Showing posts with label loops. Show all posts
Showing posts with label loops. Show all posts

Sunday, April 28, 2013

AP Computer Science Study Guide as Computer Program Take 2

AP Computer Science Study Guide Take 2 <![CDATA[/*>

AP Computer Science Study Guide Take 2

Introduction

This guide was started in a previous article with comments for language elements an AP Student should know and be able to give a code example. This incantation of the same topic fills in most of the blanks with coding examples. If you were a good student you should be able to compare yours to mine. If you are a lazy student (meaning you didn't try to add any of your own code to the study guide) you better look through the code examples carefully and make sure they look familiar to you.
How to use this guide:
  • Pull the code into your IDE in its own project and run the program.
  • Generate the javadoc for the project. There should be a menu command to do it. In netbeans in was found in the run menu. For eclipse users if you can't find a quick web search should give you an answer.
  • Read through the code. The comments tell the story of what is going on.
  • Print out
    • the JavaDoc
    • the code
    • the output
  • Place them side by side on a large table and look through line by line and find where things are happening and why.

Things to look for

Different Types of Java Comments

The AP overview indicates you should be aware of the various types of comments. The most complex is the Javadoc style block comment. It contains @param and @return metafunctions in them. These comments start with /** and have *'s beginning each line with a terminating */ (on the last line). If they occur just before a method or class declaration the text within the comment will appear in the generated Javadoc. There are 2 other forms of comments one the // is used extensively in the APSubset code. The regular block comment /* . . . */ is shown only once.
The reason to point this out to you is that large portions of the code have to be used to engage the Java comments in an insignificant way. Where most of the java code examples can be accomplished with a few lines of code and a few output statements.

Method overloading

This functionality is spread in 2 different sections of code. The reverse method is defined twice. Once for Strings and then for integers. It is then used in the main method showing how the call signatures are the same and only the parameters change.

Exceptions

This could almost be done within the main method alone except that you also need to know about throwing an Exception. For this I created a small method that looks at its 'int' input parameter and throws an Exception if the parameter is the 'int' 3. Otherwise it just prints some diagnostic text to let you know it was called. The AP document was not too specific about which 'Exception's you should know about. I picked 3 that I thought you may have come across already in your projects. The fourth 'Exception' used is the parent class for Exceptions. Using this class is a useful way to catch Exceptions when your not sure which ones are likely to be thrown.
The reason for try-catch-finally and 'Exceptions' are to allow a program to either die gracefully or recover from an error. They are used extensively in large programming projects and Java does a nice job of integrating them in a modular way.
The 'finally' clause is run after every exception 'catch' clause has completed. In the code set up in APSubset the try catch block is run in a loop. The loop is set up to simulate a different error during each iteration. In a more robust program the try-catch block may be around your entire code. Remember most of the time Exceptions are things to avoid in the design of your code. You put them in because you may not be aware of every error scenario that could occur. In a small example such as this I had to force things to happen in a very small space. The idea behind 'finally' is that it gives you a guarenteed exit point from any Exception. A place where you can reset things or decide that the error involved was too grave and you must terminate the program. It's a place where common error handling or recovery can be done.
In the exception code there is a line commented out. It does a divide by zero but it is outside the try-catch block. Uncomment it in the IDE and run the code. You should find that the program will terminate there and no other statements past that point will be executed. Now compare that with the way the zero divide works inside the try-catch block. That should give you an idea of the utility of the Exception handling facilities in Java.

APSubset.java

The code is 600+ lines of code so rather than place it in the text of the article I have made it into a downloadable file. Go ahead and download it and run it yourself in your own Java IDE.
APSubset.java

Output (Run from Netbeans IDE)

run:
APSubset: BASIC TYPES
APSubset: int a = 0
APSubset: double b = 0.0
APSubset: boolean c = false
APSubset: 

APSubset: BASIC OPERATORS
APSubset: int a = 1 + 2 = 3
APSubset: double b = 2.0 + 3.5 = 5.5
APSubset: int a = 2 - 3 = -1
APSubset: double b = 2.0 - 3.5 = -1.5
APSubset: int a = 2 * 3 = 6
APSubset: double b = 2.0 * 3.5 = 7.0
APSubset: int a = 3 / 2 = 1
APSubset: double b = 3.5 / 2.0 = 1.75
APSubset: int a = 17 % 5 = 2
APSubset: double b = 17.0 % 6.0 = 5.0
APSubset: 

APSubset: Pre/Post-increment and Pre/Post-decrement
APSubset: int a = 2
APSubset: a++ = 2
APSubset: int a = 3
APSubset: ++a = 4
APSubset: int a = 4
APSubset: a-- = 4
APSubset: int a = 3
APSubset: --a = 2
APSubset: int a = 2
APSubset: double b = 5.0
APSubset: b++ = 5.0
APSubset: double b = 6.0
APSubset: ++b = 7.0
APSubset: double b = 7.0
APSubset: b-- = 7.0
APSubset: double b = 6.0
APSubset: --b = 5.0
APSubset: double b = 5.0
APSubset: 

APSubset: Assignment operators +=, -=, *=, /=, %=
APSubset: int a = 13
APSubset: double b = 13.0
APSubset: int a += 7 = 20
APSubset: double b += 7.5 = 20.5
APSubset: int a -= 3 = 17
APSubset: double b -= 3.5 = 17.0
APSubset: int a *= 2 = 34
APSubset: double b *= 2.0 = 34.0
APSubset: int a /= 2 = 17
APSubset: double b /= 2.0 = 17.0
APSubset: int a %= 5 = 2
APSubset: double b %= 6.0 = 5.0
APSubset: boolean c = 1 == 1 = true
APSubset: boolean c = 2 != 3 = true
APSubset: boolean c = 2 < 1 = false
APSubset: boolean c = 2 < 3 = true
APSubset: boolean c = 2 <= 4 = true
APSubset: boolean c = 2 <= 2 = true
APSubset: boolean c = 4 > 1 = true
APSubset: boolean c = 4 >= 5 = false
APSubset: boolean c = 5 >= 5 = true
APSubset: 

APSubset: Logical Operators ||, &&, !
APSubset: boolean c = true || true = true
APSubset: boolean c = true || false = true
APSubset: boolean c = false || false = false
APSubset: boolean c = true && true = true
APSubset: boolean c = true && false = false
APSubset: boolean c = false && false = false
APSubset: int[] d = null: in else clause due to short circuit
APSubset: int[] d = 1  2  3  4  5  
APSubset: double b = 5.0/2 = 2.5
APSubset: double b = (int) b = 2.0
APSubset: int a = (int) 5.0/2 = 2
APSubset: double b = 5.0/(int) 2 = 2.5
APSubset: double b = (int) 5.0/(int) 2 = 2.0
APSubset: double b = ((int) 5.0)/(double) 2 = 2.5
APSubset: double b = ((int) 5.0)/ 2 = 2.0
APSubset: Take a string, concat a number13and another string
APSubset: to see a back slash must escape it with a backslash \\ = \
APSubset: to print a double quote use backslash double quote \" = "
APSubset: 
 to get
 extra 
 lines use backslash-n (\n) 

APSubset: Look at the code for this because there are some interesting \ (backslash) uses


