Computer Science 60
Principles of Computer Science
Fall 2010

Assignment 7: Spampede!
Due Friday, March 12 by 4:59 pm

Please read the following carefully. There is a lot here!

  1. First, note that this assignment is due two weeks after the last assignment. The assignment is also worth 125 points rather than the usual 100.
  2. Next, a friendly reminder that the midterm exam will be in class on Wednesday and Thursday, March 24 and 25. The exam will cover material up to, but not including, the lecture before the exam. You may bring an 8.5 by 11 sheet of paper with writing on both sides (your own writing please). Write down anything on that sheet that you like. The purpose of this sheet is to minimize memorization so that you can concentrate on concepts instead.

  3. Pair programming is permitted on all three parts of this week's assignment.

  4. You will be submitting at least three files for this assignment. Please submit every file that you used for your assignment. We will look for
    • Maze.java (Part 1)
    • SpamMaze.java (Part 2)
    • Spampede.java (Part 3)
    If you define any other files as part of your project, please also submit those - as "support" files.

This assignment has three parts, which ultimately build to the Spampede game! In Part 1, you will extend the capabilities of your maze solver from HW6 (though you may use our solution code for that assignment if you prefer). In Part 2, you will use the results of Part 1 to build some of the primary functionality of the Spampede game. In Part 3, you will use Part 2 in a graphical applet that you (and your friends) can play on the web!


What is the final product?

  • You might want to try out the basic applet (with required functionality, but no extras, except for sound), which is available at: http://www.cs.hmc.edu/~dodds/Applets/SpampedeBasic/Spampede.html
  • Also, an applet that demonstrates only what is in the original set of files in the /cs/cs60/hwfiles/a7 directory and can be tried out at http://www.cs.hmc.edu/~dodds/Applets/SpampedeOriginal/Spampede.html
  • Please note that some web browsers are finicky about rendering applets. If these applets don't run for you on your regular web browser, try another one (e.g. Safari, Explorer, etc.) In general, it will be much easier to develop your code using the appletviewer and only go to the web when your program is entirely complete! In any case, Parts 1 and 2 of this assignment are all text-based, so you need not even think about this for awhile.
  • You can find an applet with some bells and whistles at http://www.cs.hmc.edu/~dodds/Applets/SpampedePlus/Spampede.html.  This applet demonstrates some additional functionality, but more is certainly possible (see the extra credit options, below).

Overview

This project introduces and practices a number of different techniques that are common to software engineering, that is the design and implementation of large software projects. Certainly this assignment can only provide a hint at a very rich -- and important -- field.

The Spampede applet is clearly a bigger and more complex beast than any you have had to deal with in the past.  Before you begin, we provide you with an overview of the software design behind the Applet you will create.  Normally, it would be up to you, the developer, to do this design, but because this is your first large-scale project, we have done the class design for you.  

The functionality of the application is broken down into three classes:

  • Maze.java: Responsible for storing the walls and spam in the maze, and for searching for spam and returning the path to the nearest spam can.  You will extend the Maze class to incorporate more of the game's functionality.
  • SpamMaze.java: A subclass of Maze that does everything a Maze does AND keeps track of the spam that populates the board and location of the centepede.  This is the class that has all of the functionality for playing the game including moving the pede, populating the board with spam, determining whether the pede has hit a wall, etc.
  • Spampede.java: A class that controls the functionality of the Applet.  This class is responsible for displaying the board to the user, handling the user's key strokes, and controlling the timesteps that move the pede forward.

Part 1:     Improving Maze.java [25 points]

The first part of this assignment is to improve the Maze class in which you wrote breadth-first search for assignment 6. In particular, you may start with either your own Maze.java file from last week or you may use our solution to that problem provided with the starter files. Either way, the internal data in the MazeCell (row, col, contents, etc.) MUST be private and you should start by making sure you add at least four public accessor ("getter and setter") methods to the MazeCell class within Maze:

  • public int getRow() { ... }, which returns the row of this MazeCell.
  • public int getCol() { ... }, which returns the column of this MazeCell.
  • public char getContents() { ... }, which returns the contents of this MazeCell.
  • public void setContents(char newcontents) { ... }, which sets the contents of this MazeCell to become newcontents.
These methods will be important for getting and setting values in other classes that you build in parts 2 and 3 of the assignment.

