Book:ThinkJava/16 Reusing Classes
Reusing Classes
In Chapter [conway], we developed classes to implement Conway’s Game of Life. We can reuse the Cell
and GridCanvas
classes to implement other simulations. One of the most interesting zero-player games is Langton’s Ant, which models an “ant” that walks around a grid. The ant follows only two simple rules:
- If the ant is on a white cell, it turns to the right, makes the cell black, and moves forward.
- If the ant is on a black cell, it turns to the left, makes the cell white, and moves forward.
Because the rules are simple, you might expect the ant to do something simple, like make a square or repeat a simple pattern. But starting on a grid with all white cells, the ant makes more than 10,000 steps in a seemingly random pattern before it settles into a repeating loop of 104 steps. You can read more about it at http://en.wikipedia.org/wiki/Langton's_ant.
In this chapter, we present a solution to Langton’s Ant and use it to demonstrate more advanced object-oriented techniques.
Langton’s Ant
We begin by defining a Langton
class that has a grid and information about the ant. The constructor takes the grid dimensions as parameters.
public class Langton { private GridCanvas grid; private int xpos; private int ypos; private int head; // 0=North, 1=East, 2=South, 3=West public Langton(int rows, int cols) { grid = new GridCanvas(rows, cols, 10); xpos = rows / 2; ypos = cols / 2; head = 0; } }
grid
is a GridCanvas
object, which represents the state of the cells. xpos
and ypos
are the coordinates of the ant, and head
is the “heading” of the ant, that is, what direction it is facing. head
is an integer with four possible values, where 0 means the ant is facing “north”, that is, toward the top of the screen, 1 means “east”, etc.
Here’s an update
method that implements the rules for Langton’s ant:
public void update() { flipCell(); moveAnt(); }
The flipCell
method gets the Cell
at the ant’s location, figures out which way to turn, and changes the state of the cell.
private void flipCell() { Cell cell = grid.getCell(xpos, ypos); if (cell.isOff()) { head = (head + 1) % 4; // turn right cell.turnOn(); } else { head = (head + 3) % 4; // turn left cell.turnOff(); } }
We use the remainder operator, %
, to make head
wrap around: if head
is 3 and we turn right, it wraps around to 0; if head
is 0 and we turn left, it wraps around to 3.
Notice that to turn right, we add 1 to head
. To turn left, we could subtract 1, but -1 % 4
is -1
in Java. So we add 3 instead, since one left turn is the same as three right turns.
The moveAnt
method moves the ant forward one square, using head
to determine which way is forward.
private void moveAnt() { if (head == 0) { ypos -= 1; } else if (head == 1) { xpos += 1; } else if (head == 2) { ypos += 1; } else { xpos -= 1; } }
Here is the main
method we use to create and display the Langton
object:
public static void main(String[] args) { String title = "Langton's Ant"; Langton game = new Langton(61, 61); JFrame frame = new JFrame(title); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setResizable(false); frame.add(game.grid); frame.pack(); frame.setVisible(true); game.mainloop(); }
Most of this code is the same as the main
we used to create and run Conway
, in Section [conwaymain]. It creates and configures a JFrame
and runs mainloop
.
And that’s everything! If you run this code with a grid size of 61x61 or larger, you will see the ant eventually settle into a repeating pattern.
Because we designed Cell
and GridCanvas
to be reusable, we didn’t have to modify them at all. However, we now have two copies of the main
method—one on Conway
, and one in Langton
.
Refactoring
Whenever you see repeated code like main
, you should think about ways to remove it. In the Chapter [eights], we used inheritance to eliminate repeated code. We’ll do something similar with Conway
and Langton
.
First, we define a superclass named Automaton
where we will put the code that Conway
and Langton
have in common.
public class Automaton { private GridCanvas grid; public void run(String title, int rate) { JFrame frame = new JFrame(title); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setResizable(false); frame.add(this.grid); frame.pack(); frame.setVisible(true); this.mainloop(rate); } }
Automaton
declares grid
as an instance variable, so every Automaton
“has a” GridCanvas
. It also provides run
, which contains the code that creates and configures the JFrame
.
The run
method takes two parameters: the window title
and the frame rate
, that is, the number of time steps to show per second. It uses title
when creating the JFrame
, and it passes rate
to mainloop
:
private void mainloop(int rate) { while (true) { // update the drawing this.update(); grid.repaint(); // delay the simulation try { Thread.sleep(1000 / rate); } catch (InterruptedException e) { // do nothing } } }
mainloop
contains the code we first saw in Section [mainloop]. It runs a while
loop forever (or until the window closes). Each time through the loop, it runs update
to update grid
and then repaint
to redraw the grid.
