How to gradually increase the rate of something? - java

I'm creating a 2d zombie shooter game and I'm trying to think of a good way to gradually increase the rate of which zombies are created.
I create a zombie with the following code.
public void createZombies(){
int direction = new Random().nextInt(4);
if (direction == 0) {
// spawn from top
zombies.add(new Zombie(new Random().nextInt(1120), new Random()
.nextInt(1)));
}
if (direction == 1) {
// spawn from left
zombies.add(new Zombie(new Random().nextInt(1), new Random()
.nextInt(640)));
}
if (direction == 2) {
// spawn from bottom
zombies.add(new Zombie(new Random().nextInt(1120), 640));
}
if (direction == 3) {
// spawn from right
zombies.add(new Zombie(1120, new Random().nextInt(640)));
}
}
I basically want to call that method from my main method (which runs continuously). I thought of maybe using modular and do something like:
int x = 1;
if(x % 1000 == 0){
createZombies();
}
x++;
but that seems messy - and it doesnt change how frequently they are created.
I'm just a bit stumped at finding a good way to do this - and surprisingly I couldn't find anything useful on here either.
So if anybody can point out a good idea to do this it would be greatly appreciated!!

Guava has a RateLimiter which may be useful for your use case. In particular, you could do something like:
//initially, create one zombie every 10 seconds
final RateLimiter zombieRate = RateLimiter.create(0.1);
Runnable increaseRate = new Runnable() {
#Override public void run() {
//increase rate by 20%
zombieRate.setRate(zombieRate.getRate() * 1.2);
}
};
//then increase the rate every minute
ScheduledExecutorService scheduler = Executors.newScheduledThreadPool(1);
scheduler.scheduleAtFixedRate(increaseRate, 1, 1, TimeUnit.MINUTES);
Your Zombie creation then becomes:
while (true) {
zombieRate.acquire();
createZombie();
}

You can simply decrease each time the period between zombie creations:
int x = 1;
int tau = 1000;
if(x % tau == 0){
createZombies();
}
x++;
tau = tau > 0 ? --tau : 1;

You have to define the "velocity" of zomby creation in respect to time elapsed.
double velocity=0.5; //every 2ms 1 zomby
long latestCreation = System.currentTimeMillis();
double rest = 0;
public synchronized void createZombies() {
double number=velocity * (System.currentTimeMillis() - latestCreation) + rest;
latestCreation = System.currentTimeMillis()
int n = Math.round(number);
rest = number - n; //n° of partial zomby
for (int i=0; i<n; i++) createZomby();
}
from your thread or when you prefer call createZombies().
Unfortunatly you cannot know when the thread will be really executed then you have to define a function time dependent. The var "rest" is an optimization when the number will return some decimal.

Maybe you can do something like this:
float maxZombieRate = 0.8; //for example
float zombieRate = 0.05;
while(zombieRate<=maxZombieRate){ //you could have a timer too
if(Math.random <= zombieRate){ //Math.random returns values between 0 and 1
createZombies(); //
zombieRate+=0.05; //increase in 5% the probability of run createZombies()
}
}

Related

Possible uneven distribution in Java's Random class or bad implementation?

