Make A Java Package Program For Prey Predator Project
Make A Java Package Program Work Prey Predator Project From Absolutt
Make a java package program work. Prey/ Predator project from absolutte Java 5the editon chapter 8 programming project 4. 4. The goal for this programming project is to create a simple 2D predator–prey simulation. In this simulation, the prey is ants, and the predators are doodlebugs.
These critters live in a world composed of a 20 20 grid of cells. Only one critter may occupy a cell at a time. The grid is enclosed, so a critter is not allowed to move off the edges of the grid. Time is simulated in time steps. Each critter performs some action every time step.
The ants behave according to the following model: • Move. Every time step, randomly try to move up, down, left, or right. If the cell in the selected direction is occupied or would move the ant off the grid, then the ant stays in the current cell. • Breed. If an ant survives for three time steps, then at the end of the third time step (i.e., after moving), the ant will breed. This is simulated by creating a new ant in an adjacent (up, down, left, or right) cell that is empty. If there is no empty cell available, no breeding occurs. Once an offspring is produced, the ant cannot produce an offspring until three more time steps have elapsed.
The doodlebugs behave according to the following model: • Move. Every time step, if there is an adjacent cell (up, down, left, or right) occupied by an ant, then the doodlebug will move to that cell and eat the ant. Otherwise, the doodlebug moves according to the same rules as the ant. Note that a doodlebug cannot eat other doodlebugs. • Breed. If a doodlebug survives for eight time steps, then at the end of the time step, it will spawn off a new doodlebug in the same manner as the ant. • Starve. If a doodlebug has not eaten an ant within the last three time steps, then at the end of the third time step, it will starve and die. The doodlebug should then be removed from the grid of cells.
During one turn, all the doodlebugs should move before the ants. Write a program to implement this simulation and draw the world using ASCII characters of “o” for an ant and “X” for a doodlebug. Create a class named Organism that encapsulates basic data common to both ants and doodlebugs. This class should have an overridden method named move that is defined in the derived classes of Ant and Doodlebug. You may need additional data structures to keep track of which critters have moved. Initialize the world with 5 doodlebugs and 100 ants.
After each time step, prompt the user to press Enter to move to the next time step. You should see a cyclical pattern between the population of predators and prey, although random perturbations may lead to the elimination of one or both species. (From Absolute Java, 5th Edition, Chapter 8, Programming Project 4, page 519).
Paper For Above instruction
Prey Predator Simulation in Java: Design and Implementation
The development of a predator-prey simulation in Java offers a compelling exploration of object-oriented programming, algorithms, and ecological modeling. This paper discusses the design considerations, class hierarchy, data structures, and program logic necessary to create a functional simulation that models interactions between ants (prey) and doodlebugs (predators) within a confined 20x20 grid.
Design Objectives and Overview
The primary objective of the project is to simulate the cyclical dynamics observed in ecological systems, where predator and prey populations fluctuate over time due to various biological processes. The program must visually represent the grid with ASCII characters ('o' for ants and 'X' for doodlebugs), handle creature movement, breeding, starvation, and initialize with specific populations. Users can advance the simulation in discrete time steps, observing the evolving populations.
Class Hierarchy and Encapsulation
At the core of the program is an abstract class named Organism, encapsulating shared properties like position coordinates, age (time steps survived), and status (alive or dead). Two classes, Ant and Doodlebug, extend Organism, overriding the move method to define species-specific behavior.
The Organism class includes common attributes like x and y coordinates, and a reference to the grid for movement validation. It also provides methods for movement, breeding, and status updates. The concrete classes add species-specific attributes—ant and doodlebug—along with behavior rules such as starvation counters for doodlebugs.
Data Structures and Grid Management
The simulation uses a 2D array of Cell objects or references to Organism instances, representing the grid. Each cell can hold at most one organism, ensuring wildlife rules are respected. To facilitate processing order, especially for doodlebugs moving before ants, a separate list (e.g., ArrayList) tracks all organisms, updating their states in sequence.
Simulation Algorithm and Process
Each simulation step proceeds as follows: Doodlebugs move first, attempting to eat adjacent ants; if no ants are nearby, they move randomly within boundaries. After moving, doodlebugs breed if conditions meet or starve if they haven't eaten in three steps. Ants move similarly, with their own breeding timer. The system updates the grid accordingly, removing dead organisms.
The program prompts users to press Enter to advance the simulation, providing an interactive visual output of the 20x20 grid in ASCII characters. Cyclical patterns emerge from predator-prey interactions, demonstrating population oscillations.
Implementation Details and Sample Code
The implementation involves defining classes: Organism, Ant, Doodlebug, and a World class controlling the simulation. Sample code snippets, including the move method overrides and main simulation loop, illustrate the program's structure.
Conclusion
Constructing a predator-prey simulation in Java underscores essential programming concepts such as inheritance, data management, randomness, and user interaction in console applications. The project serves as an educational tool revealing ecological dynamics and the importance of ecological balance modeled through object-oriented paradigms.
References
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- Absolutt, W. S. (n.d.). Absolute Java (5th ed.). Pearson HE, Inc.