How do I compare integer to JLabel? - java

OK so I have these 2 labels where if both are them are 0, a button will be disabled. This is what I have done but didn't manage to do it, please guide me thanks a lot!
int quantity = 0;
int sum = 0;
I initialize them as 0, after that going through some IF loops and working well, and there's one event which is sort of like clear, I reassign them 0 again which looks like this:
quantity = 0;
sum = 0;
Then now I have 2 Labels which I want to compare to these 2 value, if both are 0, then disable a button, This is what I have done but failed ,the button still remained enabled. Then I realized I'm comparing to string 0 instead of integer 0, how can I compare it with the quantity and sum?? thanks a lot!
if ("0".equals(jLabel4.getText()) || ("0".equals(jLabel4.getText())));
{
jButton2.setEnabled(false);
}

if you want to compare integers, why compare Strings?
0 == Integer.parseInt(jLabel4.getText());
also surround it with try-catch block
boolean equals = false;
try{
equals = ( 0 == Integer.parseInt(jLabel4.getText()));
}catch(NumberFormatException e){
//equals = false;
}

You should separate your gui code (the "view") from your non-gui logic code (the "model"). The GUI should display the state of the model, i.e., show in your JLabels the values held by the two ints of the model, but it is the model's ints which should be checked for 0 value, and then your GUI should enable or disable the button accordingly.

Related

Add a new HashSet to a previous HashSet, "CHANGING" the previous HashSet and continue doing so until certain condition has been met

I know that if you have two HashSet the you can create a third one adding the two.However, for my purpose I need to change my previous HashSet, look for certain condition , and then if not met then change the set again.My purpose is that that I will give an input, say number 456, and look for digits(1 through 9, including 0).If I'm unable to find size 10 for the HashSet then I will multiply the number with 2 , and do the same.So I'll get 912; the size is 6 now(and I need to get all digits 1-9 & 0, i.e., size 10).Now I will multiply it by 3 and I get 2736 , the size is now 7.I keep doing so until I get size 10.At the time I get size 10, I will complete the loop and return the last number that concluded the loop, following the incremental multiplication rule.My approach is as follows.It has errors so won't run but it represents my understanding as of now.
public long digitProcessSystem(long N) {
// changing the passed in number into String
String number = Long.toString(N);
//splitting the String so that I can investigate each digit
String[] arr = number.split("");
// Storing the digits(which are Strings now) into HashSet
Set<String> input = new HashSet<>(Arrays.asList(arr));
// Count starts for incremental purpose later.
count =1;
//When I get all digits; 1-9, & 0, I need to return the last number that concluded the condition
while (input.size() == 10) {
return N;
}
// The compiler telling me to delete the else but as a new Java user so far my understanding is that I can use `else` with `while`loops.Correct me if I'm missing something.
else {
// Increment starts following the rule; N*1, N*2,N*3,...till size is 10
N = N*count;
// doing everything over
String numberN = Long.toString(N);
String[] arr1 = number.split("");
// need to change the previous `input`so that the new updated `HashSet` gets passed in the while loop to look for size 10.This is error because I'm using same name `input`. But I don't want to create a new `set` , I need to update the previous `set` which I don't know how.
Set<String> input = new HashSet<>(Arrays.asList(arr1));
// increments count
count++;
}
clear() input and add the new values. Something like
// Set<String> input = new HashSet<>(Arrays.asList(arr1));
input.clear();
input.addAll(Arrays.asList(arr1));
and
while (input.size() == 10) {
should be
if (input.size() == 10) {
Or your else isn't tied to an if.

