Suppose your task is to write a program that reads in such a file and prints • The country with the largest area • The country with the largest population • The country with the largest
Trang 1100 assert state == TRANSACT;
118 Gets the current state of this ATM
119 @return the current state
126 private int state;
127 private int customerNumber;
128 private Customer currentCustomer;
129 private BankAccount currentAccount;
130 private Bank theBank;
131
132 public static final int START = 1;
133 public static final int PIN = 2;
134 public static final int ACCOUNT = 3;
135 public static final int TRANSACT = 4;
136
137 public static final int CHECKING = 1;
138 public static final int SAVINGS = 2;
139 }
566 567
Trang 220 Reads the customer numbers and pins
21 and initializes the bank accounts
22 @param filename the name of the customer file
30 int number = in.nextInt();
31 int pin = in.nextInt();
32 Customer c = new Customer(number, pin);
Trang 339 Adds a customer to the bank.
40 @param c the customer to add
48 Finds a customer in the bank
49 @param aNumber a customer number
50 @param aPin a personal identification number
51 @return the matching customer, or null if no customer
7 Constructs a customer with a given number and PIN
8 @param aNumber the customer number
Trang 49 @param aPinthe personal identification number
15 checkingAccount = new BankAccount();
16 savingsAccount = new BankAccount();
22 @param aNumber a customer number
23 @param aPin a personal identification number
24 @return true if the customer number and PIN match
32 Gets the checking account of this customer
33 @return the checking account
41 Gets the savings account of this customer
42 @return the checking account
Trang 550 private int pin;
51 private BankAccount checkingAccount;
52 private BankAccount savingsAccount;
53 }The following class implements a console user interface for the ATM
Trang 631 System.out.print(“Enter customer number: ”);
32 int number = in.nextInt();
33 theATM.setCustomerNumber(number);
34 }
35 else if (state == ATM.PIN)
36 {
37 System.out.print(“Enter PIN: ”);
38 int pin = in.nextInt();
44 String command = in.next();
53 }
54 else if (state == ATM.TRANSACT)
55 {
56 System.out.println(“Balance=” + theATM.getBalance());
57 System.out.print(“A=Deposit, B=Withdrawal, C=Cancel: ”);
58 String command = in.next();
59 if (command.equalsIgnoreCase(“A”))
60 {
61 System.out.print(“Amount: ”);
62 double amount = in.nextDouble();
63 theATM.deposit(amount);
64 theATM.back();
65 }
Trang 767 {
68 System.out.print(“Amount: ”);
69 double amount = in.nextDouble();
Amount: 1000
A=Checking, B=Savings, C=Quit: C
.Here are the user interface classes for the GUI version of the user interface
Trang 827 JFrame frame = new ATMFrame(theATM);
28 frame.setTitle(“First National Bank of Java”);
Trang 1053 Updates display message.
61 else if (state == ATM.PIN)
62 display.setText(“Enter PIN\nA = OK”);
63 else if (state == ATM.ACCOUNT)
64 display.setText(“Select Account\n”
65 + “A = Checking\nB = Savings\nC = Exit”);
66 else if (state == ATM.TRANSACT)
80 else if (state == ATM.PIN)
81 theATM.selectCustomer((int) pad.getValue());
82 else if (state == ATM.ACCOUNT)
Trang 11122 private JButton aButton;
123 private JButton bButton;
124 private JButton cButton;
125
126 private KeyPad pad;
573 574
Trang 12127 private JTextArea display;
128
129 private ATM theATM;
130
131 private static final int FRAME_WIDTH = 300;
132 private static final int FRAME_HEIGHT =
300;
133 }This class uses layout managers to arrange the text field and the keypad buttons
See Chapter 18 for more information about layout managers
10 A component that lets the user enter a number, using
11 a keypad labeled with digits
Trang 1329 buttonPanel = new JPanel();
66 /**
575 576
Trang 1467 Adds a button to the button panel.
