I am trying to create a counter that increases if an Image contained in an ImageView array is set to null. I have a Bullet class that calls the method below
Whenever I kill an enemy it sets the image to 'null'
public void Collision(ImageView ene[], Rectangle b){
for (int i = 0; i < 10 * wave; i++) {
if (ene[i].getBoundsInParent().intersects(b.getBoundsInParent())){
ene[i].setVisible(false);
ene[i].setImage(null);
score();
bulletGone();
}
}
}
My problem is that it prints out the first "Null count: " in the checkWave method, but never reaches the for loop. Am I comparing to null incorrectly?
Look at this checkWave(ImageView e[])
now check your Collision method pal, who do you set to null? go back to your checkWave(ImageView e[]) method, who you check for null?
hope you find your solution.
one tip: int counter = 10 * wave;//its final
for (int i = 0; i < 10 * wave; i++) {//save yourself some keys
or (int i = 0; i < counter; i++) {
EDIT
for (int i = 0; i < counter; i++) {
if (e[i].getImage() == null){ //now your loop will do
nullCount++;
System.out.println("Null count: " + nullCount);
}
}
Related
I want to implement the following function in PLSQL: https://www.geeksforgeeks.org/number-children-given-node-n-ary-tree/.
Is there a way to use queue.push as a function? It seems that it is not possible.
// Function to calculate number
// of children of given node
int numberOfChildren(Node* root, int x)
{
// initialize the numChildren as 0
int numChildren = 0;
if (root == NULL)
return 0;
// Creating a queue and pushing the root
queue<Node*> q;
q.push(root);
while (!q.empty()) {
int n = q.size();
// If this node has children
while (n > 0) {
// Dequeue an item from queue and
// check if it is equal to x
// If YES, then return number of children
Node* p = q.front();
q.pop();
if (p->key == x) {
numChildren = numChildren + p->child.size();
return numChildren;
}
// Enqueue all children of the dequeued item
for (int i = 0; i < p->child.size(); i++)
q.push(p->child[i]);
n--;
}
}
return numChildren;
}
I am trying to build a memory game with 16 pairs of cards.
I do not know exactly how to implement an OnClick event. I am new at using C++Builder, so please help.
The images are in an array, I allocate them dynamically like this:
for(int i=0;i<4;i++)
{
for(int j = 0; j < 8 ; j++)
{
VectorOfImages[i*8+j]=new Card(9+i*112,9+j*112,pan, 0);
VectorOfImages[i*8+j]->image->Picture>LoadFromFile("...OOP\\c\\images\\0.bmp");
VectorOfImages[i*8+j]->image->Tag=i*8+j;
VectorOfImages[i*8+j]->image->Enabled=false;
}
}
OnClick is a property of TImage, you can assign it like you would any other property, eg:
for(int i = 0; i < 4; ++i)
{
for(int j = 0; j < 8; ++j)
{
int idx = (i*8) + j;
VectorOfImages[idx] = new Card(9+i*112, 9+j*112, pan, 0);
VectorOfImages[idx]->image->Picture->LoadFromFile("...OOP\\c\\images\\0.bmp");
VectorOfImages[idx]->image->Tag = idx;
VectorOfImages[idx]->image->Enabled = false;
VectorOfImages[idx]->OnClick = &ImageClicked; // <-- here
}
}
Then, add ImageClicked() to your Form:
private:
void __fastcall ImageClicked(TObject *Sender);
...
void __fastcall TMyForm::ImageClicked(TObject *Sender)
{
// Sender points at the TImage that was clicked...
TImage *Image = static_cast<TImage*>(Sender);
// use Image as needed...