You should have a new zero-input contstructor for Maze. This is already in the provided Maze.java file, or if you use your own, you can copy it from here:

  /* method: constructor
   * input: none
   * output: a maze containing ththe data in mazeStrings, below
   */
  protected Maze()
  {
    int HEIGHT = mazeStrings.length;
    int WIDTH = mazeStrings[0].length();
    this.maze = new MazeCell[HEIGHT][WIDTH];
    for (int r=0 ; r<HEIGHT ; ++r) {
      for (int c=0 ; c<WIDTH ; ++c) {
        maze[r][c] = new MazeCell(r,c,mazeStrings[r].charAt(c));
      }
    }
  }
This constructor loads a maze in from the static data member named mazeStrings, which is simply an array of strings contained in Maze.java. Alternatively, you can copy an initial value for mazeStrings from this code:
private static final String[] mazeStrings =  {
    "**************************************************",
    "*PS D                                            *",
    "*                                                *",
    "*                                                *",
    "*                                                *",
    "*                                                *",
    "*                                                *",
    "*                                                *",
    "*                                                *",
    "*                                                *",
    "*                                                *",
    "*                                                *",
    "*                       **                       *",
    "*                       **                       *",
    "*                       **                       *",
    "*                       **                       *",
    "*                                                *",
    "*                                                *",
    "*                                                *",
    "*                                                *",
    "*                                                *",
    "*                                                *",
    "*                                                *",
    "*                                                *",
    "*                                                *",
    "*                                        D       *",
    "*                                                *",
    "*                                                *",
    "*                                                *",
    "**************************************************"
  };

The nice thing about this mazeStrings data member is that you can edit your Maze directly in the file! Notice that, as in the zero-input constructor, we can always compute the number of rows and number of columns via
  • int HEIGHT = mazeStrings.length; // the number of rows
  • int WIDTH = mazeStrings[0].length(); // the number of columns

What is protected?

When data or methods are given the access level protected, it means that derived classes may use that data or method. However, unrelated classes may not use that data or method. Thus, protected is in-between the access level of public, which any class may use, and private, where only the defining class may use the data or method. Because part 2 of this assignment asks you to write a class named SpamMaze that will be a class derived from Maze and because SpamMaze will use this zero-argument constructor, protected is an appropriate access level. Basically, what we are saying is that this constructor should only be used to help create subclass objects not to directly create stand-alone Maze objects.

A more flexible breadth-first-search

The final method to write in Maze.java is

protected MazeCell multiBFS(MazeCell start, char destination) ...
which will implement breadth-first search from start to ANY cell containing the character in destination, which will typically be a 'D', representing spam. This method will be critical in implementing the autonomous spam-seeking behavior of the pede. Because it is breadth-first search, the method should find the destination that is the closest to the start MazeCell. Note that this is slightly different from the BFS that you wrote on hw6. The method signature is also slightly different: the second input is the char that the search is seeking.

What should multiBFS do?

This method should have the following behavior:

  • recommended, but not required Printing, but not changing, the Maze:    That is, when multiBFS finds a path from start to destination, it's a good idea to mark it with the 'o' characters, as before, and then print out this Maze. If you do this -- before returning from multiBFS -- be sure your code removes the 'o' characters and then return the next MazeCell on the path to the destination. If the Maze was not solvable, it could print that message and still return a valid MazeCell that is a neighbor of start. Note that the BFS algorithm and printing are more than efficient enough to print the results of the search each time step during the game -- and it can help a lot with debugging. (See next point...)
  • Returning the next MazeCell on the path:    This method must return the MazeCell that is adjacent to the start along the path that it found to the destination. If there was no path from start to any cell containing destination, then the multiBFS method should return any empty MazeCell that neighbors start to the N, E, W, or S. If there are no empty neighbors, then multiBFS should return an arbitrary MazeCell that neighbors start (and the centipede will crash!)
  • REALLY not changing the Maze!    Regardless of whether a path is found or not, this method should reset all visited flags and parent data members of every MazeCell in the Maze. Unlike the previous assignment, where a Maze was solved only once, here your code will be solving a Maze repeatedly, so multiBFS must be really sure to leave the maze as it was before running breadth-first search. There is an empty method private void clearFlags() to write for just this purpose.

