My way to get X and Y index of buttons inside GridLayout - java

This is related to How to get X and Y index of element inside GridLayout? post and its answers.
For whatever reason none of them suggested to extend JButton to include its position in the grid and in associated array of buttons.
I have made the following illustration that simply displays button's coordinates when it's clicked.
Extended JButton:
package buttons_array;
import javax.swing.*;
#SuppressWarnings("serial")
public class ButtonWithCoordinates extends JButton {
int coordX;
int coordY;
public ButtonWithCoordinates(String buttonText, int coordX, int coordY) {
super(buttonText);
this.coordX = coordX;
this.coordY = coordY;
}
/**
* #return the coordX
*/
public int getCoordX() {
return coordX;
}
/**
* #return the coordY
*/
public int getCoordY() {
return coordY;
}
}
sample GUI:
package buttons_array;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class ButtonsArray implements ActionListener {
private ButtonWithCoordinates buttons[][];
private int nRows;
private int nCols;
private JFrame frame;
private JPanel panel;
public ButtonsArray(int x, int y) {
if (x > 0 && y > 0) {
nRows = x;
nCols = y;
buttons = new ButtonWithCoordinates[nRows][nCols];
for (int i=0; i < nRows; ++i) {
for (int j=0; j < nCols; ++j) {
buttons[i][j] = new ButtonWithCoordinates(" ", i, j);
buttons[i][j].addActionListener(this);
}
}
} else {
throw new IllegalArgumentException("Illegal array dimensions!!!");
}
}
#Override
public void actionPerformed(ActionEvent e) {
// TODO Auto-generated method stub
ButtonWithCoordinates button = (ButtonWithCoordinates) e.getSource();
button.setText(button.getCoordX() + ", " + button.getCoordY());
}
public void GUI() {
if (buttons == null) { throw new NullPointerException("Array is not initialized!!!"); }
frame = new JFrame();
panel = new JPanel();
frame.setContentPane(panel);
panel.setLayout(new GridLayout(nRows, nCols));
for (int i=0; i < nRows; ++i) {
for (int j=0; j < nCols; ++j) {
panel.add(buttons[i][j]);
}
}
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new ButtonsArray(3, 5).GUI();
}
});
}
}
Now my questions:
Have I been reinventing the wheel here? I mean, is there a more straightforward way to achieve the same?
Is it in any way inferior to searching through the array each time we need to find the coordinates?

The original version of this example used extension:
GridButton extends JButton
The updated version was predicated on the colloquy seen here. While extension may be appropriate in some contexts, a few alternatives are mentioned here; a client property is particularly convenient. Identifying a button from its grid coordinates is also easy:
private static final int N = 5;
List<JButton> list = new ArrayList<>();
…
private JButton getGridButton(int r, int c) {
int index = r * N + c;
return list.get(index);
}

Related

Java Swing actionPerformed() skips visualization

I am working on my first sorting visualizer using java and swing. If i hard code selection sort, the visualizer works properly. Its when i add the actionPerformed() method to the "sort" JButton things start going wrong. The program now waits until the sort is done before it repaints. Is there a way around this?
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class SortingAlgorithmVisualizer implements ActionListener {
private static final int WINDOW_WIDTH = 1200;
private static final int WINDOW_HEIGHT = 600;
private static final String[] ALGORITHM_NAMES = { "Selection Sort", "Insertion Sort", "Quick Sort", "Merge Sort" };
// JFrame to create GUI window
private JFrame window;
private Sort array;
private JButton sortButton;
private JComboBox<String> algorithmMenu;
// Constructor
public SortingAlgorithmVisualizer() {
// Construct the JFrame and add components
addComponents();
// Set Basic JFrame Settings
frameSetup();
// Unsort the array
array.unsort();
}
// Construct the JFrame and add components
public void addComponents() {
window = new JFrame("Sorting Algorith Visualiser");
array = new Sort();
sortButton = new JButton("Sort");
sortButton.addActionListener(this);
algorithmMenu = new JComboBox<>(ALGORITHM_NAMES);
// algorithmMenu.addActionListener(this);
window.add(algorithmMenu, BorderLayout.PAGE_START);
window.add(array, BorderLayout.CENTER);
window.add(sortButton, BorderLayout.SOUTH);
}
// Set Basic JFrame Settings
public void frameSetup() {
window.setLocationRelativeTo(null);
window.setResizable(false);
window.setSize(WINDOW_WIDTH, WINDOW_HEIGHT);
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setVisible(true);
}
#Override
public void actionPerformed(ActionEvent e) {
if (e.getSource() == sortButton) {
array.selectionSort();
}
}
public static void main(String[] args) {
SortingAlgorithmVisualizer vis = new SortingAlgorithmVisualizer();
}
}
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JPanel;
public class Sort extends JPanel {
private static final long serialVersionUID = 1L;
private static final int ARRAY_SIZE = 25;
private static final int WINDOW_WIDTH = 1200;
private static final int WINDOW_HEIGHT = 600;
private static int barWidth = WINDOW_WIDTH / ARRAY_SIZE;
private int[] elementColor;
// Array to sort
private int[] array;
// Contructor
public Sort() {
// DO SOMETHING WITH THIS!!!!