APSubset: One Dimension Array: Size = 5  array = 0 1 2 3 4
APSubset: Notice in the code that the size is 5 and the indexes range from 0 - 4
APSubset: Output 2 x 2 array in matrix form
0  1   
1  0   
APSubset: twod[0].size = 2
APSubset: twod[1].size = 2
APSubset: twod.size = 2
APSubset: if statements: single statement follows
APSubset:   stmt1:
APSubset:   single statement if: 1 < 2
APSubset:   stmt2:
APSubset: if statements: compound statements
APSubset:   stmt1:
APSubset:   compound if:
APSubset:   1 < 2 is true
APSubset:   all statements are executed within braces
APSubset:   stmt2:
APSubset: only 1 of the if statement is executed in the compound ifs
APSubset: then clause: num + 5 < 20 is true
APSubset: else clause: num + 15 < 20 is false
APSubset: while loop: count numbers from 0 to 9
0 1 2 3 4 5 6 7 8 9 APSubset: end while loop
APSubset: for loop: version of above while loop
APSubset: for(i = 0; i < 10; i++): all loop controls are in first line (you don't have to search through the loop)
0 1 2 3 4 5 6 7 8 9 APSubset: end for loop
APSubset: for each: use on intarr defined above, check the difference
APSubset: this version uses the fact that if you are going to visit each element
APSubset: the computer knows the size and can automatically code the loop parameters
0 1 2 3 4 APSubset: end for each style loop
APSubset: new operator: using new to create an object instance of APSubset
APSubset: this will give us an object to use the 'reverse' methods defined above
APSubset: apsubset instantiated to an APSubset object
APSubset: method over loading: 2 reverses have been defined:
APSubset: one to reverse strings and one to give a string of reversed 'int'
APSubset: look at their definitions they have different call parameters
APSubset: the compiler figures out which one to use based on parameter type
APSubset: apsubset.reverse("abcdefg") = gfedcba
APSubset: apsubset.reverse(12345) = 54321
APSubset: The methods do similar things but to different types of parameters.
APSubset: Run your IDE JavaDoc on this class and you will see what different
APSubset: comment styles do for the JavaDoc Documentation.
APSubset: Single line comments starting with // are used copiously in this class
APSubset: these 'log' statements are defined as static they can be used anywhere
APSubset: inside this class definition. If one were to use it in another class
APSubset: would have to use: APSubset.log();
APSubset: APSubset.log() call check the code
APSubset: static field: APSubset.ANSWER = 42
APSubset: String nullstr = null;  can't print this because it's null it has no String value yet
APSubset: We can test if the variable is a null variable
APSubset: null: reserved variable name value is null
APSubset: if (e = true): Forgot the extra equal sign setting e to true rather than testing with ==
APSubset: e = true; f = false
APSubset: if (e = f): in else clause because of '=' assignment now e is false
APSubset: e = true; f = true
APSubset: if (e == f): Now this works as expected.
APSubset: Be careful with your use of = and == especially with booleans
APSubset: exceptionGeneratorMethod executed no exception thrown ctr = 0
APSubset: try-catch ArithmeticException: / by zero
APSubset: finally clause executed: j = 0
APSubset: exceptionGeneratorMethod executed no exception thrown ctr = 1
APSubset: try-catch NullPointerException: null
APSubset: finally clause executed: j = 1
APSubset: exceptionGeneratorMethod executed no exception thrown ctr = 2
APSubset: loop past intarr boundry
0 1 2 3 4 APSubset: try-catch IndexOutOfBoundsException: 5
APSubset: finally clause executed: j = 2
APSubset: try-catch Exception: exeptionGenerator Method: ctr = 3
APSubset: finally clause executed: j = 3
APSubset: java.lang.Object
APSubset:  
APSubset: java.lang.Integer
APSubset: Integer myint = new Integer(55) therefore myint.intValue() = 55
APSubset: Integer.MIN_VALUE = -2147483648
APSubset: Integer.MAX_VALUE - 2147483647
APSubset:  
APSubset: java.lang.Double
APSubset: Double mydub = new Double(35.75) therefore mydub.doubleValue() = 35.75
APSubset:  
APSubset: java.lang.String
APSubset: String test_str = "this has 22 characters"
APSubset: test_str.length = 22
APSubset: test_str.substring(4,10) =  has 2
APSubset: test_str.substring(4) -  has 22 characters
APSubset: test_str.indexOf("has") = 5
APSubset: test_str.compareTo("this has 22 characters") = 0
APSubset: test_str.compareTo("this has 22 characters") = 19
APSubset: test_str.compareTo("this has 22 characters") = -6
APSubset:  
APSubset: java.lang.Math
APSubset: Math.abs(-3) = 3
APSubset: Math.abs(-3.56) = 3.56
APSubset: Math.pow(2.0,5.0) = 32.0
APSubset: Math.sqrt(2.0) = 1.4142135623730951
APSubset: Math.random() = 0.025126650838768416
APSubset: Math.random() = 0.8468764801673784
APSubset: Math.random() = 0.5932715934489992
APSubset:  
APSubset: Added values to end of list in succession: 
1 2 3  
APSubset: intList.size() = 3
APSubset: Added 4 to end of list: inList.size() = 4
APSubset: intList.get(2) = 3
APSubset: intList.add(2,5): 
1 2 5 3 4  
APSubset: Added 5 to each value using intList set: 
6 7 10 8 9  
APSubset: intList.remove(1): 
6 10 8 9  
APSubset: intList.remove(2): 
6 10 9  
APSubset: Because remove shifts the elements the 2 method calls end up removing
APSubset: elements at index 1 and 3 of the original array
BUILD SUCCESSFUL (total time: 1 second)

APSubset JavaDoc

A pdf of the JavaDoc Generated from netbeans can be downloaded from:
APSubset JavaDoc

Conclusion

There are still some things from the AP document not coded. Some of them were outside the scope of this type of study guide. Some I couldn't think of a simple yet elegant example. I've marked those in the comments of the APSubset code. Most of them you should have been exposed to in projects you've done in your class.
This study guide is meant to remind you of the functional elements of Java available to you during your AP Test. I think it is more of a guide for the free response problems. Helping you to cast your answers in the subset so that you don't over think the problem or over utilize functionality available in advanced libraries.
I did not cover the Grid World case study in this and certainly that is something you need to look over and understand. The idea here was to cover the foundational elements of Java by way of a program so you may remember them if you need them.

References

  1. https://apstudent.collegeboard.org/apcourse/ap-computer-science-a/course-details "Course Details." AP Computer Science A. N.p., n.d. Web. 29 Mar. 2013.
Author: Nasty Old Dog
-->

Friday, April 5, 2013

Blackjack: No Fun if You Don't Keep Score

Blackjack: No Fun If You Don't Keep Score

Blackjack: No Fun If You Don't Keep Score

Modulo Rears its Ugly Head

Continuing on Blackjack example I said that we would hold off on keeping score because we needed a sort routine. I have written about the 3 sort routines that the AP exam concentrates on and for the use of scoring I just randomly picked insertion sort. Rather than reuse the object from the previous article I created a new method called 'sortHand'. The main reason for doing this is that the value used to represent the card is not the value needed to score the card.

Back when this program first started modulo was used to take a number from 0 - 51 and turn it into a face value index. That index was used against a string that represents the face of the card for display purposes. Now the same concept is used but instead of a String and int array is used that is initialized to hold the 13 values of the face values of the cards. Modulo 13 (%13) is used to take any card and turn it into it's face value index. It's all captured in the 'cardvalue' method. Finally the scoreHand method takes a hand and walks through the values and tallies a total for the hand.

