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The Swimmer Class
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We haven't said much about the Swimmer class, except that it contains a name, club, age, seed time, and place to put the heat and lane after seeding The Event class reads in the Swimmers to a Vector from some database (a file, in this example) and then passes that Vector to the Seeding class when we call the getSeeding method for that event
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The Event Classes
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We have seen the abstract base Event class earlier We actually use it to read in the swimmer data (here from a file) and pass it on to instances of the Swimmer class to parse
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public abstract class Event { protected int numLanes; protected Vector swimmers;
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//number of lanes //list of swimmers
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public Event(String filename, int lanes) { numLanes = lanes; swimmers = new Vector(); //read in swimmers from file InputFile f = new InputFile(filename); String s = freadLine(); while(s != null) { Swimmer sw = new Swimmer(s); swimmersaddElement(sw); s = freadLine(); } fclose(); } public abstract Seeding getSeeding(); public abstract boolean isPrelim(); public abstract boolean isFinal(); public abstract boolean isTimedFinal(); }
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Our PrelimEvent class just returns an instance of CircleSeeding,
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public class PrelimEvent extends Event { //class describes an event that will be swum twice public PrelimEvent(String filename, int lanes) { super(filename, lanes); } //return circle seeding public Seeding getSeeding() { return new CircleSeeding(swimmers, numLanes); } public boolean isPrelim() { return true; } public boolean isFinal() {
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return false; } public boolean isTimedFinal() } return false; } }
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Straight Seeding
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In actually writing this program, we'll discover that most of the work is done in straight seeding; the changes for circle seeding are pretty minimal So we instantiate our StraightSeeding class and copy in the Vector of swimmers and the number of lanes
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public class StraightSeeding extends Seeding { protected Vector swimmers; protected Swimmer[] swmrs; protected int numLanes; protected int[] lanes; protected int count; protected int numHeats; public StraightSeeding(Vector sw, int lanes) { Swimmers = sw; numLanes = lanes; count = swsize(); calcLaneOrder(); seed(); }
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Then, as part of the constructor, we do the basic seeding:
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protected void seed() { //loads the swmrs array and sorts it sortUpwards(); int lastHeat = count % numLanes; if(lastHeat < 3) lastHeat = 3; //last heat must have 3 or more int lastLanes = count - lastHeat; numHeats = count / numLanes; if(lastLanes > 0) numHeats++; int heats = numHeats; //place heat and lane in each swimmer's object int j = 0; for(int i = 0; i < lastLanes; i++) { Swimmer sw = swmrs[i]; swsetLane(lanes[j++]); swsetHeat(heats); if(j >= numLanes) { heats--; j=0;
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} } //Add in last partial heat if(j < numLanes) heats--; j = 0; for(int i = lastLanes-1; i<count; i++) { Swimmer sw = swmrs[i]; swsetLane(lanes[j++]); } //copy from array back into Vector Swimmers = new Vector(); for(int i = 0; i < count; i++) SwimmersaddElement(swmrs[i]); }
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This makes the entire array of seeded Swimmers available when we call the getSwimmers method
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Circle Seeding
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The CircleSeeding class is derived from StraightSeeding, so it copies in the same data
public class CircleSeeding extends StraightSeeding { public CircleSeeding(Vector sw, int lanes) { super(sw, lanes); //straight seed first seed(); } //-------------protected void seed() { int circle; superseed(); //do straight seed as default if(numHeats >= 2 ) { if(numHeats >= 3) circle = 3; else circle = 2; int i= 0; for(int j = 0; j < numLanes; j++) { for(int k = 0; k < circle; k++) { swmrs[i]setLane(lanes[j]); swmrs[i++]setHeat(numHeats - k); } } } } }
Since the constructor calls the parent class constructor, it copies the swimmer Vector and lane values Then a call to superseed() does the straight seeding This simplifies things because we will always need to seed the remaining heats by straight seeding Then we seed the last 2 or 3 heats as shown previously, and we are done with that type of seeding as well