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.
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) {
I have a super class and an inherited class. What it is supposed to do is display random images in one applet. The images dont match the words and images dont match the wording. What am I doing wrong? Probably a few errors.
Super Class:
import java.awt.Color;; public class Dukes { private Color noseColor = Color.red; // default Dukes have red noses private String action = "../../images/duke/dukeWave.gif"; //default Dukes are friendly private String whatDoing = "Give me something to do"; private String message= ""; public Dukes() { int rint = (int)(Math.random() * 3); // randomly generates a 0, 1, or 2 if (rint == 0)
What I'm trying to do is display an entire deck of cards in 4 hands, randomly shuffled. These will be displayed as images in a pane. The images are numbered 1-52(not using Jokers) so what I have done is created an array that contains those numbers. Then I am randomly shuffling that array. What I can't figure out how to do is display the images using the randomly shuffled numbers in the array to do it? Is this even possible or am I totally on the wrong track on how to do this? This seemed like the obvious way to go when I started. Showing images isn't a problem, it's showing them using the array's element to get the image name that I'm having trouble figuring out.
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 {
"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 am making a game in java eclipse which has a 3 category for kiddie, teenage and young adult, that also has subcategory which Q&A and images, my problem was i cant make an images quiz (like a logo quiz) that is randomize what i only made was to display an only one image if i clicked button and its only one image, how can i make showing one image then another one image if i clicked some button like NEXT...
I'm following this tutorial![URL] I've copied over a lot of the code and also copied/pasted other parts! I understand how it works, but I can't figure out why the "X" or "O" won't paint onto the screen when the window is clicked on! Only a button is drawn when I click on the screen.
/* package tictactoe; import javax.swing.*; import java.awt.Image; import java.awt.event.MouseListener; import java.awt.event.MouseEvent; import java.awt.Toolkit;//look into this library
/* * To change this license header, choose License Headers in Project Properties. * To change this template file, choose Tools | Templates * and open the template in the editor. */ package part1; import java.awt.*; import java.applet.*; import java.awt.event.*; import javax.swing.*; class brick {
I'm trying to create a cursor for a game that moves square by square. While it will move to the next square, though, it leaves the image of the previous cursor on the last square it was on.
As a visual explanation, this is what the program looks like on launch:
This is what it's suppose to look like after you press the right arrow key once (made by forcibly changing launch coordinates):
And this is what it actually looks like after you press the right arrow key once:
Here is the code for the program:
package cursortest; import javax.swing.*; import java.awt.*; import javax.imageio.*; import java.io.*; import java.awt.event.*; public class CursorTest extends JPanel implements KeyListener{
[Code] ......
I'm fully aware that I could just use g.clearRect on the area and remove it for sure, but I know for a fact I shouldn't have to as I have another program I made a long time ago that tried to do something similar without needing to resort to that.
Exception in thread "main" java.lang.NullPointerException at javax.swing.ImageIcon.<init>(ImageIcon.java:205) at GUI.<init>(GUI.java:26) at Apples.main(Apples.java:7)
i think the problem is to do with my images not being recognised. I put them in my source in User>...>workspace>src which is correct as far as i know. From what i know the images should show up if i look at my src file in eclipse but they dont. I tried changing the file type from .png to .jpg but it makes no difference.
<%@ page language="java" isErrorPage="true" contentType="text/html; charset=ISO-8859-1" pageEncoding="ISO-8859-1"%> <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1"> <title>Error</title> </head>
[code]...
I have put error.jsp and badpage.jsp file in public access folder that is web content in eclipsewhen I am running the code I am status code of 500 and not the errorpage.jsp message .
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;
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;