There is still one thing missing and that is the alternate treatment of Aces. For now Aces = 11 and I am postponing dealing with multiple Aces and the possibility they need to be scored as 1 in some cases (Not too bad really, for many hands this will give the proper score).

public int card_value(int c)
{
    // I need an array of sort values 11,2,3,4,5,6,7,8,9,10,10,10,10
    int card_score[] = {11,2,3,4,5,6,7,8,9,10,10,10,10};
    // I will use modulo 13 again to take a card and convert to face value
    // then use that to index into the card_score array for the sort value
    return card_score[c%13];
}


public void sortHand(int[] hnd)
{ 
    // sort hand make Aces 11 for sorting purposes
    // Use the insertion sort code and modify it by using the card_value
    // method as the way to sort

    int tmp;
    for (int i = 1; i < hnd.length; i++) {
        for (int j = i; 
                j > 0 && 
                this.card_value(hnd[j]) < this.card_value(hnd[j - 1]); 
                j--) {
            // swap values
            tmp = hnd[j];
            hnd[j] = hnd[j-1];
            hnd[j-1] = tmp;
        }
    }
}

public int scoreHand(int[] hnd)
{
    int tmp_hnd[] = new int[hnd.length];
    // Copy hand into a new array to play with without disturbing the
    // original hand
    for (int i = 0; i < hnd.length; i++)
    {
        tmp_hnd[i] = hnd[i];
    }
    this.sortHand(tmp_hnd);
    // tmp_hnd is now sorted must step through it and make a score
    // for now lets just treat values as score_value does and not
    // adjust for aces if the hand goes bust
    int score = 0;
    for (int i : tmp_hnd)
    {
        score += card_value(i);
    }
    return score;
}

// add some println to main to test the code
public static void main(String[] args) {
    CardDeck card = new CardDeck();

    card.display();
    card.shuffle();
    card.display();

    card.dealPlayer();
    card.dealDealer();
    card.dealPlayer();
    card.dealDealer();

    card.displayHands();
    System.out.println("Player score = " + card.scoreHand(card.playerHand));
    System.out.println("Dealer score = " + card.scoreHand(card.dealerHand));
    // Reset hands
    card.resetHands();

Output 1

run:
AH 2D 3S 4C 5H 6D 7S 8C 9H TD JS QC KH AD 2S 3C 4H 5D 6S 7C 8H 9D TS JC QH KD AS 2C 3H 4D 5S 6C 7H 8D 9S TC JH QD KS AC 2H 3D 4S 5C 6H 7D 8S 9C TH JD QS KC 
8C 9H AS 5C 5S AC 6H QC QS JC JD 8H AH 9S AD 3D 3S 7C KC KS 2D TS 7S 3H KD 2S 8D 2C 4S 6D QH 5D TH 9D 9C 6C JS 7D 4C KH TC 4H TD 5H 7H 2H QD 6S 8S 4D 3C JH 
Player Hand  
8C AS 
Dealer Hand:  
9H 5C 

Player score = 217
Dealer score = 212
Bankroll = 1000
Enter the amount you want to bet: 

0
BUILD SUCCESSFUL (total time: 3 minutes 11 seconds)

That didn't work out quite right. The problem is in the way I designed the "hands". They are int arrays but I made them a fixed length of 20 because blackjack hands can vary in the number of cards they can hold in each game. If you look over the original blackjack code you will notice there are 2 field variables dcards and pcards. These track the current number of cards in the hands.

How did the score get so high? It's because the hand arrays use 0 as the filler for unused portion of the hand. If you go over the code carefully you will notice that a card of '0' is equivalent to an Ace. Under the current scoring function an Ace always has a value of 11. The loops in scoreHand go through each of the 20 locations for the given hand. So for the player hand it will be scored as 8 + 11 * 19 = 217 (the 11 aces are counted as 1 ace for the original ace dealt and then 18 fake aces because that's the way I initialized the hand array). The reader should be able to verify that this is the same calculation for the dealer hand (hint 9 + 5 + 11 * 18).

Bad Object Oriented Design

Yes indeed. I have done this purposefully. After I finish this program I am going to rewrite (refactor) it in an Object Oriented fashion. The purpose is two fold. One to show you how to hack things up quickly and see they work just as well as an object oriented design. The second reason is sometimes Objects are more obvious once you see some code in place. Certainly this is not the way you would design for the AP exam, but in real life being able to see an Object embedded in hacked code is a necessary skill to have. I hope it will also show that Object Oriented programming helps to clean the code up and add real world meaning to what is going on in the code.

Continued Hacking

I can fix the problem in an easy but ugly way by modifying the scoreHand method to accept the int field tracking the size of the hand. This is what the fix looks like:

    public int scoreHand(int[] hnd,int size)
    {
        int tmp_hnd[] = new int[size];
        // Copy hand into a new array to play with without disturbing the
        // original hand
        for (int i = 0; i < size; i++)
        {
            tmp_hnd[i] = hnd[i];
        }
        this.sortHand(tmp_hnd);
        // tmp_hnd is now sorted must step through it and make a score
        // for now lets just treat values as score_value does and not
        // adjust for aces if the hand goes bust
        int score = 0;
        for (int i : tmp_hnd)
        {
            score += card_value(i);
        }
        return score;
    }

   // then in main the testing statements are as follows
    public static void main(String[] args) {
        CardDeck card = new CardDeck();

        card.display();
        card.shuffle();
        card.display();

        card.dealPlayer();
        card.dealDealer();
        card.dealPlayer();
        card.dealDealer();

        card.displayHands();
        System.out.println("Player score = " + card.scoreHand(card.playerHand,card.pcards));
        System.out.println("Dealer score = " + card.scoreHand(card.dealerHand,card.dcards));
        // Reset hands
        card.resetHands();

       // ... game code
}

Output 2

run:
AH 2D 3S 4C 5H 6D 7S 8C 9H TD JS QC KH AD 2S 3C 4H 5D 6S 7C 8H 9D TS JC QH KD AS 2C 3H 4D 5S 6C 7H 8D 9S TC JH QD KS AC 2H 3D 4S 5C 6H 7D 8S 9C TH JD QS KC 
8H 6H TD 2H 7S QC 4C 7D 9D KH 3H JH 2C 6S 5S QH 9H AH 5H 5C 9C 4D AC 4H QD 9S 2D KD 2S 7C 8D 5D 3S JD 8S 7H 6C TS QS 3C 4S 8C TH JS KS AS JC TC 6D AD 3D KC 
Player Hand  
8H TD 
Dealer Hand:  
6H 2H 

Player score = 18
Dealer score = 8
Bankroll = 1000
Enter the amount you want to bet: 

Using the scoreHand Method

Now that scoreHand works it can be used in the game control loop. The manual control where the user has to enter HIT or STAND for both dealer and player will still be in effect. But now the game control loop is able to detect when the Player goes BUST (has a hand > 21) or when the dealer goes BUST. Add in some println's to say WINNER and LOSER. Finally adjust the player's bankroll based on the WIN or LOSE situation. There is also one more event that can happen in the game a TIE (aka PUSH). Here the bankroll is left alone and a new hand is started (the bet is "PUSHed" back to the player). So play with the following code and even though the user has to HIT and STAND for the dealer it works almost like a real game of blackjack.

