What’s a simulation? Why do we simulate?
•
Discrete vs. Continuous
•
Resources
Building software to be modifiable: Software Engineering
•
Building models out of objects: aggregation, generalizing and specializing
Continuous Simulations
•
Predatory-prey: Wolves and Deer
•
Changing our simulation
•
Creating hungry wolves
•
Other options: Hungry deer? Deer sex? Wolf sex?
How do we compare simulations?
•
Creating text files
“A simulation is a representation of a system of objects in a real or fantasy world.
The purpose of creating a computer simulation is to provide a framework in which to understand the simulated situation, for example, to understand the behavior of a waiting line, the workload of clerks, or the timeliness of service to customers.
A computer simulation makes it possible to collect statistics about these situations, and to test out new ideas about their organization.”
•
Adele Goldberg & David Robson, Smalltalk-80: The
Language and Its Implementation (Addison-Wesley, 1989)
Object-oriented programming was invented, in part, to make simulations easier to build!
The characteristics of objects make them more like real world objects, e.g.,
•
Each thing knows some stuff and knows how to do some stuff.
•
Objects get things done by asking each other to do things.
•
Your internals are private, unless you want to make them otherwise.
Two main kinds of simulations in the world.
Continuous: Each moment of time is simulated.
•
When every moment counts.
Discrete: Skip to the important moments.
•
Want to simulate 100 years?
Resources are points of coordination in a simulation.
•
Examples: A cashier, a library book, a parking space on a ferry, a jelly bean.
Some resources are fixed and others are produced and consumed.
Some resources are renewable and shared .
Others are coordinated .
•
Example: For a surgeon to do a surgery, the patient must meet the surgeon at the operating table (the resource)
What happens if you (or your proxy object) need a resource and it’s not available?
•
You wait in a queue
•
A list that is first-in-first-out (FIFO)
Setting up a simulation is a process of modeling the world (real or fantasy) to be simulated.
That model is realized in terms of objects .
We want our model to:
•
Reflect the world.
•
Be easy to extend and change.
Some of our modeling techniques:
•
Aggregation
•
Generalization and specialization
Some objects are made up of other objects.
•
Cars have engines
•
People have livers and lungs
These internal things are objects, too!
Livers don’t directly mess with the innards of lungs!
We call this aggregation
•
Putting references to some objects inside of other objects.
There are general and specialized forms of real world objects.
•
Cells are biological objects that have membranes and a nucleus and mitochondria and…
•
Blood, lung, and liver cells are all cells but have specialized functions.
The superclass-subclass relationship is a way of modeling general forms of objects and specialized forms of objects
Welcome to DrJava.
> WolfDeerSimulation wds = new WolfDeerSimulation()
> wds.run()
>>> Timestep: 0
Wolves left: 5
Deer left: 20
>>> Timestep: 1
Wolves left: 5
Deer left: 20
<SIGH!> A deer died...
>>> Timestep: 2
Wolves left: 5
Deer left: 19
>>> Timestep: 3
Wolves left: 5
Deer left: 19
<SIGH!> A deer died...
>>> Timestep: 4
Wolves left: 5
Deer left: 18
The WolfDeerSimulation is a continuous simulation.
•
Each moment in time is simulated.
It has no resources .
It is a predator-prey simulation
•
A common real world (ecological) situation.
•
There are parameters to change to explore under what conditions predators and prey survive and in what numbers.
Turtle
WolfDeerSimulation
Knows the list of wolves and deer
KnowsHow to run() each moment in time
LLNode
Wolf
KnowsHow to act(), and to find the closest deer.
Deer
KnowsHow to act() and die
AgentNode
Knows its turtle
(agent)
KnowsHow to get/set agent, to remove an agent
Wolf and Deer are kinds of Turtle
•
Specializations of Turtle
AgentNode is a kind of LLNode
AgentNodes each have one Turtle (Wolf or
Deer) inside it.
WolfDeerSimulation has two AgentNodes for the lists of live wolves and deer.
Each Wolf and Deer knows what simulation its in.