I'm tinkering around with a cellular automaton and my movement detection function is acting really strangely. I'm 80% sure it's my implementation but I have no idea where the issue is. Could someone take a look and enlighten me since I've spent the better part of 7H trying to get it to work and it won't:
private int[] cellularSearch(short xPos, short yPos)
{
// the center position is our current position; the others are potentially free positions
byte[][] positions = new byte[][]{{0,0,0},{0,1,0},{0,0,0}};
int[] result = new int[2];
byte strike=0;
int dice0=0, dice1=0;
while(strike<9)
{
dice0 = r.nextInt(3)-1;
result[0] = xPos + dice0;
if((result[0] >= 0)
&& (result[0] < img.getWidth()))
{
dice1 = r.nextInt(3)-1;
result[1] = yPos + dice1;
if((result[1] >= 0)
&& (result[1] < img.getHeight()))
{
if((positions[dice1+1][dice0+1] != 1)) // if this isn't our own cell and wasn't tried before
{
if(img.getRGB(result[0], result[1]) == Color.white.getRGB()) // if the new cell is free
{
return result;
}
}
positions[dice1+1][dice0+1]=1; // we need to use +1 to create a correlation between the linkage in the matrix and the actual positions around our cell
strike++;
}
}
}
}
The code works and it correctly identifies when a pixel is white and returns the position for it. My problem is the distribution of the results. Given that I'm using Random both for the row and the column, I was expecting a near equal distribution over all possible locations, but what happens is that this code seems to prefer the cell right above the coordinates being fed in (it hits it ~3x as much as the other ones) and the one right below the coordinates (it hits it ~2x as much as the others).
When I start my program and all my pixels slowly move towards the top of the window on EVERY run (vs true randomness with my old lengthy code which was 3x as long), so there's gotta be an error in there somewhere. Could someone please lend a hand?
Thank you in advance!
EDIT: Thank you everyone for the effort! Sorry for the non-compiling code but I extracted the main purpose of the function while cutting out a ton of commented code (my other approaches to implementing this function). Locally the code has the return statement and it runs. I'll slowly go through all your answers in the next few hours (gonna have dinner soon).
EDIT2: I tried what #DodgyCodeException and #tevemadar suggested and made a list with all the 8 positions, then shuffle them each time I enter the function, and then iterate through them, trying each one in part. Still the position exactly above and below the current cell are selected most. I'm baffled. This is my old super-spaghetti code that I've written for this function and it worked perfectly with no errors, equal distribution, and (oddly enough) it's the most efficient implementation that I've tried out of everything mentioned here. After I'm done with lunch and filing some paperwork I'll thoroughly study it (it's been ~ 2 years since I wrote it) to see why it works so well. If anyone still has ideas, I'm fully open.
boolean allRan=false;
int lastDice=0, anteLastDice=0, dice = r.nextInt(3)+1;
//the initial dice usage is for selecting the row on which we'll operate:
//dice = 1 or 3 -> we operate above or under our current cell; dice = 2 -> we operate on the same row
while(!allRan)
{
if((dice==1) || (dice==3))
{
int i= r.nextInt(3);
if(((xPos-1+i) < img.getWidth())
&& ((xPos-1+i) >= 0))
{
if(((yPos-1) >= 0)
&& (img.getRGB(xPos-1+i, yPos-1) == Color.white.getRGB())
&& (dice==1))
{
result[0] = xPos-1+i;
result[1] = yPos-1;
above++;
endTime = (int) System.currentTimeMillis();
section4Runtime += (double) (endTime - startTime) / 1000;
return result;
}
else if(((yPos+1) < img.getHeight())
&& (img.getRGB(xPos-1+i, yPos+1) == Color.white.getRGB())
&& (dice==3))
{
result[0] = xPos-1+i;
result[1] = yPos+1;
below++;
endTime = (int) System.currentTimeMillis();
section4Runtime += (double) (endTime - startTime) / 1000;
return result;
}
}
// if this section is reached, it means that: the initial dice roll didn't find a free cell, or the position was out of bounds, or the dice rolled 2
// in this section we do a dice reroll (while remembering and avoiding our previous values) so that we cover all dice rolls
if(dice==1)
{
if(lastDice==0)
{
lastDice=dice;
dice += r.nextInt(2)+1; // we incrmeent randomly towards 2 or 3.
}
else
{
if(lastDice==2)
{
if(anteLastDice==0)
{
anteLastDice= lastDice;
lastDice=dice;
dice=3;
}
else
{
allRan=true;
}
}
else if(lastDice==3)
{
if(anteLastDice==0)
{
anteLastDice= lastDice;
lastDice=dice;
dice=2;
}
else
{
allRan=true;
}
}
}
}
else // dice is 3
{
if(lastDice==0)
{
lastDice=dice;
dice -= r.nextInt(2)+1; // we decrement randomly towards 2 or 1.
}
else
{
if(lastDice==2)
{
if(anteLastDice==0)
{
anteLastDice= lastDice;
lastDice=dice;
dice=1;
}
else
{
allRan=true;
}
}
else if(lastDice==1)
{
if(anteLastDice==0)
{
