Ghostwriting homework, ghostwriting college computer basic programming

Writing large assignments, writing university computer basic programming
"University Computer Fundamentals" regular class assignments
Requirements : From the following topics, choose 1 topic as a large assignment, implement the program and write an experimental report; liberal arts students can choose any topic , Science students cannot choose to do "Arts subjects".
Homework 1 Information Entry and Search System
Design an information entry and search system, which has the function of entering basic identity information, and can query all qualified people according to one or more search keywords in the entered data. The specific requirements are as follows:
1. Design a GUI interface with multiple input boxes corresponding to data such as name, gender, age, blood type, constellation, height, weight, etc.; and buttons such as OK, Find, Clear, and Backspace. When the OK button is clicked, the information in the input box can be entered to form a record, and the content of the current input box can be cleared. No less than 20 records are required to be entered.
2. If the content of any input box is empty, an error message will be returned when the OK button is clicked, and this record will not be added.
3. You can enter the query information in the input box (it can be multiple search conditions), click the search button to find out the name information of all the people who meet the requirements, and display it in a search result box, if not found, it will be displayed not found.
4. Function expansion. Save all records into a file (such as txt or Excel file) in advance; add a "file read" button to read records from the file into the system in batches; add a "record export" button to export all records to a in the file. You can also add other functions you can think of, such as deleting a record, modifying a record, etc.
5. Write a large-scale homework experiment report, including homework completion functions, implementation plans, design ideas (give key codes), knowledge points involved, innovation points or added functions, and screenshots of program running results.
6. Course learning summary: course gains, difficulty analysis, teacher teaching evaluation, teaching assistant evaluation, and suggestions for further improvement of the course.
Tip 1: You can use the Text component to implement the input box. When clicking the OK button, firstly judge whether the contents of all the text boxes are not empty, if any one is empty, a small form of error message will be generated; if none of them are empty, then all the information will be entered.
Tip 2: When searching, you can first record all search keywords, and then compare them with the stored information one by one; for records with all equal keywords, output the name information of the record in the result box. Tip 3: Records can be stored using lists or dictionaries. Pay attention to the use of nested lists or nested dictionaries.
Tip 4: For file reading and output, please study the relevant contents of file reading and writing operations in textbooks and courseware. There is an ancient Indian legend
: in the holy temple of Benares (in northern India) in the center of the world, there are three jeweled needles inserted into a brass plate. When Brahma, the main god of Hinduism, created the world, he wore 64 pieces of gold from the bottom to the top on one of the needles, which is the so-called Tower of Hanoi. Day or night, there is always a monk moving these pieces of gold according to the following rule: move only one piece at a time, and no matter which needle it is on, the small piece must be on top of the larger piece. The monks prophesied that when all the gold pieces were moved from the pin Brahma wore to the other pin, the world would be destroyed in a thunderclap, and the Brahma pagoda, temples, and sentient beings would also perish. Now please write a program to complete a puzzle game imitating the Tower of Hanoi, with a graphical interface and the following functions: 1. Input the integer n to generate the Tower of Hanoi with the corresponding number of layers; 2. You can select one of the three needles to be the most 3. Check and deselect; 4. Judge whether the move is legal; 5. When all the sequins are moved from pin 1 to pin 3, the game is over; 6. Create a visual game interface; write a large homework experiment report, Including job completion functions, implementation plans, design ideas (given key codes) and knowledge points involved, innovations or added functions, screenshots of program running results, etc.










Course learning summary: course gains, difficulty analysis, teacher teaching evaluation, teaching assistant evaluation, and suggestions for further improvement of the course.
GUI reference examples:
:
Homework 3 Maximum Clique Problem Solve the smaller maximal clique problem
using backtracking or dynamic programming.
1. Graph: a set composed of points and edges (connections between points and points), such as point set V=[0,1,2,3,4], edge set E=[[1,3,4 ],[2,3,4],[4],[4],[]], then (V, E) is a graph, and its meaning is as follows:

The graph contains 5 endpoints, which are 0, 1, 2, 3, 4, these points exist in V. For example, endpoint 1 corresponds to V[1]=1, and a line is connected between the endpoints, which is called an edge. For example, the edge connected between 1 and 2 corresponds to E. Element 2 of E[1]=[2,3,4], for example, the edge connected between 0 and 4 corresponds to E[0]=[1,3,4] containing element 4 (E[4]=[] Element
0 is not included because 0<4, just record 4 in E[0])
2. Clique: A graph may have multiple cliques, and cliques are subsets of V, denoted as set G, and Ensure that there is a connection between any two points in G, such as G=[1,3,4], where 1,3,4 three points are connected in pairs, and the group containing the most elements in a graph is called the largest group
3, this This experiment requires students to use python to find the largest clique of a graph (if there are more than one, please find them all) and print them out using the backtracking method or the branch-and-bound method (dynamic programming).
4. Explanation of retrospective method

