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代寫COSC2531、代做Python設(shè)計(jì)編程
代寫COSC2531、代做Python設(shè)計(jì)編程

時(shí)間:2024-11-09  來源:合肥網(wǎng)hfw.cc  作者:hfw.cc 我要糾錯(cuò)



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RMIT Classification: Trusted
Programming Fundamentals (COSC2531)
Final Coding Challenge
Assessment Type Individual assessment (no group work).
Submit online via Canvas/Assignments/Final Coding Challenge.
Marks are awarded per rubric (please see the rubric on Canvas).
Clarifications/updates may be made via announcements.
Questions can be raised via the Canvas discussion forum.
Due Date End of Week 14 (exact time is shown in Canvas/Assignments/Final Coding 
Challenge) Deadline will not be advanced nor extended. Please check 
Canvas/Assignments/Final Coding Challenge for the most up to date 
information regarding the assignment.
As this is a major assignment, a university standard late penalty of 10% (i.e., 
3 marks) per each day applies for up to 5 days late, unless special 
consideration has been granted.
Weighting 30 marks out of 100
1. Overview
The main objective of this final project is to assess your capability of program design and
implementation for solving a non-trivial problem. You are to solve the problem by designing a number 
of classes, methods, code snippets and associating them towards a common goal. If you have questions, 
please ask via the relevant Canvas discussion forums in a general manner; for example, you should 
replicate your problem in a different context in isolation before posting, and you must not post your 
code on the Canvas discussion forum.
2. Assessment Criteria
This assignment will determine your ability to:
i. Follow coding, convention, and behavioural requirements provided in this document and in 
the course lessons;
ii. Independently solve a problem by using programming concepts taught in this course;
iii. Design an OO solution independently and write/debug in Python code;
iv. Document code;
v. Provide references where due;
vi. Meet deadlines;
vii. Seek clarification from your "supervisor" (instructor) when needed via the Canvas discussion 
forums; and
viii. Create a program by recalling concepts taught in class, understand and apply concepts 
relevant to solution, analyse components of the problem, evaluate different approaches.
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3. Learning Outcomes
This assignment is relevant to the following Learning Outcomes:
1. Analyse simple computing problems.
2. Devise suitable algorithmic solutions and code these algorithmic solutions in a computer 
programming language (i.e., Python). 
3. Develop maintainable and reusable solutions using object-oriented paradigm.
4. Assessment Details
Please ensure that you have read Sections **3 of this document before going further. 
Problem Overview: In this final coding challenge, you are asked to develop a Python game program 
with the Object-Oriented Programming paradigm, that is based on recently popular Japanese anime 
virtual pet game, named pymon.py, that can read data from files and perform operations and 
simulate interactions with users. You are required to implement the program following the below 
requirements. Note that we will give you some files for you to run with your developed program, 
BUT you should change the data in these files to test your program. During the marking, we will 
use different data/files to test the behavior of your program.
Game objective: Pymon is an imaginary creature that you can adopt as a pet. In the game map, 
there will be two kinds of creatures: Pymon and animal. Only a Pymon can be captured and adopted 
as a pet. Initially, you control a Pymon to scroll through a map of interconnected locations with the 
mission to find other creatures to defeat in a battle of “rock, scissor, paper” encounter. The goal is 
to be able to find all the creatures located in various rooms before your Pymon runs out of energy.
Once your Pymon defeats a creature, it will be captured and added to your pet list and can be used 
to help win your mission. If your Pymon got defeated by another creature, one energy point will be 
deducted. Once you run out of all energies, then you will lose your Pymon and it will wildly move 
to random location. If you hold an extra Pymon, this will become active. If this was your only and 
last Pymon, then it is game over. You will win the game once there is no longer any capturable 
creature on the map.
Requirements: Your code must meet the following functionalities, code, and documentation
requirements. Your submission will be graded based on the rubric published on Canvas. Please ensure 
you read all the requirements and the rubric carefully before working on your assignment.
A - Functionalities Requirements: 
There are 4 levels, please ensure you only attempt one level after completing the previous level.
------------------------------------------- PASS LEVEL (12 marks) --------------------------------------
Your project is to implement the required functionalities in the Object-Oriented (OO) style with at 
least four classes: Locations, Pymon, Record, and Operation. You need to design appropriate 
static/instance variables, constructors, and static/instance methods in these classes. The class related 
info should be encapsulated inside the corresponding class.
