![]() |
Wellesley College, Summer 2003
Problem Set 2Due: Friday, June 20 by 10 am |
To get the code for this assignment, connect to cs111 download directory via Fetch and download the folder ps2_programs from the directory /cs111d.
Writing2.java file from Task 2;
FlowerMaker.java file from Task 3.
Save the modified Writing2.java file in your
local version of the Writing2 folder and the
the modified FlowerMaker.java file in your
local version of the Flowers folder.
Submit the entire copy of your ps2_programs folder to your
drop folder on the cs111 server.
FontBuggle.java file.
Slide the packet under the door of Elenas's office (E127).
If you work on the extra credit problem,
submit your HuggleWorld folder to your
ps2 drop folder on the cs111 server.
In this part of the homework, you will use the Java Execution
Model to draw an Execution Diagram that summarizes the execution of a
simple Buggle program. It is important to become familiar with the
conventions for drawing Execution Diagrams, since they are an
important tool for explaining the behavior of Java programs. In
particular, Execution Diagrams explain the meaning of method
invocation, parameter passing, local variable declarations, and the
this variable. You will be expected to draw an Execution
Diagram on your midterm exam.
Before continuing with this problem, please study the conventions for drawing execution diagrams (i.e. your notes from lecture and the reading for this problem set).
Below are the declarations for two classes: a SwapWorld class that is a subclass of BuggleWorld and a SwapBuggle class that is a subclass of Buggle.
public class SwapWorld extends BuggleWorld { public void run () { SwapBuggle bg1 = new SwapBuggle(); SwapBuggle bg2 = new SwapBuggle(); SwapBuggle bg3 = new SwapBuggle(); Point pt1 = new Point(6,3); Point pt2 = new Point(4,5); bg1.setPosition(pt1); bg2.setPosition(pt2); bg3.setPosition(new Point(pt1.x-pt2.x, pt1.y+pt2.y)); bg2.setColor(Color.blue); bg1.setColor(Color.green); bg2.left(); bg3.right(); bg2.swap(bg3); bg3.swap(bg1); } } class SwapBuggle extends Buggle { public void swap (Buggle bg1) { Point pt1 = this.getPosition(); Point pt2 = bg1.getPosition(); Color c1 = this.getColor(); Color c2 = bg1.getColor(); this.setPosition(pt2); bg1.setPosition(pt1); this.setColor(c2); bg1.setColor(c1); } }
Suppose that Object Land contains an instance of the
SwapWorld class that has the reference label SW1.
Your assignment is to draw an Execution Diagram for the execution of
the statement
SW1.run()
Please be careful. This code is specifically designed to be tricky in a number of places. Be sure to pay attention to the following:
run() and one
for each of the two invocations of swap(). Each
execution frame should have two parts: (1) a variables section and
(2) a statement section. Each variable section should include: (1)
a this variable; (2) any parameters declared by the
invoked method; and (3) any local variables declared within the
body of the invoked method. The statement section should show the
result of evaluating all expressions. Each expression should be
replaced by a representation of its value.
SwapWorld class, three instances of
the SwapBuggle class, three instances of the
Point class, and three instances of the
Color class. Label each of your objects in Object
Land with a unique reference label (e.g. B1, B2, B3 for the
buggles; P1, P2 for the points, etc). It is a bad idea to
use reference labels which are the same as any variable names in
your code. Use these labels in place of pointers. You need not
show any Direction instances in Object Land; use the
convention of representing such instances by special reference
labels like WEST. Your diagram should show the
state of each object after the completion of the execution of the
run method.
