Wednesday, October 17, 2001
Part 1 -- JEM Diagrams for Recursive methods
Below are the declarations for two classes: a
ThrowerWorld
class that is a subclass of
BuggleWorld
and a ThrowerBuggle
class that
is a subclass of Buggle
.
// a BuggleWorld in which Buggles throw Bagels public class ThrowerWorld extends BuggleWorld { public void run () { ThrowerBuggle tara = new ThrowerBuggle(); tara.throwBagel(3); } } class ThrowerBuggle extends Buggle { public void throwBagel (int distance) { if (distance == 0) { dropBagel(); } else { forward(); throwBagel(distance - 1); backward(); } } }
Task 1a) Draw the result (in a ThrowerWorld
grid) of asking tara
to throw bagels at distances of 0,
1, 2, 3, 4, and 5. Use a different grid for each distance. The size
of the grid doesn't matter (just make it large enough so the buggle
doesn't run into walls). When given recursive code, it is usually a
good idea to draw on paper a couple of instances of running the code
beginning with the easiest case and working up.
Task 1b) Draw a Java Execution Model diagram that shows all
of the execution frames created by invoking the run()
method on an instance of the ThrowerWorld
class. Your
diagram should depict the point in time when the invocation of
run()
returns. Although Java can discard an execution
frame when control returns from it, you should not discard any frames
when drawing your diagram.
Additionally, there are also versions of fd, bd, lt, and rt that take int parameters, so you can invoke these methods with either an integer or double floating-point value.public void fd (double n) Move the turtle forward n steps. public void bd (double n); Move the turtle backward n steps. public void lt (double angle); Turn the turtle to the left angle degrees. public void rt (double angle); Turn the turtle to the right angle degrees. public void pu (); Raise the turtle's pen up. public void pd (); Lower the turtle's pen down.
You should not need to use any other Turtle primitives other than those listed above. In fact, many solutions use only a subset of the primitives listed above.
Test your definition by specifying levels and side in the parameter window and then clicking on the Run button in the TurtleWorld window. The Reset button will clear the screen. Good parameter values are in the ranges [0 ... 8] for levels and [100 ... 400] for side. If your program hangs, you may need to "force quit" it by depressing the option, apple, and escape keys all at the same time.
Most of the programming problems for this lab take place in extensions of TurtleWorld. The code is in the lab6 folder within the /usr/users/cs111/download directory on nike.wellesley.edu. The problems are arranged in order of difficulty with the easiest problem first. The last problem is a BuggleWorld recursion problem.
Working samples of the above worlds are available in the test folder which is included in the lab6 folder.