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2016 ICpEP CpE Challenge Mechanics Programming Competition

This document outlines the rules and procedures for a programming competition hosted by the Institute of Computer Engineers of the Philippines. Teams of 3 students will be given 4 programming problems to solve within 3 hours using C/C++ or Java. Problems are judged by a Board of Judges, and teams are ranked based on the number of problems solved and time taken. Coaches can file protests during the competition regarding rule violations or misconduct.

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Charity Lequin
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0% found this document useful (0 votes)
259 views3 pages

2016 ICpEP CpE Challenge Mechanics Programming Competition

This document outlines the rules and procedures for a programming competition hosted by the Institute of Computer Engineers of the Philippines. Teams of 3 students will be given 4 programming problems to solve within 3 hours using C/C++ or Java. Problems are judged by a Board of Judges, and teams are ranked based on the number of problems solved and time taken. Coaches can file protests during the competition regarding rule violations or misconduct.

Uploaded by

Charity Lequin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as RTF, PDF, TXT or read online on Scribd
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Institute of Computer Engineers

of the Philippines
SEC Reg. No. 201120675

PROGRAMMING COMPETITION
CpE Programming Competition is participated in by teams of students with exemplary
competence in problem solving and computer programming. It is an event where students are
expected to display their ingenuity, analytical ability and programming prowess. Competing teams
are given four (4) machine problems to solve within three (3) hours. The given problems are not
dependent on detailed knowledge of a particular application area or contest language.
THE COMPETING ENTRY/TEAM
1. Each participating region is entitled to send one entry/team (the regional teams champion)
composed of three (3) entrants and/or one (1) substitute regardless of year level endorsed by
the ICpEP Regional Chapter. Regions with more than thirty (30) schools offering BSCpE
program can send two (2) teams.
2. A registration fee of Php 1000 will be collected for each entry/team.
3. All members must be currently enrolled in BSCpE program.
4. The region must assign a faculty member who will serve as coach. The coach is also the
teams official representative and only authorized person to file a protest in behalf of the
entrants.
THE COMPUTING ENVIRONMENT
1. The programming languages of the competition are C/C++ and Java. Given problems may be
solved in any of the specified programming languages. DevC++ (or equivalent application)
will be used in programming using C/C++ language while Netbeans (or equivalent
application) and at least Java 2 Platform, Standard Edition (J2SE) 5.0 will be used in
programming using the java language.
2. Each entry/team will use a single workstation. The committee in-charge is responsible for
ensuring that the teams have the same hardware and software requirements.
THE BOARD OF JUDGES (BOJ)
1. The Board of Judges shall be composed of three (3) members from a third party committee
who will convene to resolve any issue that may arise during the conduct of the competition.
2. Members of the BOJ must be professionals or experts in information and communications
technology.
MECHANICS
1. Each team is provided with a computer unit installed with Microsoft Windows 7/8/10
Operating System, DevC and/or Netbeans (or equivalent application) and at least Java 5.
2. Prior to the competition, the coaches and entrants will be given twenty (20) minutes to check
and certify that the computer unit assigned to them is free from any potential problem which
could affect the teams chances of winning the competition.
3. Upon certification, the competing teams are instructed to create a folder in their respective
computers named after the team (e.g. Team1) with subfolders for the four problems, namely:
Problem1, Problem2, Problem3, and Problem4. Equivalent folders for each team will be

created in the BOJs computers.


4. Each team, coaches and members of the BOJ will be given copies of the machine problems.
Soft copies of external files required by certain machine problems will be pre-stored on the
desktop of each competing team.
5. The Committee in-charge will give the signal to start the competition. An automated timer,
placed in an area visible to all teams and coaches, will be used.
6. While the contest is scheduled for a particular time length of three (3) hours, the committee
in-charge in consultation with the BOJ has the authority to alter the length of the contest in
the event of unforeseen difficulties. Should the contest duration be altered, all teams should
be notified in a timely and uniform manner.
7. The teams are not allowed to bring resources materials such as books, manuals and program
listings. They are not likewise allowed to bring any machine-readable versions of software or
data.
8. Entrants are not allowed to converse with anyone except members of their team and
personnel designated by the committee in-charge. Violation to this rule is subject for
disqualification.
9. Break time is not allowed. Only for necessities (e.g. going to the washroom or other
emergency cases) may an entrant be allowed to leave the competition room and must be
escorted by a member of the competition committee.
10. A team may be disqualified by the BOJ for any action that jeopardizes the contest such as but
not limited to dislodging extension cords, unauthorized modification of contest materials or
distracting behavior.
11. A team may submit a claim of ambiguity or error in a problem statement by submitting a
clarification request to the BOJ. If the BOJ agree that an ambiguity or error exist, a
clarification will be issued to all teams.
12. Solutions to machine problems should be submitted by saving the necessary files in the
previously created subfolders. Submitted solutions are called runs. This should include the
source code and all external files required by the machine problem. Otherwise, the BOJ will
invalidate the solution.
13. The team then notifies the BOJ by raising the designated colored flag for the problem (e.g.
Orange for Problem 1, Blue for Problem 2, Green for Problem 3, and Yellow for Problem 4)
14. Each team will be assigned a timekeeper. The timekeeper records the time, number of
attempts for the problem, and gives the flag to the BOJ. The team is not allowed to modify
the submitted run while it is being tested by the BOJ.

15. Each run is determined as accepted or rejected by the BOJ. Teams are given red flags for
accepted runs while the flag corresponding to the problem is given back if the run is rejected.
16. A team may submit any number of runs until such time that a run is accepted provided the
competition time has not elapsed.
SCORING OF THE COMPETITION
1. Teams are ranked according to the number of problems solved.
2. Solution time for a problem is the time elapsed from the beginning of the contest to the
submission of the rejected run for that problem regardless of submission time.
3. Teams will only accumulate 25 points per problem solved; unsolved problems do not affect
the scoring in any way.
4. If two or more entries/teams have the same numbers of solved problems and exactly the same
total solution time, ties are broken in favor of the team with the earliest time of the last
correct submission (that being the time when the team finished the contest)
FILING OF PROTEST
1. Only coaches may file protests to the BOJ during the competition. Protests must be based on
one or more of the following circumstances: violation of the competition rules, misconduct
by the teams, or gross misconduct by contest officials.
2. Controversies and objectives will be resolved by the BOJ immediately before the conclusion
of the competition.
3. The decision of the BOJ is final and irrevocable.

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