report代做 | security | Data structure代写 | assembly代写 | Algorithm | oop | assignment代做 – FIT1047 Introduction to computer systems


report代做 | security | Data structure代写 | assembly代写 | Algorithm | oop | assignment代做 – 本题是一个利用assembly进行练习的代做, 对assembly的流程进行训练解析, 涵盖了report/security/Data structure/assembly/Algorithm/oop等方面, 这是值得参考的assignment代写的题目

security代做 网络安全 网安代写 计算机网络安全


FIT1047 Introduction to computer systems, networks and

security – S1 2022

assignment 2 Processes and MARIE Programming

Purpose Processes and programs are what makes computers do what we want them to do.
In the first part of this assignment, students will investigate the processes running
on their computers. The second part is about programming in MARIE assembly
language. This will allow students to demonstrate their comprehension of the
fundamental way a processor works.
The assignment relates to Unit Learning Outcomes 2, 3 and 4.
Your task For part 1, you will write a short report describing the processes that are running on
your computer.
For part 2, you will implement a simple game in the MARIE assembly language.
Value 25% of your total marks for the unit
The assignment is marked out of 50 marks.
Word Limit See individual instructions
Due Date 11:55 pm Thursday 14 April 2022
Submission Via Moodle Assignment Submission.
Turnitin and MOSS will be used for similarity checking of all submissions.
This is an individual assignment (group work is not permitted).
You will need to explain your code in an interview.
Part 1 is assessed based on correctness and completeness of the descriptions.
Part 2 is assessed based on correctness of the code, documentation/comments,
and test cases.
See instructions for details.
Late Penalties 10% deduction per calendar day or part thereof for up to one week
Submissions more than 7 calendar days after the due date will receive a
mark of zero (0) and no assessment feedback will be provided.
See Moodle Assessment page
Feedback Feedback will be provided on student work via:
general cohort performance
specific student feedback ten working days post submission

This assignment has two parts. Make sure you read the instructions carefully.

Part 1: Processes (10 marks)

For this task, write a brief report about the processes that are running on your computer. You can use one of the following tools (depending on your operating system): On Windows, use the Task Manager On macOS, use the Activity Monitor On Linux, use a command line tool like htop, or the ps command

Answer the following questions:

  1. Briefly describe the columns displayed by the tool you use that relate to a) memory usage and b) CPU usage of a process. What can you say about the overall memory usage of all processes, compared to the RAM installed in your computer? (4 marks)
  2. Pick a process you perhaps dont know much about, or which you did not expect to find running on your computer. Try to find out and describe briefly what it does. ( marks)
  3. Briefly explain why it is important that the operating system manages the files stored on your computer (rather than each application having to manage those files itself). (2 marks)

It may be useful to include a screenshot of your processes in the report. The word limit for this part (all three questions together) is 600 words (about 1 page, not including images).


Part 2: MARIE Programming (40 marks)

In this task you will develop a MARIE program that implements a clone of the popular Wordle game. We will break this task down into small steps for you.

Most of the tasks require you to write code and testcases. On Moodle, you will find a template for the code. It contains some subroutinesthat you should use, as well as a number of predefined test cases. Your submission mustbe based on this template , i.e., you must add implementations of your own subroutines into this template. The code must contain comments, and you submit the.masfile together with the rest of your assignment.

In-class interviews: You will be required to demonstrateyour code to your tutor after the submission deadline. Failure to demonstrate will lead to zero marks being awarded for the entire assignment.

Code similarity: We use tools to check for collaborationand copying between students. If you copy parts of your code from other students, or you let them copy parts of your code, you will receive 0 marks for the entire assignment.

Rubric: Each task below is worth a certain numberof marks. A correctly working version of each task that is well documented and contains the required test cases will receive full marks. Missing/incomplete documentation will result in a loss of up to of the tasks marks. Missing or undocumented test cases result in the loss of 1 mark per test case.

The Game

The goal of the game youre going to implement is that a player needs to guess a 5-letter word selected by the computer. The player has six attempts to guess. After each guess, the computer gives feedback for each letter: any letter that is correct is printed in upper case, any letter that appears in the word but in a different position is printed in lower case, and any letter that doesnt appear in the word is replaced with an underscore. If all letters are correct, or the player has exhausted their six guesses, the game ends.

Here is a typical game session. Lets assume the computers word is SHIRE, but of course we dont know that yet:

Computer output: Enter your guesses My input: SPEAR Computer output: S_e_r My input: SHRED Computer output: SHre_ My input: SHORE Computer output: SH_RE My input: SHIRE Computer output: SHIRE


This section doesn’t contain any tasks for you yet, it only introduces a concept you need for the rest of the assignment.

A string is a sequence of characters. It’s the basic Data structure for storing text in a computer. There are several different ways of representing a string in memory e.g. you need to decide which character set to use (Unicode or ASCII), and how to deal with strings of arbitrary length.

For this assignment, we will use the following string representation:

  • A string is represented in a contiguous block of memory, with each 16-bit memory location containing one character.
  • The characters are encoded using the ASCII encoding.
  • The end of the string is marked by the value 0.

As an example, this is how the string FIT1047 would be represented in memory (written as hexadecimal numbers):

046 049 054 031 030 034 037 000

Note that for a string with n characters, we need n+1 words of memory in order to store the additional 0 that marks the end of the string.