68 @param label the button label
77 // Don't add two decimal points
84 }
85 } 86
87 JButton button = new JButton (label);
93 /**
94 Gets the value that the user entered
95 @return the value in the text field of the keypad
Trang 15110 private JPanel buttonPanel;
111 private JButton clearButton;
112 private JTextField display;
immediately home in on a good solution and that you need to go back and
reorganize your classes and responsibilities That is normal and only to be expected The purpose of the object-oriented design process is to spot these problems in the
design phase, when they are still easy to rectify, instead of in the implementation
phase, when massive reorganization is more difficult and time consuming
RANDOM FACT 12.2: Software Development–Art or
Science?
There has been a long discussion whether the discipline of computing is a
science or not We call the field “computer science”, but that doesn't mean much
576 577
Trang 16Except possibly for librarians and sociologists, few people believe that library
science and social science are scientific endeavors
A scientific discipline aims to discover certain fundamental principles dictated
by the laws of nature It operates on the scientific method: by posing hypotheses
and testing them with experiments that are repeatable by other workers in the
field For example, a physicist may have a theory on the makeup of nuclear
particles and attempt to confirm or refute that theory by running experiments in a particle collider If an experiment cannot be confirmed, such as the “cold fusion” research in the early 1990s, then the theory dies a quick death
Some software developers indeed run experiments They try out various methods
of computing certain results or of configuring computer systems, and measure
the differences in performance However, their aim is not to discover laws of
nature
Some computer scientists discover fundamental principles One class of
fundamental results, for instance, states that it is impossible to write certain
kinds of computer programs, no matter how powerful the computing equipment
is For example, it is impossible to write a program that takes as its input any two Java program files and as its output prints whether or not these two programs
always compute the same results Such a program would be very handy for
grading student homework, but nobody, no matter how clever, will ever be able
to write one that works for all input files However, the majority of computer
scientists are not researching the limits of computation
Some people view software development as an art or craft A programmer who
writes elegant code that is easy to understand and runs with optimum efficiency
can indeed be considered a good craftsman Calling it an art is perhaps
far-fetched, because an art object requires an audience to appreciate it, whereas
the program code is generally hidden from the program user
Others call software development an engineering discipline Just as mechanical
engineering is based on the fundamental mathematical principles of statics,
computing has certain mathematical foundations There is more to mechanical
engineering than mathematics, such as knowledge of materials and of project
planning The same is true for computing A software engineer needs to know
about planning, budgeting, design, test automation, documentation, and source
577 578
Trang 17algorithm design, and database technologies.
In one somewhat worrisome aspect, software development does not have the
same standing as other engineering disciplines There is little agreement as to
what constitutes professional conduct in the computer field Unlike the scientist,
whose main responsibility is the search for truth, the software developer must
strive to satisfy the conflicting demands of quality, safety, and economy
Engineering disciplines have professional organizations that hold their members
to standards of conduct The computer field is so new that in many cases we
simply don't know the correct method for achieving certain tasks That makes it
difficult to set professional standards
What do you think? From your limited experience, do you consider software
development an art, a craft, a science, or an engineering activity?
CHAPTER SUMMARY
1 The life cycle of software encompasses all activities from initial analysis until
obsolescence
2 A formal process for software development describes phases of the
development process and gives guidelines for how to carry out the phases
3 The waterfall model of software development describes a sequential process of
analysis, design, implementation, testing, and deployment
4 The spiral model of software development describes an iterative process in
which design and implementation are repeated
5 Extreme Programming is a development methodology that strives for simplicity
by removing formal structure and focusing on best practices
6 In object-oriented design, you discover classes, determine the responsibilities
of classes, and describe the relationships between classes
7 A CRC card describes a class, its responsibilities, and its collaborating classes
Trang 188 Inheritance (the is-a relationship) is sometimes inappropriately used when the
has-a relationship would be more appropriate
9 Aggregation (the has-a relationship) denotes that objects of one class contain
references to objects of another class
10 Dependency is another name for the “uses” relationship
11 You need to be able to distinguish the UML notations for inheritance, interface
implementation, aggregation, and dependency
12 Use javadoc comments (with the method bodies left blank) to record the
behavior of classes
FURTHER READING
1 Grady Booch, James Rumbaugh, and Ivar Jacobson, The Unified Modeling Language User Guide, Addison-Wesley, 1999
2 Kent Beck, Extreme Programming Explained, Addison-Wesley, 1999
3 W H Sackmann, W J Erikson, and E E Grant, “Exploratory
Experimental Studies Comparing Online and Offline Programming Performance”, Communications of the ACM, vol 11, no 1 (January 1968),
pp 3–11
4 F Brooks, The Mythical Man-Month, Addison-Wesley, 1975
REVIEW EXERCISES
★ Exercise R12.1 What is the software life cycle?
