COMP1100 Assignment 2, Semester 2 2023
In this assignment, you will explore another way of thinking about
graphics, inspired by the robotic
“turtles” of the LOGO programming
language. You
can think of the turtle as a machine with a pen, that sits on a sheet
of paper. As it moves around the page, it drags the pen along the
paper to draw pictures. You will be writing Haskell to generate
instructions for a virtual turtle, and writing more Haskell to
interpret these instructions into a CodeWorld Picture
.
This assignment is worth 12% of your final grade.
Deadline: Sunday October 1st, 2023, at 11:00pm Canberra time sharp Note: Late submissions will not be marked unless you have an approved extension.
We highly recommend committing your work as you go, and pushing regularly. Do not wait until you are finished to commit and push for the first time, as you run the risk of missing the deadline and having nothing submitted. An unfinished assignment is worth more than no assignment.
Required Knowledge
Students who have worked up to the Week 6 lab should have the programming knowledge required for this assignment. In particular you will need to work with recursion and parametric polymorphism.
The Week 7 lab will help you improve your unit test and style marks.
This assignment is designed to test your ability to use recursion in programming.
Overview of Tasks
This assignment is marked out of 100:
Task | |
---|---|
Task 1: Drawing Shapes | 10 Marks |
Task 2: Interpreting Turtle Commands | 30 Marks |
Task 3: Boundary of T-Square Fractal | 20 Marks |
Unit Tests | 10 Marks |
Style | 10 Marks |
Technical Report | 20 Marks |
From this assignment onward, code that does not compile will be penalised
heavily. This means that both the commands cabal v2-run turtle
and
cabal v2-test
must run without errors. If either of those commands
fail with an error, a very heavy mark deduction will be applied.
The deduction will be the same regardless of which of these commands fails.
To help you ensure your submitted code is compiling, we’ve added a Continuous Integration (CI) script to this assignment. This will check that your code compiles, and mark any commit that fails with a red x on the commit, as shown below. You need to ensure that your latest commit on submission displays a green tick.

If you have a partial solution to part of the assignment that you cannot get working, you should comment that part out so that the cabal commands succeed, and write a comment directing your tutor’s attention to it.
Getting Started
- Fork the assignment repository and create a project for it in VS Code/Codium, following the same steps as in Lab 2. The assignment repository is at
https://gitlab.cecs.anu.edu.au/comp1100/2023s2/studentfiles/asst2-1100_s2_2023.
-
Add our version of the repository as a remote called
upstream
. This allows us to provide additional fixes in the unlikely case that they are required. You do this by doing the following:-
Go to the command palette in VSCode (or VSCodium) by pressing
Ctrl + Shift + p
. -
Type
git remote
. -
Click Git: Add Remote.
-
Enter
upstream
into the box for the remote name. -
Put the following URL as the remote url:
https://gitlab.cecs.anu.edu.au/comp1100/2023s2/studentfiles/asst2-1100_s2_2023.git
.
-
Overview of the Repository
Most of your code will be written in src/Turtle.hs
. You will also
need to write tests in test/TurtleTest.hs
, which contains some
example tests for you to study.
Other Files
-
test/Testing.hs
is the testing library we used in Assignment 1, extended with some useful functions for this assignment. You should read this file as well astest/TurtleTest.hs
, and make sure you understand how to write tests. -
src/TestPatterns.hs
contains some sample patterns which you can use to test your code against. There are some images of the expected outputs of these test patterns in thepictures
folder. -
app/Main.hs
is a small test program that uses your turtle code. We discuss its features in “Overview of the Test Program”. -
comp1100-assignment2.cabal
tells the cabal build tool how to build your assignment. You are not required to understand this file, and we will discuss how to use cabal below. -
Setup.hs
tells cabal that this is a normal package with no unusual build steps. Some complex packages (that we won’t see in this course) need to put more complex code here. You are not required to understand it. -
.gitignore
and.gitlab-ci
are files relating to Git. You are not required to understand these files.
Overview of Cabal
As before, we are using the cabal
tool to build the assignment
code. The commands provided are very similar to last time:
-
cabal v2-build
: Compile your assignment. -
cabal v2-run turtle
: Build your assignment (if necessary), and run the test program. -
cabal v2-repl comp1100-assignment2
: Run the GHCi interpreter over your project. -
cabal v2-test
: Build and run the tests. This assignment is set up to run a unit test suite like in Assignment 1, but this time you will be writing the tests. The unit tests will abort on the first failure, or the first call to a function that isundefined
.