anteLastDice= lastDice;
lastDice=dice;
dice=2;
}
else
{
allRan=true;
}
}
}
}
}
if(dice==2)
{
int i=0;
i += r.nextInt(2)==0?-1:1;
if(((xPos+i) < img.getWidth())
&& ((xPos+i) >= 0)
&& (img.getRGB(xPos+i, yPos) == Color.white.getRGB()))
{
result[0] = xPos+i;
result[1] = yPos;
leveled++;
endTime = (int) System.currentTimeMillis();
section4Runtime += (double) (endTime - startTime) / 1000;
return result;
}
// same as above: a dice reroll (with constrictions)
if(lastDice==0)
{
lastDice=dice;
dice+= r.nextInt(2)==0?-1:1; // randomly chose if you decrement by 1 or increment by 1
}
else
{
if(lastDice==1)
{
if(anteLastDice==0)
{
anteLastDice= lastDice;
lastDice=dice;
dice =3;
}
else
{
allRan=true;
}
}
else if(lastDice==3)
{
if(anteLastDice==0)
{
anteLastDice= lastDice;
lastDice=dice;
dice =1;
}
else
{
allRan=true;
}
}
}
}
}
return result;
After much thought, I eventually figured it out. All the ideas that we all had were violating a fundamental "rule" of the first implementation that I was using: the first implementation was trying a random position on one of the 3 lines, then moving on to the next lines (without coming back to try the other positions on that line). Example: if the algo selected the line above, it would randomly try the top-left corner to see if it's free; if it wasn't then it would try the same line as the current cell and the line below (again, just with 1 of their possible positions) without coming back. All our ideas were iterating through all possibilities around the cell, which meant that it was inevitable to have the top and bottom line have more hits than the middle (since top and bottom have 3 possible points each while middle has only 2). Also, when there were holes in the field, the cells most likely to fill it up were the ones that were moving diagonally (which in the end is up or down) or those directly moving up or down, since those moving sideways only had the options left/ right. The only mystery that will remain unsolved is why (using our proposed implementations) the model would generally use the point exactly above our current cell. I have no idea why it loves going straight up most of the time with that implementation. Nevertheless, the new algorithm (which reflects the old one, but is much lighter) is:
boolean[] lines = new boolean[]{false, false, false};
byte checks =0;
while(checks < 3) // just 3 tries in total
{
dice = r.nextInt(3);
if(lines[dice]== false)
{
lines[dice] = true; // just 1 try per line
// calculated here since we reuse dice below
result[1] = yPos - 1 + dice; // will be above if dice==0; will be below if dice==2; same line if dice==1
if((dice == 0) || (dice == 2)) // top/bottom line
{dice = r.nextInt(3)-1;}
else if(dice == 1) // middle line
{dice = r.nextInt(2)==0?-1:1;} // we exclude the middle point since that's our current position
result[0] = xPos + dice; // logic is calculated above and just applied here
checks++;
}
if((result[0] >= 0)
&& (result[0] < img.getWidth())
&& (result[1] >= 0)
&& (result[1] < img.getHeight()))
{
if (img.getRGB(result[0], result[1]) == Color.white.getRGB()) // if the new cell is free
{
return result;
}
}
}
result[0] = -1; // in case we get here, reset the value so it's not used
This brings the code down from 167 lines to 33 lines (and makes it MUCH more readable). I have no idea who to select as the best solution. Please suggest if you have any ideas.
First, I have to admit I can't see what your algorithm is supposed to be doing -- it's not clear to me why you roll the each die when you do, other times using the existing value.
For a clear, easy to follow algorithm, I'd suggest scoping your dice variables inside the loop, rolling both at the same time, and making them final so that you know that each iteration has exactly one two-die roll:
while(strike < 9) {
final int roll1 = r.nextInt(3) - 1;
final int roll2 = r.nextInt(3) - 1;
strike += handleRoll(roll1,roll2);
}
You can prove the distribution to yourself by writing a simple counter for your handleRoll(), before later substituting your real code.
int[] counts = int[6];
void handleRoll(int roll1, int roll2) {
counts[1 + roll1] ++;
counts[4 + roll2] ++;
return 1;
}
(Increase the required strike count to get large enough samples to reason about)
Make sure you use the same instance of Random throughout the program -- don't keep making new ones.
(You could tidy this up a bit by creating a Coordinate class and a factory that creates random ones)
I simplified your code like this:
made a series of extract-method refactorings to tidy away detail
changed your rolls to use the range 0 to 2 instead of -1 to +1 -- since you use them in two places, and in one of those you add one again!
used x and y and only create result when needed
used final for the rolls and the resulting x and y, scoping them to the inside of the loop
turned nested ifs into an && logic
