Apologies if this is trivial to most but I just can't figure this issue out!!
I am creating a mock game where I have a start, end, and hops along. There are portals where if you go on a white portal you jump further ahead and there are black ones where you go backwards. I have set up the class as a POJO;
private int totalSize;
private int minDice;
private int maxDice;
private int whitePortalStart;
private int whitePortalEnd;
private int blackPortalStart;
private int blackPortalEnd;
private int startPosition = 1;
private int currentPosition;
public GameObject(){}
public int getTotalSize() {
return totalSize;
}
public void setTotalSize(int totalSize) throws Exception {
if(totalSize <= 0){
throw new Exception("Can't have a total distance of less than or equal to 0");
} else {
this.totalSize = totalSize;
}
}
public int getMinDice() {
return minDice;
}
public void setMinDice(int minDice) throws Exception {
if(minDice <= 0){
throw new Exception("Can't have a min dice value of less than or equal to 0");
} else {
this.minDice = minDice;
}
}
public int getMaxDice() {
return maxDice;
}
public void setMaxDice(int maxDice) throws Exception {
if(getMinDice() > maxDice){
throw new Exception("Cant have minimum dice number greater than the larger dice number");
} else {
this.maxDice = maxDice;
}
}
public int getWhitePortalStart() {
return whitePortalStart;
}
public void setWhitePortalStart(int whitePortalStart) throws Exception {
this.whitePortalStart = whitePortalStart;
}
public int getWhitePortalEnd() {
return whitePortalEnd;
}
public void setWhitePortalEnd(int whitePortalEnd) throws Exception {
this.whitePortalEnd = whitePortalEnd;
}
public int getBlackPortalStart() {
return blackPortalStart;
}
public void setBlackPortalStart(int blackPortalStart) throws Exception {
this.blackPortalStart = blackPortalStart;
}
public int getBlackPortalEnd() {
return blackPortalEnd;
}
public void setBlackPortalEnd(int blackPortalEnd) throws Exception {
this.blackPortalEnd = blackPortalEnd;
}
public GameObject builder(int n) throws Exception {
setTotalSize(n);
return this;
}
public GameObject whitePortal(int m, int o) throws Exception {
setWhitePortalStart(m);
setWhitePortalEnd(o);
return this;
}
public GameObject blackPortal(int o, int m) throws Exception {
setBlackPortalStart(o);
setBlackPortalEnd(m);
return this;
}
public GameObject dice(int i, int j) throws Exception {
setMinDice(i);
setMaxDice(j);
return this;
}
public int rollDice(){
Random random = new Random();
int min = getMinDice();
int max = getMaxDice();
return random.nextInt(max - min + 1) + min;
}
public void build(){
int totalDistance = getTotalSize();
currentPosition = startPosition;
while(currentPosition < totalDistance){
int diceValue = rollDice();
if(currentPosition + diceValue > getTotalSize()){
System.out.println("CurrentPosition : " + (currentPosition + diceValue) + ", is larger than the total size of the road - " + totalSize);
continue;
} else if(currentPosition + diceValue == getWhitePortalStart()){
System.out.println("You landed on a white portal. Advancing from position " + (currentPosition + diceValue) + " to " + getWhitePortalEnd());
currentPosition = getWhitePortalEnd();
} else if(currentPosition + diceValue == getBlackPortalStart()){
System.out.println("You landed on a black portal. Moving from position " + (currentPosition + diceValue) + " to " + getBlackPortalEnd());
currentPosition = getBlackPortalEnd();
} else {
System.out.println("You landed on " + (currentPosition + diceValue));
currentPosition += diceValue;
}
}
}
So in my main method I call the it like create and call this class like;
WorldOfOz oz = new WorldOfOz();
oz.go.builder(30)
.dice(1, 4)
.whitePortal(5, 12)
.blackPortal(13, 2)
.build();
My issue is when I want to add in more than 1 whitePortal/blackPortal
WorldOfOz oz = new WorldOfOz();
oz.go.builder(30)
.dice(1, 4)
.whitePortal(5, 12)
.whitePortal(18, 26)
.blackPortal(13, 2)
.build();
The values 18 - 26 override 5 - 12. How can I set this up so I can have multiple white and black portals?
