I'm making a memory game in C#. It has 10 pairs of cards, total 20. It's supposed to work like this: When pressing the Start button, the game shuffles randomly the cards and reveals all cards. After 3 seconds it flips them. Then, the player has to find all pairs.
I'm having a problem with shuffling. I wrote this code. It's being executed when I press the Start button:
foreach (String icon in icons)
{
int x1 = r.Next(1, 21);
int x2 = r.Next(1, 21);
if (!num.Contains(x1))
{
num.Add(x1);
}
else
{
do
{
x1 = r.Next(1, 21);
} while (!num.Contains(x1));
num.Add(x1);
}
if (!num.Contains(x2))
{
num.Add(x2);
}
else
{
do
{
x2 = r.Next(1, 21);
} while (!num.Contains(x2));
num.Add(x2);
}
switch (x1)
{
case 1:
pictureBox1.Image = Image.FromFile(icon);
break;
case 2:
pictureBox2.Image = Image.FromFile(icon);
break;
case 3:
pictureBox3.Image = Image.FromFile(icon);
break;
case 4:
pictureBox4.Image = Image.FromFile(icon);
break;
case 5:
pictureBox5.Image = Image.FromFile(icon);
break;
case 6:
pictureBox6.Image = Image.FromFile(icon);
break;
case 7:
pictureBox7.Image = Image.FromFile(icon);
break;
case 8:
pictureBox8.Image = Image.FromFile(icon);
break;
case 9:
pictureBox9.Image = Image.FromFile(icon);
break;
case 10:
pictureBox10.Image = Image.FromFile(icon);
break;
case 11:
pictureBox11.Image = Image.FromFile(icon);
break;
case 12:
pictureBox12.Image = Image.FromFile(icon);
break;
case 13:
pictureBox13.Image = Image.FromFile(icon);
break;
case 14:
pictureBox14.Image = Image.FromFile(icon);
break;
case 15:
pictureBox15.Image = Image.FromFile(icon);
break;
case 16:
pictureBox16.Image = Image.FromFile(icon);
break;
case 17:
pictureBox17.Image = Image.FromFile(icon);
break;
case 18:
pictureBox18.Image = Image.FromFile(icon);
break;
case 19:
pictureBox19.Image = Image.FromFile(icon);
break;
case 20:
pictureBox20.Image = Image.FromFile(icon);
break;
}
switch (x2)
{
case 1:
pictureBox1.Image = Image.FromFile(icon);
break;
case 2:
pictureBox2.Image = Image.FromFile(icon);
break;
case 3:
pictureBox3.Image = Image.FromFile(icon);
break;
case 4:
pictureBox4.Image = Image.FromFile(icon);
break;
case 5:
pictureBox5.Image = Image.FromFile(icon);
break;
case 6:
pictureBox6.Image = Image.FromFile(icon);
break;
case 7:
pictureBox7.Image = Image.FromFile(icon);
break;
case 8:
pictureBox8.Image = Image.FromFile(icon);
break;
case 9:
pictureBox9.Image = Image.FromFile(icon);
break;
case 10:
pictureBox10.Image = Image.FromFile(icon);
break;
case 11:
pictureBox11.Image = Image.FromFile(icon);
break;
case 12:
pictureBox12.Image = Image.FromFile(icon);
break;
case 13:
pictureBox13.Image = Image.FromFile(icon);
break;
case 14:
pictureBox14.Image = Image.FromFile(icon);
break;
case 15:
pictureBox15.Image = Image.FromFile(icon);
break;
case 16:
pictureBox16.Image = Image.FromFile(icon);
break;
case 17:
pictureBox17.Image = Image.FromFile(icon);
break;
case 18:
pictureBox18.Image = Image.FromFile(icon);
break;
case 19:
pictureBox19.Image = Image.FromFile(icon);
break;
case 20:
pictureBox20.Image = Image.FromFile(icon);
break;
}
There is also an auxiliary list "num" and a list "icons", which contains the names of the icons' files.
List<int> num = new List<int>();
List<String> icons = new List<String>() { "agelada.png", "elefantas.png", "gata.png", "gatopardos.png", "kamilopardali.png", "liontari.png", "lykos.png", "skylos.png", "tigris.png", "zebra.png" };
This code is supposed to work like this:
~It generates two random numbers, from 1 to 20 (the game has 20 cards), and stores them into x1 and x2 respectively.