Testing your code

Be sure to test your code thoroughly before heading to part 2 of this assignment... there is a test in main for this purpose, and you should try editing the mazeStrings in order to make sure it works in a variety of conditions!  You do not need to submit any testing this week, though.



Part 2:     Writing SpamMaze.java [50 points]

The overview

In this part of the assignment you will create a derived class named SpamMaze that handles the model for the applet, which is part 3. A derived class is simply an extension of the data and capabilities (methods) available in the base class. Thus, by starting the code as in the provided SpamMaze.java file:

import java.lang.Math;
import java.util.LinkedList;

class SpamMaze extends Maze
{
// your code goes here...
}
you should keep in mind that any object of type SpamMaze IS also an object of type Maze. In other words, a SpamMaze can do everything a Maze can do, and more!  This is identical to the relationship of every object with Java's Object type. Object is the base class of all Java classes.  

The data

Because a SpamMaze object represents the model for the Spampede applet, it needs to keep track of (1) the maze, (2), the centipede, and (3) the spam in the environment. Remember that (1) is already taken care of because your SpamMaze is a derived class of Maze. To keep track of (2) and (3), you should use lists of MazeCells. In particular, you will declare two data members:

  // The data members representing the spam and the centipede
private LinkedList<MazeCell> spamCells;
private LinkedList<MazeCell> pedeCells;
Each of these is of type LinkedList<MazeCell>, which is the Java-library version of a double-ended queue implemented via a linked list. You will thus have access to the methods listed at http://java.sun.com/j2se/1.5.0/docs/api/java/util/LinkedList.html. Notice especially the methods addFirst, addLast, removeFirst, removeLast, getFirst, getLast, and get(int n). Each get method is similar to peek in that it returns a value, but does not change the list. You can ask the size of a list with size(), which returns an int.

The methods

You should, in essence, implement all of the functionality, but not the graphics front end, for the Spampede game inside SpamMaze. At a minimum, you should implement the following methods. You may choose to add more methods - either private helper methods (to help these public methods) - or other public methods for your game to use.

  • public SpamMaze()    a zero-argument constructor. This should call the base class's zero-argument constructor (to create the Maze) and then it should do additional initializion of the data members that are part of only the SpamMaze class (see above). Note that the initial state of the centipede is that its head is at maze[1][2] and that it has only one body segment, at location maze[1][1]. Thus, the centipede is initially facing east. It's initial direction is east as well. This may be set here in the constructor or elsewhere in the game - that's a design choice that is up to you.

    One way to do this is to have the constructor call helper methods that reset the data within the SpamMaze: then those methods can be re-used, for example, when a centipede dies and the game needs to be reset. I used a helper method
    public void resetPede()
      
    that removed all of the cells from the pedeCells list in a loop (resetting their contents to empty space). Then, it initializes the pedeCells to contain one body segment namely maze[1][1] and one head segment, namely maze[1][2]. It also sets the contents of those two MazeCells appropriately.

    Note that you do not have to re-read the mazeStrings data member to do this: your method can simply "know" where the head and body segments are.

  • public int getRows()    is an accessor that returns the number of rows of this maze.

  • public int getColumns()    is an accessor that returns the number of columns of this maze.

  • public char getContents(int r, int c)    is an accessor that returns the contents of the MazeCell at row r and column c in this maze.

  • public void setContents(int r, int c, char newcontents)    is an accessor that sets the contents of the MazeCell at row r and column c to become the char newcontents in this maze.

