Scrabble Been Able To Match 7 Random Tiles From ArrayList

Nov 25, 2014

I am trying to do here is to get as many words as we can to match words from the text file giving the 7 random letters from the arraylist ...

import java.io.File;
import java.io.FileNotFoundException;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Random;
import java.util.Scanner;
public class Scrabble {
public static Scanner scan = new Scanner(System.in);

[Code] .....

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How To Add Tiles To Screen

Mar 24, 2014

this is my first java game im making i tried to add tiles to the screen but i just get a black screen with no errors?

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Error While Moving The Tiles In Frame

Jan 17, 2014

I was following a tutorial on how to make a game when i suddenly got an error concerning moving tiles. i get this error when i tried to use a and d to move:

Exception in thread "Display" java.lang.ArrayIndexOutOfBoundsException: 48600
at com.cherno.graphics.Screen.render(Screen.java:44)
at com.cherno.Game.render(Game.java:124)
at com.cherno.Game.run(Game.java:87)
at java.lang.Thread.run(Unknown Source)

I do not get the error while using w or s but the tiles are still not moving when pressing them.

I have three classes at work here.

The main, Game.java;

package com.cherno;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferStrategy;

[Code] .....

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2D Game - How To Create A Library Of Tiles

Apr 8, 2014

So I'd like to make like a library of tiles, and it isn't too big, which I could just call using a method, and I would specificy what information I need to get, and it would return that information.

For example, a small section of the tiles library is grass_tile, I call this library and specify what I need, and in this case let's say I need the width, or can the character enter it from north? or can the character just stand on it? So it's like a library or array, with sections of it being named by tiles, and by mentioning these tiles I can information about them.

gTile("grass","walkon") will return true, first because I specifiy grass, and yes the character can walk on grass, so it returns a boolean value of true.

gTile("stone","width") will return 16, first because I specify stone, and the stone's png image size is 16.

What I'm asking is not for how to work out if the character can walk on the tile, or read the width of a tile, but can I create like a library from which I can obtain information by giving the name of the tile, and then telling it what info I need.

If up key pressed && gTile((yTILE + 1).name(),"walkon") == true then moveChar("up")

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Jan 19, 2015

I am making a tile based top-down 2D RPG and am using Box2D for the physics. Since my game is tile-based, there are many tiles on each map that cannot be moved through. This results in many small individual Box2D bodies. This is obviously very inefficient and makes the game lag. Therefore I figured that combining the individual tiles' bodies into larger complex groups would be better.

The way I thought of doing it is to, first, group together tiles into groups of tiles that all share 2 vertices with at least one other tile in the group. Then, for each group I do the following. First I get all of the uncommon vertices (these should be the ones on the outside of the polygon). Then I connect all of those vertices and then remove all of the overlapping lines. This should result in only lines on the outside of the polygon. Then I sort the lines so that the first line in the sorted array shares its end point with the second line's start point, etc. Then I remove the doubled vertices and using those remaining vertices (I called them the "true vertices") I create the polygon. I know that Box2D only supports convex polygons, but with Box2DSeparator I should be able to do this, but I first want this method to actually work.

/**
* Attempts to combine the given blocks into larger bodies to improve performance.
* @param bs The created wall blocks.
* @param w The world. Used for body creation.
*/
private void makeLargeBodies(Block[][] bs, World w) {
Array<Tile> tiles = new Array<Tile>();
for(int i = 0; i < bs.length; i++) {

[Code] .....

However, this is where the first problem arises. This method is extremely slow for large maps (like 200x200 tiles). I have worked at this for very long and right now my head can't figure out how to make the loop more efficient...

Now for the next part. After that I attempt to create the bodies for the TileGroups:

//create all the groups' bodies
size = groups.size;
System.out.println(size + " groups");
for(int i = 0; i < size; i++) {
TileGroup g = groups.get(i);
System.out.println("Starting group " + i + ".");
long timeCheck = TimeUtils.millis();
g.createBody(w);
System.out.println("Group 0 took " + (TimeUtils.millis() - timeCheck) + " millis");
}

*Note that the printing is for debugging purposes*...

This method is probably not a problem; it is what is inside createBody(World) that is the issue...

public void createBody(World w) {
Array<Vector2> allVertices = new Array<Vector2>();
Array<Vector2> uncommonVertices = new Array<Vector2>();
System.out.print("Starting search for uncommon vertices. ");
long timeCheck = TimeUtils.millis();

[Code] .....

Most of the code is self-explanatory (with comments). My current issue is where I connect the uncommon vertices (see the printed statements). This method does not actually finish (I have let it run for several minutes and it does not complete). This is likely due to a large number of vertices (often around 3000 in a 60x60 map), but I cannot figure out how to make the loop more efficient... Because of this early failure I don't know if the rest of the method works, both physically and in theory.

All relevant classes (Tile, TileGroup, Line) are below:

private class Tile {
private Vector2[] vertices;
private TileGroup group;
public Tile(int x, int y) {
vertices = new Vector2[4];

[Code] ....

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May 19, 2014

I have already tried every possible way for removing this bug but all failed. The problem is that sometimes my player passes through the map tiles, i mean, the algorithm is like -- if not colliding, move in required direction; else if colliding, move in opposite direction. But sometimes the second condition fails i dont understand why.

private void movement(){
left=bindObject.getLeft();
right=bindObject.getRight();
up=bindObject.getUp();
down=bindObject.getDown();
bindObject.setColliding(colliding);

[Code] .....

