C490 Homework #3

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PART I: THE WORLD OF ANTS (15 POINTS)

The goal for this programming project is to create a simple 2D predator–prey
simulation. In this simulation, the prey is ants, and the predators are anteaters.
These critters live in a world composed of a 20 X 20 grid of cells. Only one critter
may occupy a cell at a time. The grid is enclosed, so a critter is not allowed to move
off the edges of the grid. Time is simulated in time steps. Each critter performs some
action every time step.

The ants behave according to the following model:
• Move. Every time step, randomly try to move up, down, left, or right. If the
cell in the selected direction is occupied or would move the ant off the grid,
then the ant stays in the current cell.

• Breed. If an ant survives for three time steps, then at the end of the third time
step (i. e., after moving), the ant will breed. This is simulated by creating a
new ant in an adjacent (up, down, left, or right) cell that is empty. If there is
no empty cell available, no breeding occurs. Once an offspring is produced,
the ant cannot produce an offspring until three more time steps have elapsed.
The anteaters behave according to the following model:
• Move. Every time step, if there is an adjacent cell (up, down, left, or right)
occupied by an ant, then the anteater will move to that cell and eat the ant.

Otherwise, the anteater moves according to the same rules as the ant. Note
that an anteater cannot eat other anteaters.
• Breed. If an anteater survives for eight time steps, then at the end of the time
step, it will spawn off a new anteater in the same manner as the ant.
• Starve. If an anteater has not eaten an ant within the last three time steps,
then at the end of the third time step, it will starve and die. The anteater
should then be removed from the grid of cells.

During one turn, all the anteaters should move before the ants.
Our goal is to develop a program to implement this simulation and draw the world
using ASCII characters of “o” for an ant and “X” for an anteater. Now an incomplete
version of the program is given (WorldOfAntsSim.java, in Canvas), you just need
to complete it. The incomplete version contains five classes. The Organism class
encapsulates basic data common to both ants and anteaters. This class has several
abstract methods that are to be defined in the derived classes of Ant and Anteater,
which simulate ants and anteaters respectively. The World class stores data about
the world by creating a WORLDSIZE by WORLDSIZE array of type Organism. And
the WorldOfAntsSim class utilizes the above three classes to create a simulation with
a world initialized with 5 anteaters and 100 ants. After each time step, the
simulation will prompt the user to press Enter to move to the next time step. You
should see a cyclical pattern between the population of predators and prey,
although random perturbations may lead to the elimination of one or both species.
The code for classes Organism, Ant, World, and WorldOfAntSim are given. First, you
need to read the code to understand it. Then you need to implement the Anteater
class, which should contain at least the following:
• Constants for ticks to breed and starve
• Two constructors
• Override the fours abstract methods in class Organism, namely, breed(),
move(), starve(), and getPrintableChar(). Note that the behave model for
anteaters is different from that for ants!

PART II (10 POINTS)

Write a program that calculates the average of N integers. The program should prompt the
user to enter the value for N and then afterward must enter all N numbers. If the user
enters a non-positive value for N, then an exception should be thrown (and caught) with
the message “N must be greater than 0.” You should have a loop in your program so that
the user will enter a value for N again until a positive value is entered. If there is any
exception as the user is entering the N numbers (hint: for this case, you do not have to
throw an exception explicitly. Question: who might throw an exception then?), an error
message should be displayed and the user prompted to enter the number again. Your
program should behave like the binary code (CalculateAverage.class) posted in Canvas.

Requirements:

(1) Use try-throw-catch mechanism
(2) Wisely use loops, so that anytime when an exception is caught, the user has a
chance to enter the number again.

PART III (10 POINTS)

Use the PanelDemo.java in Canvas as the starting point, modify the program so that it
behaves like the binary code (ModifiedPanelDemo.class) posted in Canvas.

PART IV (15 POINTS)

Write a program that need to know how to convert integers from base ten (ordinary
decimal) notation to base two notation. Use Swing to perform input and output via a
window interface. The user enters a base ten numeral in one text field and clicks a button
with “Convert” written on it; the equivalent base two numeral then appears in another text
field. Be sure to label the two text fields. Include a “Clear” button that clears both text fields
when clicked. Your program should behave like the binary code (NumberConverter.class)
posted in Canvas.

Hints: include a private method that converts the string for a base ten numerals to the
string for the equivalent base two numeral, an example of such method is given as below:
private String baseTwo(String inputNumber)
{
int input = Integer.parseInt(inputNumber);
if ( input == 0 )
{
return “” + 0;
} // end of if ()
if ( input < 0 )
{
return “error”;
} // end of if ()
String result = “”;
while ( input != 0 )
{
result = “” + input % 2 + result;
input /= 2;
} // end of while ()
return result;
}

WHAT TO SUBMIT:

– Submit your code to Canvas (using the “Assignments” function).
– Submit a hard copy of your code and test-run output (or screenshot).
– Make sure that you follow the “Assignment_style-guideline_C490” or you might lose
credits.