COMP1406 – Assignment 3

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In this assignment, you will simulate some people catching fish in a lake. The
purpose of the assignment is to get used to using Arrays as well as getting more
experience in having objects interact together.

(1) The Fish class

Define a class called Fish that has the following private attributes:
• species – a string indicating the type of fish (e.g., “Pike”, “Bass”, “Sunfish”)
• size – an int indicating the size of the fish in cm.

Write these public methods:
• get methods for each attribute
• a constructor that takes the size and species of the fish
• a toString() method that returns a string in the following format:
“A 10cm Pike”

Make sure that your code works before continuing by running the following code:
public class FishTestProgram {
public static void main(String args[]) {
Fish f = new Fish(4, “Sunfish”);
System.out.println(f); // should display A 4cm Sunfish
System.out.println(f.getSize()); // should display 4
System.out.println(f.getSpecies()); // should display Sunfish
}
}

(2) The Pond class

Define a class called Pond that defines the following private attributes:
• fish – an array which will contain all Fish objects that are in the pond
• numFish – an int indicating the # of fish that are currently in the pond

Write the following:
• a constructor that takes the capacity of the pond. The capacity is the maximum number of fish
that can be stored in the pond at any time.
• a get method for the numFish attribute.
• a method called isFull() which returns a boolean indicating whether or not the pond has reached
its capacity of fish.

• a toString() method that returns a string in the following format: “Pond with 8 fish”
Also write the following more interesting methods:
• a method called add() which takes a single Fish parameter and adds that fish to the pond,
provided that the pond is not full. If the pond is full to capacity, simply do nothing. You should
assume that the fish is always added to the first available position in the array.

• a method called listFish() which lists (using System.out.println) all fish in the pond as follows:
Pond with 3 fish as follows:
A 35 cm Pike
A 6 cm Sunfish
A 10 cm Bass

• a method called catchAFish() which returns a random fish from the pond. The fish should be
removed from the pond and returned from the method. If there are no fish, then null should be
returned. Note however, that we cannot remove from the array, so simply fill in that position in
the array with null.

You should assume that the fish are all kept consecutively in the array from
indices 0 through numFish-1 (i.e., no empty spaces in between). Use Math.random() to compute
a random position in the array. Once you take the fish out, move the last fish in the array to fill in
the gap so that the fish are stored consecutively again.

Here is a test program that creates 10 fish in a pond and then randomly catches 7. Run the program
many times to make sure that it works properly without crashing:
public class PondTestProgram {
public static void main(String args[]) {
// Create a pond with 10 fish
Pond pond = new Pond(15);
pond.add(new Fish(4, “Sunfish”));
pond.add(new Fish(25, “Pike”));
pond.add(new Fish(20, “Bass”));
pond.add(new Fish(30, “Perch”));
pond.add(new Fish(4, “Sunfish”));
pond.add(new Fish(15, “Pike”));
pond.add(new Fish(9, “Pike”));
pond.add(new Fish(12, “Bass”));
pond.add(new Fish(5, “Sunfish”));
pond.add(new Fish(12, “Sunfish”));
pond.listFish();

// Now catch 7 random fish
System.out.println(“Catching 7 random fish as follows …”);
for (int i=0; i<7; i++)
System.out.println(pond.catchAFish());
System.out.println();

// Now show what is left in the pond
pond.listFish();
// Now try to catch 5 random fish … but only 3 actually left
System.out.println(“Catching 5 random fish as follows …”);
for (int i=0; i<5; i++)
System.out.println(pond.catchAFish());
System.out.println();

// Now show what is left in the pond
pond.listFish();
}
}

(3) The Fisher class

Define a class called Fisher with the following private attributes:
• name – a String representing the name of the person who is fishing
• fishCaught – an array containing all Fish objects that were kept by this person
• numFishCaught – an int indicating the number of fish that were caught and are currently being
kept by this person

• keepSize – an int indicating the minimum size of fish that this person is willing to keep. Anything
less will be thrown back.
Make the following publicly accessible static variable:
• LIMIT = 3 (which is the maximum number of fish that all fishers are allowed to keep by “law”).

Write the following:
• any get methods that you would like to have
• a constructor that takes the name of the person and the minimum size of fish that can be kept
• a toString() method that returns a string in the following format: “Bob with 2 fish”

Also write the following more interesting methods:
• a method called keep() which takes a single Fish parameter and causes the fisher to keep this
fish. If the fisher has already reached the LIMIT with regards to how many fish can be kept, this
method does nothing.
• a method called likes() which takes a single Fish parameter and returns a boolean indicating
whether or not this fisher would like to keep this fish. A fisher likes a fish only if the fish is at least
the desired keepSize for this person and the fish is NOT a Sunfish.

