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The Journey Planner Network
The first assignment aims to read a Journey Planner network, display it on the screen, and let
the user view and search the data in several ways. The program will need several large data
structures, and the key challenge of the assignment is to implement those data structures.
Resources
The assignment webpage also contains:
• An archive of the template code and a small example.
• An archive of the data files.
• The marking guide.
To Submit
You should submit these things:
• All the source code for your program, including the template code. Please make sure
you do this, without it we cannot give you any marks. Again: submit all your .java
files.
• Any other files your program needs to run that aren’t the data files provided.
• A report on your program to help the marker understand the code. The report should:
– describe what your code does and doesn’t do.
– describe the important data structures you used.
The report should be clear, but it does not have to be fancy – very plain formatting is all
that is needed. It must be either a txt or a pdf file. It does not need to be long, but you
need to help the marker see what you did.
Note that for marking, you will need to sign up for a 15 minute slot with the markers.
Requirements for Assignment 1
Your program should:
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• Read the data from the files described below and construct an appropriate data
structure to store all the information in the files.
• Display the data visually by drawing all the nodes and edges. Each edge should be drawn
as a straight line. The program must allow the user to either view the whole network, or
zoom in on a smaller region. Ideally, the user should be able to zoom and pan to arbitrary
views of the data.
• Allow the user to enter the name of a stop in a text box, and then highlight the stop,
and all the trips going through the stop. To do this, the program should store all
the stops in a trie structure which will act as a searchable index into the collection of stop
objects.
• Allow the user to click on a place on the visualisation, and then highlight and display
information about the closest stop to the clicked position.
The provided marking guide describes what you need to do for the minimum, core, completion,
and challenge, as does this document.
The data
The data is for Journey Planning in the Northern Territory of Australia, obtained from https:
//data.gov.au/dataset/journey-planner-data-nt. We have cleaned and processed the data
to make it easier for you to work with. The details are given below.
stops.txt stores the stops in the journey planning network. In the file, the first line is the title.
From the second line, each line represents a stop, including its ID, name, latitude and
longitude. The entries are separated by tab.
trips.txt stores the trips of the transport network. Each trip is a sequence of stops. In the file,
the first line is the title. From the second line, each line represents a trip. The first entry
is the trip ID. Then, the sequence of stops in this trip is represented by the second to the
last entry of the line. The entries are separated by tab as well. In each trip, there is a
directed edge from each stop in the sequence to its successive stop.
Your program
Your program should read the data from the data files into an appropriate set of data structures,
and then draw the graph. The program should also have the proper functionalities when the user
presses the buttons, clicks on the map to select a stop, and type something into the search box.
The details of the functionalities are given in the next section.
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You are not expected to create your own GUI for this assignment, rather, one is provided in the
model code called GUI.java. This contains an area for drawing the graph, a loading button, some
navigation buttons, a search box, and a text output area. It is an abstract class; the behaviour of
how to draw the drawing area, load the data, and what happens when you press the navigation
buttons, click the screen, or enter something in the search box are left unimplemented. You will
need to extend the GUI class and implement these using your data structures. For an example
of how to do this, SquaresExample.java repurposes the GUI class to make an unrelated little
game.
You will need to read and understand the first part of the GUI class to write your program. While
UIs and Swing are not a focus of this course, it is recommended you try and understand how the
rest of the GUI class works. You are also free to modify it to suit your program, or ignore it
entirely and build your own.
Your program will need a collection of Stop objects, a collection of Trip objects, and a collection
of Connection objects. You will need to access stops both by their IDs and by their names.
The first can be accomplished with a Hash Map. The second should use a Trie structure, since
you need to be able to access all the roads whose names start with a specified prefix.
The Stops and Connections form a graph, with the Stops as the nodes, and the Connections as
the edges. The graph is directed (each trip is directed), is a multi-graph (there can be more than
one connection between two stops belonging to different trips), but has no ‘looped’ connections
that start and end at the same stop.
You need to choose an appropriate data structure for this graph. I recommend using Stop objects
and Connection objects, where the Stop objects include a list of all the incoming and outgoing
Connections. The Stop objects also need to store their location, both for drawing them and
for finding the stop the user clicks on. The Connection objects need to store the Stops at
each end, and the Trip they belong to. You should decide whether to use the IDs in the data
structure or to simply connect Stop and Connection objects directly to each other.
Solving the problem in stages
Minimum – Parsing, data structures, and drawing.