It seems that your data structure is not enough to solve this problem.
You need to define a collection of whitePortals and a collection of blackPortals. If you do so calling the method whitePortal(5, 12) add a new white portal insted of setting the white portal values of the only white existing portal.
You need to define a class Portal
public class Portal {
private int portalStart;
private int portalEnd;
...
public Portal(int s, int e) {
this.portalStart = s;
this.portalEnd = e;
}
}
Then you can use it in the GameObject as follow:
public GameObject {
List<Portal> whitePortals;
List<Portal> blackPortals;
public GameObject() {
whitePortals = new ArrayList<Portal>();
blackPortals = new ArrayList<Portal>();
}
public GameObject addWhitePortal(int m, int o) throws Exception {
whitePortals.add(new Portal(m, o));
return this;
}
...
// You need to change other methods to follow a different data structure
}
Well, you can use the following approach:
Introduce a new "Portal" type with start/end attributes
Replace white/black portal attributes in your class with lists for white and black portals (or any other type of collection you like)
Replace getWhite/Black methods with access to lists
Refactor whitePortal and blackPortal method to create new instances of a portal object and add them to an appropriate collection
You can, of course, use arrays instead of collections, but that's a bit more cumbersome.
Also, assuming portals are collections, you probably need to add helper methods for operating on those. Depending on what your actual needs are.
public class Portal
{
private int start;
private int end;
public Portal(int start, int end) { ... }
public getStart() {...}
public getEnd() {...}
public setStart(int end) {...}
public setEnd(int start) {...}
}
public class GameObject
{
...
private List<Portal> whitePortals = new ArrayList<Portal>();
private List<Portal> blackPortals = new ArrayList<Portal>();
...
public GameObject whitePortal(int m, int o) throws Exception {
whitePortals.add(new Portal(m, o));
return this;
}
public GameObject blackPortal(int o, int m) throws Exception {
blackPortals.add(new Portal(m, o));
return this;
}
...
}
Related
I'm learning object-oriented programming and started learning about inheritance. The assignment my teacher gave me was to make a counter object with 6 "buttons": Increment, Decrement, Reset, AddMemory, ResetMemory, and Quit. It is fairly straight-forward what each button does.
The requirements are that I have to use the JOptionPane command, I have to make a Counter class with a counter attribute, increment, decrement, reset, and quit methods, I have to make a MemoryCounter class with a memory attribute, restMemory, and addMemory method. I also have to make a MemoryCounterConsoleMenu class which makes the input box from the JOptionPane command and executes the appropriate method. The final thing I have to do is make a MemoryCounterTest class that brings the MemoryCounterConsoleMenu and MemoryCounter classes together
So I did all that and here it is:
The first one is the Counter class
public class Counter
{
private int counter = 0;
public void increment()
{
setCounter(getCounter() + 1);
}
public void decrement()
{
setCounter(getCounter() - 1);
}
public void reset()
{
setCounter(0);
}
public void setCounter(int counter) {
this.counter = counter;
}
public int getCounter() {
return counter;
}
}
This is the MemoryCounter class
public class MemoryCounter extends Counter
{
private int memory = 0;
public void resetMem()
{
setMemory(0);
}
public void addMem()
{
setMemory(getCounter());
}
public void setMemory(int memory)
{
this.memory = memory;
}
public int getMemory()
{
return memory;
}
}
Next is the MemoryConsoleMenu
public class MemoryCounterConsoleMenu
{
static MemoryCounter memCounter = new MemoryCounter();
static Counter counter = new Counter();
public static int console()
{
System.out.println(memCounter.getMemory());
Object[] options = {"Reset Mem", "Add Mem", "Increment", "Decrement", "Reset", "Quit" };
int objectIndex = JOptionPane.showOptionDialog(null, "Counter = " + counter.getCounter() + "Memory = "
