when i run this program, static void Main2() runs but not static void Main4(), im not sure why. also, i have multiple c# class files in my visual studio 2015rc console application and only one of them runs but i have multiple c classes, how does anyone run multiple c classes? and how do i control which class runs first?
using System;
namespace ConsoleApplication1.Examples
{
class ExampleOne
{
static void Main2()
{
Console.Write("Please Enter Name 1 ");
string name1 = Console.ReadLine();
Console.Write("Please Enter Name 2 ");
string name2 = Console.ReadLine();
Console.Write("The First Name is " + name1 +" "+ name2);
Console.ReadKey();
}
static void Main4()
{
Console.Write("Please Enter Number 1 ");
int x = int.Parse(Console.ReadLine());
Console.Write("Please Enter Number 2 ");
int y = int.Parse(Console.ReadLine());
int z = x + y;
Console.Write("The numbers are: " + x + " " + y);
Console.ReadKey();
Console.Write(z);
}
}
}
why dont you create functions instead of Main() classes.
if you want to pursue that Main() classes, remove the "static" variable before the Main() classes, use public instead
Related
I am a beginner in Unity and I am currently making a simple game. I have a problem managing the flow of my minigame. The minigame is simply finding an object, when I found and tap on the item name below will be shaded or marked or there can be animation just to indicate that the item is found.
What I want to do is to get the name of the objects that need to be found and set them randomly in the three (3) item names below. like every time this minigame opens the names of the items are randomly placed in the 3 texts. And when the item is found the name below will be marked or shaded or anything that will indicate it is found, but for now I will just set it inactive for easier indication. How can I properly do this whole process?
The objects inside the scene are button for them to have onCLick() events
Correction: the term choices are wrong because they just display the name of the items that you need to find, just in case you get confused with the term choice in my minigame. I will fix it.
Here is the visuals for the minigame:
The script I currently have for when the objects was clicked:
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections.Generic;
using TMPro;
public class ClickObject : MonoBehaviour
{
[SerializeField] Button pillowBtn, pcBtn, lampBtn;
// [SerializeField] TextMeshProUGUI choice1, choice2, choice3;
// FROM THE SOLUTION
[SerializeField] List<GameObject> gameObjectWanted;
[SerializeField] List<TextMeshProUGUI> textBoxes;
// METHOD NAMES IS TEMPORARY
public void pillowClicked()
{
Debug.Log("you found the " + EventSystem.current.currentSelectedGameObject.name);
}
public void desktopClicked()
{
Debug.Log("you found the " + EventSystem.current.currentSelectedGameObject.name);
}
public void lampClicked()
{
Debug.Log("you found the " + EventSystem.current.currentSelectedGameObject.name);
}
}
You asked for a lot and I hope I understood your intention.
first, if you want to randomly choose an amount of game objects from your game, I think the best way to do it is by adding the refernece of all the game objects you want to choose from radomly inside a list of game objects and then randomly take a game object of the list and make it a child of another game object I call "fatherGoTranform" on my code like that:
[SerializeField] List<GameObject> gameObjectWanted;
[SerializeField] float numOfGO = 4;
[SerializeField] Transform fatherGoTranform;
void Start()
{
for(int i=0;i<numOfGO;i++)
{
int index = Random.Range(0, gameObjectWanted.Count-1);
GameObject currentGO = gameObjectWanted[index ];
currentGO.transform.parent = fatherGoTranform;
gameObjectWanted.RemoveAt(index);
}
}
and then to click on a game object and the do with what you want try this:
void Update()
{
//Check for mouse click
if (Input.GetMouseButtonDown(0))
{
RaycastHit raycastHit;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out raycastHit, 100f))
{
if (raycastHit.transform != null)
{
//Our custom method.
CurrentClickedGameObject(raycastHit.transform.gameObject);
}
}
}
}
I have not checked the code so if there is an error tell me and I will fix it
This is the solution that worked for my problem. I randomly placed numbers to the list according to childCount and every index indicate the index of the text that I want to put them on which I get as a Transform child.
