A method receiving 2 numbers and I need to return the numbers of common digits for them. For example, the numbers 2201 and 3021 returns 3 because these numbers have 3 common digits: 0, 1, and 2.
I get this error and don't understand it: A namespace cannot directly contain members such as fields or methods
Here is the code:
public static int AlphaRomeo(int a, int b)
{
int count = 0;
while (a > 0)
{
int tempa = a % 10;
a = a / 10;
int tempb = b % 10;
b = b / 10;
if (tempa == tempb)
count++;
}
return count;
}
Might be easier to avoid the mathematics:
private static string _digits = "0123456789";
public static int AlphaRomeo(int a, int b)
{
string aStr = a.ToString();
string bStr = b.ToString();
int common = 0;
for (int i = 0; i < _digits.Length; i++)
{
if (aStr.Contains(_digits[i]) && bStr.Contains(_digits[i]))
common++;
}
return common;
}
Consider this example, you don't have a class in your code:
using System; // Imports
namespace LearnClasses // Namespace
{
class Program //class
{
static void Main(string[] args) // Method 1
{
Console.WriteLine( AlphaRomeo(2201, 3021));
}
public static int AlphaRomeo(int a, int b) // Method 2
{
int count = 0;
// Your code
return count;
}
}
}
What does С# SemaphoreSlim guarantee? Is it full memory barrier? What we can be sure of code between two different semaphore Wait() and Release()?
Does sequence of different SemaphoreSlim Wait(), Release() and Interlocked methods and Volatile. Write/Read always keep it order in every threads?
public T Dequeue()
{
canReadCountSemaphoreSlim.Wait();
int i = Interlocked.Decrement(ref end);
T val = Volatile.Read(ref buf[i]);
canWriteCountSemaphoreSlim.Release();
return val;
}
public void Enqueue(T val)
{
canWriteCountSemaphoreSlim.Wait();
int i = Interlocked.Decrement(ref start);
Volatile.Write(ref buf[i], val);
canReadCountSemaphoreSlim.Release();
}
Full code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using System.Threading;
namespace Program
{
public class BlockingRingQueue<T> where T: class
{
const int BUFSIZE_LOG2 = 10;
const int BUFSIZE = 1 << BUFSIZE_LOG2;
T[] buf = new T[BUFSIZE];
int start = 0;
int end = 0;
SemaphoreSlim canReadCountSemaphoreSlim = new SemaphoreSlim(0);
SemaphoreSlim canWriteCountSemaphoreSlim = new SemaphoreSlim(BUFSIZE);
public T Dequeue()
{
canReadCountSemaphoreSlim.Wait();
int i = Interlocked.Decrement(ref end);
i = PositiveMod(i, BUFSIZE);
T val = Volatile.Read(ref buf[i]);
canWriteCountSemaphoreSlim.Release();
return val;
}
public void Enqueue(T val)
{
canWriteCountSemaphoreSlim.Wait();
int i = Interlocked.Decrement(ref start);
i = PositiveMod(i, BUFSIZE);
Volatile.Write(ref buf[i], val);
canReadCountSemaphoreSlim.Release();
}
static int PositiveMod(int a, int b) => ((a % b) + b) % b;
}
public class Program
{
const int READ_THREAD_COUNT = 3;
static BlockingRingQueue<string> queue = new BlockingRingQueue<string>();
public static void Main(string[] args)
{
new Thread(() => Pushing("ABCD")) { Name = "0" }.Start();
for(int i = 1; i <= READ_THREAD_COUNT; i++)
new Thread(Poping) { Name = i.ToString() }.Start();
}
public static void Poping()
{
while(true)
{
RandSpinWait();
var val = queue.Dequeue();
if("" == val)
break;
Console.WriteLine(val + Thread.CurrentThread.Name + ' ');
}
//Console.WriteLine('!' + Thread.CurrentThread.Name + ' ');
}
public static void Pushing(string chars)
{
RandSpinWait();
var vals = chars.ToCharArray().Select(c => $"{c}")
.Concat(Enumerable.Repeat("",READ_THREAD_COUNT));
foreach(string v in vals)
queue.Enqueue(v);
}
public static void RandSpinWait() => Thread.SpinWait(new Random().Next(1));
}
}
I have problems with the encapsulation, and I don't where the problem is. Why can the line be altered after it has been created? This tells me something is wrong in my "line-class" and needs to be encapsulated. Advise would be much appreciated.