1
WolfDeerSimulation
-wolves
-deer
+run()
-mySim
1
*
1
-deer
1
AgentNode
-myTurtle
+setAgent()
+getAgent()
-wolves
*
*
Wolf
+act()
+getClosest()
*
Deer
+act()
+die()
LLNode
-next
+getNext()
+remove()
+count()
+add()
1 -myTurtle
Turtle
This is a UML class diagram.
•
A graphical notation for describing the relationships between classes in a model.
UML is a standard that describes several different kinds of diagrams.
•
Collaboration diagrams: How objects work together and how they call on one another.
•
Sequence diagrams: What the order of events are in an object system.
Name of the class
Operations or methods:
What the instances know how
WolfDeerSimulation
-wolves
-deer
+run()
Instance variables or fields: What the class instances know
Turtle
Deer
+act()
+die()
A Deer is a subclass of
Turtle: It’s a specialization of Turtle
WolfDeerSimulation
-wolves
-deer
+run()
* *
1
-deer
1
AgentNode
-myTurtle
+setAgent()
+getAgent()
-wolves
WolfDeerSimulation has two
AgentNodes in it: One to represent wolves and one to represent deer.
AgentNodes don’t know their simulation
1
WolfDeerSimulation
-wolves
-deer
+run()
-mySim
1
*
1
-deer
1
AgentNode
-myTurtle
+setAgent()
+getAgent()
-wolves
*
LLNode
-next
+getNext()
+remove()
+count()
+add()
1 -myTurtle
Turtle
*
*
Wolf
Deer
+act()
+getClosest()
+act()
+die()
public class WolfDeerSimulation {
/* Linked lists for tracking wolves and deer */ private AgentNode wolves; Why private?
private AgentNode deer;
/** Accessors for wolves and deer */
Only the simulation should know its wolves and deer.
public AgentNode getWolves(){return wolves;} public AgentNode getDeer(){return deer;}
public void run()
{
World w = new World(); w.setAutoRepaint(false);
// Start the lists wolves = new AgentNode(); deer = new AgentNode();
}
// create some deer int numDeer = 20;
{ for (int i = 0; i < numDeer; i++) deer.add(new AgentNode(new Deer(w,this)));
We want to control when the world updates itself.
AgentNodes contain the
Deer
Wolves and deer are AgentNodes…but the real content starts at getNext() .
We call this the head of the list.
•
It’s a placeholder.
We call the rest the rest or body of the list.
•
This makes it possible to remove a node, even if it’s the first one in the list.
wolves
Head getNext:
Rest getNext:
Rest getNext:
Rest getNext:
// create some wolves
{ int numWolves = 5; for (int i = 0; i < numWolves; i++) wolves.add(new AgentNode(new Wolf(w,this)));
}
// declare a wolf and deer
Wolf currentWolf = null;
Deer currentDeer = null;
AgentNode currentNode = null;
{
// loop for a set number of timesteps (50 here) for (int t = 0; t < 50; t++)
// loop through all the wolves currentNode = (AgentNode) wolves.getNext();
{ while (currentNode != null) currentWolf = (Wolf) currentNode.getAgent(); currentWolf.act(); currentNode = (AgentNode) currentNode.getNext();
}
What’s going on here?
It’s our AgentNodes that are in a linked list. Each one of them contains
(aggregation!) a
Wolf.
Have to pull the
Wolf out to get it to act()
// loop through all the deer currentNode = (AgentNode) deer.getNext();
{ while (currentNode != null) currentDeer = (Deer) currentNode.getAgent(); currentDeer.act(); currentNode = (AgentNode) currentNode.getNext();
}
Same unpackaging going on here.
// repaint the world to show the movement w.repaint();
// Let's figure out where we stand...
System.out.println(">>> Timestep: "+t);
System.out.println("Wolves left: "+wolves.getNext().count());
System.out.println("Deer left: "+deer.getNext().count());
}
}
// Wait for one second
//Thread.sleep(1000);
Does the simulation go too fast?
Make the thread of execution sleep for 1000 milliseconds
import java.awt.Color; import java.util.Random; import java.util.Iterator;
/**
* Class that represents a wolf. The wolf class
* tracks all the living wolves with a linked list.