}
import processing.core.PApplet;
public class gl extends PApplet {
static int neighborCount;
static int screenRows;
int tNC; // Temporary Neighbor Count
int newState;
int columns = 960;
int rows = 477;
int[][] cells = new int[columns][rows];
int[][] newGen = new int[columns][rows];
public static void main(String[] args) {
PApplet.main("gl");
}
public void settings() {
size(1920, 955);
}
public void setup() {
// Set background white and all of cells[][] to 0 or 1
screenRows = 0;
background(255);
for (int j = 0; j < (rows / 2); j++) {
for (int i = 0; i < (columns / 2); i++) {
cells[i][j] = (int) random(0, 2);
}
}
}
public void draw() {
// If program has finished generating this frame, reset everything and set cells[][] equal to newGen[][]
if (screenRows > (height / 2)) {
screenRows = 0;
System.out.println("End of generation reached");
background(255);
cells = newGen.clone();
for (int i = 0; i < columns; i++) {
for (int j = 0; j < rows; j++) {
newGen[i][j] = 0;
}
}
}
// Go through every element in cells[][], determine it's value, and display it
for (int x = 1; x < (width / 2) - 1; x++) {
for (int y = 1; y < (height / 2) - 1; y++) {
printCell(x, y);
}
}
screenRows++;
}
public void printCell(int x, int y) {
setCellState(x, y);
if (newGen[x][y] == 0) {
stroke(255);
fill(255);
} else if (newGen[x][y] == 1) {
stroke(0);
fill(0);
}
System.out.println(x + ", " + y);
rect(x, y, 2, 2);
}
public void setCellState(int x, int y) {
tNC = getNeighborCount(x, y);
neighborCount = 0;
System.out.println(tNC);
if (tNC < 2) { // If less than 2 neighbors, cell dead
newGen[x][y] = 0;
} else if (tNC > 3) { // If more than 3 neighbors, cell dead
newGen[x][y] = 0;
} else if ((tNC == 2 || tNC == 3) && cells[x][y] == 1) { // If 2 or 3 neighbors and cell is alive, do nothing (unnecessary statement but makes visualizing easier)
} else if (tNC == 3 && cells[x][y] == 0) { // If 3 neighbors and cell is dead, cell is alive
newGen[x][y] = 1;
} else if (tNC == 2 && cells[x][y] == 0) { // If 2 neighbors and cel is dead, do nothing (also unnecessary)
} else {
System.out.println("Error in setCellState(int, int);"); // In event of none of the conditions being met
}
tNC = 0; // Reset variable (probably unnecessary but might as well)
}
public int getNeighborCount(int x, int y) {
// Go through each cell adjacent or diagonal to the cell and add it's value (0 or 1) to neighborCount
for (int i = -1; i < 2; i++) {
for (int j = -1; j < 2; j++) {
neighborCount += cells[i + x][j + y];
}
}
// Subtract the value of the cell being evaluated from neighborCount as that is not a factor in the sum of the neighbors
neighborCount -= cells[x][y];
return neighborCount;
}
}
Pastebin
I am just going for functionality over speed, for now.
I am attempting to code Conway's Game of Life using Processing in Eclipse. The above code is dysfunctional in multiple ways:
The generation displayed appears much smaller in the window than I want to be. It only takes up a fraction of the window despite my efforts to counterbalance this by making each cell 2x2 pixels and half as many rows and columns as the window is tall and wide.
Also, the generation does not appear to update in the window after the first generation is displayed after a few seconds.
I noticed that the variable tNC is often equal to 0 when it should be equal to any number from 0 to 7.
You've got three main problems.
Problem 1: You seem to be generating the next generation as you render cells, which might be okay... but then what are you doing with the screenRows logic (the if statement in your draw() function)?
If I were you, I would split your logic up into two sections: write one function that draws your board, and another function that returns a new board based on the current one. Stop trying to calculate the next generation as you're drawing the current generation, as that's just going to give you a ton of headaches.
I also don't think your logic for switching between the arrays is correct. Which array holds the current generation, and which holds the next generation? Are you sure?
Problem 2: You seem to be switching between pixel sizes and array coordinates. For example, you're drawing each cell at its array index coordinate, but you're drawing them as 2x2 rectangles. This doesn't make a ton of sense, since you're just going to draw over top of it with the next cell anyway. Again, separate your logic: create a function that draws a cell based on the window width and height, an array position, and an array length.
Problem 3: Your print statements are killing your framerate. Print statements are notoriously slow. Your framerate is already pretty slow because of all of the calculations you're doing, but it gets even slower when you print out (960*477*2) things every single frame. This isn't really a logic error, but it makes it harder to see exactly what your program is doing.
The Solution: To fix your problems, I'd recommend refactoring your code quite a bit. If I were you, I would start over with a new program. Then:
Step 1: Separate your drawing logic from your logic for calculating the next generation. Create two functions: one for drawing, and another one that returns a new array based on the current one.
Step 2: In your drawing code, make sure you separate your array indexes and your pixel positions. Maybe write another function that takes a cell position and draws a rectangle based on the window size and the array size.
PS: Are you in the same class as this person? Are you using Daniel Shiffman's code too?
I'm trying to print a chessboard to the console using a 2D array. For testing purposes, I'm trying to simply populate the board as 'x' chars. However, I keep getting an ArrayIndexOutOfBounds exception when I try to populate the array with the following:
public void setupBoard(){
for (int i=0; i < height; i++){
for (int j=0; j < width; j++){
boardArray[i][j] = 'x';
}
}
}
The error apparently occurs at boardArray[i][j] = 'x';
Everything seems to be in order, I dont see why this isnt working.
EDIT: I got the array to populate, but now I cannot format the printing correctly. The contents all print on one line, instead of as an 8x8 square of 'x' chars. Here's what I have now:
public void displayBoard(){
for (int k=0; k < boardArray.length; k++)
for (int l=0; l < boardArray[k].length; l++){
System.out.print(boardArray[k][l]);
}
System.out.println();
}
Well, presumably it's because you haven't created the board properly. Unfortunately you haven't shown us the array creation statement. It should be something like:
char[][] boardArray = new char[height][width];
EDIT: Okay, now for the printing part. Your current code is:
public void displayBoard(){
for (int k=0; k < boardArray.length; k++)
for (int l=0; l < boardArray[k].length; l++){
System.out.print(boardArray[k][l]);
}
System.out.println();
}
This is equivalent to:
public void displayBoard() {
for (int k = 0; k < boardArray.length; k++) {
for (int l = 0; l < boardArray[k].length; l++) {
System.out.print(boardArray[k][l]);
}
}
System.out.println();
}
... so you're only calling println after the outer loop has finished. If you just move the call to println to after the inner loop, it'll be fine:
public void displayBoard() {
for (int k = 0; k < boardArray.length; k++) {
for (int l = 0; l < boardArray[k].length; l++) {
System.out.print(boardArray[k][l]);
}
System.out.println();
}
}
Note that this sort of thing is clearer if you always include braces for loops, if statements etc.