When calling "pa.X = 4" and "startpos.Y = 7" this should not change the line for me, but it does. I expect that all the lines are unchanged when the program has finished.
Dotclass:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Dot
{
class Dot
{
private int x;
private int y;
public Dot()
{
this.X = 0;
this.Y = 0;
}
public Dot(int x, int y)
{
this.X = x;
this.Y = y;
}
public int X
{
get
{ return x; }
set { x = value; }
}
public int Y
{
get { return y; }
set { y = value; }
}
}
}
Lineclass:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Dot
{
class Line
{
private Dot startdot;
private Dot enddot;
private double length;
public Line(Dot pa, Dot pb)
{
this.startdot = pa;
this.enddot = pb;
}
public double Size()
{
double a = (double)(enddot.X - startdot.X);
double b = (double)(enddot.Y - startdot.Y);
return length = Math.Sqrt(a * a + b * b);
}
public Dot Position()
{
return startdot;
}
}
}
Main:
using System;
namespace Dot
{
class Program
{
public static void Main()
{
Dot pa = new Dot();
Dot pb = new Dot(-10, -10);
Console.WriteLine("Dot pa, position = (" + pa.X + ", " + pa.Y + ")");
Console.WriteLine("Dot pb, position = (" + pb.X + ", " + pb.Y + ")");
Line line = new Line(pa, pb);
Print("Run 1 off line", line);
pa.X = 4;
Print("Run 2 off line", line);
Dot startpos = line.Position();
startpos.Y = 7;
Print("Run 3 off line", line);
}
private static void print(string text, Line line)
{
double length = line.Size();
Dot startPos = line.Position();
Console.WriteLine("\n" + text);
Console.WriteLine("Längd = {0 :f4} length", length);
Console.WriteLine("Position = ({0},{1})", startPos.X, startPos.Y);
Console.ReadLine();
}
}
}
Why can the line be altered after it has been created?
The reason is that class Dot is a reference type, and you want a value type, struct:
// please, notice "struct"
public struct Dot {
// you don't need separate fields, but properties
public int X {get; set;}
public int Y {get; set;}
public Dot(int x, int y) {
X = x;
Y = y;
}
}
....
EDIT: I suggest turning public Dot Position() into property as well:
class Line {
...
public Dot Position {
get {
return startdot;
}
set {
startdot = value;
}
}
}
and so you can "control the angles":
line.Position = new Dot(line.Position.X, 5);
So I am using a GUI with a class. I have done it before and I know most of the time you create an event for a button. Then when that button is pushed, you can create a new object. In this project I am working on, I have a TextBox that I type a name and a score into. Then when I hit the enter button that I have, I want to create a new object with the parameterized constructor and place the name and score in different arrays so I can manipulate them. Then I want to produce the highest, lowest, and avg scores. I have had previous projects where I just create a new object when the button is pressed. But with this I am loading in multiple things in the same TextBox. So every time the button was hit I was creating a new object. What I want to do is create the object once with a parameterized constructor and then add the names and scores to arrays within the class. Any suggestions.
The bottom method in my form class I tried to mess around and do it this way, but it wouldn't do anything.
private void nameTextBox_TextChanged(object sender, EventArgs e)
{
//Get the information from the text box and store it in a variable
string userInput = nameTextBox.Text;
//Create a new object with the parameterized constructor
myBowlingTeam = new BowlingTeam(userInput);
}
PLEASE HELP. This is like my only hiccup. If I get this part to work right the program will work. Cause I know how to work with the class to produce the results I want. Thanks in advance.
