Starting from:

$29.99

ASSIGNMENT 4 ArrayList

COMPUTER SCIENCE 12B-1
PROGRAMMING IN JAVA
PROGRAMMING ASSIGNMENT 4

Overview:
This assignment will give you practice with ArrayList.
Part 1
Your class will support a sample program that demonstrates some of the operations a windowing
system must perform. Instead of windows, you will be manipulating “tiles”. A tile consists of a
position (specified by the upper-left corner x and y), a width, a height and a color.
Positions and distances are specified in terms of pixels, with the upper-left corner being (0, 0) and
the x and y coordinates increasing as you move left and down, respectively.
You won’t have to understand a lot about tiles and coordinates. That code has been written for
you. You are writing a small part of the overall system that keeps track of the list of tiles. You
are required to implement this using an ArrayList. The only method you need to use from the
Tile class (it is available in LATTE) is the following:
// returns true iff the given (x, y) point falls inside this tile
public boolean inside(int x, int y)
Your class is to be called TileList and must implement the following public methods:
// constructs an empty tile list
public TileList()
// searches through the list of tiles and returns a reference
//(i.e, an object) to the last tile for which (x, y) is inside
// the tile; returns null if (x, y) is not inside any tile of the
// list; moves the found tile to the back of the list
public Tile moveToBack(int x, int y)
// post: inserts t at the back of the list of tiles
public void insertBack(Tile t)
// post: returns the number of tiles in this list
public int size()
// post: returns the Tile at the given index
public Tile get(int index)
The file TileMain.java contains the main client program. Once you have written your
solution to TileList and it compiles, try compiling and running TileMain. You should be
able to create rectangles by clicking and dragging to indicate the endpoints. You should also be
able to click on a tile to bring it to the top and you should be able to click and drag to move a tile
to a new location.
You should download from LATTE the classes Tile.java, TileFrame.java,
TileListener.java, TilePanel.java and TileMain.java. Place them in the same
directory as your TileList.java in order to run the client program and test your
implementation.
Part 2
This assignment will allow you to review defining Java classes and the use of an ArrayList.
You are to write a set of supporting classes for a simple shopping program. We are providing
GUI code (Graphical User Interface) that will provide the “front end” to the program. You are to
write the back end (what is often referred to as the “domain specific code”).
Below is a screen shot of what the program could look like when the user has selected various
items to order.
Prices are expressed using doubles and quantities are expressed as simple integers (e.g., you can’t
buy 2.345 of something). Notice that some of the items have a discount when you buy more. For
example, silly putty normally costs $3.95 each, but you can buy 10 for $19.99. These items have,
in effect, two prices: a single item price and a bulk item price for a bulk quantity. When
computing the price for such an item, apply as many of the bulk quantity as you can and then use
the single item price for any leftovers. For example, the user is ordering 12 buttons that cost
$0.99 each but can be bought in bulk 10 for $5.00. The first 10 are sold at that bulk price ($5.00)
and the two extras are charged at the single item price ($0.99 each) for a total of $6.98.
At the bottom of the frame you will find a checkbox for an overall discount. If this box is
checked, the user is given a 10% discount off the total price. This is computed using simple
double arithmetic, computing a price that is 90% of what it would be otherwise. For example, if
we turn on that checkbox, the frame looks like this:
You are to implement four classes that are used to make this code work. You should implement a
class called Item that will store information about the individual items. It should have the
following public methods.
Method Description
Item(name, price)
Constructor that takes a name and a price as arguments. The name will
be a String and the price will be a double. Should throw an
IllegalArgumentException if price is negative.
Item(name, price,
bulk quantity, bulk
price)
Constructor that takes a name and a single-item price and a bulk quantity
and a bulk price as arguments. The name will be a String and the
quantity will be an integer and the prices will be doubles. Should throw
an IllegalArgumentException if any number is negative.
priceFor(quantity)
Returns the price for a given quantity of the item (taking into account
bulk price, if applicable). Quantity will be an integer. Should throw an
IllegalArgumentException if quantity is negative.
toString()
Returns a String representation of this item: name followed by a comma
and space followed by price. If this has a bulk price, then you should
append an extra space and a parenthesized description of the bulk pricing
that has the bulk quantity, the word “for” and the bulk price.
getName() Returns the name of the item
You should implement a class called Catalog that stores information about a collection of these
items. It should have the following public methods.
Method Description
Catalog(name) Constructor that takes the name of this catalog as a parameter. The name
will be a String.
add(item) Adds an Item at the end of this list.
size() Returns the number of items in this list.
get(index) Returns the Item with the given index (0-based).
getName() Returns the name of this catalog.
You should implement a class called ItemOrder that stores information about a particular item
and the quantity ordered for that item. It should have the following public methods.
Method Description
ItemOrder(item,
quantity)
Constructor that creates an item order for the given Item and given
quantity. The quantity will be an integer.
getPrice() Returns the cost for this item order.
getItem() Returns a reference to the item in this order.
toString() Returns a string presentation of the item order. The String should have
the format “(<item name>, <quantity>)”