I have created this code, and when I run it, don't get any errors until the arrow leaves the screen (ie: (*I)->x>maxx), after which the O will randomly teleport (Well, I'm guessing its not random, but I'm trying to find a pattern to it).
EDIT: the random teleportation don't seem to occur if I move up, and if I move down, the O is teleported directly to the bottom. Also, a glitch has occured where the O becomes a '>'. (I am trying to figure out how that happens)
EDIT: the transform-into-'>' glitch occurs if the O is at the bottom right of the screen (player.x=9;player.y=9) and the sequence "wqs" is entered.
EDIT: I've removed the class declarations because I am fairly sure that the error is within the _move()s and check().
EDIT: The transform glitch appears to occur when 'wq' is typed, then any other character is entered (ie "skiping" the next move)
EDIT: The tranform glitch occurs when player.x=9; player.y=8; and then 'q' is pressed, the next move the player tranforms into a '>'
This is the code:
#include<vector>
#include<iostream>
#include<string>
using namespace std;
const int maxx = 10, maxy = 10; //two constants that show the size of the sector
char sector[maxx][maxy]; //array of characters used to display the sector
prgm player(0, 0, 'O'); //player definition at x0,y0,and displayed with 'O'
const int vsize = 1; //size of the enemy array (ie: how many enemies there will be
X1 a(9, 5, 'X', 10); //enemy "a", has a move function that moves it back and forth
virus * viral_data[vsize] = {&a}; //array of enemies used to set the sector
vector<antivirus*> antiviral_data; //vector of pointers to "antivirus" the weapon used
vector<antivirus*>::iterator I; //iterator for previous vector
void display() //function to display the sector
{
for(int i = 0; i < maxy; i++)
{
for(int j = 0; j < maxx; j++)
{
cout<<sector[j][i];
}
cout<<endl;
}
return;
}
void p_move() //function to get players input, then move the player or create "antivirus"
{
char dir;
cin>>dir;
switch(dir)
{
case 'w':
player.y--;
break;
case 'a':
player.x--;
break;
case 's':
player.y++;
break;
case 'd':
player.x++;
break;
case 'q':
antiviral_data.push_back(new aX1(player.x, player.y, '>')); //creates a new aX1 at the players position
break;
}
return;
}
void v_move() //uses the enemies move
{
for(int i = 0; i < vsize; i++)
{
viral_data[i]->move();
}
return;
}
void a_move() //uses the weapon (ie: moves the weapon forward)
{
for(I = antiviral_data.begin(); I < antiviral_data.end(); I++)
{
(*I)->move();
}
return;
}
void set() //sets the sector array (char)
{
for(int i = 0; i < maxy; i++)
{
for(int j = 0; j < maxx; j++)
{
sector[j][i] = ' '; makes the entire sector blank
}
}
sector[player.x][player.y]=player.sym; //sets the sector at the player's position to 'O'
for(int i = 0; i < vsize; i++)
{
sector[viral_data[i]->x][viral_data[i]->y] = viral_data[i]->sym; //sets the sector at each enemy's position to be 'X'
}
for(I = antiviral_data.begin(); I < antiviral_data.end(); I++)
{
sector[(*I)->x][(*I)->y] = (*I)->sym; //sets the sector at each weapon's position to be '>'
}
return;
}
void check() //prevents the player from moving off the screen, erases bullet if it moves of the screen (to prevent access to non-allocated memory)
{
if(player.x < 0)
{
player.x = 0;
}
if(player.y < 0)
{
player.y = 0;
}
if(player.x > (maxx-1))
{
player.x = (maxx-1);
}
if(player.y > (maxy-1))
{
player.y = (maxy-1);
}
//PROBLEM APPEARS TO OCCUR HERE
for(I = antiviral_data.begin(); I! = antiviral_data.end();)
{
if((*I)->x > maxx)
{
I = antiviral_data.erase(I);
}
else
{
I++;
}
}
//*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
return;
}
int main()
{
while(true)
{
set(); //set sector
display(); //display sector
p_move(); //player's move
v_move(); //enemy's move
a_move(); //bullet's move
check();//check moves
}
return 0;
}
In check(), the test
((*I)->x > maxx)
should be
((*I)->x >= maxx)
. This is an off-by-one error that lets the > get one square off the screen. When the display routine tries to display it, it clobbers the display symbol for the X.