The document describes an assignment to implement a mystery carpet program that performs pattern matching on a colored carpet. The program takes a carpet size and colors as input, then searches for an input pattern within the carpet. It outputs the coordinates and number of matches found. The implementation must include three files - a header file defining colors as an enum, a cpp file, and a main file.
Measures of Dispersion and Variability: Range, QD, AD and SD
C++ Programming! Make sure to divide the program into 3 files the head.docx
1. C++ Programming!
Make sure to divide the program into 3 files the header (carpet.hh) the cpp (carpet.cpp) and
main.cpp ALL THREE FILES ARE REQUIRED IN THE ANSWER.
Assignment:
Your task is to implement a mystery carpet, which applies pattern matching as shown in the
figure below.
The program receives a carpet and a pattern as its input. As its output it tells, in which positions
the pattern was found and the number of pattern instances. However, the program only has a
textual user interface (not a graphical one), so the input and output uses only ASCII characters.
Your task is to implement a mystery carpet applying pattern matching in a way described below.
The program uses five colors: R (red), G (green), B (blue), Y (yellow), and W (white). The user
can give a pattern consisting of four colors e.g. in a form as BRYG, or bryg, or Bryg. (So upper
and lower case letters can be used equally and mixed.) The colors of the carpet can be given in
the same way, but as a longer string.
For declaring colors, you must use an enum type, for example, like this:
The program starts by asking for the width and height of the carpet:
It should be asked by giving two numbers separated by an empty space. Width (the input number
given first) is a horizontal measurement, and height (the latter one) is a vertical one, which can
be seen unlogical in the case of a carpet. (To save space, it is better to draw a carpet horizontally,
and typically a horizontal measurement is called width, and a vertical one is called height.
Moreover, instead of a carpet, we could use a more general term as grid or rectangle.) Anyway,
the carpet in the figure shown at the beginning has 7 as its width and 3 as its height.
Since the size of the pattern is 2 x 2, the size of the carpet cannot be smaller than that. If one of
the given numbers is smaller than two, the program prints the following error message and
terminates with the return value EXIT_FAILURE:
If the user gave an acceptable size for the carpet, the program continues by asking a starting way
(drawing color squares randomly or reading them from the user input):
The question is repeated until the user gives either string R or I. Note that both upper-case and
lower-case letters are accepted equally.
If the user selects a way, where the carpet is created with randomly drawn colors, the program
asks next a seed value for the random number generator. After giving a seed value the program
prints the carpet of desired size, filled with random colors in a way shown above. (Each color,
also the first in line, is preceded by an empty space.)
2. If the user choses a non-random creation way, the program asks for the colors of the carpet and
checks if the correct amount of acceptable colors was given:
If the user gave an incorrect number of colors, the program prints the error message shown
above: Error: Wrong amount of colors. If one of the colors the user gave is not a code for an
acceptable color, the program prints the error message shown above: Error: Unknown color.
If the user input is incorrect in two ways: it has an incorrect number of colors and it contains an
unknown color, the program informs only of the first mentioned error, as can be seen in the
example above (input XYZ).
The example above shows also that after an erroneuos input, the user has the possibility to
choose the starting way again.
After giving an acceptable input, the program prints the carpet in the same way as in the starting
way with random colors: as many colors are taken from the input as is the width of the carpet,
and these colors are printed in the first line, then the same amount of colors are taken and printed
in the second line and so on.
Now, the program proceeding does not depend on the creation way any more.
Next the program asks for a pattern consisting of four colors. If the input is something else than a
color series consisting of four acceptable colors, the program prints the same error messages as
before:
Besides the acceptable color series, the user can always give the quitting command "Q" or "q",
which makes the program terminate without any prints with the return value EXIT_SUCCESS.
Let us next consider the actual going of the game:
The program prints first the coordinates, where the pattern was found (the left upper corner of
the pattern), and after that the amount of occurrences. Occurrences can be overlapping, as wywy
and rrww above.
When searching for a pattern, the carpet is gone through line by line, whereupon the program
prints first the occurrence, the line number or y-coordinate of which is the smallest (see the input
ryyy). If there are several occurrences in the same line (the same y-coordinate), the program
program prints first the occurrence, the column number or x-coordinate of which is the smallest
(see the input rrww).
