CS111, Wellesley College, Spring 2006

Problem Set 4

Due on Friday 6 October at the start of class

Reading for this assignment:

About this Problem Set

The purpose of this problem set is to give you experience with conditionals. You must demonstrate an understanding of how to use conditionals to complete this problem set. You will need to follow the style guidelines outlined in the reading as well as demonstrate that you understand the principle of when/how to use invariants. However, getting the problems to work is not enough to receive a perfect score on this assignment. You must also write your programs so that they are beautiful. Good programming style produces programs that are easy for others to read and understand.

Unlike previous problem sets, notes, hints, and suggestions for each homework problem are given on a separate page. We want you to have freedom to think about the problem in your own way. Reading the hints page is not required. Its main purpose is to help students to think about the problem if they don't know how to get started. On the other hand, we do also include some notes on what we think are good ways of going about programming. It is not required that you follow those guidelines exactly. However, your programming style should result in a program that is at least as easy to read and understand as the program would be if you followed our suggestions.

There are two problems in this problem set. We have including working examples of the solutions to the problems in the test folder that you download with the ps04_programs folder. It is a good idea to run these programs to get a feel for what we are asking you to do. Your solution should provide the exact same results as our solution (exceptions noted below).

The code is available in the ps04_programs folder in the cs111 download directory on the cs server.

How to turn in this Problem Set

You are required to turn in both a hardcopy and a softcopy. For general guidelines on problem set submission, including how to submit a softcopy and how to check if you softcopy submission was successful, click here. Please make sure to keep a copy of your work, either on your own computer or external storage device, or in your private directory (or, to play it safe, both).

Hardcopy Submission

Your hardcopy packet should consist of:
  1. The cover page;
  2. Your modified FollowWorld.java file from Task 1;
  3. Your modified DeadEndWorld.java file from Task 2.
Staple these together, and submit them at the start of class on the due date.

Softcopy Submission

Save the modified FollowWorld.java and DeadEndWorld.java files in the ps04_programs folder. Submit the entire ps04_programs folder to your drop folder on the cs111 server.


Task 1: FollowWorld

In the FollowWorld problem, a buggle named Folla at coordinate (1,1) has before her a tantalizing trail of bagels. The exact length and shape of the trail is not specified. However, it is known that (1) the bagel trail has at least one bagel; (2) it starts at coordinate (1,1); and (3) it forms a continuous line that may bend in many different directions but may never branch out or loop. Here is a sample bagel trail: Your goal is to program members of the Follower class (such as Folla) to follow the trail of bagels. At every position, a Follower should eat (i.e., pick up) the bagel at that position, and then move in the direction of the next bagel. This process should continue until there are no more bagels. A Follower should also leave behind a colored mark in every grid cell that formerly contained a bagel except for the cell of the very last bagel. The Follower should stop and rest in that cell. For example, here is the state of the world after Folla has eaten all the bagels in the previous picture:

To begin this problem, open the test subfolder of the ps04_programs folder that you downloaded for this assignment and run the FollowWorld applet. When you start the applet, you should see the bagel trail shown in the first picture above. Every time you click on the Reset button, a new bagel trail will be randomly generated. When you click on the Run button, a buggle follows the trail of Bagels, picking them up as it goes. Your goal is to develop a buggle that will correctly follow all such trails as in the test example. You will use Reset and Run to test your program on a variety of trails. Your solution should behave exactly like the solution we have given you in the test folder.

You will need to create a new file for your solution. Start by entering the following code into a new file called FollowWorld.java:


public class FollowWorld extends BagelTrailWorld 
{
     public void run () 
     {
          Follower folla = new Follower();
          folla.tick64(); // Would be nicer to stop when find last bagel,
                          // assume predetermined number of steps for now.
     }
} 

The FollowWorld class is a subclass of the BagelTrailWorld class, whose responsibility is to draw bagel trails subject to the constraints mentioned above. The run() method of the FollowWorld class creates Folla and tells her to execute her tick() method 64 times. (We use a predetermined number of steps, but it would be much more elegant to have Folla move until she has eaten all the bagels in the trail. We will show how to accomplish this via recursion in lecture.) You do not need to modify the FollowWorld class in this problem.

You must now add a definition for the Follower class (of which folla is a member) to the file. Note that folla understands the tick64() method. This means that the Follower class must be a sublass of the TickBuggle class. So you WILL NOT have to define tick64(). You WILL have to define a tick() method.

