I am quite satisfied with the GUI elements of JavaFX; however, the ListView control offers no alphanumeric keyboard navigability by default. The arrow keys work, but jumping to items beginning with "a" by typing the respective letter key does not.
Is this feature built-in? If not, how would you implement it?
I implemented it this way:
private String searchText = "";
private long searchTextLastTyped = 0;
private int searchTextSkip = 0;
...
listView.setOnKeyTyped(new EventHandler<KeyEvent>() {
#Override
public void handle(KeyEvent event) {
if (event.getCharacter() != null) {
//in case of same character typed more times = search next occurence
if (searchText.equals(event.getCharacter())) {
searchTextSkip++;
} else {
//in case typing more characters relatively quickly = append character
if (System.currentTimeMillis() - searchTextLastTyped < 1000) {
searchText += event.getCharacter();
//typing new character after pause = new search
} else {
searchText = event.getCharacter();
}
}
searchTextLastTyped = System.currentTimeMillis();
boolean found = false;
int skipped = 0;
for (T item : getItems()) {
if (getTextValue(item).toUpperCase().startsWith(searchText.toUpperCase())) {
if (searchTextSkip > skipped) {
skipped++;
continue;
}
setValue(item);
found = true;
break;
}
}
//reset to first occurence
if (!found) {
searchTextSkip = 0;
}
}
}
});
Here's a class that can be dropped in, which has a few minor tweaks to the code above:
private static final class ListViewHandler<T> {
/**
* Amount of time to wait between key presses that typing a subsequent
* key is considered part of the same search, in milliseconds.
*/
private static final int RESET_DELAY_MS = 1250;
private String mNeedle = "";
private int mSearchSkip = 0;
private long mLastTyped = currentTimeMillis();
private final ListView<T> mHaystack;
private ListViewHandler( final ListView<T> listView ) {
mHaystack = listView;
}
private void handle( final KeyEvent key ) {
var ch = key.getText();
if( ch == null || ch.isEmpty() ||
key.getCode() == ESCAPE || key.getCode() == ENTER ) {
return;
}
ch = ch.toUpperCase();
if( mNeedle.equals( ch ) ) {
mSearchSkip++;
}
else {
mNeedle = currentTimeMillis() - mLastTyped > RESET_DELAY_MS
? ch : mNeedle + ch;
}
mLastTyped = currentTimeMillis();
boolean found = false;
int skipped = 0;
for( final T item : mHaystack.getItems() ) {
final var straw = item.toString().toUpperCase();
if( straw.startsWith( mNeedle ) ) {
if( mSearchSkip > skipped ) {
skipped++;
continue;
}
mHaystack.getSelectionModel().select( item );
final int index = mHaystack.getSelectionModel().getSelectedIndex();
mHaystack.getFocusModel().focus( index );
mHaystack.scrollTo( index );
found = true;
break;
}
}
if( !found ) {
mSearchSkip = 0;
}
}
}
Example usage:
final var listView = // ... get the ListView object;
final var handler = new ListViewHandler<>( listView );
listView.setOnKeyTyped( handler::handle );
Related
I am making an android Hashikawekero puzzle game, I have implemented a algorithm to spawn nodes (Islands) at random positions using a 2-d array this works fine it creates the node at random position but most of the times the map cant be solved. The map nodes spawn at random.
BoardCreation.java Class - this generates the map.
package Island_and_Bridges.Hashi;
import android.annotation.TargetApi;
import android.os.Build;
import android.util.Log;
import java.util.Random;
import static junit.framework.Assert.*;
//This class Creates the map by random using a 2d array
public class BoardCreation {
// This class member is used for random initialization purposes.
static private final Random random = new Random();
// The difficulty levels.
private static final int EASY = 0;
static public final int MEDIUM = 1;
static public final int HARD = 2;
static public final int EMPTY = 0;
private static int ConnectionFingerprint(BoardElement start, BoardElement end) {
int x = start.row * 100 + start.col;
int y = end.row * 100 + end.col;
// Swap to get always the same fingerprint independent whether we are called
// start-end or end-start
if (x > y ) {
int temp = x;
x = y;
y = temp;
}
Log.d("", String.format("%d %d" , x ,y));
return x ^ y;
}
public class State {
// The elements of the board are stored in this array.
// A value defined by "EMPTY" means that its not set yet.
public BoardElement [][] board_elements = null;
public int [][] cell_occupied = null;
// The width of the board. We only assume squared boards.
public int board_width=0;
public State(int width) {
board_width = width;
board_elements = new BoardElement[width][width];
cell_occupied = new int[width][width];
}
public State CloneWithoutConnections() {
State newstate = new State(board_width);
if (board_elements != null) {
newstate.board_elements = new BoardElement[board_elements.length][board_elements.length];
for (int i = 0; i < board_elements.length; ++i) {
for (int j = 0; j < board_elements.length; ++j) {
if (board_elements[i][j] == null)
continue;
newstate.board_elements[i][j] = board_elements[i][j].clone();
}
}
}
if (cell_occupied != null) {
assert board_elements != null;
newstate.cell_occupied = new int[board_elements.length][board_elements.length];
for (int i = 0; i < board_elements.length; ++i) {
System.arraycopy(cell_occupied[i], 0, newstate.cell_occupied[i], 0, board_elements.length);
}
}
return newstate;
}
public void AddToBridgeCache(BoardElement first, BoardElement second) {
if (first == null || second == null) { return; }
final int fingerprint = ConnectionFingerprint(first, second);
Log.d(getClass().getName(),
String.format("Fingerprint of this bridge %d", fingerprint));
// mark the end points as occupied.