The goal of this level is to first construct a map that contains multiple interconnected locations.
Class Location
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Location represent a placeholder for your Pymon to interact with other creatures and items. It will be 
listed in a map and interconnected with each other through a door. Every location has all directions 
“west”, “north”, “east”, and “south”, however not every direction will lead you to another room. In
Your Pymon can move to another location by going by one of these directions. Every location will be 
connected to at least 1 other location adjacent to it. If the location is connected on the west side, then 
the adjacent location will be connected to it on the east side. The suggested class implementation is as 
follows:
Location should have 4 attributes:
• Name. Short name of the location.
• Description. Short description of the location.
• Doors. A dictionary of connected locations in each direction “west”, “north”, “east”, “south”. Initially 
all doors will be assigned None as its initial value. None simply means there is no location currently 
exists in that direction.
• List of creatures. List of creatures that resides in it. Initially there will be None.
• List of items. List of items that it holds. Initially there will be None.
Location should also have:
• A constructor
• Relevant getter and setter methods
• Connect method: This will assign an available direction with another ‘location’. Consequently the 
method should take in two parameter arguments: direction and location. It will add the other location 
in the list of connected location. At the same time, it will set the current room in its list of list of 
connected locations. Example use case of this method:
o school.connect(“west”, playground) connects playground on school’s west side and connect 
school on playground’s east side.
o Alternatively, you could have a connect method that takes in the location name for each 
direction, e.g. connect_west(“playground”)
After the map is done, another objective of this level is to instantiate the game’s objects and to perform 
basic operations to interact with the game character called Pymon. You will have a Pymon named 
‘Kimimon’, which is a white and yellow Pymon with a square face to begin with.
Class Creature
Creature can be found throughout the map and it has 3 basic attributes:
• Nickname: Each creature will have a unique name.
• Description: Each creature will have a brief description such as “large blue and white Pymon with 
yellow fangs.”
• Location: This will contain object reference of its current location.
A normal Creature cannot be challenged or adopted.
Class Pymon
Pymon is an inheritance of Creature that has an additional attribute:
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• Energy: Initially there are 3/3 energy points. There are factors that will increase and decrease energy.
Besides a constructor, relevant setter, and getter methods, Pymon will also have this ability. More 
abilities will be added in later stage.
• Move: This will take in a ‘direction’ parameter argument. The acceptable keywords are “west”, “north”, 
“east”, and “south”. If there is a connected location in that direction, then the Pymon will move to new 
location, otherwise it will not do anything and stay in the current location.
Class Record
At the pass level, you are required to import two input files: locations.csv and creatures.csv and load 
data to relevant location and creatures lists. 
Class Operation
The object instantiated from Class Operation would provide menu option that links with a relevant 
method of another object.
At this level the program would have the following menu options to operate Pymon.
1. Inspect Pymon
This is to review Pymon’s biodata, energy, and game statistics.
2. Inspect current location
This will provide information about your Pymon current location including location name and 
description, creatures that reside in it and items. It can only work when your Pymon is currently located 
in this location. To get description of another location you must try and move Pymon to another location.
3. Move
This option will command Pymon to move from its current location to an adjacent location by entering 
a direction’s door namely “west”, “north”, “east”, and “south”. If there is no door in that direction, then 
Pymon cannot enter the location in that direction and will remain in the current location.
4. Exit the program
Initial environment setup
At this level, the following initial setup will be required and tested.
1. There will be 3 interconnected locations:
a. Playground {west = School, north = Beach, east = None, south = None}
b. Beach {west = None, north = None, east = None, south = Playground}
c. School{west = None, north = None, east = Playground, south = None}
There are more locations in the csv file, but at the P level you only need the above 3 locations which 
are manually connected by calling relevant connect methods.
2. Your Pymon will be spawned (placed) in the school initially.
3. The following creatures are spawned in the following locations:
a. Playground contains “Kitimon”.
b. Beach contains “Sheep”.
c. School contains “Marimon”.
4. The rest of the creatures in the file will not be used at this stage.
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When the game starts, the following output appears:
Sample output of the program at this level for inspecting current location is as follows:
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Sample output of the program at this level for moving is as follows:
----------------------- CREDIT LEVEL (5 marks, you must only attempt this level after
completing the PASS level -------------------------
At this level, you will implement 2 additional menu items:
1. Pick an item
This option will command Pymon to attempt to pick up an item. Every location may be decorated with 
items that Pymon can interact with. Some items can be picked and some cannot. Pymon can only pick 
an item if it is currently located in the same location as the item. When item is picked up, it will moved 
from the location to Pymon inventory, that means the item will be removed from its original location.
