PI: Laboratory 4: Calculator - Dispatch and Procedures
IntroductionAs per policy, you are encouraged to discuss this assignment in detail with your classmates, but you are required to do the write-up on your own. You may get comments from other students on all portions of your write-up before turning it in, if you wish. Please include the names of anyone with whom you collaborate, in any way, on this assignment, and indicate the nature of the collaboration. [Failure to include this information is a violation of the collaboration policy.]
This assignment emphasizes the following topics:
This assignment is due at 5pm on Wednesday, March 5th.
Pre-LabAlthough most of the work on the pre-lab assignment may be done in cooperation with other students, we recommend that you design at least part of one of the FSMs by yourself. In any case, make sure that each of you fully understands the solutions that you come up with.
Lab PreparationThe laboratory project for this week is a simple four-function calculator. We have constructed the calculator's GUI (graphical user interface), and your mission is to write the logic controller (the "brains") behind this graphical interface.
Specifically, you will implement an active object class which will interact with a Calculator object to respond to the user. The Calculator can do such things as figuring out which button the user presses, and managing redrawing, displaying, and other various things that happen on your computer screen. However, it does not actually know how to interpret these button presses, or what answer to display. That is your object's job.
For this lab, you will need to define an active (i.e., animate) object class that will interact with the Calculator object. A particular instance of a Calculator object will be passed to your object's constructor when your object is created (i.e., when you run the Calculator.Main program), so be sure to define an appropriate constructor. Your object must then tell the Calculator exactly what to do, such as recognizing and appropriately responding to the user's button presses.
Reviewing the Calculator InterfaceYou should begin by examining the Calculator interface (also javadoc) . It defines everything that you'll need to know about a Calculator. In particular, it contains three kinds of declarations:
ButtonIDsThe first things defined in Calculator.java are the "buttonID constants": Calculator.OP_ADD, Calculator.OP_SUB, Calculator.OP_MUL, Calculator.OP_DIV, Calculator.EQUALS, Calculator.DOT, and Calculator.CLEAR.
These are all static, i.e., accessible as parts of the Calculator interface: e.g., Calculator.OP_ADD. They are also final, i.e., they cannot be changed. Finally, they are all of type int. (Hint: think switch/case.)
All of these constants are distinct from one another and from the numbers 0 through 9; it is intended that the numbers 0 through 9 serve as buttonIDs for their respective buttons.
An additional constant, Calculator.NO_OP, is not a buttonID but is provided for convenience.
ButtonLabelsCalculator.ButtonLabels is a constant array of Strings that provides names for each button. That is, Calculator.ButtonLabels[buttonID] is a String containing a suitable label for the button identified with the int buttonID (which can be any of the defined buttonID constants, or 0-9). All of the buttonIDs, as well as 0 through 9, may be used as indices for ButtonLabels.
Methods: getText, setText, getButtonEvery Calculator object has its own getButton method:
public int getButton();The int returned is a buttonID indicating which of the buttons was pressed: one of 0 through 9, or one of the buttonIDs defined in the Calculator interface. Each time that the getButton method is called, it returns the next button pressed. So, if the calculator's user presses 3 + 4 =, your object's first call to your Calculator's getButton() method will return 3. The next call to getButton() will return Calculator.OP_ADD. The third call will return 4, and the fourth call will return Calculator.EQUALS. Then, if you call your Calculator's getButton method again, it will wait for another button to be pressed before returning.
Each Calculator object also has its own getText and setText methods for interacting with the Calculator's display. (Note that the display, and these methods, operate using Strings, not a numeric type such as int.) Their signatures are as follows:
getText() returns the String currently displayed on that Calculator's screen. Unlike getButton(), getText() doesn't wait for something to happen (e.g., for the value to change) before returning it; it just tells you what text is currently being displayed.public String getText();public void setText( String s);
setText replaces any currently displayed text with its single argument, a String.
Reviewing the provided helper methodsBefore you go to lab, you should also familiarize yourself with the following method signatures.
We've provided you with a coercion routine which takes a String and returns a floating point (double) decimal number:
double cs101.util.Coerce.StringTodouble( String s);(Remember that in Java, double (the primitive data type) and Double (the object) are two different kinds of things.)
You can also use Java's built-in routine to do the same thing. It throws NumberFormatException if the string you pass it doesn't represent a double. The signature looks like this:
To figure out whether a char or String appears in a given String, usedouble Double.parseDouble(String s) throws NumberFormatException;
public int String.indexOf( int ch);orpublic int String.indexOf( String str);
Designing the FSM controller(s)In lab, you will be writing a class that will interact with an instance of the Calculator object, and serve as a controller for it. You should name your class ButtonHandler, and it should be a self-animating active object. At each point in time, your class should ask the Calculator for the next button pressed, and then, if appropriate, perform any desired computations and update the Calculator's display. (Needless to say, it should also update its own internal state appropriately at each step.)
