First draft due MON, MAR 5, 11:59 pm (midnight). Each successive draft is due as indicated at the bottom of this writeup. The midterm is WED Feb 28 .
The first draft of this project requires you to write a program that solves the fifteen puzzle by retracing the moves that were randomly made by switching the blue tile with an adjacent one. Implement the tiles with buttons. ( See the fifteen demonstration program on the course homepage. You will be using it as the basis for your solution.) Some of the logical flow of the required program will be new to you. If you click a button, the logic of your program will be event driven, that is, the logical flow will be dictated by an event --a button click-- recognized in the constructor, after the seqence of methods in the main method have been executed.
You may choose to write your solution as a sequence of a few steps.
Step 1. Write a method called init() that places the blue button in the upper
left hand corner as shown below.
Use scramble() from the fifteen program as a guide. Of course, you
will not be using the random() method and the tiles will be labeled
with consecutive integers starting with one. Replace scramble() with
init() in the main method, and run the program.
Step 2. Write a method called randomize() that switches the blue
tile with an adjacent one until 30 valid and non-trivial switches (see Step
3)have been performed. To do this generate a random digit direction
between 0 and 3. Use the indices i and j initialized to zero, as thay are used
in the fifteen program, and either increment or decrement one of them
depending on direction's value. Use a switch statement for
this. Write a method called valid that checks if an index falls within
the 0 to 3 range. If it does, execute moveSquare(i,j) as given in the
fifteen program. If not, reset the index. This should be reminiscent
of a random walk. Insert a pause between moves by executing
Thread.sleep(250) nested in a try-catch block. Beware, once
you implement a button listener in the later steps, the sleep will not function
properly. Finally, place the call to randomize() in the main
method after init.
Step 3. Lets say that in step 3 a 0 indicates a move to the left and 1 a move to the right. Then the sequence of moves 01 or 10 would indicate that the blue tile reverts to its original position constituting a trivial move. Similarly 23 or 32 would indicate the same thing. Correct for this by not executing the moveSquare() etc. in these cases.
Step 4. Write a DoublyLinked class that will enable you to generate
a doubly linked list in which each node contains a move, either 0, 1, 2, or
3. This type of list besides having a next field has a
previous field that points to the previous node. It will also have
front and rear fields like a queue. Each time your program
generates a valid move, the index should be stored in the next node of the
list. When the tiles are scrambled, your program should print the moves on the
MS-DOS output screen by traversing the linked list.
The DoublyLinked class should have the following instance variables and
Link front, rear, current;
Step 5. Make i and j used in randomize()
instance variables. This will enable you to write method retrace()
which retraces the steps after the randomize method is finished. In
retrace() use a switch statment nested in a while
that changes either i or j in the opposite direction to that
of the value obtained from the nodes of the linked list. So that if a 1 is on
the node in the linked list and 1 in randomize() originally indicated
that i-- be executed, now in retrace() it indicates that
i++ be executed. This allows you to retrace the steps generated by
Place a pause that is twice the time of that used in
randomize to enable you to tell when the program is
retracing the steps executed in scrambling the tiles. Place retrace()
after randomize in the main method.
Rewrite draft #1 using the ListIterator and LinkedList
class of the Java API.
Remember that ListIterator itr = list.listIterator() resets the
pointer to the beginning of the list. If you print before you retrace, the
pointer will be placed at the end of the list. If you omit the printing, the
pointer will be at the beginning of the list and retacing will cause an
error. Note: ListIterator itr = list.listIterator(list.size() )
places the pointer at the end of the list. If you print the contents of
the list you won't need this statement.
Place the sixteen buttons on a panel p1 and using
container.add(p1, BorderLayout.CENTER); add the panel to the frame.
Then create another panel p2 containing a scramble and
retrace button and place these buttons on the NORTH part of the
layout. Activate these buttons so that:
Draft #2 is due TUES night, 11:59pm, MAR 6. Draft #3 is due THURS night, MAR 8.