★★ Exercise R12.2 List the steps in the process of object-oriented design that
this chapter recommends for student use
★ Exercise R12.3 Give a rule of thumb for how to find classes when
designing a program
★ Exercise R12.4 Give a rule of thumb for how to find methods when
designing a program
578 579
Trang 19★★ Exercise R12.5 After discovering a method, why is it important to
identify the object that is responsible for carrying out the action?
★ Exercise R12.6 What relationship is appropriate between the following
classes: aggregation, inheritance, or neither?
★★ Exercise R12.8 Some books on object-oriented programming recommend using inheritance so that the class Circle extends the class Point Then the Circle class inherits the setLocation method from the Point superclass Explain why the setLocation method need not be redefined
in the subclass Why is it nevertheless not a good idea to have Circle inherit from Point? Conversely, would inheriting Point from Circle fulfill the is-a rule? Would it be a good idea?
★ Exercise R12.9 Write CRC cards for the Coin and CashRegister
classes described in Section 8.2
★ Exercise R12.10 Write CRC cards for the Bank and BankAccount
classes in Section 7.2
579 580
Trang 20★★ Exercise R12.11 Draw a UML diagram for the Coin and
CashRegister classes described in Section 8.2
★★★ Exercise R12.12 A file contains a set of records describing countries
Each record consists of the name of the country, its population, and its area Suppose your task is to write a program that reads in such a file and prints
• The country with the largest area
• The country with the largest population
• The country with the largest population density (people per square kilometer)
Think through the problems that you need to solve What classes and methods will you need? Produce a set of CRC cards, a UML diagram, and a set of javadoc comments
★★★ Exercise R12.13 Discover classes and methods for generating a student
report card that lists all classes, grades, and the grade point average for a semester Produce a set of CRC cards, a UML diagram, and a set of javadoc comments
★★★ Exercise R12.14 Consider a quiz grading system that grades student
responses to quizzes A quiz consists of questions There are different types of questions, including essay questions and multiple-choice questions Students turn in submissions for quizzes, and the grading system grades them Draw a UML diagram for classes Quiz, Question, EssayQuestion, MultipleChoiceQuestion, Student, and Submission
Additional review exercises are available in WileyPLUS
PROGRAMMING EXERCISES
★★ Exercise P12.1 Enhance the invoice-printing program by providing for
two kinds of line items: One kind describes products that are purchased in
Trang 21fixed charge (such as “shipping: $5.00”) Hint: Use inheritance Produce a UML diagram of your modified implementation.
