
Computer Networking: A Top-Down Approach (7th Edition)
7th Edition
ISBN: 9780133594140
Author: James Kurose, Keith Ross
Publisher: PEARSON
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Transcribed Image Text:Write the complete "S"Critter class, including all instance variables and required methods. Do NOT override the
act method. Remember that your design must not violate the postconditions of the methods of the Critter class
and that updating an object's instance variable changes the state of that object.
//write SCritter class here

Transcribed Image Text:Question 1
This question involves reasoning about the code from the GridWorld case study. A copy of the code is provided
as part of this exam.
A "S"Critter is a Critter that uses other actors as a source of energy. Each actor represents one unit of energy.
The "S"Critter behaves like a Critter except in the way that it interacts with other actors. Each time the
"S"Critter acts, it gathers all neighboring actors by removing them from the grid and keeps track of them in a
tank. The "S"Critter then attempts to reduce its tank by one unit of energy. If the tank is empty, the "S"Critter
runs out of energy and removes itself from the grid.
Consider the following scenario
Gathered 3 Actors, used
1energy unit, 2 remaining in
the tank, moved to location
AFTER ONE ACT
An "S"Critter (indicated
by the letter S) is in
location (2, 2), tank is
empty.
INITIAL WORLD
(3,3)
No actors gathered,
used 1 energy unit, 1
remaining in the tank,
moved to location (4,3)
Gathered 1 Actor, used
1energy unit, 1 remaining in
the tank, moved to location
(3,2)
AFTER TWO ACTS
AFTER THREE ACTS
IS
IS
No actors gathered,
used 1 energy unit, 0
remaining in the tank,
moved to location (3,3)
Tank empty removed self
from grid.
AFTER FOUR ACTS
AFTER FIVE ACTS
IS
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