    public static void main(String[] args) {
        CardDeck card = new CardDeck();

        card.display();
        card.shuffle();
        card.display();

        card.dealPlayer();
        card.dealDealer();
        card.dealPlayer();
        card.dealDealer();

        card.displayHands();
        System.out.println("Player score = " + card.scoreHand(card.playerHand, card.pcards));
        System.out.println("Dealer score = " + card.scoreHand(card.dealerHand, card.dcards));
        // Reset hands
        card.resetHands();

        // CardDeck card = new CardDeck();

        String user_inp = " ";
        int bankroll = 1000;
        int bet = 0;           // if the user bets 0 quit the game loop

        // Need a Scanner for user input
        Scanner uinp = new Scanner(System.in);

        // game loop just loop forever
        while (true) {
            // Tell the user the amount of the bank roll 
            System.out.println("Bankroll = " + bankroll);
            // get bet
            System.out.print("Enter the amount you want to bet: ");
//            user_inp = uinp.nextLine();
//            bet = Integer.getInteger(user_inp).intValue();
            bet = uinp.nextInt();
            // bet == 0 is the signal to quit loop and end program
            if (bet == 0) {
                break;
            }

            card.shuffle();

            card.dealPlayer();
            card.dealDealer();
            card.dealPlayer();
            card.dealDealer();

            card.displayHands();

            // Need a loop to handle HIT or STAND commands
            boolean bust = false;
            int scr = scr = card.scoreHand(card.playerHand, card.pcards);
            while (true) {
                System.out.print("Player Hand hit or stand? ");
                user_inp = uinp.nextLine();
                if (user_inp.equals("HIT")) {
                    card.dealPlayer();
                    card.displayHands();
                    scr = card.scoreHand(card.playerHand, card.pcards);
                    if (scr > 21) {
                        // Player has gone bust
                        bust = true;
                        break;
                    }

                } else if (user_inp.equals("STAND")) {
                    break;
                } else {
                    // If we end up here it's because of a typo or wiseguy
                    // print error response and go back to looping
                    System.out.println("I don't understand: " + user_inp);
                }
            }
            if (bust) {
                System.out.println("BUST!! LOSER!!");
                // deduct bet from bankroll
                bankroll -= bet;
                // reset hands for next game
                card.resetHands();
                continue; // go back to top of main loop and start new game
            }
            // Manually control dealer hand the same way
            // We will swap this out for code that will run the dealer rules 
            // automatically
            int dscr = dscr = card.scoreHand(card.dealerHand, card.dcards);
            while (true) {
                System.out.print("Dealer Hand hit or stand? ");
                user_inp = uinp.nextLine();
                if (user_inp.equals("HIT")) {
                    card.dealDealer();
                    card.displayHands();
                    dscr = card.scoreHand(card.dealerHand, card.dcards);
                    if (dscr > 21) {
                        // Player has gone bust
                        break;
                    }
                } else if (user_inp.equals("STAND")) {
                    break;
                } else {
                    // If we end up here it's because of a typo or wiseguy
                    // print error response and go back to looping
                    System.out.println("I don't understand: " + user_inp);
                }
            }

            // Code to score the game and settle the bet will go here
            // For now assume we win every time
            dscr = card.scoreHand(card.dealerHand, card.dcards);
            System.out.println("Player score: " + scr + "   Dealer: " + dscr);
            if (scr > dscr) {
                System.out.println("You Win!!!");
                bankroll = bankroll + bet;
            }
            else if (dscr > 21) {
                System.out.println("You Win!! Dealer has BUSTED");
                bankroll += bet;
            }
            else if (scr == dscr) {
                System.out.println("PUSH");
            } 
            else {
                System.out.println("LOSER!!!");
                bankroll -= bet;
            }
            // reset hands to play a new game
            card.resetHands();
        }
    }

Output 3

run:
AH 2D 3S 4C 5H 6D 7S 8C 9H TD JS QC KH AD 2S 3C 4H 5D 6S 7C 8H 9D TS JC QH KD AS 2C 3H 4D 5S 6C 7H 8D 9S TC JH QD KS AC 2H 3D 4S 5C 6H 7D 8S 9C TH JD QS KC 
9H JH KD 7S 4H 2S 2H 3C QC 9D KH KC AH 7C 5S 8H 8S 3S 9C 2C AC TD QD QS 6S 8C TS AS 8D KS QH AD 3D JC 5C TH 3H 5D 7D TC 6C 5H 7H JD 4D 4S 2D JS 4C 6D 9S 6H 
Player Hand  
9H KD 
Dealer Hand:  
JH 7S 

Player score = 19
Dealer score = 17
Bankroll = 1000
Enter the amount you want to bet: 50
Player Hand  
6D 3C 
Dealer Hand:  
AC 5D 

Player Hand hit or stand? I don't understand: 
Player Hand hit or stand? HIT
Player Hand  
6D 3C KD 
Dealer Hand:  
AC 5D 

Player Hand hit or stand? STAND
Dealer Hand hit or stand? HIT
Player Hand  
6D 3C KD 
Dealer Hand:  
AC 5D AS 

Player score: 19   Dealer: 27
You Win!! Dealer has BUSTED
Bankroll = 1050
Enter the amount you want to bet: 50
Player Hand  
4C TH 
Dealer Hand:  
6D 9C 

Player Hand hit or stand? I don't understand: 
Player Hand hit or stand? STAND
Dealer Hand hit or stand? HIT
Player Hand  
4C TH 
Dealer Hand:  
6D 9C 9H 

Player score: 14   Dealer: 24
You Win!! Dealer has BUSTED
Bankroll = 1100
Enter the amount you want to bet: 50
Player Hand  
8D JH 
Dealer Hand:  
TD 9S 

Player Hand hit or stand? I don't understand: 
Player Hand hit or stand? HIT
Player Hand  
8D JH QD 
Dealer Hand:  
TD 9S 

BUST!! LOSER!!
Bankroll = 1050
Enter the amount you want to bet: 50
Player Hand  
9H 2H 
Dealer Hand:  
8D 2C 

Player Hand hit or stand? I don't understand: 
Player Hand hit or stand? HIT
Player Hand  
9H 2H TS 
Dealer Hand:  
8D 2C 

Player Hand hit or stand? STAND
Dealer Hand hit or stand? HIT
Player Hand  
9H 2H TS 
Dealer Hand:  
8D 2C KH 

Dealer Hand hit or stand? STAND
Player score: 21   Dealer: 20
You Win!!!
Bankroll = 1100
Enter the amount you want to bet: 50
Player Hand  
2H JS 
Dealer Hand:  
8C 9C 

Player Hand hit or stand? I don't understand: 
Player Hand hit or stand? HIT
Player Hand  
2H JS 7D 
Dealer Hand:  
8C 9C 

Player Hand hit or stand? STAND
Dealer Hand hit or stand? STAND
Player score: 19   Dealer: 17
You Win!!!
Bankroll = 1150
Enter the amount you want to bet: 50
Player Hand  
TH 7D 
Dealer Hand:  
8H 3H 

Player Hand hit or stand? I don't understand: 
Player Hand hit or stand? STAND
Dealer Hand hit or stand? HIT
Player Hand  
TH 7D 
Dealer Hand:  
8H 3H 6C 

Dealer Hand hit or stand? STAND
Player score: 17   Dealer: 17
PUSH
Bankroll = 1150
Enter the amount you want to bet: 0
BUILD SUCCESSFUL (total time: 1 minute 41 seconds)

Automatic Dealer Play

The dealer loop is greatly simplified when automatic play is implemented. There is one condition to check

  • dealer hand <= 16

If it is HIT the hand and check for bust otherwise loop and if it's >16 the program will 'break' out of the loop then and check how the score of the game went

The code is cleaned up to avoid the overuse of the scoreHand method. With the automatic dealer code it became obvious only a few scoreHand statements were necessary if they were strategically placed.

