CS 2210 Assignment 4

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1 Overview

In this assignment you will write code needed for a program to move a set of objects around the screen. There
are four types of objects:
ˆ fixed objects, which cannot move; these objects limit the movement of other objects
ˆ user objects that can be moved with the keyboard
ˆ objects that are moved by the computer; if an object moved by the computer touches a user object, the
user object will disappear
ˆ target objects that the user objects will try to reach; when a user object touches a target object, the target
object will disappear.

The program will receive as input a file containing a list of names of image files, each corresponding to
an object. The objects will be rendered on a rectangular window and the user will move their objects around
using the keyboard.

Objects cannot overlap, so your program will allow an object to move only when its
movement would not cause it to overlap with other objects or with the borders of the window.
We will provide code for reading the input files, for rendering the objects on the screen and for reading the
keyboard input. You will have to write code for storing the objects and for detecting overlaps between them.

2 The Objects

Each object is an image consisting of a set of picture elements, pels, or pels. Each pel is defined by 3 values
x, y, and c; (x, y) are the coordinates of the pel and c is its color. We will think that each object f is enclosed
in a rectangle rf (so all the pels are inside this rectangle and no smaller rectangle contains all the pels; see
Figure 1 below).

The width and height of rectangle rf are the width and height of the object. To determine
the position where an object f would be displayed, we need to give the coordinates (ux, uy) of the upper-left
corner of its enclosing rectangle rf ; (ux, uy) is called the locus of the object.

For specifying coordinates, we assume that the upper-left corner of the window ω where the objects are
displayed has coordinates (0, 0). The coordinates of the lower-right corner of ω are (W, H), where W is the
width and H is the height of ω.
Each object will have a unique integer identifier used to distinguish an object from another, as two objects
might be identical (but they cannot be in the same position).

The pels of an object f will be stored in a binary search tree that you are to implement. Each node in
the tree stores a data item of the form (position,color) representing one pel, where position = (x, y)
contains the coordinates of the pel relative to the upper-left corner of the rectangle rf enclosing the object.

For example, the coordinates of the black dot in Figure 1 below are (20, 10), so this black dot corresponds
to the pel ((20, 10),black). As shown in Figure 1, the locus of object f1 is (40, 25), so when rendering f1
inside the window ω the actual position of the black dot is (20 + 40, 10 + 25) = (60, 35).

Note that by storing the pels in the binary search tree with coordinates relative to the object’s enclosing
rectangle, the data stored in the tree does not need to change when the object moves: The only thing that
needs to change is the locus of the object.
x
y
W
H
ω
height
width
10
40
25
20 f
1
Icon
Enclosing rectangle r f
Figure 1. Window ω.

3 Classes to Implement

You need to implement the following Java classes: Location, Pel, BinarySearchTree, BNode, and
MyObject. You can implement more classes if you need to. You must write all the code yourself.
You cannot use code from the textbook, the Internet, or any other sources: however, you may implement the
algorithms discussed in class.

3.1 Location
This class represents the location (x, y) of a pel. For this class you must implement all and only the following
public methods:
ˆ public Location(int x, int y): A constructor that initializes this Location object with the
specified coordinates.
ˆ public int getx(): Returns the x coordinate of this Location.
ˆ public int gety(): Returns the y coordinate of this Location.
ˆ public int compareTo (Location p): returns the following values:
– if this.gety() > p.gety() or if this.gety() = p.gety() and this.getx() >
p.getx() return 1;
– if this.getx() = p.getx() and this.gety() = p.gety() return 0;
– if this.gety() < p.gety() or if this.gety() = p.gety() and this.getx() <
p.getx() return -1.

You can implement any other methods that you want to in this class, but they must be declared as private
methods (i.e. not accessible to other classes).
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3.2 Pel
This class represents the data items to be stored in the nodes of the binary search tree. This class has two
instance variables: a Location and an int color. For this class you must implement all and only the following
public methods:

ˆ public Pel(Location p, int color): A constructor which initializes the new Pel with the specified coordinates and color. Location p is the key attribute for a Pel object.
ˆ public Location getLocus(): Returns the Location of this Pel.
ˆ public int getColor(): Returns the color of this Pel object.
You can implement any other methods that you want to in this class, but they must be declared as private
methods.

3.3 BNode
This class represents the nodes of the binary search tree. Each node will store an object of the class Pel and it
must have references to its left child, its right child, and its parent. For this class you must implement all and
only the following public methods:
ˆ public BNode (Pel value, BNode left, BNode right, BNode parent): A constructor for
the class. Stores the Pel value in the node and sets left child, right child, and parent to the specified
values.