You should execute these cabal commands in the top-level directory of your
project: ~/comp1100/assignments/asst2-1100_s2_2023
(i.e., the directory you are
in when you launch the VSCodium Terminal tool for your project).
Overview of the Test Program
The test program in app/Main.hs
uses CodeWorld, just like Assignment
1, and responds to the following keys:
Key | Effect |
---|---|
S |
Display the simple sample test image |
C |
Display the COMP1100 sample test image |
T |
Display a triangle (from Task 1) |
P |
Display a polygon (from Task 1) |
- /= |
Decrease/increase the number of sides (polygon mode only, from Task 1) |
[ /] |
Decrease/increase the length of the perimeter by 0.1 (polygon and triangle mode only, from Task 1) |
F |
Display a t-square fractal (from Task 3) |
- /= |
Decrease/increase the depth of the t-square fractal |
[ /] |
Decrease/increase the size of the t-square fractal by 0.1 |
Z |
Toggle between zoomed and actual size of t-square fractal |
If you try to use the test program without completing Task 2, or you
try to draw something you haven’t implemented yet, the test program
will call a function that is set to equal undefined
and so it will crash with the following error:
"Exception in blank-canvas application:"
Prelude.undefined
In the latter case, if this happens, refresh the browser to continue using the test program.
Turtles and the TurtleCommand
Type
We are going to imagine a turtle as a point-sized robot that sits on a canvas. This robot has:
-
a pen;
-
a position on the canvas; and
-
a direction (facing), and magnitude (step size) of its movement.
There are five classes of commands that we can send to the turtle, and
we represent those commands with the constructors of the
TurtleCommand
type:
type Radians = Double
data TurtleCommand
= Forward
| PenUp
| PenDown
| Turn Radians
| ChangeSize Double
deriving Show
The commands have the following meaning:
Command | Meaning |
---|---|
Forward |
Drive forward one unit from the current position, along the current facing, where a unit is determined by the current step size. If the pen is down, draw a line between the old and new positions. |
PenUp |
Lift the pen. The turtle will not draw on Forward commands until it reaches a PenDown command. |
PenDown |
Lower the pen. The turtle will draw on Forward commands until it reaches a PenUp command. |
Turn t |
Turn t radians (360 degrees = 2 * pi radians) from the current facing. This changes the direction that the turtle will drive in response to future Forward commands. Anticlockwise turns are represented by positive values of t ; clockwise turns are represented by negative values of t . |
ChangeSize s |
Change the step size by adding $s $ (which might be negative). This changes the current step size so that if the turtle was travelling with a step size of $x $, it will now travel with a step size of $x+s $. |
A Note on ‘direction’
The direction a turtle is facing is expressed as an angle in radians
with reference to an arbitrary 0
radian direction.
For example, in the image below, the reference direction was chosen as straight
up, or ‘North’, as indicated by the blue line.
The turtle is facing -pi/4
radians (negative 45°), as marked by the red arrow:
A full rotation of the turtle is 2 * pi
radians (360°), such that three turtles facing
0
, -2 * pi
, and 2 * pi
radians would all be facing the same direction, as would, for example,
three turtles facing pi/3
, -5*pi/3
, and 7*pi/3
. You may choose how you
wish to deal with this, and where to put your reference direction.
Task 1: Drawing Shapes (10 marks)
To draw a (CodeWorld) Picture
with turtle graphics, we need two
things: the commands to draw, and a way of interpreting those
commands. In this task, you will define some functions that generate
lists of turtle commands. When you have built the interpreter in Task
2, these functions will be a source of test data that you can use to
check your interpreter. You may assume that the turtle is initialised with the pen up and a step
size of 1.
Your Task
Define the following two functions in src/Turtle.hs
:
-
triangle :: Double -> [TurtleCommand]
-
Return a list of commands that will draw an equilateral triangle with perimeter equal to the argument. You should put the pen down before you do anything else. The turtle should finish with the same position and facing as when it started.
-
If the argument is negative, raise an error. (If
triangle
is ever given a negative argument, we know there is something wrong with the test program. So, we want to raise an error to stop the test program so we know to fix it).
-
-
polygon :: Int -> Double -> [TurtleCommand]
-
polygon n p
should return a list of commands that will draw a regularn
-sided polygon, with perimeter equal top
. You should put the pen down before you do anything else. The turtle should finish with the same position and facing as when it started. -
If
n < 3
, raise an error. -
If
p
is negative, raise an error.