2. View inventory
This is to review items picked up along the journey. At later stage, each item in the inventory can be 
used in a certain way.
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Item list
The following items may be found in a location. At the Credit level, there is only 1 item of each type.
1. Apple. Apple is Pymon’s main food, which can be picked up and eaten to replenish Pymon’s energy. 
Apple can only be used once.
2. Magic potion. This can be picked up and when applied, the pet will have immunity during a battle. That 
is if it loses in battle, is energy will not be deducted, and it will be given a chance to try battle once 
again. Magic potion can only be used once.
3. Binocular. With the binocular, Pymon can get an extra ability to quickly review of its surroundings 
including the location names in all directions. Additionally, a binocular also provides a foresight of a 
direction. 
4. A tree. A tree does nothing and cannot be picked up. It is there for decoration purpose.
Initial Setup
Your game intial set up will now have the following items placed in the following locations:
1. Playground contains a ‘tree’ and a ‘magic potion’.
2. Beach contains ‘apple’.
3. School contains ‘binoculars’.
All of the location should now be dynamically connected to each other as per the supplied locations.csv
file. Each line in the file that contains name, description, west, north, east, south must be 
programmatically read and translated as an object that goes into list of locations with proper 
connections.
Your Pymon starting location should be randomised from this level onwards.
Additionally, at this level, you will implement an additional menu item called “Challenge a 
creature”, which sends the Pymon to enter a battle mode against the other creature that are located at 
the same location as yours. The battle is based on a traditional children game called “rock, scissor, 
paper”, in which each side would present one of three shapes at the same time.
A battle will consist of maximum 3 encounters or as many as the energy points that your Pymon has. 
In each encounter you select and issue one of the three available shapes, and your opponent will 
randomly issue their selected shape immediately afterwards. Both issued shapes will be compared 
and assessed based on the following rules to determine the winner of each encounter.
Yours Your opponent Encounter outcome
Rock Rock Draw, no one wins
Rock Paper Paper wins (you lose)
Rock Scissor Rock wins (you win)
Paper Paper Draw, no one wins
Paper Rock Paper wins (you win)
Paper Scissor Paper loses (you lose)
Scissor Scissor Draw, no one wins
Scissor Rock Rock wins (you lose)
Scissor Paper Scissor wins (you win)
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The battle follows ‘best of three encounters’, that means, the first player to win 2 encounters will with 
the battle. If there is a draw, then the encounter will be repeated until there is a winner. If your Pymon 
loses an encounter, its energy level will decrease by 1 point. Once your energy level reached zero or 
you got beaten in 2 encounters (whichever comes first) then, you have lost the battle and must 
relinquish your Pymon into the wild and it will be randomly moved into another location. If you have 
another Pymon in your pet list, then this will become your current Pymon. All items in the inventory 
get transferred into your new Pymon’s iventory. But if your one and only Pymon was taken away, then 
it is game over. If your Pymon wins against its opponent, then you would capture collect the opposing
Pymon as a pet to be added to your pet list.
To implement the above, Class Pymon needs to be modified to include the following additional 
method:
• Challenge: This will take in a ‘creature_name’ parameter argument. If there is another Pymon as a 
potential opponent in the location, your Pymon can challenge the opponent to go into battle of “rock, 
paper, scissor” encounter. While Pymon can be challenged, other creatures cannot.
The menu will now look as follows:
1. Inspect Pymon (this menu item now has 2 sub items)
1. Inspect current Pymon: View your current Pymon’s name, description, and energy.
2. List and select a benched Pymon to use. If another Pymon is available in the bench you 
can swap it with your current one. Items in the current inventory will stay with the Pymon 
who picked them up, until you lose this Pymon in a battle.
2. Inspect current location
3. Move
4. Pick an item
5. View inventory
6. Challenge a creature: This will send your Pymon into a battle mode against another Pymon in the 
current location. If there is no other Pymon in the location, then the challenge is invalid and will not 
affect anything. Attempt to challenge a creature other than a Pymon will result in something silly like 
“the sheep just ignored you” or “the chicken just laughed at you”.
7. Exit the program
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Sample output of the program at this level for picking up an item is as follows:
Sample output of the program at this level for making a challenge is as follows:
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Sample screen for the battle mode is as follows:
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--------------- DI LEVEL (5 marks, you must only attempt this level after completing 
the CREDIT level) ---------------
This level further extends your program with extra features and complexities.