cell_occupied[first.row][first.col] = fingerprint;
cell_occupied[second.row][second.col] = fingerprint;
int dcol = second.col - first.col;
int drow = second.row - first.row;
if (first.row == second.row) {
for (int i = (int) (first.col + Math.signum(dcol)); i != second.col; i += Math.signum(dcol)) {
cell_occupied[first.row][i] = fingerprint;
String.format("deleting bridge");
}
} else {
assert first.col == second.col;
for (int i = (int) (first.row + Math.signum(drow)); i != second.row; i+= Math.signum(drow)) {
cell_occupied[i][first.col] = fingerprint;
}
}
}
} // end of state
private State current_state, old_state;
static private final int WIDTH_EASY = 7;
private void NewGame(int hardness) {
switch(hardness) {
case EASY:
Log.d(getClass().getName(), "Initializing new easy game");
InitializeEasy();
old_state = getCurrentState().CloneWithoutConnections();
break;
}
}
public void ResetGame() {
if (old_state != null) {
Log.d(getClass().getName(), "Setting board_elements to old_elements");
setCurrentState(old_state.CloneWithoutConnections());
} else {
Log.d(getClass().getName(), "old_lements are zero");
}
}
public BoardCreation(int hardness) {
NewGame(hardness);
}
public boolean TryAddNewBridge(BoardElement start, BoardElement end, int count) {
assertEquals(count, 1);
assert (start != null);
assert (end != null);
final int fingerprint = ConnectionFingerprint(start, end);
Log.d(getClass().getName(),
String.format("considering (%d,%d) and (%d,%d)", start.row,start.col, end.row,end.col));
if (start.row == end.row && start.col == end.col) {
Log.d(getClass().getName(), "Same nodes selected!");
return false;
}
assert count > 0;
int dcol = end.col - start.col;
int drow = end.row - start.row;
// It must be a vertical or horizontal bridge:
if (Math.abs(dcol) > 0 && Math.abs(drow) > 0) {
Log.d(getClass().getName(), "not a horizontal or vertical bridge.");
return false;
}
// First we check whether start and end elements can take the specified bridge counts.
int count_start = start.GetCurrentCount();
int count_end = end.GetCurrentCount();
if (count_start + count > start.max_connecting_bridges ||
count_end + count > end.max_connecting_bridges) {
Log.d(getClass().getName(), "This Bridge is not allowed");
return false;
}
Log.d(getClass().getName(),
String.format("Sums:%d # (%d,%d) and %d # (%d,%d)",
count_start, start.row, start.col,
count_end, end.row, end.col));
Connection start_connection = null;
Connection end_connection = null;
// Next we check whether we are crossing any lines.
if (start.row == end.row) {
for (int i = (int) (start.col + Math.signum(dcol)); i != end.col; i += Math.signum(dcol)) {
if (getCurrentState().cell_occupied[start.row][i] > 0 &&
getCurrentState().cell_occupied[start.row][i] != fingerprint) {
Log.d(getClass().getName(), "Crossing an occupied cell.");
return false;
}
}
assert start.col != end.col;
if (start.col > end.col) {
start.connecting_east = GetOrCreateConnection(end, start.connecting_east);
end.connecting_west = GetOrCreateConnection(start, end.connecting_west);
start_connection = start.connecting_east;
end_connection = end.connecting_west;
} else {
start.connecting_west = GetOrCreateConnection(end, start.connecting_west);
end.connecting_east = GetOrCreateConnection(start, end.connecting_east);
start_connection = start.connecting_west;
end_connection = end.connecting_east;
}
} else {
assert start.col == end.col;
for (int i = (int) (start.row + Math.signum(drow)); i != end.row ; i += Math.signum(drow)) {
if (getCurrentState().cell_occupied[i][start.col] > 0 &&
getCurrentState().cell_occupied[i][start.col] != fingerprint) {
Log.d(getClass().getName(), "Crossing an occupied cell.");
return false;
}
}
if (start.row > end.row ) {
start.connecting_north = GetOrCreateConnection(end, start.connecting_north);
end.connecting_south = GetOrCreateConnection(start, end.connecting_south);
start_connection = start.connecting_north;
end_connection = end.connecting_south;
} else {
start.connecting_south= GetOrCreateConnection(end, start.connecting_south);
end.connecting_north = GetOrCreateConnection(start, end.connecting_north);
start_connection = start.connecting_south;
end_connection = end.connecting_north;
}
}
start_connection.destination = end;
end_connection.destination = start;
start_connection.second += count;
end_connection.second += count;
getCurrentState().AddToBridgeCache(start, end);
Log.d(getClass().getName(),
String.format("New bridge added. Sums:%d # (%d,%d) and %d # (%d,%d)",
count_start, start.row,start.col,
count_end, end.row,end.col));
return true;
}
private Connection GetOrCreateConnection(
BoardElement end,
Connection connection) {
if (connection!= null) { return connection; }
return new Connection();
}
#TargetApi(Build.VERSION_CODES.N)
private void InitializeEasy() {
Random rand = new Random();
String[][] debug_board_state = new String[7][7];
setCurrentState(new State(WIDTH_EASY));
for (int row = 0; row < debug_board_state.length; row++) {
for (int column = 0; column < debug_board_state[row].length; column++) {
debug_board_state[row][column] = String.valueOf(rand.nextInt(5));
}
}
for (int row = 0; row < debug_board_state.length; row++) {
for (int column = 0; column < debug_board_state[row].length; column++) {
System.out.print(debug_board_state[row][column] + " ");
}
System.out.println();
}
for (int row = 0; row < WIDTH_EASY; ++row) {
for (int column = 0; column < WIDTH_EASY; ++column) {
getCurrentState().board_elements[row][column] = new BoardElement();
getCurrentState().board_elements[row][column].max_connecting_bridges = Integer.parseInt(debug_board_state[row][column]);
getCurrentState().board_elements[row][column].row = row;
getCurrentState().board_elements[row][column].col = column;
if (getCurrentState().board_elements[row][column].max_connecting_bridges > 0) {
getCurrentState().board_elements[row][column].is_island = true;
}
}
}
}
private void setCurrentState(State new_state) {
this.current_state = new_state;
}
public State getCurrentState() {
return current_state;
}
}
What algorithm could I use to make sure the Map can be Solved (Islands Connected with Bridges) before spawning the nodes.
This is what the map looks like (don't mind the design)
One thing to consider would be to start with a blank board. Place an island. Then place another island that can be connected to the first one (i.e. on one of the four cardinal directions). Connect the two with a bridge, and increment each island's count.