~For each icon, member of the "icons" list: If x1 isn't found in the list num, it gets added in it. If x1 is found, a new number is being generated, until generating one that isn't in "num". Then it gets stored in "num". Same for x2. This process repeats for all the member of the list "icons".
~Then, depending of the randomly generated numbers, the icon gets inserted into the respective pictureBoxes, for example, if the numbers are 6 and 17, the picture is entered into pictureBox6 and pictureBox17.
The goal of this process is to make sure that all 10 pictures are displayed exactly twice, to make pairs.
However, I have a problem. When I click on Start, not all cards are flipped (The question mark is the "back side" of the cards). It looks like this:
Picture
It's supposed to show animal pictures in all cards.
Any ideas?
In addition to the recommendations around managing the PictureBox controls in arrays, I would recommend you change the line (not shown) where you create the Random object to something like this:
Random r = new Random(10);
Setting the seed like this while you're debugging will let you predict the output, and as you step through code from one run to the next run, it's easier to follow what's happening.
That said, if you stepped through this code:
do
{
x1 = r.Next(1, 21);
} while (!num.Contains(x1));
num.Add(x1);
If you stopped the code on adding the value to your array, you would have seen the value already exists in the array, which is the opposite of the intended action. That means your loop is exiting at the wrong time.
In this case, it's because your check is the opposite logic of what it should be, you want to keep running through this loop while the value is in the array. In other words, changing both loops to look like this:
do
{
x1 = r.Next(1, 21);
} while (num.Contains(x1));
num.Add(x1);
You will end up filling up your array with 20 unique values.
Related
I am making a simple program that when a button is clicked it displays a card in the label
Using random number generator to create a number between 1-4 (and set to either hearts, diamonds, clubs or spades)
also another generator to create a number between 1-13 (and then set to either ace, 1,2,3,4,5,6,7,8,9,10,jack,queen,king)
then using if statement to set the suit to which is called
then using switch statement to set the card to its respective card
but i am receiving an error:
Error CS0165 when trying to build my program
here is my program:
program form1
here is my code:
public Form1()
{
InitializeComponent();
}
private void button1_Click(object sender, EventArgs e)
{
Random myRandom = new Random();
int suitNo, cardNo;
string suit, card;
suitNo = myRandom.Next(1, 4);
cardNo = myRandom.Next(1, 13);
if (suitNo == 1)
{
suit = "Hearts";
}
if (suitNo == 2)
{
suit = "Diamonds";
}
if (suitNo == 3)
{
suit = "Clubs";
}
if (suitNo == 4)
{
suit = "Spades";
}
switch (cardNo)
{
case 1:
card = "Ace";
break;
case 2:
card = "Two";
break;
case 3:
card = "Three";
break;
case 4:
card = "Four";
break;
case 5:
card = "Five";
break;
case 6:
card = "Six";
break;
case 7:
card = "Seven";
break;
case 8:
card = "Eight";
break;
case 9:
card = "Nine";
break;
case 10:
card = "Ten";
break;
case 11:
card = "Jack";
break;
case 12:
card = "Queen";
break;
case 13:
card = "King";
break;
}
label1.Text = "Your card is a " + card + " of " + suit;
}
any ideas as to why its giving me an error?
Your switch clause does not provide a default case and therefore the compiler can not statically deduce that a value will always be assigned to card. Even though in practice cardNo will be between 1 and 13, this can not be verified without running the program.
The same goes for suit of course.
Either initialize the values of suit and card before the switch clause or create a default case.
a good practice for when you do not expect any other value than those you have coded for is to provide a default case in which you simply throw an exception or Debug.Assert(false).
A simpler structure altogether would be to define
private static readonly string[] suits = { "Hearts", "Diamonds", "Clubs", "Spades" };
private static readonly string[] cards = { "Ace", ... , "King" };
And then your method could basically be reduced to:
int suitNo = myRandom.Next(suits.Length);
int cardNo = myRandom.Next(cards.Length);
string suit = suits[suitNo];
string card = cards[cardNo];
And absolve yourself from the verbose ifs and switches.