Pymon energy level can go up and down.
1. Energy level increases by one point if Pymon eats an edible item.
2. Energy level decreases by one point in every 2 moves. When Pymon moves 2 locations, it’s energy 
will decrease by 1 point. Once all energy points were depleted, your Pymon will escape into the wild 
and moved to a random room. If this this was your one and only Pymon, then it is game over.
At this level Pymon can use items in the inventory to help its mission and maintain its energy level. 
Make the following modification in Class Pymon:
• Use item: This will take in an ‘item’ parameter argument to use an item in the inventory. An item must 
first be collected and added in inventory before it can be used. 
o If there is an edible item like an ‘apple’, then Pymon can eat it. Each item will increase energy 
by one point. Maximum energy is 3. If current energy level is already 3, then eating will not 
further increase energy. 
o A ‘magic potion’ will give temporary immunity in a battle. The potion can only be used in one 
battle. While the potion is used, if your Pymon wins the encounter, this magic potion remains. 
If your Pymon lose the encounter, energy will not get deducted and the magic potion will 
disappear from the inventory. Regardless of the battle outcome, after the battle, the potion will 
disappear from the inventory.
o A ‘binocular’ will give Pymon farsighted vision of the current location and other connected 
location in a particular direction. When using binocular, Pymon can select from the following 
options:
▪ “current”. Example output “A sheep, another Pymon, and in the west is a cave”. 
▪ “west”. Example output “In the west, there seems to be a cave with an edible apple and
another unknown creature nearby”.
▪ “north”. Example output “This direction leads nowhere”
▪ “east”. Example output “This direction leads nowhere”.
▪ “south”. Example output “This direction leads nowhere” 
The menu will now look as follows:
1. Inspect Pymon 
2. Inspect current location
3. Move
4. Pick an item
5. View inventory (this function now has an additional sub-command)
a. Select item to use
6. Challenge a creature
7. Generate stats
8. Exit the program
Additionally, your program should now be able to handle some variations in the files using built in/custom exceptions:
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1. InvalidDirectionException: This exception gets thrown when the selected direction does not contain 
any location.
2. InvalidInputFileFormat: This exception gets thrown when a CSV file has invalid content or in incorrect 
format.
-------------- HD LEVEL (5 marks, you must only attempt this level after completing 
the DI level) ---------------
The menu will now look as follows:
1. Inspect Pymon
2. Inspect current location
3. Move
4. Pick an item
5. View inventory
6. Challenge a creature
7. Generate stats
8. Exit the program
Additional information will be saved:
1. Every battle will now be noted in statistic. This will now include number of wins, number of draw, and 
number of losses of every Pymon that you had control of. At the bottom of the battle list, it will show 
total wins, total draws and total loss. For example:
Pymon Nickname: “Marimon” 
Battle 1, 25/10/2024 11:22AM Opponent: “Gumimon”, W: 2 D: 1 L:1
Battle 2, 26/10/2024 10:30PM Opponent: “Pumamon”, W: 2 D: 0 L: 0
Total: W: 4 D: 1 L: 1
2. Every encounter will be given a timestamp that contains actual date and time of the battle.
There are 3 data files that will provide the starting materials to run the game: creatures.csv, 
locations.csv and items.csv. Data from these 3 should be added to corresponding lists in a Record 
object. As the program gets more complex, it allows for custom files input to provide extension and 
extra variations to the game. For this you may add an additional Record class to manage file input and 
output. NOTE, your code must be able to run under command-line as in the specification. Specifically, 
if the filenames of the locations, creatures, and items are locations.csv, creatures.csv, and items.txt, 
respectively, then your program should be able to run under the following command lines:
1. python pymon_game.py
2. python pymon_game.py locations.csv
3. python pymon_game.py locations.csv creatures.csv
4. python pymon_game.py locations.csv creatures.csv items.csv
After data were imported into the program, the program will place items and creatures at various 
locations randomly. At this stage, there could be more than one item in various locations. Your Pymon 
starting location will also be randomised.