array = new int[ARRAY_SIZE];
elementColor = new int[ARRAY_SIZE];
// Fill Array
for (int i = 0; i < ARRAY_SIZE; i++) {
array[i] = i + 1;
elementColor[i] = 0;
}
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLUE);
for (int i = 0; i < ARRAY_SIZE; i++) {
int height = (array[i] * 20 + 100);
int x = i + (barWidth - 1) * i;
int y = WINDOW_HEIGHT - height;
g.fillRect(x, y, barWidth, height);
}
}
public void unsort() {
int shuffles = 100;
for (int i = 0; i < shuffles; i++) {
int rand1 = (int) (Math.random() * ARRAY_SIZE);
int rand2 = (int) (Math.random() * ARRAY_SIZE);
int temp = array[rand1];
array[rand1] = array[rand2];
array[rand2] = temp;
}
}
public void selectionSort() {
int n = ARRAY_SIZE;
// Loop thought unsorted array
for (int i = 0; i < n - 1; i++) {
// Set Current Min
int minIndex = i;
for (int j = i + 1; j < n; j++) {
if (array[j] < array[minIndex])
minIndex = j;
}
// Swap the min element with the first element
int temp = array[minIndex];
array[minIndex] = array[i];
array[i] = temp;
// Repaints the Array after every swap
repaint();
wait(1000);
}
}
public void insertionSort() {
}
public void quickSort() {
}
public void mergeSort() {
}
// Wait fuction for visualisation delay
public static void wait(int ms) {
try {
Thread.sleep(ms);
}
catch (InterruptedException ex) {
Thread.currentThread().interrupt();
}
}
}

JButtons won't appear until I hover over them with the mouse

i have a problem with a grid i created. the buttons of this smallerGrid will not appear until i hover over them with the mouse.
each smallerGrid consists of a 3x3 grid which fits into a biggerGrid also 3x3 grid that conatins the smaller grids.
that is a brief explanation of how i am constructing the sudoku grid.
You will find the code below.
Thank you in advance.
import java.awt.*;
import javax.swing.*;
public class MyGridLayout {
private int filledFields = 0;
private JFrame mainFrame;
private JPanel panelForSolvingButton;
private JPanel smallerGridPanel;
private boolean solvingButtonAppeared = false;
SudokuCell[][] biggerGrid = new SudokuCell[10][10];
MyGridLayout() {
mainFrame = new JFrame("sudoku-solver");
mainFrame.setLayout(new BorderLayout());
smallerGridPanel = new JPanel(new GridLayout(3, 3));
mainFrame.add(smallerGridPanel, BorderLayout.CENTER);
panelForSolvingButton = new JPanel();
panelForSolvingButton.setLayout(new FlowLayout(FlowLayout.RIGHT));
mainFrame.add(panelForSolvingButton, BorderLayout.SOUTH);
mainFrame.pack();
mainFrame.setSize(600,600);
mainFrame.setLocationRelativeTo(null);
mainFrame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
mainFrame.setResizable(false);
addRegularButtons();
}
void addRegularButtons() {
int currentCol = 0;
int currentRow = 0;
int smallerGridFirstCol = 0;
int firstRowOfLayer = 0;
for (int layerOfGrids = 0; layerOfGrids < 3; ++layerOfGrids) {
for (int gridOfLayer = 0; gridOfLayer < 3; ++gridOfLayer) {
JComponent smallerGrid = new JPanel(new GridLayout(3, 3));
smallerGrid.setBorder(BorderFactory.createLineBorder(Color.BLACK));
smallerGridPanel.add(smallerGrid);
for (int j = 0; j < 3; ++j) {
for (int k = 0; k < 3; ++k) {
var cell = new SudokuCell(currentRow, currentCol);
smallerGrid.add(cell);
biggerGrid[currentRow][currentCol++] = cell;
cell.addActionListener(new CellActionListener(this));
}
currentRow++;
currentCol = smallerGridFirstCol;
}
smallerGridPanel.revalidate();
currentRow = firstRowOfLayer;
smallerGridFirstCol += 3;
currentCol = smallerGridFirstCol;
}
firstRowOfLayer += 3;
currentRow = firstRowOfLayer;
smallerGridFirstCol = currentCol = 0;
}
mainFrame.revalidate();
mainFrame.setVisible(true);
}
// checking if the solving process can begin
// (filled fields must at least reach 17)
void makeSolveButtonAppear() {
JButton solveButton = new JButton();
solveButton.setBackground(Color.white);
solveButton.setFont(new Font("Arial", Font.PLAIN, 20));
solveButton.setOpaque(false);
solveButton.setText("Solve ?");
panelForSolvingButton.add(solveButton);
}
public boolean isSolvingButtonAppeared() {
return solvingButtonAppeared;
}
public void setSolvingButtonAppeared(boolean solvingButtonAppeared) {
this.solvingButtonAppeared = solvingButtonAppeared;
}
public int getFilledFields() {
return filledFields;
}
public void setFilledFields(int filledFields) {
this.filledFields = filledFields;
}
public JPanel getPanelForSolvingButton() {
return panelForSolvingButton;
}
public static void main(String[] args) {
var gridLayout = new MyGridLayout();
}
}
package mainFrame;
import java.awt.*;
import java.util.HashMap;
import java.util.Map;
import javax.swing.*;
import javax.swing.border.Border;
import javax.swing.border.MatteBorder;
public class SudokuCell extends JButton {
private int x;
private int y;
public SudokuCell(int x, int y) {
this.x = x;
this.y = y;
setBackground(Color.white);
setOpaque(true);
setFont(new Font("Arial", Font.PLAIN, 20));
}
#Override
public int getX() {
return x;
}
#Override
public int getY() {
return y;
}
}
package mainFrame;
import javax.swing.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class CellActionListener implements ActionListener {
private int clicked = 0;
MyGridLayout currentGrid;
CellActionListener(MyGridLayout currentGrid) {
this.currentGrid = currentGrid;
}
#Override
public void actionPerformed(ActionEvent e) {
if(clicked ==0) currentGrid.setFilledFields(currentGrid.getFilledFields()+1);
//clicked (number of clicks) must remain between 0 and 9
clicked = (clicked % 9) + 1;
((JButton) e.getSource()).setText(Integer.toString(clicked));
//first click on the button means an entry has been made
//which means one less needed filledField out of 17
if(!currentGrid.isSolvingButtonAppeared() && currentGrid.getFilledFields() >= 17) {
currentGrid.makeSolveButtonAppear();
currentGrid.setSolvingButtonAppeared(true);
}
}
}```

Why aren't the array objects changing when changed in the JFrame they were added to?