The shape of the pattern is 2 x 2, but a pattern is given by listing four consecutive colors. For
example, the input BRYG means the pattern:
i.e. the first two characters are the colors of the upper line, and the latter two characters are the
colors of the lower line of the pattern. The same thing is shown in the figure below, where the
pattern can be seen on the left, and the corresponding input can be seen on the right.
3. Assignment
Your task is to implement a mystery carpet applying pattern matching in a way described below.
The program uses five colors: R (red), G (green), B (blue), Y (yellow), and W (white). The user
can give a pattern consisting of four colors e.g. in a form as BRYG, or bryg, or Bryg. (So upper
and lower case letters can be used equally and mixed.) The colors of the carpet can be given in
the same way, but as a longer string.
For declaring colors, you must use an enum type, for example, like this:
The program starts by asking for the width and height of the carpet:
It should be asked by giving two numbers separated by an empty space. Width (the input number
given first) is a horizontal measurement, and height (the latter one) is a vertical one, which can
be seen unlogical in the case of a carpet. (To save space, it is better to draw a carpet horizontally,
and typically a horizontal measurement is called width, and a vertical one is called height.
Moreover, instead of a carpet, we could use a more general term as grid or rectangle.) Anyway,
the carpet in the figure shown at the beginning has 7 as its width and 3 as its height.
Since the size of the pattern is 2 x 2, the size of the carpet cannot be smaller than that. If one of
the given numbers is smaller than two, the program prints the following error message and
terminates with the return value EXIT_FAILURE:
If the user gave an acceptable size for the carpet, the program continues by asking a starting way
(drawing color squares randomly or reading them from the user input):
The question is repeated until the user gives either string R or I. Note that both upper-case and
lower-case letters are accepted equally.
If the user selects a way, where the carpet is created with randomly drawn colors, the program
asks next a seed value for the random number generator. After giving a seed value the program
prints the carpet of desired size, filled with random colors in a way shown above. (Each color,
also the first in line, is preceded by an empty space.)
If the user choses a non-random creation way, the program asks for the colors of the carpet and
checks if the correct amount of acceptable colors was given:
If the user gave an incorrect number of colors, the program prints the error message shown
above: Error: Wrong amount of colors. If one of the colors the user gave is not a code for an
acceptable color, the program prints the error message shown above: Error: Unknown color.
If the user input is incorrect in two ways: it has an incorrect number of colors and it contains an
unknown color, the program informs only of the first mentioned error, as can be seen in the
example above (input XYZ).
4. The example above shows also that after an erroneuos input, the user has the possibility to
choose the starting way again.
After giving an acceptable input, the program prints the carpet in the same way as in the starting
way with random colors: as many colors are taken from the input as is the width of the carpet,
and these colors are printed in the first line, then the same amount of colors are taken and printed
in the second line and so on.
Now, the program proceeding does not depend on the creation way any more.
Next the program asks for a pattern consisting of four colors. If the input is something else than a
color series consisting of four acceptable colors, the program prints the same error messages as
before:
Besides the acceptable color series, the user can always give the quitting command "Q" or "q",
which makes the program terminate without any prints with the return value EXIT_SUCCESS.
Let us next consider the actual going of the game:
The program prints first the coordinates, where the pattern was found (the left upper corner of
the pattern), and after that the amount of occurrences. Occurrences can be overlapping, as wywy
and rrww above.
When searching for a pattern, the carpet is gone through line by line, whereupon the program
prints first the occurrence, the line number or y-coordinate of which is the smallest (see the input
ryyy). If there are several occurrences in the same line (the same y-coordinate), the program
program prints first the occurrence, the column number or x-coordinate of which is the smallest
(see the input rrww).
The shape of the pattern is 2 x 2, but a pattern is given by listing four consecutive colors. For
example, the input BRYG means the pattern:
i.e. the first two characters are the colors of the upper line, and the latter two characters are the
colors of the lower line of the pattern. The same thing is shown in the figure below, where the
pattern can be seen on the left, and the corresponding input can be seen on the right.
Special requirements
You must an enum type for declaring colors, for example, a type like this:
The above type can be used as an element of a vector.