Both suit and card can be left unassigned as far as the compiler is concerned. You'll say "no way" since you always have 4 suits and 13 cards, but the compiler does not know how to play the game. Simple workaround is to initialize the variable in its declaration. – Hans Passant 9 hours ago
initializing the variables string suit and card at the beginning fixed my error,
You also have an error in your arguments for Random.Next. Due to this error, you will never get the King of Spades :-( (Check the documentation: learn.microsoft.com/en-gb/dotnet/api/…) – elgonzo 9 hours ago
also changing the myRandom.Next from 1,4 and 1,13 to 1,5 and 1,14 meant i now get all cards displayed, as #elgonzo pointed out, 1,4 and 1,13 would mean no king of spades would be drawn, not only just the king of spades but king from all suits and the entire spade suit would not be drawn - until i changed the upper limit to 1,5 and 1,14
see the working code below:
public Form1()
{
InitializeComponent();
}
private void button1_Click(object sender, EventArgs e)
{
Random myRandom = new Random();
int suitNo, cardNo;
string suit = "", card = "";
suitNo = myRandom.Next(1, 5);
cardNo = myRandom.Next(1, 14);
if (suitNo == 1)
{
suit = "Hearts";
}
if (suitNo == 2)
{
suit = "Diamonds";
}
if (suitNo == 3)
{
suit = "Clubs";
}
if (suitNo == 4)
{
suit = "Spades";
}
switch (cardNo)
{
case 1:
card = "Ace";
break;
case 2:
card = "Two";
break;
case 3:
card = "Three";
break;
case 4:
card = "Four";
break;
case 5:
card = "Five";
break;
case 6:
card = "Six";
break;
case 7:
card = "Seven";
break;
case 8:
card = "Eight";
break;
case 9:
card = "Nine";
break;
case 10:
card = "Ten";
break;
case 11:
card = "Jack";
break;
case 12:
card = "Queen";
break;
case 13:
card = "King";
break;
}
label1.Text = "Your card is a " + card + " of " + suit;
I can load a picture to a UImageView with I click a button, but not from a timer. why is that ? and how can I fix it ?
here is my code :
void _timer_Elapsed(object sender, ElapsedEventArgs e)
{
Patter_Function();
switch_Function();
}
void switch_Function()
{
image1 = new UIImage();
image1 = UIImage.FromBundle("heart");
image2 = new UIImage();
image2 = UIImage.FromFile( #"White_Sharingan.png");
image3 = new UIImage();
image3 = UIImage.FromFile("snow.png");
image4 = new UIImage();
//image4.//FromFile("Images/waterfront.jpg");
switch (Patter_1[switch_Counter].Move0) {
case 0 :
Box_1.Image = image1;
break;
case 1 :
Box_1.Image = image1;
break;
case 2 :
Box_2.Image = image1;
break;
case 3:
Box_3.Image = image1;
break;
case 4:
Box_4.Image = image1;
break;
case 5:
Box_5.Image = image1;
break;
case 6:
Box_6.Image = image1;
break;
case 7:
Box_7.Image = image1;
break;
case 8:
Box12.Image = image1;
break;
case 9:
Box_9.Image = image1;
break;
case 10:
Box_10.Image = image1;
break;
case 11:
Box_11.Image = image1;
break;
case 12:
Box8.Image = image1;
break;
case 13:
Box_13.Image = image1;
break;
case 14:
Box_14.Image = image1;
break;
case 15:
Box_15.Image = image1;
break;
case 16:
Box_16.Image = image1;
break;
case 17:
Box_17.Image = image1;
break;
case 18:
Box_18.Image = image1;
break;
case 19:
Box_19.Image = image1;
break;
case 20:
Box_20.Image = image1;
break;}
switch (Patter_1[switch_Counter].Move1)
{
case 0:
Box_1.Image = image2;
break;
case 1:
Box_2.Image = image2;