  • public void addSpam()    adds one can of spam to the environment. You can choose the method used to add spam but the following properties are required:
    • An inserted can of spam may not be placed anywhere on the current location of the centipede's body nor on a wall or existing can of spam.
    • The reference to the new can of spam must be inserted in the spamCells LinkedList.
    You may wish to use random numbers to generate the locations of new spam cans. Perhaps the easiest way to generate a random integer is to use the following template:
    int random_integer = (int)(10*Math.random());
      
    The line of code above assigns to random_integer a randomly-generated value from 0 to 9 inclusive. (More details are available from the Java API's Math class.)

  • public void removeSpam()    removes one can of spam from the environment when it's time for the spam to disappear. Notice that this function will simply be called periodically in order to make the game more interesting. It will not be called when the centipede consumes a can of spam. Spam-consumption will be handled in the advancePede function described below. You can choose the method used to remove spam, but the following property is required: When this function is called, a can of spam is eliminated from the spamCells LinkedList. This can be done at random or (perhaps more reasonably) the oldest spam can in the list could be removed.

  • public int advancePede(char direction)    this is the fundamental update method for the entire game! This is where the "smarts" go.

    You do not have to have your advancePede return an int - it can be void, or it can return some other value - this is up to you. See the "return value" note, below.

    The input, in any case, will be a character indicating the direction to move is passed in. The characters 'N', 'S', 'E', 'W', 'A' should represent the directions north, south, east, west, and automatic ("automatic" represents the AI and is described below). Be sure to define descriptive names for these symbols to avoid magic values in your code! For example, you might have a value such as public static final char NORTH = 'N'; So, here's what this method does:
    • Based on the direction that is passed in, the pedeCells LinkedList is updated to have the centipede move in that direction. That is, the head advances and the tail retracts in the given direction.
    • If the centipede's head moves to a MazeCell that contains a wall or another part of the centipede, the centipede dies, and the centipede should be reset to its initial state. This function need not necessarily do the resetting. Notice that this function returns an integer value (or you can change it to a char if you prefer). That value may be used to help with the resetting elsewhere in the program. This is described next...
    • Return value    So what exacty is the return value? It can be very handy for this function to return an integer or a character or some other value in order to inform the calling function (most likely a function from the applet, Spampede.java) about what happened. For example, if there was a collision with a wall, the calling function might appreciate knowing that so that. You can come back to this later - when doing part 3 - to decide what, if anything, you would like the function to return.
    • If the centipede's head lands on a can of spam, the centipede grows by one MazeCell. That is, when the centipede next moves, its head advances one square, but its tail does not retract. Importantly, the can of spam that was just consumed must be removed from the spamCells LinkedList. What method to use? Check out remove command in the LinkedList class.
    • Finally, the "automatic" direction. If this function is passed in the value 'A' then we are in AI mode. That is, the spampede should navigate by itself, also heading for the nearest can of spam. To do this, it will call the multiBFS method that you wrote in Part 1. multiBFS will return a reference to the MazeCell that the spampede should move to. The spampede will then be updated to move to that cell.

  • public char reversePede()    this method reverses the centipede so that it has the opposite orientation and moves in the appropriate "opposite direction". Note that if the centipede was previously moving west, it is not necessarily going to move east upon reversal. Instead, the new direction is the opposite of the direction of the tail of the centipede. That is, if the last two cells of the centipede's body indicate that the centipede is moving north, then the new direction for the reversed centipede will be south. In addition to modifying the spamCells linked list to perform the reversal, this function returns the new direction in which the reversed centipede will be traveling, at least initially... .

Testing!!

As with Maze, be sure to test your SpamMaze thoroughly in main before worrying about the graphical front-end of the applet in part 3. Below is a main method, which you should feel free to adapt to your implementation. You do not need to write toString -- the version that's already in Maze will work perfectly well!


  public static void main(String[] args)
  {
    SpamMaze SM = new SpamMaze();

    System.out.println("SM is\n" + SM);
    MazeCell nextSpot = SM.multiBFS(SM.pedeCells.getFirst(), SPAM);
    System.out.println("nextSpot is\n" + nextSpot);
    System.out.println("SM is\n" + SM);

    SM.advancePede(EAST);
    System.out.println("SM is\n" + SM);
    System.out.println("pedeCells is " + SM.pedeCells);