+ memCounter.getMemory(), "MemoryCounter",JOptionPane.PLAIN_MESSAGE,
JOptionPane.PLAIN_MESSAGE, null, options, options[5]);
return objectIndex;
}
public static int change(int objectIndex)
{
if(objectIndex == 0)
{
memCounter.resetMem();
return 1;
}
else if(objectIndex == 1)
{
memCounter.addMem();
return 2;
}
else if(objectIndex == 2)
{
counter.increment();
return 3;
}
else if(objectIndex == 3)
{
counter.decrement();
return 4;
}
else if(objectIndex == 4)
{
counter.reset();
return 5;
}
else
{
return 6;
}
}
}
Finally, there is the MemoryCounterTest
public class MemoryCounterTest
{
public static void main(String[] args)
{
MemoryCounterConsoleMenu memoryConsole = new MemoryCounterConsoleMenu();
for(int i = 0; i != 6;)
{
i = memoryConsole.change(memoryConsole.console());
}
}
}
Everything works properly except for the memory value. It stays at a constant zero. I've done some troubleshooting myself and found that the only problem in the code is in the "addMem()" method is the MemoryCounter class particularly the implementation of the "getCounter()" method. It will only return 0 for some reason.
After figuring this out I have made no ground on why the problem is occuring or how to fix it
It stays at 0 because they are two separate counters.
MemoryCounter class extends the Counter class, so you don't need a separate
static Counter counter = new Counter();
Just do everything via memCounter.
I'm doing an exercise, in which I have to create the method add, however due to p and v being defined as objects, I'm having a hard time figuring out how I can define this method in the syntax I've been given in the exercise (I'm only allowed to change the methods).
I would like to add the two inputs 5 and 17 so that it returns 22. I've done a lot of research into other questions where I've seen them write it as Positiv(p + v) but this doesn't quite work.
public class Positiv {
public static void main(String[] args) {
try {
Positiv p = new Positiv(5);
Positiv v = new Positiv(17);
p.add(v);
System.out.println(p.get());
} catch (Exception e) {
e.printStackTrace();
}
}
private int n;
public Positiv(int n) {
if (n < 0) { throw new IllegalArgumentException("exception");
}
this.n = n;
}
public static Positiv add(Positiv v)
{
return new Positiv(n + v);
}
public int get() {
return n;
}
}
In your add method:
public static Positiv add(Positiv v)
{
return new Positiv(n + v);
}
You return a whole new Positiv object. However (correct me if I'm wrong) it looks as if you just want to add the two n fields. You can do this by adding this.get to v.get:
public void add(Positiv v)
{
this.n += v.get();
}
Which will return 22
Tutorial for this
public class HelloWorld{
public static void main(String []args){
Numbers a = new Numbers(5);
Numbers b = new Numbers(10);
int num1 = a.getN();
int num2 = b.getN();
System.out.println(addTwoNumbers(num1, num2));
}
public static int addTwoNumbers(int a, int b) {
return a + b;
}
}
class Numbers {
private int n;
public Numbers(int n) {
this.n = n;
}
public int getN() {
return n;
}
}
I have a variable money of type double. I want this variable to have 3 states like this:
double money = something;
public int getMoneyState(){
if (money > 0){
return 1;
} else if(money == 0){
return 0;
} else{
return -1;
}
}
Problem is: I only know how to formulate this problem in the most conventional way, that is without using any javafx libraries / functions.
Eventually, I want to have a tableView where one of the columns will display the money variable, and its font color will change depending on the state of this variable, i.e. if after editing the cell, money = 100, the state will be 1 and font color is yellow. If after editing the cell, money = 0, the state will be 0 and font color is grey.And if after editing the cell, money = -555, the state will be -1 and font color is Green.
What I am looking for: I want to be able to track the money variable as well as its state and any changes in state. By that, I mean a change in the money variable will lead to a change in the state by using a method similar to getMoneyState() above. And depending on the state of the variable, the cell's font color will change.
