So I have that traditional memory game homework assignment and for some reason I can't figure out how to put the codes in order. I can't figure out the arrangement to make it work. So far I have
import java.util.Random;
import java.util.Scanner;
public class MemoryGame {
Making a memory game where you click a square it turns over an image and you match the two pretty simple. My issue is my images are not displaying and I am not sure why everything looks correct to me.
"A common memory matching game played by young children is to start with a deck of cards that contain identical pairs. For example, given six cards in the deck, two might be labeled
1, two might be labeled 2 and two might be labeled 3. The cards are shuffled and placed face down on the table.
The player then selects two cards that are face down, turns them face up, and if they match they are left face up. If the two cards do not match they are returned to their original position face down. The game continues in this fashion until all cards are face up.Write a program that plays the memory matching game. Use sixteen cards that are laid out in a 4x4 square and are labeled with pairs of numbers from 1 to 8. Your program should allow the player to specify the cards that she would like to select through a coordinate system.For example in the following layout:
All of the cards are face down except for the pair 8 which has been located at coordinates (1,1) and (2,3). To hide the cards that have been temporarily placed face up, output a large number of newlines to force the old board off the screen.Use 2D array for the arrangement of cards and another 2D array that indicates if a card is face up or face down.Or, a more elegant solution is to create a single 2D array where each element is an object that stores both the cards value and face.Write a function that shuffles the cards in the array by repeatedly selecting two cards at random and swapping them.
Note:To generate a random number x, where 0<= x <1, use x=Math.random();.For example, multiplying y six and converting to an integer results in an integer that is from 0 to 5."I have been thinking about the algorithm and design of the question for a few hours.
I and a friend are working with a project to create a file system, who manages a secondary memory simulated as a byte array in Java. We want the file system to be a hierarchical tree structure like in UNIX.
We have come quite far, but the paths are not handled correct. I seem to have mistaken the relative folder ./ for the root folder, but it should mean "working directory folder", ie, where I stand now. That is, if I stand in /dir1 as my "working directory" and make mkdir ./dir2 then should dir2 end up as subfolder in dir1. But with me it appears in the root.
I know a lot of people taking beginning java courses have posted questions about creating a tic tac toe game, but here is another one. Below is my code. I can't seem to get the X's and O's to show up on the board or to determine a winner.
import java.util.*; public class Trial3 { public static char turn; public static int count; public static void main(String[]args) { Scanner input=new Scanner(System.in); char[][]b=new char[3][3]; boolean flag=false; count=0;
I am writing a Bingo program for a class and have reached a roadblock. How do I call 5 numbers from the array and where do I store them so I can populate them back into my JLabels on the Bingo card. I'm sure there are more complicated ways to do this, but I'd like to keep it simple so I actually understand the process. I understand that I will need to shuffle the numbers in the array before choosing them, but I also am not sure how to do that.
int [] BArray = {1,2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15}; for (int index = 0; index > 5; index++) { }
For an array implementation of a Hangman game I have created an array to hold the game board progress. It is initialized as "_ _ _ " where the underscores represent the number of letter in the word to be guessed. I have written the following method to replace underscores with a correct guess. It is functioning correctly in that it is replacing the underscore with a correct character guess, but it is only replacing the first time this letter appears in the word. I.e. for "greed" guessing "e" would only replace the first e: _ _ e _ _how I may be able to fix this issue.
// Updates gameboard from "_" to current guess if guess is correct if (isCorrectGuess(move)==true){ if(inWinningState()==false){ guessProgress[charLocation] = guess;} return true;}
I am making a very simple 2D array game where the player is asked what size they would like the game board to be. After entering, it displays the board and the player 'P' starts at index [0][0]. After that, they are asked for an action, which can be "up", "down", "left", "right", or "exit". I will be including some extra later (like a treasure at the end, or random obstacles), but for now this is what the game consists of.
I was instructed to "do nothing" when/if the player attempts to go out of bounds. I am trying to simply print an error, such as "Out of bounds! Try again.", then prompt the player again for an action. I even tried to make a boolean method to catch it, but to no avail.