I am adding an array of objects onto a JFrame. When I change the object's state in the JFrame, it is not changing in the array. The object's class is called connect2. The change that I am making is increasing connect2's arrayPosition field by 1. The change is made on the object that was added to the JFrame, but not the corresponding array.
The algorithm is as follows:
connect1 extends JFrame and contains the main method which invokes the connect1 constructor. The connect1 constructor set the size for the JFrame, set the JFrame to visible, set a GridLayout, and instantiates 100 connect2 objects which are also JPanels and adds them to an array. The 100 connect2 JPanels are added to the JFrame via for loop.
The connect2 constructor takes in a connect1 argument. When connect2 is clicked, it will increment connect1's static counter field. The counter's value is passed to connect2's arrayposition variable.
For some reason when I access the connect2 object in the array in connect1, the arrayposition variable has not changed.
Can someone please give me a hand with this issue? Why aren't the objects in the array changing as well. Java arrays store the memory locations of the objects, don't they?
Here is my code:
package connect;
import java.awt.*;
import javax.swing.JFrame;
public class connect1 extends JFrame
{
static int counter = 0;
int M = 10;
int N = 10;
int Grid = M*N;
connect2 array[] = new connect2 [Grid];
private static final long serialVersionUID = 1L;
public static void main(String[] args)
{
new connect1();
}
public connect1()
{
setVisible(true);
setSize(1000, 1000);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setLayout(new GridLayout(M, N));
//add(new Welcome(this));
//int Grid = M*N;
//connect2 array[] = new connect2 [Grid];
for (int j = 0; j < Grid; j++)
{
array[j] = new connect2(this);
add(array[j]);
}
}
public void toRefresh()
{
if (counter > 0)
{
bubbleSort(array);
}
repaint();
}
public void bubbleSort(connect2[] x)
{
connect2 temp;
for (int i = 0; i < /*x.length*/ counter - 1; i++)
{
for (int j = 1; j < /*x.length*/ counter - i; j++)
{
//System.out.println(x[j - 1].arrayPosition+" j - 1 "+x[j].arrayPosition+" j ");
if (x[j - 1].arrayPosition > x[j].arrayPosition)
{
temp = x[j - 1];
x[j - 1] = x[j];
x[j] = temp;
}
}
}
}
public void undo()
{
for (int i = 0; i < array.length; i++)
{
System.out.println(array[i].arrayPosition);
}
}
}
Connect2 class:
package connect;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import javax.swing.JPanel;
public class connect2 extends JPanel
{
private static final long serialVersionUID = 1L;
int arrayPosition;
int whenClicked = 0;
connect1 refr = null;
public connect2(connect1 refresh)
{
addMouseListener(new MouseListener()
{
#SuppressWarnings("static-access")
#Override
public void mouseClicked(MouseEvent arg0)
{
if(arg0.getModifiers() == MouseEvent.BUTTON1_MASK)
{
whenClicked++;
refr.counter++;
arrayPosition = refr.counter;
refr.toRefresh();
}
if(arg0.getModifiers() == MouseEvent.BUTTON3_MASK)
{
System.out.println(arrayPosition);
refr.undo();
}
}
#Override
public void mouseEntered(MouseEvent arg0)
{
// Not used
}
#Override
public void mouseExited(MouseEvent arg0)
{
// Not used
}
#Override
public void mousePressed(MouseEvent arg0)
{
// Not used
}
#Override
public void mouseReleased(MouseEvent arg0)
{
// Not used
}
});
refr = refresh;
}
#Override
protected void paintComponent(Graphics g)
{
switch(whenClicked)
{
case 1:
g.setColor(Color.red);
break;
case 2:
g.setColor(Color.blue);
break;
}
g.fillOval(0, 0, 80, 80);
}
}
Look at the refr = refresh; statement. This statement is located below arrayPosition = refr.counter.

Recursion error in GUI

I am creating a simple 9x9 grid for Minesweeper. One of the primary functions of this game is to have a recursion to check all the sides when the tile clicked has no bombs surrounding it. In the code attached below, I have been able to create a function that checks the upper and left side of the tile. If I add more directions, such as lower and right side, the program will crash and will not properly display the tiles. (Check the method countBorders under the line //MY MAIN PROBLEM)
//displays the main GUI
package Minesweeper4;
public class mainFrame {
public static void main(String[] args) {
new Grid().setVisible(true);
}
}
// the main code
package Minesweeper4;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.Random;
import javax.swing.*;
public class Grid extends JFrame implements ActionListener {
private JPanel mainGrid;
private JButton button1, button2;
private JButton[][] buttons = new JButton[9][9];
private String[][] mines = new String[9][9];
private ArrayList<ParentSquare> parentSquare = new ArrayList<ParentSquare>();
Random rand = new Random();
NumberSquare numberSquare = new NumberSquare();
MineSquare mineSquare = new MineSquare();
public void addMines() {
for (int j = 0; j < 9; j++) {
for (int k = 0; k < 9; k++) {
mines[j][k] = ".";
}
}
for (int i = 0; i < 3; i++) {
int temp_x = rand.nextInt(9);
int temp_y = rand.nextInt(9);
mines[temp_x][temp_y] = "x";
}
}
public void showMines() {
for (int x = 0; x < 9; x++) {
for (int y = 0; y < 9; y++) {
String temp = mines[x][y];
if (temp.equals("x")) {
System.out.println("X: " + (x + 1) + " Y: " + (y + 1) + " Value: " + temp);
}
}
}
}
public Grid() {
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setSize(500, 500);
this.setTitle("Minesweeper 1.0");
mainGrid = new JPanel();
mainGrid.setLayout(new GridLayout(9, 9));
this.add(mainGrid);
button1 = new JButton("Boop");
button2 = new JButton("Poop");
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) {
buttons[i][j] = new JButton("");
buttons[i][j].addActionListener(this);
buttons[i][j].setBackground(Color.GRAY);
}
}
for (int k = 0; k < 9; k++) {
for (int l = 0; l < 9; l++) {
mainGrid.add(buttons[k][l]);
}
}
addMines();
showMines();
}
public void countBorders(int x, int y) {