Now, pick one of the two islands and place another island that it can connect. Add the bridge and increment.
Continue in this way until you've placed the number of islands that you want to place.
The beauty here is that you start with an empty board, and during construction the board is always valid.
You'll have to ensure that you're not crossing bridges when you place new islands, but that's pretty easy to do, since you know where the existing bridges are.
I have a List of data like this :
I need to get first and last records are same :
And my model is :
public class Modeltest {
private String lat;
private String lng;
private String date;
private String firstTime;
private String lasttime;
private String counts;
private String userCode;
public String getLat() {
return lat;
}
public void setLat(String lat) {
this.lat = lat;
}
.......
.....
.....
}
I can getting first and last :
List<Unprocessed_DistanceTime_D> listCDM = QDB.DistanceSelect_D();
int count = 1;
boolean flag = true;
int index;
for (int i = 0; i < listCDM.size() - 1; i++) {
if (listCDM.get(count).getDate().equalsIgnoreCase(listCDM.get(i).getDate()) &&
listCDM.get(count).getLat().equalsIgnoreCase(listCDM.get(i).getLat()) &&
listCDM.get(count).getLng().equalsIgnoreCase(listCDM.get(i).getLng()) &&
listCDM.get(count).getCounts().equalsIgnoreCase(listCDM.get(i).getCounts())) {
if (flag){
index = i;
flag = false;
}
}else {
index = i;
flag = true;
}
count++;
}
}
But my problem is here. How I can add these in another list and add single records in it ?
I get the first and last record then add in another list (I wrote the model above) .
I should fill my list here :
if (flag){
index = i;
///HERE
flag = false;
}
}else {
index = i;
///HERE
flag = true;
}
Here's a brute force method that first groups all the entries by a locally defined Identity and than merge those groups into a single Modeltest object.
There is probably a better way to do this though, since this disregards the fact that the input data is sorted.
List<Unprocessed_DistanceTime_D> list = ...;
class Identity {
private final String lat;
private final String lng;
private final String date;
private final String counts;
public Identity(Unprocessed_DistanceTime_D model) {
this.lat = model.getLat();
this.lng = model.getLng();
this.date = model.getDate();
this.counts = model.getCounts();
}
#Override
public int hashCode() {
int code = 0;
code ^= lat.hashCode();
code ^= lng.hashCode();
code ^= date.hashCode();
code ^= counts.hashCode();
return code;
}
#Override
public boolean equals(Object other) {
if(other == null)
return false;
if(!(other instanceof Identity))
return false;
Identity io = (Identity) other;
return lat.equalsIgnoreCase(io.lat)
&& lng.equalsIgnoreCase(io.lng)
&& date.equalsIgnoreCase(io.date)
&& counts.equalsIgnoreCase(io.counts);
}
}
List<Modeltest> models = list.stream()
.collect(Collectors.groupingBy(Identity::new))
.values().stream()
.map(group -> { // Convert groups into single Modeltest
if(group.size() == 1) { // Case for single entries
Unprocessed_DistanceTime_D e = group.get(0);
return new Modeltest(e.getLat(), e.getLng(), e.getDate(), e.getTime(),
e.getTime(), e.getCounts(), e.getUserCode());
}
// Case for more entries
group.sort(Comparator.comparing(Unprocessed_DistanceTime_D::getTime));
Unprocessed_DistanceTime_D first = group.get(0);
Unprocessed_DistanceTime_D last = group.get(group.size() - 1);
return new Modeltest(first.getLat(), first.getLng(), first.getDate(),
first.getTime(), last.getTime(), first.getCounts(), first.getUserCode());
})
.collect(Collectors.toList());
Here’s an idea for an algorithm. You can probably modify to your needs and fill in the details.
List<Unprocessed_DistanceTime_D> newListCDM = new ArrayList<>();
if (! listCDM.isEmpty()) {
Unprocessed_DistanceTime_D firstInGroup = listCDM.get(0);
Unprocessed_DistanceTime_D lastInGroup = firstInGroup;
for (int i = 1; i < listCDM.size() - 1; i++) {
Unprocessed_DistanceTime_D current = listCDM.get(i);
if (inSameGroup(firstInGroup, current)) { // current belongs to the same group
lastInGroup = current;
} else { // new group
// add old group to new list
newListCDM.add(firstInGroup);
if (lastInGroup != firstInGroup) {
newListCDM.add(lastInGroup);
}
}
}
// add last group to new list
newListCDM.add(firstInGroup);
if (lastInGroup != firstInGroup) {
newListCDM.add(lastInGroup);
}
}
I want to get probability score for the extracted names using NameFinderME, but using the provided model gives very bad probabilities using the probs function.
For example, "Scott F. Fitzgerald" gets a score around 0.5 (averaging log probabilities, and taking an exponent), while "North Japan" and "Executive Vice President, Corporate Relations and Chief Philanthropy Officer" both get a score higher than 0.9...
I have more than 2 million first names, and another 2 million last names (with their frequency counts) And I want to synthetically create a huge dataset from outer multiplication of the first names X middle names (using the first names pool) X last names.
The problem is, I don't even get to go over all the last names once (even when discarding freq counts and only using each name only once) before I get a GC overhead limit exceeded exception...