As usual, you should follow an incremental design strategy -- keeping the end goal (a working calculator) in mind, but starting with simple implementations first. Before going to lab, think about how you would implement the following:
Implementing EchoA simple test that will help ensure that your infrastructure is working is to simply echo each button pressed back to its Calculator's screen. (Of course, you can also use System.out.println, but echoing to the calculator is so much cooler!) You can start by echoing back the buttonIDs (which are ints) as they are handed to you, but you'll get prettier results if you use the ButtonLabels array, which provides you with more informative String names for the non-numeric buttons. (Remember that ButtonLabels belongs to the Calculator interface, not to an individual instance object.)
Implementing ResetOnce you've gotten echoing to work, you can start to build in some logic. A useful feature to have is a reset feature -- that is, a certain button or sequence of button presses that will bring your calculator back into a known state.
Write code that will allow you to reset your calculator. For this purpose, you will probably find it useful to define a reset() method which you can call whenever you want to reset the calculator. Later on, you can then fill the body of reset() with the things you want to do when you reset (i.e., setting fields to their appropriate values). Remember that there is nothing wrong with an object calling its own methods. In fact, methods used in this way can be very useful for grouping commonly used code together, so that instead of rewriting the same code whenever you need it, you can just call the method.
Question: How would you make the calculator reset (i.e., call the reset() method you have defined in your class) when then the CLEAR button is pressed, but not at any other time?
Scaling UpRemember, don't try to implement a complex calculator all at once. Break it down into pieces that you can test independently, and test them thoroughly before moving on to the next step.
At this point, you can now try to design a simple ButtonHandler that accepts only digit op digit =. Any other input should cause the ButtonHandler to reset itself. Map out the logic of this controller. At each step, be explicit about what appears on the Calculator's display. Since the operator does not appear on the display, you may want a place to store it. Be sure that you know where you'll keep each piece of information at each point along the way.
The target exercise is to have a calculator that understands digit op digit equals, along with a working clear button.
Questions: Draw an FSM state diagram that represents this logic. How many states does it have? How do you move from one state to another?
Extra StuffOnce you have digit op digit =, you can build more complexity in any of several ways. Take these one step at a time. Some of them require limited additional storage, e.g., if you wish to treat all digits or all numbers uniformly.
Drafting your codeAs always, you should draft your code before coming to lab.
Your code should define a class called ButtonHandler. Its constructor method should take a Calculator as its only argument. Your ButtonHandler should be an active object: it should have its own (activated) animacy. At each point in time, it should gobble up a button press (by calling the Calculator object's getButton() method) and, if appropriate, update the Calculator's display. (It should also update its own internal state at each step.)
You will almost certainly want to keep your central control loop small. This is best accomplished by spinning off procedures to handle separate cases. By passing parameters, you can make these cases reasonably general. Remember that you don't want to be writing a lot of the same code many times. When this happens, it is a good hint that you've got a common pattern, and it's always a good idea to write down the common pattern, give it a name, and make it into its own method. But make sure that your common pattern makes sense, too. A good rule of thumb is: if you can't explain your code pretty clearly and concisely to someone else, it isn't designed right.
Details of the ButtonHandler specification, as well as hints for a stage-by-stage implementation, are given in the Laboratory section, below. Roughly speaking, it follows these steps:
What to Bring to Lab
Getting StartedRetrieve the code from the usual place (\\stufps01\stufac\pi\calculator). The Codewarrior project will not compile off the top because if requires you to have written a calculator.ButtonHandler class.
The javadoc documentation documentation of the provided classes is available for your perusal.
When you begin to code, even though you may have constructed a sophisticated design for your ButtonHandler, you should always begin your lab-work with a simple, independently testable implementation and build on it as each stage works robustly.
For example, start with a very simple class with just a constructor that takes a Calculator as its only argument, and make sure that it compiles. Then, you can begin testing your class design, without any of the internal logic. Although it makes a pretty lousy calculator, a simple test that will help ensure that your infrastructure is working is to simply echo each button pressed back to its Calculator's screen.
Compile and run your code to make sure that you've built things correctly. If you have problems, now is a good time to work them out.
Scaling upOnce you can get a very simple class working, you can then move on to implementing a real calculator. Start with the 1-digit calculator you were asked to design in the pre-lab, and add functionality incrementally if you have the time.
The target exercise is to have a calculator that understands digit op digit equals, along with a working clear button.
Remember that we think it's better to produce basic but elegant, well-tested, well-documented, and well-understood code than code with additional features but poorly written/documented/tested. We are more interested in how well you do what you do than in how much you do."
Record your experiences, including tests that various stages of your implementation succeed and fail. Make sure that you understand how your code behaves, and how it will behave under inappropriate as well as appropriate circumstances.
Before you leaveBefore you leave lab, you will need to have your code checked off by a course staff member.
Post-Lab, AKA What To Turn InYour completed assignment should include:
|Questions, comments, gripes and other communication to email@example.com|
|This course is a part of Lynn Andrea Stein's Rethinking CS101 project at the Computers and Cognition Laboratory and the Electrical and Computer Engineering area at Franklin W. Olin College of Engineering.|