Here is the new main code with the automatic dealer processing:

    public static void main(String[] args) {
        CardDeck card = new CardDeck();

        card.display();
        card.shuffle();
        card.display();

        card.dealPlayer();
        card.dealDealer();
        card.dealPlayer();
        card.dealDealer();

        card.displayHands();
        System.out.println("Player score = " + card.scoreHand(card.playerHand, card.pcards));
        System.out.println("Dealer score = " + card.scoreHand(card.dealerHand, card.dcards));
        // Reset hands
        card.resetHands();

        // CardDeck card = new CardDeck();

        String user_inp = " ";
        int bankroll = 1000;
        int bet = 0;           // if the user bets 0 quit the game loop

        // Need a Scanner for user input
        Scanner uinp = new Scanner(System.in);

        // game loop just loop forever
        while (true) {
            // Tell the user the amount of the bank roll 
            System.out.println("Bankroll = " + bankroll);
            // get bet
            System.out.print("Enter the amount you want to bet: ");
//            user_inp = uinp.nextLine();
//            bet = Integer.getInteger(user_inp).intValue();
            bet = uinp.nextInt();
            // bet == 0 is the signal to quit loop and end program
            if (bet == 0) {
                break;
            }

            card.shuffle();

            card.dealPlayer();
            card.dealDealer();
            card.dealPlayer();
            card.dealDealer();

            card.displayHands();

            // Need a loop to handle HIT or STAND commands
            boolean bust = false;
            int scr = scr = card.scoreHand(card.playerHand, card.pcards);
            while (true) {
                System.out.print("Player Hand hit or stand? ");
                user_inp = uinp.nextLine();
                if (user_inp.equals("HIT")) {
                    card.dealPlayer();
                    card.displayHands();
                    scr = card.scoreHand(card.playerHand, card.pcards);
                    if (scr > 21) {
                        // Player has gone bust
                        bust = true;
                        break;
                    }

                } else if (user_inp.equals("STAND")) {
                    break;
                } else {
                    // If we end up here it's because of a typo or wiseguy
                    // print error response and go back to looping
                    System.out.println("I don't understand: " + user_inp);
                }
            }
            if (bust) {
                System.out.println("BUST!! LOSER!!");
                // deduct bet from bankroll
                bankroll -= bet;
                // reset hands for next game
                card.resetHands();
                continue; // go back to top of main loop and start new game
            }
            // Automatically Control the dealer loop
            // one simple if statement does it all
            int dscr = dscr = card.scoreHand(card.dealerHand, card.dcards);
            while (true) {
                if (dscr < 17) {
                    System.out.println("Dealer Hand 16 or less: Must HIT");
                    card.dealDealer();
                    card.displayHands();
                    dscr = card.scoreHand(card.dealerHand, card.dcards);
                } 
                else {
                    break;
                }
            }

            // Code to score the game and settle the bet will go here
            // For now assume we win every time
            System.out.println("Player score: " + scr + "   Dealer: " + dscr);
            if (scr > dscr) {
                System.out.println("You Win!!!");
                bankroll = bankroll + bet;
            }
            else if (dscr > 21) {
                System.out.println("You Win!! Dealer has BUSTED");
                bankroll += bet;
            }
            else if (scr == dscr) {
                System.out.println("PUSH");
            } 
            else {
                System.out.println("LOSER!!!");
                bankroll -= bet;
            }
            // reset hands to play a new game
            card.resetHands();
        }
    }

Output 4

run:
AH 2D 3S 4C 5H 6D 7S 8C 9H TD JS QC KH AD 2S 3C 4H 5D 6S 7C 8H 9D TS JC QH KD AS 2C 3H 4D 5S 6C 7H 8D 9S TC JH QD KS AC 2H 3D 4S 5C 6H 7D 8S 9C TH JD QS KC 
4C 9D TC 7C AS JD 7D 2C 3C 6S 6H QH 6C 9H 2D AD 5C KH 3H KD 3D JH 6D TD QS 8C 9C QD 7S JC 3S QC JS 9S 4H 4S TH 8H 4D TS 5H 8S 2H AC 5S 7H KS 8D 2S 5D AH KC 
Player Hand  
4C TC 
Dealer Hand:  
9D 7C 

Player score = 14
Dealer score = 16
Bankroll = 1000
Enter the amount you want to bet: 50
Player Hand  
7D 6C 
Dealer Hand:  
KC JD 

Player Hand hit or stand? I don't understand: 
Player Hand hit or stand? HIT
Player Hand  
7D 6C KD 
Dealer Hand:  
KC JD 

BUST!! LOSER!!
Bankroll = 950
Enter the amount you want to bet: 50
Player Hand  
KS 7C 
Dealer Hand:  
9H 5D 

Player Hand hit or stand? I don't understand: 
Player Hand hit or stand? STAND
Dealer Hand 16 or less: Must HIT
Player Hand  
KS 7C 
Dealer Hand:  
9H 5D 2H 

Dealer Hand 16 or less: Must HIT
Player Hand  
KS 7C 
Dealer Hand:  
9H 5D 2H JH 

Player score: 17   Dealer: 26
You Win!! Dealer has BUSTED
Bankroll = 1000
Enter the amount you want to bet: 50
Player Hand  
5C QD 
Dealer Hand:  
TH 7S 

Player Hand hit or stand? I don't understand: 
Player Hand hit or stand? HIT
Player Hand  
5C QD 4S 
Dealer Hand:  
TH 7S 

Player Hand hit or stand? STAND
Player score: 19   Dealer: 17
You Win!!!
Bankroll = 1050
Enter the amount you want to bet: 50
Player Hand  
2C AH 
Dealer Hand:  
6C 4D 

Player Hand hit or stand? I don't understand: 
Player Hand hit or stand? HIT
Player Hand  
2C AH 8S 
Dealer Hand:  
6C 4D 

Player Hand hit or stand? STAND
Dealer Hand 16 or less: Must HIT
Player Hand  
2C AH 8S 
Dealer Hand:  
6C 4D 6H 

Dealer Hand 16 or less: Must HIT
Player Hand  
2C AH 8S 
Dealer Hand:  
6C 4D 6H TC 

Player score: 21   Dealer: 26
You Win!! Dealer has BUSTED
Bankroll = 1100
Enter the amount you want to bet: 0
BUILD SUCCESSFUL (total time: 6 minutes 45 seconds)

Conclusion

It almost plays like a real game of blackjack. The scoring still has that minor problem of dealing with the situation of when Aces = 1 instead of 11. The programming model for hands needs some work. I would rather add cards to hands dynamically and let the length of the int array be the actual number of cards in the hand. I will let the reader think about how to handle the scoring for Aces and in the meantime below is the full code so far.