break;
case 2:
Box_2.Image = image2;
break;
case 3:
Box_3.Image = image2;
break;
case 4:
Box_4.Image = image2;
break;
case 5:
Box_5.Image = image2;
break;
case 6:
Box_6.Image = image2;
break;
case 7:
Box_7.Image = image2;
break;
case 8:
Box12.Image = image2;
break;
case 9:
Box_9.Image = image2;
break;
case 10:
Box_10.Image = image2;
break;
case 11:
Box_11.Image = image2;
break;
case 12:
Box8.Image = image2;
break;
case 13:
Box_13.Image = image2;
break;
case 14:
Box_14.Image = image2;
break;
case 15:
Box_15.Image = image2;
break;
case 16:
Box_16.Image = image2;
break;
case 17:
Box_17.Image = image2;
break;
case 18:
Box_18.Image = image2;
break;
case 19:
Box_19.Image = image2;
break;
case 20:
Box_20.Image = image2;
break;
}
switch (Patter_1[switch_Counter].Move2)
{
case 0:
Box_1.Image = image3;
break;
case 1:
Box_2.Image = image3;
break;
case 2:
Box_2.Image = image3;
break;
case 3:
Box_3.Image = image3;
break;
case 4:
Box_4.Image = image3;
break;
case 5:
Box_5.Image = image3;
break;
case 6:
Box_6.Image = image3;
break;
case 7:
Box_7.Image = image3;
break;
case 8:
Box12.Image = image3;
break;
case 9:
Box_9.Image = image3;
break;
case 10:
Box_10.Image = image3;
break;
case 11:
Box_11.Image = image3;
break;
case 12:
Box8.Image = image3;
break;
case 13:
Box_13.Image = image3;
break;
case 14:
Box_14.Image = image3;
break;
case 15:
Box_15.Image = image3;
break;
case 16:
Box_16.Image = image3;
break;
case 17:
Box_17.Image = image3;
break;
case 18:
Box_18.Image = image3;
break;
case 19:
Box_19.Image = image3;
break;
case 20:
Box_20.Image = image3;
break;
}
switch (Patter_1[switch_Counter].Move3)
{
case 0:
Box_1.Image = image4;
break;
case 1:
Box_2.Image = image4;
break;
case 2:
Box_2.Image = image4;
break;
case 3:
Box_3.Image = image4;
break;
case 4:
Box_4.Image = image4;
break;
case 5:
Box_5.Image = image4;
break;
case 6:
Box_6.Image = image4;
break;
case 7:
Box_7.Image = image4;
break;
case 8:
Box12.Image = image4;
break;
case 9:
Box_9.Image = image4;
break;
case 10:
Box_10.Image = image4;
break;
case 11:
Box_11.Image = image4;
break;
case 12:
Box8.Image = image4;
break;
case 13:
Box_13.Image = image4;
break;
case 14:
Box_14.Image = image4;
break;
case 15:
Box_15.Image = image4;
break;
case 16:
Box_16.Image = image4;
break;
case 17:
Box_17.Image = image4;
break;
case 18:
Box_18.Image = image4;
break;
case 19:
Box_19.Image = image4;
break;
case 20:
Box_20.Image = image4;
break;
}
switch_Counter++;
if (switch_Counter >4 )
{
switch_Counter = 0;
}
}
I used the debugger, so I know the code is getting to the line
but it is not doing anything when it get there
the bebugger says:
UIKit.UIKitThreadAccessException: UIKit Consistency error: you are calling a UIKit method that can only be invoke from the UI Thread.
Is there a why around that ?
Any operation you involve in modifying UI view, you will need to do it under UI/Main thread. So put the code inside the lambda of:
InvokeOnMainThread ( () => {
// manipulate UI controls
});
I am trying to use the selectedItem command to see what has been selected in the list box and then use the switch to set the activityLevel variable depending on what has been selected. I then need to be able to multiply that variable by the BMR variable that is set as a double. Then the result is displayed in a label.