-
Hints
-
The function
fromIntegral
can convert anInt
into aDouble
. -
You won’t yet have a of visualising your generated
[TurtleCommand]
results to test them. You can read ahead to the section on unit tests and write tests for these functions, or try working through a list of commands with a ruler and graph paper. -
Try drawing a regular triangle, square or regular hexagon on a sheet of graph paper. Then place your pen on one corner and pretend that it is the turtle. What commands do you have to tell your turtle to make it trace the figure you drew on the graph paper?.
-
The two points above are very similar, but work in opposite directions: the first one is asking you to check the result of your code by interpreting the results. The second point is looking at a correct result and asking yourself “what needed to happen to produce this?”. Being able to think in both directions is very useful.
-
The identity that the angles of a triangle (in radians) add up to
pi
(180°) may come in handy.
A simple test pattern has been provided, to produce a cross shape.
It may help you to look at the code provided in test/TestPatterns.hs
for the function simple
, which has been heavily commented, and compare those
commands to the following images:
Task 2: Interpreting Turtle Commands (30 marks)
Lists of TurtleCommand
values are just data, but are useful because
we can interpret them into a (CodeWorld) Picture
. This is morally
the same as the programming you are doing right now - a .hs
file is
just textual data, but becomes more useful because we can interpret it
as a Haskell program. The difference is only in degree, not kind.
Your Task
Define a function runTurtle :: [TurtleCommand] -> Picture
in
src/Turtle.hs
, which interprets the [TurtleCommand]
according to
the rules laid out in the
“Turtles and the TurtleCommand
Type”
section above. Assume that the turtle starts with its pen up,
at (0,0)
, facing north (straight up), with a step size of 1 unit per
Forward
command. So a Forward
command would take the initial turtle
from (0,0)
to (0,1)
without drawing.
If you have completed this task correctly, the simple test pattern you get on
running and by pressing S
in the test program will appear as above, and the
for complicated COMP1100 test pattern you get by
pressing C
in the test program will look like this (click for larger
version):
Hints
-
You cannot consider a turtle command on its own; you need to know what the turtle has already done. For example, you need to know the facing to determine the new position after evaluating
Forward
. We recommend defining:-
a data type
TurtleState
, which tracks the turtle’s pen, position, facing and step size. -
a value
initialState :: TurtleState
, for the turtle’s initial position, facing, etc.
-
-
Work through a simple
[TurtleCommand]
on paper, to see what your program needs to do.-
Consider how each
TurtleCommand
interacts with both the display, and the state of the turtle. -
The
simple
test pattern may help here.
-
-
Break your solution apart into several functions, and test each in isolation. If you find that function is not behaving as you expect, you will have smaller units of code to debug, which is easier to get your head around. You may find using
drawingOf
fromcabal v2-repl
a useful method of testing components of your code. -
You may want to use type synonyms for some of the fields in your new data type for clarity, similar to how they were used in lab 2.
Task 3: Boundary of the T-Square fractal (20 Marks)
The T-square is a two-dimensional fractal (self-similar structure), which has the interesting property of an infinite boundary over a finite area. Having infinite length makes the boundary impossible to draw, but we can generate approximations to the boundary of the T-Square with our turtle, using the following rules:
-
The approximation is parametrised by two arguments, depth (
n
) and side length (s
). -
An approximation of the boundary at depth ($
0
$) is a single square with sides of lengths
. It is helpful to think of this as built out of 4 right-angled (pi/2)
corners joining sides of lengths/2
. -
An approximation to a corner at depth ($
n
$) is built by replacing each corner defined at depth ($n-1
$) with 3 approximations of the corners at depth ($n-1
$), each with half the side length. These are arranged to replace the corner at depth ($n-1
$), starting half way along that corner’s length:
We can draw approximations to the boundary of the T-Square using our turtle system. The first 10 approximations can be seen below (click for larger versions):
Understanding the generation of the T-Square itself (rather than just its boundary) may help with conceptualising the generation of the boundary - an explanation can be found in the linked Wikipedia page
The last couple of images illustrate that the boundary becomes quite complex quite quickly. Don’t worry if your code takes a little while to generate this (e.g. the last one took a little over a minute when tested, but this will vary with implementation, and you may find yourself running out of memory with larger depths; this will not cost you marks).
Your Task
Define a function tSquare :: Int -> Double -> [TurtleCommand]
in
src/Turtle.hs
, which generates the necessary commands to draw an
approximation to the boundary of the T-Square.
The first argument specifies the depth, and the second specifies the side
length at depth $0$.
