The main goal of this lab is to gain practice using and implementing abstract data types (ADTs). To that end, you will complete and test a Linked List implementation of the List ADT. You will then use these to create and play animated movies using a format called ASCIImation. Concepts you will be familiar with after this lab include:
As with most assignments for the rest of the semester, you will be working with a partner. Both partners should be present and working on the code together. You will both be responsible for understanding all concepts, so dividing and conquering is not an option. The academic integrity policy applies to the entire pair; you cannot work or share code with anyone outside your partner.
You and your lab partner will share the same git repository, which
is named lab04-<user1>-<user2>.git
. Please
access your lab by cloning the appropriate git repository, e.g.:
$ cd ~/cs35/ $ git clone git@github.swarthmore.edu:CS35-s17/lab04-adanner1-mgagne1.git ./lab04You can also get the ssh git url from CS35 github org.
For this lab, we also are hosting several test files. Instead of giving everyone identical copies of the somewhat large files, you will create a symbolic link to the folder containing the files.
$ cd ~/cs35/lab04 $ ln -s /usr/local/doc/lab04-data/ ./test_data
Note: A significant portion of the credit for this lab is assigned to the correctness of your linked list. For that reason, be sure to develop your linked list and ensure it passes all tests before working on the main application.
ASCII is an abbreviation for the American Standard Code for Information Interchange. In brief, the ASCII table picks a numeric representation for each of a set of characters; for instance, the letter 'A' is given the code 65, 'B' is 66, and '^' is 94. Text is stored in a computer as a sequence of numbers and then, when displayed, is translated from these numbers into visual representations of characters by tables like the ASCII table. Until recently, most text stored on computers was encoded in ASCII.
ASCII art is a term for the practice of using text to create images.
31 -=== `"', ""o o O O|) Going somewhere, _\ -/_ _\o/ _ Solo? /| || |\ /|\ / |\ //| || |\\ //| | |\\ || | || | \\ // | | | || || |/ \| \\ -==# | | | || |! |====| ') '\ |====| /# =] |/|| | | || | '' I ( )( ) | || | |-||-| | || | | || | | || | ________________[_][__\________________/__)(_)_____________________
The use of printed text to form pictures is older than the ASCII standard. The term “ASCII art” gained popularity as the practice found its way onto computerized devices which used the ASCII table to standardize text representation. ASCIImation is the practice of using a repeated sequence of these textual images to create an animation using ASCII art. For this lab, you will be writing an ASCIImation player.
Below is an overview of the
files required for submitting this lab. Those highlighted
in blue
will require implementation on your part.
Those highlighted in black
are complete and
should not be modified except for comments.
linkedList.h
, linkedList-inl.h
: the LinkedList class that you will define.asciimationFunctions.h
, asciimationFunctions.cpp
: The functions for loading and playing ASCIImation videos.main.cpp
: the main asciimation program.manualTests.cpp
: a "sandbox" test program that you can use while you develop your program.tests.cpp
: Unit tests for your data
structure. This week, we've given you all the unit tests you'll
need. You won't have to write new unit tests, but you should
definitely run the ones we've given you, and run them often!Makefile
: The build instructions for your lab.test_data
: a directory containing several ASCIImation files. The format is described below.#include <cs35/list.h>
, or the path /usr/local/include/cs35/list.h
. You can browse a copy of list.h in your browser.
The first (and most important) part of this assignment is to
implement the LinkedList class; the declaration of that class
appears in
linkedList.h
. You will implement all of the templated
linked list methods in linkedList-inl.h
. This
implementation requires you to do some things a bit differently from
how you’ve written previous labs:
You’ll need to implement a constructor for the LinkedList class
that does more than just copy constructor arguments into the
object’s fields. Your LinkedList constructor must set up the fields
of its own object in a coherent way. You’ll need to use the
LinkedListNode class in the operation of the LinkedList. As elements
are added and removed, you’ll need to create and destroy the nodes.
You’ll need to do a lot of your own memory management. That is, your
program must use new
and delete
correctly. You should delete nodes
as you remove them from your list and your LinkedList destructor
should remove all of the remaining nodes.
Note: For this lab, you will not be penalized for memory leaks, but your code must be completely free of memory errors (e.g. using uninitialized pointers or pointers to memory you have deleted). Your implementation of the LinkedList class must meet the following complexity requirements:
peekHead
: $O(1)$ timepeekTail
: $O(1)$ timeinsertAtHead
: $O(1)$ timeinsertAtTail
: $O(1)$ timeremoveHead
: $O(1)$ timeremoveTail
: $O(n)$ timegetSize
and isEmpty
: $O(1)$ timeThe second part of your lab is to implement
the asciimation
program, which will read ASCIImation
videos from a file and play them. Your program should first ask
the user for the name of the animation file. Then, it should ask
if the user wants to play the movie in reverse. Then, your
program should load the appropriate movie file and play it, either
as normal or in reverse. For instance, this command plays the
smiley video:
$ ./asciimation animation file: test_data/smiley.asciimation reverse list? no
You can play the movie in reverse simply by reversing the contents of your list before playing the video.
Your test_data
directory contains several
ASCIImation files with the file
extension .asciimation
. These files contain the
text representing different scenes in the animation. Our
animations will run at 15 frames per second; that is, your
program will need to display a frame, wait for \(\frac{1}{15}\)
of a second, and then clear the screen and display the next
frame.
