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2017 ICpEP CpE Challenge Mechanics Programming

This document outlines the rules and procedures for a programming competition hosted by the Institute of Computer Engineers of the Philippines. It details eligibility requirements for teams of 2-3 students, the programming languages and environments that will be used, scoring procedures that reward teams for each problem solved, and the process for submitting, testing, and scoring solutions during the 3-hour competition period. It also establishes a Board of Judges to resolve issues and a process for coaches to file protests on behalf of their teams.

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Mona Earl Bayono
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0% found this document useful (0 votes)
26 views3 pages

2017 ICpEP CpE Challenge Mechanics Programming

This document outlines the rules and procedures for a programming competition hosted by the Institute of Computer Engineers of the Philippines. It details eligibility requirements for teams of 2-3 students, the programming languages and environments that will be used, scoring procedures that reward teams for each problem solved, and the process for submitting, testing, and scoring solutions during the 3-hour competition period. It also establishes a Board of Judges to resolve issues and a process for coaches to file protests on behalf of their teams.

Uploaded by

Mona Earl Bayono
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as 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 aims to showcase student’s ingenuity, analytical ability


and programming prowess. It is participated by students with exemplary competence in
problem solving and computer programming.

THE COMPETING ENTRY/TEAM


1. Each affiliated participating school is entitled to send one entry/team composed of
two (2) entrants and/or one (1) substitute regardless of year level endorsed by the
dean/chairperson.
2. A registration fee of Php 1000 will be collected for each entry/team.
3. All members must be currently enrolled in BSCpE program and an official member of
the ICpEP.se.
4. The school must assign a faculty member who will serve as coach. The coach is also
the team’s official representative and only authorized person to file a protest in
behalf of the entrants.
5. The list of participants, substitute and coach must be registered on or before
September 30 and the endorsement letter must be brought on the day of the
competition.

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 BOJ shall be composed of three (3) professionals or experts in the field and
must come from a third party committee who will convene to resolve any issue that
may arise during the conduct of the competition.

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.
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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 team’s 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 BOJ’s 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. 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.
6. 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.
7. 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.
8. 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.
9. 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.
10. 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.
11. 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.
12. 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.
13. 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.
14. The team then notifies the BOJ by raising the designated colored paper/flag for the
problem (e.g. Orange for Problem 1, Blue for Problem 2, Green for Problem 3, and
Yellow for Problem 4)
15. 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.

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16. 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.
17. 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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