I'm implementing a ObjectStream and give it to the train function:
public class OpenNLPNameStream implements ObjectStream<NameSample> {
private List<Map<String, Object>> firstNames = null;
private List<Map<String, Object>> lastNames = null;
private int firstNameIdx = 0;
private int firstNameCountIdx = 0;
private int middleNameIdx = 0;
private int middleNameCountIdx = 0;
private int lastNameIdx = 0;
private int lastNameCountIdx = 0;
private int firstNameMaxCount = 0;
private int middleNameMaxCount = 0;
private int lastNameMaxCount = 0;
private int firstNameKBSize = 0;
private int lastNameKBSize = 0;
Span span[] = new Span[1];
String fullName[] = new String[3];
String partialName[] = new String[2];
private void increaseFirstNameCountIdx()
{
firstNameCountIdx++;
if (firstNameCountIdx == firstNameMaxCount) {
firstNameIdx++;
if (firstNameIdx == firstNameKBSize)
return; //no need to update anything - this is the end of the run...
firstNameMaxCount = getFirstNameMaxCount(firstNameIdx);
firstNameCountIdx = 0;
}
}
private void increaseMiddleNameCountIdx()
{
lastNameCountIdx++;
if (middleNameCountIdx == middleNameMaxCount) {
if (middleNameIdx == firstNameKBSize) {
resetMiddleNameIdx();
increaseFirstNameCountIdx();
} else {
middleNameMaxCount = getMiddleNameMaxCount(middleNameIdx);
middleNameCountIdx = 0;
}
}
}
private void increaseLastNameCountIdx()
{
lastNameCountIdx++;
if (lastNameCountIdx == lastNameMaxCount) {
lastNameIdx++;
if (lastNameIdx == lastNameKBSize) {
resetLastNameIdx();
increaseMiddleNameCountIdx();
}
else {
lastNameMaxCount = getLastNameMaxCount(lastNameIdx);
lastNameCountIdx = 0;
}
}
}
private void resetLastNameIdx()
{
lastNameIdx = 0;
lastNameMaxCount = getLastNameMaxCount(0);
lastNameCountIdx = 0;
}
private void resetMiddleNameIdx()
{
middleNameIdx = 0;
middleNameMaxCount = getMiddleNameMaxCount(0);
middleNameCountIdx = 0;
}
private int getFirstNameMaxCount(int i)
{
return 1; //compromised on using just
//String occurences = (String) firstNames.get(i).get("occurences");
//return Integer.parseInt(occurences);
}
private int getMiddleNameMaxCount(int i)
{
return 3; //compromised on using just
//String occurences = (String) firstNames.get(i).get("occurences");
//return Integer.parseInt(occurences);
}
private int getLastNameMaxCount(int i)
{
return 1;
//String occurences = (String) lastNames.get(i).get("occurences");
//return Integer.parseInt(occurences);
}
#Override
public NameSample read() throws IOException {
if (firstNames == null) {
firstNames = CSVFileTools.readFileFromInputStream("namep_first_name_idf.csv", new ClassPathResource("namep_first_name_idf.csv").getInputStream());
firstNameKBSize = firstNames.size();
firstNameMaxCount = getFirstNameMaxCount(0);
middleNameMaxCount = getFirstNameMaxCount(0);
}
if (lastNames == null) {
lastNames = CSVFileTools.readFileFromInputStream("namep_last_name_idf.csv",new ClassPathResource("namep_last_name_idf.csv").getInputStream());
lastNameKBSize = lastNames.size();
lastNameMaxCount = getLastNameMaxCount(0);
}
increaseLastNameCountIdx();;
if (firstNameIdx == firstNameKBSize)
return null; //we've finished iterating over all permutations!
String [] sentence;
if (firstNameCountIdx < firstNameMaxCount / 3)
{
span[0] = new Span(0,2,"Name");
sentence = partialName;
sentence[0] = (String)firstNames.get(firstNameIdx).get("first_name");
sentence[1] = (String)lastNames.get(lastNameIdx).get("last_name");
}
else
{
span[0] = new Span(0,3,"name");
sentence = fullName;
sentence[0] = (String)firstNames.get(firstNameIdx).get("first_name");
sentence[2] = (String)lastNames.get(lastNameIdx).get("last_name");
if (firstNameCountIdx < 2*firstNameCountIdx/3) {
sentence[1] = (String)firstNames.get(middleNameIdx).get("first_name");
}
else {
sentence[1] = ((String)firstNames.get(middleNameIdx).get("first_name")).substring(0,1) + ".";
}
}
return new NameSample(sentence,span,true);
}
#Override
public void reset() throws IOException, UnsupportedOperationException {
firstNameIdx = 0;
firstNameCountIdx = 0;
middleNameIdx = 0;
middleNameCountIdx = 0;
lastNameIdx = 0;
lastNameCountIdx = 0;
firstNameMaxCount = 0;
middleNameMaxCount = 0;
lastNameMaxCount = 0;
}
#Override
public void close() throws IOException {
reset();
firstNames = null;
lastNames = null;
}
}
And
TokenNameFinderModel model = NameFinderME.train("en","person",new OpenNLPNameStream(),TrainingParameters.defaultParams(),new TokenNameFinderFactory());
model.serialize(new FileOutputStream("trainedNames.bin",false));
I get the following error after a few minutes of running:
java.lang.OutOfMemoryError: GC overhead limit exceeded
at opennlp.tools.util.featuregen.WindowFeatureGenerator.createFeatures(WindowFeatureGenerator.java:112)
at opennlp.tools.util.featuregen.AggregatedFeatureGenerator.createFeatures(AggregatedFeatureGenerator.java:79)
at opennlp.tools.util.featuregen.CachedFeatureGenerator.createFeatures(CachedFeatureGenerator.java:69)
at opennlp.tools.namefind.DefaultNameContextGenerator.getContext(DefaultNameContextGenerator.java:118)
at opennlp.tools.namefind.DefaultNameContextGenerator.getContext(DefaultNameContextGenerator.java:37)
at opennlp.tools.namefind.NameFinderEventStream.generateEvents(NameFinderEventStream.java:113)
at opennlp.tools.namefind.NameFinderEventStream.createEvents(NameFinderEventStream.java:137)
at opennlp.tools.namefind.NameFinderEventStream.createEvents(NameFinderEventStream.java:36)
at opennlp.tools.util.AbstractEventStream.read(AbstractEventStream.java:62)
at opennlp.tools.util.AbstractEventStream.read(AbstractEventStream.java:27)
at opennlp.tools.util.AbstractObjectStream.read(AbstractObjectStream.java:32)
at opennlp.tools.ml.model.HashSumEventStream.read(HashSumEventStream.java:46)
at opennlp.tools.ml.model.HashSumEventStream.read(HashSumEventStream.java:29)
at opennlp.tools.ml.model.TwoPassDataIndexer.computeEventCounts(TwoPassDataIndexer.java:130)
at opennlp.tools.ml.model.TwoPassDataIndexer.<init>(TwoPassDataIndexer.java:83)
at opennlp.tools.ml.AbstractEventTrainer.getDataIndexer(AbstractEventTrainer.java:74)
at opennlp.tools.ml.AbstractEventTrainer.train(AbstractEventTrainer.java:91)
at opennlp.tools.namefind.NameFinderME.train(NameFinderME.java:337)
Edit: After increasing the memory of the JVM to 8GB, I still don't get past the first 2 million last names, but now the Exception is:
java.lang.OutOfMemoryError: Java heap space
at java.util.HashMap.resize(HashMap.java:703)
at java.util.HashMap.putVal(HashMap.java:662)
at java.util.HashMap.put(HashMap.java:611)
at opennlp.tools.ml.model.AbstractDataIndexer.update(AbstractDataIndexer.java:141)
at opennlp.tools.ml.model.TwoPassDataIndexer.computeEventCounts(TwoPassDataIndexer.java:134)
at opennlp.tools.ml.model.TwoPassDataIndexer.<init>(TwoPassDataIndexer.java:83)
at opennlp.tools.ml.AbstractEventTrainer.getDataIndexer(AbstractEventTrainer.java:74)
at opennlp.tools.ml.AbstractEventTrainer.train(AbstractEventTrainer.java:91)
at opennlp.tools.namefind.NameFinderME.train(NameFinderME.java:337)
It seems the problem stems from the fact I'm creating a new NameSample along with new Spans and Strings at every read call... But I can't reuse Spans or NameSamples, since they're immutables.
