Starting from:

$30

ECSE 202– Assignment 3 Solved

Introduction
 

This assignment is about data structures and objects, specifically the use of B-Trees to organize data in an explicit order.  It extends the work done previously in Assignment 2 to include a mechanism for keeping track of all objects generated in order to i) determine when the entire set of balls has stopped moving and ii) to access each ball in order of size.  You will use this new capability to generate the program described below. This assignment makes use of material from the Data Structures lectures.

 

 

Problem Description
 

Extend the program in Assignment 2 as follows.  When the last ball stops moving (Figure 1a), determine the set of ball sizes and arrange the balls in stacks as shown in Figure 1b.  Each stack is comprised of balls of approximately the same size (the precise meaning of approximate in this case will be formally defined a bit later).  Your program should operate as follows:

 

1.     When launched, the simulation starts and runs until the last ball stops moving.  At this point it should stop and prompt the user with the message “CR to continue” .  The display should appear as shown in Figure 1a.

2.     When the mouse is clicked, the program proceeds with the ball sort and produces the display shown in Figure 1b, with an “All Stacked” message replacing the earlier “CR to continue.”

 

 

Figure 1a
 

Figure 1b
 

As shown in Figure 1b, for the 60 balls generated in Figure 1a, there are 21 distinct size classes – i.e., a size class is defined as a set of balls of approximately the same size as follows:

 

1.                                         Given a set of balls ordered from smallest to largest.

2.                                         For I = 1 to Number of balls in set

3.                                         If current size – last size DELTASIZE

4.                                         Start a new stack

5.                                         Else

6.                                         Put current ball on top of last ball

7.                                         End

Algorithm 1
 

For testing and submission of your program, please make sure to use the following parameters.  Anything defined as a double corresponds to world (simulation) coordinates in units of meters, kilogams, seconds (MKS).

 

// Parameters used in this program

             

private static final int WIDTH = 1200;  // n.b. screen coordinates private static final int HEIGHT = 600; private static final int OFFSET = 200; private static final double SCALE = HEIGHT/100;  // pixel/meter private static final int NUMBALLS = 60;      // # balls private static final double MINSIZE = 1.0;     // Min radius private static final double MAXSIZE = 7.0;  // Max radius

private static final double EMIN = 0.2;                                                     
// Min loss
private static final double EMAX = 0.6;                                                    
// Max loss
private static final double VoMIN = 40.0;                                                 
// Min velocity
private static final double VoMAX = 50.0;                                                
// Max velocity
private static final double ThetaMIN = 80.0; 
// Min angle
private static final double ThetaMAX = 100.0;
// Max angle
 

Within the aBall class, the value of k = 0.0001.  Your program should generate parameters in the same order as Assignment 2.  The random number generator should have an initial seed value set by:  rgen.setSeed((long) 424242);  This should produce the same display as shown in Figure 1b.

 

Design Approach
 

The first requirement is a data structure to hold the aBall objects generated and methods for adding new data to the B-Tree, and for tree traversal.  Using the bTree class code posted on myCourses is a good starting point, but you will need to modify it to store aBall objects.  Consequently in the run method of your bSim class, one of the things that you need to do is create an instance of the bTree class:

 

                    bTree myTree = new bTree();

 

You will have to modify the addNode method to accommodate the aBall object, 

 

                     void addNode(aBall iBall);                 // the argument is of type aBall

 

create a new method based on the in-order traversal routine that scans the B-Tree and checks the status of each aBall,

 

                  boolean isRunning();                          // returns true if simulation still running

 

and finally a second new method based on the in-order traversal routine to move a ball to its sort order position instead of printing,

 

                   void stackBalls();                               // this will move selected aBalls to their sorted 

                                                                        // position

 

The stackBalls method operates by traversing the B-Tree and moving each ball to either the top of the last ball placed, or at the start of a new stack to the right (Algorithm 1).  The balls should be in contact with other as shown in Figure 1b without overlap.

 

Here is how this code might appear in your simulation class:

 

// Set up random number generator & B-Tree

                   

                  RandomGenerator rgen = RandomGenerator.getInstance();     bTree myTree = new bTree();

                                rgen.setSeed((long) 424242);

 

// In the aBall generation loop

 

                  aBall iBall = new aBall(Xi,Yi,iVel,iTheta,iSize,iColor,iLoss);           add(iBall.myBall);                  myTree.addNode(iBall);

 

// Following the aBall generation loop

 

                                while (myTree.isRunning());                                                                     // Block until termination

                  Code to add a GLabel to the display                  // Prompt user      Code to wait for a mouse click                             // Wait

                   myTree.stackBalls();                                                                                    // Lay out balls in order

 

Modifications will also be needed to the aBall class.  You will need to create an instance variable that indicates whether the while loop is active (that can be interrogated by the isRunning method), and a method to move a ball to a specified location, void moveTo(double x, double y), where (x,y) are in simulation coordinates.

 

Working Inside of a Recursion

 

Recall the form of a recursive tree traversal:

 

            private void traverse_inorder(bNode root) {

            if (root.left != null) traverse_inorder(root.left);        <code to process data at the current node           if (root.right != null) traverse_inorder(root.right);

      }

 

Any variables declared locally inside of traverse_inorder() disappear when the current instance returns.  Suppose you wanted to place each ball in succession from left to right.   If X and Y represent the position of the ball, then you could not do this:

 

            private void traverse_inorder(bNode root) {

            double X,Y,lastSize=0;

            if (root.left != null) traverse_inorder(root.left);        // processing for current node

            Get size of ball at current node.

            Update values of X and Y to determine where to place it.

            moveTo(X,Y) to place the ball there

            //

            if (root.right != null) traverse_inorder(root.right);

      }

 

In order to work, variables such as X, Y, lastSize, etc., need to be persistent across recursive calls to traverse_inorder.  An easy way to do this is to make them instance variables of the

bTree() class where traverse_inorder is defined.  It’s not hard to see how stackBalls() can be derived from traverse_inorder() with a little bit of thought.            

Instructions
 

1.     Modify the bTree class, bTree.java, to accommodate aBall objects and write the additional methods described earlier.  For this assignment, the value of parameter DELTASIZE = 0.1.

2.     Modify the aBall class, aBall.java, to provide a method for returning run state and moving the and placing the balls as specified.

3.     Modify the bSim class, bSim.java, to complete the program design. 

4.     Before submitting your assignment, run your own tests to verify correct operation.

 

More products