changed some odd type choices. The positions grid seems made for boolean. There's seldom any value in using short in Java.
So:
private int[] cellularSearch(int xPos, int yPos) {
boolean[][] positions =
new boolean[][] { { false, false, false },
{ false, true, false },
{ false, false, false } };
int strike = 0;
while (strike < 9) {
final int dice0 = r.nextInt(3);
final int dice1 = r.nextInt(3);
final int x = xPos + dice0 - 1;
final int y = yPos + dice1 - 1;
if (isInXrange(x) && isInYRange(y)) {
if (!alreadyTried(positions, dice1, dice0) && isWhite(x, y)) {
return new int[] { x, y };
}
markAsTried(positions, dice1, dice0);
strike++;
}
}
return null; // or whatever you intend to happen here
}
private boolean isInXrange(int x) {
return (x >= 0) && (x < img.getWidth());
}
private boolean isInYRange(int y) {
return (y >= 0) && (y < img.getHeight());
}
private boolean alreadyTried(boolean[][] positions, final int dice1, final int dice0) {
return positions[dice1 + 1][dice0 + 1];
}
private static void markAsTried(boolean[][] positions, int dice1, int dice0) {
positions[dice1][dice0] = true;
}
private boolean isWhite(final int x, final int y) {
return img.getRGB(x, y) == Color.white.getRGB();
}
I think this is equivalent to your code, with one exception -- yours doesn't roll the second die if the first roll takes you outside the width of the image. You could re-add this as a performance improvement later if you like.
But it exposes some issues. It looks as if the intent is to try every cell (you have a 3x3 grid, and you've chosen 9 "strikes") - but it doesn't increment strike when x,y is outside the image. It does increment strike when the position has been tried before. So you can exit the loop having not tried every cell.
I don't see a specific way that this causes the weighting you've described --
but it looks like the sort of thing that could lead to unexpected results.
(Anyway - since the code you've given doesn't compile, you didn't observe it with the code you've given us)
If the intention is to check every cell, it might be better to shuffle a list of cells to try, then test them in order:
List<Coords> coordsToTry = new ArrayList<>();
for(int x=0; x<2; x++) {
for(int y=0; y<2; y++) {
coordsToTry.add(new Coords( x, y));
}
}
Collections.shuffle(coordsToTry);
for(Coords coords : coordsToTry) {
if(isWhite(coords)) {
return coords;
}
}
return null; // or whatever is meant to happen when nothing found
The distribution of java.util.Random is not that uneven. You can confirm with the following code:
public static void main(String[] args) throws Exception {
final int N = 3;
Random r = new Random();
int[] counts = new int[N];
for (int i = 0; i <= 100_000; i++) {
counts[r.nextInt(N)]++;
}
System.out.println(Arrays.toString(counts));
}
UPDATE:
As you've said, the above code produces fairly evenly distributed values. However, add the following line at the beginning of the loop:
if (i % 6 == 0)
r = new Random(0);
And then you get [16667, 33334, 50000]. One value occurs twice as frequently, and another 3 times as frequently, as the first. This sets the random number generator to a newly created one with a constant seed. It simulates your code, in which you say you create a new Random() on entry to your function (albeit without a seed argument) and then your function calls nextInt() six times - this if (i % 6 == 0) statement ensures a new RNG is also created every 6 iterations.
Check your code and make sure you are only ever creating a RNG once in your whole program.
java.util.Random is a pseudorandom number generator (definition on wikipedia) and needs to be seeded.
From the docs:
If two instances of Random are created with the same seed, and the same sequence of method calls is made for each, they will generate and return identical sequences of numbers. In order to guarantee this property, particular algorithms are specified for the class Random.
If you want to be sure to get good random numbers, use SecureRandom, which is guaranteed to produce non-deterministic output
Since you are interested in the combined distribution of the two 'dices', on top of #DodgyCodeException's suggestion, you can check statistics like
public static void main(String[] args) {
Random r=new Random();
int stat[]=new int[9];
for(int i=0;i<9000;i++)
stat[r.nextInt(3)+r.nextInt(3)*3]++;
for (int i : stat)
System.out.println(i);
}
However it is pretty even too.
There is a minor difference between generating random numbers from a power-of-two-range and otherwise, so if you really want to do some magic, you can use the fact that you are actually picking a position out of 8 possibilities (since the middle one is ruled out at the beginning).
Something like
final int xhelper[]=new int[]{-1, 0, 1,-1, 1,-1, 0, 1};
final int yhelper[]=new int[]{-1,-1,-1, 0, 0, 1, 1, 1};
...
int dir=r.nextInt(8);
int dice0=xhelper[dir];
int dice1=yhelper[dir];
But in fact I do not think it makes a difference.