*
* @author Barb Ericson ericson@cc.gatech.edu
*/
{ public class Wolf extends Turtle
/////////////// fields //////////////////////
/** class constant for the color */ private static final Color grey = new Color(153,153,153);
/** class constant for probability of NOT turning */ protected static final double PROB_OF_STAY = 1/10;
A final is something that won’t change: A constant. It’s used to make code more readable yet easy-tochange.
Private vs. Protected?
Use Protected if your subclasses will need to access (new kinds of wolves?)
Constants are typically all-caps
/** class constant for top speed (max num steps can move in a timestep) */ protected static final int maxSpeed = 60;
/** My simulation */ protected WolfDeerSimulation mySim; maxSpeed should probably be all-caps
(or did you want to make it variable? Do wolves get slower as they get hungry?
/** random number generator */ protected static Random randNumGen = new Random();
There is more than one kind of random. Treating it as an object makes it easier to have different kinds later.
////////////////////////////// Constructors ////////////////////////
Remember that a constructor must match its superclass, if you want to use super(). These are like the ones in
Turtle.
}
{
/**
* Constructor that takes the model display (the original
* position will be randomly assigned)
* @param modelDisplayer thing that displays the model
* @param mySim my simulation
*/ public Wolf (ModelDisplay modelDisplayer,WolfDeerSimulation thisSim) super(randNumGen.nextInt(modelDisplayer.getWidth()), randNumGen.nextInt(modelDisplayer.getHeight()), modelDisplayer); init(thisSim);
What’s a
ModelDisplay ? The abstract superclass of the World .
}
{
/** Constructor that takes the x and y and a model
* display to draw it on
* @param x the starting x position
* @param y the starting y position
* @param modelDisplayer the thing that displays the model
* @param mySim my simulation
*/ public Wolf (int x, int y, ModelDisplay modelDisplayer,
WolfDeerSimulation thisSim)
// let the parent constructor handle it super(x,y,modelDisplayer); init(thisSim);
Using a Random:
PseudoRandom Number Generator
////////////////// methods ////////////////////////////////////////
{
/**
* Method to initialize the new wolf object
*/ public void init(WolfDeerSimulation thisSim)
// set the color of this wolf setColor(grey);
// turn some random direction this.turn(randNumGen.nextInt(360));
Get an integer at most 360
}
// set my simulation mySim = thisSim;
public AgentNode getClosest(double distance,AgentNode list)
{
// get the head of the deer linked list
AgentNode head = list;
AgentNode curr = head;
AgentNode closest = null;
Deer thisDeer; double closestDistance = 0; double currDistance = 0;
Walk this through in
English to see that it’s doing what you think it should.
|| is “OR”
}
{
// loop through the linked list looking for the closest deer while (curr != null) thisDeer = (Deer) curr.getAgent(); currDistance = thisDeer.getDistance( this.getXPos(),this.getYPos());
{ if (currDistance < distance) if (closest == null || currDistance < closestDistance)
{ closest = curr; closestDistance = currDistance;
}
} curr = (AgentNode) curr.getNext();
} return closest;
does
/**
* Method to act during a time step
{
* pick a random direction and move some random amount up to top speed
*/ public void act()
// get the closest deer within some specified distance
AgentNode closeDeer = getClosest(30,
(AgentNode) mySim.getDeer().getNext());
Why getNext ()?
Because we need the body of the list, and that’s after the head.
}
{ if (closeDeer != null)
Deer thisDeer = (Deer) closeDeer.getAgent(); this.moveTo(thisDeer.getXPos(), thisDeer.getYPos()); thisDeer.die(); getClosest returns an
AgentNode , so we have to get the Deer out of it with getAgent ()
else
{
}
}
}
{
// if the random number is > prob of NOT turning then turn if (randNumGen.nextFloat() > PROB_OF_STAY) this.turn(randNumGen.nextInt(360)); Get an integer at most 360 , or at most maxSpeed
// go forward some random amount forward(randNumGen.nextInt(maxSpeed));
import java.awt.Color; import java.util.Random;
/**
* Class that represents a deer. The deer class
* tracks all living deer with a linked list.