Here is my class code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Project_9
{
class BowlingTeam
{
const int MAX = 10;
//local variables
int sizeOfName = 0;
int sizeOfScore = 0;
//Declare Private Data Members
private string nameAndScore = "";
private string name = "";
private int score = 0;
private string[] nameArray = new string[MAX];
private int[] scoreArray = new int[MAX];
private string[] nameAndScoreArray = new string[MAX];
//Default Constructor
//Purpose: To set the initial values of an object
//Parameters: None
//Returns: Nothing
public BowlingTeam()
{
nameAndScore = "";
name = "";
score = 0;
for(int i = 0; i < MAX; i++)
{
nameArray[i] = "";
}
for(int i = 0; i < MAX; i++)
{
scoreArray[i] = 0;
}
for (int i = 0; i < MAX; i++)
{
nameAndScoreArray[i] = "";
}
}
//Parameterized Constructor
//Purpose: To set the values of an object
//Parameters: None
//Returns: Nothing
public BowlingTeam(string aString)
{
nameAndScore = aString;
name = "";
score = 0;
for (int i = 0; i < MAX; i++)
{
nameArray[i] = "";
}
for (int i = 0; i < MAX; i++)
{
scoreArray[i] = 0;
}
for (int i = 0; i < MAX; i++)
{
nameAndScoreArray[i] = "";
}
}
//Split the Input Method
//Purpose: To Split up the data in the array
//Parameters: An array of strings
//Returns: Nothing
public void SplitAndDisperseArray()
{
nameAndScoreArray = nameAndScore.Split();
name = nameAndScoreArray[0];
score = int.Parse(nameAndScoreArray[1]);
//Place the name and the score in their one arrays
PlaceInNameArray(name);
PlaceInScoreArray(score);
}
//Find Highest Score Method
//Purpose: To find the highest score
//Parameters: An array of int
//Returns: An int
public int CalcHighestScore()
{
int highestScore = 0;
int size = 0;
for (int i = 0; i < MAX; i++ )
{
if (scoreArray[i] < scoreArray[i + 1])
{
highestScore = scoreArray[i];
}
else
{
highestScore = scoreArray[i + 1];
}
}
return highestScore;
}
//Find Lowest Score Method
//Purpose: To find the lowest score
//Parameters: An array of int
//Returns: An int
public int CalcLowestScore(int[] anArrayOfInts, int sizeOfArray)
{
int lowestScore = 0;
while (sizeOfArray < MAX)
{
if (anArrayOfInts[sizeOfArray] < anArrayOfInts[sizeOfArray + 1])
{
lowestScore = anArrayOfInts[sizeOfArray];
}
else
{
lowestScore = anArrayOfInts[sizeOfArray + 1];
}
}
return lowestScore;
}
//Calulate Avg. Score Method
//Purpose: To calculate the avg score
//Parameters: An array of int
//Returns: An double
public double CalculateAvgScore(int[] anArrayOfInts, int sizeOfArray)
{
int sum = 0;
double avg = 0;
//Add up all of the elements in the array
while(sizeOfArray < MAX)
{
sum += anArrayOfInts[sizeOfArray];
}
//Divide the sum by the size of the array
return avg /= sum;
}
//Set Score Array Method
//Purpose: To put scores in the score array
//Parameters: An int
//Returns: Nothing
public void PlaceInScoreArray(int aScore)
{
scoreArray[sizeOfScore] = score;
sizeOfScore++;
}
//Set Name Array Method
//Purpose: To put names in the names array
//Parameters: A string
//Returns: Nothing
public void PlaceInNameArray(string aName)
{
nameArray[sizeOfName] = name;
sizeOfName++;
}
}
}
Here is my Form1 code for the GUI:
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace Project_9
{
public partial class Form1 : Form
{
//Declare a reference variable to the class
private BowlingTeam myBowlingTeam;
public Form1()
{
InitializeComponent();
myBowlingTeam = new BowlingTeam();//Create a BowlingTeam object with the default constructor
}
//ExitToolStripMenuItem1_Click
//Purpose: To close the application when clicked
//Parameters: The sending object and the event arguments
//Returns: nothing
private void exitToolStripMenuItem_Click(object sender, EventArgs e)