The turtle should finish with the same position
and facing as when it started.
If either the depth or side length is negative, raise an error.
Hints
-
It would help to have a clear understanding about what happens at each depth. You can trace out a path for the turtle on graph paper, using the diagrammed behaviour as a guide. Some examples for depths 0, 1, and 2 are shown below.
- Note that for instances with depth is greater than 1,
you should not need to explicitly list many
TurtleCommand
’s; this should be done recursively. Think more about how you might position or set up the turtle for further recursive calls.
- Note that for instances with depth is greater than 1,
you should not need to explicitly list many
-
If you get stuck, try writing out commands for drawing a depth 1 approximation without recursion (but following the diagrams closely), then look for sub-sequences that look like the instructions to draw a depth 0 approximation (or similarly with a depth 2 and depth 1 approximation).
-
You will likely need to have a helper function that does all the required movements, called by a function that does the setup (moves into an appropriate turtle state to start the commands) and then after the correct movements, returns the turtle to its initial state.
-
Make sure that as the turtle leaves each section it has the correct facing and step size.
- Consider limiting which functions change the step size so that you easily keep track of it, and return it to its original value.
Style Note: You can split complex expressions over multiple lines, for readability, e.g.
```haskell
-- This calculation is pointless but long.
-- Instead of writing it out like this:
fiveFactorials = [1, 1 * 2, 1 * 2 * 3, 1 * 2 * 3 * 4, 1 * 2 * 3 * 3 * 5]
-- Why not write it out like this?
fiveFactorials =
[ 1
, 1 * 2
, 1 * 2 * 3
, 1 * 2 * 3 * 4
, 1 * 2 * 3 * 3 * 5
]
-- P.S.: Did you notice the bug?
-- It's easier to see in the second example, isn't it?
```
Annotated images
The approximations of depths 0, 1 and 2 have been annotated below, to help illustrate a path the turtle might travel. The red and blue arrows are there to help indicate the path of the turtle, whereas the pink line indicates the actual line drawn.
Note: The path your turtle follows does not need to be the same as that shown in the images
Unit Tests (10 marks)
How do you know that the program you’ve written is correct? GHC’s type checker rejects a lot of invalid programs, but you’ve written enough Haskell by now to see that a program that compiles is not necessarily correct. Testing picks up where the type system leaves off, and gives you confidence that changing one part of a program doesn’t break others. You have written simple doctests in your labs, but larger programs need more tests, so the tests you will write for this assignment will be labelled and organised in a separate file from the code.
Open test/TurtleTest.hs
. This file contains a number of example test
cases, written using a test framework defined in
test/Testing.hs
. These files are heavily commented for your
convenience.
You can run the tests by executing cabal v2-test
. If it succeeds it
won’t print out every test that ran, but if it fails you will see the
output of the test run. If you want to see the tests each time, use
cabal v2-test --test-show-details=streaming
instead.
Your Task
Replace the example tests with tests of your own. The tests that you write should show that the Haskell code you’ve written in Tasks 1-3 is working correctly. In order to comprehensively test a program, all testable functions should be tested.
Hints
General Hints
-
Try writing tests before you write code. Then work on your code until the tests pass. Then define some more tests and repeat. This technique is called test-driven development.
-
The expected values in your test cases should be easy to check by hand. If the tested code comes up with a different answer, then it’s clear that the problem is with the tested code and not the test case.
-
Sometimes it is difficult to check an entire structure that’s returned from one of your functions. Maybe you can compute some feature about your result that’s easier to test? You could try computing the total distance your turtle travels, its final point after interpreting all the commands, or some other properties that are easier to reason about.
-
If you find yourself checking something in GHCi (i.e.,
cabal v2-repl comp1100-assignment2
), ask yourself “should I make this into a unit test?”. The answer is often “yes”. -
If you are finding it difficult to come up with sensible tests, it is possible that your functions are doing too many things at once. Try breaking them apart into smaller functions and writing tests for each.
Technical Hints
-
It might be useful to define an assertion function that compares two
TurtleState
s against each other. -
The
assertEqual
andassertNotEqual
functions will not work on the CodeWorldPicture
type (it has noEq
instance). If you want to write a test regarding the lines you draw on the canvas, you might have to come up with an intermediate representation for those lines. -
If you want to write tests about new types you have defined, add
deriving (Eq, Show)
to the end of the type definition, like this:data MyType = A | B | C deriving (Eq, Show)
-
It is not possible to test cases of functions that result in an error using the tools provided in this course.