    SM.advancePede(EAST);
    System.out.println("SM is\n" + SM);
    System.out.println("pedeCells is " + SM.pedeCells);

    SM.advancePede(EAST);
    System.out.println("SM is\n" + SM);
    System.out.println("pedeCells is " + SM.pedeCells);

    SM.advancePede(SOUTH);
    System.out.println("SM is\n" + SM);
    System.out.println("pedeCells is " + SM.pedeCells);

    SM.advancePede(SOUTH);
    System.out.println("SM is\n" + SM);
    System.out.println("pedeCells is " + SM.pedeCells);
  }



Part 3:     Putting it all together: Spampede.java [50 points]

The overview

The Spampede applet gives a user control over a spam-seeking centipede. Key presses from the keyboard change the direction of the centipede's movement in order to intersect snacks (spam) that appear at random places on the screen. For each snack consumed, the centipede grows by one segment (a segment is simply one MazeCell). Variations are welcome (see the extra credit section below)!

As a result, in this part of the assignment you will be modifying another derived class, this one named Spampede, which is a derived class from Java's JApplet. This means that your Spampede is itself an applet that will run in a Java-enabled browser from anywhere.

Setting up

The "starter" applet Spampede.java and its html file Spampede.html are provided for you on the top-level assignments page. There are some other files you'll need, like ImagePanel.java, so make sure all the files are in the same directory with the files you developed for parts 1 and 2.

Finally, we have also provided the following files which you may wish to use (but they are totally optional):

  • Spam.au, an audio file
  • crunch.au an audio file
  • spam.gif, an image of a can of Spam

Getting the applet compiling, running, recompiling, and rerunning ...

The best way to test your applet is to use Java's appletviewer application. In fact, the graders will (at least by default) test your code with appletviewer.

If you're using an IDE like Eclipse or NetBeans, there may be a mechanism for running and testing applets built-in. Dr. Java, however, does not have such a mechanism (to my knowledge). So, if you're using Dr. Java, you'll need to run appletviewer from the command-line on your computer. The instructions are different for the Mac vs. a Windows PC.

Running appletviewer on a Mac

The basic idea is to open a terminal window, navigate to the directory that holds both your compiled java code and the Spampede.html file and then run

appletviewer Spampede.html
Here are some details:
  • Search for Terminal in the "Spotlight" search window (at the upper right)
  • Run that application; it will open a terminal window. Navigate using cd (change directory), tab-completion, and ls and pwd ("list" and "print working directory") to the folder in which your compiled Java code and the Spampede.html file aare located. You can compile your code from Dr. Java. Alternatively, you can run
    javac *.java
    
    to compile all of your java source code in your current folder.
  • Once things compile, run the appletviewer via
    appletviewer Spampede.html
    
    Note that the name of the .html file (not the classname of the Java class holding the applet) is used here.
  • Printing from System.out.println calls will appear in the terminal window. You can quit the appletviewer as you'd quit any Mac OS gui program - or, you can control-c from the terminal.



Running appletviewer on a PC

As with Mac OS X, the basic idea is to open a terminal window, navigate to the directory that holds both your compiled java code and the Spampede.html file and then run

appletviewer Spampede.html
Here are some details:
  • If you don't have the java tools (javac and appletviewer, among others) in your "path," you can add the path to those programs as described in step 4 on this page. If you do this, you won't have to use the "full pathname" to appletviewer. The instructions below do use this "full pathname," just in case you have not added their location to your path.
  • Open a "command" window. One way to do this is to open the Windows menu in the lower-left-hand corner and choose the "Run" option. In the textbox that opens, type cmd . It's also under "Accessories."
  • Use cd (change directory), tab-completion, and dir (for listing directories) in order to navigate your way to your compiled java code. You can compile it in Dr. Java.
  • Then you should be able to run the appletviewer on the .html file (not the Spampede class file). If your path is set, you need to run
    > "C:>\Program Files\Java\jdk1.6.0_<version>\bin\appletviewer" Spampede.html
    
    where <version> will depend on the version of the jdk you installed (use the usual explorer interface to see which one it is... . This is a pain to type... you can use tab-completion to do almost all of it for you. If that location is in your path, then appletviewer Spampede.html will work.
  • Printing from System.out.println calls will appear in the terminal window. You can quit the appletviewer as you'd quit any Windows gui program - or, you can control-c from the terminal.



