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      COMP2003J代寫、代做Python/Java編程語言

      時間:2024-04-17  來源:  作者: 我要糾錯



      Assignment 1: AVL & Splay Trees
      COMP2003J: Data Structures and Algorithms 2
      Weight: 10% of final grade
      Document Version: 1.0
      Introduction
      This assignment is intended to give you experience implementing AVL and
      Splay trees. It is also a good exercise to gain experience about how generics,
      inheritance and object references work in Java.
      Source code that you can start from has been posted to BrightSpace in the file
      Assignment1-Source.zip. This also contains the Javadoc API documentation for
      the classes that have been provided (in the “doc” folder). Import this project into
      Eclipse in the usual way.
      Tasks
      The main tasks for this assignment are:
      • Implement the key methods for an AVL Tree.
      • Implement the key methods for a Splay Tree.
      • Develop a strategy to test if your implementations are correct.
      Implementation of AVL Tree Methods
      The source code contains a partial implementation of an AVL Tree in a file
      called AVLTree.java in the dsa.impl package. Your work in this section must be
      in this class and it must use the interfaces that are provided.
      You must implement the following methods:
      • public void insert( T value ) – insert a value into the AVL tree.
      • public void remove( T value ) – remove a value from the AVL tree.
      • public boolean contains(T value) – check to see if a value is contained in
      the AVL tree. Returns true if the value is in the tree, or false if not.
      • private void restructure( IPosition<T> x ) – trinode restructuring (the three
      nodes are x, its parent and its grandparent).
      If you wish, you may create other methods that help you to complete the task
      (e.g. rightRotate(IPosition<T> n), leftRotate(IPosition<T> n), etc.).
      Some hints and tips:
      - Remember your AVLTree extends several other classes, so you can
      use some of their helpful methods (e.g. expandExternal(…)).
      - The expandExternal(…) method uses newPosition(…) to create all
      position objects, so all the positions in the tree will be AVLPosition
      instances.
      - You can cast an IPosition<T> to an AVLPosition in the same way as you
      did in previous worksheets.
      - Remember every parent/child relationship works in two directions.
      Every time you change one of these references, you must change both.
      - In the lectures we talk about attaching subtrees. BUT when we program
      this, we notice that the subtree structure does not change at all. We just
      need to put the root of the subtree in the right place.
      - An AVLPosition object has a height attribute. You will need to efficiently
      calculate the height of the positions in the tree when the tree changes.
      Calculating the heights of all positions every time the tree changes will
      be at best O(n). An efficient implementation would be at worst O(h) when
      an insert(…) or remove(…) operation is called.
      - The TreePrinter class has been provided, so you can print the contents
      of your tree and see what it contains.
      Implementation of Splay Tree Methods
      The source code contains a partial implementation of a Splay Tree in a file
      called SplayTree.java in the dsa.impl package. Your work in this section must be
      in this class and it must use the interfaces that are provided.
      You must implement the following methods:
      • private void splay( IPosition<T> p ) – splay a position in the tree.
      • public void insert( T value ) – insert a value into the splay tree.
      • public void remove( T value ) – remove a value from the splay tree.
      • public boolean contains( T value ) – check to see if a value is contained
      in the splay tree. Returns true if the value is in the tree, or false if not.
      Remember, this method also causes a splay(…) operation.
      Testing the Tree Implementations
      It is important to check whether your implementations are correct. A good way
      to do this is to use your tree to perform some operations, and then check if the
      outcome is correct. This is best done using a program, rather than doing it
      manually every time.
      An example is given in the AVLTreeStructureTest class in the dsa.example
      package. This performs some operations (only insert) on an AVL tree. To check
      if the final AVL tree is correct, it compares it with a Binary Search Tree that has
      the final expected shape (I worked this out manually).
      Another example is shown in the AVLTreeSpeedTest class. This performs several
      operations on an AVL Tree and measures how quickly it runs. This is a good
      way to test the efficiency of your implementation.
      Create some test classes for your implementation (called Test1, Test2, etc.).
      You can follow these examples or have your own ideas.
      In your tests, you should test all the different types of restructuring that are
      possible (e.g. for a Splay Tree they should cause zig, zig-zig and zig-zag splays
      to both sides, and at the root and deeper in the tree).
      Each test class must have a comment to explain the purpose of the test and
      what the outcome was.
      Submission
      • This is an individual programming assignment. Therefore, all code
      must be written by yourself. There is some advice below about avoiding
      plagiarism in programming assignments.
      • All code should be well-formatted and well-commented to describe what
      it is trying to do.
      • If you write code outside the SplayTree.java, AVLTree.java and test files
      (Test1.java, Test2.java, etc.), it will not be noticed when grading. Write
      code only in these files.