int UL = 0, UU = 0, UR = 0, LL = 0, RR = 0, DL = 0, DD = 0, DR = 0, SUM = 0;
if (x > 0) {
UU = checkTile(x - 1, y);
}
if (y > 0) {
LL = checkTile(x, y - 1);
}
if (y < 8) {
RR = checkTile(x, y + 1);
}
if (x < 8) {
DD = checkTile(x + 1, y);
}
if ((x > 0) && (y > 0)) {
UL = checkTile(x - 1, y - 1);
}
if ((x > 0) && (y < 8)) {
UR = checkTile(x - 1, y + 1);
}
if ((x < 8) && (y > 0)) {
DL = checkTile(x + 1, y - 1);
}
if ((x < 8) && (y < 8)) {
DR = checkTile(x + 1, y + 1);
}
SUM = UL + UU + UR + LL + RR + DL + DD + DR;
printTile(x, y, SUM);
if (SUM == 0) { //MY MAIN PROBLEM
// if ((x > 0) && (y > 0)) {countBorders(x-1, y-1);} //Upper left
if (x > 0) {
countBorders(x - 1, y);
} //Upper
// if ((x > 0) && (y < 8)) {countBorders(x-1, y+1);} //Upper right
if (y > 0) {
countBorders(x, y - 1);
} //Left
// if (y < 8) {countBorders(x, y+1);} //Right
// if ((x < 8) && (y > 0)) {countBorders(x+1, y-1);} //Down Left
// if (x < 8) {countBorders(x+1, y);} //Down
// if ((x < 8) && (y < 8)) {countBorders(x+1, y+1);} //Down Right
}
}
public void printTile(int x, int y, int SUM) {
String text = Integer.toString(SUM);
buttons[x][y].setText(text);
buttons[x][y].setBackground(Color.CYAN);
}
public int checkTile(int x, int y) {
String c = mines[x][y];
if (c.equals("x")) {
return 1;
} else {
return 0;
}
}
public void click(int x, int y) {
String mine = mines[x][y];
if (mine.equals("x")) {
System.out.println("Bomb!!!");
buttons[x][y].setText("!");
buttons[x][y].setBackground(Color.RED);
} else {
countBorders(x, y);
System.out.println("Safe!!!");
// buttons[x][y].setText("√");
// buttons[x][y].setBackground(Color.WHITE);
}
}
#Override
public void actionPerformed(ActionEvent e) {
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) {
if (e.getSource() == buttons[i][j]) {
System.out.println("Clicked Tile X: " + (i + 1) + " Y: " + (j + 1));
//buttons[i][j].setText("!");
click(i, j);
}
}
}
}
}
Is there a way on how to fix this recursion problem?
Thank you in advance and I'm really trying to learn Java. Have a nice day!
Your error-causing recursion has no stopping logic that I can find, and what you need to do is to somehow check to make sure that a cell hasn't already been counted or pressed before re-counting it. Otherwise the code risks throwing a stackoverflow error. This will require giving the cells being counted some state that would tell you this information, that would tell you if the cell has already been counted.
For an example of a successful program that does this logic, feel free to look at my Swing GUI example, one I created 5 years ago. In this code, I've got a class, MineCellModel, that provides the logic (not the GUI) for a single mine sweeper cell, and the class contains a boolean field, pressed, that is false until the cell is "pressed", either by the user pressing the equivalent button, or recursively in the model's logic. If the cell is pressed, if the boolean is true, the recursion stops with this cell.
You can find the code here: Minesweeper Action Events. It's an old program, and so I apologize for any concepts or code that may be off.
Running the code results in this:
Here's the code present in a single file:
import java.awt.CardLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.GridLayout;
import java.awt.Insets;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.beans.PropertyChangeEvent;
import java.beans.PropertyChangeListener;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
import javax.swing.BoxLayout;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
import javax.swing.JSeparator;
import javax.swing.SwingConstants;
import javax.swing.event.SwingPropertyChangeSupport;
#SuppressWarnings("serial")
public class MineSweeper {
private JPanel mainPanel = new JPanel();
private MineCellGrid mineCellGrid;
private JButton resetButton = new JButton("Reset");
public MineSweeper(int rows, int cols, int mineTotal) {
mainPanel.setLayout(new BoxLayout(mainPanel, BoxLayout.PAGE_AXIS));
mineCellGrid = new MineCellGrid(rows, cols, mineTotal);
resetButton.setMnemonic(KeyEvent.VK_R);
resetButton.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
mineCellGrid.reset();
}
});
mainPanel.add(mineCellGrid);
mainPanel.add(new JSeparator());
mainPanel.add(new JPanel() {
{
add(resetButton);
}
});
}
private JPanel getMainPanel() {
return mainPanel;
}
private static void createAndShowUI() {
JFrame frame = new JFrame("MineSweeper");
// frame.getContentPane().add(new MineSweeper(20, 20,
// 44).getMainPanel());
frame.getContentPane().add(new MineSweeper(12, 12, 13).getMainPanel());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
createAndShowUI();
}
});
}
}
#SuppressWarnings("serial")
class MineCellGrid extends JPanel {
private MineCellGridModel model;
private List<MineCell> mineCells = new ArrayList<MineCell>();
public MineCellGrid(final int maxRows, final int maxCols, int mineNumber) {
model = new MineCellGridModel(maxRows, maxCols, mineNumber);
setLayout(new GridLayout(maxRows, maxCols));
for (int row = 0; row < maxRows; row++) {
for (int col = 0; col < maxCols; col++) {
MineCell mineCell = new MineCell(row, col);
add(mineCell);
mineCells.add(mineCell);
model.add(mineCell.getModel(), row, col);
}
}
reset();
}
public void reset() {
model.reset();
for (MineCell mineCell : mineCells) {
mineCell.reset();
}
}
}
class MineCellGridModel {
private MineCellModel[][] cellModelGrid;
private List<Boolean> mineList = new ArrayList<Boolean>();
private CellModelPropertyChangeListener cellModelPropChangeListener = new CellModelPropertyChangeListener();
private int maxRows;
private int maxCols;
private int mineNumber;
private int buttonsRemaining;
public MineCellGridModel(final int maxRows, final int maxCols, int mineNumber) {
this.maxRows = maxRows;
this.maxCols = maxCols;
this.mineNumber = mineNumber;
for (int i = 0; i < maxRows * maxCols; i++) {