Style (10 marks)
“[…] programs must be written for people to read, and only incidentally for machines to execute.”
From the foreword to the first edition of Structure and Interpretation of Computer Programs.
Programming is a brain-stretching activity, and you want to make it as easy on yourself as possible. Part of that is making sure your code is easy to read, because that frees up more of your brain to focus on the harder parts.
Guidance on good Haskell style can be found in Lab 7, and in lecture notes, as well as this course’s Style Guide, and the COMP1100 Peer-assisted-learning repository.
Your Task
Ensure that your code is written in good Haskell style.
Technical Report (COMP1100: 20 marks)
Description | COMP1100 |
---|---|
Documentation (what you did) | 6 |
Reflection (why you did it) | 6 |
Testing (how you tested) | 5 |
Style (the report presentation) | 3 |
TOTAL | 20 |
You should write a concise technical report explaining your design choices in implementing your program. The maximum word count is 1250. This is a limit, not a quota; concise presentation is a virtue.
Once again: This is not a required word count. They are the maximum number of words that your marker will read. If you can do it in fewer words without compromising the presentation, please do so.
Your report must be in PDF format, located at the root of your
assignment repository on GitLab and named Report.pdf
. Otherwise, it
may not be marked, or will be marked but with a penalty. You should
double-check on GitLab that this is typed correctly.
The report must have a title page with the following items:
-
Your name;
-
Your laboratory time and tutor; and
-
Your university ID.
Content and Structure
Your audience is the tutors and lecturers, who are proficient at programming and understand most concepts. Therefore you should not, for example, waste words describing the syntax of Haskell or how recursion works. After reading your technical report, the reader should thoroughly understand:
- What problem your program is trying to solve;
- The reasons behind major design choices in it; as well as
- How it was tested.
Your report should give a broad overview of your program, but focus on the specifics of what you did and why.
Remember that the tutors have access to the above assignment specification, and if your report only contains details from it then you will only receive minimal marks. Below is a potential outline for the structure of your report and some things you might discuss in it.
Introduction
If you wish to do so you can write an introduction. In it, give:
-
A brief overview of your program:
-
how it works; and
-
what it is designed to do.
-
-
If you have changed the way the controls work, or added something that may make your program behave unexpectedly, then it would be worth making a note of it here.
This section is particularly relevant to more complicated programs.
Analysis of your Program
The purpose of this section is to describe your program to the reader, both in detail and at a high level.
Talk about what features your program actually has. We know what we asked for (the features in this document!), but what does your program actually let a user do? How does your program work as a whole?
How does it achieve this? Let us know how each individual function works and how they work together to solve particular design goals.
As an example, you might have used a number of helper functions to
achieve a particular design goal of turning a series of turtle commands into
a CodeWorld Picture
.
If so, tell us what these functions are, what they do, and how they compose
or otherwise work together to achieve this goal.
A successful report will demonstrate conceptional understanding of all relevant functions, and depicts a holistic view of program structure through discussion of what it is and hour it works.
Rationale and Reflection
The purpose of this section is to describe the design decisions you made while writing the program, to the reader.
Tell us the reasoning behind the choices you detailed above. Tell us the assumptions you made about user behaviour. Why did you solve the problems the way you did? Why did you write the functions you wrote? Did you make any other assumptions?
For example:
“I implemented the checkFirst
helper function after
reading this blog post (citing the post as a reference),
claiming that users of quadrant based drawing programs virtually always draw
their first shape in the top-right quadrant. Deciding to use this as my base
assumption for user-behaviour, I decided to save on
quadrant-dependent calculation of trigonometric ratios by always assuming the
first shape is drawn in this quadrant. This in turn meant I needed a function
to check if a shape was the first one drawn.”
This is a critical reflection not a personal one. You’re explaining the justification and reasoning behind the choices you made.
A successful report will give a thorough explanation of the process followed to reach a final design, including relevant reasoning and assumptions / influences.
In this section, you might also reflect on any conceptual or technical issues you encountered, particularly if you were unable to complete your program. Try to include details such as:
- theories as to what caused the problem;
- suggestions of things that might have fixed it; and
- discussion about what you did try, and the results of these attempts.
Testing
The purpose of this section is to give the reader confidence that your program has been thoroughly tested.
Tell us how you tested the program as a whole to ensure correctness.
Tell us in detail how you tested individual functions to ensure correctness.
For example:
“I created a test pattern which drew a triangle in each of the four quadrants of the coordinate plane, to ensure that the turtle was able to turn, move and draw up, down, left, and right.”
