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Make a java package program work. Prey/ Predator project from absolutte Java 5the editon chapter 8 programming project 4.

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Make a java package program work. Prey/ Predator project from absolutte Java 5the editon chapter 8 programming project 4.;4. The goal for this programming project is to create a simple 2D predator?prey;simulation. In this simulation, the prey is ants, and the predators are doodlebugs.;These critters live in a world composed of a 20 20 grid of cells. Only one critter;may occupy a cell at a time. The grid is enclosed, so a critter is not allowed to move;off the edges of the grid. Time is simulated in time steps. Each critter performs;some action every time step.;The ants behave according to the following model;? Move. Every time step, randomly try to move up, down, left, or right. If the;cell in the selected direction is occupied or would move the ant off the grid;then the ant stays in the current cell.;? Breed. If an ant survives for three time steps, then at the end of the third time;step (i.e., after moving), the ant will breed. This is simulated by creating a new;ant in an adjacent (up, down, left, or right) cell that is empty. If there is no;empty cell available, no breeding occurs. Once an offspring is produced, the;ant cannot produce an offspring until three more time steps have elapsed.;The doodlebugs behave according to the following model;? Move. Every time step, if there is an adjacent cell (up, down, left, or right);occupied by an ant, then the doodlebug will move to that cell and eat the ant.;Otherwise, the doodlebug moves according to the same rules as the ant. Note;that a doodlebug cannot eat other doodlebugs.;? Breed. If a doodlebug survives for eight time steps, then at the end of the time;step, it will spawn off a new doodlebug in the same manner as the ant.;? Starve. If a doodlebug has not eaten an ant within the last three time steps;then at the end of the third time step, it will starve and die. The doodlebug;should then be removed from the grid of cells.;During one turn, all the doodlebugs should move before the ants.;Write a program to implement this simulation and draw the world using ASCII;characters of ?o? for an ant and ?X? for a doodlebug. Create a class named;Organism that encapsulates basic data common to both ants and doodlebugs.;This class should have an overridden method named move that is defined in the;derived classes of Ant and Doodlebug. You may need additional data structures to;keep track of which critters have moved.;Initialize the world with 5 doodlebugs and 100 ants. After each time step, prompt;the user to press Enter to move to the next time step. You should see a cyclical pattern between the population of predators and prey, although random perturbations;may lead to the elimination of one or both species.;Mock, Walter Savitch Kenrick (2012-03-20). Absolute Java (5th Edition) (Page 519). Pearson HE, Inc.. Kindle Edition.

 

Paper#69895 | Written in 18-Jul-2015

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