mineList.add((i < mineNumber) ? true : false);
}
cellModelGrid = new MineCellModel[maxRows][maxCols];
buttonsRemaining = (maxRows * maxCols) - mineNumber;
}
public void add(MineCellModel model, int row, int col) {
cellModelGrid[row][col] = model;
model.addPropertyChangeListener(cellModelPropChangeListener);
}
public void reset() {
buttonsRemaining = (maxRows * maxCols) - mineNumber;
// randomize the mine location
Collections.shuffle(mineList);
// reset the model grid and set mines
for (int r = 0; r < cellModelGrid.length; r++) {
for (int c = 0; c < cellModelGrid[r].length; c++) {
cellModelGrid[r][c].reset();
cellModelGrid[r][c].setMined(mineList.get(r * cellModelGrid[r].length + c));
}
}
// advance value property of all neighbors of a mined cell
for (int r = 0; r < cellModelGrid.length; r++) {
for (int c = 0; c < cellModelGrid[r].length; c++) {
if (cellModelGrid[r][c].isMined()) {
int rMin = Math.max(r - 1, 0);
int cMin = Math.max(c - 1, 0);
int rMax = Math.min(r + 1, cellModelGrid.length - 1);
int cMax = Math.min(c + 1, cellModelGrid[r].length - 1);
for (int row2 = rMin; row2 <= rMax; row2++) {
for (int col2 = cMin; col2 <= cMax; col2++) {
cellModelGrid[row2][col2].incrementValue();
}
}
}
}
}
}
private class CellModelPropertyChangeListener implements PropertyChangeListener {
public void propertyChange(PropertyChangeEvent evt) {
MineCellModel model = (MineCellModel) evt.getSource();
int row = model.getRow();
int col = model.getCol();
if (evt.getPropertyName().equals(MineCellModel.BUTTON_PRESSED)) {
if (cellModelGrid[row][col].isMineBlown()) {
mineBlown();
} else {
buttonsRemaining--;
if (buttonsRemaining <= 0) {
JOptionPane.showMessageDialog(null, "You've Won!!!", "Congratulations",
JOptionPane.PLAIN_MESSAGE);
}
if (cellModelGrid[row][col].getValue() == 0) {
zeroValuePress(row, col);
}
}
}
}
private void mineBlown() {
for (int r = 0; r < cellModelGrid.length; r++) {
for (int c = 0; c < cellModelGrid[r].length; c++) {
MineCellModel model = cellModelGrid[r][c];
if (model.isMined()) {
model.setMineBlown(true);
}
}
}
}
private void zeroValuePress(int row, int col) {
int rMin = Math.max(row - 1, 0);
int cMin = Math.max(col - 1, 0);
int rMax = Math.min(row + 1, cellModelGrid.length - 1);
int cMax = Math.min(col + 1, cellModelGrid[row].length - 1);
for (int row2 = rMin; row2 <= rMax; row2++) {
for (int col2 = cMin; col2 <= cMax; col2++) {
cellModelGrid[row2][col2].pressedAction();
}
}
}
}
}
#SuppressWarnings("serial")
class MineCell extends JPanel {
private static final String LABEL = "label";
private static final String BUTTON = "button";
private static final int PS_WIDTH = 24;
private static final int PS_HEIGHT = PS_WIDTH;
private static final float LABEL_FONT_SIZE = (float) (24 * PS_WIDTH) / 30f;
private static final float BUTTON_FONT_SIZE = (float) (14 * PS_WIDTH) / 30f;
private JButton button = new JButton();
private JLabel label = new JLabel(" ", SwingConstants.CENTER);
private CardLayout cardLayout = new CardLayout();
private MineCellModel model;
public MineCell(final boolean mined, int row, int col) {
model = new MineCellModel(mined, row, col);
model.addPropertyChangeListener(new MyPCListener());
label.setFont(label.getFont().deriveFont(Font.BOLD, LABEL_FONT_SIZE));
button.setFont(button.getFont().deriveFont(Font.PLAIN, BUTTON_FONT_SIZE));
button.setMargin(new Insets(1, 1, 1, 1));
setLayout(cardLayout);
add(button, BUTTON);
add(label, LABEL);
button.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
pressedAction();
}
});
button.addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
if (e.getButton() == MouseEvent.BUTTON3) {
model.upDateButtonFlag();
}
}
});
}
public MineCell(int row, int col) {
this(false, row, col);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(PS_WIDTH, PS_HEIGHT);
}
public void pressedAction() {
if (model.isFlagged()) {
return;
}
model.pressedAction();
}
public void showCard(String cardConstant) {
cardLayout.show(this, cardConstant);
}
// TODO: have this change the button's icon
public void setFlag(boolean flag) {
if (flag) {
button.setBackground(Color.yellow);
button.setForeground(Color.red);
button.setText("f");
} else {
button.setBackground(null);
button.setForeground(null);
button.setText("");
}
}
private void setMineBlown(boolean mineBlown) {
if (mineBlown) {
label.setBackground(Color.red);
label.setOpaque(true);
showCard(LABEL);
} else {
label.setBackground(null);
}
}
public MineCellModel getModel() {
return model;
}
public void addPropertyChangeListener(PropertyChangeListener listener) {
model.addPropertyChangeListener(listener);
}
public void removePropertyChangeListener(PropertyChangeListener listener) {
model.removePropertyChangeListener(listener);
}
private class MyPCListener implements PropertyChangeListener {
public void propertyChange(PropertyChangeEvent evt) {
String propName = evt.getPropertyName();
if (propName.equals(MineCellModel.MINE_BLOWN)) {
setMineBlown(true);
} else if (propName.equals(MineCellModel.FLAG_CHANGE)) {
setFlag(model.isFlagged());
} else if (propName.equals(MineCellModel.BUTTON_PRESSED)) {
if (model.isMineBlown()) {
setMineBlown(true);
} else {
String labelText = (model.getValue() == 0) ? "" : String.valueOf(model
.getValue());
label.setText(labelText);
}
showCard(LABEL);
}
}
}
public void reset() {
setFlag(false);
setMineBlown(false);
showCard(BUTTON);
label.setText("");
}
}
class MineCellModel {
public static final String FLAG_CHANGE = "Flag Change";
public static final String BUTTON_PRESSED = "Button Pressed";
public static final String MINE_BLOWN = "Mine Blown";
private int row;
private int col;
private int value = 0;
private boolean mined = false;;
private boolean flagged = false;
private SwingPropertyChangeSupport pcSupport = new SwingPropertyChangeSupport(this);
private boolean pressed = false;
private boolean mineBlown = false;
public MineCellModel(boolean mined, int row, int col) {