In MARIE assembly, we can use theHEXorDECkeywordsto initialise the MARIE memory with a fixed string:

FIT1047, HEX 046 HEX 049 HEX 054 HEX 031 HEX 030 HEX 034 HEX 037 HEX 000

After assembling this code, you can verify that the string has been loaded into the MARIE memory.

The assignment template contains two subroutines that you can use for this assignment. ThePrintStringsubroutine outputs a string one characterat a time using theOutput instruction. TheInputStringsubroutine reads a stringone character at a time using the Inputinstruction.


Tip: you can switch the type of input in the MARIE simulator. For the actual string, use the Unicode input method so you can enter actual characters. For the final 0, switch to the decimal input method.

Task 2.1: Your name as a MARIE string (4 marks)

This is the first task you need to submit. Its just a little warm-up so you can get familiar with strings.

Similar to the FIT1047 example above, encode your name using ASCII characters. You should encode at least 10 characters if your name is longer, you can shorten it if you want, if it’s shorter, you need to add some characters (such as !?! or …, or invent a middle name).

In the assignment template, you will find a labelName, which is initialised to the valueHEX

  1. You need to change this part of the code so thatafter assembling, the MARIE memory contains the string with your name starting at labelName.
Task 2.2: Convert to upper case (8 marks)

In this task, you need to write a subroutine that takes the users input and converts it into upper case. The subroutine is calledToUpper. It expectsone argument to be passed in using the labelToUpperWord, which is the startingaddress of the string to be converted.

The subroutine loops through the input string one character at a time. For each character, if it is a lowercase character, it replaces it with the corresponding uppercase character. Once the end of the string is reached, the subroutine returns.

Test cases: The template already contains one testcase. Add another 3 test cases and document them. For each case, document which part of the subroutine it is supposed to test, as well as the expected outcome.

Task 2.3: Test if a word contains a certain character (10 marks)

Here, you will write a subroutine that can check if a word contains a given character. The subroutine is calledStringContainsand takes twoarguments: the first is passed in the labelStringContainsStart, and contains the addressin memory where the string starts. The second is passed in the labelStringContainsChar,which holds the character to search for. When the subroutine returns, it stores a 1 in the address at label StringContainsResultif the character was found, anda 0 if it wasnt found.

The subroutine should follow these steps:

  • L oop through all the characters in the given input string.
  • If the current character is the end-of-string character 0, then store 0 in StringContainsResult and return.
  • If the current character is equal to the one inStringContainsChar,then store 1 inStringContainsResult and return.
  • Otherwise, move on to the next character and continue the search.

Test cases: The template already contains one testcase. Add another 4 test cases and document them. For each case, document which part of the subroutine it is supposed to test, as well as the expected outcome.

Task 2.4: Check a guess (10 marks)

In this task, you implement the core of the game. You need to write a subroutine CheckGuessthat compares the players input with theselected word and outputs the clues for the next round. The subroutine has two arguments. The first, which is passed in the label CheckGuessedWord, is the address in memory where thestring starts that the player guessed. The second argument is passed in the labelCheckSelectedWordand contains the address where the string of the selected word starts.

For simplicity, we will assume that both words only contain uppercase characters.

The Algorithm for checking a guess needs to work as follows. Loop through both strings simultaneously, one character at a time:

  • If the current character in the guessed string is 0 (i.e., the end of the string), check if the current character in the selected word is also 0. If yes, return from the subroutine. If not, output the error message Your word is too short and return from the subroutine.
  • If the current character in the selected word is 0, but the current character in the guessed string is not 0, output the error message Your word is too long and return from the subroutine.
  • If the current character in the guessed word is equal to the current character in the selected word, output the character (it will be an uppercase character, which indicates a correct guess).
  • Otherwise, use your subroutine from Task 3 to test if the current character in the guessed word occurs somewhere else in the selected word – If yes, output the lowercase version of the character (since its a good guess but in the wrong position). – If not, output an underscore character.

Test cases: The template already contains one testcase, which calls the subroutine with GREAT as the guessed word and WORDS as the selectedword. The output of your subroutine for this test case should be_r___, i.e., an underscorecharacter (becausegdoes not occur inwords), followed by lower-caser(becauseroccursbut in a different position), followed by three underscores (becausee,aandtdo not occurinwords). Add five more test cases and document them. For each case, document which part of the subroutine it is supposed to test, as well as the expected outcome.

Task 2.5: Main game loop (8 marks)

We can now use the subroutines to implement the game. The game itself will be implemented in a subroutine called Wordle, which has no arguments. The template already contains a subroutine that does nothing, so you need to fill in the remaining steps.


It should do the following:

  1. Output a string to prompt the user to enter a guess
  2. Get the guessed string from the user and convert it to upper case.
  3. Use the CheckGuess subroutine to print the clues.
  4. Check if the user has already completed 6 guesses. If yes, output a message that the game is over and halt. Otherwise, go back to step 1.

One thing we did not discuss above is how the computer selects its word. Usually, this would require a random number generator. Since thats too complex for this assignment, we will assume that the labelSelectedWordis initialisedstatically with the start address of the selected word. (In the template, its set to WORDS as in the test case.)

Test cases: Document 5 test cases. In this case, youare testing an interactive subroutine, i.e., one that expects user input. Your test cases are therefore not implemented as code, but written down as possible inputs and expected outputs.