Looped Accelerometer Data Calculations Android SDK

I've been struggling with an app for fall detection for quite some time now. The app runs, but it will freeze up at times, and then resume 10-15 seconds after.
My approach is to do integral calculations (which means I had to import a third party library: Apache Commons). For these integral calculations I need norm values.
I'm calling a method for calculating the norm when the sensor updates:
public void onSensorChanged(SensorEvent event){
acceleration.setText("\n " + event.values[0] + " , " + event.values[1] + " , " + event.values[2] + " \n");
x = event.values[0];
y = event.values[1];
z = event.values[2];
if (!checkFall)
sample(x, y, z);
}
calling the sample function makes the app run slow (visible through setting text on UI).
Sample which is seemingly the root of my problems looks like this:
private void sample(double x, double y, double z)
{
if(xList.size() < 120 && yList.size() < 120 && zList.size() < 120)
{
xList.add(x);
yList.add(y);
zList.add(z);
}
if(xList.size() == 120)
{
for (int j = 0; j < norm.length; j++)
{
norm[j] = sqrt(pow(xList.get(j), 2) + pow(yList.get(j), 2) + pow(zList.get(j), 2));
for(int p = 0; p < norm.length-1; p++)
{
for(int q = 0; q < diff.length; q++)
{
diff[q] = norm[p] - norm[p+1];
}
}
if (norm[j]/9.81 < 0.5)
{
final counterClass timer = new counterClass(4000, 20, norm, diff);
checkFall = true;
timer.start();
// if exceeded three times, save the arrayList and register fall
}
}
(I've tried disabling the timer call when the if statement norm[j]/9.81 < 0.5 has been met, because I thought the error may be in a function that a countdown timer is calling) - but to no help, the app freezes whenever the norm approaches 0.
There are no obvious errors in the logcat, which is why I'm having a hard time narrowing down where the error is. Perhaps I'm accessing the arrays in a terrible way?
If there is any missing information you'd like me to provide or if my questions is too vague, please let me know.
EDIT:
Counter Class
public counterClass(long millisInFuture, long countDownInterval, double[] norm, double[] diff) {
super(millisInFuture, countDownInterval); // Duration & how often onTick should be called
nor = norm;
dif = diff;
}
public void onTick(long millisUntilFinished) {
listFall(); // Adding accelerometer data to fall list array List each time its called
new Thread(new Runnable() {
#Override
public void run() {
vCheck(nor,dif);
}
}).start();
}

Pong Paddle. Need to carry through the bottom value of count to the top the next time it is initialized

public void update(){
/*
* Purpose: Called each frame update (i.e. 30 times a second)
* Preconditions: None
* Postconditions: return nothing
*/
int count = 0 ;
int x = 0;
if (checkPaddle() == true){
count++;
}
if (count % 2 == 0) {
x = -7;
}
else {
x = 7;}
paddleLocation.y= paddleLocation.y + x;
}//end update
I want the count that is on the bottom to be the initial value at the top of the method. I can't wrap my head around how to do this.
I suppose you could just make the count a member variable and then you could remove the line int count = 0; to prevent the count from reseting during each update:
int count = 0; // Declare it here or in your constructor
public void update() {
int x = 0;
if (checkPaddle() == true) {
count++;
}
if (count % 2 == 0) {
x = -7;
} else {
x = 7;
}
paddleLocation.y = paddleLocation.y + x;
}
Aye, I think you want to make count a private field for this.
On an unrelated note; there is some room for improvement in your code. I would personally get rid of all the empty lines, they take up screenspace. Also, you named your change variable x, which is kinda ambiguous. Since you are using y to denote the y position of the paddle, one might think you mean the x-position for x, while in fact you mean the deltaY. (Change in y-pos).
Lastly, checkPaddle() already returns a boolean value, you don't need to check if it equals true. It looks convoluted.

