FSE598 Project 1 Computational Thinking and VIPLE ProgrammingPython

Java Python FSE598 Project 1

(Assignment 1: 50 points and Assignment 2: 50 Points)

Computational Thinking and VIPLE Programming

Introduction

The aim of this project is to make sure that you have read the lectures and have understood the concepts covered in the lectures, including the computer organization, computational thinking concepts, VIPLE basics, and programming concepts behind VIPLE. By the end of the project, you should have a good understanding of the concepts and have applied these concepts in developing operational programs. The assignment is an individual assignment. No collaboration is allowed. All students must submit independently developed applications. You cannot repeat the examples given in the book or lecture slides. You can follow the examples, but significant changes must be made.

Practice Exercises and Preparation (No submission required)

1.   Read lectures and the VIPLE Tutorial athttps://venus.sod.asu.edu/VIPLE/IntroductionVIPLE.pdf

in English. Alternatively, you can read the Chinese version:

https://www.public.asu.edu/~ychen10/book/IntroCS2edindex.html

2.   Understanding maze navigation algorithm by program your first maze program in VIPLE Web2D Simulator:https://venus.sod.asu.edu/VIPLE/Web2DSimulator/indexcn.html

3.   You can start to implement your algorithm here: 

What kind of algorithm does this code implement?

Left-wall following?      Right-wall following?    One-distance greedy algorithm?    Local best?

4.   Download and install VIPLE:https://venus.sod.asu.edu/VIPLE/ 

The Installation version is at:

https://venus.sod.asu.edu/VIPLE/Install/publish.htm

It may require ASU VPN in order to run the installation program. In this case, you use the download version at:

https://venus.sod.asu.edu/VIPLE/Release.zip

5.   Follow the tutorial to run the drive-by-wire program using the Unity simulator 2. Note, in order to start you program, you need to:

1)  After you started to Run “Unity Simulator 2”, you need to go back to VIPLE, to click the

"Start" button", the green arrow. Then, the Control window will appear, showing that the robot is running.

2)  When you are controlling the robot using the keyboard, you must keep the Control window (RunWindow) on the top in active mode, not in background. 

6.   Basic Racecar Implementation in C#

The purpose of this exercise is to program the TORCS racecar to drive autonomously through the

racetrack. The goal is to use minimum amount of time to complete the racetrack. You must read the

TORCS website (http://torcs.sourceforge.net/) and the lecture PPTs to learn more and to write more efficient code than the one given.

Step 1. Implement the following VIPLE code: 

For the Code Activity, you can enter the following code:

using System;

using System.Collections.Generic; [Serializable]

public class TorcsController : CodeUtilities.CodeBase {

public TorcsController()

{    }    // To execute your code, you must override the Execute method. public override void Execute()

{

// The values are passed in as an object, need to unbox it.

var inputDictionary = Input as Dictionary<string, object>;        // Returning a dictionary allows us to

reference the values by name.

var toReturn = new Dictionary<string, double>() {

{"accel", 0.3},  {"brake", 0.0}, {"gear", 2},

// Need to cast these values to doubles, as they are passed in as objects.

{"steer", (double)inputDictionary["angle"] - (double)inputDictionary["trackPos"] * 0.5},

{"clutch", 0.2}

};        Output = toReturn;

} }

Step 2. Configure the Controller and devices as follows.

Step 3: Start simulator

When you start TORCS in VIPLE for the first time, it should link you to the TORCS download site. If it does not, you can goto TORCS official site to download it, or directly goto:

http://torcs.sourceforge.net/index.php?name=Sections&op=viewarticle&artid=3#linux-src-all-win

Install TORCS into your VIPLE directory at: Documents\VIPLE_Files\TORCS\wtorcs.exe

Step 4. Choose Race

Once TORCS Simulator is running, choose Race 

Step 5. Choose Basic Quick Race  FSE598 Project 1 Computational Thinking and VIPLE ProgrammingPython ;

Step 6. Choose New Race 

Step 7. Now, start your VIPLE program by clicking the green triangle: 

The racecar should start now. Observe the race and answer the following questions:

Is the racecar running perfectly? How much time does it take to complete the racetrack? Can you improve the time if you were driving the racecar?