Should I just write my own language model, is there a better Java library for doing this sort of thing (I'm only interested in getting the probability the extracted text is actually a name) are there parameters I should tweak for the model I'm training?
Any advice would be appreciated.
I'm trying to make a 2d array of an object in java. This object in java has several private variables and methods in it, but won't work. Can someone tell me why and is there a way I can fix this?
This is the exeception I keep getting for each line of code where I try to initialize and iterate through my 2d object.
"Exception in thread "main" java.lang.NullPointerException
at wumpusworld.WumpusWorldGame.main(WumpusWorldGame.java:50)
Java Result: 1"
Here is my main class:
public class WumpusWorldGame {
class Agent {
private boolean safe;
private boolean stench;
private boolean breeze;
public Agent() {
safe = false;
stench = false;
breeze = false;
}
}
/**
* #param args
* the command line arguments
* #throws java.lang.Exception
*/
public static void main(String [] args) {
// WumpusFrame blah =new WumpusFrame();
// blah.setVisible(true);
Scanner input = new Scanner(System.in);
int agentpts = 0;
System.out.println("Welcome to Wumpus World!\n ******************************************** \n");
//ArrayList<ArrayList<WumpusWorld>> woah = new ArrayList<ArrayList<WumpusWorld>>();
for (int i = 0 ; i < 5 ; i++) {
WumpusWorldObject [] [] woah = new WumpusWorldObject [5] [5];
System.out.println( "*********************************\n Please enter the exact coordinates of the wumpus (r and c).");
int wumpusR = input.nextInt();
int wumpusC = input.nextInt();
woah[wumpusR][wumpusC].setPoints(-3000);
woah[wumpusR][wumpusC].setWumpus();
if ((wumpusR <= 5 || wumpusC <= 5) && (wumpusR >= 0 || wumpusC >= 0)) {
woah[wumpusR][wumpusC].setStench();
}
if (wumpusC != 0) {
woah[wumpusR][wumpusC - 1].getStench();
}
if (wumpusR != 0) {
woah[wumpusR - 1][wumpusC].setStench();
}
if (wumpusC != 4) {
woah[wumpusR][wumpusC + 1].setStench();
}
if (wumpusR != 4) {
woah[wumpusR + 1][wumpusC].setStench();
}
System.out.println( "**************************************\n Please enter the exact coordinates of the Gold(r and c).");
int goldR = input.nextInt();
int goldC = input.nextInt();
woah[goldR][goldC].setGold();
System.out.println("***************************************\n How many pits would you like in your wumpus world?");
int numPits = input.nextInt();
for (int k = 0 ; k < numPits ; k++) {
System.out.println("Enter the row location of the pit");
int r = input.nextInt();
System.out.println("Enter the column location of the pit");
int c = input.nextInt();
woah[r][c].setPit();
if ((r <= 4 || c <= 4) && (r >= 0 || c >= 0)) {
woah[r][c].setBreeze();
}
if (c != 0) {
woah[r][c - 1].setBreeze();
}
if (r != 0) {
woah[r - 1][c].setBreeze();
}
if (c != 4) {
woah[r][c + 1].setBreeze();
}
if (r != 4) {
woah[r + 1][c].setBreeze();
}
}
for (int x = 0 ; x < 4 ; x++) {
int j = 0;
while (j < 4) {
agentpts = agentpts + woah[x][j].getPoints();
Agent [] [] k = new Agent [4] [4];
if (woah[x][j].getWumpus() == true) {
agentpts = agentpts + woah[x][j].getPoints();
System.out.println("You just got ate by the wumpus!!! THE HORROR!! Your score is " + agentpts);
}
if (woah[x][j].getStench() == true) {
k[x][j].stench = true;
System.out.println("You smell something funny... smells like old person.");
}
if (woah[x][j].getBreeze() == true) {
k[x][j].breeze = true;
System.out.println("You hear a breeze. yeah");
}
if (woah[x][j].getPit() == true) {
agentpts = agentpts + woah[x][j].getPoints();
System.out.println("AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH! you dumb bith, your dead now.");
}
// if breeze or stench, if breeze and stench, if nothing, etc then move.
