User Tools

Site Tools


Sidebar

projects

pct0 (bonus; due 20230823)
wcp1 (due 20230823)
abc0 (due 20230830)
btt0 (due 20230830)
pct1 (bonus; due 20230830)
pct2 (due 20230830)
wcp2 (due 20230830)
mpg0 (due 20230906)
pct3 (bonus; due 20230906)
wcp3 (due 20230906)
cta0 (due 20230913)
pct4 (due 20230913)
wcp4 (due 20230913)
cta1 (due 20230920)
pct5 (bonus; due 20230920)
wcp5 (due 20230920)
dap0 (due 20230927)
gfo0 (due 20230927)
pct6 (due 20230927)
wcp6 (due 20230927)
pct7 (bonus; due 20231004)
wcp7 (due 20231004)
yol0 (due 20231004)
bia0 (due 20231018)
bwp1 (bonus; due 20231018)
pct8 (due 20231018)
wcp8 (due 20231018)
bia1 (due 20231025)
pct9 (bonus; due 20231025)
wcp9 (due 20231025)
gfo1 (due 20231101)
mag0 (due 20231101)
pctA (due 20231101)
wcpA (due 20231101)
mag1 (due 20231108)
pctB (bonus; due 20231108)
wcpB (due 20231108)
mag2 (due 20231115)
pctC (due 20231115)
wcpC (due 20231115)
bwp2 (bonus; due 20231129)
pctD (bonus; due 20231129)
wcpD (bonus; due 20231129)
gfo2 (due 20231206)
pctE (bonus; due 20231206)
wcpE (bonus; due 20231206)
EoCE (due 20231214)
haas:fall2023:comporg:projects:dap0

Corning Community College

CSCS2650 Computer Organization

PROJECT: Debug And Polish (DAP0)

OBJECTIVE

As we have been implementing our pong game and heading toward breakout, issues crop up regarding debugging, and performance issues enter into our awareness: just how much better is one approach over another? And what factors best measure efficiency and performance?

Since a multibase output function is being implemented for discrete, one aspect of the comporg project is ensuring you can call it from your hand-written assembly programs. You don't have to write a separate assembly version, merely ensure you can successfully use and call upon your C version (compiler translated into assembly, with any hand-tweaks in assembly you see fit).

For performance considerations, you will also be exploring the implementation of at least one other function (which again, could be in C, but must be callable from your hand-written assembly programs): displaying the framerate (how many frames per second is your game operating at).

TASK

Implement a function that provides a display of game framerate to the screen. Or time elapsed (in milliseconds most likely).

This could be done in one function, or two, you decide how you want to handle the parameters.

This function (and any other helper functions) can then be a companion on your other endeavours this semester in Vircon32, giving you quick access to some tools to help you figure out problems as they crop up.

EDIT

You will want to go here to edit and fill in the various sections of the document:

DAP0

Number Bases

Basic Rule/Formula For Converting

Step 1: Divide the decimal number that you want to convert by the value of the desired base.

Step 2: Use the remainder from step 1 as the rightmost digit, aka the least significant digit, for the new base number.

Step 3: Replace the original decimal (base 10) number with the quotient from the first step.

Step 4: Repeat step 1-3 until the quotient in step 3 is zero.

Note: The remainder you get at each step will become part of the new base number. The new base number is obtained by putting the remainders in reverse order.

An example of converting the decimal number 29 to binary would look something like this,

Step Operation Result Remainder
1 29/2 14 1
2 14/2 7 0
3 7/2 3 1
4 3/2 1 1
5 1/2 0 1

with the first remainder value becoming the least significant digit.

Converting between bases

Ideas for enhancement or polish

Deleting a node within a singly-linked list

In terms of our breakout, in which our brick structures are stored within our singly-linked list. When a brick is destroyed, it's likely that you're simply turning the visible flag to false. Once a brick is invisible, it still exists in memory even if nothing interacts with it. Freeing that brick from memory will improve performance, especially if you have a triple digit amount of bricks.

In our singly-linked list, we have two pointers: one at the start of the list and one at our current position in the list. Due to the limitations of the structure, we're unable to delete the node we're currently have selected with the current pointer. We're only able to delete the node before or after the one currently selected. In this example, we'll delete the one after.

To start, create a new brick struct pointer. We'll call it temp. Next, you'll want to assign temp to point at the node after the one currently selected by making use of current→next. The temp node is the node that'll be deleted.

In order to make sure our list still stays in one piece after the node deletion, you'll need to assign current→next to temp→next. This joins the list back together, and skips over the temp node.

Afterwards, free the memory allocation of the temp node. Vircon32 has this as a function called free();. See the Vircon32 C API documention for further insight.

sound

.wav files can be included into your programs to produce sound.

You can include a sound for various reasons. A collision, scoring, when the menu or pause is activated, or continuous background music.

