I would like to use the IEnumerable function Intersect() to combine a few list and get the similar integers from each list. The problem I'm faced with is that I don't know how many list I will need to compare.
Here is an example:
A{1,2,3,4}
B{1,2,3}
C{1,2}
results = A.Intersect(B).Intersect(C)
This works great, but the next time around I may have a D{1,2} next time I come across the function.
I'd like to use the Intersect method, but I'm open to new ideas as well.
If you are receivng the collections in a list, you could do this:
List<List<int>> lists = new List<List<int>>();
var result = lists[0].AsEnumerable();
for (int i = 0; i < lists.Count - 1; i++)
{
result = result.Intersect(lists[i + 1]);
}
Related
Hi im relatively new to c# code and i was wondering if there is any way to get the amount of columns and rows in a grid and store that amount in a variable
Something like:
var columnamount = grid.columnamount;
But i could not find anything that works
Thanks
You can use the following code to get a count of the columns and rows directly via the ColumnDefinitions and RowDefinitions properties. No need to enumerate the children of the grid because you may not have views in every column/row.
var columnCount = grid.ColumnDefintions.Count;
var rowCount = grid.RowDefinitions.Count;
For reference the documentation.
You might be able to do it this way, purely based on what I see in the docs:
var countColumns = grid.Children.Where( c => c.Column).Max();
var countRows = grid.Children.Where( c => c.Row).Max();
But I'm not sure if you can access Row anf Column properties on the child element.
This is not the best way to check, I guess, but it's working (same thing for columns):
EDIT: nope, for columns it doesn't work
int GetRowsCount(Grid grid)
{
var item = grid.Children.FirstOrDefault();
return item != null ? Grid.GetRow(item) + 1 : 0;
}
I have a viewScope "selection" which is a vector.
I would like to be able to read a specific elementh (third in this case)
I thought dooing it with an iterator like this , but it just gives me all the elements instead of the third...
var i = 0;
for (var it = viewScope.selection.iterator();it.hasNext();i++ ) {
if (i == 3){
sessionScope.example="item "+i+"="+it.next();
}
}
Maybe I don't really understand your question, but you can get the third element via index, i.e. like
viewScope.selection[2]
or
viewScope.selection.get(2)
I feel really dumb for having to post this, but I've been trying to achieve this for an entire week now and I'm getting nowhere!
I'm trying to create a highscore board. Top 10 scores, saved to an INI file. I have searched every single thing on the entire internet ever. I just do not get it.
So what I have tried is this...
I have a "load_room" setup. When this room loads, it runs this code:
ini_open('score.ini')
ini_write_real("Save","highscore_value(1)",highscore_value(1));
ini_write_string("Save","highscore_name(1)",highscore_name(1));
ini_close();
room_goto(room0);
Then when my character dies:
myName = get_string("Enter your name for the highscore list: ","Player1"); //if they enter nothing, "Player1" will get put on the list
highscore_add(myName,score);
ini_open('score.ini')
value1=ini_write_real("Save","highscore_value(1)",0);
name1=ini_write_string("Save","highscore_name(1)","n/a");
ini_close();
highscore_clear();
highscore_add(myName,score);
score = 0;
game_restart();
I'm not worried about including the code to display the scores as I'm checking the score.ini that the game creates for the real values added.
With this, I seem to be able to save ONE score, and that's all. I need to save 10. Again, I'm sorry for asking the same age-old question, but I'm really in need of help and hoping someone out there can assist!
Thanks so much,
Lee.
Why you use save in load_room instead load?
Why you clear the table after die?
You need to use loop for save each result.
