Posted: March 2nd, 2014

java package program

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.

Mock, Walter Savitch Kenrick (2012-03-20). Absolute Java (5th Edition) (Page 519). Pearson HE, Inc.. Kindle Edition.

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