Your assignment:
In the folder Writing2 is a file Writing2.java
that contains Java code that creates a 25x25 grid and defines LetterBuggle,
a new class of objects that extends the Buggle class. A new
LetterBuggle named ellie has also been created for you,
along with the skeleton of two LetterBuggle methods: writeJava,
and writeJ, as shown below:
public class Writing2 extends BuggleWorld {
public void setup () {
setDimensions(25,25); // magic for making 25x25 grid
}
//write the word "JAVA" around the perimeter of the grid
public void run () {
LetterBuggle ellie = new LetterBuggle();
ellie.writeJava(Color.red, Color.blue, Color.yellow);
// Add statements here that will write the word in various colors
// around the perimeter of the grid
}
}
class LetterBuggle extends Buggle {
// Write the word "JAVA", in the appropriately colored letters, by
// invoking methods with appropriate color parameters for writing the
// individual letters. Note that the J and the V are always the same color,
// but each A can be a different color from the color of the J and V.
public void writeJava (Color c1, Color c2, Color c3) {
this.writeJ(c1);//write the "J" in color c1
// Add statements to write the "A V A" in the correct colors.
}
// write the letter "J" in color c
public void writeJ (Color c) {
// Flesh out the body of this method.
}
// Define methods for writing "A" and "V" here.
}
Perform the following steps to solve the problem:
writeJ method so that it draws the letter
"J". This code should be very similar to the code you used in Problem Set 1 for
that purpose! Assume that when you start to write a letter (other than"V"),
the buggle is in the lower left square of a 4x5 grid, facing the direction
you are writing in. At the end of the method, make sure that the buggle
is placed in the correct position and direction to start the next letter
(at the lower left square of the next 4x5 grid, separated by one space
from the previous letter, facing the direction of writing).writeJ method takes a Color parameter c.
Use this parameter inside the body of writeJ to set the color of the
Buggle appropriately.
Color parameter)
to write an "A" and a "V". Note that "V" occupies a 3x5 grid instead of the 4x5
grid occupied by each of the other letters.
writeJava method so that it draws the word
"JAVA" by invoking the methods which write the individual letters and
using the three color parameters correctly.
run method in the Writing2 class
so that it draws the word 4 times around the perimeter of the grid, by invoking
the writeJava method repeatedly. You will need to make sure that
you invoke writeJava with the correct 3 color parameters in the
right order to match the given picture (above). You will need to come up with a
way to turn and change your heading at each corner of the grid.
setPosition or setHeading methods.brushUp and brushDown where appropriate.Color constants from the Color class.
These constants are only used in the run method.
They may not be used anywhere else in your code.
Flowers folder to open the second project.
Alternatively, to be on the safe side (i.e. to make sure that you are not running the code from the previous task instead of the new one), you might want to quit CodeWarrior entirely and reopen it for the new project. To do this
Flora is a turtle who loves flowers. Here is a garden with three flowers that Flora would like to draw:
Flora is an instance of the FlowerMaker class, which
extends the Turtle class. In this problem, you will
flesh out the following methods in the FlowerMaker class
to enable Flora to draw her garden. All code can be found in the file
FlowerMaker.java within the Flowers folder.
public void diamond (double side)
Draws a diamond with internal angles of 60 and 120 degrees whose sides have lengthside. The state of the turtle is left unchanged after drawing the diamond. For instance, ifflorais a red turtle facing up, here is the picture drawn by the invocationflora.diamond(100):![]()
public void diamond4 (double side)
Draws four diamonds that fill an outer diamond of side lengthside. The state of the turtle is left unchanged after drawing the diamonds. For instance, ifflorais a red turtle facing up, here is the picture drawn by the invocationflora.diamond4(100):![]()
public void diamond16 (double side)
Draws sixteen diamonds that fill an outer diamond of side lengthside. The state of the turtle is left unchanged after drawing the diamonds. For instance, ifflorais a red turtle facing up, here is the picture drawn by the invocationflora.diamond16(100):![]()
public void flower (double side, Color inner, Color outer)
Draws a flower from the stem up in the direction the turtle is facing. The stem is green and is twice the length of side with two green leaves at its midpoint. The two outer petals consist of four diamonds of color outer fitting into a diamond with side length side. The inner (middle) petal consists of sixteen diamonds f color inner fitting into a diamond with side length side. The state of the turtle is left unchanged after drawing the flower, except for the color, which may be different from the initial color. For instance, ifflorais a red turtle facing up, here is the picture drawn by the invocationflora.flower(100, Color.red, Color.blue):![]()
public void garden ()
Assume the turtle is positioned at the middle bottom of the screen facing up. Draws the garden with three flowers pictured at the beginning of this problem description. Here are the details of the three flowers:The state of the turtle is left unchanged after drawing the flower, except for the color, which may be different from the initial color.