I need help re-writing getMoneyState() method such that the state will automatically be updated after the user edits the money cell.
Hope this makes more sense.
Assuming you have money represented as a DoubleProperty:
DoubleProperty money = new SimpleDoubleProperty();
for example, you can do
IntegerBinding moneyState = Bindings.createIntegerBinding(() -> {
if (money.get() > 0) {
return 1 ;
} else if (money.get() == 0) {
return 0 ;
} else {
return -1 ;
}
}, money);
The two arguments to createIntegerBinding are a function returning an Integer, and a list of other observables on which the binding depends (here there is only one, money).
Now you can add listeners to moneyState or bind to it in the usual way.
If money is a property in some bean, then you can expose moneyState as a ReadOnlyIntegerProperty in a similar way:
public class MyEntity {
private final DoubleProperty money = new SimpleDoubleProperty();
public DoubleProperty moneyProperty() {
return money ;
}
public final double getMoney() {
return moneyProperty().get();
}
public final void setMoney(double money) {
moneyProperty().set(money);
}
private final ReadOnlyIntegerWrapper moneyState = new ReadOnlyIntegerWrapper();
public ReadOnlyIntegerProperty moneyStateProperty() {
return moneyState.getReadOnlyProperty();
}
public int getMoneyState() {
return moneyStateProperty().get();
}
private IntegerBinding moneyStateBinding ;
public MyEntity(double money) {
setMoney(money) ;
moneyStateBinding = Bindings.createIntegerBinding(() -> {
if (getMoney() > 0) {
return 1 ;
} else if (getMoney() == 0) {
return 0 ;
} else {
return -1 ;
}
}, moneyProperty());
moneyState.bind(moneyStateBinding);
}
}
A couple of other options. First note that your logic is already implemented by Math.signum(), so you can do:
IntegerBinding moneyState = Bindings.createIntegerBinding(() ->
(int) Math.signum(money.get()), money);
You can also implement it with the fluent Bindings API:
IntegerBinding moneyState = Bindings.when(money.greaterThan(0)).then(1)
.otherwise(Bindings.when(money.isEqualTo(0)).then(0).otherwise(-1));
You could create and Observer and make a MoneyClass, which inherits the Observable Class for example. You could then track any changes to the Money and it´s state made
The result could be looking like this
// Money class
import java.util.Observable;
public class MoneyClass extends Observable{
private double money = 0;
private int state = 0;
public static final int POSITIV = 1;
public static final int ZERO = 0;
public static final int NEGATIV = -1;
public int getMoneyState(){
if (money > 0){
return MoneyClass.POSITIV;
} else if(money == 0){
return MoneyClass.ZERO;
} else{
return MoneyClass.NEGATIV;
}
}
public void setMoney(int money) {
this.money = money;
setChanged();
notifyObservers("Money");
setMoneyState();
}
public double getMoney() {
return money;
}
public int getState() {
return state;
}
private void setMoneyState() {
if (state != getMoneyState()) {
state = getMoneyState();
setChanged();
notifyObservers("State");
}
}
public static void main(String[] args) {
}
}
//Observer
import java.util.Observable;
import java.util.Observer;
public class MoneyObserver implements Observer{
public void addObserving(MoneyClass money) {
money.addObserver(this);
}
#Override
public void update(Observable o, Object arg) {
if(arg instanceof String) {
String type = (String) arg;
if(type.equals("Money")) {
System.out.println("Money got changed to " + ((MoneyClass)o).getMoney());
} else if(type.equals("State")) {
System.out.println("State got changed to " + ((MoneyClass)o).getState());
}
}
}
public static void main(String[] args) {
MoneyObserver o = new MoneyObserver();
MoneyClass c = new MoneyClass();
o.addObserving(c);
c.setMoney(20);
c.setMoney(50);
c.setMoney(-30);
}
}
So I'm making a die class that can create and roll a die, return the value and the size. I'm trying to figure out how to tell the program how many of them have been created so that I can have a response be different based on how many there are. IE I want the response from printDie to be Die Value: 5 if there is only one die, and Die 1 Value: 5 if there is more than one.