Your tick() method should implement your bagel-following strategy. Remember that the tick() method will be sent to Folla exactly 64 times for every bagel trail, regardless of its length and shape. So tick() must appropriately do nothing after all the bagels have been consumed.

Notes/Hints/Suggestions


Task 2: DeadEndWorld

In the DeadEndWorld problem, an eccentric buggle named Deanna loves to wander around in mazes finding all the dead ends. She loves it so much that she tries to get all her friends to find the dead ends in mazes, too. She does this by carrying around a bag of bagels as she explores mazes. Every time she finds a dead end, she leaves a bagel there so that her friends can be rewarded if they find the dead end, too. Deanna explores connected acyclic mazes. A connected acyclic maze is a maze in which there is a unique non-backtracking path from any point in the maze to any other. This means that it is always possible for Deanna to find all the dead ends in a particular maze! Here is an example of a connected acyclic maze:

It is possible to visit all the cells of a connected acyclic maze by using the "right-hand-on-the-wall" strategy. That is, if you always keep your right hand on a wall as you walk through such a maze, you will eventually visit all the cells and end up where you started. Along the way, you will visit some cells more than once (i.e., backtrack), but that's OK.

Your goal is to program members of the DeadEndBuggle class (such as Deanna) to drop bagels in all the dead ends of a particular maze by using the "right-hand-on-the-wall" strategy to visit cells in the maze until the buggle has explored the entire maze. Once the buggle has explored the entire maze and arrives at the start again, the buggle should not go through the maze again, but should just rest there. The buggle should leave a mark behind in every visited cell and a bagel in every dead end of the maze. Here is a snapshot of the above maze after Deanna is done exploring it:

To begin this problem, open the test subfolder of the ps04_programs folder that you downloaded for this assignment and run the DeadEndWorld applet. This applet is a working solution of the maze-navigating, bagel-dropping buggle. When you start this applet, you should see a maze like the one shown in the first picture above. Every time you click on the Reset button, a new maze will be randomly generated. When you click Run, the buggle uses the right-hand-on-the-wall strategy to explore the maze and uses conditionals to figure out where to drop bagels. You should test your solution to make sure that it works properly on at least the first 3 mazes. The first three mazes include all the possible unique starting configurations. Your solution should behave exactly like the solution provided except that your buggle may end at the start position in any orientation (heading) when she finishes exploring the maze.

Your goal is to develop a program that instructs the buggle to correctly explore entire mazes and drop bagels in all the dead ends. You will use Reset and Run to test your program on a variety of mazes.

You will implement your code in the file DeadEndWorld.java. The file DeadEndWorld.java contains two classes, as shown below:


public class DeadEndWorld extends MazeWorld 
{
     public void setup() 
     {
          // setDimensions(19,19);
     }
     public void run () 
     {
          DeadEndBuggle deanna = new DeadEndBuggle();
          deanna.tick256();
     }
}

class DeadEndBuggle extends TickBuggle 
{
     Point start = new Point(1,1);

     public void tick() 
     {
          // Override the default tick method of the TickBuggle class.
          // Keep "right finger" of buggle on right wall to explore maze.
          // Drop bagels in dead ends.
     }
      // Add auxiliary methods here.
}

The DeadEndWorld class is a subclass of the MazeWorld class, whose responsibility is to draw a connected acyclic maze. The run() method of the DeadEndWorld class creates Deanna and tells her to execute her tick() method 256 times. (As usual, a predetermined number of steps is icky; we will see how to get rid of this ickiness later in the course via recursion and iteration.) You do not need to modify the DeadEndWorld class in this problem.

Note that we have defined a Point start for you which you may use to figure out if your buggle is in the starting cell. As an example, the expression
this.getPosition().equals(start)
returns a boolean value of true or false indicating whether or not that buggle is in the starting cell. You may also want to be able to check if your buggle is headed in a particular direction. The expression to determine if your buggle is facing the Direction defined as EAST follows:
this.getHeading().equals(Direction.EAST)

In this problem, you should "teach" members of the DeadEndBuggle class how to follow the "right-hand-on-the-wall" strategy by filling in the details of the tick() method skeleton in that class.

Notes/Hints/Suggestions

Happy Programming!