I don't want the exception to occur at all. I just simply want the error message to print to the player and ask for another action. I would prefer not to use try/catch, or try/catch/finally since I already tried that and it still gave the exception error.This program consists of two classes. I will show the class containing the main first, then the client-server type class second.
import java.util.Scanner; public class Driver { public static void main(String[] args) { World world = new World(); boolean keepPlaying; keepPlaying = true; boolean isOutOfBounds; isOutOfBounds = false; int height = 0; int width = 0; int x = 0; int y = 0;
Opoly works this way: The board is a circular track of variable length (the user determines the length when the game app runs). There is only one player, who begins the game at position 0.
Thus, if the board length is 20, then the board locations start at position 0 and end at position 19. The player starts with a reward of 100, and the goal of the game is to reach or exceed reward value 1000. When this reward value is reached or exceeded, the game is over. When the game ends, your program should report the number of turns the player has taken, and the final reward amount attained.
In Opoly the game piece advances via a spinner - a device that takes on one of the values 1, 2, 3, 4, 5 at random, with each of the five spin values equally likely.
Although the board is circular, you should draw the state of the board as a single "line", using an 'o' to represent the current player position, and * represent all other positions. Thus if the board size is 10, then this board drawing:
**o******
means that the player is at location 2 on the board.
Here are the other Opoly game rules:
If your board piece lands on a board cell that is evenly divisible by 7, your reward doubles.
If you land on the final board cell, you must go back 3 spaces. Thus if the board size is 20, the last position is position 19, and if you land there, you should go back to position 16. (If the position of the last cell is evenly divisible by 7, no extra points are added, but if the new piece location, 3 places back, IS evenly divisible by 7, then extra points ARE added).
If you make it all the way around the board, you get 100 points. Note that if you land exactly on location 0, you first receive 100 extra points (for making it all the around), and then your score is doubled, since 0 is evenly divisible by 7,
Every tenth move (that is, every tenth spin of the spinner, move numbers 10,20,30,... etc.), reduces the reward by 50 points. This penalty is applied up front, as soon as the 10th or 20th or 30th move is made, even if other actions at that instant also apply. Notice that with this rule it's possible for the reward amount to become negative.
Here is the driver class for the game:
import java.util.*; public class OpolyDriver{ public static void main(String[] args){ System.out.println("Enter an int > 3 - the size of the board"); Scanner s = new Scanner(System.in); int boardSize = s.nextInt();
[Code] ....
heres the methods:
REQUIRED CODE STRUCTURE: Your Opoly class must include the following methods (in addition to the Opoly constructor) and must implement the method calls as specified:
playGame - The top-level method that controls the game. No return value, no parameters. Must call drawBoard, displayReport, spinAndMove, isGameOver.
spinAndMove - spins the spinner and then advances the piece according to the rules of the game. No return value, no parameters. Must call spin and move.
spin - generates an integer value from 1 to 5 at random- all equally likely. Returns an integer, no parameters.
move - advances the piece according to the rules of the game. No return value, takes an integer parameter that is a value from 1 to 5.
isGameOver - checks if game termination condition has been met. Returns true if game is over, false otherwise. No parameters.
drawBoard - draws the board using *'s and an o to mark the current board position. Following each board display you should also report the current reward. No return value, no parameters.
displayReport - reports the end of the game, and gives the number of rounds of play, and the final reward. No return value, no parameters.