The first thing you will want to do is to include the .wav file in your Make.sh. To do that nano into your make.sh and add the following:

echo
echo Convert the WAV sounds
echo
wav2vircon Paddle-ball.wav -o Paddle-ball.vsnd || abort_build
wav2vircon Brick-ball.wav -o Brick-ball.vsnd || abort_build
wav2vircon Miss-ball.wav -o Miss-ball.vsnd || abort_build

Depending on the number of .wav files you have, you may have more or less instances where you are calling wav2vircon.

You will also want to include it in your .xml file. Start by nanoing into your .xml file. Once your .xml file is open, add the following:

    <sounds>
        <sound path="Paddle-ball.vsnd"/>
        <sound path="Brick-ball.vsnd"/>
        <sound path="Miss-ball.vsnd"/>
    </sounds>

It is important that the file ends with .vsnd and not .wav. the .vsnd file is created by the make.sh file.

Then in your program you will want to include the audtio.h library and define the sound.

    #include "audio.h"
    #define your_sound number

To use sound in your program you will want to reference the audio.h library using the C API reference http://www.vircon32.com/api.html or you could also look at the shooterGameVideo .c file in github. Here is the link: https://github.com/vircon32/ConsoleSoftware/blob/main/Tutorials/ShooterGameVideo/Tutorial-Shooter.c

Adding sound to your game is actually extremely simple, where ever you want to use one of your sound files simply add the following line and specify which sound you want:

    play_sound( your_sound );

If you are running into an issue where the audio is overlapping creating a staticy noise, a good idea is to set the sound that you want to play to a channel. Then use the play_channel(channel number, your_sound) function, which causes the target channel to start playing its given sound if it is stopped or paused. It will also restart playback on a paused channel. If the channel is currently playing, it will retrigger the original sound. For certain games, this may be a better situation as the sound never triggers in tandem.

  assign_channel_sound(channel_number, sound);
  play_channel(channel_number)

If however you want the whole sound to play out without repeating itself in the middle, there is another way. the get_channel_state function gets the state of the channel you input as its perameters.

  if(get_channel_state(0)!=channel_playing){
    play_channel(brick_b);
  }
music
 

SUBMISSION

To be successful in this project, the following criteria (or their equivalent) must be met:

  • Project must be submit on time, by the deadline.
    • Late submissions will lose 33% credit per day, with the submission window closing on the 3rd day following the deadline.
  • Executed programs must display in a manner similar to provided output
    • output formatted, where applicable, must match that of project requirements
  • Processing must be correct based on input given and output requested
  • Output, if applicable, must be correct based on values input
  • Code must be nicely and consistently indented
  • Code must be consistently written, to strive for readability from having a consistent style throughout
  • Code must be commented
    • Any “to be implemented” comments MUST be removed
      • these “to be implemented” comments, if still present at evaluation time, will result in points being deducted.
      • Sufficient comments explaining the point of provided logic MUST be present
  • No global variables (without instructor approval), no goto statements, no calling of main()!
  • Track/version the source code in your lab46 semester repository
  • Submit a copy of your source code to me using the submit tool by the deadline.

Submit Tool Usage

Let's say you have completed work on the project, and are ready to submit, you would do the following:

lab46:~/src/SEMESTER/DESIG/PROJECT$ submit DESIG PROJECT file1 file2 file3 ... fileN

You should get some sort of confirmation indicating successful submission if all went according to plan. If not, check for typos and or locational mismatches.

RUBRIC

I'll be evaluating the project based on the following criteria:

39:dap0:final tally of results (39/39)
*:dap0:helper functions present and operational [26/26]
*:dap0:code assembles with no warnings or errors [7/7]
*:dap0:all game and build related files submitted [6/6]

For those doing data/dap0, and wondering if this multibase function can be the entirety (or in fact considered as any) of your enhancement or polish: no.

Pertaining to the collaborative authoring of project documentation

  • each class member is to participate in the contribution of relevant information and formatting of the documentation
    • minimal member contributions consist of:
      • near the class average edits (a value of at least four productive edits)
      • near the average class content change average (a value of at least 1024 bytes (absolute value of data content change))
      • near the class content contribution average (a value of at least 1kiB)
      • no zero-sum commits (adding in one commit then later removing in its entirety for the sake of satisfying edit requirements)
    • adding and formatting data in an organized fashion, aiming to create an informative and readable document that anyone in the class can reference
    • content contributions will be factored into a documentation coefficient, a value multiplied against your actual project submission to influence the end result:
      • no contributions, co-efficient is 0.50
      • less than minimum contributions is 0.75
      • met minimum contribution threshold is 1.00

Additionally

  • Solutions not abiding by spirit of project will be subject to a 50% overall deduction
  • Solutions not utilizing descriptive why and how comments will be subject to a 25% overall deduction
  • Solutions not utilizing indentation to promote scope and clarity or otherwise maintaining consistency in code style and presentation will be subject to a 25% overall deduction
  • Solutions not organized and easy to read (assume a terminal at least 90 characters wide, 40 characters tall) are subject to a 25% overall deduction
haas/fall2023/comporg/projects/dap0.txt · Last modified: 2023/09/17 14:55 by 127.0.0.1