• Construct classes to represent Stops, Trips, and Connections between two stops. The
class should have methods to read the data from the files and construct the objects.
Hint: Use the Location class to represent positions of the Stops. The class includes
methods for converting from latitude/longitude to x/y coordinates in kilometers.
• Make methods to read the data files, parse them, and create your data structures. If you’re
using the GUI class, these methods should run when the onLoad method is called. This
method is passed a File object for each of the stop and trip files.
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Hint: When reading the Trips, you need to add each of the Connections in the trip to
the appropriate Stop objects.
Hint: Loading the data is best done with a BufferedReader. A tutorial can be found from
https://www.mkyong.com/java/how-to-read-file-from-java-bufferedreader-example/.
• Draw the graph by filling in the redraw method left abstract in the GUI class. This method
should call a draw method on the Connection and Stop, which should use the passed
Graphics object. It will make the zooming easier if these methods also take an origin and
scale factor as parameters, so they can calculate where on the graphics object they should
be drawn.
Core – Using the graph structure and other functionality.
• Allow the user to navigate the map, i.e. implement panning and zooming with the buttons.
Whenever these buttons are pressed, the onMove method (left abstract in GUI) is called,
and is passed an enum representing which button was pushed; this is where you should
write the movement logic.
• Make the program respond to the mouse so that the user can select a stop with the mouse,
and the program will then highlight it, and print out the name of the stop and the id of all
the trips going through the stop. This can be done by implementing the onClick method
left abstract by the GUI class, which is called whenever the mouse is clicked. This method
is passed a MouseEvent object, which contains, among other things, the coordinates of
click within the graphics area.
The simplest method will do a linear search through the collection of stops to find the
closest one to the mouse position. (Use the methods in Location to convert between pixel
based positions on the screen and the locations in the Stops.)
• Implement the behaviour of the search box in the top right, which should allow a user to
select a Stop by entering its name. This can be done with the onSearch method, which
is called whenever the user presses ‘enter’ in the search box. When they complete their
entry, the program should highlight the stop with name (exactly) matching their input, and
highlight all the trips going through that stop.
Hint: Remember that there may be multiple Trip objects going through the stop, and each
Trip object may have multiple Connections in it.
Hint: The search box, and its contents, can be accessed with the getSearchBox method
in GUI.
• The text output area at the bottom of the window should be used to show information
about stops and trips, and can be accessed via the getTextOutputArea method in GUI.
Completion – Making a trie and improving search.
• To make the program more usable, we want the search function to highlight all the stops
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whose name is prefixed by the search input, and not just an exact match. A linear search
is not an efficient way of doing this, and using some hashing scheme wouldn’t work either,
as we need to do prefix-matching (unless the hashing scheme was very cleverly designed).
A better way is to construct a trie data structure to store all the Stop objects, indexed by
their name. This data structure will need methods to add a new stop, and to retrieve all
stops matching a given prefix.
• Improve your search using your trie. Highlight all stops that start with the prefix typed
into the search box. For example, there are 4 stop names starting with “VRD”. If the
user’s search query exactly matches a stop name, it should only highlight and show exact
matches. Print out the name of the matched stops in the text output area. Also, highlight
all the trips going through the match stops.
Hint: The UPDATE_ON_EVERY_CHARACTER variable in the GUI class can be
set to true to make the onSearch method be called each time the user types a character
in the search box, and not just when they press enter.
Challenge – Quad-trees and UI improvements.
• A linear search through the stops to find the closest one is also inefficient, but searching
for inexact matches for 2D positions doesn’t work with hashing or binary search. (This
problem is a standard problem in computer graphics.) The right structure to use for
searching for the closest 2D point is called a quad-tree (see more details from Wikipedia:
https://en.wikipedia.org/wiki/Quadtree). Learn about and implement a quad-tree
index of all the nodes and use it to search for the closest node to the mouse location.
• The user interface in the GUI class is functional, but could be improved further; find a way
to significantly improve it. Two ideas are:
– Implement navigation with the mouse and scroll wheel.
– Add a drop-down suggestions box to the search box, which the user can select completions from.
Writing it yourself
Make sure that you write the code for the data structures yourself – you will not learn what you
need to learn if you use code from somewhere else. You can build on code examples from somewhere else, but do not simply copy large segments of code and make sure that you acknowledge
the source appropriately. If we identify any plagiarism, we will penalise it.
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