Program using loops and random generator (beginning java)

A drunkard in a grid of streets randomly picks one of four directions and stumbles to the next intersection, then again randomly picks one of four directions, and so on. You might think that on average the drunkard doesn't move very far because the choices cancel each other out, but that is not the case. Represent locations as integer pairs (x,y). Implement the drunkard's walk over 100 intersections, starting at (0,0) and print the ending location
Can anyone help? I'm completely lost with using random generators and loops in the same program
Below is what I have. It complies fine but doesn't print anything and I'm not sure if I got the random 100 intersection thing right
import java.util.*;
class Drunkard {
int x, y;
Drunkard(int x, int y) {
this.x = x;
this.y = y;
}
void moveNorth() {
this.y -= 1;
}
void moveEast() {
this.x += 1;
}
void report() {
System.out.println("Hiccup: " + x + ", " + y);
}
}
class Four {
public static void main(String[] args) {
Random generator = new Random();
Drunkard drunkard = new Drunkard(100, 100);
int direction;
for (int i = 0; i < 100; i++) {
direction = Math.abs(generator.nextInt()) % 4;
if (direction == 0) { // N
drunkard.moveNorth();
} else if (direction == 1) { // E
drunkard.moveEast();
} else if (direction == 2) { // S
System.out.println("Should move South.");
} else if (direction == 3) { // W
System.out.println("Should move West.");
} else {
System.out.println("Impossible!");
}
System.out.drunkard.report();
}
}
}
your program will be:
initialization
loop: for 1 to 100, do:
i = random()
if i<=0.25 : go north
if i>0.25 and i<=0.5 : go south
if i>0.5 and i<= 0.75 : go east
if i>0.75 and i<= 1 : go west
end loop
show final point.
I see a variety of problems:
You are initializing your Drunkard's position to 100,100. The assignment said to initialize to 0,0.
System.out.drunkard.report() absolutely does not compile. Just call drunkard.report().
The instructions say to print the final location, so you need to move the call to drunkard.report() down one line, so that it is outside of the for loop.
You haven't written methods for moveSouth or moveWest. Write them and add calls to them in the appropriate place.
The class Four needs to be public in order to run it directly.
Good Java programming practices say that every class should be in its own file, but this probably goes against what your instructor asked you to do.
But, I don't think that's your problem. I think there's a problem with how/where you're trying to run the program. You say it compiles fine but doesn't print any output. You know that after it compiles there is another step to run the program, right?
To be clear, here's what you should be doing. At a command line, make sure you are in the directory where your .java file lives. I'm going to assume it's called Four.java. Type the following, hitting enter after each line. (Don't type the $ prompt)
$ javac *.java
$ java Four
I copied the code you posted above, fixed the problems I highlighted, and followed my own instructions above; it works perfectly.
You can use
int direction = (new Random()).nextInt(4);
And use this direction variable to determine where he walks to. I would use recursion in this case instead of a loop.
This starts at 0,0. Generates a random number to determine location and updates the location.
Not sure about the way you are generating the random number, this seems to work well for me.
Point currentLocation = new Point();
currentLocation.setLocation(0, 0);
Point newLocation = new Point(0,0);
Random random = new Random();
//make 100 moves
for(int i=0; i<100; i++)
{
int k = random.nextInt(4);
if(k == 0)
{
//use your drunkard method here
newLocation.setLocation(currentLocation.getX(), currentLocation.getY() + 5);
}
else if (k == 1)
{
//go south
newLocation.setLocation(currentLocation.getX(), currentLocation.getY() - 5);
}
else if (k == 2)
{
//go east
newLocation.setLocation(currentLocation.getX() + 5, currentLocation.getY());
}
else if(k == 3)
{
//go west
newLocation.setLocation(currentLocation.getX() - 5, currentLocation.getY());
}
currentLocation.setLocation(newLocation);
}
System.out.println(currentLocation);
}
You're not implementing your random generator to its full extent.
Random generator = new Random();
int direction = generator.nextInt(4); // This will return a random int
// between 0 and 3
Some other useful tricks when using Random() are as follows:
int i = generator.nextInt(4)+2; // This will return a random int
// between 2 and 5
I highly recommend you check out this if you'd really like to learn all of the neat tricks that you can do using the Random Class.
All i did for this is create a loop that generated a random number between -1 and 1, and summed the values 100 times. Do that for x and for y.
int x = 0;
int y = 0;
//intial = (0,0)
//North = (0, 1)
//South = (0, -1)
//East = (1, 0)
//West = (-1, 0)
for(int i = 0; i < 100; i++)
{
x += (int) (Math.random() * 3) + (-1);
y += (int) (Math.random() * 3) + (-1);
}
System.out.printf("The Drunkard is now located at: (%d, %d)", x, y);