Or:
“I wrote a unit testing helper function
validateTriangles :: Double -> [TurtleCommand] -> Bool
which
returned True
if, and only if the sum of the angles of each Turn x
command
sum up to
2*pi radians,
for a triangle of any positive side length.”
A successful report will demonstrate evidence of a process that checked most, if not all, of the relevant parts of the program through testing. Such a report would combine this with some discussion of why these testing results prove or justify program correctness.
Style
A successful report should have excellent structure, writing style, and formatting. Write professionally, use diagrams where appropriate but not otherwise, ensure your report has correct grammar and spelling.
This is a list of suggestions, not requirements. You should only discuss items from this list if you have something interesting to write.
Things to avoid in a technical report
-
Line by line explanations of large portions of code. (If you want to include a specific line of code, be sure to format as described in the “Format” section below).
-
Pictures of code, VSCodium or your IDE.
-
Content that is not your own, unless cited.
-
Grammatical errors or misspellings. Proof-read it before submission.
-
Informal language - a technical report is a professional document, and as such should avoid things such as:
-
Unnecessary abbreviations (atm, btw, ps, and so on), emojis, and emoticons; and
-
Stories / recounts of events not relevant to the development of the program.
-
-
Irrelevant diagrams, graphs, and charts. Unnecessary elements will distract from the important content. Keep it succinct and focused.
If you need additional help with report writing, the academic skills writing centre has a peer writing service and writing coaches.
Format
You are not required to follow any specific style guide (such as APA or Harvard). However, here are some tips which will make your report more pleasant to read, and make more sense to someone with a computer science background.
-
Colours should be kept minimal. If you need to use colour, make sure it is absolutely necessary.
-
If you are using graphics, make sure they are vector graphics (that stay sharp even as the reader zooms in on them).
-
Any code, including type/function/module names or file names, that appears in your document should have a monospaced font (such as Consolas, Courier New, Lucida Console, or Monaco).
-
Other text should be set in serif fonts (popular choices are Times, Palatino, Sabon, Minion, or Caslon).
-
When available, automatic ligatures should be activated.
-
Do not use underscore to highlight your text.
-
Text should be at least 1.5 spaced.
Communication
Do not post your code publicly, either on Ed or via other forums. Posts on Ed trigger emails to all students, so if by mistake you post your code publicly, others will have access to your code and you may be held responsible for plagiarism.
Once again, and we cannot stress this enough: do not post your code publicly . If you need help with your code, post it privately to the instructors.
When brainstorming with your friends, do not share code. There might be pressure from your friends, but this is for both your and their benefit. Anything that smells of plagiarism will be investigated and there may be serious consequences.
Sharing ideas and sketches is perfectly fine, but sharing should stop before you risk handing in suspiciously similar solutions.
Course staff will not look at assignment code unless it is posted privately on Ed, or shared in a drop-in consultation.
Course staff will typically give assistance by asking questions, directing you to relevant exercises from the labs, or definitions and examples from the lectures.
Before the assignment is due, course staff will not give individual tips on writing functions for the assignment or how your code can be improved. We will help you get unstuck by asking questions and pointing you to relevant lecture and lab material. You will receive feedback on your work when marks are released.
Submission Advice
Start early, and aim to finish the assignment several days before the due date. At least 24 hours before the deadline, you should:
-
Re-read the specification one final time, and make sure you’ve covered everything.
- You have fully read and understand the entire assignment specification. See the “Overview of Tasks” section to check that you have completed all tasks.
-
Confirm that the latest version of your code has been pushed to GitLab.
- You can confirm that the latest version of your code has been pushed to GitLab by using your browser to visit https://gitlab.cecs.anu.edu.au/uXXXXXXX/asst2-1100_s2_2023, where XXXXXXX is your student number.
-
Ensure your program compiles and runs, including the
cabal v2-test
test suite. Make sure you have a green CI tick on your latest commit in Gitlab -
Ensure your submission works on the lab machines. If it does not, it may fail tests used by the instructors.
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Proof-read and spell-check your report.
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Verify that your report is in PDF format, located at the root of your project.
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Verify that your report is in PDF format, located at the root of your project directory (not in
src
), and namedReport.pdf
. That capitalR
is important - Linux uses a case-sensitive file system. Otherwise, it may not be marked. -
Check that all work including your report is submitted by viewing your assignment repo on Gitlab.
We recommend that you do not wait until you are finished to commit and push your work. Commit and push as you work, to reduce the risk of submission errors at the last minute.