Writing the applet

Once the above steps work for you, you're ready to write Spampede by the modifying Spampede.java file with the following things in mind.
  • Be sure to create, in init and/or in reset, a SpamMaze and make sure it is in a suitable starting configuration. There is already a data member named this.themaze to hold the created object. This may already be done for you in the code, if you are using the zero-argument constructor for SpamMaze.

  • Draw the contents of the SpamMaze within the drawEnvironment method already provided. This will require writing a nested loop to create the 2d array of 10x10 pixel squares that represent the maze. This drawEnvironment method will be called every so often by the cycle method to show the latest state of the maze. You should use different colors of your choice representing walls, empty space, the head of the centipede and the body of the centipede. You will want to use the fillRect command to accomplish this.

  • Update the spam within the SpamMaze named themaze. Within updateSpam you can add (and/or remove) spam every so often -- though doing so every cycle will probably be too fast!. You can also add spam as needed (e.g., when one is eaten). But, you should make sure to have at least one spam on the board at all times.

  • Keep track of the centipede (i.e., the "spampede"). The updatePede method is provided as a placeholder for where you would do this. You might want a data member that keeps track of the centipede's current direction so that advancePede can be called appropriately -- the provided code has a data member private char dir that you might use for this. In this case, key presses would simply change this internally-stored dir.

    Keep in mind that no MazeCells are moving as the centipede crawls through the maze! Rather, it's the data member named pedeCells of type LinkedList that's snaking its way through the 2d array of MazeCellss by changing the cells to which it refers.

  • Handle key presses. You will see a method that prints out certain characters when track of the centipede (i.e., the "spampede"). When the user presses the following keys, the centipede should change direction as indicated:
    • r : reverse, switching its head's position to its tail
    • i : turn north
    • j : turn west
    • l : turn east
    • k : turn south
    • a : go into autonomous, spam-seeking mode ("AI")
    If the centipede is already heading in the direction that the user chooses, nothing changes. If the user changes the centipede's direction so that it is moving back on itself (from South to North, say, or West to East), you may reverse direction, ignore the command, or "terminate" the centipede.

As you write your code, please compile and rerun the applet often to make sure you're on the right path. Use the appletviewer to help with debugging and error-detection. Basically, this means many iterations of the compilation, copying, and testing steps above.

Note that you can use the "up-arrow" facility to re-run the appletviewer, both in the Windows and in the Mac OS terminal. If you'd like to put your applet into your publicly-accessible CS webspace, there are a few notes on how to do that at the bottom of this page. However, it's 100% optional.

A Reminder On What to Submit

Please be sure to submit all of the .java files required for all three parts of this assignment: Maze.java, SpamMaze.java, and Spampede.java.

I want more!

If you haven't had enough of the Spampede.java file at the end of this assignment, there are a couple of specific items and an open-ended invitation to improve on the applet for optional bonus credit. (Up to 25 points in total.) If you add optional features, please explain them carefully at the top of your Spampede.java file. Here are some possible ideas:


  • Enemy Pedes!: Allow there to be one or more "enemy" pedes that use the multiBFS and/or other heuristics to play against your pede. (This is worth extra bonus points since it is a bit more challenging.)

  • Speed up: You might want to have the rate at which the centipede is moving to increase as the game progresses.

  • Scoring: You might want to have a system of scoring with a running total displayed as a label or text field or simply drawn to the applet panel.

  • Lives: Rather than resetting or stopping the game after a single Spampede crash, keep a text field (or label) with the number of lives remaining and decrement it after each crash. When there are no lives left, stop the game (though you might want to consider a "reset" button.)

  • Levels: Rather than maintaining a single, static maze, you may want to have the centipede advance to different mazes after consuming enough spam.