{
this.Close();
}
//AboutToolStripMenuItem1_Click
//Purpose: To display student information
//Parameters: The sending object and the event arguments
//Returns: nothing
private void aboutToolStripMenuItem_Click(object sender, EventArgs e)
{
MessageBox.Show("Charlie Barber\nCS 1400-X01\nProject 9");
}
//Enter Button Clicked
//Purpose: To store the info in an array when the button is pressed
//Parameters: The sending object and the event arguments
//Returns: nothing
private void button1_Click(object sender, EventArgs e)
{
//Get the information from the text box and store it in a variable
string userInput = nameTextBox.Text;
if (userInput != "")
{
//Create a new object with the parameterized constructor
// myBowlingTeam = new BowlingTeam(userInput);
//Split the string into two separte pieces of data
myBowlingTeam.SplitAndDisperseArray();
//Clear the text box
nameTextBox.Clear();
}
else
{
int highestScore = myBowlingTeam.CalcHighestScore();
}
}
//Nothing
private void nameTextBox_TextChanged(object sender, EventArgs e)
{
//Get the information from the text box and store it in a variable
string userInput = nameTextBox.Text;
//Create a new object with the parameterized constructor
myBowlingTeam = new BowlingTeam(userInput);
}
}
What is stopping you from using a class for the players inside the team? Keep the arrays synchronised in your solution seems more trouble than its worth.
using System.Collections.Generic;
using System.Collections.ObjectModel;
namespace Observable
{
class BowlingTeam
{
public string TeamName { get; set; }
private readonly IList<Player> players = new ObservableCollection<Player>();
public IList<Player> Players
{
get
{
return players;
}
}
public void AddPlayer(string name, int score)
{
AddPlayer(new Player(name, score));
}
public void AddPlayer(Player p)
{
players.Add(p);
}
public Player HighestRanked()
{
if (Players.Count == 0)
{
// no players
return null;
}
int max = 0, index = -1;
for (int i = 0; i < Players.Count; i++)
{
if (Players[i].Score > max)
{
index = i;
max = Players[i].Score;
}
}
if (index < 0)
{
// no players found with a score greater than 0
return null;
}
return Players[index];
}
public BowlingTeam()
{
}
public BowlingTeam(string teamName)
{
this.TeamName = teamName;
}
}
class Player
{
public string Name { get; set; }
public int Score { get; set; }
public Player()
{
}
public Player(string name, int score)
{
this.Name = name;
this.Score = score;
}
public override string ToString()
{
return string.Format("{0} {1:n2}", Name, Score);
}
}
}
which could be manipulated as such
BowlingTeam b1 = new BowlingTeam("SO");
b1.AddPlayer("Player 1", 100);
b1.AddPlayer("Player 2", 135);
b1.AddPlayer("Player 3", 90);
b1.AddPlayer("Player 4", 127);
Console.WriteLine("Highest ranked player: {0}", b1.HighestRanked());
An advantage for later is that you can hang on the OnCollectionChangedEvents of your players, to be notified when players were added/removed.
Quick question.
I am writing a program to find all the permutations of a set of characters I input into the application.
This part works perfectly.
My problem is that I need to check all the permutations of the characters against a text file I use as a dictionary.
Ex. If I input the characters TSTE the outputs givin are tset,ttse,ttes,tets,test,stte,stet,sett...
I only want to print the valid words like tset,sett,stet,test,tets. where ttse,ttes,stte is not printed.
The code I have so far is as follows.
I have been scracthing at the edges of my scull for the past few days and just cant seem to find a way to do it.
Please if there is anything you can see that I have missed?