k[x][j].safe = true;
// if(k[i][j].isSafe()!=true){
// } else { }
}
}
}
}
}
Here is my class object that I'm trying to implement:
package wumpusworld;
/**
*
* #author Jacob
*/
public class WumpusWorldObject {
private boolean stench;
private boolean breeze;
private boolean pit;
private boolean wumpus;
private boolean gold;
private int points;
private boolean safe;
public WumpusWorldObject(){
}
public boolean getPit() {
return pit;
}
public void setPit() {
this.pit = true;
}
public boolean getWumpus() {
return wumpus;
}
public void setWumpus() {
this.wumpus = true;
}
public int getPoints() {
return points;
}
public void setPoints(int points) {
this.points = points;
}
public boolean getStench() {
return stench;
}
public void setStench() {
this.stench = true;
}
public boolean getBreeze() {
return breeze;
}
public void setBreeze() {
this.breeze = true;
}
public boolean getSafe() {
return safe;
}
public void setSafe() {
this.safe = true;
}
public void setGold(){
this.gold=true;
}
}
Creating array doesn't mean it will be automatically filled with new instances of your class. There are many reasons for that, like
which constructor should be used
what data should be passed to this constructor.
This kind of decisions shouldn't be made by compiler, but by programmer, so you need to invoke constructor explicitly.
After creating array iterate over it and fill it with new instances of your class.
for (int i=0; i<yourArray.length; i++)
for (int j=0; j<yourArray[i].length; j++)
yourArray[i][j] = new ...//here you should use constructor
AClass[][] obj = new AClass[50][50];
is not enough, you have to create instances of them like
obj[i][j] = new AClass(...);
In your code the line
woah[wumpusR][wumpusC].setPoints(-3000);
must be after
woah[wumpusR][wumpusC] = new WumpusWorldObject();
.
OK, I don't know how to word this question, but maybe my code will spell out the problem:
public class ControllerTest
{
public static void main(String [] args)
{
GamePadController rockbandDrum = new GamePadController();
DrumMachine drum = new DrumMachine();
while(true)
{
try{
rockbandDrum.poll();
if(rockbandDrum.isButtonPressed(1)) //BLUE PAD HhiHat)
{
drum.playSound("hiHat.wav");
Thread.sleep(50);
}
if(rockbandDrum.isButtonPressed(2)) //GREEN PAD (Crash)
{
//Todo: Change to Crash
drum.playSound("hiHat.wav");
Thread.sleep(50);
}
//Etc....
}
}
}
public class DrumMachine
{
InputStream soundPlayer = null;
AudioStream audio = null;
static boolean running = true;
public void playSound(String soundFile)
{
//Tak a sound file as a paramater and then
//play that sound file
try{
soundPlayer = new FileInputStream(soundFile);
audio = new AudioStream(soundPlayer);
}
catch(FileNotFoundException e){
e.printStackTrace();
}
catch(IOException e){
e.printStackTrace();
}
AudioPlayer.player.start(audio);
}
//Etc... Methods for multiple audio clip playing
}
Now the problem is, if I lower the delay in the
Thread.sleep(50)
then the sound plays multiple times a second, but if I keep at this level or any higher, I could miss sounds being played...
It's an odd problem, where if the delay is too low, the sound loops. But if it's too high it misses playing sounds. Is this just a problem where I would need to tweak the settings, or is there any other way to poll the controller without looping sound?
Edit: If I need to post the code for polling the controller I will...
import java.io.*;
import net.java.games.input.*;
import net.java.games.input.Component.POV;
public class GamePadController
{
public static final int NUM_BUTTONS = 13;
// public stick and hat compass positions
public static final int NUM_COMPASS_DIRS = 9;
public static final int NW = 0;
public static final int NORTH = 1;
public static final int NE = 2;
public static final int WEST = 3;
public static final int NONE = 4; // default value
public static final int EAST = 5;
public static final int SW = 6;
public static final int SOUTH = 7;
public static final int SE = 8;
private Controller controller;
private Component[] comps; // holds the components
// comps[] indices for specific components
private int xAxisIdx, yAxisIdx, zAxisIdx, rzAxisIdx;
// indices for the analog sticks axes
private int povIdx; // index for the POV hat
private int buttonsIdx[]; // indices for the buttons
private Rumbler[] rumblers;
private int rumblerIdx; // index for the rumbler being used
private boolean rumblerOn = false; // whether rumbler is on or off
public GamePadController()
{
// get the controllers
ControllerEnvironment ce =
ControllerEnvironment.getDefaultEnvironment();
Controller[] cs = ce.getControllers();
if (cs.length == 0) {
System.out.println("No controllers found");
System.exit(0);
}
else
System.out.println("Num. controllers: " + cs.length);
// get the game pad controller
controller = findGamePad(cs);
System.out.println("Game controller: " +
controller.getName() + ", " +
controller.getType());
// collect indices for the required game pad components
findCompIndices(controller);
findRumblers(controller);
} // end of GamePadController()
private Controller findGamePad(Controller[] cs)
/* Search the array of controllers until a suitable game pad
controller is found (eith of type GAMEPAD or STICK).
*/
{
Controller.Type type;
int i = 0;
while(i < cs.length) {
type = cs[i].getType();
if ((type == Controller.Type.GAMEPAD) ||
(type == Controller.Type.STICK))
break;
i++;
}
if (i == cs.length) {
System.out.println("No game pad found");
System.exit(0);
}
else
System.out.println("Game pad index: " + i);
return cs[i];
} // end of findGamePad()
private void findCompIndices(Controller controller)
/* Store the indices for the analog sticks axes
(x,y) and (z,rz), POV hat, and
button components of the controller.
