Engineering Computing

PI: Laboratory 4: Calculator - Dispatch and Procedures

Introduction

As 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:

  • Finite state machines
  • Dispatch
  • Procedural encapsulation
You should read through this entire assignment and complete the Lab preparation section before coming to lab. Some portions of the Post Lab write-up also require your thinking about them before and during the laboratory portion of the assignment.

This assignment is due at 5pm on Wednesday, March 5th.


Contents


Pre-Lab

Although 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 Preparation

The 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 Interface

You 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:

ButtonIDs

The 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.

ButtonLabels

Calculator.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, getButton

Every 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:

public String getText();
public void setText( String s);
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.

setText replaces any currently displayed text with its single argument, a String.

Reviewing the provided helper methods

Before 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:

double Double.parseDouble(String s) throws NumberFormatException;
To figure out whether a char or String appears in a given String, use
public int String.indexOf( int ch);
or
public 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 Echo

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. (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 Reset

Once 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 Up

Remember, 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 Stuff

Once 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.
  • Reset the calculator when the clear button is pressed.
  • Add the ability to handle multi-digit integers.
  • Add the ability to handle decimal numbers.
  • Make the clear button clear the display instead of resetting the calculator.
  • Add the ability to handle op or = in other positions.
  • Make the clear button clear the last key pressed.
  • Make the clear button clear the last key pressed if pressed once, but clear the entry or reset the calculator if pressed twice.
  • Add memory. This will require a revised interface and a revised GUI class to implement, so you should only expect to actually build this if you have time to kill. This requires external storage.
In each case, be sure that your logic can handle any button press at any time. Think of examples that your code should work on, as well as examples where it might not behave as you would like. Write these examples down and experiment with them in lab.

Drafting your code

As 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:

  1. Implement ButtonHandler as an active object type, but with minimal logic.
  2. Build a simple FSM into your code.
  3. Expand your code in pieces, one step at a time, working with and not against your abstractions.

Laboratory

What to Bring to Lab

  • Bring a development plan, listing at least 3 stages of code:
    1. minimal code that will compile
    2. code that echoes the buttons clicked to the display
    3. a third stage which is a reasonable next step (not too big)
    You do not need to have the whole code, but an english description of what the code accomplishes and how.
  • Finite State Machine which implements digit op digit equals. It should include transitions for any button from any state.
You should also have read the entire problem set and be prepared to discuss an implementation strategy before you arrive.

Getting Started

Retrieve 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 up

Once 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 leave

Before you leave lab, you will need to have your code checked off by a course staff member.


Post-Lab, AKA What To Turn In

Your completed assignment should include:
  • on the front page, how much out-of-class time (approximately) you've spent on reading, on preparation of the homework, in lab, and on other non-class-time course-related activities (and what). These times should include work from last Wednesday 5pm to this Wednesday at 5pm
  • your pre-lab assignment
  • your FSMs, along with a brief description of the problem that each is solving.
  • your code and a description of its functionality.
  • your observations concerning
  • a brief description of the check-off interaction, and answers to any specific issues s/he may have asked you to address.
  • the names and roles of any collaborators in any parts of the project.
  • We've experimented with a couple of different class formats.
    • Are there formats that have worked out well or poorly?
    • Any suggestions for improving the delivery of material in class
This lab assignment is due on Wednesday, March 5th, at 5pm. It may, of course, be turned in earlier.

Questions, comments, gripes and other communication to pi-staff@lists.cognition.olin.edu
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. Olin College Logo