Im trying to make a tic tac toe game that you play against the computer using a random number generator and two dimensional arrays for the game board. Im not trying to make a GUI, the assignment is to have the board in the console, which I have done. I have run into a few problems with trying to get the computer player to correctly generate 2 integers and have those two integers be a place on the game board. Here is my code so far.
import java.util.Random; import java.util.Scanner; public class TicTacToe { private static Scanner keyboard = new Scanner(System.in); private static char[][] board = new char[3][3]; public static int row, col;
As you can see instead of displaying the champion name it is displaying the memory location and I do not know how to fix it.
class Champions { String name; Champions [] weak = new Champions [3]; Champions [] strong = new Champions [3]; String [] items = new String [3]; public static void main (String [] args) {
For some reason my code returns the memory address of the array when its a print statement with a string, but it works fine when its in a separate print statement all by itself. Why? Do I need to create a toString method that converts a char array to a String to something? The reason why I ask that is becuase on Eclipse line 10 has a warning stating "Must explicitly convert char[] to a String".
public class Ex { private String word; public Ex(String word) { this.word = word; } public char[] Display(){ char[] wordChars = this.word.toCharArray(); return wordChars;
[Code] .....
Result:
Hello world The word is: [C@1db9742
I also tried this, knowing that it's a long shot, but that didnt do anything...
public String toString(){ Ex ex = new Ex(this.word); char[] word = ex.Display(); String updated = word.toString();//counter intuitive? return updated; }
I had a question about data structures. For the insert method of a linked list, the 'node' object is declared in the insert method. So doesn't the 'node' get destroyed as soon as the closing brace of the insert method is encountered? How do all the nodes continue to occupy memory?
when running Eclipse, roughly 250k memory is used by it?In my Task Manager, it says: javaw.exe00265,000 KJava(TM) Platform SE binary.The value of 265,000 K is of course fluctuating, but around this value. Btw, this is when Eclipse is just running in the background, without even any java programs running in it. Is this normal memory usage by Eclipse?
Started ok i guess? But when it comes to the save and get methods im totaly lost.. (See the code)
import java.util.HashMap; public class Model { HashMap<Integer,Long> m = new HashMap<Integer,Long>(); Integer value; Long result = 2 * computePower(value-1); public long computePower(int value){ if(value <= 0 )
Basically we have to create a calculator that it will have to keep track of the current value, and do the functions that the calculator uses.
But I have it working for the most part, but the current value does not keep...
The double " currentValue " Must stay private.
import java.util.*; public class MemoryCaluclator { private double currentValue; public static void main(String[] args) { Scanner stdIn = new Scanner(System.in); int answer = 0;
I understand how to write a child object. I know what can access what and the order of execution of each statement, including fields, initialization blocks, and constructors. I know what will be inherited by the child and how private fields and methods are not inherited. I also know that private fields and methods in Parent are still accessible indirectly through constructors, and non-private methods. I know how to use super() and this() with or without parameters. I know when super() will be automatically inserted by the compiler and how the Object class will always be the ultimate parent class. However, I have not been able to find an explanation of exactly (or even approximately) how all this is actually put together into an actual object in memory.
For instance, if Parent.field is private and Parent.fieldGetter() is public then Child inherits fieldGetter() and can call it directly as if it is a member of Child. In fact other classes can call Child.fieldGetter() with no clue that it is not an actual member of Child. But, if fieldGetter() is now part of Child and Parent was never actually instantiated, then how is Parent.field available for Child.fieldGetter() to read? In fact, how does Parent.field exist at all? Where is it stored? (OK, I know, "on the heap.") But I want to know what it is associated with in memory. Is it treated like part of Child? Is there really a Parent object on the heap and Child simply contains references to the parts of Parent that it inherited? What?
I am working on a game project. Whenever we are starting our game application in production, it works perfectly around 3 days after 3 days, CPU utilization is increasing upto around 95% to 99% and application stops to respond. Before 6 days, I started application again and we doubled our Perm Gen memory size. The same problem happened but it happened after 6 days.
Now, i am not able to relate CUP utilization to Perm Gen memory. Is Perm Gen memory effect CPU utilization?
I just made an application with javafx that cycles videos in a folder. I had to set the next video firing the setonendofmedia event, so they are in a cycle, but the problem is that the application loads every video at the beginning, so after a while it fills memory and crashes.Is there another way to cycle videos without pre-load them or a way to flush memory every while?
But reading this article ( JavaFX - APIDesign ) I understand that the algorithm is obsolete. It does not quite find what is the algorithm that improves the integration of javafx and swing without using separate threads.