this.mined = mined;
this.row = row;
this.col = col;
}
public void incrementValue() {
int temp = value + 1;
setValue(temp);
}
public void setValue(int value) {
this.value = value;
}
public int getValue() {
return value;
}
public void setMineBlown(boolean mineBlown) {
this.mineBlown = mineBlown;
PropertyChangeEvent evt = new PropertyChangeEvent(this, MINE_BLOWN, false, true);
pcSupport.firePropertyChange(evt);
}
public boolean isMineBlown() {
return mineBlown;
}
public void setMined(boolean mined) {
this.mined = mined;
}
public void setFlagged(boolean flagged) {
this.flagged = flagged;
}
public int getRow() {
return row;
}
public int getCol() {
return col;
}
public boolean isMined() {
return mined;
}
public boolean isFlagged() {
return flagged;
}
public void pressedAction() {
if (pressed) {
return;
}
pressed = true;
if (mined) {
setMineBlown(true);
}
PropertyChangeEvent evt = new PropertyChangeEvent(this, BUTTON_PRESSED, -1, value);
pcSupport.firePropertyChange(evt);
}
public void upDateButtonFlag() {
boolean oldValue = flagged;
setFlagged(!flagged);
PropertyChangeEvent evt = new PropertyChangeEvent(this, FLAG_CHANGE, oldValue, flagged);
pcSupport.firePropertyChange(evt);
}
public void reset() {
mined = false;
flagged = false;
pressed = false;
mineBlown = false;
value = 0;
}
public void addPropertyChangeListener(PropertyChangeListener listener) {
pcSupport.addPropertyChangeListener(listener);
}
public void removePropertyChangeListener(PropertyChangeListener listener) {
pcSupport.removePropertyChangeListener(listener);
}
}
Edit Regarding Recursion
My code uses recursion, but with a level of indirection, since it is based on a Model-View-Controller type of design pattern, and the recursion is within the notification of listeners. Note that each GUI MineCell object holds its own MineCellModel object, the latter holds the MineCell's state. When a GUI JButton held within the MineCell object is pressed, its ActionListener calls the same class's pressed() method:
button.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
pressedAction();
}
});
This method first checks the corresponding MineCellModel to see if it has been "flagged", if a boolean called flagged is true. If so, this means that the user has right-clicked on the button, and it is not active, and so the method returns. Otherwise the MineCellModel's pressedAction() method is called,
public void pressedAction() {
if (model.isFlagged()) {
return;
}
model.pressedAction();
}
and here is where the recursion starts, and it does so through an Observer Design Pattern:
// within MineCellModel
public void pressedAction() {
if (pressed) {
// if the button's already been pressed -- return, do nothing
return;
}
// otherwise make pressed true
pressed = true;
// if we've hit a mine -- blow it!
if (mined) {
setMineBlown(true);
}
// *** Here's the key *** notify all listeners that this button has been pressed
PropertyChangeEvent evt = new PropertyChangeEvent(this, BUTTON_PRESSED, -1, value);
pcSupport.firePropertyChange(evt);
}
The two lines of code on the bottom notify any listeners to this model that its BUTTON_PRESSED state has been changed, and it sends the MineCellModel's value to all listeners. The value int is key as its the number of neighbors that have mines. So what listens to the MineCellModel? Well, one key object is the MineCellGridModel, the model that represents the state of the entire grid. It has a CellModelPropertyChangeListener class that does the actual listening, and within this class is the following code:
private class CellModelPropertyChangeListener implements PropertyChangeListener {
public void propertyChange(PropertyChangeEvent evt) {
// first get the MineCellModel for the cell that triggered this notification
MineCellModel model = (MineCellModel) evt.getSource();
int row = model.getRow();
int col = model.getCol();
// if the event is a button pressed event
if (evt.getPropertyName().equals(MineCellModel.BUTTON_PRESSED)) {
// first check if a mine was hit, and if so, call mineBlown()
if (cellModelGrid[row][col].isMineBlown()) {
mineBlown(); // this method iterates through all cells and blows all mines
} else {
// here we check for a winner
buttonsRemaining--;
if (buttonsRemaining <= 0) {
JOptionPane.showMessageDialog(null, "You've Won!!!", "Congratulations",
JOptionPane.PLAIN_MESSAGE);
}
// here is the key spot -- if cell's value is 0, call the zeroValuePress method
if (cellModelGrid[row][col].getValue() == 0) {
zeroValuePress(row, col);
}
}
}
}
private void mineBlown() {
// ... code to blow all the un-blown mines
}
// this code is called if a button pressed has 0 value -- no mine neighbors
private void zeroValuePress(int row, int col) {
// find the boundaries of the neighbors
int rMin = Math.max(row - 1, 0); // check for the top edge
int cMin = Math.max(col - 1, 0); // check for the left edge
int rMax = Math.min(row + 1, cellModelGrid.length - 1); // check for the bottom edge
int cMax = Math.min(col + 1, cellModelGrid[row].length - 1); // check for right edge
// iterate through the neighbors
for (int row2 = rMin; row2 <= rMax; row2++) {
for (int col2 = cMin; col2 <= cMax; col2++) {
// *** Here's the recursion ***
// call pressedAction on all the neighbors
cellModelGrid[row2][col2].pressedAction();
}
}
}
}
So the key method in the listener above is the zeroValuePress(...) method. It first finds the boundaries of the neighbors around the current mine cell, using Math.min(...) and Math.max(...) to be careful not to go beyond the right, left, or top or bottom boundaries of the grid. It then iterates through the cell neighbors calling pressedAction() on each one of the neighbors MineCellModels held by this grid. As you know from above, the pressedAction() method will check if the cell has already been pressed, and if not, changes its state, which then notifies this same listener, resulting in recursion.