/*
 * To change this template, choose Tools | Templates
 * and open the template in the editor.
 */
package apcompsci;

/**
 *
 * @author Nasty Old Dog
 */
import java.util.Scanner;

public class CardDeck {

    int deck[] = new int[52];
    String faceVal = "A23456789TJQK";
    String suit = "HDSC";

    public CardDeck() {
        for (int i = 0; i < 52; i++) {
            deck[i] = i;
        }
    }

    void shuffle() {
        int rindex;
        int swap;

        for (int i = 0; i < 52; i++) {
            // each time through the loop there are less numbers to randomize
            // 52 - i to be exact. But then everything from 0 to i-1 has already
            // been selected at random so add i to the random number to get the
            // appropriate index
            rindex = (int) ((Math.random() * ((double) (52 - i))) + i);
            swap = deck[i];
            deck[i] = deck[rindex];
            deck[rindex] = swap;
        }
    }

    public String getCardText(int crd) {
        int card_val = crd % 13;
        int card_suit = crd % 4;
        return this.faceVal.substring(card_val, card_val + 1)
                + this.suit.substring(card_suit, card_suit + 1);
        //return this.faceVal.substring(card_val, card_val+1).concat(
        //this.suit.substring(card_suit, card_suit+1));
    }

    void display() {
        int card_val;
        int card_suit;
        for (int i = 0; i < 52; i++) {
            //card_val = deck[i]%13;
            //card_suit = deck[i]%4;
            System.out.print(this.getCardText(deck[i]) + " ");
        }
        System.out.println();
    }
    int playerHand[] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
    int dealerHand[] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
    int dcards = 0; // the number of cards in the dealer hand so far
    int pcards = 0; // the number of cards in the player hand so far
    int deckidx = 0; // the location of the next card to be dealt

    public int deal() {
        if (this.deckidx < 52) {
            return this.deck[this.deckidx++]; // return the top card and increment to the next card
        } else {
            return this.deck[this.deckidx - 1];
        }
    }

    public void dealPlayer() {
        this.playerHand[pcards] = deal();
        this.pcards++;
    }

    public void dealDealer() {
        this.dealerHand[dcards] = deal();
        this.dcards++;
    }

    public void resetHands() {
        for (int i = 0; i < playerHand.length; i++) {
            playerHand[i] = 0;
            dealerHand[i] = 0;
        }
        dcards = 0;
        pcards = 0;
    }

    public int card_value(int c) {
        // I need an array of sort values 11,2,3,4,5,6,7,8,9,10,10,10,10
        int card_score[] = {11, 2, 3, 4, 5, 6, 7, 8, 9, 10, 10, 10, 10};
        // I will use modulo 13 again to take a card and convert to face value
        // then use that to index into the card_score array for the sort value
        return card_score[c % 13];
    }

    public void sortHand(int[] hnd) {
        // sort hand make Aces 11 for sorting purposes
        // Use the insertion sort code and modify it by using the card_value
        // method as the way to sort

        int tmp;
        for (int i = 1; i < hnd.length; i++) {
            for (int j = i;
                    j > 0
                    && this.card_value(hnd[j]) < this.card_value(hnd[j - 1]);
                    j--) {
                // swap values
                tmp = hnd[j];
                hnd[j] = hnd[j - 1];
                hnd[j - 1] = tmp;
            }
        }
    }

    public int scoreHand(int[] hnd, int size) {
        int tmp_hnd[] = new int[size];
        // Copy hand into a new array to play with without disturbing the
        // original hand
        for (int i = 0; i < size; i++) {
            tmp_hnd[i] = hnd[i];
        }
        this.sortHand(tmp_hnd);
        // tmp_hnd is now sorted must step through it and make a score
        // for now lets just treat values as score_value does and not
        // adjust for aces if the hand goes bust
        int score = 0;
        for (int i : tmp_hnd) {
            score += card_value(i);
        }
        return score;
    }

    public void displayHands() {
        System.out.println("Player Hand  ");
        for (int i = 0; i < this.pcards; i++) {
            System.out.print(this.getCardText(this.playerHand[i]) + " ");
        }
        System.out.println();
        System.out.println("Dealer Hand:  ");
        for (int j = 0; j < this.dcards; j++) {
            System.out.print(this.getCardText(this.dealerHand[j]) + " ");
        }
        System.out.println();
        System.out.println();
    }

    public static void main(String[] args) {
        CardDeck card = new CardDeck();

        card.display();
        card.shuffle();
        card.display();

        card.dealPlayer();
        card.dealDealer();
        card.dealPlayer();
        card.dealDealer();

        card.displayHands();
        System.out.println("Player score = " + card.scoreHand(card.playerHand, card.pcards));
        System.out.println("Dealer score = " + card.scoreHand(card.dealerHand, card.dcards));
        // Reset hands
        card.resetHands();

        // CardDeck card = new CardDeck();

        String user_inp = " ";
        int bankroll = 1000;
        int bet = 0;           // if the user bets 0 quit the game loop

        // Need a Scanner for user input
        Scanner uinp = new Scanner(System.in);

        // game loop just loop forever
        while (true) {
            // Tell the user the amount of the bank roll 
            System.out.println("Bankroll = " + bankroll);
            // get bet
            System.out.print("Enter the amount you want to bet: ");
//            user_inp = uinp.nextLine();
//            bet = Integer.getInteger(user_inp).intValue();
            bet = uinp.nextInt();
            // bet == 0 is the signal to quit loop and end program
            if (bet == 0) {
                break;
            }

            card.shuffle();

            card.dealPlayer();
            card.dealDealer();
            card.dealPlayer();
            card.dealDealer();

            card.displayHands();

            // Need a loop to handle HIT or STAND commands
            boolean bust = false;
            int scr = scr = card.scoreHand(card.playerHand, card.pcards);
            while (true) {
                System.out.print("Player Hand hit or stand? ");
                user_inp = uinp.nextLine();
                if (user_inp.equals("HIT")) {
                    card.dealPlayer();
                    card.displayHands();
                    scr = card.scoreHand(card.playerHand, card.pcards);
                    if (scr > 21) {
                        // Player has gone bust
                        bust = true;
                        break;
                    }

                } else if (user_inp.equals("STAND")) {
                    break;
                } else {
                    // If we end up here it's because of a typo or wiseguy
                    // print error response and go back to looping
                    System.out.println("I don't understand: " + user_inp);
                }
            }
            if (bust) {
                System.out.println("BUST!! LOSER!!");
                // deduct bet from bankroll
                bankroll -= bet;
                // reset hands for next game
                card.resetHands();
                continue; // go back to top of main loop and start new game
            }
            // Manually control dealer hand the same way
            // We will swap this out for code that will run the dealer rules 
            // automatically
            int dscr = dscr = card.scoreHand(card.dealerHand, card.dcards);
            while (true) {
                if (dscr < 17) {
                    System.out.println("Dealer Hand 16 or less: Must HIT");
                    card.dealDealer();
                    card.displayHands();
                    dscr = card.scoreHand(card.dealerHand, card.dcards);
                } else {
                    break;
                }
            }

            // Code to score the game and settle the bet will go here
            // For now assume we win every time
            System.out.println("Player score: " + scr + "   Dealer: " + dscr);
            if (scr > dscr) {
                System.out.println("You Win!!!");
                bankroll = bankroll + bet;
            } else if (dscr > 21) {
                System.out.println("You Win!! Dealer has BUSTED");
                bankroll += bet;
            } else if (scr == dscr) {
                System.out.println("PUSH");
            } else {
                System.out.println("LOSER!!!");
                bankroll -= bet;
            }
            // reset hands to play a new game
            card.resetHands();
        }
    }
}

Author: Nasty Old Dog

Tuesday, March 26, 2013

AP Comp Sci Sorting Algorithms

Sorting

Sorting

Introduction

The AP Computer Science test expects you to know 3 sorting methods.