★★ Exercise P12.2 The invoice-printing program is somewhat unrealistic
because the formatting of the LineItem objects won't lead to good visual results when the prices and quantities have varying numbers of digits
Enhance the format method in two ways: Accept an int[] array of column widths as a parameter Use the NumberFormat class to format the currency values
★★ Exercise P12.3 The invoice-printing program has an unfortunate flaw—it
mixes “business logic”, the computation of total charges, and
“presentation”, the visual appearance of the invoice To appreciate this flaw, imagine the changes that would be necessary to draw the invoice in HTML for presentation on the Web Reimplement the program, using a separate InvoiceFormatter class to format the invoice That is, the Invoice and LineItem methods are no longer responsible for formatting However, they will acquire other responsibilities, because the InvoiceFormatter class needs to query them for the values that it requires
★★★ Exercise P12.4 Write a program that teaches arithmetic to your younger brother The program tests addition and subtraction In level 1 it tests only addition of numbers less than 10 whose sum is less than 10 In level
2 it tests addition of arbitrary one-digit numbers In level 3 it tests subtraction of one-digit numbers with a non-negative difference
Generate random problems and get the player input The player gets up
to two tries per problem Advance from one level to the next when the player has achieved a score of five points
★★★ Exercise P12.5 Design a simple e-mail messaging system A message
has a recipient, a sender, and a message text A mailbox can store messages Supply a number of mailboxes for different users and a user interface for users to log in, send messages to other users, read their own messages, and log out Follow the design process that was described in this chapter
580 581
Trang 22★★ Exercise P12.6 Write a program that simulates a vending machine
Products can be purchased by inserting coins with a value at least equal to the cost of the product A user selects a product from a list of available products, adds coins, and either gets the product or gets the coins returned
if insufficient money was supplied or if the product is sold out The machine does not give change if too much money was added Products can
be restocked and money removed by an operator Follow the design process that was described in this chapter Your solution should include a class VendingMachine that is not coupled with the Scanner or PrintStream classes
★★★ Exercise P12.7 Write a program to design an appointment calendar An
appointment includes the date, starting time, ending time, and a description; for example,
Dentist 2007/10/1 17:30 18:30CS1 class 2007/10/2 08:30 10:00Supply a user interface to add appointments, remove canceled appointments, and print out a list of appointments for a particular day
Follow the design process that was described in this chapter Your solution should include a class AppointmentCalendar that is not coupled with the Scanner or PrintStream classes
★★★ Exercise P12.8 Airline seating Write a program that assigns seats on an airplane Assume the airplane has 20 seats in first class (5 rows of 4 seats each, separated by an aisle) and 90 seats in economy class (15 rows of 6 seats each, separated by an aisle) Your program should take three commands: add passengers, show seating, and quit When passengers are added, ask for the class (first or economy), the number of passengers traveling together (1 or 2 in first class; 1 to 3 in economy), and the seating preference (aisle or window in first class; aisle, center, or window in economy) Then try to find a match and assign the seats If no match exists, print a message Your solution should include a class Airplane that is not coupled with the Scanner or PrintSream classes Follow the design process that was described in this chapter
581 582
Trang 23★★ Exercise P12.9 Modify the implementations of the class in the ATM
example so that the bank manages a collection of bank accounts and a separate collection of customers Allow joint accounts in which some accounts can have more than one customer
★★★ Exercise P12.10 Write a program that administers and grades quizzes
A quiz consists of questions There are four types of questions: text questions, number questions, choice questions with a single answer, and choice questions with multiple answers When grading a text question, ignore leading or trailing spaces and letter case When grading a numeric question, accept a response that is approximately the same as the answer
A quiz is specified in a text file Each question starts with a letter indicating the question type (T, N, S, M), followed by a line containing the question text The next line of a non-choice question contains the answer Choice questions have a list of choices that is terminated by a blank line Each choice starts with + (correct) or − (incorrect) Here is a sample file:
TWhich Java keyword is used to define a subclass?
extendsS
What is the original name of the Java language?
- *7
- + Oak
C - GoslingM
Which of the following types are supertypes of Rectangle?
- PrintStream+ Shape
+ RectangularShape+ Object
- StringN
What is the square root of 2?
1.41421356
Trang 24Your program should read in a quiz file, prompt the user for responses to all questions, and grade the responses Follow the design process that was described in this chapter.