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections.Generic;
using TMPro;
public class ClickObject : MonoBehaviour
{
// [SerializeField] Button pillowBtn, pcBtn, lampBtn;
[SerializeField] GameObject choices, v1, finishPanel;
// RANDOM NUMBER HOLDER FOR CHECKING
private int randomNumber, foundCount;
// RANDOMIZED NUMBER LIST HOLDER
public List<int> RndmList = new List<int>();
private void Awake()
{
foundCount = 0;
RndmList = new List<int>(new int[v1.transform.childCount]);
for (int i = 0; i < v1.transform.childCount; i++)
{
randomNumber = UnityEngine.Random.Range(0, (v1.transform.childCount) + 1);
while (RndmList.Contains(randomNumber))
{
randomNumber = UnityEngine.Random.Range(0, (v1.transform.childCount) + 1);
}
RndmList[i] = randomNumber;
// Debug.Log(v1.transform.GetChild(randomNumber-1).name);
choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().text = v1.transform.GetChild(randomNumber - 1).name;
}
}
public void objectFound()
{
string objectName = EventSystem.current.currentSelectedGameObject.name;
Debug.Log("you found the " + objectName);
for (int i = 0; i < choices.transform.childCount; i++)
{
if (objectName == choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().text)
{
// Debug.Log(i);
// choices.transform.GetChild(i).gameObject.SetActive(false);
// choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().color = Color.gray;
if(RndmList.Contains(i+1))
{
// Debug.Log(i);
// Debug.Log(v1.transform.GetChild(RndmList[i]-1).name);
choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().color = Color.gray;
v1.transform.GetChild(RndmList[i]-1).GetComponent<Button>().enabled = false;
foundCount++;
}
}
}
if(foundCount == v1.transform.childCount)
{
finishPanel.SetActive(true);
}
}
}
I'm stuck with the following problem within Processing for a school assignment.
I'm using a dataset in a tab seperated format, This is being read and parsed to my Activity class. The (menuAnswer, "Subagency") is used so I only get the data I need.
for(TableRow singleRow : trafficTable.findRows(menuAnswer, "SubAgency")){
Activity singleActivity = new Activity();
singleActivity.parseRow(singleRow);
activities.add(singleActivity);
}
The Activity class looks this:
class Activity{
String violationType;
String subAgency;
String race;
String gender;
Date readDate;
void parseRow(TableRow row){
this.subAgency = row.getString("SubAgency");
this.violationType = row.getString("Violation Type");
this.race = row.getString("Race");
this.gender = row.getString("Gender");
this.readDate = parseDate(row.getString("Time Of Stop") + " " + row.getString("Date"), "HH:mm:ss dd-MM-yyyy");
}
void printInfo(){
println(subAgency + " / " + race + " / " + readDate + " / " + violationType);
}
}
Every (usefull) piece of my dataset is inserted into an variable.
In my main class I want to search in the violationType String and count the ammount of "Warning"s within this String. I use the following code, which is not working:
for (Activity singleActivity : activities)
if(singleActivity.violationType == "Warning"){
warningCount++;
println("is it working?");
}
What am I doing wrong?
Mello
After searching I found my answer:
for (Activity singleActivity : activities)
if(singleActivity.violationType == "Warning"){
warningCount++;
println("is it working?");
}
My notation of my If statement is wrong and should be with .equals instead of == operator, like this:
void countWarning(){
for (Activity singleActivity : activities){
if(singleActivity.violationType.equals("Warning")){
warningCount++;
}
}
}
Lab Description : Compare two strings to see if each of the two strings contains the same letters in the
same order.
This is what I have so far far:
import static java.lang.System.*;
public class StringEquality
{
private String wordOne, wordTwo;
public StringEquality()
{
}
public StringEquality(String one, String two)
{
setWords (wordOne, wordTwo);
}
public void setWords(String one, String two)
{
wordOne = one;
wordTwo = two;
}
public boolean checkEquality()
{
if (wordOne == wordTwo)
return true;
else
return false;
}
public String toString()
{
String output = "";
if (checkEquality())
output += wordOne + " does not have the same letters as " + wordTwo;
else
output += wordOne + " does have the same letters as " + wordTwo;
return output;
}
}
My runner looks like this:
import static java.lang.System.*;
public class StringEqualityRunner
{
public static void main(String args[])
{
StringEquality test = new StringEquality();
test.setWords(hello, goodbye);
out.println(test);
}
}
Everything is compiling except for the runner. It keeps saying that hello and goodbye aren't variables. How can I fix this so that the program does not read hello and goodbye as variables, but as Strings?
You need to quote strings otherwise they are treated as variables.
"hello"
"goodbye"
so this would work better.
test.setWords("hello", "goodbye");
Problem with your code is with checkEquality(), you are comparing the string's position in memory when you use == use .equals() to check the string
public boolean checkEquality()
{
if (wordOne == wordTwo) //use wordOne.equals(wordTwo) here
return true;
else
return false;
}
Enclose them in double-quotes.
I want to get the highest available string value in java how can i achieve this.
Example: hello jameswangfron
I want to get the highest string "jameswangfron"
String Text = request.getParameter("hello jameswangfron");
Please code example.
public class HelloWorld{
public static void main(String []args){
String text = "hello jameswangfron";
String[] textArray = text.split(" ");
String biggestString = "";
for(int i=0; i<textArray.length; i++){
if(i==0) {
textArray[i].length();
biggestString = textArray[i];
} else {
if(textArray[i].length()>textArray[i-1].length()){
biggestString = textArray[i];
}
}
}
System.out.println("Biggest String : "+biggestString);
}
}
And it shows the output as
Biggest String : jameswangfron
Maybe this will be easyer to understand
public class HelloWorld {
public static void main(String[] args) {
System.out.println(StringManipulator.getMaxLengthString("hello jameswangfron", " "));
}
}
class StringManipulator{
public static String getMaxLengthString(String data, String separator){
String[] stringArray = data.split(separator);
String toReturn = "";
int maxLengthSoFar = 0;
for (String string : stringArray) {
if(string.length()>maxLengthSoFar){
maxLengthSoFar = string.length();
toReturn = string;
}
}
return toReturn;
}
}
But there is a catch. If you pay attention to split method from class String, you will find out that the spliter is actually a regex. For your code, i see that you want to separate the words (which means blank space). if you want an entire text to search, you have to pass a regex.