How to test percentage in an if statement?

How can I test the percentage in an if statement?
For example:
package Walker;
public class Walker {
int tuning = 10;
int speed = 0;
int gas = 100;
int energy = 100;
int time = 1;
int strecke = 0;
boolean test = true;
boolean beschleunigung = false;
Walker() {
tuning = 10;
gas = 0;
energy = 100;
}
public void setGas(int x) {
gas = x;
}
public void setSpeed(int x) {
tuning = x;
}
public void walk() {
boolean walking = true;
while (walking) {
if (speed<10) {
beschleunigung = true;
}else {
beschleunigung = false;
}
if (beschleunigung==true) {
speed +=1+(tuning);
energy -=1;
}
strecke = (speed*time);
speed = (strecke/time);
gas -= 1;
energy -= 1;
time +=1;
if (gas<1||energy<1){
break;
}
}
System.out.println("Distance "+(strecke)+" meter");
System.out.println("Gas left :"+gas);
System.out.println("Energy left : "+energy);
}
}
The _User is able to change the value "tuning" and "gas"
And thats the part i like to add :
if (strecke==33%) {
system.out.println("Test");
}
Could anyone help me?
There is no percentage operator in Java (it is used as the Modulo operator - the amount left over after a division) so you have to calculate the percentage yourself.
Unfortunately, from your code, I cannot work out what gas should be compared to in order to determine if it's 33% the way there.
Change this:
if (gas==33%)
to:
if (gas==0.33)
(assuming gas is a float/double)
edit: Why am I getting downvoted? 33% is mathematically equivalent to 0.33.
edit: You might also want to do a ranged check like
if (gas > 0.325 && gas < 0.335)
Because just checking for the exact value of 33% is probably not what you wanted.
Create a helper method
private double percentage(double value)
{
return 100 * value;
}
and use it to wrap gas:
if (percentage(gas) == 33)
{
...
}
You're missing an important piece of input here. 33% of what? Some people here have suggested that it's 33% of one, as in 0.33. That's quite unlikely, since you're doing --gas at the end, so you're probably working with integer numbers.
I deduce you intend to say '33% of the initial volume'. So that would become:
public void walk() {
boolean walking = true;
int currentGas = initialGas;
while (walking) {
if (currentGas == Math.round((double)initialGas * 0.33)) {
System.out.println("Walker reached at 33% of Gas "+(output*speed)+" meter");
}
if (currentGas <0||energy<0) {
System.out.println("Run out of Gas or Energy!");
walking = false;
break;
}
--currentGas ;
output +=1; }
System.out.println("Distance "+(output*speed)+" meter");
}
That should do it.
You're not using % correctly. In Java the % operator is used to find a remainder. For example the following are true:
0 == 6 % 3 (because 6 divided by 3 has no remainder)
1 == 7 % 3 (because 7 divided by 3 has a remainder of 1)
If you want to convert gas to a percentage then you should probably be dividing it by something. For example:
if (gas / fulltank == 0.33)
However, you also need to realize that it may never exactly equal .33. So you probably want to check to see if it's <= .33. If so, then print the message and set a boolean variable to remember that you already printed it.
Also note that if gas is an integer type then you need to first convert it to a float:
if ((float)gas / fulltank == 0.33)
You don't need a percentage in this particular case, just use plain a plain int. Initialize gas at 100 and then substract one at each iteration of the loop. Replace the code that says "if(gas==33%)" for "if(gas==33)" and that's it.

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