      • Submit a single .zip file to Brightspace.
      o This should Include only the files you have written code in. It is
      not necessary to submit your entire Eclipse project.
      Assignment 1 Grading Rubric
      This document shows the grading guidelines for Assignment 1 (implementation of AVL
      Trees and Splay Trees). Below are the main criteria that will be applied for the major grades
      (A, B, C, etc.). Other aspects will also be taken into account to decide minor grades (i.e.
      the difference between B+, B, B-, etc.).
      - Readability and organisation of code (including use of appropriate functions,
      variable names, helpful comments, etc.).
      - Quality of solution (including code efficiency, minor bugs, etc.).
      Passing Grades
      D Grade
      Good implementation of an AVL Tree or Splay Tree, plus some basic testing.
      A "good" implementation is one where all the key methods work correctly in the vast
      majority of cases (i.e. some occasional bugs will be tolerated).
      C Grade
      Good implementation of an AVL Tree and a Splay Tree, plus some basic testing of both;
      OR
      Good implementation of an AVL Tree or a Splay Tree, plus comprehensive testing of the
      tree in question.
      "Comprehensive" testing should make sure that the different operations of the tree(s) are
      all tested (e.g. for a Splay Tree "Zig" operation, it would check both situations where the
      node is a left child and where the node is a right child. For a "Zig-Zig" operation, this
      should also be tested for both sides, as well as being tested where the splay operation
      happens at the root and where it happens deeper in the tree).
      B Grade
      Excellent implementation of an AVL Tree and a Splay Tree, plus comprehensive testing
      of both; OR
      Excellent implementation of an AVL Tree and a Splay Tree, with some basic testing and
      an efficient approach to height calculation for AVL trees.
      A Grade
      Excellent implementations of AVL Tree and Splay Tree, with comprehensive testing of
      both and an efficient approach to height calculation in AVL Trees.
      Failing Grades
      ABS/NM Grade
      No submission received/no relevant work attempted.
      G Grade
      Code does not compile; OR
      Little or no evidence of meaningful work attempted.
      F Grade
      Some evidence of work attempted, but few (if any) methods operate in the correct
      manner.
      E Grade
      AVL Tree and/or Splay Tree have been attempted, but there are too many
      implementation errors for the implementation to be useful in practice.
      Plagiarism in Programming Assignments
      • This is an individual assignment, not a group assignment.
      • This means that you must submit your own work only.
      If you submit somebody else's work and pretend that you wrote it, this
      is plagiarism.
      • Plagiarism is a very serious academic offence.
      Why should you not plagiarise?
      • You don't learn anything!
      • It is unfair to other students who work hard to write their own solutions.
      • It's cheating! There are very serious punishments for students who
      plagiarise. The UCD policy on plagiarism can be found online1.
      - A student found to have plagiarised can be exclude from their
      programme and not allowed to graduate.
      Asking for Help
      If you find things difficult, help is available.
      • TAs are available during lab times.
      • You can post questions in the Brightspace discussion forum or our
      Wechat group.
      • You can email the head TA (dairui.liu@ucdconnect.ie).
      • You can get help from your classmates.
      **Getting help to understand something is not the same as copying a
      solution! **
      The best way to get useful answers is to ask good questions.
      Don't just send a photo of your computer screen and ask "Why does this not
      work?".
      Do:
      • Send your Java file(s) as an attachment. We can't run code that's in a
      photograph to test it out!
      • Say what error message you got when you tried to run the code (if
      any).
      • Say what the code did that you did not expect.
      • Say what the code did not do that you did expect.
      1 https://www.ucd.ie/t4cms/UCD%20Plagiarism%20Policy%20and%20Procedures.pdf
      How to avoid plagiarism: Helping without copying.
      If you are trying to help a classmate with a programming assignment, there
      are two golden rules:
      Never, ever give your code to somebody else.
      • You don't know what they will do with it or who they will give it to.
      • If somebody else submits code that is the same as yours, you will be
      in trouble too.
      Don't touch their keyboard (this advice is more relevant when we are in labs together)
      • Don't type solutions for them! It will end up looking a lot like your code.
      Also, they don't learn anything.
      Here are some other ways you can help a friend with an assignment, without
      risking plagiarism:
      • If their code doesn't work, it's OK to explain what is wrong with it.
      • If they don't understand a concept, draw a diagram to explain.
      • Tell them about useful methods that I have provided that can help
      achieve their goals.
      • Describe an algorithm that will help.
      • Describe it in words or diagrams, not in code!
      • E.g. "You could try saving the node's right child as a variable.
      Then you could use a loop to keep getting that node's left child
      until you reach the bottom of the tree". 
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