One of the primary functions of this game is to have a recursion to check all the sides when the tile clicked has no bombs surrounding it.
Looks like you are stucked on the part where you need to update the cell with number according to the number of bombs surrounding it.
These are the things for you to take note:
To update the numbers on the cells, there is no need to use recursion. The only part I used recursion is when user clicks on a cell with value == 0(stepped on an empty grid).
Checking all 8 directions can be done easily without writing large number of if-conditions. All you need is a pair of nested for-loop. Just traverse the 3x3 grid like a 2D array (see diagram below for illustration).
In the loop, set conditions to ensure you are within bounds (of the 3x3 matrix) before reading current grid's value (see code below).
To traverse the 3x3 matrix as shown in the diagram, we can use a pair of nested loops:
for(int x=(coordX-1); x<=(coordX+1); x++)
for(int y=(coordY-1); y<=(coordY+1); y++)
if(x!=-1 && y!= -1 && x! = ROWS && y! = COLS && map[x][y] != 'B')
if(map[x][y] == '.')
map[x][y] = '1';
else
map[x][y] += 1;
The if-condition prevents working on array element which is out of bounds.

Sorting JPanels based on component

My program generates random numbers from 0 to 12 but if the result is 12 it would set dash as the text of JLabel, instead of the number generated.
Now, I wanted to sort my JPanel in ascending order based on the JLabel contents. In case of similarities in numbers, the black JPanels are placed on the left. It works fine except when there are dashes included, in which it doesn't sort properly. I would like to insert the JPanels containing dashes anywhere but it's not working as expected.
Screencaps from a shorter version of my program:
Pure numbers:
Dash included:
Here's the shorter version of my code (using the logic of integer sorting):
import java.awt.*;
import javax.swing.*;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Random;
import java.util.Comparator;
public class SortFrames extends JFrame
{
static ArrayList<JPanel> panels = new ArrayList<JPanel>();
JPanel panel = new JPanel();
JPanel sortPane = new JPanel();
int toWrite = 0;
int colorGen = 0;
int comparison = 0;
Random rand = new Random();
public SortFrames()
{
for(int i = 0; i<4;i++)
{
panels.add(new JPanel());
}
for(JPanel p: panels)
{
toWrite = rand.nextInt(13);
colorGen = rand.nextInt(2);
p.add(new JLabel());
JLabel lblToSet = (JLabel)p.getComponent(0);
if(colorGen == 0)
{
p.setBackground(Color.BLACK);
lblToSet.setForeground(Color.WHITE);
}
if(colorGen == 1)
{
p.setBackground(Color.WHITE);
lblToSet.setForeground(Color.BLACK);
}
if(toWrite != 12){lblToSet.setText("" +toWrite);}
if(toWrite == 12){lblToSet.setText("-");}
p.setPreferredSize(new Dimension(30, 30));
panel.add(p);
}
sortMethod();
for(JPanel p: panels)
{
panel.add(p);
panel.revalidate();
}
add(panel);
panel.setPreferredSize(new Dimension(300, 300));
setPreferredSize(new Dimension(300, 300));
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setVisible(true);
pack();
setLocationRelativeTo(null);
}
public void sortMethod()
{
for(int i = 0; i<(panels.size());i++)
{
for(int j = i+1; j<(panels.size());j++)
{
JLabel one = (JLabel)(panels.get(i)).getComponent(0);
JLabel two = (JLabel)(panels.get(j)).getComponent(0);
String lblOne = one.getText();
String lblTwo = two.getText();
if(!lblOne.equals("-") && !lblTwo.equals("-"))
{
int comp1 = Integer.parseInt(lblOne);
int comp2 = Integer.parseInt(lblTwo);
JPanel pnl1 = panels.get(i);
JPanel pnl2 = panels.get(j);
if(comp1 == comp2)
{
if(pnl1.getBackground() == Color.BLACK && pnl2.getBackground() == Color.WHITE)
{
panels.set(i, pnl1);
panels.set(j, pnl2);
}
if(pnl1.getBackground() == Color.WHITE && pnl2.getBackground() == Color.BLACK)
{
panels.set(i, pnl2);
panels.set(j, pnl1);
}
}
if(comp1 != comp2)
{
if(comp1>comp2)
{
panels.set(i, pnl2);
panels.set(j, pnl1);
}
}
}
if(lblOne.equals("-") && !lblTwo.equals("-"))
{
JPanel pnl1 = panels.get(i);
panels.set(rand.nextInt(panels.size()), pnl1);
}
if(!lblOne.equals("-") && lblTwo.equals("-"))
{
JPanel pnl2 = panels.get(j);
panels.set(rand.nextInt(panels.size()), pnl2);
}
}
}
}
public static void main(String args[])
{
new SortFrames();
}
}
I also have another method, which is by using Comparator class which also creates the same problem (this sorts equal numbers based on foreground but still the same as to sort equal numbers based on background so it has no effect on the said issue).
