I am creating a program that prompts for lastname, age, and weight. It then displays that info, then asks again. Typing "finished" will make it stop asking and it will display all of the information for each person.
The class "Person" has lastName as String, age and weight as double.
I am stuck on how to create new instances of a person in the for loop and then print out each of those instances once the loop is done.
public static void main(String[] args) {
Scanner userInput = new Scanner(System.in);
String decision;
Person Guy = null;
for (int i =0; i<20; i++){
Guy = new Person();
System.out.println("Please enter a last name");
Guy.lastName = userInput.next();
if (Guy.lastName.equalsIgnoreCase("finished")){
break;
}
System.out.println("Please enter an age");
Guy.age = userInput.nextDouble();
System.out.println("Please enter a weight");
Guy.weight = userInput.nextDouble();
Guy.WriteOutput();
}
for (int i=0; i<20; i++){
Guy.WriteOutput();
if (Guy == null){
break;
}
}
}
}
You're dropping the old guy on the floor with every iteration. Instead you want to add each guy to a structure (e.g. an ArrayList), and after the input phase is done then iterate over that list and print out each guy.
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);
}
}
}
private void createRooms()
{
myNeighbor = new HashMap <String, Room> ();
crumbs = new Item("Crumbs", "small crumbs of some kind of food", 100);
eggs = new Item("Raw Eggs", "a couple of raw eggs still contained within their egg shells", 1100);
cellPhone = new Item("Cell Phone", "Mike's cell phone he must have forgotten here...", 0);
textBooks = new Item("Textbooks", "Jay's textbooks, because he can't use his bedroom to store his stuff", 0);
poptarts = new Item("Pop Tarts", "an un-opened box of chocolate pop tarts that someone must have left behind...", 1500);
pizzaRolls = new Item("Pizza Rolls", "cooked steaming pizza rolls piled high", 2000);
clothes = new Item("Clothes", "clothes, a lot of clothes all over the floor and all over the room, who knows if they're clean or not...", 0);
// miningTools = new Item("Mining Tools", "pickaxes, drills, and everything else you need to extract rocks and minerals from the earth's crust", 100);
chips = new Item("Chips", "chip bag hidden away that is only half full now", 400);
hallway = new Room("in a dark hallway with crumbs scattered over the ground", crumbs);
kitchen = new Room("in a kitchen with raw eggs lying on the counter tops", eggs);
bathroom = new Room("in a bathroom with a stand up shower, a washer, a drier, and Mike's cell phone left behind laying on the counter", cellPhone);
livingRoom = new Room("in a living room with Jay's textbooks all over the room", textBooks);
upstairsLobby = new Room("in a lobby at the top of the stairs with a box of pop tarts on the ground", poptarts);
blakesRoom = new Room("in a dark room with towers of pizza rolls covering the desk and scattered across the bed", pizzaRolls);
jaysRoom = new Room("in a cluttered room with clothes covering every inch of the floor and nothing hanging on the walls", clothes);
mikesRoom = new Room("in a bed room with mining tools and a bag of chips hidden underneath a pillow on the bed", chips);
hallway.addNeighbor("north", kitchen);
hallway.addNeighbor("west", upstairsLobby);
hallway.addNeighbor("east", livingRoom);
kitchen.addNeighbor("west", bathroom);
kitchen.addNeighbor("south", hallway);
bathroom.addNeighbor("east", kitchen);
livingRoom.addNeighbor("west", hallway);
upstairsLobby.addNeighbor("north", jaysRoom);
upstairsLobby.addNeighbor("west", blakesRoom);
upstairsLobby.addNeighbor("east", mikesRoom);
upstairsLobby.addNeighbor("south", hallway);
blakesRoom.addNeighbor("east", upstairsLobby);
jaysRoom.addNeighbor("south", upstairsLobby);
mikesRoom.addNeighbor("west", upstairsLobby);
}
Room class
import java.util.HashMap;
/**
* Write a description of class Room here.