*/
{
comps = controller.getComponents();
if (comps.length == 0) {
System.out.println("No Components found");
System.exit(0);
}
else
System.out.println("Num. Components: " + comps.length);
// get the indices for the axes of the analog sticks: (x,y) and (z,rz)
xAxisIdx = findCompIndex(comps, Component.Identifier.Axis.X, "x-axis");
yAxisIdx = findCompIndex(comps, Component.Identifier.Axis.Y, "y-axis");
zAxisIdx = findCompIndex(comps, Component.Identifier.Axis.Z, "z-axis");
rzAxisIdx = findCompIndex(comps, Component.Identifier.Axis.RZ, "rz-axis");
// get POV hat index
povIdx = findCompIndex(comps, Component.Identifier.Axis.POV, "POV hat");
findButtons(comps);
} // end of findCompIndices()
private int findCompIndex(Component[] comps,
Component.Identifier id, String nm)
/* Search through comps[] for id, returning the corresponding
array index, or -1 */
{
Component c;
for(int i=0; i < comps.length; i++) {
c = comps[i];
if ((c.getIdentifier() == id) && !c.isRelative()) {
System.out.println("Found " + c.getName() + "; index: " + i);
return i;
}
}
System.out.println("No " + nm + " component found");
return -1;
} // end of findCompIndex()
private void findButtons(Component[] comps)
/* Search through comps[] for NUM_BUTTONS buttons, storing
their indices in buttonsIdx[]. Ignore excessive buttons.
If there aren't enough buttons, then fill the empty spots in
buttonsIdx[] with -1's. */
{
buttonsIdx = new int[NUM_BUTTONS];
int numButtons = 0;
Component c;
for(int i=0; i < comps.length; i++) {
c = comps[i];
if (isButton(c)) { // deal with a button
if (numButtons == NUM_BUTTONS) // already enough buttons
System.out.println("Found an extra button; index: " + i + ". Ignoring it");
else {
buttonsIdx[numButtons] = i; // store button index
System.out.println("Found " + c.getName() + "; index: " + i);
numButtons++;
}
}
}
// fill empty spots in buttonsIdx[] with -1's
if (numButtons < NUM_BUTTONS) {
System.out.println("Too few buttons (" + numButtons +
"); expecting " + NUM_BUTTONS);
while (numButtons < NUM_BUTTONS) {
buttonsIdx[numButtons] = -1;
numButtons++;
}
}
} // end of findButtons()
private boolean isButton(Component c)
/* Return true if the component is a digital/absolute button, and
its identifier name ends with "Button" (i.e. the
identifier class is Component.Identifier.Button).
*/
{
if (!c.isAnalog() && !c.isRelative()) { // digital and absolute
String className = c.getIdentifier().getClass().getName();
// System.out.println(c.getName() + " identifier: " + className);
if (className.endsWith("Button"))
return true;
}
return false;
} // end of isButton()
private void findRumblers(Controller controller)
/* Find the rumblers. Use the last rumbler for making vibrations,
an arbitrary decision. */
{
// get the game pad's rumblers
rumblers = controller.getRumblers();
if (rumblers.length == 0) {
System.out.println("No Rumblers found");
rumblerIdx = -1;
}
else {
System.out.println("Rumblers found: " + rumblers.length);
rumblerIdx = rumblers.length-1; // use last rumbler
}
} // end of findRumblers()
// ----------------- polling and getting data ------------------
public void poll()
// update the component values in the controller
{
controller.poll();
}
public int getXYStickDir()
// return the (x,y) analog stick compass direction
{
if ((xAxisIdx == -1) || (yAxisIdx == -1)) {
System.out.println("(x,y) axis data unavailable");
return NONE;
}
else
return getCompassDir(xAxisIdx, yAxisIdx);
} // end of getXYStickDir()
public int getZRZStickDir()
// return the (z,rz) analog stick compass direction
{
if ((zAxisIdx == -1) || (rzAxisIdx == -1)) {
System.out.println("(z,rz) axis data unavailable");
return NONE;
}
else
return getCompassDir(zAxisIdx, rzAxisIdx);
} // end of getXYStickDir()
private int getCompassDir(int xA, int yA)
// Return the axes as a single compass value
{
float xCoord = comps[ xA ].getPollData();
float yCoord = comps[ yA ].getPollData();
// System.out.println("(x,y): (" + xCoord + "," + yCoord + ")");
int xc = Math.round(xCoord);
int yc = Math.round(yCoord);
// System.out.println("Rounded (x,y): (" + xc + "," + yc + ")");
if ((yc == -1) && (xc == -1)) // (y,x)
return NW;
else if ((yc == -1) && (xc == 0))
return NORTH;
else if ((yc == -1) && (xc == 1))
return NE;
else if ((yc == 0) && (xc == -1))
return WEST;
else if ((yc == 0) && (xc == 0))
return NONE;
else if ((yc == 0) && (xc == 1))
return EAST;
else if ((yc == 1) && (xc == -1))
return SW;
else if ((yc == 1) && (xc == 0))
return SOUTH;
else if ((yc == 1) && (xc == 1))
return SE;
else {
System.out.println("Unknown (x,y): (" + xc + "," + yc + ")");
return NONE;
}
} // end of getCompassDir()
public int getHatDir()
// Return the POV hat's direction as a compass direction
{
if (povIdx == -1) {
System.out.println("POV hat data unavailable");
return NONE;
}
else {
float povDir = comps[povIdx].getPollData();
if (povDir == POV.CENTER) // 0.0f
return NONE;
else if (povDir == POV.DOWN) // 0.75f
return SOUTH;
else if (povDir == POV.DOWN_LEFT) // 0.875f
return SW;
else if (povDir == POV.DOWN_RIGHT) // 0.625f
return SE;
else if (povDir == POV.LEFT) // 1.0f
return WEST;
else if (povDir == POV.RIGHT) // 0.5f
return EAST;
else if (povDir == POV.UP) // 0.25f
return NORTH;
else if (povDir == POV.UP_LEFT) // 0.125f
return NW;
else if (povDir == POV.UP_RIGHT) // 0.375f
return NE;
else { // assume center
System.out.println("POV hat value out of range: " + povDir);
return NONE;
}
}
} // end of getHatDir()
public boolean[] getButtons()
/* Return all the buttons in a single array. Each button value is
a boolean. */
{
boolean[] buttons = new boolean[NUM_BUTTONS];
float value;
for(int i=0; i < NUM_BUTTONS; i++) {
value = comps[ buttonsIdx[i] ].getPollData();
buttons[i] = ((value == 0.0f) ? false : true);
}
return buttons;
} // end of getButtons()
public boolean isButtonPressed(int pos)
/* Return the button value (a boolean) for button number 'pos'.
pos is in the range 1-NUM_BUTTONS to match the game pad
button labels.