- Directly above the turtle is a flower with a yellow inner petal and red outer petals of side length 100.
- 250 units to the right of the initial turtle position is a flower with a pink inner petal and blue outer petals of side length 75.
- 200 units to the left of the initial turtle position is a flower with a magenta inner petal and cyan outer petals of side length 50.
Your task is to flesh out the skeletons of the five methods in
FlowerMaker.java so that they satisfy the method
contracts given above.
Notes:
FlowerWorld is a subclass of BuggleWorld
that has already been written for you. It contains a run method
that creates an instance of FlowerMaker named flora
and positions here in the middle of the bottom of the screen facing up:
public class FlowerWorld extends TurtleWorld {
public void run() {
FlowerMaker flora = new FlowerMaker();
// position flora near bottom of screen, facing up in middle
flora.lt(90);
flora.pu();
flora.bd(185);
flora.pd();
flora.garden();
}
}
diamond, then diamond4,
then diamond16, etc. FlowerWorld invokes the garden method
on flora, you can use the garden method to test your earlier
methods. For instance, to test your diamond method, you
can temporarily define the garden method to be:
public void garden () {
this.diamond(100);
}
Similarly, you can use garden to test
the diamond4, diamond16,
and flower methods. When you are done using
garden to test all these methods, you
can define garden to do what it's really
supposed to do: draw three flowers.
The Story
Fontaine Buggle is very impressed by the creative work of her cousins at the Buggle Bagel Ruggle Company. But she thinks that buggles can use their considerable talents to do more than just drop bagels in interesting patterns.
Inspired by the buggle writing problem of Problem Set 1 (remember "Java"?), Fontaine wants buggles to be able to write words using letters of any color drawn in rectangles of arbitrary size and orientation. As a simple example of what can be done with this capability, Fontaine designs the following Valentine card:
The card uses the seven letters 'C', 'd', 'G', 'H', 'I', 'P', and 'U'. Note that the 'U' appearing in "CUPId" and "HUG" has the same basic shape even though it is written in rectangles of different sizes (a 5x5 rectangle in the case of the 'U' in "CUPId" and a 7x17 rectangle int the case of the 'U' in "HUG").
Letter Methods and their Contracts
Fontaine recognizes that methods can be used to capture the similarity in shape while abstracting over the color and rectangle size. She defines a new FontBuggle class that is a subclass of Buggle extended with methods that draw the seven letters of the Valentine card. For example, the FontBuggle class has a method for drawing the letter 'U' according to the following contract:
public void U (Color col, int width, int height);
Assume the initial brush state of this buggle is down. Consider the width by height rectangle such that this buggle is in the lower left hand corner facing along the width edge. Executing this method causes this buggle to draw the letter 'U' inscribed in the rectangle, as shown below. The heading of the buggle should not change, but its final position should be width + 1 cells in front of its original position, its final color should be col, and its final brush state should be down.

Fontaine defines similar methods for the other six letters, whose contracts are the same as that for U() except for the shape inscribed in the rectangle. The shapes drawn by the C(), d(), G(), H(), I(), and P() methods are depicted below:

Java Arithmetic
The dimensions in the above pictures are given in terms of Java integer arithmetic. Java integer arithmetic is pretty much what you would expect except that division of two integers always yields the integer that results by truncating (not rounding) the decimal portion of the exact result. For example:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The following equations are also always true (both in Java arithmetic and traditional arithmetic):
The reason that we prefer the left-hand side versions to the right-hand side versions in the above diagram is that the left-hand side versions turn out to be more useful when drawing the letters with buggles. (See the note on fencepost errors in the tasks section, below.)
