I need help with this java assignment

Implementation of getDictionaryWords(). The program correctly opens the dictionary and reads in the words as an array. For full credit, this must return an array that is the appropriate size for whatever words happen to be in the dictionary file, whether that be five words, 100 words, or any non-zero number of words. It should return null if the dictionary file is empty or does not exist. Implementation of selectRandomWord(). The program correctly selects a random word from the array.  Implementation of makeAnagram(). The program correctly randomizes words. Non-repeatability. The program presents words in a different order each time it is run and each word has different scrambled anagrams each time it is run. The program correctly produces its header and inputs prompts and terminates on “quit”. The program correctly produces a new value on “next”. All word comparisons (for anagram words, next, hint, and quit) allow for all variations of case. The program correctly implements the “hint” functionality. Make certain that your code follows good stylistic conventions, including using meaningful identifier names, consistent operator usage, and decomposition into easily understandable (and well commented) units. 

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CS1180 Program- ming Project 03 Programming Project 03: The Anagram game CS 1180 PURPOSE The purpose of this programming project is to familiarize students with arrays, dealing with files, and decomposition of I/O routines. ANAGRAMS An anagram is a type of word play, the result of rearranging the letters of a word or phrase to pro- duce other words, using all the original letters exactly once; e.g., Doctor Who = Torchwood, or Dormitory = Dirty Room. A less clever form of the anagram is to create nonsense words whose letters must be unscrambled to form a real word; eg. mdoo = doom, or maibuguos = ambiguous. THE GAME You are to produce a simple anagram game. Your program will read a text file that contains sev- eral words, one word per line (the dictionary file). Your program will select, at random, one of these words and randomly scramble/reorder the letters in the word to produce a non-sense ana- gram. You will then present the user of your program with this anagram and prompt them to solve it. If the user enters the correct solution, you will congratulate them and play the game again. If the user enters an incorrect solution, you will ask them to try again. If the user enters the word “quit” (regardless of case, so include Quit, QUIT, etc) then the game will halt. If the user enters “hint” (regardless of case) then the game will provide them with the first letter of the correct word. Each time the user enters hint again (on the same word), the game will provide them with one additional letter. If the user enters “next” (regardless of case), the game moves on to the next word. THE ANAGRAM GAME Unscramble the following letters to make a word: maibuguos Guess the word, or type: hint (for a hint), next (to skip this word), or quit (to end the game): Ambidexterous That is incorrect. Unscramble the following letters to make a word: maibuguos Guess the word, or type: hint (for a hint), next (to skip this word), or quit (to end the game): Hint Hint: a Unscramble the following letters to make a word: maibuguos Guess the word, or type: hint (for a hint), next (to skip this word), or quit (to end the game): Hint Hint: am Unscramble the following letters to make a word: maibuguos | P a g e 1 CS1180 Program- ming Project 03 Guess the word, or type: hint (for a hint), next (to skip this word), or quit (to end the game): Ambiguous That is correct! Unscramble the following letters to make a word: sivart Guess the word, or type: hint (for a hint), next (to skip this word), or quit (to end the game): next Unscramble the following letters to make a word: mdoo Guess the word, or type: hint (for a hint), next (to skip this word), or quit (to end the game): quit Sample execution of the anagram game Design constraints Your implementation is expected to be well decomposed into methods (as necessary) and to fol- low good style practices. The dictionary file will be named CS1180-Project03-Dictonary.txt and you should place it in the root directory of the project (which is the default working directory for the program and where files are created/found by default). The dictionary file will contain exact- ly one word per line in the text file. You should use Math.Random or java.util.Random to gener- ate any necessary random numbers. You will be expected to use, at a minimum, the following methods to perform the tasks described below: • String[] getDictionaryWords (String filename): This method takes a string containing the location of a text file that has one word per line and returns an String array of these words. Note: You may have to access the file multiple times in order to count the words and create an array of the appropriate size. Assume that the contents of the dictionary file could change. Your program should work for any valid dictionary file! • String selectRandomWord(String[] dictionary): This method takes an array of strings, selects one at random, and returns that word. • String makeAnagram(String dictionaryWord): This method takes a string containing a word and randomly returns a string containing its characters in random order. | P a g e 2 CS1180 Program- ming Project 03 Grading • (10 pts) Implementation of getDictionaryWords(). The program correctly opens the dic- tionary and reads in the words as an array. For full credit, this must return an array that is the appropriate size for whatever words happen to be in the dictionary file, whether that be five words, 100 words, or any non-zero number of words. It should return null if the dictionary file is empty or does not exist. • (10 pts) Implementation of selectRandomWord(). The program correctly selects a ran- dom word from the array. • (10 pts) Implementation of makeAnagram(). The program correctly randomizes words. • (10 pts) Non-repeatability. The program presents words in a different order each time it is run and each word has different scrambled anagrams each time it is run. • (10 pts) The program correctly produces its header and inputs prompts and terminates on “quit”. • (10 pts) The program correctly produces a new value on “next” • (10 pts) All word comparisons (for anagram words, next, hint, and quit) allow for all variations of case. • (10 pts) The program correctly implements the “hint” functionality • (20 pts) Make certain that your code follows good stylistic conventions, including using meaningful identifier names, consistent operator usage, and decomposition into easily understandable (and well commented) units. | P a g e 3 PURPOSE ANAGRAMS THE GAME Design constraints Grading

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