• a method called listFish() which lists (using System.out.println) all fish caught and kept by this
fisher as follows:
Bob with 2 fish as follows:
A 4 cm Pike
A 15 cm Bass

At this point, test your keep(), likes() and listFish() methods using the following test program. Do not
continue until your code works:
public class FisherTestProgram1 {
public static void main(String [] args) {
// Create two people to fish in the pond
Fisher fred = new Fisher(“Fred”, 15);
Fisher suzy = new Fisher(“Suzy”, 10);

Fish f1 = new Fish(4, “Sunfish”);
Fish f2 = new Fish(25, “Sunfish”);
Fish f3 = new Fish(10, “Pike”);
Fish f4 = new Fish(15, “Pike”);
Fish f5 = new Fish(20, “Pike”);
System.out.println(fred.likes(f1)); // false
System.out.println(fred.likes(f2)); // false
System.out.println(fred.likes(f3)); // false
System.out.println(fred.likes(f4)); // true
System.out.println(fred.likes(f5)); // true

System.out.println(suzy.likes(f1)); // false
System.out.println(suzy.likes(f2)); // false
System.out.println(suzy.likes(f3)); // true
System.out.println(suzy.likes(f4)); // true
System.out.println(suzy.likes(f5)); // true
System.out.println();

// FORCE the fishers to keep some fish (for testing purposes only)
fred.keep(f1);
fred.keep(f2);
fred.keep(f3);
fred.keep(f4);
fred.keep(f5);
suzy.keep(f2);
suzy.keep(f3);

System.out.println();
// Now display the fish that were kept
fred.listFish(); // should show 3 fish
suzy.listFish(); // should show 2 fish
}
}

Now create a method called goFishingIn() which takes a single Pond object parameter and returns no
specific value. The method should catch a random fish from the pond and then decide whether or not
the fisher “likes” the fish. If he/she “likes” the fish, the fish is removed from the pond and kept by the
fisher. If unable to keep the fish for any reason, the fish must be returned to the pond. You MUST
make use of your keep() , likes(), catchAFish() and add() methods that you wrote previously.

Change the LIMIT of fish that the fisher is able to catch from 3 to 10 and run the following test program:
public class FishingTestProgram2 {
public static void main(String [] args) {
// Create a big pond with 15 fish
Pond bigPond = new Pond(15);
bigPond.add(new Fish(4, “Sunfish”));
bigPond.add(new Fish(25, “Pike”));
bigPond.add(new Fish(20, “Bass”));
bigPond.add(new Fish(30, “Perch”));
bigPond.add(new Fish(14, “Sunfish”));
bigPond.add(new Fish(15, “Pike”));
bigPond.add(new Fish(9, “Pike”));
bigPond.add(new Fish(12, “Bass”));
bigPond.add(new Fish(5, “Sunfish”));
bigPond.add(new Fish(12, “Sunfish”));
bigPond.add(new Fish(10, “Bass”));
bigPond.add(new Fish(2, “Bass”));
bigPond.add(new Fish(16, “Perch”));
bigPond.add(new Fish(30, “Sunfish”));
bigPond.add(new Fish(7, “Perch”));
bigPond.listFish();

// Create two people to fish in the pond
Fisher fred = new Fisher(“Fred”, 15);
Fisher suzy = new Fisher(“Suzy”, 10);
System.out.println(“First Fred catches 20 fish in the big pond …”);
for (int i=0; i<20; i++)
fred.goFishingIn(bigPond);
fred.listFish();

System.out.println(“Suzy now catches 20 fish in the big pond …”);
for (int i=0; i<20; i++)
suzy.goFishingIn(bigPond);
suzy.listFish();
System.out.println(“Here is what is left of the pond …”);
bigPond.listFish();
}
}

Run the program a few times. You should notice that Fred keeps an average of between 3 to 5 fish
each time while Suzy keeps an average of between 2 and 4 … depending on how many Fred keeps
(because he fishes first). However, if you ran it many times and Fred kept catching sunfish and small
fish, likely Suzy can get up to 6 or 7 fish. Notice as well that the fish remaining after the fishing are
almost all Sunfish or small fish. Occasionally, some other fish are in there because they avoided being
caught ;).

Finally, write a method called giveAwayFish() which represents a person quitting altogether and
returning his/her fish to the pond and/or giving them away to another fisher. The method should take
two parameters. The first parameter should be another Fisher representing the person that this fisher
wants to give the fish to. The second parameter should be a Pond, representing the pond to return any
unwanted fish to.

The method works as follows. Go through all of this person’s fish (i.e., the one giving
the fish away) and see if the other fisher (i.e., the one who will be receiving the fish) is willing to keep
any. If the other fisher wants any, they are to be given to that fisher. You should make use of the
likes() and keep() methods.

Otherwise, if the fisher is unwilling to keep the fish, then these fish must be
returned to the pond. By the end of the method, the fisher giving away the fish should have no fish left
and no fish may be lost (i.e., must be with the other fisher or in the pond).

Test your code by adding the following to the bottom of the FishingTestProgram2:
// Now simulate Suzy giving her fish to Fred
suzy.giveAwayFish(fred, bigPond);
fred.listFish();
suzy.listFish();
bigPond.listFish();

You should notice that Fred will keep some of Suzy’s fish, but not the smaller ones…which will be added
back to the pond. Make sure that the total fish in the pond and with Fred add up to 15 ;).
NOTE: Submit all .java and .class files needed to run. You MUST NOT use packages in your code, nor projects.

Submit

ALL of your files in one folder such that they can be opened and compiled individually in JCreator. Some IDEs may create
packages and/or projects automatically. You MUST export the .java files and remove the package code at the top if it is
there.

Do NOT submit JCreator projects either. JUST SUBMIT the JAVA and CLASS FILES. Note that if your internet
connection at home is down or does not work, we will not accept this as a reason for handing in an assignment late … so
make sure to submit the assignment WELL BEFORE it is due !

Please NOTE that you WILL lose marks on this assignment if any of your files are missing. You
will also lose marks if your code is not written neatly with proper indentation. See examples in
the notes for proper style.