  • Selection sort
  • Insertion sort
  • Merge sort

The blackjack program I have put together needs sorting too. When a hand is scored in Blackjack Aces can be either 1 or 11 in favor of the highest hand you can make without going over 21. By sorting the hands with Aces last the hand can be scored quite easily. So this seemed to be good time to go over sorting.

The Selection sort and Insertion sort are quite easy to implement. Why not start with the easiest part first? To keep it simpler still only int arrays will be used for sorting.

Selection Sort

In selection sort you visit each element of the array up to the second to last element. At each step you look through the array from i to the end, find the smallest value and swap it for the ith element. The pseudo-code should clarify:

int sortArray[] = {4,5,9,6,1,0,3,8,7,2};
int tmp, tmp_idx;

for (int i=0; i < sortArray.length - 1; i++)
{
  tmp = sortArray[i];
  tmp_idx = i;
  for (int j = i + 1; j < sortArray.length; j++) 
  {
    if (sortArray[j] < tmp) {
      tmp = sortArray[j];
      tmp_idx = j;
    }
  }
  // swap the values if the i-th was the smallest this swap doesn't do anything
  // you could test for that if you wanted (which is the way it's done in 
  // the final code)
  sortArray[tmp_idx] = sortArray[i];
  sortArray[i] = tmp;
}

Insertion Sort

Start at the second element and visit the rest of the list. Check the elements before the ith position and see if it is less than any previous elements. If not it stays where it is and move on. This has the appearance of removing the number shifting the elements before it to create a space and placing the number where it belongs.

In the actual implementation you visit each previous element starting at the element immediately to the left and do compare-swaps until one of 2 conditions apply either the number is now at the begining of the list or the element to the immediate left is less. This method accomplishes the shifting of the elements and the comparisons in a way more neatly suited for looping. Again, pseudo-code should help your understanding.

int sortArray[] = {4,5,9,6,1,0,3,8,7,2};
int tmp, tmp_idx;
int j;

for (int i = 1; i < sortArray.length; i++)
{
  for (j = i; j > 0 && sortArray[j] < sortArray[j - 1]; j--)
  {
     // swap
     tmp = sortArray[j];
     sortArray[j] = sortArray[j - 1];
     sortArray[j - 1] = tmp;
  }
}

Create a Sort Lab

To experiment with these I have created a SortLab class. I have borrowed the shuffle method (from the blackjack program) and reworked it for use in the SortLab class. I did this the old fashioned way by cutting and pasting and then changing the names to fit the names of the SortLab fields. The constructors allow you to default to an int array of size 10 or to experiment with other sizes. The arrays are intialized with positive whole numbers. Then they are shuffled to use for sorting. A display method is implemented to print out the values in the array. There is also a swap method to switch values. The selection sort is implemented in 2 different ways. One with an inline swap and a check if a swap is necessary (the first element could have been the lowest of all remaining elements). The other using the swap method with no check.

public class SortLab {

    int[] labArray = null;
    int len = 10;

    public SortLab(int n) {
        this.len = n;
        labArray = new int[this.len];
        for (int i = 0; i < this.len; i++) {
            labArray[i] = i;
        }
        this.shuffle();
    }

    public SortLab() {
        this(10);
    }

    // This shuffle routine adapted from the work done previously
    private void shuffle() {
        int rindex;
        int swap;

        for (int i = 0; i < this.len; i++) {
            rindex = (int) ((Math.random() * ((double) (this.len - i))) + i);
            swap = this.labArray[i];
            this.labArray[i] = this.labArray[rindex];
            this.labArray[rindex] = swap;
        }
    }

    void swap(int k, int l) {
        int tmp;

        tmp = this.labArray[k];
        this.labArray[k] = this.labArray[l];
        this.labArray[l] = tmp;
    }

    public void display() {
        for (int i = 0; i < this.len; i++) {
            System.out.print(this.labArray[i] + "  ");
        }
        System.out.println();
    }

    public void selection() {
        int tmp, tmp_idx;

        for (int i = 0; i < this.len - 1; i++) {
            //select the ith element save value and index
            tmp = this.labArray[i];
            tmp_idx = i;
            // Check if selected is the lowest of the remaining array
            // if not switch them
            for (int j = i + 1; j < this.len; j++) {
                if (this.labArray[j] < tmp) {
                    // found something less save it and it's index
                    tmp = this.labArray[j];
                    tmp_idx = j;
                }
            }
            // if tmp_idx != i then swap the values (move the lowest val in)
            if (tmp_idx != i) {
                this.labArray[tmp_idx] = this.labArray[i];
                this.labArray[i] = tmp;
            }
        }
    }

    // Alternate implementation of selection sort using swap function 
    public void selectionA() {
        int tmp, tmp_idx;
        for (int i = 0; i < this.len - 1; i++) {
            tmp = this.labArray[i];
            tmp_idx = i;
            for (int j = i + 1; j < this.len; j++) {
                if (this.labArray[j] < tmp) {
                    tmp = this.labArray[j];
                    tmp_idx = j;
                }
            }
            swap(i, tmp_idx);
        }
    }

    public void insertion() {
        int j;

        for (int i = 1; i < this.len; i++) {
            for (j = i; j > 0 && this.labArray[j] < this.labArray[j - 1]; j--) {
                this.swap(j, j - 1);
            }
        }
    }

    public static void main(String[] args) {
        SortLab select = new SortLab();
        SortLab selectA = new SortLab();
        SortLab insert = new SortLab();

        System.out.println("Selection Sort");
        System.out.print("unsorted: ");
        select.display();
        select.selection();
        System.out.print("sorted:   ");
        select.display();
        System.out.println("SelectionA Sort");
        System.out.print("unsorted: ");
        selectA.display();
        selectA.selectionA();
        System.out.print("sorted:   ");
        selectA.display();
        System.out.println();
        System.out.println();
        System.out.println("Insertion Sort");
        System.out.print("unsorted: ");
        insert.display();
        insert.insertion();
        System.out.print("sorted:   ");
        insert.display();
    }
}

Output 1

run:
Selection Sort
unsorted: 4  7  2  6  1  5  3  9  8  0  
sorted:   0  1  2  3  4  5  6  7  8  9  
SelectionA Sort
unsorted: 1  3  9  6  8  7  5  4  2  0  
sorted:   0  1  2  3  4  5  6  7  8  9  


Insertion Sort
unsorted: 4  5  9  6  1  0  3  8  7  2  
sorted:   0  1  2  3  4  5  6  7  8  9  
BUILD SUCCESSFUL (total time: 0 seconds)

AP Exam

One way they may ask you about these sorts is to show you interim passes on the list and ask you what type of sort is being done. With a few simple additions our SortLab class can print out interim results to show you how this would look. By placing print statement at the end of the outer loop you can get a print out that shows you the developing sorted lists.