You should implement a class called ShoppingCart that stores information about the overall
order. It should have the following public methods.
Method Description
ShoppingCart() Constructor that creates an empty list of item orders.
add(item order) Adds an item order to the list, replacing any previous order for this item
with the new order. The parameter will be of type ItemOrder.
setDiscount(value) Sets a boolean value that represents whether or not this order gets a
discount (true means there is a discount, false means no discount).
getTotal() Returns the total cost of the shopping cart.
sortCart()
It calls the sort static method in the Collections class and sorts the list of
items.
The cart should be sorted by the item order quantity, item orders with
lower quantity should come first followed by item orders with higher
quantities. Items with same quantity can appear in any order.
toString() Returns a String representation of the item order list.
In order to sort the ShoppingCart you have to think about which class should implement the
Comparable interface we introduced in class.
You are not to introduce any other public methods to these classes (except a compareTo
method where needed), although you can add your own private methods. You are allowed to
redefine toString in any of these classes (you might find that helpful in testing and debugging
your code). You should use an ArrayList to implement the ShoppingCart and Catalog
classes, but they should not extend ArrayList.
You will probably want to write your own testing code so that you can develop these classes in
stages rather than all at once. When you have confidence that your classes are working, you
should combine them with the GUI classes to make sure that they are working properly. You will
need to include the files ShoppingFrame.java and ShoppingMain.java from LATTE
in the same folder as your program to run the GUI. You should open and compile
ShoppingMain.java to run the program.
You will notice that as you scroll down in the GUI and pass through the items in the catalog
adding quantities, your sorted shopping card is printed on your console. Also, note that if your
cursor is placed in one item in your catalog and you don’t put a quantity for that item, the
shopping card will include this item with zero quantity. That is not a bug from your part, is just
the way the application is implemented, so do not worry about it! You should make sure that the
printed shopping card is sorted by the quantity of its items.
Your classes should be stored in files called Item.java, Catalog.java,
ItemOrder.java and ShoppingCart.java.
General Stylistic Guidelines
PART 2: Most of these methods are fairly simple to write, but notice that when you add an
ItemOrder to a ShoppingCart, you have to deal with replacing any old order for the item.
A user at one time might request 3 of some item and later change the request to 5 of that item.
The order for 5 replaces the order for 3. The user isn’t requesting 8 of the item in making such a
change. The add method might be passed an item order with a quantity of 0. This should behave
just like the others, replacing any current order for this item or being added to the order list.
In the Item class you need to construct a String representation of the price. This isn’t easy to
do for a number of reasons, but Java provides a convenient built-in object that will do it for you.
It’s called a NumberFormat object and it appears in the java.text package (so you need to
import java.text.*). You obtain a formatter by calling the static method called
getCurrencyInstance(), as in:
NumberFormat nf = NumberFormat.getCurrencyInstance();
You can then call the “format” method of this object passing it the price as a double and it will
return a String with a dollar sign and the price in dollars and cents. For example, you might
say:
double price = 38.5;
String text = nf.format(price);
This would set the variable text to “$38.50”.
There are several potential errors that you are required to handle, as outlined above. If the client
requests an illegal index for the catalog, the ArrayList you are using will throw an
IndexOutOfBoundsException. This is the right thing to have happen, so you don’t have
to introduce your own check for this case.
PART 1 & PART 2: You will be graded on program style including the use of good variable
names, comments on each class and each method, using local variables when possible, correct use
of generics and the other standard style guidelines.
Submission:
Your Java source code should be submitted via. For late policy check the syllabus.
Below is the list of files you should submit.
1. For the first part of the assignment : Tile.java, TileFrame.java,
TileList.java, TileListener.java, TileMain.java,
TilePanel.java and readmepart1.txt.
The file readmepart1.txt should include your name, the date and the homework number
and describe what the program of part1 is designed to do, and what it actually does.
2. For the second part of the assignment: Item.java,Catalog.java,
ItemOrder.java, ShoppingCart.java, ShoppingFrame.java,
ShoppingMain.java and readmepart2.txt
The file readmepart2.txt should include your name, the date and the homework
number and describe what the program of part2 is designed to do, and what it actually
does.
Grading:
You will be graded on
o External Correctness: The output of your program should match exactly what is
expected. Programs that do not compile will not receive points for external correctness.
o Internal Correctness: Your source code should follow the stylistic guidelines shown in
class. Also, remember to include the comment header at the beginning of your program.
o One-on-one interactive grading: By the end of the day that the assignment is due,
please make an appointment with your TA for an interactive 10-15 minute grading
session. You will receive an email notifying you of the name of the TA who has been
assigned to you for this assignment with further instructions on setting up the
appointment. (You will be meeting with a different TA for each assignment). One-on-one
interactive grading will help you improve your programming skills and avoid repeating
mistakes from one assignment to the next. 

More products