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The program will have some additional requirements (some might be challenging):
1. Save game progress: This will save state of the game in a custom file like save2024.csv
2. Load game progress: This will load state of the game in a custom file like save2024.csv
3. Admin feature to add a custom location. This is to create a new location object and save it in 
locations.csv
Sample csv line that represents a location is as follows:
School, a secondary school for local creatures with 3 two-story buildings., None, None, Playground, None
4. Admin feature to add a custom creature. This is to create a new creature object (could be both 
Pymon and other type of creature) and save it in creatures.csv. You may decide to have an 
inheritance structure to categorise a Creature into 2 categories: Pymon and Animals.
Sample csv may contain name, description, and adoptable (yes/no) such as the following:
Kitimon, large blue and white Pymon with yellow fangs, yes
Sheep, small fluffy animal with interesting curly white fur, no
Marimon, medium red and yellow Pymon with a cute round face, yes
5. Admin feature to randomise connections between locations. Once imported, the location now 
will ignore the connected locations defined in the CSV file. Instead, each side of the location 
will now be assigned a random location to increase the game’s unpredictability. Similar to the 
initial setup not all sides would have a connecting door, i.e. will be assigned None.
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B - Code Requirements:
You must demonstrate your ability to program in Python by yourself, i.e., you should not use any
Python packages that can do most of the coding for you. The only Python packages allowed in this 
assignment are sys, os, datetime, csv and random. If other packages/libraries are used, you will get 
a heavy penalty.
Your program at all levels should be fully OO, e.g., no variables, methods, or code snippets dangling
outside a class. Your main program should simply create an object and run its methods to invoke
methods from other classes to perform the required functionalities.
You should test/verify the program with different text files (not just run with our text files) to 
ensure your program satisfies all the required functionalities.
You are not allowed to use Artificial Intelligence tools (e.g., ChatGPT or Copilot) to help you 
when developing your code. If this is detected by our plagiarism checker, a plagiarism/misconduct 
case will be open for you, and you will be reported to the RMIT Misconduct team who will then handle 
your plagiarism/misconduct case.
Your code needs to be formatted consistently. You must not include any unused/irrelevant code (even 
inside the comments). What you submitted must be considered the final product.
You should design your classes carefully. You may use a class diagram to assist with the design. In 
the DI and HD levels, you are required to provide a detailed class diagram to show your class 
design. An example of a class diagram is shown below – Figure 1 (note that this is a class diagram of
a different programming assignment). In the diagram, the variables and methods of each class are 
shown. Note that if your code is at the PASS or CREDIT level, you do not need to submit any diagram; 
a diagram at these levels would NOT result in any mark.
You could use tools like PowerPoint, Keynotes, or online tools like moqups.com to draw the diagram. 
The diagram needs to be submitted in jpg, gif, png, or pdf format.
Finally, note that in places where this specification may not tell you how exactly you should implement 
a certain feature, you need to use your judgment to choose and apply the most appropriate concepts 
from our course materials. You should follow answers given by your "client" (or "supervisor" or the 
teaching team) under Canvas/Discussions/Discussion on Final Coding Challenge.
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Figure 1. An example of a class diagram
C - Documentation Requirements:
You are required to write comments (documentation) as a part of your code. Writing documentation 
is a good habit in professional programming. It is particularly useful if the documentation is next to 
the code segment that it refers to. NOTE that you don't need to write an essay, i.e., you should keep 
the documentation succinct.
Your comments (documentation) should be in the same Python file. Please DO NOT write a 
separate file for comments (documentation).
At the beginning of your Python file, your code must contain the following information:
1. Your name and student ID.
2. The highest level you have attempted. This means you have completed all the requirements 
of the levels below. Mark will be only given at the lowest level of partial completion. For 
example, if you completed the PASS level, tried 50% of the CREDIT level, 30% of the DI 
level, 10% of the HD level, then your submission will be marked at the CREDIT level only 
(we will ignore the DI and HD levels, so please make sure you fully finish one level before 
moving to the next one).
3. Any problems of your code and requirements that you have not met. For example, 
scenarios that might cause the program to crash or behave abnormally, the requirements your 
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program does not satisfy. Note that you do not need to handle or address errors that are not 
covered in the course.
Besides, the comments in this final coding challenge should serve the following purposes:
• Explain your code in a precise but succinct manner. It should include a brief analysis of your 
approaches instead of simply translating the Python code to English. For example, you can 
comment on why you introduce a particular function/method, why you choose to use a while 
loop instead of other loops, why you choose a particular data type to store the data information. 
These comments can be placed before the code blocks (e.g., functions/methods, loops, if) and 
important variable declarations that the comments refer to.