You should also convince yourself that in Java integer arithmetic, the following equation is always true (this equation is not true for traditional arithmetic!):
Stringing Letters Together
The final position and heading of a FontBuggle after drawing a letter is designed to facilitate stringing letters together to form words. If the FontBuggle is asked to draw a new letter, both letters will be on the same "baseline", and there will be one cell of space between the previous letter and the new one. For example, consider the following method for drawing the word "CUP":
public void CUP () {
C(Color.blue, 3, 5);
U(Color.green, 8, 3);
P(Color.red, 4, 12);
}
Invoking the CUP() method on a FontBuggle causes it to draw the following letters:
Buggle Jumping
Since letters do not always directly follow one another, it is useful to have the following jump() method, which changes the relative position of a FontBuggle by fwd units in the forward direction and lft units to its left. (Either number may be 0 or negative.)
public void jump (int fwd, int lft) {
brushUp();
forward(fwd);
left();
forward(lft);
right();
brushDown();
}
Because the parameters to jump() are relative to the buggle's current position and heading, the method works regardless of the buggle's initial state. After jumping, it is often desirable to turn the buggle; the following three methods abstract over the three possible ways of turning:
public void jumpAndTurnLeft (int fwd, int lft) {
jump(fwd,lft);
left();
}
public void jumpAndTurnRight (int fwd, int lft) {
jump(fwd,lft);
right();
}
public void jumpAndTurn180 (int fwd, int lft) {
jumpAndTurnLeft(fwd,lft);
left();
}
As an example of buggle jumping, consider the following method:
public void fourCUPs () {
CUP();
jumpAndTurnLeft(4, 0);
CUP();
jumpAndTurnLeft(4, 0);
CUP();
jumpAndTurnLeft(4, 0);
CUP();
jumpAndTurnLeft(4, 0);
}
Invoking fourCups() on a FontBuggle at position (3,3) facing eastward yields the following picture:
As another example of buggle jumping, consider the following testFont() method that draws the C(), d(), G(), H(), I(), P(), and U() shapes for 5x5, 4x4, 3x5, 4x4, and 4x3 rectangles for both the east and north buggle orientations:
public void testFont() {
testSizes();
jumpAndTurnLeft(27,0);
testSizes();
}
public void testSizes() {
testLetters(5,5);
jump(-42,6);
testLetters(4,5);
jump(-35,6);
testLetters(3,5);
jump(-28,6);
testLetters(5,4);
jump(-42,5);
testLetters(5,3);
jump(-42,4);
}
public void testLetters(int w, int h) {
C(Color.red, w, h);
d(Color.green, w, h);
G(Color.black, w, h);
H(Color.blue, w, h);
I(Color.yellow, w, h);
P(Color.magenta, w, h);
U(Color.cyan, w, h);
}
Executing testFont() should yield the following result:
Your tasks in the problem are to define the following eight FontBuggle methods:
You should begin the problem by downloading the HuggleWorld folder from the CS111 download folder. This folder has a file FontBuggle.java that contains skeletons of the eight methods you should define, as well as the jump(), jumpAndTurnLeft(), jumpAndTurnRight(), and jumpAndTurn180() methods described above.
The HuggleWorld folder also contains three .html for testing your methods:
Hints/Notes:
One advantage of methods is that they can be
used to significantly shrink the size of a program, as measured by
the number of lines of Java code. For the HuggleWorld program, we
challenge you
to see how small you can make your FontBuggle class and still
have it work correctly.
Traditionally, program size is measured by the
number of lines in the program. Because this metric is very sensitive
to the way you format your program (commenting, use of whitespace,
placement of squiggly brackets, etc.), we will use a way of measuring
the size of a Java program that is insensitive to formatting factors.
In particular, we define the following two notions: For instance, the size of the jump() method described
above is 7, while the three methods jumpAndTurnRight(),
jumpAndTurnLeft(), and jumpAndTurn180() each have
size 3. So these four methods contribue 16 to the size of the
FontBuggle
class. To enter the contest, all you need do is
calculate the size of your FontBuggle class and write
it on your problem set cover sheet. We would like to point out that, while making your program shorter is fun
and may be a helpful exercise, in general it should not be your goal to make a program shorter. Shorter programs often lack clarity, and since programs are written not only for machines to execute, but also for humans to read, clarity is a far more important goal!
Some rules/hints: To learn much more about measuring the time
and space resources required to run a program, you should take
CS230 (Data Structures) and CS231 (Algorithms).