*
* #author (Christopher a date)
*/
public class Room
{
private String description;
private Item item;
private HashMap <String, Room> myNeighbor;
public Room (String pDescription)
{
description = pDescription;
item = null;
HashMap <String, Room> myNeighbor = new HashMap <String, Room> ();
}
public Room (String pDescription, Item pItem)
{
description = pDescription;
item = pItem;
}
public String getDescription()
{
return description;
}
public Item getItem()
{
return item;
}
public void addItem(Item i)
{
item = i;
}
public boolean hasItem()
{
if (item != null)
return true;
else
return false;
}
public void addNeighbor(String pDirection, Room r)
{
myNeighbor = new HashMap <String, Room> ();
myNeighbor.put(pDirection, r);
}
public Room getNeighbor(String pDirection)
{
Room next = myNeighbor.get(pDirection);
if(next != null){
return next;
}
else{
return null;
}
}
public Item removeItem()
{
Item temp;
temp = item;
item = null;
return temp;
}
public String getLongDescription()
{
String part1 = "You are " + description;
String part2 = "You see ";
if(item != null){
return part1 + "" + part2 + "" + item.getDescription() + "" + item.getCalories();
}
return part1;
}
}
Long story short, the point of this is to add Rooms and be able to naviage them and pick up items and drop them. It has just been brought to my attention as I try to run the program that I can't have multiple north/south/east/west keys. How can I get around this so I can make this work?
It wont allow me to comment so...
I am not sure what your ROOM class looks like but I am guessing it is intialized with a hasmap in the constuctor, and ahs a method called addNeighbor to actuallymodify this hash map?
----EDIT-----
Seeing your AddNeighbor method shows that you create a new hasmap every time you add a neighbor to the hashmap. There is no need and you alraedy craeted MyNeighbor in the constuctor, now you can just "put" they new key, value combination in the hash map
Just remove the line to create a new hasmap every time.
Assuming that you want to be able to write:
Room targetRoom = currentRoom.neighbour("north");
then you need to change your design.
The neighbours need to be member (ivars) of a room, like this for example:
class Room;
typedef HashMap<string, Room*> NeighbouringRooms;
public class Room {
...
public NeighbouringRooms const& neighbour() const {
return _neighbours;
}
private NeighbouringRooms neighbours;
}
(I've omitted some details inside the class, like adding a neighbour to a room.)
Now, since there are only 4 possible directions (N, S, E, W), an array of neighbours for each room would do the trick as well.
public class Room {
public Room neighbours[4];
...
}
Room room;
room.neighbour[north] = ... ;
I want to create an application in which it checks if the word typed by user is correct or not using Google Dictionary ?
i have used the below link . But the problem with the given example is that it suggests the different words. I don't want suggestion, instead i want to only check that word entered is correct or not.
I haven't worked on it yet. But you can probably modify it as:
When you get the suggestions, instead of appending them to StringBuilder, and showing that StringBuilder to MainView, just compare all suggestions with your input string of edittext.
If it matches, then the spell is correct, else the spell is incorrect.
Code snippet:
#Override
public void onGetSuggestions(final SuggestionsInfo[] arg0) {
isSpellCorrect = false;
final StringBuilder sb = new StringBuilder();
for (int i = 0; i < arg0.length; ++i) {
// Returned suggestions are contained in SuggestionsInfo
final int len = arg0[i].getSuggestionsCount();
if(editText1.getText().toString().equalsIgnoreCase(arg0[i].getSuggestionAt(j))
{
isSpellCorrect = true;
break;
}
}
}
Hope this helps.
I'm doing this for a class, and I'm really not terribly awesome at this as I'm over a decade out of practice. I'm trying to write a program that displays a menu so the user can choose between methods of determining if it's a palindrome.
It then needs to redisplay the menu once it has completed the test. I'm getting a stack overflow error in the isPalindrome method since I combined the 2 classes into one class, which I thought would fix another problem I was having with the output! Any thoughts or directions I can take?
