[ Lab]©2010 Felleisen, Proulx, et. al.

[©2010 Felleisen, Proulx, et. al.]Lab

3  Designing Methods

3.1  Methods for simple classes and classes with containment

Design the following methods for the classes that represent pets that you have defined during the previous lab.

Follow the Design Recipe!

Do as many of these methods as you need, till you are comfortable with the syntax, with designing the templates, and writing and running the tests.)

  1. Method weighsLessThan that determines whether the pet weighs less than the given weight limit for flying in the passenger cabin of an airplane. (Each airline has their own limit.)

  2. Method sameOwner that tells us whether the owner of the pet is the same as the owner of the given pet. Do this for first two variants of the Pet class.

  3. Method newWeight that produces a new Pet same as the original one, but with the weight changed to the new weight, as the pet visits the veterinarian and is weighed there.

  4. Method changeOwner that produces a new Pet same as the original one, but with the owner changed to the new owner. Do this for first two variants of the Pet class.

  5. Method olderOwner that determines whether the Owner of one Pet is older than the Owner of another Pet. Do this for second variant of the Pet class.

3.2  Designing Methods: Unions of Classes

In the previous lab you have designed the class hierarchy that represents the following kinds of pets:

still keeping track of the name of the animal and of its owner.

  1. Design the method isAcceptable that determines whether the pet is acceptable for a child that is allergic to long haired cats, gets along only with Labrador and Husky dogs, and should not have a female gerbil pets.

  2. Design the method isOwner that determines whether this animal’s owner has the given name.

3.3  Methods for Self-Referential Data.

  1. Problem: Mobiles

    An artist is designing mobiles that will hang from the ceiling. The simplest mobile is just one colored ball hanging on a nylon line of some length. More complex mobiles are built by hanging at the end of the nylon line a rigid rod with two other mobiles hanging from from the two ends of the rod. The following drawings illustrate two mobiles, a simple one and a complex one.

      Sample mobiles:
      ---------------
      
      Simple mobile      |
                         |
                         10
                        blue
      
      Complex mobile         |
                             |
                             |
                 ------------+-----
                 |                |
           ------+------          |
           |           |          | 
           10          |          40    
          red          10        green
                      blue
    

    Our data definition specialist suggested the following class diagram to define the data that represents mobiles:

                   +---------+                  
                   | IMobile |<---------------+
                   +---------+                |
                   +---------+                |
                       |                      |
                      / \                     |
                      ---                     |
                       |                      |
             ---------------------            |
             |                   |            |
      +--------------+   +---------------+    |
      | Simple       |   | Complex       |    |
      +--------------+   +---------------+    |
      | int length   |   | int length    |    |
      | int weight   |   | int leftside  |    |
      | IColor color |   | int rightside |    |
      +--------------+   | IMobile left  |----+ 
                         | IMobile right |----+  
                         +---------------+ 
    

    1. Define the classes and interfaces that implement this data definition in FunJava.

    2. Make examples of the two sample mobiles shown earlier. Add an additional example of data that represents the following mobile (The number of dashes in the rods and lines represents their length):

                           |
                - - - - - - - - - - - -
               |                       |
              60                       |
             blue           - - - - - - - - - -
                           |                   |
                           |                  40
                        - - - - - -           red
                       |           |
                      10           |
                     green         5
                                  red
      

    3. Design the method countWeights that count the number of colored balls hanging on the mobile.

    4. Design the method totalWeight that computes the total weight of a mobile. The weight of the lines and struts is given by their lengths (a strut of length n has weight n).

    5. Design the method height that computes the height of the mobile. We would like to hang the mobile in a room and want to make sure it will fit in.

    Make sure you keep updating the TEMPLATE as you go along. (We have already started you on your way.)

  2. Problem: Strings

    For this problem start with the file Strings.java that defines a list fo Strings.

    Note: The following method defined for the class String may be useful:

    // does this String come before the given String lexicographically?
    // produce value < 0   --- if this String comes before that String
    // produce value zero  --- if this String and that String are the same
    // produce value > 0   --- if this String comes after that String
    int compareTo(String that)
    

    1. Design the method isSorted that determines whether the list is sorted in alphabetical order.

      Hint: You may need a helper method. You may want remember to the accumulator style functions we have seen in Scheme.

    2. Design the method merge that consumes two sorted lists of Strings and produces a sorted list of Strings that contains all items in both original lists (including duplicates).

    Again, make sure you keep updating the TEMPLATE as you go on.

3.4  Using the draw library

Learn how to draw shapes using the draw library.

  1. Download the program DrawFace.java. Run it.

    The program illustrates the use of the draw library that allows you to draw shapes on a Canvas. The first three lines specify that we will be using three libraries (programs that define classes for us to use). The colors library defines a union of six colors (black, white, red, yellow, blue, and green) through the interface IColor. The geometry library defines a single class Posn that has no methods besides the constructor. The draw library does the work – allows you to define a Canvas of the given size and to draw shapes on the Canvas.

    Define the class Picture that represents a simple picture that will be shown in the Canvas. The class only needs to know the current coordinates of some anchor point of the picture (its center, or its top left corner).

    Design a picture that consists of at least one of each: a circle, a disk, a rectangle, a line, and a text. Now design the method draw in the class Picture that draws this picture on the given Canvas. Assume the size of the Canvas is always 100 by 100.

  2. Design the method moveWithin that produces a new Picture moved by the given dx and dy, but using a wrap-around, i.e, if the picture would disappear to the left, it will re-emerge on the right, etc.

  3. Design the method onKey that consumes a String and produces a new Picture moved in the given direction "up", "down", "left", or "right" 3 pixels, with the same constraints as in the previous method.

Save the work you have done.

Last modified: Monday, May 17th, 2010 4:05:51pm