string activityLevel = lstActivityLevel.SelectedItem.ToString();
switch (activityLevel)
{
case 1:
activityLevel = Convert.ToInt32(ACTIVTY_LEVEL2);
break;
case 2:
activityLevel = Convert.ToInt32(ACTIVTY_LEVEL3);
break;
case 3:
activityLevel = Convert.ToInt32(ACTIVTY_LEVEL4);
break;
case 4:
activityLevel = Convert.ToInt32(ACTIVTY_LEVEL5);
break;
}
//Display BMR in label
lblBMRResult.Text = (BMR*activityLevel).ToString();
You can use SelectedIndex, then each item of lstActivityLevel set to number from 0 to 4:
double activityLevel = 0;
switch (lstActivityLevel.SelectedIndex)
{
case 0:
activityLevel = ACTIVTY_LEVEL1;
break;
case 1:
activityLevel = ACTIVTY_LEVEL2;
break;
case 2:
activityLevel = ACTIVTY_LEVEL3;
break;
case 3:
activityLevel = ACTIVTY_LEVEL4;
break;
case 4:
activityLevel = ACTIVTY_LEVEL5;
break;
}
lblBMRResult.Text = (BMR * activityLevel).ToString();
You convert SelectedItem value to string. And value 1 (int) is not the same as "1" (string)... So, you have to change your switch statement to:
switch (activityLevel)
{
case "1":
blah, blah...
break;
}
and so on..
Or do not call ToString() on SelectedItem.
Or you can use SelectedIndex instead of SelectedItem..
I have a label on a form that displays a float (_DataFloat) with a variable (_Digits) that sets the number of digits to show to the right of the decimal point. Assuming that _Digits can be any value from 0 through 6, is there a better way of formatting the text other than using a switch statement as below?
switch (_Digits) {
case 0:
label1.Text = _DataFloat.ToString("0");
break;
case 1:
label1.Text = _DataFloat.ToString("0.0");
break;
case 2:
label1.Text = _DataFloat.ToString("0.00");
break;
case 3:
label1.Text = _DataFloat.ToString("0.000");
break;
case 4:
label1.Text = _DataFloat.ToString("0.0000");
break;
case 5:
label1.Text = _DataFloat.ToString("0.00000");
break;
case 6:
label1.Text = _DataFloat.ToString("0.000000");
break;
default:
label1.Text = _DataFloat.ToString("0.00");
break;
}
How about:
var format = String.Format("0.{0}", new string('0', _Digits));
label1.Text = _DataFloat.ToString(format);
I have the following stored procedure that I have to get data from:
EXECUTE [dbo].[StationHealthStatusSummary2]
#LineId varchar(100), // 5,9,10
#MeasurementDt datetime, //2012/06/06
#Ntotal Int output,
#N0 int output,
#N1 int output,
#N2 int output,
#N3 int output,
#N4 int output,
#N5 int output,
#N6 int output,
#N7 int output,
#N8 int output,
#N9 int output,
#N10 int output,
#N11 int output,
#N12 int output,
#N13 int output,
#N14 int output,
#N15 int output,
#N16 int output
GO
Now I can send parameters to LineID and Measurement date as follows:
SqlConnection sql = new SqlConnection(#"Data Source=(local)\SQLEXPRESS;Initial Catalog=iComs;Persist Security Info=True;User ID=sa;Password=Password);
SqlCommand getData = new SqlCommand("StationHealthStatusSummary2", sql);
SqlDataAdapter da = new SqlDataAdapter(getData);
getData.CommandType = CommandType.StoredProcedure;
getData.Parameters.Add(new SqlParameter("#LineId", Lines));
getData.Parameters.Add(new SqlParameter("#MeasurementDt", date1));
SqlParameter ParamaterNtotal = new SqlParameter();
ParamaterNtotal.ParameterName = "#Ntotal";
ParamaterNtotal.SqlDbType = SqlDbType.Int;
ParamaterNtotal.Direction = ParameterDirection.Output;
getData.Parameters.Add(ParamaterNtotal);
sql.Open();
getData.ExecuteNonQuery();
Now I can get the value of NTotal and assign it to a Teechart (PieSlice),
but how do I get the value for #N0..#N16?