• Document some analysis/reflection as a part of your code. Here, you need to write some 
paragraphs (could be placed at the end or at the beginning of your code) to explain in detail 
your design process, e.g., how you came up with the design of the program, how you started 
writing the code after the design process, the challenges you met during the code development.
• Document the references, i.e., any sources of information (e.g., websites) you used other than 
the course contents directly under Canvas/Modules, you must give acknowledgement of the 
sources, explaining how you use the sources in this assignment. More detailed information 
regarding the references can be found in Section 5.
D - Rubric:
Overall:
Level Points
PASS level 12
CREDIT level 5
DI level 5
HD level 5
Others: Overall Class Diagram 1
Others: code quality, modularity, comments/analysis 2
More details of the rubric of this assessment can be found on Canvas (here). Students are required to 
look at the rubric to understand how the assessment will be graded.
4. Submission
As mentioned in the Code Requirements, you must submit only one zip file with the name
ProgFunFinal_<Your Student ID>.zip via Canvas/Assignments/Final Coding Challenge. The zip 
file contains:
• The main Python code of your program, named pymon_game.py
• A diagram in one of the formats: jpg, gif, png, pdf (if you attempt the DI and HD levels)
• Other Python files written by you to be used by your main application.
It is your responsibility to correctly submit your file. Please verify that your submission is correctly 
submitted by downloading what you have submitted to see if the file includes the correct contents. The 
final zip file submitted is the one that will be marked. You do not need to submit the text files we 
provide you with – we will mark based on our text files. If you attempt the PASS level, your program 
should be able to run the first and second command lines. If you attempt until the CREDIT level, your 
program should be able to run the first, second, and third command lines. If you attempt until the DI 
or HD level, your program should be able to run all the four command lines. NOTE, the filenames 
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specified in the command lines can be different, not necessarily locations.csv, creatures.csv, 
items.csv. You can assume users always specify the correct order of file names, i.e., the locations file 
first, the creatures file second, and the items file third.
Late Submission
All assignments will be marked as if submitted on time. Late submissions of assignments without 
special consideration or extension will be automatically penalised at a rate of 10% of the total marks 
available per day (or part of a day) late. For example, if an assignment is worth 30 marks and it is 
submitted 1 day late, a penalty of 10% or 3 marks will apply. This will be deducted from the assessed 
mark. Assignments will not be accepted if more than five days late unless special consideration or an 
extension of time has been approved.
Special Consideration
If you are applying for extensions for your assessment within five working days after the original 
assessment date or due date has passed, or if you are seeking extension for more than seven days, you 
will have to apply for Special Consideration, unless there are special instructions on your Equitable 
Learning Plan.
In most cases you can apply for special consideration online here. For more information on special 
consideration, visit the university website on special consideration here.
5. Referencing Guidelines
What: This is an individual assignment, and all submitted contents must be your own. If you have 
used sources of information other than the contents directly under Canvas/Modules, you must give 
acknowledgement of the sources, explaining in detail how you use the sources in this assignment, 
and give references using the IEEE referencing format.
Where: You can add a code comment near the work (e.g., code block) to be referenced and include 
the detailed reference in the IEEE style.
How: To generate a valid IEEE style reference, please use the citethisforme tool if you're unfamiliar 
with this style.
6. Academic Integrity and Plagiarism (Standard Warning)
Academic integrity is about honest presentation of your academic work. It means acknowledging the 
work of others whilst developing your own insights, knowledge, and ideas. You should take extreme 
care that you have:
• Acknowledged words, data, diagrams, models, frameworks and/or ideas of others you have 
quoted (i.e., directly copied), summarized, paraphrased, discussed, or mentioned in your 
assessment through the appropriate referencing methods.
• Provided a reference list of the publication details so your readers can locate the source if 
necessary. This includes material taken from the internet sites.
If you do not acknowledge the sources of your material, you may be accused of plagiarism because 
you have passed off the work and ideas of another person without appropriate referencing, as if they 
were your own.
Page 19 of 19
RMIT Classification: Trusted
RMIT University treats plagiarism as a very serious offence constituting misconduct. Plagiarism 
covers a variety of inappropriate behaviors, including:
• Failure to properly document a source
• Copyright material from the internet of databases
• Collusion between students
For further information on our policies and procedures, please refer to the University website (link).
7. Assessment Declaration:
When you submit work electronically, you agree to the assessment declaration:
https://www.rmit.edu.au/students/student-essentials/assessment-and-results/how-to-submit-your assessments

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