★★★G Exercise P12.11 Implement a program to teach your baby sister
to read the clock In the game, present an analog clock, such as the one in
Figure 12 Generate random times and display the clock Accept guesses from the player Reward the player for correct guesses After two
incorrect guesses, display the correct answer and make a new random time Implement several levels of play In level 1, only show full hours
In level 2, show quarter hours In level 3, show five-minute multiples, and in level 4, show any number of minutes After a player has achieved five correct guesses at one level, advance to the next level
Figure 12
An Analog Clock
★★★G Exercise P12.12 Write a program that can be used to design a suburban scene, with houses, streets, and cars Users can add houses and cars of various colors to a street Write more specific requirements that include a detailed description of the user interface Then, discover classes and methods, provide UML diagrams, and implement your program
★★★G Exercise P12.13 Write a simple graphics editor that allows users to add a mixture of shapes (ellipses, rectangles, and lines in different colors) to a panel Supply commands to load and save the
582 583
Trang 25Additional programming exercises are available in WileyPLUS
PROGRAMMING PROJECTS
★★★ Project 12.1 Produce a requirements document for a program that
allows a company to send out personalized mailings, either by e-mail or through the postal service Template files contain the message text, together with variable fields (such as Dear [Title] [Last Name] …) A database (stored as a text file) contains the field values for each recipient Use HTML as the output file format Then design and implement the program
★★★ Project 12.2 Write a tic-tac-toe game that allows a human player to play against the computer Your program will play many turns against a human opponent, and it will learn When it is the computer's turn, the computer randomly selects an empty field, except that it won't ever choose a losing combination For that purpose, your program must keep
an array of losing combinations Whenever the human wins, the immediately preceding combination is stored as losing For example, suppose that X = computer and O = human Suppose the current combination is
Now it is the human's turn, who will of course choose
583 584
Trang 26The computer should then remember the preceding combination
as a losing combination As a result, the computer will never again choose that combination from
or
Discover classes and supply a UML diagram before you begin to program
ANSWERS TO SELF-CHECK QUESTIONS
1 It is unlikely that the customer did a perfect job with the requirements
document If you don't accommodate changes, your customer may not like the outcome If you charge for the changes, your customer may not like the cost
584 585
Trang 272 An “extreme” spiral model, with lots of iterations.
3 To give frequent feedback as to whether the current iteration of the product fits customer needs
4 FileWriter
5 To produce the shipping address of the customer
6 Reword the responsibilities so that they are at a higher level, or come up
with more classes to handle the responsibilities
7 Through aggregation The bank manages bank account objects
8 Through inheritance
9 The BankAccount, System, and PrintStream classes
10 The Invoice class is responsible for computing the amount due It
collaborates with the LineItem class
11 This design decision reduces coupling It enables us to reuse the classes
when we want to show the invoice in a dialog box or on a web page
12 The bank needs to store the list of customers so that customers can log in
We need to locate all bank accounts of a customer, and we chose to simply store them in the customer class In this program, there is no further need to access bank accounts
13 The Bank class needs to have an additional responsibility: to load and save the accounts The bank can carry out this responsibility because it has access to the customer objects and, through them, to the bank accounts
Trang 28Chapter 13 Recursion
CHAPTER GOALS
• To learn about the method of recursion
• To understand the relationship between recursion and iteration
• To analyze problems that are much easier to solve by recursion than by
iteration
• To learn to “think recursively”
• To be able to use recursive helper methods
• To understand when the use of recursion affects the efficiency of an algorithm
The method of recursion is a powerful technique to break up complex
computational problems into simpler ones The term “recursion” refers to the fact
that the same computation recurs, or occurs repeatedly, as the problem is solved
Recursion is often the most natural way of thinking about a problem, and there are
some computations that are very difficult to perform without recursion This chapter
shows you simple and complex examples of recursion and teaches you how to “think
recursively”
13.1 Triangle Numbers
We begin this chapter with a very simple example that demonstrates the power of
thinking recursively In this example, we will look at triangle shapes such as the ones
from Section 6.3 We'd like to compute the area of a triangle of width n, assuming
that each [] square has area 1 This value is sometimes called the nth triangle number
For example, as you can tell from looking at
Trang 29You may know that there is a very simple formula to compute these numbers, but you should pretend for now that you don't know about it The ultimate purpose of this
section is not to compute triangle numbers, but to learn about the concept of recursion
in a simple situation
Here is the the class that we will develop:
public class Triangle
If the width of the triangle is 1, then the triangle consists of a single square, and its
area is 1 Let's take care of this case first
public int getArea()
Suppose we knew the area of the smaller, colored triangle Then we could easily
compute the area of the larger triangle as
smallerArea + width
How can we get the smaller area? Let's make a smaller triangle and ask it!