I've got some code that might give you some idea of what I'm trying to accomplish.
int NTotal = int.Parse(getData.Parameters["#Ntotal"].Value.ToString());
if (GetVariantVariableI(getData.Parameters[0].Value) = 0)
{
for (c = 1; c <= 18; c++)
{
Nvl = GetVariantVariableI(getData.Parameters[2+c].Value);
switch(c)
{
case 1:
NTotal = Nvl;
break;
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
case 10:
case 11:
case 12:
case 13:
case 14:
case 15:
case 16:
case 17:
case 18:
case 19:
case 20:
cstatus = c-2;
NPieValues[cstatus] = Nvl;
break;
}
string SliceName;
int NUsed;
NUsed = 0;
for(i=0;i<=16;i++)
{
NUsed = NUsed + NPieValues[i];
}
if (NUsed < NTotal)
{
Chart1.Series[0].Add(NTotal - NUsed);
slice1.Title = "Not Connected";
slice1.Add();
slice1.Color = System.Drawing.Color.Silver;
}
if (NUsed > NTotal)
{
NPieValues[7] = NPieValues[7]-(NUsed-NTotal);
}
for (i=0;i<=16;i++)
{
if (NPieValues[i]>0)
{
switch(i)
{
case 0: SliceName ="Green";
break;
case 1: SliceName ="Yellow";
break;
case 2: SliceName ="Orange";
break;
case 3: SliceName ="Red";
break;
case 4: SliceName ="Broken Rail";
break;
case 5: SliceName ="Buckling Rail";
break;
case 6: SliceName ="Maintenance required";
break;
case 7: SliceName ="Station(s) Off";
break;
case 8: SliceName ="Rail Differential kN";
break;
case 9: SliceName ="Left Rail Sensor Faulty";
break;
case 10: SliceName ="Right Rail Sensor Faulty";
break;
case 11: SliceName ="Temperature Rail Sensor Faulty";
break;
case 12: SliceName ="Calibration Required";
break;
case 13: SliceName ="Station Vandalised";
break;
case 14: SliceName ="Station uninstalled";
break;
case 15: SliceName ="Gauges removed for Maintenance";
break;
case 16: SliceName ="No GSM Coverage";
break;
default:
SliceName ="?";
}
switch(i)
{
case 0: clr = "System.Drawing.Color.Green";
break;
case 1:clr = "System.Drawing.Color.Yellow";
break;
case 2:clr = "System.Drawing.Color.Orrange";
break;
case 3:clr = "System.Drawing.Color.Red";
break;
case 4:
case 5:
case 8:clr = "System.Drawing.Color.Purple";
break;
case 6:clr = "System.Drawing.Color.Black";
break;
case 7:clr = "System.Drawing.Color.Gray";
break;;
case 9:clr = "System.Drawing.ColorTranslator.FromHtml('#E0671F')";
break;
case 10:clr = "System.Drawing.ColorTranslator.FromHtml('#BA4EC2')";
break;
case 11:clr = "System.Drawing.ColorTranslator.FromHtml('#FF8000')";
break;
case 12:clr = "System.Drawing.ColorTranslator.FromHtml('#BF4093')";
break;
case 13:clr = "System.Drawing.Color.SkyBlue";
break;
case 14:clr = "System.Drawing.Color.Aqua";
break;
case 15:clr = "System.Drawing.ColorTranslator.FromHtml('#BFBFFF')";
break;
case 16:clr = "System.Drawing.Color.MedGray";
break;
default : clr = "System.Drawing.Color.White";
break;
}
slice1.Add(NPieValues[i],SliceName,clr);
}
}
}
}
}
Now after it got all those values it has to populate the piechart.
Please, any help will be highly appreciated and please tell me if I'm being too vague.
Thanks
You have added #Ntotal as an Output parameter, why didn't you add all the others?
SqlParameter n = new SqlParameter();
n.ParameterName = "#N0";
n.SqlDbType = SqlDbType.Int;
n.Direction = ParameterDirection.Output;
getData.Parameters.Add(n);
Then you can retrieve the output values the same way you do with #Ntotal. Also, you can retrieve the values by name instead of looping through them, if you prefer.
Thanks. I Figured it out...
after i send the parameters as follows:
SqlParameter Paramater0 = new SqlParameter();
Paramater0.ParameterName = "#N0";
Paramater0.SqlDbType = SqlDbType.Int;
Paramater0.Direction = ParameterDirection.Output;
getData.Parameters.Add(Paramater0);
I then get the value and declare it to a var as follows:
int N0 = int.Parse(getData.Parameters["#N0"].Value.ToString());
and finally declare that int to a slice on the chart as follows:
slice1.Add(N0, "Green", System.Drawing.Color.Green);
Thanks for your help #mgnoonan :)