*
{
* @author Barb Ericson ericson@cc.gatech.edu
*/ public class Deer extends Turtle
/////////////// fields //////////////////////
/** class constant for the color */ private static final Color brown = new Color(116,64,35);
/** class constant for probability of NOT turning */ private static final double PROB_OF_STAY = 1/5;
/** class constant for top speed (max num steps can move in a timestep) */ private static final int maxSpeed = 50;
/** random number generator */ private static Random randNumGen = new
Random();
/** the simulation I'm in */ private WolfDeerSimulation mySim;
Nothing new here…
////////////////////////////// Constructors ////////////////////////
}
/**
* Constructor that takes the model display (the original
* position will be randomally assigned
* @param modelDisplayer thing which will display the model
*/ public Deer (ModelDisplay modelDisplayer,WolfDeerSimulation thisSim)
{ super(randNumGen.nextInt(modelDisplayer.getWidth()), randNumGen.nextInt(modelDisplayer.getHeight()), modelDisplayer); init(thisSim);
/** Constructor that takes the x and y and a model
* display to draw it on
* @param x the starting x position
* @param y the starting y position
* @param modelDisplayer the thing that displays the model
*/
}
{ public Deer (int x, int y, ModelDisplay modelDisplayer,
WolfDeerSimulation thisSim)
// let the parent constructor handle it super(x,y,modelDisplayer); init(thisSim);
/**
* Method to initialize the new deer object
{
*/ public void init(WolfDeerSimulation thisSim)
// set the color of this deer setColor(brown);
// turn some random direction this.turn(randNumGen.nextInt(360));
}
// know my simulation mySim = thisSim;
Nothing new here…
/**
* Method to act during a time step
* pick a random direction and move some random amount up to top speed
*/
{ public void act()
}
// if the random number is > prob of NOT turning then turn
{ if (randNumGen.nextFloat() > PROB_OF_STAY) this.turn(randNumGen.nextInt(360));
Nothing new here…
// go forward some random amount forward(randNumGen.nextInt(maxSpeed));
}
/**
* Method that handles when a deer dies
*/ public void die()
{
// Leave a mark on the world where I died...
this.setBodyColor(Color.red);
// Remove me from the "live" list mySim.getDeer().remove(this);
Why don’t we have to say getNext () before the remove ()?
}
// ask the model display to remove this
// Think of this as "ask the viewable world to remove this turtle"
//getModelDisplay().remove(this); If you want the
System.out.println("<SIGH!> A deer died..."); body and its trail to disappear…
AgentNodes contain Turtles
•
That’s aggregation
It’s a subclass of LLNode
•
It’s a specialization of LLNode
/**
* Class to implement a linked list of Turtle-like characters.
* (Maybe "agents"?)
**/ public class AgentNode extends LLNode {
/**
* The Turtle being held
**/ private Turtle myTurtle;
/** Two constructors: One for creating the head of the list
* , with no agent
**/ public AgentNode() {super();}
}
/**
* One constructor for creating a node with an agent
**/ public AgentNode(Turtle agent){ super(); this.setAgent(agent);
/**
* Setter for the turtle
**/
} public void setAgent(Turtle agent){ myTurtle = agent;
/**
* Getter for the turtle
**/ public Turtle getAgent(){return myTurtle;}
/**
* Remove the node where this turtle is found.
**/ public void remove(Turtle myTurtle) {
// Assume we're calling on the head
AgentNode head = this;
AgentNode current = (AgentNode) this.getNext(); while (current != null) { if (current.getAgent() == myTurtle)
}
{// If found the turtle, remove that node head.remove(current);
}
} current = (AgentNode) current.getNext();
It’s just like other linked list removes, but now we’re looking for the node that contains the input turtle.
•
Object is a class that is the superclass of all classes (even if not explicitly extended ).
•
AgentNodes that contain Objects could be general linked lists that contain anything
Just cast things as you need them as you pull them out.
Wolves that aren’t always hungry?
Having wolves that chase deer?
Have deer run from wolves?
And how do we look at the results?
We’ll deal with hunger first, then with comparing, then with running towards/away.
/**
* A class that extends the Wolf to have a Hunger level.