7.   Improve race formula

Double click the “Code Activity”, as shown in the following figure. 

The race is determined the parameters, including accel, brake, gear, steer, angle, trackPos, and clutch. Try to modify these parameter values by trial-and-error to improve the race performance.

Notice that constant values are used for all the parameters, including acceleration, brake, gear, and clutch. To improve the race performance, you may want to give different values in different situations. For

example, accelerate more at straight track, increase brake at curve track, etc.

8.   Racecar Implementation in Python

Implement the race activity as a Python Code Activity.

Project Assignments: Advanced VIPLE Programming (Submission Required)

The project consists of two assignments. Each assignment has a different due date.

Assignment 1 (50 points)

Before you start this part of the assignment, you need to follow the lecture slides and the tutorial in the Practice Exercise section in this document to get started with programming in VIPLE workflow.

Q1  You are given the circuit of a two-bit adder in the following figure:                                      [25 points]

Two-bit adder

1.1  Use a custom activity to implement each type of gate.                                  [5]

1.2  Use a custom activity to implement one-bit adder. Then, implement the two-bit adder in VIPLE Main activity or as a custom activity using the one-bit adder as components.                      [10]

1.3  Automated Testing: Use a Counter custom activity (module) to generate the decimal number 0, 1, 2, 3, 4, … , 14, 15, and use another module to convert the decimal numbers into binary number as test input to the two-bit adder.                                    [10]

Q2  Robot maze navigation using Unity Simulator 2.                                                                   [25 points]

2.1  Follow the lecture to implement the basic right-wall-following program. You may need to adjust the parameter values,                     [15]

2.2  Implement an enhanced (modified) right-wall-following program that uses less turns or travels a shorter distance to the exit point. For example, you can detect the cul-de-sac (dead end road).  In the given right-wall-following program, the robot will make a 90 degree turn, move forward, and then make another 90 degree turn in a cul-de-sac. In the enhanced program, you can use more sensors to make the robot turn 180 degrees after detecting that there are no ways on both sides, as shown in the following figure.                              [10]

You could make other enhancement, as long as your algorithm can use fewer turns. Note, using the left-wall-following algorithm is not an enhancement in general and is not acceptable. It enhances the performance for this maze but can perform. worse in a different maze.

Submission: Adder2.viple that contains all the code for question 1 and code for 2.1 and the code for 2.2, including following VIPLE codes for Assignment 1:

•   Adder2.viple

•   Maze1.viple

•   Maze2.viple

Put all the document and codes in all questions in one folder, zip the folder, and submit the zip file.

Assignment 2 (50 points)

Q3. Based on the practice exercise in in the first part of this document, and follow Module 1, Unit 2, Lecture

5 to implement an advanced racecar program.                                 [50 points]

3.1    Submit the complete VIPLE program (it can include C# and/or Python program as code activity) that can be executed on TA’s computer.

3.2    A screenshot that includes the race performance (time in seconds).

Grading: This project question is a competition and will be graded to your relative performance in the class.

•   Top 10% (using least time to complete race) among the submitted programs: 100% = 40 points.

•   Next 10% (top 11% – 20%) among the submitted programs: 95% = 38 points.

•   Next 10% (top 21% – 30%) among the submitted programs: 90% = 36 points.

•   Next 10% (top 31% – 40%) among the submitted programs: 85% = 34 points.

•   Next 10% (top 41% – 50%) among the submitted programs: 80% = 32 points.

•   Next 10% (top 51% – 60%) among the submitted programs: 75% = 30 points.

•   Next 10% (top 61% – 70%) among the submitted programs: 72.5% = 29 points.

•   Next 10% (top 71% – 80%) among the submitted programs: 70% = 28 points.

•   Next 10% (top 81% – 90%) among the submitted programs: 67.5% = 27 points.

•   Next 10% (top 91% – 100%) among the submitted programs: 65% = 26 points.

Submit the following VIPLE codes for Assignment 2:

•   Race.vipl and screenshot.

Put all the document and codes in all questions in one folder, zip the folder, and submit the zip file         

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