NOTE: you do not need to modify any code in this package.
? The swen221/tetris/logic/ package contains the class Game encoding the logic of a game of
Tetris, and the class Board representing the current state of the board.
? The swen221/tetris/tetromino/ package contains the interface Tetromino and the concrete
implementations for all tetromino.
? The swen221/tetris/moves/ package contains a class for each of the different kinds of move
that can be made in the game. These contain code related to structuring a move, and ensuring
it is valid.
? The swen221/tetris/tests/ packages contains many jUnit tests to check your implementation
of the game. NOTE: To make the automatic marking possible, you can not modify the files
already present in this folder, but you may add your tests in a separate file (e.g. MyTests.java).
Part 1 — Simple Moves (20%)
The first objective is to make sure the game correctly recognises all of the simple moves that a piece
can make. Specifically, this part concerns mostly minor problems in the tetromino implementations
(e.g. J Tetromino). At this stage more complex moves, such as for remove lines and ending the game,
can be ignored. A suite of tests for this part is provided in swen221/tetris/tests/Part1Tests.java.
You can run these tests individually, or all together. You are advised to write additional tests
to ensure the system is working correctly.
Part 2 — Landings (20%)
The second objective is to implement the mechanism for landing pieces. In particular, this includes
the “drop move” where a piece descends immediately from its current place. When a piece is landed,
the next turn continues. A suite of tests is provided in swen221/tetris/tests/Part2Tests.java.
You are advised to write additional tests to ensure the system is working correctly.
Part 3 — Invalid Moves (20%)
The third objective is to make sure the game correctly recognises when a move is invalid. For example,
a piece cannot be moved off the side of the board. Likewise, a piece cannot be dropped below the
bottom of the board, or into the middle of another piece. The following illustrates such a situation,
where one piece is landed in the middle of two others:
(1) (2)
A suite of tests for this part is provided in swen221/tetris/tests/Part3Tests.java. You can
run these tests individually, or all together. You are advised to write additional tests to ensure
the system is working correctly.
Part 4 — Line Removal (30%)
The final objective is to correctly handle line removal rows when a tetromino has been “landed”. The
following illustrates the a tetromino being landed and a number of full rows being removed:
(1) (2) (3)
Here, we see that three full rows are removed when the I tetromino is landed. A suite of tests
for this part is provided in swen221/tetris/tests/Part4Tests.java. You are advised to write
additional tests to ensure the system is working correctly.
HINT: We recommend that you enable checking of JavaDoc comments for your project. To do
this, JavaDoc errors must be enabled by configuring the “Java Compiler”→“JavaDoc” menu, and
additionally setting all visibility options to “private” and checking “Validate tag arguments”. This
ensures JavaDoc comments are provided for all public, protected and private declarations, including
methods and fields, and that tags are not malformed, etc.
Your lab solution should be submitted electronically via the online submission system, linked from
the course homepage. The minimum set of required files is:
You must ensure your submission meets the following requirements (which are needed for the
automatic marking script):
1. Your submission is packaged into a jar file, including the source code. Note, the jar
file does not need to be executable. See the following Eclipse tutorials for more on this:
2. The names of all classes, methods and packages remain unchanged. That is, you
may add new classes and/or new methods and you may modify the body of existing methods.
However, you may not change the name of any existing class, method or package. This is to
ensure the automatic marking script can test your code.
3. All testing mechanism supplied with the assignment remain unchanged. Specifically,
you cannot alter the way in which your code is tested as the marking script relies on this.
However, this does not prohibit you from adding new tests. This is to ensure the automatic
marking script can test your code.
4. You have removed any debugging code that produces output, or otherwise affects
the computation. This ensures the output seen by the automatic marking script does not
include spurious information.
Note: Failure to meet these requirements could result in your submission being reject by the submission
system and/or zero marks being awarded.
This assignment will be marked as a letter grade (A+ ... E), based primarily on the following criteria:
? Correctness of Part 1 (20%) — does submission adhere to specification given for Part 1.
? Correctness of Part 2 (20%) — does submission adhere to specification given for Part 2.
? Correctness of Part 3 (20%) — does submission adhere to specification given for Part 3.
? Correctness of Part 4 (30%) — does submission adhere to specification given for Part 4.
? Style (10%) — does the submitted code follow the style guide and have appropriate comments
(inc. Javadoc)
As indicated above, part of the assessment for the coding assignments in SWEN221 involves a
qualitative mark for style, given by a tutor. Whilst this is worth only a small percentage of your final
grade, it is worth considering that good programmers have good style.
The qualitative marks for style are given for the following points:
? Division of Concepts into Classes. This refers to how coherent your classes are. That is,
whether a given class is responsible for single specific task (coherent), or for many unrelated
tasks (incoherent). In particular, big classes with lots of functionality should be avoided.
? Division of Work into Methods. This refers to how well a given task is split across methods.
That is, whether a given task is broken down into many small methods (good) or implemented
as one large method (bad). The approach of dividing a task into multiple small methods is
commonly referred to as divide-and-conquer.
? Use of Naming. This refers to the choice of names for the classes, fields, methods and variables
in your program. Firstly, naming should be consistent and follow the recommended Java Coding
Standards (see http://g.oswego.edu/dl/html/javaCodingStd.html). Secondly, names of
items should be descriptive and reflect their purpose in the program.
? JavaDoc Comments. This refers to the use of JavaDoc comments on classes, fields and
methods. We certainly expect all public and protected items to be properly documented. For
example, when documenting a method, an appropriate description should be given, as well as for
its parameters and return value. Good style also dictates that private items are documented
as well. HINT: it is highly recommended that you turn on JavaDoc checking in Eclipse as this
will help ensure better quality comments.
? Other Comments. This refers to the use of commenting within a given method. Generally
speaking, comments should be used to explain what is happening, rather than simply repeating
what is evident from the source code.
? Overall Consistency. This refers to the consistent use of indentation and other conventions.
Generally speaking, code must be properly indented and make consistent use of conventions for
e.g. curly braces.
Finally, in addition to a mark, you should expect some written feedback highlighting the good and
bad points of your solution.


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