Animal

Programming Assignment 4

Due: 8pm, Tuesday 2 March 2004


Contents:


Overview

In an earlier assignment, Artist, you created an animation which included several animals. At that time, you relied on the use of the class, Group, to manipulate your animal as a single coherent unit, rather than as a scattered collection of individual shapes. We saw several advantages in that representation of an animal, such as being able to easily move the animal in the scene.

That use of the class Group was a step in the right direction, but this time we would like to go a step further, having you create, and document, a new class which represents your specific animal.

Newly Introduced Techniques


Collaboration Policy

For this assignment, you must work individually in regard to the design and implementation of your project. Please make sure you adhere to the policies on academic integrity.


Revisiting Our Earlier Work

For the sake of discussion, let's suppose that my original Artist submission has generated an animation which included several monkeys. Presumably my code for the Artist.run() method included some 15-20 lines of code specifically for modeling the monkey. I probably instantiated various shapes to represent the arms, legs and tail of the monkey, as well as instantiating a new Group to represent the monkey as a whole. Then the body parts were added to the group, and the group was added to the canvas.

Suppose that I were proud of my representation of a monkey and that I wanted to add more monkeys into my scene, or better yet, I wanted to allow other people to conveniently add my monkeys into their own animations. I might accomplish this by simply making the 15-20 lines of code which I had used available to others, verbatim, for inclusion in other places. But a much better design, in the spirit of object-oriented programming, would be to define a new class, say Monkey containing the necessary code. Then, others could use this new class with minimal effort, just as they had used the more primitive shapes. For example, an artist might simply specify:


    Monkey chimp = new Monkey();
    chimp.move(80,120);
    canvas.add(chimp);

This is our goal. Of course, there is no reason to reinvent the wheel; we do not wish to create our new class entirely from scratch. We have already seen that the concept of a Group is a great model for representing a Monkey, and so we will use inheritance to define a Monkey as a subclass of Group. Therefore, we might start out our class definition using syntax such as:

import csa120.shape.*;     // so that we can use classes Group, Circle, Rectangle, etc

public class Monkey extends Group
{
    ...

}

In this way, any object from class Monkey inherits all of the instance variables and methods associated with the class Group, such as move(), draw(), setDepth() and so on. Of course, if we do not add any additional code to the class definition for Monkey, then our class will be identical to that of a Group. Presumably, new instance variables and behaviors may be added, and existing behaviors might be specialized.


Requirements

There are three distinct directions of work which are required for your submission.
  1. Create a new class, representing a type of animal.

    In this assignment description, we have been using the discussion of a class Monkey purely for example. Your project should involve the development of a new class to represent your own choice of animal, most likely an animal used in your original Artist project.

    Please adhere strictly to the following minimum requirements for the development of such a class:

  2. Properly document all aspects of your newly defined animal class.

    For someone else to know how to use your class, you must provide sufficient documentation. For this, we would like you to use javadoc comments as described in lecture and the associated notes. If creating a new class in BlueJ, the given templates may provide helpful guidance. Also, please see our lecture notes for Java Documentation.

    Specifically, please ensure that:

  3. Re-develop the method Artist.run() to create an updated animation, making proper use of your newly developed animal class.

    Here, the goal is to show hwo your class could be used by another. Your animation for this assignment does not need to correspond to the precise animation you created in the original Artist assignment. However, we would like your new animation to satisfy the following requirements:


Files You Will Need

We have placed a copy of the template files for this assignment, Animal, in each of your home directories on patel2.slu.edu.

As was the case with the earlier assignment, we start you with two classes in the project:

Of course, you will be introducing a third class, representing your chosen animal.


Submitting Your Assignment

Please see details regarding the submission process from the general programming web page, as well as a discussion of the late policy.

Grading Standards

The assignment is worth 10 points. The grades for this assignment will not be based on artistic merit, rather on your success in meeting the explicit requirements discussed in this assignment statement.


Extra Credit

Create a new behavior, rescale(double scale), which changes the size of your animal by "multiplying" it by the given scale. You can assume that scale>0, but you should make sure to handle values both above and below 1.

Presumably, this behavior would resize all of the lower level components which comprise your animal, but you will also need to take into consideration whether some of those components need to be moved relative to each other, to keep in tact the spirit of your figure.

One additional complication will be that the underlying shape coordinates and size are expressed using integer coordinates, and here we are allowing you to scale by non-integral values.


Michael Goldwasser
Last modified: Friday, 20 February 2004