Then it calls Thread.sleep
with a delay that depends on rate
. For example, if rate is 2, we should draw two frames per second, so the delay is a half second, or 500 milliseconds.
This process of reorganizing existing code, without changing its behavior, is known as refactoring. We’re almost finished; we just need to redesign Conway
and Langton
to extend Automaton
.
Abstract Classes
So far the implementation works, and if we are not planning to implement any other zero-person games, we could leave well enough alone. But there are a few problems with the current design:
- The
grid
attribute isprivate
, making it inaccessible inConway
andLangton
. We could make itpublic
, but then other (unrelated) classes would have access to it as well. - The
Automaton
class has no constructors, and even if it did, there would be no reason to create an instance of this class. - The
Automaton
class does not provide an implementation ofupdate
. In order to work properly, subclasses need to provide one.
Java provides language features to solve these problems:
- We can make the
grid
attributeprotected
, which means it’s accessible to subclasses but not other classes. - We can make the class
abstract
, which means it cannot be instantiated. If you attempt to create an object for an abstract class, you will get a compiler error. - We can declare
update
as anabstract
method, meaning that it must be overridden in subclasses. If the subclass does not override an abstract method, you will get a compiler error.
Here’s what Automaton
looks like as an abstract class:
public abstract class Automaton { protected GridCanvas grid; public abstract void update(); public void run(String title, int delay) { // body of this method omitted } private void mainloop(int rate) { // body of this method omitted } }
Notice that the update
method has no body. The declaration specifies the name, arguments, and return type. But it does not provide an implementation, because it is an abstract method.
Notice also the word abstract
on the first line, which declares that Automaton
is an abstract class. In order to have any abstract methods, a class must be declared as abstract.
Any class that extends Automaton
must provide an implementation of update
; the declaration here allows the compiler to check.
Here’s what Conway
looks like as a subclass of Automaton
:
public class Conway extends Automaton { // same methods as before, except mainloop is removed public static void main(String[] args) { String title = "Conway's Game of Life"; Conway game = new Conway("pulsar.cells", 2); game.run(title, 2); } }
Conway
extends Automaton
, so it inherits the protected
instance variable grid
and the methods run
and mainloop
. But because Automaton
is abstract, Conway
has to provide update
and a constructor (which it has already).
Abstract classes are essentially “incomplete” class definitions that specify methods to be implemented by subclasses. But they also provide attributes and methods to be inherited, thus eliminating repeated code.
UML Diagram
At the beginning of the chapter, with had three classes: Cell
, GridCanvas
, and Conway
. We then developed Langton
, which had almost the same main
method as Conway
. So we refactored the code and created Automaton
. Figure 1.1 summarizes the final design.
The diagram shows three examples of inheritance: Conway
is an Automaton
, Langton
is an Automaton
, and GridCanvas
is a Canvas. It also shows two examples of composition: Automaton
has a GridCanvas
, and GridCanvas
has a 2D array of Cell
s.
The diagram also shows that Automaton
uses JFrame
, GridCanvas
uses Graphics
, and Cell
uses Graphics
and Color
.
Automaton
is in italics to indicate that it is an abstract class. As it happens, Graphics
is an abstract class, too.
One of the challenges of object-oriented programming is keeping track of a large number of classes and the relationships between them. UML class diagrams can help.
Vocabulary
The process of restructuring or reorganizing existing code without changing its behavior.
A class that is declared as abstract
; it cannot be instantiated, and it may (or may not) include abstract methods.
A class that is not declared as abstract
; each of its methods must have an implementation.
Exercises
The last section of this chapter introduced Automaton
as an abstract class and rewrote Conway
as a subclass of Automaton
. Now it’s your turn: rewrite Langton
as a subclass of Automaton
, removing the code that’s no longer needed.
Mathematically speaking, Game of Life and Langton’s Ant are cellular automata, where “cellular” means it has cells, and “automaton” means it runs itself. See https://en.wikipedia.org/wiki/Cellular_automaton for more discussion.
Implement another cellular automaton of your choice. You may have to modify Cell
and/or GridCanvas
, in addition to extending Automaton
. For example, Brian’s Brain (https://en.wikipedia.org/wiki/Brian's_Brain) requires three states: “on”, “dying”, and “off”.