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public boolean isEmpty() { return (size == 0); } public E remove() { if (size == 0) { throw new java.util.EmptyStackException(); } E element = head.next.element; // next <--> head.next = head.next.next; // next <--> head.next.prev = head; // next <--> --size; return element; } public int size() { return size; } private static class Node<E> { E element; Node<E> prev; Node<E> next; Node() { this.prev = this.next = this; } Node(E element, Node<E> prev, Node<E> next) { this.element = element; this.prev = prev; this.next = next; } } }
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The only changes that need to be made to the LinkedStack class (other than the method names) are at lines 14 and 25 27, where the next and prev fields are swapped.
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APPLICATION: A CLIENT-SERVER SYSTEM Queues are used to implement the FIFO protocol. That is common in client-server application. For example, when cars on a toll road arrive at a toll plaza, the cars are the clients, and the toll booths are the servers. If the rate at which the cars pass through the toll booths is slower than their arrival rate, then a waiting-line builds up. That is a queue. EXAMPLE 6.5 A Client-Server Simulation
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This simulation illustrates object-oriented programming (OOP). Java objects are instantiated to represent all the interacting clients and servers. To that end, we first define Client and Server classes. This is an event-driven simulation, where clients arrive for service at random times and services have random durations. Each client will have an arrival time, a time when service starts, and a time when it ends. All time values will be integers.
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public class Client { private int id; private int startTime; public Client(int id, int time) { this.id = id; System.out.printf("%s arrived at time %d.%n", this, time); } public void setStartTime(int time) { startTime = time; } public String toString() { return "#" + id; } }
To trace the simulation, we have the Client constructor print its arrival time (at line 7). Each server serves at most one client at a time, so the Server class has a client field that references that server s client, or is null when the server is idle. Each Server object also stores the time when it will stop serving its current client. That time is computed by adding its service time (a positive random integer) to the time when it begins serving that client. The random number generator used to generate those service times is stored as a random field in the Server object. A server s actual service time varies with each client. But the server s average service time is a fixed property of the server, initialized when the Server object is constructed (at line 10):
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public class Server { private Client client; private int id; private int stopTime = -1; private double meanServiceTime; private ExpRandom random; public Server(int id, double meanServiceTime) { this.id = id; this.meanServiceTime = meanServiceTime; this.random = new ExpRandom(meanServiceTime); } public double getMeanServiceTime() { return meanServiceTime; } public int getStopTime() { return stopTime; } public boolean isIdle() { return client == null; } public void startServing(Client client, int time) { this.client = client; this.client.setStartTime(time); this.stopTime = time + random.nextInt(); System.out.printf("%s started serving client %s at time %d.%n", this, client, time); }
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