Triangle smallerTriangle = new Triangle(width - 1);
588 589
Trang 30int smallerArea = smallerTriangle.getArea();
Now we can complete the getArea method:
public int getArea()
{
if (width == 1) return 1;
Triangle smallerTriangle = new Triangle(width
- 1);
int smallerArea = smallerTriangle.getArea();
return smallerArea + width;
}
A recursive computation solves a problem by using the solution of the same
problem with simpler values
Here is an illustration of what happens when we compute the area of a triangle of
width 4
• The getArea method makes a smaller triangle of width 3
• It calls getArea on that triangle
• That method makes a smaller triangle of width 2
• It calls getArea on that triangle
• That method makes a smaller triangle of width 1
• It calls getArea on that triangle
• That method returns 1
• The method returns smallerArea + width = 1 + 2 = 3
• The method returns smallerArea + width = 3 + 3 = 6
• The method returns smallerArea + width = 6 + 4 = 10
This solution has one remarkable aspect To solve the area problem for a triangle of a
given width, we use the fact that we can solve the same problem for a lesser width
This is called a recursive solution
Trang 31The call pattern of a recursive method looks complicated, and the key to the
successful design of a recursive method is not to think about it Instead, look at the
getArea method one more time and notice how utterly reasonable it is If the width
is 1, then, of course, the area is 1 The next part is just as reasonable Compute the
area of the smaller triangle and don't think about why that works Then the area of the larger triangle is clearly the sum of the smaller area and the width
There are two key requirements to make sure that the recursion is successful:
• Every recursive call must simplify the computation in some way
• There must be special cases to handle the simplest computations directly
The getArea method calls itself again with smaller and smaller width values
Eventually the width must reach 1, and there is a special case for computing the area
of a triangle with width 1 Thus, the getArea method always succeeds
For a recursion to terminate, there must be special cases for the simplest values
Actually, you have to be careful What happens when you call the area of a triangle
with width −1? It computes the area of a triangle with width −2, which computes the
area of a triangle with width −3, and so on To avoid this, the getArea method
should return 0 if the width is ≤ 0
Recursion is not really necessary to compute the triangle numbers The area of a
triangle equals the sum
Many simple recursions can be computed as loops However, loop equivalents for
more complex recursions—such as the one in our next example—can be complex
Actually, in this case, you don't even need a loop to compute the answer The sum of
the first n integers can be computed as
589 590
Trang 321 + 2 + … + n = n × ( n + 1) / 2Thus, the area equals
width * (width + 1) / 2
Therefore, neither recursion nor a loop is required to solve this problem The
recursive solution is intended as a “warm-up” to introduce you to the concept of
11 Constructs a triangular shape
12 @param aWidth the width (and height) of the triangle
20 Computes the area of the triangle
21 @return the area
Trang 335 Triangle t = new Triangle(10);
6 int area = t.getArea();
7 System.out.println(“Area: ” + area);
1 Why is the statement if (width == 1) return 1; in the
getArea method unnecessary?
2 How would you modify the program to recursively compute the area of
a square?