ˆ public BNode (): A constructor for the class that initializes a leaf node. The data, children and
parent attributes are set to null.
ˆ public BNode parent(): Returns the parent of this node.
ˆ public void setParent(BNode newParent): Sets the parent of this node to the specified value.
ˆ public void setLeftChild (BNode p): Sets the left child of this node to the specified value.
ˆ public void setRightChild (BNode p): Sets the right child of this node to the specified value.
ˆ public void setContent (Pel value): Stores the given Pel object in this node.

ˆ public boolean isLeaf(): Returns true if this node is a leaf; returns false otherwise.
ˆ public Pel getData (): Returns the Pel object stored in this node.
ˆ public BNode leftChild(): Returns the left child of this node.
ˆ public BNode rightChild(): Returns the right child of this node.
You can implement any other methods that you want to in this class, but they must be declared as private
methods.

3.4 BinarySearchTree

This class implements an ordered dictionary using a binary search tree. Each node of the tree will store a Pel
object; the attribute Location of the Pel object stored in a node will be its key attribute. In a binary search
tree only the internal nodes will store information. The leaves are nodes (leaves are not null)
that do not store any data.

The constructor for the BinarySearchTree class must be of the form
public BinarySearchTree()
This will create a tree whose root is a leaf node. Beside the constructor, the only other public methods in
this class are specified in the BinarySearchTreeADT interface and described below. In all these methods,
parameter r is the root of the tree.

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ˆ public Pel get (BNode r, Location key): Returns the Pel object storing the given key, if the
key is stored in the tree; returns null otherwise.
ˆ public void put (BNode r, Pel newData) throws DuplicatedKeyException: Inserts
newData in the tree if no data item with the same key is already there; if a node already stores the same
key, the algorithm throws a DuplicatedKeyException.

ˆ public void remove (BNode r, Location key) throws InexistentKeyException: Removes the data item with the given key, if the key is stored in the tree; throws an InexistentKeyException
otherwise.
ˆ public Pel successor (BNode r, Location key): Returns the Pel object with the smallest key
larger than the given one (note that the tree does not need to store a node with the given key). Returns
null if the given key has no successor.

ˆ public Pel predecessor (BNode r, Location key): Returns the Pel object with the largest
key smaller than the given one (note that the tree does not need to store a node with the given key).
Returns null if the given key has no predecessor.
ˆ public Pel smallest(BNode r) throws EmptyTreeException: Returns the Pel object in the
tree with the smallest key. Throws an EmptyTreeException if the tree does not contain any data.
ˆ public Pel largest(BNode r) throws EmptyTreeException: Returns the Pel object in the
tree with the largest key. Throws an EmptyTreeException if the tree does not contain any data.
ˆ public BNode getRoot(): Returns the root of the binary search tree.

You can download BinarySearchTreeADT.java from OWL. To implement this interface, you need to declare your BinarySearchTree class as follows:
public class BinarySearchTree implements BinarySearchTreeADT
You can implement any other methods that you want to in this class, but they must be declared as private
methods.

3.5 MyObject
The constructor for this class must be of the form
public MyObject (int id, int width, int height, String type, Location pos);
where id is the identifier of this MyObject, width and height are the width and height of the enclosing
rectangle for this MyObject, pos is the locus of MyObject and type is its type. The types of MyObjects are
the following:
ˆ “fixed”: fixed object
ˆ “user”: object moved by the user
ˆ “computer”: object moved by the computer that chases the user objects
ˆ “target”: target object.

Inside the constructor you will create an empty BinarySearchTree where the pels of the object will be
stored.
Beside the constructor, the only other public methods in this class are specified in the objectADT interface:
ˆ public void setType (String type): Sets the type of this MyObject to the specified value.

ˆ public int getWidth (): Returns the width of the enclosing rectangle for this MyObject.
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ˆ public int getHeight(): Returns the height of the enclosing rectangle for this MyObject.
ˆ public String getType (): Returns the type of this Mybject.
ˆ public int getId(): Returns the id of this MyObject.
ˆ public Location getLocus(): Returns the locus of this MyObject.

ˆ public void setLocus(Location value): Changes the locus of this MyObject to the specified
value
ˆ public void addPel(Pel pix) throws DuplicatedKeyException: Inserts pix into the binary
search tree associated with this MyObject. Throws a DuplicatedKeyException if an error occurs
when inserting the Pel object pix into the tree.

ˆ public boolean intersects (MyObject otherObject): Returns true if this MyObject intersects the one specified in the parameter. It returns false otherwise. Read the next section to learn how
to detect intersections between objects.