* Wolves only eat when they're hungry
**/ public class HungryWolf extends Wolf {
/**
* Number of cycles before I'll eat again
**/ private int satisfied;
/** class constant for number of turns before hungry */ private static final int MAX_SATISFIED = 3;
/**
* Constructor that takes the model display (the original
* position will be randomly assigned)
}
* @param modelDisplayer thing that displays the model
* @param mySim my simulation
{
*/ public HungryWolf (ModelDisplay modelDisplayer,WolfDeerSimulation thisSim) super(modelDisplayer,thisSim);
}
/** Constructor that takes the x and y and a model
* display to draw it on
* @param x the starting x position
* @param y the starting y position
* @param modelDisplayer the thing that displays the model
{
* @param mySim my simulation
*/ public HungryWolf (int x, int y, ModelDisplay modelDisplayer,
WolfDeerSimulation thisSim)
// let the parent constructor handle it super(x,y,modelDisplayer,thisSim);
/**
* Method to initialize the hungry wolf object
*/
{ public void init(WolfDeerSimulation thisSim) super.init(thisSim);
} satisfied = MAX_SATISFIED;
/**
* Method to act during a time step
{
* pick a random direction and move some random amount up to top speed
*/ public void act()
// Decrease satisfied time, until hungry again satisfied--;
// get the closest deer within some specified distance
AgentNode closeDeer = getClosest(30,
(AgentNode) mySim.getDeer().getNext()); if (closeDeer != null)
{ // Even if deer close, only eat it if you're hungry.
if (satisfied <= 0)
{Deer thisDeer = (Deer) closeDeer.getAgent(); this.moveTo(thisDeer.getXPos(), thisDeer.getYPos()); thisDeer.die(); satisfied = MAX_SATISFIED;
}}
If there is a Deer near, then check if you’re hungry, and only then —eat and get “full”
else
{
}
{
// if the randome number is > prob of turning then turn if (randNumGen.nextFloat() > PROB_OF_TURN) this.turn(randNumGen.nextInt(360));
Nothing new here…
// go forward some random amount forward(randNumGen.nextInt(maxSpeed));
}
}
// create some wolves int numWolves = 5;
{ for (int i = 0; i < numWolves; i++) wolves.add(new AgentNode(new
HungryWolf(w,this)));
}
Everything else just works, because
HungryWolf is a kind of Wolf
We have to create a stream that allows us access to a file .
We’re going to want to write strings to it.
We’re going to have to handle things going wrong — exception al events like the filename being wrong or the disk failing.
Here’s how…
Java handles input and output through sequential streams of bits
Programs can read from a stream or write to a stream
Source or
Destination
100110 Program
File Byte Data
Character Data
String
Array
We have been using System.out.println to print output to a PrintStream (standard output).
System.out.println(“First Name: “ + firstName);
There is also a System.err PrintStream that can be used to write to the standard error output.
System.err.println(“Error: no file name given”);
You can use System.in to read a byte or bytes from an InputStream (standard input).
int numGrades = System.in.read();
Often input or output classes are chained
•
Passing one type of input/output class to the constructor for another
One common thing is to chain a processing class with a data sink class
•
Like a BufferedReader or
BufferedWriter and a
FileReader or FileWriter new BufferedReader(new
FileReader(fileName));
Exceptions are disruptions in the normal flow of a program. Exception is short for exceptional event.
The programmer is required to handle checked exceptions in Java
• like trying to read from a file that doesn’t exist
Run-time exceptions do not have to be handled by the programmer
• like trying to invoke a method on a object reference that is null
•
Children of RuntimeException
Use a try & catch clause to catch an exception try { code that can cause exceptions
} catch ( ExceptionClassName varName ) { code to handle the exception
}
} catch ( ExceptionClassName varName ) { code to handle the exception
You can catch several exceptions
•
Make the most general one last
•
All exceptions are children of the class Exception
What if you want to know if a file isn’t found
•
That you are trying to read from
•
If this occurs you might want to use a JFileChooser to let the user pick the file
You also want to handle any other error try { code that can cause the exception
} catch (FileNotFoundException ex ) { code to handle when the file isn’t found
}
} catch (Exception ex) { code to handle the exception
A catch clause will catch the given Exception class and any subclasses of it.