import java.util.Scanner;
public class PalHelper
{
public String pal;
public void MenuList()
{
System.out.println("How would you like to check your phrase?");
System.out.println("1. Check the first letter like it's the last letter - Leave no phrase unturned!");
System.out.println("2. I Prefer my Palindromes have the gentle treatment");
System.out.println("3. We're done here");
System.out.print("Selection: ");
}
public PalHelper()
{
Scanner decision = new Scanner(System.in);
MenuList();
switch (decision.nextInt())
{
//to access the character by character method of determination
case 1:
System.out.print("Enter Phrase to Test, the Hard Way:");
Scanner keyboard1 = new Scanner(System.in); //declares scanner variable for user entry
String UserInput1 = keyboard1.next();//Phrase variable
Boolean test1 = isPalindrome(UserInput1);
if (test1 == true){
System.out.println(UserInput1+" is a palindrome. That doesn't make you smart.");
}
else {
System.out.println(UserInput1+" is a not palindrome. Why don't you think a little harder and try again.");
}
System.out.println("..\n..\n..\n");
keyboard1.close();
new MenuList();
break;
//to access the string buffer method of determination
case 2:
System.out.print("Thank you for choosing the gentle way, please enter your phrase:");
Scanner keyboard2 = new Scanner(System.in); //declares scanner variable for user entry
String UserInput2 = keyboard2.next();
Boolean test2 = isPalindrome2(UserInput2);
if (test2 == true){
System.out.println(UserInput2+" is a palindrome. Congratulations! You are so wonderful!");
}
else {
System.out.println(UserInput2+" is a not palindrome. It's ok, I'm sure you'll get it next time.");
}
System.out.println("..\n..\n..\n");
keyboard2.close();
new MenuList();
break;
//exit menu
case 3:
System.out.println ( "Too bad – I hid a boot!" );
break;
//response to input other than 1,2,3
default:
System.out.println ( "No sir! Away! A papaya war is on." );
System.out.println("..\n..\n..\n");
new MenuList();
break;
}// close switch
}//close pal helper
public void Palindrome(String UserInput) {
}
public boolean isPalindrome(String UserInput) {
pal = UserInput.toUpperCase();
if (pal.length() <= 1) {//one character, automatically a palindrome
return true;
}
char start = pal.charAt(0);
char end = pal.charAt(pal.length()-1);
if (Character.isLetter(start) &&
Character.isLetter(end)) {//check if first and last characters match
if (start != end) {
return false; //if the beginning & ending characters are not the same it's not a palindrome
}
else {
Palindrome subpal = new Palindrome(pal.substring(1,pal.length()-1));
return subpal.isPalindrome(); //check middle dropping start and end letters
}
}
else if (!Character.isLetter(start)) {
Palindrome subpal = new Palindrome(pal.substring(1));
return subpal.isPalindrome(pal); //check if first letter is a letter, drop if not
}
else {
Palindrome subpal = new Palindrome(pal.substring(0,pal.length()-1));
return subpal.isPalindrome(pal); //check if first letter is a letter, drop if not
}
}//close isPalindrome
public boolean isPalindrome2(String UserInput){
pal = UserInput.toUpperCase();
pal = pal.replaceAll("\\W", "");//gets rid of space and punctuation
StringBuffer check = new StringBuffer(pal);//reverses pal string and creates new stringbuffer for check
check.reverse();
if (check.toString().equals(pal)){//checks for equality between pal and it's reverse
return true;
}
else {
return false;
}
}//close isPalindrome2
public static void main (String[]args)
{
new PalHelper();
}//close main
}//close class
Aside from my comment above, there is a problem that I noticed: in some cases, you construct a new Palindrome instance with the substring, but pass the full string while recursing to the isPalindrome() method. This causes the recursion to never terminate (which also makes your code hard to follow).
Your example is missing something, the following line has missing closing brackets:
Palindrome subpal = new Palindrome(pal.substring(1,pal.length()-1);
Your comments dont seem to match the code:
return subpal.isPalindrome(pal); //check if first letter is a letter, drop if not
Try adding Output to the Method isPalindrome() or debug it. You are probably not calling it with the right Strings and end up looping over the same Strings over and over.
public boolean isPalindrome(String UserInput) {
System.out.println(UserInput);
...
Edit: If your code really is exaclty like you posted then vhallac is right, you call isPalindrome() with the full String.
So, I made a class that takes arrays and calculates a value from them. I then decided (unknowingly) to incorporate it into a GUI interface. All went well until I noticed this strange error; one of the jtextfields (prarie) would not store text while the other (yard) does.
I looked around and found my problem similiar to mine on this site;
Updating text in a JTextField
But he had one that doesn't work at all, where I have one that works and one that doesn't.
