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You are to design and implement a flocking simulation in Java using object-oriented programming techniques

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1 Task: Flocking Simulation

You are to design and implement a flocking simulation in Java using object-oriented programming techniques and Java libraries that have been introduced in lectures and labs. You must directly use the Canvas and geometry classes developed in your “drawing” and “geometry” packages from the laboratories. You must use the Canvas class as is from the module wiki – no modifications or subclasses are allowed. You may add to the “geometry” classes as appropriate, but any additions should not supersede the original functionality, particularly the method signatures and instance fields. Failure to use these as specified will result in an overall mark of zero for the “Project Code” component of the assignment. You should also make use of the classes/code developed in the “turtle” package – you should modify these as appropriate for the new task.

 

Figure 1: Flocking birds: the flock seems to be an entity in and of itself but is really a collection of individuals, each following a set of simple rules.

 

Your application must simulate flocking behaviour in a two-dimensional world displayed graphically on the computer screen. Every individual in the flock should be able to move around and interact with others by following a set of simple rules that result in emergent flocking behaviour.

Your program must allow for the number of individuals and the flocking parameters to be varied by the user through interacting directly with your application’s graphical interface.

There are three rectangular obstacles on the canvas: size (dx=150, dy=50) with top-left corner at (100, 100), size (dx=80, dy=180) with top-left corner at (350, 200), size (dx=120, dy=120) with top- left corner at (550, 300). These are impervious to any individuals – they cannot move into them or through them. You must implement these obstacles as part of the base specification.

To achieve high marks, the project should demonstrate good object-oriented design practices, such as appropriate inheritance and polymorphism, along with modular well-written code with good documentation and a well written and well-structured report.

To achieve high marks the program should be extended to include other complexities, such as control over simulation speed, obstacles, collision detection or other types of individuals for the flock to interact with (perhaps add predators into the simulation from which prey flee). However, a simple program that works is better than an unfinished, overly ambitious attempt that does not compile or execute correctly.

 

2 Academic Misconduct

This is an individual assignment – you MUST work on the program and report on your own. You are welcome to consult any sources of information you can find if you provide appropriate reference and attribution to the authors. If you use code written by anybody else (including your lecturers) you must make it clear which part is yours and which has been written by the other person. You should make this clear both in your report and in the code, itself.

Wholesale copying or reworking of large code chunks or a complete program written by someone else is not acceptable.

If the rules on what constitutes correct academic conduct are not clear, please consult the University guide on Academic Misconduct here:

https://www.york.ac.uk/students/studying/assessment-and-examination/academic-misconduct/

 

 

 

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