Bingo Card Game in Java

I created two methods for my Bingo Game in Java. One method creates a new board which populates the Bingo Board with integers according to the Bingo rule (1-75). My second method generates random numbers with a range of 1 - 75.
public static int drawNum(){
Random rand = new Random();
int num = rand.nextInt(75)+1;
return num;
}
public static void bingoCard(){
int [][]card=new int [5][5];
ArrayList<Integer> alreadyUsed = new ArrayList<Integer>();
boolean valid = false;
int tmp = 0;
for(int i = 0; i <= 4; i++){
for(int row = 0; row < card.length; row++){
while(!valid){
tmp = (int)(Math.random() * 15) + 1 + 15 * i;
if(!alreadyUsed.contains(tmp)){
valid = true;
alreadyUsed.add(tmp);
}
}
card[row][i] = tmp;
valid = false;
}
}
card[2][2] = 0;
//create array to make title.
String title []={"B","I","N","G","O"};
for(int i=0;i<title.length;i++){
System.out.print(title[i]+ "\t");
}
System.out.println();
for(int row=0;row<card.length;row++){
for(int col=0;col<card[row].length;col++){
System.out.print(card[row][col]+ "\t");
}
System.out.println();
}
}
What I need help with is, how do I check whether or not the drawNum() method corresponds to any values stored inside my bingoCard() array? If so, print out a new array with the integers filled in. If the condition is met for a bingo, then you win.
I hope I don't make it sound like I want you to do it for me, but I am confused as to how to start coding that part. Thank you.
This my recommendation - Learn Object Oriented Programming immediately
I see you are using objects provided in the JDK, so why not learn to make your own?
Make two classes with the following methods (-) and members (+) (PS. This is not a formal way to document code)
BingoCard
+list of numbers on card
-reset() : gets new numbers for this card
-test(BingoDrawer) : Tests to see if this card won on this drawing
-toString() : returns a String representation of this card
BingoDrawer
+list of numbers drawn
-reset() : draws new numbers
-hasNumber(int number) : tests if this number was drawn
-toString() : returns a String representation of this drawing
One more suggestions
Instead of keeping track of what you used, keep track of what you have not used, it will make things much easier because you can just choose stuff from that list randomly. Unlike your current action which is choosing (a logical number) from thin air and hoping (which causes issues) it is not a collision
If you follow my recommendation you can write code like this
public static void main(String[] args) {
BingoCard bc = new BingoCard();
BingoDrawer bd = new BingoDrawer();
while(thePlayerWantsToPlay()) { //function to be defined by you
bc.reset();
bd.reset();
System.out.println(bc);
System.out.println(bd);
System.out.println(bc.test(bd));
}
}
You can take it a step further and make a BingoGame class and do what I did in main there and just create an instance of BingoGame and call some start method on the object.
For checking if you have the number in your board, read through the board in a similar manner as you do for the already_used numbers, except with the number the user just entered.
The conditions for the user to win should be checked after the board has another number guessed.
There are a few ways to do this, a simple one would be to iterate over every possible pattern that could win, checking to see if there are tokens there.
All of this would be in a loop, that goes a little like this:
Set up board via user entering numbers.
Start loop
set either a timer to wait for, or wait for a keypress (so the game doesn't just play really fast)
Get random number
Possibly add to board
Check if winner
if winner, break the loop and do something else.
Print the new board out.
(end of loop)
If they got here, that could mean they won!
Wait to exit
You can just write it out as pseudo-code and fill in the methods after that. It usually helps to work on these things in a top-down fashion. So, for bingo you might have:
board = generateBoard();
while (!bingoFound(board)) {
number = drawNumber();
board = stampNumbers(board, number);
}
If that makes sense, you can go a step deeper and define each method. For example, bingoFound might look like:
public boolean bingoFound(int[][] board) {
boolean wasFound = bingoRowFound(board)
|| bingoColFound(board)
|| bingoDiagonalFound(board);
return wasFound;
}
Again, I've defined everything in (mostly) pseudo-code. If this looks ok, you can move a step deeper. Let's define the bingoRowFound method.
public boolean bingoRowFound(int[][] board) {
for (int row = 0; row < NUM_ROWS; row++) {
boolean rowIsABingo = true;
for (int col = 0; col < NUM_COLS; col++) {
// We have to check that everything up until this point has
// been marked off. I am using -1 to indicate that a spot has
// been marked.
rowIsABingo = rowIsABingo && board[row][col] == -1;
}
if (rowIsABingo) { return rowIsABingo; }
}
return false; // If we didn't find a bingo, return false.
}
Some of the methods (like drawNumber) will be really easy to implement. Others, like looking for a diagonal bingo might be a bit more difficult.
Feb 12 2014 Update:
Retracted code, since this was a college course assignment, and I want to prevent people just copying the code. I almost got in trouble for being accused of sharing code (which is a nono in assignments) when another student lifted my code from my Github repo and sent it in as their own.
There were two classes, one main class and a class to hold my methods and constructors.
BINGOFINAL.java was my main class.
Bingo_Card.java held my constructor and methods.
If you want to run this, make sure you create a new project called BINGOFINAL, and put Bingo_Card.java into that same */src/ extension.