Here's my code so far.
package com.catalyse.die;
import java.util.Random;
public class Die
{
// instance variables
private int myDieValue;
private int myDieSides;
private Random myRandom;
// Dice Class Constructors
public Die()
{
this.myDieValue = 1;
this.myDieSides = 4;
}
public Die(int numSides)
{
if ((numSides < 4) || (numSides > 100)) {
System.out.println("Error! You cannot have more than 100 sides or less than four!");
System.exit(0);
}
else {
myDieSides = numSides;
}
}
// getter methods
public int getDieSides()
{
return myDieSides;
}
public int getDieValue()
{
return myDieValue;
}
// setter methods
private void setDieSides(int newNumSides)
{
myDieSides = newNumSides;
}
public void rollDie()
{
Random rand = new Random();
int i = (rand.nextInt(myDieSides) + 1);
myDieValue = i;
}
public void printDie(int dieNum)
{
if (dieNum == 1) {
System.out.println("Die Value: "+myDieValue);
}
else {
System.out.println("Die "+dieNum+" Value: "+myDieValue);
}
}
}
You can have static field in your class which could be incremented in the constructor always. The reason why is it should be static is because, static fields are shared by all instances of a class, thus a local copy of the field won't be created for each of the instances you create.
private static int counter = 0;
public Die()
{
counter++;
// Other stuffs
}
// Have a getter method for the counter so that you can
// get the count of instances created at any point of time
public static int getCounter() {
return counter;
}
And then you can call the above method in your calling method like this
void someMethodInAnotherClass() {
int instanceCount = Die.getCounter(); // You need to call static method using the Class name
// other stuffs.
}
Use an static member, that is a 'class' variable, not a 'instance' variable:
private static int count = 0;
In the constructor:
public Die()
{
count++;
this.myDieValue = 1;
this.myDieSides = 4;
}
And a getter:
public static int getCount() {
return count;
}
Use a static variable
public class Die{
static int dieCount = 0;
public Die(){
dieCount++;
}
}
Every time a Die object is created, the count will increase
public static void main(String[] args){
Die die1 = new Die();
Die die2 = new Die();
int count = Die.dieCount;
}
See what is my solution for counting objects in my application
import java.util.Map;
import java.util.TreeMap;
public abstract class ObjectCounter {
private static Map<String, Long> classNameCount = new TreeMap<String, Long>();
public ObjectCounter() {
String key = this.getClass().getName();
if (classNameCount.containsKey(key)) {
classNameCount.put(key, classNameCount.get(key) + 1);
} else {
classNameCount.put(key, 1L);
}
}
public static <T extends ObjectCounter> long getCount(Class<T> c) {
String key = c.getName();
if (classNameCount.containsKey(key)) {
return classNameCount.get(key);
} else {
return 0;
}
}
public static long totalObjectsCreated() {
long totalCount = 0;
for (long count : classNameCount.values()) {
totalCount += count;
}
return totalCount;
}
}
Now extends ObjectCounter class
See below
package com.omt.factory;
public class Article extends ObjectCounter {
}
Now all your other classes are extending Article classes
package com.omt.factory;
public class Bio extends Article {
}
Now here is our main class
package com.omt.factory;
public class Main {
public static void main(String... a) {
Bio b = new Bio();
Bio b1 = new Bio();
Bio b2 = new Bio();
Bio b3 = new Bio();
Bio b4 = new Bio();
com.omt.temp.Bio bio = new com.omt.temp.Bio();
// Total Objects are created
System.out.println("Total Objects Created By Application :" + ObjectCounter.totalObjectsCreated());
// Get Number Of Objects created for class.