For example, loading:
highscore_clear();
ini_open("score.ini");
for (var i=1; i<=10; i++)
{
var name = ini_read_string("Save", "name" + string(i), "");
var value = ini_read_real("Save", "value" + string(i), 0);
if value != 0
highscore_add(name, value);
}
ini_close();
room_goto(room0);
Die:
myName = get_string("Enter your name for the highscore list: ","Player1");
highscore_add(myName, score);
ini_open("score.ini");
for (var i=1; i<=10; i++)
{
ini_write_string("Save", "name" + string(i), highscore_name(i));
ini_write_string("Save", "value" + string(i), string(highscore_value(i)));
}
ini_close();
score = 0;
game_restart();
And few more things...
score = 0;
You need do it when game starts, so here it is unnecessary.
get_string("Enter your name for the highscore list: ","Player1");
Did you read note in help?
NOTE: THIS FUNCTION IS FOR DEBUG USE ONLY. Should you require this functionality in your final game, please use get_string_async.
I used ini_write_string(..., ..., string(...)); instead ini_write_real() because second case will save something like 1000.000000000, and first case will save just 1000.
Hi
I am creating online quiz in asp.net c#. For that i have one form that displays testlist in dropdownlist & start button. After clicking 2nd form appears, 2nd form shows one label for question, radiobuttonlist for answers ,next & checkbox for review. I am creating array of random question ids in start button click event of the 1stform. when i click next button in 2nd form then next random question appears, i want array of questions those are checked for review. I used code for arrays of values ( eg.10101) 1 for true & 0 for false as follows but i want array of that question ids those are checked:
int[] a = (int[])Session["values"];//this is array of random question ids created in 1st form
int g;
if (chkmark.Checked == true)
{
g = 1;
}
else
{
g = 0;
}
int[] chkarray = new int[Convert.ToInt32(Session["Counter"]) - 1];
int[] temp1 = (int[])Session["arrofchk"];
int k, no;
if (temp1 == null)
no = 0;
else
no = temp.Length;
for (k = 0; k < no; k++)
{
chkarray[k] = temp1[k];
}
chkarray[j] = g;
Personally, i would use a Dictionary<int, bool> for this.
In the key of the dictionary, you can store the random Question ID, in the value of the pair, you can store the checked item state. It might take you more work now to refactor it, but I believe it will save you a lot of time in the end when you want to do more actions on your quiz items.
Using a dictionary - or at least a well chosen collection, I think it will be easier to get the right data back.
For your example, it can work only if the positions of both arrays are the same.
Dictionary<int, bool> quizAnswers = new Dictionary<int, bool>(); // <questionID, checked>
// Fill dictionary with questions and answers
for(int i=0;i<a.length;i++)
{
if(temp1.length > i) // Make sure we don't get an IndexOutOfBoundsException
{
quizAnswers.Add(a[i], temp1[i] == 1);
}
}
// Get Answered question in array ( LINQ )
int[] checkedAnswers = (from KeyValuePair<int, bool> pair in quizAnswers
where pair.Value == true
select pair.Key).ToArray<int>();
The reason I am using a Dictionary here, is because I personally think it's neater than having two separate arrays.
I believe you should implement a Dictionary in your quiz, in stead of those arrays. What if the array indexes don't match, or you want to dynamically add a question to a fixed size array, etc..
It's something to take into consideration. Hope I could help you out.
i have an application in which i have around 100 textinputs all are numbers
i want to simplify the addition ie. any other way than saying txt1.text+txt2.text.....
that would increase my code a lot
is it possible to have (n+=txt*.text) or some thing like that
any help would be appreciated have to get the application done in two days thank you
If txt1, txt2 etc are public properties of the class representing this, you can use the following code to get the sum of the numbers in the text inputs.
var n:Number = 0;
for(i = 1; i <= total; i++)
n += Number(this["txt" + i].text);
To get a concatenated string:
var s:String = "";
for(i = 1; i <= total; i++)
s += this["txt" + i].text;
If the text inputs are properties of a different class, use the instance name of the object instead of this. For example:
instanceName["txt" + i].text;
Another solution that is more clean is to store them in an array and loop through them. But that might require changes in other parts of your code.