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A Simple Robot World:

We start with a simple example, which models robots moving around a two-dimensional grid, displayed on a computer screen. The position of a robot on the grid is expressed as x-and y-coordinates, which can take any integer value within the limits of the grid. Figure shows an example of a grid containing three robots. If you are not keen on robots, then you can think of this as a traffic simulation or perhaps a board game similar principles apply.

1143_A simple robot world.png

Each robot is represented by an object in the computer system. Each object has some stored data associated with it - in this case, each robot object stores its current position on the grid. The values of the data stored by an object determine the state of the object. For the moment, we assume that when the state of a robot object changes, the screen automatically updates and displays that robot in its new position.

We also need some way to identify each robot object, so we can manipulate the appropriate object. For simplicity at present, we assume that each robot object has a name - later on we will see that things in Java are a little more complex. So, we can think of the three robots as software objects, each with a unique name and some stored data, as shown in below diagram.

2149_A simple robot world2.png

Each object can respond to a number of commands or requests. For example, a robot object may be asked to:

  • move one position on the grid in a north, south, east or west direction; 
  • indicate its current position; 
  • move to an arbitrary position on the grid.

 

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