So to catch all exceptions use: try {
} code that can throw the exception
} catch (Exception e) {
System.err.println(“Exception: “ + e.getMessage());
System.err.println(“Stack Trace is:”); e.printStackTrace();
You can print the error message and the stack trace (the list of all currently running methods)
You can create your own exceptions by subclassing
Exception or a child of Exception .
A try and catch statement can have a finally clause
•
Which will always be executed
•
Will happen if no exceptions
•
Will happen even if exceptions occur try {
} code that can cause the exception
} catch (FileNotFoundException ex ) { code to handle when the file isn’t found
} finally { code to always be executed
Use a try-catch clause to catch exceptions
•
Create a buffered writer from a file writer writer = new BufferedWriter(new
FileWriter(fileName));
•
Write the data writer.write( data );
•
Close the buffered writer
writer.close();
Enclose the code in a try and catch clause
•
Catch FileNotFoundException if the file doesn’t exist
•
And you may want to give the user a chance to specify a new file
•
Catch Exception to handle all other errors
Create a buffered reader from a file reader for more efficient reading
•
File names are relative to the current directory
Loop reading lines from the buffered reader until the line is null
•
Do something with the data
Close the buffered reader
BufferedReader reader = null;
String line = null;
// try to read the file try {
// create the buffered reader reader = new BufferedReader(new FileReader(fileName));
// loop reading lines till the line is null (end of file)
}
{ while ((line = reader.readLine()) != null)
// do something with the line
// close the buffered reader reader.close();
}
} catch (Exception ex) {
// handle exception
/* A BufferedWriter for writing to */ public BufferedWriter output;
/**
* Constructor to set output to null
**/
} public WolfDeerSimulation() { output = null;
/**
* Open the input file and set the BufferedWriter to speak to it.
**/ public void openFile(String filename){
// Try to open the file try {
// create a writer output = new BufferedWriter(new FileWriter(filename));
}
}
} catch (Exception ex) {
System.out.println("Trouble opening the file " + filename);
// If any problem, make it null again output = null;
// Let's figure out where we stand...
System.out.println(">>> Timestep: "+t);
System.out.println("Wolves left: "+wolves.getNext().count());
System.out.println("Deer left: "+deer.getNext().count());
}
// If we have an open file, write the counts to it if (output != null) {
// Try it try{ output.write(wolves.getNext().count()+"\t"+deer.getNext().count()); output.newLine();
}
} catch (Exception ex) {
System.out.println("Couldn't write the data!");
System.out.println(ex.getMessage());
// Make output null so that we don't keep trying output = null;
// If we have an open file, close it and null the variable if (output != null){ try{ output.close();} catch (Exception ex)
{System.out.println("Something went wrong closing the file");} finally {
// No matter what, mark the file as not-there output = null;}
}
Welcome to DrJava.
> WolfDeerSimulation wds = new WolfDeerSimulation();
> wds.openFile("D:/cs1316/wds-run1.txt")
> wds.run();
25
20
15
10
5
0
1 4 7 10 13 16 19 22 25 28 31 34 37 40 43 46 49
Wolves
Deer
What we do:
•
In Deer, if there is a Wolf within our smelling range , run in the opposite direction (turn towards, turn 180, move)
•
In Wolf, if there is a Deer within our smelling range , run towards it.
•
(Stays the same) If the Wolf gets close enough, gobble up the Deer.
•
(Stays the same) For both, otherwise, wander aimlessly.
/** class constant for probability of NOT turning */ private static final double PROB_OF_STAY = 1/5;
/** class constant for how far deer can smell */ private static final double SMELL_RANGE = 50;
/** class constant for top speed (max num steps can move in a timestep) */ private static final int maxSpeed = 30;
/**
* Method to get the closest wolf within the passed distance
* to this deer. We'll search the input list of the kind
* of objects to compare to.
*/
{ public AgentNode getClosest(double distance,AgentNode list)
// get the head of the deer linked list
AgentNode head = list;
AgentNode curr = head;
AgentNode closest = null;
Wolf thisWolf; double closestDistance = 0; double currDistance = 0; Strikingly similar to
Wolf’s for find
Deer, no?
