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Data Structures: Assignment My PlayStation Friends

 Data Structures: Assignment 2

My PlayStation Friends
SP2
April 2019
1 Introduction 
Needing a way to manage all your PlayStation friends, you decide to build a back￾end system for adding, removing and maintaining them. The idea is to organise 
your friends so you can search for individuals, search for players who have the 
same games as you, determine rankings, and view player information and 
trophies. At the same time, you’d like your search queries to be fast, ruling out 
basic structures like arrays and linked lists. Deciding that the most important 
factor for ordering your friends is level, you build a binary search tree (BST) 
structure, using the level (actually a function on level, see section 4) as the key. 
In this assignment we will build a BST structure, with each node representing 
a PlayStation friend. Each friend node contains information about that player, 
including their username, level and date of birth, along with attached data 
structures for their games (single linked-list) and trophies (ArrayList). In 
accordance with the rules of BSTs, each friend has a parent node and two child 
nodes, left and right. From any one node, all nodes to the left are less (lower 
level) and all nodes to the right are greater (higher level). Due to this, 
searching for higher or lower-levelled players is, on average, a O(logn) process. 
This assignment consists of a number of parts. In part A you will setup the 
basic class structure, ensuring that the test suite is able to run without error. In 
part B you will implement the basic structures needed by User to hold multiple 
Trophy and Game objects. In part C you will create your BST-based friend 
database. Finally, in part D you will improve the efficiency of your tree by 
implementing AVL balancing. You are free to add your own methods and fields to 
any of the classes in the Database package, but do not change any existing 
method prototypes or field definitions. A testing suite has been provided for you 
to test the functionality of your classes. These tests will be used to mark your 
assignment, but with altered values. This means that you cannot hard-code 
answers to pass the tests. It is suggested that you complete the assignment in 
the order outlined in the following sections. Many of the later-stage classes rely 
on the correct implementation of their dependencies. 
1
2
1.1 Importing into eclipse
The Assignment has been provided as an eclipse project. You just need to import 
the project into an existing workspace. See Figure 1 for a visual guide. Make sure 
that your Java JDK has been set, as well as the two jar files that you need for junit 
to function. This can be found in Project → Properties → Java Build Path → 
Libraries. The jar files have been provided within the project; there is no need to 
download any other version and doing so may impact the testing environment.
Figure 1: Importing the project through File → Import
2 Part A
If you run the testing suite, you will be lovingly presented with many errors.
Your first task is to complete the class implementations that the tests expect 
(including instance variables and basic methods) to remove all errors from the 
testing classes.
3
2.1 Game
The Game class represents one PlayStation game and includes general 
information, namely the title, release date, and total number of available trophies. 
In addition, it holds a reference to another Game object. This will be important in 
section 3 where you will make a single-linked list of games. The Game class 
requires the following instance variables:
private String name; private 
Calendar released; private Game 
next; private int totalTrophies;
The toString method should output a string in the following format (quotation 
marks included):
"Assassin's Creed IV: Black Flag", released on: Nov 29, 2013
Hint: A printed Calendar object may not look as you might expect. Take a look at 
APIs for java date formatters.
You should also generate the appropriate accessor and mutator methods. 
GameTester will assign marks as shown in Table 1:
Table 1: GameTester mark allocation
Test Marks
testConstructor 2
toStringTest 3
Total: 5
2.2 Trophy
The Trophy class represents one PlayStation trophy and includes information 
about its name, date obtained and the game from which it was earnt. Additionally, 
its rank and rarity values are set from finite options available through enumerator 
variables. The Trophy class requires the following instance variables:
public enum Rank {
BRONZE, SILVER, GOLD, PLATINUM
} public enum Rarity {
COMMON, UNCOMMON, RARE, VERY_RARE, ULTRA_RARE
}
4
private String name; private Rank 
rank; private Rarity rarity; private 
Calendar obtained; private Game 
game;
The toString method should output a string in the following format (quotation 
marks included):
"What Did You Call Me?", rank: BRONZE, rarity: RARE, obtained on: May 04, 2014
You should also generate the appropriate accessor and mutator methods. 
GameTester will assign marks as shown in Table 2:
Table 2: TrophyTester mark allocation
Test Marks
testConstructor 2
toStringTest 3
Total: 5
2.3 User
The User class represents a PlayStation user and, more generally, a tree node. Most 
importantly when using as a tree node, the class must have a key on which the 
tree can be ordered. In our case, it is a double named key. This key is a simple 
function based on the combination of a user’s username and level. As levels are 
whole numbers and likely not unique, a simple method (see calculateKey snippet 
below) is used to combine the two values into one key whilst preserving the level. 
For example, imagine that the hashcode for username “abc” is 1234 and the user’s 
level is 3. We do not want to simply add the hash to the level as that would not 
preserve the level and would lead to incorrect rankings. Instead, we calculate 
1234/10000 to get 0.1234. This can then be added to the level. As the usernames 
must be unique, our node keys are now also unique 1 and the user level is 
preserved.
private double calculateKey() { int hash = 
Math.abs(username.hashCode()); // Calculate 
number of zeros we need int length = 
(int)(Math.log10(hash) + 1);
 