COMMON ERROR 13.1: Infinite Recursion
A common programming error is an infinite recursion: a method calling itself over
and over with no end in sight The computer needs some amount of memory for
bookkeeping for each call After some number of calls, all memory that is
591 592
Trang 34available for this purpose is exhausted Your program shuts down and reports a
“stack fault”
Infinite recursion happens either because the parameter values don't get simpler or
because a special terminating case is missing For example, suppose the getArea
method com putes the area of a triangle with width 0 If it wasn't for the special
test, the method would have constructed triangles with width −1, −2, −3, and so on
13.2 Permutations
We will now turn to a more complex example of recursion that would be difficult to
program with a simple loop We will design a class that lists all permutations of a
string A permutation is simply a rearrangement of the letters For example, the string
“eat” has six permutations (including the original string itself):
As in the preceding section, we will define a class that is in charge of computing the
answer In this case, the answer is not a single number but a collection of permuted
strings Here is our class:
public class PermutationGenerator
Trang 35Now we need a way to generate the permutations recursively Consider the string
"eat" Let's simplify the problem First, we'll generate all permutations that start
with the letter ’e’, then those that start with ’a’, and finally those that start with ’
t’ How do we generate the permutations that start with ’e’? We need to know the
permutations of the substring “at” But that's the same problem—to generate all
permutations—with a simpler input, namely the shorter string "at" Thus, we can
use recursion Generate the permutations of the substring "at" They are
"at"
"ta"
For each permutation of that substring, prepend the letter ’e’ to get the permutations
of “eat” that start with ’e’, namely
"eat"
"eta"
592 593
Trang 36Now let's turn our attention to the permutations of "eat" that start with ’a’ We
need to produce the permutations of the remaining letters, "et" They are:
We generate the permutations that start with ’t’ in the same way
That's the idea The implementation is fairly straightforward In the
get-Permutations method, we loop through all positions in the word to be
permuted For each of them, we compute the shorter word that is obtained by
removing the ith letter:
String shorterWord = word.substring(0, i) +
for (String s : shorterWordPermutations)
{
result.add(word.charAt(i) + s);
}
As always, we have to provide a special case for the simplest strings The simplest
possible string is the empty string, which has a single permutation—itself
Here is the complete PermutationGenerator class
593 594
Trang 379 Constructs a permutation generator.
10 @param aWord the word to permute
31 // Loop through all character positions
32 for (int i = 0; i < word.length(); i++)
Trang 3844 // Add the removed character to the front of
45 // each permutation of the simpler word
Compare the PermutationGenerator and Triangle classes Both of them
work on the same principle When they work on a more complex input, they first
solve the problem for a simpler input Then they combine the result for the simpler
input with additional work to deliver the results for the more complex input There
really is no particular complexity behind that process as long as you think about the
solution on that level only However, behind the scenes, the simpler input creates
even simpler input, which creates yet another simplification, and so on, until one
input is so simple that the result can be obtained without further help It is interesting
to think about this process, but it can also be confusing What's important is that you
can focus on the one level that matters—putting a solution together from the slightly
simpler problem, ignoring the fact that it also uses recursion to get its results
Trang 39SELF CHECK
3 What are all permutations of the four-letter word beat?
4 Our recursion for the permutation generator stops at the empty string
What simple modification would make the recursion stop at strings of length 0 or 1?
COMMON ERROR 13.2: Tracing Through Recursive
Methods
Debugging a recursive method can be somewhat challenging When you set a
breakpoint in a recursive method, the program stops as soon as that program line is encountered in any call to the recursive method Suppose you want to debug the
recursive getArea method of the Triangle class Debug the
TriangleTester program and run until the beginning of the getArea
method Inspect the width instance variable It is 10
Remove the breakpoint and now run until the statement return
smallerArea + width; (see Figure 1) When you inspect width again, its
value is 2! That makes no sense There was no instruction that changed the value
of width Is that a bug with the debugger?
No The program stopped in the first recursive call to getArea that reached the
return statement If you are confused, look at the call stack (top left in the
figure) You will see that nine calls to getArea are pending
You can debug recursive methods with the debugger You just need to be
particularly careful, and watch the call stack to understand which nested call you
currently are in
595 596
Trang 40Figure 1
Debugging a Recursive Method
HOW TO 13.1: Thinking Recursively
To solve a problem recursively requires a different mindset than to solve it by
programming loops In fact, it helps if you are, or pretend to be, a bit lazy and like
others to do most of the work for you If you need to solve a complex problem,
pretend that “someone else” will do most of the heavy lifting and solve the
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