}
// loop through the linked list looking for the closest deer
{ while (curr != null) thisWolf = (Wolf) curr.getAgent(); currDistance = thisWolf.getDistance(this.getXPos(),this.getYPos());
{ if (currDistance < distance)
}
{ if (closest == null || currDistance < closestDistance) closest = curr; closestDistance = currDistance;
} curr = (AgentNode) curr.getNext();
} return closest;
Does this match the
English description we had a few slides back?
Think about this in terms of the values that can be changed and their relative values.
/**
* Method to act during a time step
* pick a random direction and move some random amount up to top speed
{
*/ public void act()
// get the closest wolf within the smell range
AgentNode closeWolf = getClosest(SMELL_RANGE,
(AgentNode) mySim.getWolves().getNext()); if (closeWolf != null) {
Wolf thisWolf = (Wolf) closeWolf.getAgent();
// Turn to face the wolf this.turnToFace(thisWolf);
// Now directly in the opposite direction this.turn(180);
// How far to run? How about half of max speed??
this.forward((int) (maxSpeed/2));
} else {
// if the random number is > prob of NOT turning then turn
}
{ if (randNumGen.nextFloat() > PROB_OF_STAY) this.turn(randNumGen.nextInt(360));
}
}
// go forward some random amount forward(randNumGen.nextInt(maxSpeed));
/** class constant for probability of NOT turning */ protected static final double PROB_OF_STAY = 1/10;
/** class constant for top speed (max num steps can move in a timestep) */ protected static final int maxSpeed = 40;
/** class constant for how far wolf can smell */ private static final double SMELL_RANGE = 50;
/** class constant for how close before wolf can attack */ private static final double ATTACK_RANGE = 30;
/**
* Method to act during a time step
* pick a random direction and move some random amount up to top speed
{
*/ public void act()
// get the closest deer within smelling range
AgentNode closeDeer = getClosest(SMELL_RANGE,
}
{
(AgentNode) mySim.getDeer().getNext()); if (closeDeer != null)
Deer thisDeer = (Deer) closeDeer.getAgent();
// Turn torward deer this.turnToFace(thisDeer);
// How much to move? How about minimum of maxSpeed
// or distance to deer?
this.forward((int) Math.min(maxSpeed, thisDeer.getDistance(this.getXPos(),this.getYPos())));
The rest of normal
Wolf actions
// get the closest deer within the attack distance closeDeer = getClosest(ATTACK_RANGE,
(AgentNode) mySim.getDeer().getNext());
}
{ if (closeDeer != null)
Deer thisDeer = (Deer) closeDeer.getAgent(); this.moveTo(thisDeer.getXPos(), thisDeer.getYPos()); thisDeer.die();
{ else // Otherwise, wander aimlessly
}
// if the randome number is > prob of NOT turning then turn
{ if (randNumGen.nextFloat() > PROB_OF_STAY) this.turn(randNumGen.nextInt(360));
// go forward some random amount forward(randNumGen.nextInt(maxSpeed));
} // end else
} // end act()
We have the same interface as we used to have, so nothing changes in
WolfDeerSimulation.
Very powerful idea:
•
If changes to a class keep the interface the same, then all users of the class don’t have to change at all.
Welcome to DrJava.
> WolfDeerSimulation wds = new
WolfDeerSimulation();
> wds.openFile("D:/cs1316/wdschase.txt")
> wds.run();
18
16
14
12
10
8
6
4
2
0
1 4 7 10 13 16 19 22 25 28 31 34 37 40 43 46 49
Wolves
Deer
What does the relative speed of Deer and
Wolves matter?
•
Does it matter if Deer go faster? Wolves?
What if Deer and Wolves can smell farther away?
•
What if one can smell better than the other?
What’s the effect of having more Deer or more
Wolves?
What if HungryWolves could starve (say at -10 satisfaction)? Do more deer live?
How much code would be in common in every simulation we’d build?
•
We already have lots of duplication, e.g., getClosest.
Goal: Can we make an Agent/Actor class and Simulation class that we’d subclass with very little additional code to create new simulations?