  • Wrapping: Allow the centipede to wrap around the game board -- either in an unlimited fashion or through small tunnels in the walls. Or you might consider a "hyperspace" square, that "sends" cells to another spot on the board.

  • General improvements: Feel free to add additional features you think would enhance the Spampede applet: different kinds of spam, sounds, images, other graphical widgets like pull-down menus or text boxes, etc.


Testing - with a note for Vista users...

Perhaps the simplest way to compile, run, and test this program is to use the command-line compiler and then the appletviewer program to test things. Windows Vista makes it hard to include the javac, java and appletviewer applications in your path -- but it is possible:

This URL: http://banagale.com/changing-your-system-path-in-windows-vista.htm offers step-by-step instructions for adding a new path to Vista's list of locations where it will search for executables. The path you will want to add to the end of the list is going to be a small variant on ;"C:\Program Files\Java\jdk1.6.0_06\bin" The semicolon is Windows's separator for items in a list of paths. The quotes may be optional - (they're optional in XP, at the very least).



Going on the Web!

Totally optional! (and not worth any extra credit, but it's fun to show off your applet to others...)

Once your applet is done, it's time to let your friends and family waste hours of precious free time playing Spampede!

First, if you have not been developing your files on the mac labs or on knuth, you will need to copy all of your files into your cs account. You can do this by submitting all of your files, and then downloading them in the lab, or you can directly copy them into your knuth directory using a program such as FileZilla or WinSCP.

Once your files are in your directory on knuth (or in the mac labs--it's the same filesystem), copy the file copyFiles from the directory /cs/cs60/hwfiles/a7 to the directory where your files are with:

> cp /cs/cs60/hwfiles/a7/copyFiles .

Don't miss the "." at the end!  You need to execute this command from the directory where you copied your spampede files.

Next, make sure your spampede files are compiled (you might want to run javac *.java just in case).

Finally, to use copyFiles, first give yourself "execute permission" by typing chmod u+x copyFiles. Now you, (the "u" stands for "user" - that's you) have permission to execute this script. Then, type

copyFiles
at the unix prompt. If this does not work, type
./copyFiles

When you run copyFiles should expect to see a message like:

chmod: cannot access `/home/apaul/public_html/*.java': No such file or directory
This is just indicating that there were no java files in your web directory. This is a good thing! We just have a line in the copyFiles script to make sure that if you did copy a java file into your web directory for any reason, it will have its read permissions shut off.

Now, open a web browser and use the url www.cs.hmc.edu/~yourUserName/Spampede.html. Your game should now be running from that web page. If the game display is messed up for any reason, try another browser. Some browsers (rarely) are not configured correctely and cause applets to be drawn "funny". Please do not put any java code on your website. Our script does not do this (it only puts the compiled .clas files and other ancillary stuff) and you should not either to avoid having your code exposed to the world.

Of course, if you make changes to your code in your working directory, you will need to compile it again and copy the files again to your website.

Getting debugging information from the Java console

If you're using appletviewer, the print statements in your code will appear in the terminal window from which you started the viewer.

If you're using a browser, in order to see output from print statements (or any errors), you should open the Java console. On the PC, this can be done by right-clicking the little Java icon from the lower right of your screen and choosing "Open Console." On the Mac, you may need to go a bit further. Some browsers have a menu option that simply states "Java Console." Other require you to activate the console first: go to "Applications - Utilities - Java - J2SE 5.0 (or your version) - Java Preferences," and then go to the "Advanced" tab, the "Java Console" options, and select "Show Console." You may need to restart your browser or at least reload the page after this sequence of commands.

If you run into troubles with these low-level details, please seek help -- they're not worth spending much time over. But it is important to be able to debug your code through print statements... .

Making sure you get the NEW applet after making changes

If you're using a browser, you can make sure you get the NEW applet to which you've made changes (do remember to recomplile, too!) by typing an 'x' in the Java Console window. It's also a good idea to clear the window so that you know which output is from the latest run of your applet. Then, when you hit the "Reload" button in the browser, the new applet should be loaded and run. The appletviewer should always reload the most recent version.