Here's a tip. If you want your words to be separated by " ", ".", "," (you get the ideea) then you should replace the " " from getMaxLengthString method with the following
"[^a-zA-Z0-9]"
If you want digits to split up words, simply put
"[^a-zA-Z]"
This tells us that we use the separators as anything that is NOT a lower case letter or upper case letter. (the ^ character means you don't want the characters you listed in your brackets [])
Here is another way of doing this
"[^\\w]"
\w it actually means word characters. so if you negate this (with ^) you should be fine
I'm creating an object at runtime using reflection emit. I successfully created the fields, properties and get set methods.
Now I want to add a method. For the sake of simplicity let's say the method just returns a random number. How do I define the method body?
EDIT:
Yes, I've been looking at the msdn documentation along with other references and I'm starting to get my head wrapped around this stuff.
I see how the example above is adding and/or multplying, but what if my method is doing other stuff. How do I define that "stuff"
Suppose I was generating the class below dynamically, how would I create the body of GetDetails() method?
class TestClass
{
public string Name { get; set; }
public int Size { get; set; }
public TestClass()
{
}
public TestClass(string Name, int Size)
{
this.Name = Name;
this.Size = Size;
}
public string GetDetails()
{
string Details = "Name = " + this.Name + ", Size = " + this.Size.ToString();
return Details;
}
}
You use a MethodBuilder to define methods. To define the method body, you call GetILGenerator() to get an ILGenerator, and then call the Emit methods to emit individual IL instructions. There is an example on the MSDN documentation for MethodBuilder, and you can find other examples of how to use reflection emit on the Using Reflection Emit page:
public static void AddMethodDynamically(TypeBuilder myTypeBld,
string mthdName,
Type[] mthdParams,
Type returnType,
string mthdAction)
{
MethodBuilder myMthdBld = myTypeBld.DefineMethod(
mthdName,
MethodAttributes.Public |
MethodAttributes.Static,
returnType,
mthdParams);
ILGenerator ILout = myMthdBld.GetILGenerator();
int numParams = mthdParams.Length;
for (byte x = 0; x < numParams; x++)
{
ILout.Emit(OpCodes.Ldarg_S, x);
}
if (numParams > 1)
{
for (int y = 0; y < (numParams - 1); y++)
{
switch (mthdAction)
{
case "A": ILout.Emit(OpCodes.Add);
break;
case "M": ILout.Emit(OpCodes.Mul);
break;
default: ILout.Emit(OpCodes.Add);
break;
}
}
}
ILout.Emit(OpCodes.Ret);
}
It sounds like you're looking for resources on writing MSIL. One important resource is the OpCodes class, which has a member for every IL instruction. The documentation describes how each instruction works. Another important resource is either Ildasm or Reflector. These will let you see the IL for compiled code, which will help you understand what IL you want to write. Running your GetDetailsMethod through Reflector and setting the language to IL yields:
.method public hidebysig instance string GetDetails() cil managed
{
.maxstack 4
.locals init (
[0] string Details,
[1] string CS$1$0000,
[2] int32 CS$0$0001)
L_0000: nop
L_0001: ldstr "Name = "
L_0006: ldarg.0
L_0007: call instance string ConsoleApplication1.TestClass::get_Name()
L_000c: ldstr ", Size = "
L_0011: ldarg.0
L_0012: call instance int32 ConsoleApplication1.TestClass::get_Size()
L_0017: stloc.2
L_0018: ldloca.s CS$0$0001
L_001a: call instance string [mscorlib]System.Int32::ToString()
L_001f: call string [mscorlib]System.String::Concat(string, string, string, string)
L_0024: stloc.0
L_0025: ldloc.0
L_0026: stloc.1
L_0027: br.s L_0029
L_0029: ldloc.1
L_002a: ret
}
To generate a method like that dynamically, you will need to call ILGenerator.Emit for each instruction:
ilGen.Emit(OpCodes.Nop);
ilGen.Emit(OpCodes.Ldstr, "Name = ");
ilGen.Emit(OpCodes.Ldarg_0);
ilGen.Emit(OpCodes.Call, nameProperty.GetGetMethod());
// etc..
You may also want to look for introductions to MSIL, such as this one: Introduction to IL Assembly Language.