One way to accomplish this is to use the usleep
function from the library unistd.h
(that
is, #include <unistd.h>
).
The usleep
function takes a single argument: the
number of microseconds to sleep. For
instance, usleep(1000000/15)
will sleep for about
\(\frac{1}{15}\) seconds. After sleeping, you can clear the
screen using system("clear");
(which is a call to
the system
function mentioned in the previous
lab).
The .asciimation
files themselves contain groups
of 14 lines each. The first line of each group indicates
a frame count while the remaining lines are the
contents of the frame. (That is, each frame is 13 lines tall.)
The frame count exists to reduce the size of the file, since we
often want frames which do not change for a second or more. For
instance, the following .asciimation
file would
display a smiley face for two seconds (30 frames). The smiley
would then close its eyes for the next second (15 frames).
30 ~~~~~~~~~~~~~~ / \ / ~_~ ~_~ \ / / \ / \ \ | | * | | * | | | \_/ \_/ | | | | ~~ | | \ / | \ \________/ / \ / \ / -------------- 15 ~~~~~~~~~~~~~~ / \ / ~~~ ~~~ \ / \ | -===- -===- | | | | | | ~~ | | \ / | \ \________/ / \ / \ / --------------
When you read the file, you should read it into a list
of pairs. pair
is discussed below. Your
list will have type List<pair<int,string>>
, where the
first element of the pair is an int
and the second
element is a string
containing all 13 lines of the
frame.
pair
ClassThe pair
class is part of the C++ standard
template library (STL). It is defined in the
the utility
library and acts as a simple
container of two values. We
write pair<T1,T2>
to create an object of
two values. The first value has type T1
; the
second has type T2
. For isntance,
a pair<int,string>
is an object with a
field first
of type int
and a
field second
of type string
.
Unlike the classes we have been writing, the pair
class knows how to make copies of itself by assignment; that is,
you can use =
assignment with a pair just like you
would with an int
. Consider the following code:
pair<int,string> p1(4, "apple"); // create an int*string pair pair<int,string> p2 = p1; // copy the values from p1 into p2 p1.first = 5; // change p1's integer to 5 cout << p2.first << endl; // prints 4, since p2's int is a different variable pair<int,string>* ptr1 = new pair<int,string>(8,"orange"); // dynamically allocate a pair pair<int,string>* ptr2 = ptr1; // this copies the *pointer*, not the pair ptr1->first = 10; // change the dynamically-allocated object's integer to 10 cout << ptr2->first << endl; // prints 10, since both pointers point to the same pair object
In the above, p1
and p2
are statically-allocated objects. Although none of the
statically allocated objects we have used so far have been
copyable (other than string
objects), pair
objects can be copied. Note how
copying a pair
object is different from copying
a pair
pointer. In this lab, you won’t need
any pair
pointers, so you don’t really need to worry
about that case.
$ make clang++ -g -std=c++11 -Werror -c -o asciimationFunctions.o asciimationFunctions.cpp clang++ -g -std=c++11 -Werror -c -o main.o main.cpp clang++ -g -std=c++11 -Werror -o asciimation main.o asciimationFunctions.o clang++ -g -std=c++11 -Werror -c -o tests.o tests.cpp clang++ -g -std=c++11 -Werror -o tests tests.o asciimationFunctions.o -lUnitTest++ clang++ -g -std=c++11 -Werror -c -o manualTests.o manualTests.cpp clang++ -g -std=c++11 -Werror -o manualTests manualTests.o asciimationFunctions.o
Then execute your tests. Initially, you should have many failed tests since you haven't completed your LL implementation!
$ ./tests tests.cpp:29:1: error: Failure in createList: Unhandled exception: Not yet implemented: LinkedList::LinkedList tests.cpp:33:1: error: Failure in addHeadAndRetrieve: Unhandled exception: Not yet implemented: LinkedList::LinkedList tests.cpp:39:1: error: Failure in addHeadTwiceAndRetrieve: Unhandled exception: Not yet implemented: LinkedList::LinkedList ... tests.cpp:223:1: error: Failure in performanceTestInsertAtHeadAndGetSize: Unhandled exception: Not yet implemented: LinkedList::LinkedList FAILURE: 19 out of 19 tests failed (19 failures). Test time: 0.00 seconds.As you develop your LL implementation method by method, recompile and rerun the tests. The number of failures should decrease as you go along.
// good int *array = new int[size]; // bad int *a = new int[size];
//good if(condition) { cout << "Test" << endl; } //bad if(condition) { cout << "Test" << endl; }*if your text editor's default indenting is four spaces instead of two, don't stress about it. Just be consistent when indenting.
//good if(condition) { cout << "Something" << endl; } //legal but bad if(condition) cout << "Something" << endl;
/** * Retrieves the first element of the list. * @return The element at index 0 of this list. * @throws runtime_error If the list is empty. */ virtual T peekHead() = 0;
These additional features are optional -- we'll look at them, but they won't be for credit. Make sure you complete and push the main lab before starting any extra challenge, and note in your README file that you've done extra challenges so the graders know which version of your lab to grade. (There's a chance your added features will break our grading scripts; we'll grade the base version of your lab to ensure you don't get penalized in the off-chance your extra features break our grading scripts)
To summarize the requirements of this lab:
Once you are satisfied with your code, hand it in using git. Remember the add, commit, push development cycle. You can push as many times as you like, but only the most recent submission will be graded. You may want to run git status to confirm all modifications have been pushed.