Java update jLabel.setText via for loop

I basically checked out a book from the Library and started learning Java. I'm trying to code a little score calculator for my golf league and this site has been a lof of help! So thanks for even being here!
Now to the question:
I have a 9 labels, created with NetBeans GUI, with names like jLabel_Hole1, jLabel_Hole2, ...
If a user selects the radio option to play the front nine those labels have number 1 - 9 and if they change it to the "Back Nine" then they should display 10 - 18. I can manually set each label to the new value on a selection change but I wanted to know if there was a more elegant way and if so if one of you could be kind enough to explain how it works.
Here is the code that I want to try and truncate:
TGL.jLbl_Hole1.setText("10");
TGL.jLbl_Hole2.setText("11");
TGL.jLbl_Hole3.setText("12");
TGL.jLbl_Hole4.setText("13");
TGL.jLbl_Hole5.setText("14");
TGL.jLbl_Hole6.setText("15");
TGL.jLbl_Hole7.setText("16");
TGL.jLbl_Hole8.setText("17");
TGL.jLbl_Hole9.setText("18");
I've read some things about String being immutable and maybe it's just a limitation but I would think there has to be way and I just can't imagine it.
Thanks.
Basically, rather then creating a individual label for each hole, you should create an array of labels, where each element in the array represents a individual hole.
So instead of...
TGL.jLbl_Hole1.setText("10");
TGL.jLbl_Hole2.setText("11");
TGL.jLbl_Hole3.setText("12");
TGL.jLbl_Hole4.setText("13");
TGL.jLbl_Hole5.setText("14");
TGL.jLbl_Hole6.setText("15");
TGL.jLbl_Hole7.setText("16");
TGL.jLbl_Hole8.setText("17");
TGL.jLbl_Hole9.setText("18");
You would have...
for (JLabel label : TGL.holeLables) {
lable.setText(...);
}
A better solution would be to hide the labels from the developer and simply provide a setter...
TGL.setHoleText(hole, text); // hole is int and text is String
Internally to your TGL class, you have two choices...
If you've used the form editor in Netbeans, you're going to have to place the components that Netbeans creates into your own array...
private JLabel[] holes;
//...//
// Some where after initComponents is called...
holes = new JLabel[9];
holes[0] = jLbl_Hole1;
// There other 8 holes...
Then you would simply provide a setter and getter methods that can update or return the value...
public void setHole(int hole, String text) {
if (hole >= 0 && hole < holes.length) {
holes[hole].setText(text);
}
}
public String getHole() {
String text = null;
if (hole >= 0 && hole < holes.length) {
text = holes[hole].getText();
}
return text;
}
Take a closer look at the Arrays tutorial for more details...
I've never found a Java GUI-generator to provide code that's any good. I may be wrong--there may be a good one, but I always prefer to position and name them myself. So,
/**
* The JLabels for the holes on the golf course.
* <p>
* holeLabels[0][i] are for the outward holes, 1-9.
* holeLabels[1][i] are for the inward holes, 10-18.
*/
private JLabel[][] holeLabels;
/**
* The starts of the outward and inward ranges of holes.
*/
private static final int[] holeStart = {1, 10};
// Later
holeLabels = new JLabel[2][9];
for(final int i = 0; i < holeLabels.length; i++) {
for (final int j = 0; j < holeLabels[i].length; j++) {
holeLabel[i][j] = new JLabel();
holeLabel[i][j].setText(Integer.toString(holeStart[i] + j));
}
}
Interestingly, holeLabels.length is 2. holeLabels is an array of 2 arrays of 9 ints. i goes from 0 to 1, and j goes from 0 to 8, so the text computation works. The reason I did things this way is so you can easily place the labels in an appropriate GridLayout later.

