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Grid.java

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    Grid.java 4.05 KiB
    import java.util.Arrays;
    import java.util.Iterator;
    import java.util.List;
    import java.util.Random;
    
    /**
     * {@code Grid} instances represent the grid in <i>The Game of Life</i>.
     */
    public class Grid implements Iterable<Cell> {
    
        private final int numberOfRows;
        private final int numberOfColumns;
        private final Cell[][] cells;
    
        /**
         * Creates a new {@code Grid} instance given the number of rows and columns.
         *
         * @param numberOfRows    the number of rows
         * @param numberOfColumns the number of columns
         * @throws IllegalArgumentException if {@code numberOfRows} or {@code numberOfColumns} are
         *                                  less than or equal to 0
         */
        public Grid(int numberOfRows, int numberOfColumns) {
            this.numberOfRows = numberOfRows;
            this.numberOfColumns = numberOfColumns;
            this.cells = createCells();
        }
    
        @Override
        public Iterator<Cell> iterator() {
            return new GridIterator(this);
        }
    
        private Cell[][] createCells() {
            Cell[][] cells = new Cell[getNumberOfRows()][getNumberOfColumns()];
            for (int rowIndex = 0; rowIndex < getNumberOfRows(); rowIndex++) {
                for (int columnIndex = 0; columnIndex < getNumberOfColumns(); columnIndex++) {
                    cells[rowIndex][columnIndex] = new Cell();
                }
            }
            return cells;
        }
    
        /**
         * Returns the {@link Cell} at the given index.
         *
         * <p>Note that the index is wrapped around so that a {@link Cell} is always returned.
         *
         * @param rowIndex    the row index of the {@link Cell}
         * @param columnIndex the column index of the {@link Cell}
         * @return the {@link Cell} at the given row and column index
         */
        public Cell getCell(int rowIndex, int columnIndex) {
            return cells[getWrappedRowIndex(rowIndex)][getWrappedColumnIndex(columnIndex)];
        }
    
        private int getWrappedRowIndex(int rowIndex) {
            return (rowIndex + getNumberOfRows()) % getNumberOfRows();
        }
    
        private int getWrappedColumnIndex(int columnIndex) {
            return (columnIndex + getNumberOfColumns()) % getNumberOfColumns();
        }
    
        /**
         * Returns the number of rows in this {@code Grid}.
         *
         * @return the number of rows in this {@code Grid}
         */
        public int getNumberOfRows() {
            return numberOfRows;
        }
    
        /**
         * Returns the number of columns in this {@code Grid}.
         *
         * @return the number of columns in this {@code Grid}
         */
        public int getNumberOfColumns() {
            return numberOfColumns;
        }
    
        /**
         * Transitions all {@link Cell}s in this {@code Grid} to the next generation.
         *
         * <p>The following rules are applied:
         * <ul>
         * <li>Any live {@link Cell} with fewer than two live neighbours dies, i.e. underpopulation.</li>
         * <li>Any live {@link Cell} with two or three live neighbours lives on to the next
         * generation.</li>
         * <li>Any live {@link Cell} with more than three live neighbours dies, i.e. overpopulation.</li>
         * <li>Any dead {@link Cell} with exactly three live neighbours becomes a live cell, i.e.
         * reproduction.</li>
         * </ul>
         */
        void nextGeneration() {
            goToNextState(calculateNextStates());
        }
    
        private boolean[][] calculateNextStates() {
            return null;
        }
    
        private boolean calculateNextState(int rowIndex, int columnIndex, Cell cell) {
    	return false;
        }
    
        private int countAliveNeighbours(int rowIndex, int columnIndex) {
            return 0;
        }
    
    
        private List<Cell> getNeighbours(int rowIndex, int columnIndex) {
    	return null;
        }
    
        private void goToNextState(boolean[][] nextState) {
        }
    
        /**
         * Sets all {@link Cell}s in this {@code Grid} as dead.
         */
        void clear() {
        }
    
        /**
         * Goes through each {@link Cell} in this {@code Grid} and randomly sets it as alive or dead.
         *
         * @param random {@link Random} instance used to decide if each {@link Cell} is alive or dead
         * @throws NullPointerException if {@code random} is {@code null}
         */
     
        void randomGeneration(Random random) {
        }
    
    }