System.out.println("[" + com.omt.temp.Bio.class.getName() + "] Objects Created :"
+ ObjectCounter.getCount(com.omt.temp.Bio.class));
System.out.println("[" + Bio.class.getName() + "] Objects Created :" + ObjectCounter.getCount(Bio.class));
System.out.println("[" + Maths.class.getName() + "] Objects Created :" + ObjectCounter.getCount(Maths.class));
}
}
From this article
I have the following code for sorting. Can this be improved?
import java.util.*;
class Church {
private String name;
private String pastor;
public Church(String name, String pastor) {
this.name = name;
this.pastor = pastor;
}
public String getPastor() {
return pastor;
}
public String getName() {
return name;
}
public void setPastor(String pastor) {
this.pastor = pastor;
}
public String toString() {
return getName() + " is Pastored by "+getPastor();
}
public int compareByPastor(Church c) {
int x = pastor.compareTo(c.getPastor());
return x;
}
public int compareByName(Church c) {
int x = name.compareTo(c.getName());
return x;
}
}
class Churches {
private final List<Church> churches;
public Churches() {
churches = new ArrayList<Church>();
}
public void addWithoutSorting(Church c) {
churches.add(c);
}
//You could always add using this method
public void addWithSorting(Church c) {
}
public void display() {
for(int j = 0; j < churches.size(); j++) {
System.out.print(churches.get(j).toString());
System.out.println("");
}
}
public List<Church> getChurches() {
return churches;
}
public void sortBy(String s) {
for (int i = 1; i < churches.size(); i++) {
int j;
Church val = churches.get(i);
for (j = i-1; j > -1; j--) {
Church temp = churches.get(j);
if(s.equals("Pastor")) {
if (temp.compareByPastor(val) <= 0) {
break;
}
}
else if(s.equals("Name")) {
if (temp.compareByName(val) <= 0) {
break;
}
}
churches.set(j+1, temp);
}
churches.set(j+1, val);
}
}
public static void main(String[] args) {
Churches baptists = new Churches();
baptists.addWithoutSorting(new Church("Pac", "Pastor G"));
baptists.addWithoutSorting(new Church("New Life", "Tudor"));
baptists.addWithoutSorting(new Church("My Church", "r035198x"));
baptists.addWithoutSorting(new Church("AFM", "Cathy"));
System.out.println("**********************Before Sorting***********************");
baptists.display();
baptists.sortBy("Pastor");
System.out.println("**********************After sorting by Pastor**************");
baptists.display();
baptists.sortBy("Name");
System.out.println("**********************After sorting by Name****************");
baptists.display();
}
}
Take a look at Collections.sort(list, comparator)
http://download.oracle.com/javase/6/docs/api/java/util/Collections.html
class Churches
{
public void sortBy(String attribute)
{
Comparator<Church> c = null;
if ("Name".equals(attribute)) c = new ChurchNameComparator();
else if ("Pastor".equals(attribute)) c = new ChurchNameComparator();
else System.out.println("unexpected sort attribute : '" + attribute + "'");
if (c != null) Collections.sort(churches, c);
}
private static final class ChurchNameComparator implements Comparator<Church>
{
public int compare(Church c1, Church c2)
{
return c1.getName().compareTo(c2.getName());
}
}
private static final class ChurchPastorComparator implements Comparator<Church>
{
public int compare(Church c1, Church c2)
{
return c1.getPastor().compareTo(c2.getPastor());
}
}
}
The real answer here is pretty much in line with iluxa's: you want to implement a Comparator interface on your Church objects (sample code here, though you'll want to decide what constitutes greater than/less than for a church...), and then you can use Collections.sort() to sort them. That will get the job done, at the end of the day.
Of course, you just asked for advice about sorting on Stack Overflow, so I feel compelled to ask you if you need an in-place sort, what kind of Big-O performance you're looking for, and then ask you to choose between Quicksort, IntroSort, HeapSort, MergeSort, and StoogeSort for what will work best for you.
For kicks, I once coded up a few sorts in Java:
This one forces Quicksort into quadratic time, which was harder to do than I'd originally assumed,
This one shows how to implement MergeSort,
and this one demonstrates a HeapSort
I did these for my own enjoyment and education. As a general rule, you want to stick with the standard library for these sorts of things.