*/
{
if ((pos < 1) || (pos > NUM_BUTTONS)) {
System.out.println("Button position out of range (1-" +
NUM_BUTTONS + "): " + pos);
return false;
}
if (buttonsIdx[pos-1] == -1) // no button found at that pos
return false;
float value = comps[ buttonsIdx[pos-1] ].getPollData();
// array range is 0-NUM_BUTTONS-1
return ((value == 0.0f) ? false : true);
} // end of isButtonPressed()
// ------------------- Trigger a rumbler -------------------
public void setRumbler(boolean switchOn)
// turn the rumbler on or off
{
if (rumblerIdx != -1) {
if (switchOn)
rumblers[rumblerIdx].rumble(0.8f); // almost full on for last rumbler
else // switch off
rumblers[rumblerIdx].rumble(0.0f);
rumblerOn = switchOn; // record rumbler's new status
}
} // end of setRumbler()
public boolean isRumblerOn()
{ return rumblerOn; }
} // end of GamePadController class
I think you are using the wrong design pattern here. You should use the observer pattern for this type of thing.
A polling loop not very efficient, and as you've noticed doesn't really yield the desired results.
I'm not sure what you are using inside your objects to detect if a key is pressed, but if it's a GUI architecture such as Swing or AWT it will be based on the observer pattern via the use of EventListeners, etc.
Here is a (slightly simplified) Observer-pattern
applied to your situation.
The advantage of this design is that when a button
is pressed and hold, method 'buttonChanged' will
still only be called once, instead of start
'repeating' every 50 ms.
public static final int BUTTON_01 = 0x00000001;
public static final int BUTTON_02 = 0x00000002;
public static final int BUTTON_03 = 0x00000004;
public static final int BUTTON_04 = 0x00000008; // hex 8 == dec 8
public static final int BUTTON_05 = 0x00000010; // hex 10 == dec 16
public static final int BUTTON_06 = 0x00000020; // hex 20 == dec 32
public static final int BUTTON_07 = 0x00000040; // hex 40 == dec 64
public static final int BUTTON_08 = 0x00000080; // etc.
public static final int BUTTON_09 = 0x00000100;
public static final int BUTTON_10 = 0x00000200;
public static final int BUTTON_11 = 0x00000400;
public static final int BUTTON_12 = 0x00000800;
private int previousButtons = 0;
void poll()
{
rockbandDrum.poll();
handleButtons();
}
private void handleButtons()
{
boolean[] buttons = getButtons();
int pressedButtons = getPressedButtons(buttons);
if (pressedButtons != previousButtons)
{
buttonChanged(pressedButtons); // Notify 'listener'.
previousButtons = pressedButtons;
}
}
public boolean[] getButtons()
{
// Return all the buttons in a single array. Each button-value is a boolean.
boolean[] buttons = new boolean[MAX_NUMBER_OF_BUTTONS];
float value;
for (int i = 0; i < MAX_NUMBER_OF_BUTTONS-1; i++)
{
int index = buttonsIndex[i];
if (index < 0) { continue; }
value = comps[index].getPollData();
buttons[i] = ((value == 0.0f) ? false : true);
}
return buttons;
}
private int getPressedButtons(boolean[] array)
{
// Mold all pressed buttons into a single number by OR-ing their values.
int pressedButtons = 0;
int i = 1;
for (boolean isBbuttonPressed : array)
{
if (isBbuttonPressed) { pressedButtons |= getOrValue(i); }
i++;
}
return pressedButtons;
}
private int getOrValue(int btnNumber) // Get a value to 'OR' with.
{
int btnValue = 0;
switch (btnNumber)
{
case 1 : btnValue = BUTTON_01; break;
case 2 : btnValue = BUTTON_02; break;
case 3 : btnValue = BUTTON_03; break;
case 4 : btnValue = BUTTON_04; break;
case 5 : btnValue = BUTTON_05; break;
case 6 : btnValue = BUTTON_06; break;
case 7 : btnValue = BUTTON_07; break;
case 8 : btnValue = BUTTON_08; break;
case 9 : btnValue = BUTTON_09; break;
case 10 : btnValue = BUTTON_10; break;
case 11 : btnValue = BUTTON_11; break;
case 12 : btnValue = BUTTON_12; break;
default : assert false : "Invalid button-number";
}
return btnValue;
}
public static boolean checkButton(int pressedButtons, int buttonToCheckFor)
{
return (pressedButtons & buttonToCheckFor) == buttonToCheckFor;
}
public void buttonChanged(int buttons)
{
if (checkButton(buttons, BUTTON_01)
{
drum.playSound("hiHat.wav");
}
if (checkButton(buttons, BUTTON_02)
{
drum.playSound("crash.wav");
}
}
Please post more information about the GamePadController class that you are using.
More than likely, that same library will offer an "event" API, where a "callback" that you register with a game pad object will be called as soon as the user presses a button. With this kind of setup, the "polling" loop is in the framework, not your application, and it can be much more efficient, because it uses signals from the hardware rather than a busy-wait polling loop.
Okay, I looked at the JInput API, and it is not really event-driven; you have to poll it as you are doing. Does the sound stop looping when you release the button? If so, is your goal to have the sound play just once, and not again until the button is release and pressed again? In that case, you'll need to track the previous button state each time through the loop.
Human response time is about 250 ms (for an old guy like me, anyway). If you are polling every 50 ms, I'd expect the controller to report the button depressed for several iterations of the loop. Can you try something like this:
boolean played = false;
while (true) {
String sound = null;
if (controller.isButtonPressed(1))
sound = "hiHat.wav";
if (controller.isButtonPressed(2))
sound = "crash.wav";
if (sound != null) {
if (!played) {
drum.playSound(sound);
played = true;
}
} else {
played = false;
}
Thread.sleep(50);
}