1 A string’s hash value can never be guaranteed to be unique, but for the purposes of this assignment we 
will assume them to be.
5
// Make a divisor 10^length double divisor = 
Math.pow(10, length);
// Return level.hash return level + 
hash / divisor;
}
The User class requires the following instance variables:
private String username; private int level; 
private double key; private 
ArrayList trophies; private 
GameList games; private Calendar dob; 
private User left; private User right;
An ArrayList type was chosen for variable trophies as you figured it would be easier 
to add a new trophy to a list than a standard array, and you probably would mostly 
just traverse the list in order. A GameList object (see section 3) was chosen as the 
structure for storing games as a custom single linked-list is more appropriate for 
writing reusable methods.
The toString method should output a string in the following format:
User: Pippin
Trophies:
"War Never Changes", rank: BRONZE, rarity: COMMON, obtained on: Mar 26, 2017
"The Nuclear Option", rank: SILVER, rarity: UNCOMMON, obtained on: Mar
26, 2017
"Prepared for the Future", rank: GOLD, rarity: UNCOMMON, obtained on: Mar 26, 2017
"Keep", rank: SILVER, rarity: RARE, obtained on: Mar 26, 2017
Games:
"Yooka-Laylee", released on: May 11, 2017
"Mass Effect Andromeda", released on: Apr 21, 2017
"Persona 5", released on: May 04, 2017
Birth Date: May 23, 1980
You should also generate the appropriate accessor and mutator methods.
UserTester will assign marks as shown in Table 3:
3 Part B
In this section you will complete the GameList single linked-list for storing Game 
objects.
6
Table 3: UserTester mark allocation
Test Marks
testConstructor 2
toStringTest 3
Total: 5
3.1 GameList
The GameList class provides a set of methods used to find Game objects that have 
been linked to form a single-linked list as shown in Figure 2. The head is a 
reference to the first Game node, and each Game stores a reference to the next 
Game, or null if the Game is at the end.
null
Figure 2: The single-linked list structure built in GameList
The GameList class requires only one instance variable:
public Game head
There are a number of methods that you must complete to receive marks for 
this section. They can be completed in any order. Your tasks for each method are 
outlined in the following sections.
3.1.1 void addGame(Game game)
This method should add the provided game to the end of your linked list. It should 
search for the first available slot, and appropriately set the previous game’s next 
variable. All games must be unique, so you should check that the same game has 
not already been added. Note that the tests require that the provided Game object 
is added, not a copy. If the GameList head variable is null, head should be updated 
to refer to the new game. If the provided Game object is null, an 
IllegalArgumentException should be thrown.
3.1.2 Game getGame(String name)
7
getGame should traverse the linked list to find a game with a matching name. If 
the game cannot be found, the method should return null. If the name provided is 
null, the method should throw an IllegalArgumentException.
3.1.3 void removeGame(String name) — void removeGame(Game game)
There are two overloaded removeGame methods with one taking as an argument 
a String, the other a Game. Both methods should search the linked list for the target 
game and remove it from the list. You should appropriately set the previous 
node’s next variable or set the head variable, if applicable. Both methods should 
throw an IllegalArgumentException if their argument is null.
3.1.4 String toString()
This method should output a string in the following format:
"Assassin's Creed IV: Black Flag", released on: Nov 29, 2013
"Child of Light", released on: May 01, 2014
3.2 GameListTester
GameListTester will assign marks as shown in Table 4:
Table 4: GameListTester mark allocation
Test Marks
getGameNullArg 1
getGame 2
addGame 2
addGameExists 1
addGameNullArg 1
removeGameNullArg 1
removeGameString 2
removeGameObject 2
8
toStringTest 3
Total: 15
4 Part C
In this section you will complete your binary search tree data structure for storing 
all your friends’ information.
4.1 BinaryTree
Now that all the extra setup has been completed, it can all be brought together to 
form your tree structure. The BinaryTree class provides a set of methods for 
forming and altering your tree, and a set of methods for querying your tree. The 
goal is to form a tree that adheres to BST rules, resulting in a structure such as 
shown in Figure 3.
Figure 3: The binary search tree structure built in BinaryTree
The BinaryTree class requires only one instance variable:
public User root
There are a number of methods that you must complete to receive marks for 
this section. They can be completed in any order. Your tasks for each method are 
outlined in the following sections. Remember that you can add any other methods 
you require, but do not modify existing method signatures.
4.1.1 boolean beFriend(User friend)
The beFriend method takes as an argument a new User to add to your database. 
Adhering to the rules of BSTs, you should traverse the tree and find the correct 
position to add your new friend. You must also correct set the left, right and parent 
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