The Code is here (it's a bit long, but most of it is GUI), so hold your breath!:
import java.awt.GridLayout;
import javax.swing.Box;
import javax.swing.JCheckBox;
import javax.swing.JLabel;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
import javax.swing.JTextField;
public class Window {
/**
* #param args
*/
private static int numb;
private static double micro, centi;
private static JTextField[] yard,prarie;
private static double[] charges,distances;
public static void main(String[] args)
{
//create a small dialog window to take in number of charged objects
JPanel startup = new JPanel();
JTextField many = new JTextField(5);
startup.add(many);
int result = JOptionPane.showConfirmDialog(null,startup , "Please Enter How Many Charged Objects are Being Evaluated", JOptionPane.OK_CANCEL_OPTION);
many.requestFocusInWindow();
//once ok is clicked, then the number input will be stored under 'numb'
//then proceed to inputFields
if (result == JOptionPane.OK_OPTION)
{
numb = Integer.parseInt(many.getText());
inputFields();
}
}
//this window opens the various JTextFields for input
public static void inputFields()
{
//top JTextFields
yard = new JTextField[numb];
JPanel chargePanel = new JPanel();
for(int x=0;x<numb;x++)
{
yard[x] =new JTextField(5);
chargePanel.add(new JLabel("Charge "+ Integer.toString(x+1)+":"));
chargePanel.add(yard[x]);
chargePanel.add(Box.createVerticalStrut(15)); // a spacer
}
//bottom JTextFields
prarie = new JTextField[numb-1];
JPanel meterPanel = new JPanel();
for(int x=0;x<numb-1;x++)
{
prarie[x]=new JTextField(5);
meterPanel.add(new JLabel("Meters "+ Integer.toString(x+1)+":"));
meterPanel.add(new JTextField(5));
meterPanel.add(Box.createVerticalStrut(15)); // a spacer
}
//JCheckBoxes
JCheckBox isMicro = new JCheckBox("Charges are in terms of microCoulombs");
JCheckBox isCm = new JCheckBox("Distances are in terms of centiMeters");
JPanel chechBox = new JPanel();
chechBox.add(isMicro);
chechBox.add(Box.createVerticalStrut(20));
chechBox.add(isCm);
//Paste them all together into one window
GridLayout gufi = new GridLayout(3,1);
JPanel host = new JPanel(gufi);
host.add(chargePanel);
host.add(meterPanel);
host.add(chechBox);
int result1 = JOptionPane.showConfirmDialog(null, host, "Please Enter Charge and Distance Values", JOptionPane.OK_CANCEL_OPTION);
//if ok is clicked, then go to 'printArr()' to print the JTextFields
//then go to assign the values from the JTextFields to private double arrays 'yard' and 'prarie'
if (result1 == JOptionPane.OK_OPTION)
{
micro = (isMicro.isSelected())? Math.pow(10, -6): 1;
centi = (isCm.isSelected())? .01: 1;
printArr();
assign();
}
}
//a makeshift method to print the value from the JTextFields
//to fix the problem of why prarie wouldn't store numbers
public static void printArr()
{
System.out.println("Charges are:");
for(int x=0;x<numb;x++)
System.out.print(yard[x].getText() + " ");
System.out.println("Distances are:");
for(int x=0;x<numb-1;x++)
System.out.print(prarie[x].getText() + " ");
}
//assigns values from JTextFields to the private double arrays 'yard' and 'prarie'
public static void assign()
{
try {
charges = new double[numb];
for(int x=0;x<numb;x++)
charges[x]=micro*Double.parseDouble(yard[x].getText().trim());
distances = new double[numb-1];
for(int x=0;x<numb-1;x++)
distances[x]=centi*Double.parseDouble(prarie[x].getText().trim());
} catch (NumberFormatException e) {
e.printStackTrace();
//inputFields();
}
calculate();
}
public static void calculate()
{
JPanel sample = new JPanel();
JTextField whichOne = new JTextField(5);
sample.add(whichOne);
int result = JOptionPane.showConfirmDialog(null,sample , "Please Enter Which Charged Object thy Wishs For", JOptionPane.OK_CANCEL_OPTION);
whichOne.requestFocusInWindow();
if (result == JOptionPane.OK_OPTION)
{
int target = Integer.parseInt(whichOne.getText());
}
}
}
Anyone who runs the code and takes the time to enter dummy values will see that 'yard' stores values while 'prarie' does not. Why is this?
*I'm pretty sure I'm overlooking obvious (as always).
Change:
meterPanel.add(new JTextField(5));
to:
meterPanel.add(prarie[x]);
in the for loop for the prarie textfields