As shown in the figure above, the backtracking method is implemented by function recursion. Every time there may be different solutions (for example, in this problem, whether the maximum clique contains element 0), try one of the cases first (for example, in this problem, it is assumed that it contains element 0), Then continue to solve on this basis (for example, in this question, find the largest clique containing element 0), when it reaches the end (such as walking into a dead end in the maze, for example, in this question, the largest clique containing element 0 has been found), Just go back to the previous level and try another situation (for example, go back to the previous fork in the maze to see if there is another way to go. In this problem, it is assumed that there is no element 0 to continue solving)
5. Explanation of the branch-and-bound method The
backtracking method is depth-first The branch and bound method is a breadth-first algorithm. The branch-and-bound method is similar to the exhaustive method, but it will constantly exclude impossible situations, just like all possible solutions are a tree, the branch-and-bound method will continue to cut off the branches that do not work from the bottom up , and then go down the remaining branches. Dynamic programming is used in it.
As in this question, the problem can be divided into 5 paragraphs: find a group containing one, two, three, four, and five elements, and the group containing N elements must contain the group containing N-1 elements, so only Based on the answers to the questions in the previous paragraph, try to add new elements to the group, which is called dynamic programming. In fact, for example, to solve the group of two elements, such as [0,1], [0,3], [0,4], [1,2], [1,3], [1,4] in this question , [2,4], [3,4], is a cut, all the solutions "containing [0,2] or [2,3]" are cut, and the branch-and-bound method can continuously reduce all solutions. A set of possible solutions, and thus much less computation than blind exhaustiveness.
6. Implementation requirements
1) Declare the list V and E at the beginning of the file, and assign values ​​directly, for example:

2) Backtracking method output example:

3) Branch-and-bound method output example:

?
The four-convex hull problem of homework is solved
by Graham scanning method In the convex hull problem, a minimum convex hull is calculated through the coordinates of the input points, and the points on the boundary of the convex hull are output.
1. Convex hull: Assuming that there are multiple points on the plane, a polygon is made through some points, so that this polygon
can "package" all the points. When the polygon is convex, we call it "convex hull".
(As shown in the figure, it is a convex hull)
2. Convex polygon: If any one of the sides of a polygon is infinitely extended to two sides
into a straight line, and all other sides are on the same side of the straight line, then the polygon is is called a convex polygon.
3. Graham scanning method:
1) First, find a point with the smallest y coordinate among all points.
2) Take this point as the benchmark to find the arguments of all points (0-180°) and sort these points according to the arguments, the aforementioned benchmark points are on the most surface,
3) Let these points be P[0]..P[n -1]
4) Note: After preprocessing in this way, ensure that p[0], p[1] and p[n-1] are all points on the convex hull.
5) Create a stack, and the first three points are initially entered Stack, for each remaining point, if the two points at the top of the stack do not have a "leftward turn
6) relationship with it, the point at the top of the stack will be popped out of the stack, and the current point will be pushed into the stack until no point needs to be popped out of the stack;
7) After all points are processed, the point saved in the stack is the convex hull.
4. Other experimental requirements:
1) The coordinates of the point are input from the keyboard;
2) From the input points, output the coordinates of the points on the boundary of the convex hull;
3) Have a certain GUI interface.
5. Write a large-scale homework experiment report, including homework completion functions, implementation plans, design ideas (give key codes) and related knowledge points, innovation points or added functions, and screenshots of program running results.
6. Course learning summary: course gains, difficulty analysis, teacher teaching evaluation, teaching assistant evaluation, and suggestions for further improvement of the course.
7. GUI example:

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Homework 5 Snake
Design a snake game with basic game functions. The specific requirements are as follows:
1. The direction key controls the movement of the snake, and there is no response when pressing the direction key opposite to that of the snake, that is, the snake cannot directly reverse the direction of travel.
2. The location of the food is randomly generated, and the generated location cannot coincide with the snake's body.
3. The initial length of the greedy snake is greater than one unit length, and the body length increases by one unit length after eating food.
4. If the snake head touches the body or frame, it will be judged to be dead, the game will end, and the score will be displayed after the end.
5. Write a large-scale homework experiment report, including homework completion functions, implementation plans, design ideas (give key codes) and design knowledge points, innovation points or added functions, and screenshots of program running results.
6. Course learning summary: course gains, difficulty analysis, teacher teaching evaluation, teaching assistant evaluation, and suggestions for further improvement of the course.
Hint: You can define classes to implement snakes, food, etc. :
http://www.daixie0.com/contents/21/1272.html

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