Geometric primitives.
To get started, use the following geometric primitives for points and
axis-aligned rectangles in the plane.
Use the immutable data type Point2D.java (part of algs4.jar) for points in the plane. Here is the subset of its API that you may use:
Use the immutable data type RectHV.java (not part of algs4.jar) for axis-aligned rectangles. Here is the subset of its API that you may use:public class Point2D implements Comparable<Point2D> { public Point2D(double x, double y) // construct the point (x, y) public double x() // x-coordinate public double y() // y-coordinate public double distanceSquaredTo(Point2D that) // square of Euclidean distance between two points public int compareTo(Point2D that) // for use in an ordered symbol table public boolean equals(Object that) // does this point equal that object? public void draw() // draw to standard draw public String toString() // string representation }
Do not modify these data types.public class RectHV { public RectHV(double xmin, double ymin, // construct the rectangle [xmin, xmax] x [ymin, ymax] double xmax, double ymax) public double xmin() // minimum x-coordinate of rectangle public double ymin() // minimum y-coordinate of rectangle public double xmax() // maximum x-coordinate of rectangle public double ymax() // maximum y-coordinate of rectangle public boolean contains(Point2D p) // does this rectangle contain the point p (either inside or on boundary)? public boolean intersects(RectHV that) // does this rectangle intersect that rectangle (at one or more points)? public double distanceSquaredTo(Point2D p) // square of Euclidean distance from point p to closest point in rectangle public boolean equals(Object that) // does this rectangle equal that object? public void draw() // draw to standard draw public String toString() // string representation }
Brute-force implementation. Write a mutable data type PointST.java that maps Point2D objects to generic values. Implement the following API by using a red-black BST (using either RedBlackBST from algs4.jar or java.util.TreeMap); do not implement your own red-black BST).
Your implementation should support insert(), get() and contains() in time proportional to the logarithm of the number of points in the set in the worst case; it should support nearest() and range() in time proportional to the number of points in the symbol table. You may assume that clients will not pass key or value arguments equal to null.public class PointST<Value> { public PointST() // construct an empty symbol table of points public boolean isEmpty() // is the symbol table empty? public int size() // number of points public void insert(Point2D p, Value val) // associative the value val with point p public Value get(Point2D p) // value associated with point p public boolean contains(Point2D p) // does the symbol table contain point p? public void draw() // draw all points to standard draw public Iterable<Point2D> range(RectHV rect) // all points that are inside the rectangle public Point2D nearest(Point2D p) // a nearest neighbor to point p; null if the symbol table is empty public static void main(String[] args) // unit testing of the methods (not graded) }
2d-tree implementation. Write a mutable data type KdTreeST.java that uses a 2d-tree to implement the same API (but replace PointST with KdTreeST). A 2d-tree is a generalization of a BST to two-dimensional keys. The idea is to build a BST with points in the nodes, using the x- and y-coordinates of the points as keys in strictly alternating sequence, starting with the x-coordinates.
insert (0.7, 0.2) insert (0.5, 0.4) insert (0.2, 0.3) insert (0.4, 0.7) insert (0.9, 0.6)
The prime advantage of a 2d-tree over a BST is that it supports efficient implementation of range search and nearest neighbor search. Each node corresponds to an axis-aligned rectangle, which encloses all of the points in its subtree. The root corresponds to the infinitely large square from [(-∞, -∞), (+∞, +∞ )]; the left and right children of the root correspond to the two rectangles split by the x-coordinate of the point at the root; and so forth.
Clients. You may use the following interactive client programs to test and debug your code.
Analysis of running time and memory usage. Analyze the effectiveness of your approach to this problem by giving estimates of its time and space requirements.
Extra credit. For one point of extra credit, create a new data type EnhancedKdTreeST.java that contains one additional method:
This method should return the k points that are closest to the query point (in any order); return all N points in the data structure if N ≤ k. It should do this in an efficient manner, i.e. using the technique from kd-tree nearest neighbor search, not from brute force. Once you've completed this class, you'll be able to run BoidSimulator.java (which depends upon both Boid.java Hawk.java). Behold their flocking majesty.public Iterable<Point2D> nearest(Point2D p, int k)
Challenge for the bored. Make an interesting improvement to the boid simulator. This can involve interactivity, improvement of flocking behavior, n or out, creation of a better physics model (e.g. right now the hawk has a fixed amount of directional thrust). Josh is the only one who will provide support for this optional challenge. Particularly good submissions will be worth up to 2 bonus points (on top of the 1 point for extra credit).
KdTree competition. Optionally, you may submit your code to the KdTree competition. Your program will be timed and the results displayed in this public leaderboard. You should submit all of your java files, as well as nickname.txt. Whatever you put in nickname.txt will be used as your name in the leaderboard. There is no official reward for doing well in the competition. You may submit any number of times. You are welcome to use this test as a guide for evaluating your program's performance.
Submission. Submit only PointST.java and KdTreeST.java. Each of the two data types should include their own main() that thoroughly tests the associated operations. We will supply Point2D.java, RectHV.java, stdlib.jar, and algs4.jar. You may not call any library functions other than those in java.lang, java.util, stdlib.jar, and algs4.jar. Finally, submit a readme.txt file and answer the questions.
This assignment was developed by Kevin Wayne, with boid simulation by Josh Hug.