Where bindObject is a class which contains key bindings of following keys:-

left arrow key (when pressed) , left arrow key (when released),
right arrow key (when pressed), right arrow key (when released),
up arrow key (when pressed), up arrow key (when released),
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May 15, 2014

Alright, so I'm having problems with lines 11 - 55. I'm trying to calculate the possible tiles the clicked unit can be moved on and display it to the player.

The field is a 9 (columns) by 5 (rows) grid. A unit with can move tiles horizontally or vertically based on its movement.

Example: (unit = o; possible tiles = x) (assuming movement of 2).

[ ][ ][ ][ ][x][ ][ ][ ][ ]
[ ][ ][ ][x][x][x][ ][ ][ ]
[ ][ ][x][x][o][x][x][ ][ ]
[ ][ ][ ][x][x][x][][ ][ ]
[ ][ ][ ][ ][x][ ][ ][ ][ ]

I tried to calculate movement by finding out what column the unit is in, subtracting the column it wants to go to, multiplying the difference by *-1 if the difference is less than 0. Then, doing the same with rows and adding the difference of columns to the difference of rows and comparing it to the unit's movement. Unfortunately, with my code, it seems to move in any directions.

@Override
public void mouseClicked(MouseEvent e) {
if (Main.cards.size() > 0) {
mainloop: for (int i = 0; i < Main.cards.size(); i++) {
Card c = (Card) Main.cards.get(i);
int startingColumn = 0;

[Code] ......

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Dec 8, 2014

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So far I have gotten the random number generation part working. I have up to here:

import java.util.Random;
public class test4 {
public static void main(String[] args) {
Random random = new Random();
for(int i =0; i < 1; i++){
int num = random.nextInt(10) + 1;
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Apr 24, 2015

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Oct 4, 2014

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I wanted to use

matches(" ") method instead but really having issues with the regex

I have tried //. as well as ^[.] but they give me errors.

I am just trying to match a period but was curious as to what the form was. I read a good amount of materials and seemed simple but getting errors.

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Mar 3, 2015

I'm trying to insert some data of type date into database table using hibernate.i take the input date from an xhtml form as shown below

addEvent.xhtml
Event Date (dd-mon-yy) :
<br/>
<h:inputText id="eventdate" value="#{eventBean.eventDate}" p:required="required"
p:type="date"/>
<p/>
<h:commandButton value="Add Event" actionListener="#{eventBean.addEvent}" />
<p/>

This is my addEvent method in EventBean.java

public void addEvent(ActionEvent evt) {
uname = Util.getUname();
boolean a = EventDAO.add(this);
if ( a) {
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[Code] ....

While executing this..i get the following error: ORA-01861: literal does not match format string. Could it be due to any mismatch in date format (chrome browser automatically takes date in the format mm-dd-yyyy )? If yes, how do I resolve it? (I'm using Oracle database)

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Feb 14, 2014

With the code below, I am trying to replace all regex matches for visa cards within a given text file.

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import java.io.*;
import java.util.regex.*;
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//VISA Test
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public static void main(String args[])
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[Code]...

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Jul 25, 2014

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IGETMILK

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Oct 15, 2014

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value.replaceall(src,tgt);
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Now the problem here is it replaces all the occurrence of abc in the string value and I get the below output as :

value=""/xyz_12_1/xyz234/xyz/filename.txt";

However my requirement is only in the case the value exactly matches with source the replacement shd happen. I am expecting the output like this :

String value ="/abc_12_1/abc234/xyz/filename.txt";

Also the above code is in a function which will be called multiple times and the values will keep  on changing. However the target and source will remain the same always.

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Apr 19, 2014

I am trying to match validate user input via regex comparison. But i fail to do so.

The string that will be inserted will have the following pattern: "digit/s " and it can be repeated a random number of times.

The program will extend to characters in the future but for now i am struggling with digits.

i am using a StringBuilder to build the regex string. Or maybe i could use something else but so far i didn't make it.

So far i have this regex

Java Code: "(d+s+)+" mh_sh_highlight_all('java');

The problem is that the newline character will interfere with the last number.

So if i enter

Java Code: "3 4 555" mh_sh_highlight_all('java');

- it will not match. And the regex will only see 3 4.

But if i enter

Java Code: "3 4 555 " mh_sh_highlight_all('java');

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I did find a workaround, but i fear it is somewhat broken

I changed to

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But in this case the pattern should see 3 4 5 5 5 as the regular expression. Am i correct?

I also tried some other variants but none of them worked:

Java Code: "d+(s+|*)" mh_sh_highlight_all('java');

Or i could do something like

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Jun 12, 2014

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But when i try to give range in double digits, it throws exception. What if i have to match a number(as string) between 10 to 25 or like that.

public static void main(String[] args) {
String regex="0[14-16]";
String code="015";
boolean bool=code.matches(regex);
System.out.println(bool);
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Output:

Exception in thread "main" java.util.regex.PatternSyntaxException: Illegal character range near index 5
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package testing;
public class TestMatchMain {
public static void main(String[] args) {
Comparable[] innerCollection0 = {1,2,3,4,5};
Comparable[] innerCollection1 = {1,1,5,6,7};

[Code] .....

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Jun 29, 2014

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[code]....

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[Code] ....

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[Code] .....

1) [URL] ....
Container choice: DeployTestOne (matched the *.do extension pattern)

Exact match check: Is there a URL pattern in DD which is exactly = /MapTest/blue.do ? NO.
Directory match check: Is there any URL pattern in DD for directory /MapTest ? NO.
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2) [URL] ....
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