private static class JPanelSort implements Comparator<JPanel>
{
#Override
public int compare(JPanel arg0, JPanel arg1)
{
JLabel one = ((JLabel) arg0.getComponent(0));
JLabel two = ((JLabel) arg1.getComponent(0));
String firstContent = one.getText();
String secondContent = two.getText();
try
{
comparisonRes = Integer.compare(Integer.parseInt(firstContent), Integer.parseInt(secondContent));
if(comparisonRes == 0)
{
if(one.getForeground() == Color.BLACK && two.getForeground() == Color.WHITE)
{
comparisonRes = 1;
}
if(two.getForeground() == Color.BLACK && one.getForeground() == Color.WHITE)
{
comparisonRes = -1;
}
}
}
catch(NumberFormatException e)
{
comparisonRes = 0;
}
return comparisonRes;
}
}
Please tell me your ideas. Thank you.
It's much easier to sort data than to sort JPanels.
Here's mu GUI displaying your numbers.
So, lets create a Java object to hold the card data.
public class DataModel {
private final int number;
private final int colorNumber;
private final Color backgroundColor;
private final Color foregroundColor;
public DataModel(int number, int colorNumber, Color backgroundColor,
Color foregroundColor) {
this.number = number;
this.colorNumber = colorNumber;
this.backgroundColor = backgroundColor;
this.foregroundColor = foregroundColor;
}
public int getNumber() {
return number;
}
public int getColorNumber() {
return colorNumber;
}
public Color getBackgroundColor() {
return backgroundColor;
}
public Color getForegroundColor() {
return foregroundColor;
}
}
Pretty straightforward. We have fields to hold the information and getters to retrieve the information. We can make all the fields final since we're not changing anything once we set the values.
The sort class is pretty simple as well.
public class DataModelComparator implements Comparator<DataModel> {
#Override
public int compare(DataModel o1, DataModel o2) {
if (o1.getNumber() < o2.getNumber()) {
return -1;
} else if (o1.getNumber() > o2.getNumber()) {
return 1;
} else {
if (o1.getColorNumber() < o2.getColorNumber()) {
return -1;
} else if (o1.getColorNumber() > o2.getColorNumber()) {
return 1;
} else {
return 0;
}
}
}
}
Since we keep the color number, sorting by color is as easy as sorting a number.
Now that we've moved the data to it's own List, we can concentrate on creating the GUI.
package com.ggl.testing;
import java.awt.Color;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Comparator;
import java.util.List;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class SortFrames implements Runnable {
private List<DataModel> dataModels;
private JPanel[] panels;
private JLabel[] labels;
private Random random = new Random();
public SortFrames() {
this.dataModels = new ArrayList<>();
this.random = new Random();
for (int i = 0; i < 4; i++) {
int number = random.nextInt(13);
int colorNumber = random.nextInt(2);
Color backgroundColor = Color.BLACK;
Color foregroundColor = Color.WHITE;
if (colorNumber == 1) {
backgroundColor = Color.WHITE;
foregroundColor = Color.BLACK;
}
dataModels.add(new DataModel(number, colorNumber, backgroundColor,
foregroundColor));
}
Collections.sort(dataModels, new DataModelComparator());
}
#Override
public void run() {
JFrame frame = new JFrame("Sort Frames");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel mainPanel = new JPanel();
panels = new JPanel[dataModels.size()];
labels = new JLabel[dataModels.size()];
for (int i = 0; i < dataModels.size(); i++) {
DataModel dataModel = dataModels.get(i);
panels[i] = new JPanel();
panels[i].setBackground(dataModel.getBackgroundColor());
labels[i] = new JLabel(getDisplayText(dataModel));
labels[i].setBackground(dataModel.getBackgroundColor());
labels[i].setForeground(dataModel.getForegroundColor());
panels[i].add(labels[i]);
mainPanel.add(panels[i]);
}
frame.add(mainPanel);
frame.setLocationRelativeTo(null);
frame.pack();
frame.setVisible(true);
}
private String getDisplayText(DataModel dataModel) {
if (dataModel.getNumber() == 12) {
return "-";
} else {
return Integer.toString(dataModel.getNumber());
}
}
public static void main(String args[]) {
SwingUtilities.invokeLater(new SortFrames());
}
public class DataModel {
private final int number;
private final int colorNumber;
private final Color backgroundColor;
private final Color foregroundColor;
public DataModel(int number, int colorNumber, Color backgroundColor,
Color foregroundColor) {
this.number = number;
this.colorNumber = colorNumber;
this.backgroundColor = backgroundColor;
this.foregroundColor = foregroundColor;
}
public int getNumber() {
return number;
}
public int getColorNumber() {
return colorNumber;
}
public Color getBackgroundColor() {
return backgroundColor;
}
public Color getForegroundColor() {
return foregroundColor;
}
}
public class DataModelComparator implements Comparator<DataModel> {
#Override
public int compare(DataModel o1, DataModel o2) {
if (o1.getNumber() < o2.getNumber()) {
return -1;
} else if (o1.getNumber() > o2.getNumber()) {
return 1;
} else {
if (o1.getColorNumber() < o2.getColorNumber()) {
return -1;
} else if (o1.getColorNumber() > o2.getColorNumber()) {
return 1;
} else {
return 0;
}
}
}
}
}
The lessons to be learned here are:
Separate the data from the view.
Focus on one part of the problem at a time. Divide and conquer.

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