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Instructions for turning in the programming part of PS 2What to turn in
Code grading criteriaFirst and foremost, I will check your alpha-beta for correctness but I assume that all of you will get it right. I reserve the right to take points away for particularly bad programming style. I do understand, however, that in an attempt to improve the performance of your code you may end up inlining methods, violating abstractions, etc. Make sure to motivate any grave ugliness you commit. How to use turnin
To turn in your assignment, execute the following command on attu:
The file names will depend on your project, of course. The above command will cause all of the submitted files to get tarred together and compressed and submitted for grading. You can re-sbumit as many times as you want, but each time youre previous submission will be erased. Creating an executable .jar file
It's easy. First, create a manifest file (you can give it any name you want but I will assume it is called manifest) that will tell the system what class should be executed. The manifest for the 8-puzzle code base would look as follows:
Manifest-Version: 1.2 Main-Class: eightPuzzle.EightPuzzle Then execute the jar command, which would look like this for the 8-puzzle code: jar cvfm ep.jar manifest eightPuzzle/*.class This results in the ep.jar file being created. If you now type: java -jar ep.jar the eightPuzzle.EightPuzzle.main() method will be called. |
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Computer Science & Engineering University of Washington Box 352350 Seattle, WA 98195-2350 (206) 543-1695 voice, (206) 543-2969 FAX [comments to Krzysztof Gajos] |