Sample code not doing as expected

Here is the algorithm (not working) Please let me know where the error is
Thanks
private void checkSouth(Location point, int player) {
//Loop through everything south
boolean isthereAnOppositePlayer=false;
int oppositePlayer=0;
//Set opposite player
if (player==1) {
oppositePlayer=2;
}else{
oppositePlayer=1;
}
for (int i = point.getVertical(); i < 8; i++) {
//Create a location point with the current location being compared
MyLocation locationBeingChecked= new MyLocation();
locationBeingChecked.setHorizontal(point.getHorizontal());
locationBeingChecked.setVertical(i);
int value = board[locationBeingChecked.getVertical()][locationBeingChecked.getHorizontal()];
//If the first checked is the opposite player
if (value==oppositePlayer) {
//Then potential to evaluate more
isthereAnOppositePlayer=true;
}
//If it isn't an opposite player, then break
if(!isthereAnOppositePlayer && value!=0){
break;
}
//If another of the player's piece found or 0, then end
if (isthereAnOppositePlayer && value==player || isthereAnOppositePlayer && value==0) {
break;
//end
}
//Add to number of players to flip
if(isthereAnOppositePlayer && value==oppositePlayer && value!=0){
//add to array
addToPiecesToTurn(locationBeingChecked);
}
}
}
It looks like the locations that got rotated back to the other player are the exact same as those rotated during the first move. I would guess that the array being populated by addToPiecesToTurn is perhaps not being cleared out between each move, so all the previous locations are still in there.
If you are storing the pieces to be turned in an ArrayList, you can use the clear() method to erase the contents of the collection between each turn.
Another possible problem is that you are checking for the opposite player, and then instantly beginning to populate addToPiecesToTurn. However, the pieces in that direction are not necessarily valid to be rotated unless they are "sandwiched" in by a second location containing the current player's piece. I don't think your code is properly checking for that case; when that happens, you'll want to somehow skip flipping those pieces to the other player, such as clearing out the array of piecesToTurn.
Edit: Looking at your current solution where you are implementing every direction separately, you are going to have a lot of duplicated code. If you think about what it means to walk along a certain direction, you can think of it as adjusting the x/y value by a "step" amount. The step amount could be -1 for backwards, 0 for no move, or 1 for forwards. Then you could create a single method that handles all directions without duplicating the logic:
private void checkDirection(Location point, int player, int yStep, int xStep) {
int x = point.getHorizontal() + xStep;
int y = point.getVertical() + yStep;
MyLocation locationBeingChecked = new MyLocation();
locationBeingChecked.setHorizontal(x);
locationBeingChecked.setVertical(y);
while (isValid(locationBeingChecked)) {
// do the logic here
x += xStep;
y += yStep;
locationBeingChecked = new MyLocation();
locationBeingChecked.setHorizontal(x);
locationBeingChecked.setVertical(y);
}
}
You would need to implement isValid to check that the location is valid, i.e., in the board. Then you could call this method for each direction:
// north
checkDirection(curPoint, curPlayer, -1, 0);
// north-east
checkDirection(curPoint, curPlayer, -1, 1);
// east
checkDirection(curPoint, curPlayer, 0, 1);
// etc
This is the sort of problem that is ripe for some unit testing. You could very easily set up a board, play a move, and validate the answer, and the test results would give plenty of insight into where your expectations and reality diverge.
why didn't you use a 2d array ?
each cell would contain an enum : EMPTY, PLAYER_1, PLAYER_2 .
then, in order to go over the cells, you simply use loops for each direction.
for example, upon clicking on a cell , checking to the right would be:
for(int x=pressedLocation.x+1;x<cells[pressedLocation.y].length;++x)
{
Cell cell=cells[pressedLocation.y][x];
if(cell==EMPTY||cell==currentPlayerCell)
break;
cells[pressedLocation.y][x]=currentPlayerCell;
}
checking from top to bottom would be:
for(int y=pressedLocation.y+1;y<cells.length;++y)
{
Cell cell=cells[y][pressedLocation.x];
if(cell==EMPTY||cell==currentPlayerCell)
break;
cells[y][pressedLocation.x]=currentPlayerCell;
}

Custom range to use with JSlider

I'm trying to create a jslider that moves withing the following ranges.
[-x,-1)[1,x]
In short I don't want the values -1 and 0 to be valid values for the JSlider.
But the values from x to -1 should be allowed, and 1 to x should be allowed.
I'm trying to not write hacky code, so I don't want to write a function in the UI code that just gets the value from a different (continuous) range, and then transforms it to the range I want with a bunch of it statements.
Ideally, I should just be able to call slider.getValue() and know that the return value will be in the range I described above.
I think you must do this value adjustment yourself perhaps within overridden method setValue()?
Try out this code:
int x = 10;
#Override
public void setValue(int n)
{
if((n >= -x && n < -1)|| (n =< x && n >= 1))
{
super.setValue(n);
System.out.println("OI in setValue");
}
}
A slider's value is just the ratio between the thumb's current position and the sliders width, in pixels. IIUC, you have three ranges, [-x,-1), [-1,1) and [1,x], so you'll need two thumbs. You might look at JXMultiThumbSlider, which supports a MultiThumbModel.
Addendum: For a related use-case, I started with How to Write a Custom Swing Component. It's laborious, but it may produce a cleaner result.

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