You can download MyObjectADT.java from OWL. To implement this interface, you need to declare your
MyObject class as follows:
public class MyObject implements MyObjectADT
You can implement any other methods that you want to in this class, but they must be declared as private
methods.
Hint. You might find useful to implement a method, say findPel(Location p), that returns true if
this MyObject has a Pel object in location p and it returns false otherwise.

4 Object Intersections

As stated above, objects are not allowed to overlap and an object cannot go outside the window ω. Hence,
when the user tries to move one of their objects, we need to verify that such a movement would not cause it
to cross the boundaries of the window or to overlap another object.

A movement can be represented as a pair (dx, dy), where dx is the distance to move horizontally and dy is
the distance to move vertically. To check whether a movement (dx, dy) on object f with locus (xf , yf ), width
wf and height hf is valid, we first temporarily update the locus of f to (xf + dx, yf + dy) and then check
whether this new position for f would cause an overlap with another object or with the window’s borders.

You do not have to check whether an object will cross the window’s borders, the java code given to you does
this. However, you need to write code to check whether two objects intersect; to do this efficiently proceed as
follows:
ˆ First check whether the enclosing rectange rf of f intersects the enclosing rectangle rf
′ of another
object f

. If there is no such intersection then f does not intersect other objects.

ˆ On the other hand, if rf intersects the enclosing rectangles of some set S of objects, then for each object
f
′ ∈ S we must check whether f and f
′ overlap and if so, then this movement should not be allowed.
Note that for f and f

to overlap, f must have at least one pel ((x, y), c) and f
′ must have a pel
((x

, y′
), c′
) that would be displayed at precisely the same position on ω, or in other words, x + xf =
x
′ + xf
′ and y + yf = y
′ + yf
′, where (xf
′, yf
′) is the locus of f

. Observe that if these pels exist then
x + xf − xf
′ = x

and y + yf − yf
′ = y

. Therefore, to test whether f and f
′ overlap we can use the
following algorithm:
For each data item ((x, y), c) stored in the binary search tree tf storing the pels of f do
(1) if in the tree tf
′ storing the pels of f

there is a data item ((x

, y′
), c′
) with key
(x

, y′
) = (x + xf − xf
′, y + yf − yf
′), then the objects overlap.

if above Condition (1) is never satisfied then the objects do not overlap.
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In this for loop, to consider all the data items ((x, y), c) stored in the nodes of the tree tf we can use
the binary search tree operations smallest() and successor().

5 Classes Provided and Running the Program

The input to the program will be a file containing the descriptions of the game objects. Each line of the input
file contains 4 values:
x y type file
where (x,y) is the locus of the object (these two values are integer), type is the type of the object (this is a
String), and file is the name of an image file in .jpg, .bmp, or any other image format understood by java.
You will be given code for reading the input file.

From OWL you can download the following classes: Board.java, Gui.java, MoveObject.java,
Run.java, BinarySearchTreeADT.java, MyObjectADT.java, DuplicatedKeyException,
InexistentKeyException, and EmptyTreeException. The main method is in class Run.java.
To execute the program, on a command window you will enter the command
java Run inputFile
where inputFile is the name of the file containing the input for the program.

If you use Eclipse you must
configure it to read the input file as a command line argument. Read the comments about how to run a
program from Eclipse posted in OWL and those given in the previous assignment.

6 Testing your Program

We will run a test program called TestBST to check that your implementation of the BinarySearchTree
class is as specified above. We will supply you with a copy of TestBST to test your implementation. We will
also run other tests on your software to check whether it works properly.

7 Coding Style
Your mark will be based partly on your coding style. Among the things that we will check, are
ˆ Variable and method names should be chosen to reflect their purpose in the program.
ˆ Comments, indenting, and white spaces should be used to improve readability.

ˆ No instance variable should be used unless they contain data which is to be maintained in the object
from call to call. In other words, variables which are needed only inside methods, whose values do not
have to be remembered until the next method call, should be declared inside those methods.
ˆ All instance variables should be declared private. Any access to the variables should be done with
accessor methods (like getLocation() and getColor().

8 Marking
Your mark will be computed as follows.
ˆ Program compiles, produces meaningful output: 2 marks.
ˆ TestBST tests pass: 5 marks.
ˆ MyObject tests pass: 3 marks
ˆ Coding style: 2 marks.
ˆ BinarySearchTree implementation: 5 marks.
ˆ MyObject program implementation: 3 marks.
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9 Submitting Your Program
You must submit an electronic copy of your program using OWL. Please DO NOT put your files in subdirectories (so no packet statement should be used) and DO NOT submit a .zip, .tar or any other compressed file containing your code. Make it sure you submit all your .java files not your .class files.

If you submit your program more than once we will take the last program submitted as the final version,
and will deduct marks accordingly if it is late.
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