Look at the bottom of the outer loop in each of the 3 sort implementations. I have also added a fourth routine that implements insertion sort with an explicit shift of elements. Some practice exams implement insertion sort in this fashion. Take a look at the output trail it's operation is no different than the first insertion sort. But it uses an extra inner loop.

 public void selection() {
     int tmp, tmp_idx;

     for (int i = 0; i < this.len - 1; i++) {
         //select the ith element save value and index
         tmp = this.labArray[i];
         tmp_idx = i;
         // Check if selected is the lowest of the remaining array
         // if not switch them
         for (int j = i + 1; j < this.len; j++) {
             if (this.labArray[j] < tmp) {
                 // found something less save it and it's index
                 tmp = this.labArray[j];
                 tmp_idx = j;
             }
         }
         // if tmp_idx != i then swap the values (move the lowest val in)
         if (tmp_idx != i) {
             this.labArray[tmp_idx] = this.labArray[i];
             this.labArray[i] = tmp;
         }
         System.out.print("interim:  ");
         this.display();
     }
 }

 // Alternate implementation of selection sort using swap function 
 public void selectionA() {
     int tmp, tmp_idx;
     for (int i = 0; i < this.len - 1; i++) {
         tmp = this.labArray[i];
         tmp_idx = i;
         for (int j = i + 1; j < this.len; j++) {
             if (this.labArray[j] < tmp) {
                 tmp = this.labArray[j];
                 tmp_idx = j;
             }
         }
         swap(i, tmp_idx);
         System.out.print("interim:  ");
         this.display();
     }
 }

 public void insertion() {
     int j;

     for (int i = 1; i < this.len; i++) {
         for (j = i; j > 0 && this.labArray[j] < this.labArray[j - 1]; j--) {
             this.swap(j, j - 1);
         }
         System.out.print("interim:  ");
         this.display();
     }
 }

 public void insertionShift()
 {
     int j;
     int tmp;

     for (int i = 1; i < this.len; i++) {
         // take ith element find where it should be inserted
         tmp = this.labArray[i];
         for (j = i; j > 0 && this.labArray[j] < this.labArray[j - 1]; j--) {
             // no need to do anything
             // when the loop ends j will be the insertion position
         }
         // Shift elements from j to i-1 over 1
         for (int k = i - 1; k >= j; k--)
         {
             this.labArray[k + 1] = this.labArray[k];
         }
         this.labArray[j] = tmp;
         System.out.print("interim:  ");
         this.display();
     }
 }

 public static void main(String[] args) {
     SortLab select = new SortLab();
     SortLab selectA = new SortLab();
     SortLab insert = new SortLab();
     SortLab insertA = new SortLab();

     System.out.println("Selection Sort");
     System.out.print("unsorted: ");
     select.display();
     select.selection();
     System.out.print("sorted:   ");
     select.display();
     System.out.println("SelectionA Sort");
     System.out.print("unsorted: ");
     selectA.display();
     selectA.selectionA();
     System.out.print("sorted:   ");
     selectA.display();
     System.out.println();
     System.out.println();
     System.out.println("Insertion Sort");
     System.out.print("unsorted: ");
     insert.display();
     insert.insertion();
     System.out.print("sorted:   ");
     insert.display();
     System.out.println("Insertion Sort with Explicit Shift");
     System.out.print("unsorted: ");
     insertA.display();
     insertA.insertion();
     System.out.print("sorted:   ");
     insertA.display();
}

Output 2

run:
Selection Sort
unsorted: 9  6  2  1  3  7  8  4  0  5  
interim:  0  6  2  1  3  7  8  4  9  5  
interim:  0  1  2  6  3  7  8  4  9  5  
interim:  0  1  2  6  3  7  8  4  9  5  
interim:  0  1  2  3  6  7  8  4  9  5  
interim:  0  1  2  3  4  7  8  6  9  5  
interim:  0  1  2  3  4  5  8  6  9  7  
interim:  0  1  2  3  4  5  6  8  9  7  
interim:  0  1  2  3  4  5  6  7  9  8  
interim:  0  1  2  3  4  5  6  7  8  9  
sorted:   0  1  2  3  4  5  6  7  8  9  
SelectionA Sort
unsorted: 9  0  5  7  2  8  4  3  1  6  
interim:  0  9  5  7  2  8  4  3  1  6  
interim:  0  1  5  7  2  8  4  3  9  6  
interim:  0  1  2  7  5  8  4  3  9  6  
interim:  0  1  2  3  5  8  4  7  9  6  
interim:  0  1  2  3  4  8  5  7  9  6  
interim:  0  1  2  3  4  5  8  7  9  6  
interim:  0  1  2  3  4  5  6  7  9  8  
interim:  0  1  2  3  4  5  6  7  9  8  
interim:  0  1  2  3  4  5  6  7  8  9  
sorted:   0  1  2  3  4  5  6  7  8  9  


Insertion Sort
unsorted: 3  0  5  2  6  4  7  9  1  8  
interim:  0  3  5  2  6  4  7  9  1  8  
interim:  0  3  5  2  6  4  7  9  1  8  
interim:  0  2  3  5  6  4  7  9  1  8  
interim:  0  2  3  5  6  4  7  9  1  8  
interim:  0  2  3  4  5  6  7  9  1  8  
interim:  0  2  3  4  5  6  7  9  1  8  
interim:  0  2  3  4  5  6  7  9  1  8  
interim:  0  1  2  3  4  5  6  7  9  8  
interim:  0  1  2  3  4  5  6  7  8  9  
sorted:   0  1  2  3  4  5  6  7  8  9  
Insertion Sort with Explicit Shift
unsorted: 1  9  3  8  5  7  6  4  0  2  
interim:  1  9  3  8  5  7  6  4  0  2  
interim:  1  3  9  8  5  7  6  4  0  2  
interim:  1  3  8  9  5  7  6  4  0  2  
interim:  1  3  5  8  9  7  6  4  0  2  
interim:  1  3  5  7  8  9  6  4  0  2  
interim:  1  3  5  6  7  8  9  4  0  2  
interim:  1  3  4  5  6  7  8  9  0  2  
interim:  0  1  3  4  5  6  7  8  9  2  
interim:  0  1  2  3  4  5  6  7  8  9  
sorted:   0  1  2  3  4  5  6  7  8  9    
BUILD SUCCESSFUL (total time: 1 second)

Conclusion

That's 2 of the 3 sorts you need to know about. Questions on the AP may show code and of course try to hide what is really going on. If there is an inner loop shifting multiple elements then placing the value in after the shift think insertion sort. The insertion sort above combines the compare and the shift together but the effect is the same. Selection sorts you should see a single swap of 2 values then back out to the main loop. I like to think of it as "select the lowest value and swap it to the current front of the line".

Merge Sort should be next but its implementation is simplified by recursion. So before we go into Merge Sort I want to revisit recursion in my next blog post. Then tackle merge sort. Then I will get back to finishing up blackjack.

You should also visit wikipedia they have some nice animations of how these sorts work.

References

  1. Aho, Alfred V., John E. Hopcroft, and Jeffrey D. Ullman. Data Structures and Algorithms. Reading, MA: Addison-Wesley, 1983.
  2. "Selection Sort." Wikipedia. Wikimedia Foundation, 25 Mar. 2013. Web. 26 Mar. 2013. http://en.wikipedia.org/wiki/Selectionsort
  3. "Insertion Sort." Wikipedia. Wikimedia Foundation, 22 Mar. 2013. Web. 26 Mar. 2013. http://en.wikipedia.org/wiki/Insertionsort
  4. Litvin, Maria, and Gary Litvin. Be Prepared for the AP Computer Science Exam in Java. Andover: Skylight, 2009.

Date: 2013-03-28T17:58-0400

Author: Nasty Old Dog