Thank you
static void Main(string[] args)
{
Console.BufferHeight = Int16.MaxValue - 1;
Console.WindowHeight = 40;
Console.WindowWidth = 120;
Permute p = new Permute();
var d = Read();
string line;
string str = System.IO.File.ReadAllText("Dictionary.txt");
while ((line = Console.ReadLine()) != null)
{
char[] c2 = line.ToArray();
p.setper(c2);
}
}
static Dictionary<string, string> Read()
{
var d = new Dictionary<string, string>();
using (StreamReader sr = new StreamReader("Dictionary.txt"))
{
string line;
while ((line = sr.ReadLine()) != null)
{
string a = Alphabet(line);
string v;
if (d.TryGetValue(a, out v))
{
d[a] = v + "," + line;
}
else
{
d.Add(a, line);
}
}
}
return d;
}
static string Alphabet(string s)
{
char[] a = s.ToCharArray();
Array.Sort(a);
return new string(a);
}
static void Show(Dictionary<string, string> d, string w)
{
string v;
if (d.TryGetValue(Alphabet(w), out v))
{
Console.WriteLine(v);
}
else
{
Console.WriteLine("-----------");
}
}
}
class Permute
{
private void swap(ref char a, ref char b)
{
if (a == b) return;
a ^= b;
b ^= a;
a ^= b;
}
public void setper(char[] list)
{
int x = list.Length - 1;
go(list, 0, x);
}
public void go(char[] list1, int k, int m)
{
if (k == m)
{
Console.WriteLine(list1);
Console.WriteLine(" ");
}
else
{
for (int i = k; i <= m; i++)
{
swap(ref list1[k], ref list1[i]);
go(list1, k + 1, m);
swap(ref list1[k], ref list1[i]);
}
}
}
you just missed Show(d, line); i loop.
change like this.
while ((line = Console.ReadLine()) != null)
{
char[] c2 = line.ToArray();
p.setper(c2);
Console.WriteLine(" combinations which are in Dictionary are:");
Show(d, line);
}
then ..
you didn't required dictionary
use List<string> Dic=new List<string>();// declare it in globally
Dic.add(line); //each line in dictionary
before printing each word
if(Dic.contains(word))
print it;
else{ //no printing }
Not possible with current state.
It's possible because
If the "dictionary.txt" was your input, then you did not define what are the valid words.
You at leaset need another dictionary to define those valid words or an algorithm to decide what those are and what those are not.
If the input is from UI and "dictionary.txt" is the defined valid words, you don't need to the permute the input, just search the input from "dictionary.txt".
However, your Read method is improvable, like
static Dictionary<String, String> Read(String path) {
return (
from line in File.ReadAllLines(path)
where false==String.IsNullOrEmpty(line)
group line by Alphabet(line) into g
select
new {
Value=String.Join(",", g.ToArray()),
Key=g.Key
}
).ToDictionary(x => x.Key, x => x.Value);
}
Although for the valid words are as I mentioned in another answer, not possible with your current state, I've make the code pretty clear for you.
It finally the code, is separated in three parts. They are Permutable<T>, ConsoleHelper and the ConsoleApplication1.Program with an utility Permutation class.
Permutable<T> (Permutable.cs)
using System.Collections.Generic;
using System.Collections;
using System;
public partial class Permutable<T>: IEnumerable {
public static explicit operator Permutable<T>(T[] array) {
return new Permutable<T>(array);
}
static IEnumerable Permute<TElement>(IList<TElement> list, int depth, int count) {
if(count==depth)
yield return list;
else {
for(var i=depth; i<=count; ++i) {
Swap(list, depth, i);
foreach(var sequence in Permutable<T>.Permute(list, 1+depth, count))
yield return sequence;
Swap(list, depth, i);
}
}
}
static void Swap<TElement>(IList<TElement> list, int depth, int index) {
var local=list[depth];
list[depth]=list[index];
list[index]=local;
}
IEnumerator IEnumerable.GetEnumerator() {
return this.GetEnumerator();
}
public IEnumerator<IList<T>> GetEnumerator() {
var list=this.m_List;
if(list.Count>0)
foreach(IList<T> sequence in Permutable<T>.Permute(list, 0, list.Count-1))
yield return sequence;
}
protected Permutable(IList<T> list) {
this.m_List=list;
}
IList<T> m_List;
}
ConsoleHelper (ConsoleHelper.cs)
using System.Runtime.InteropServices;
using System.Windows.Forms;
using System.Drawing;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
public static partial class ConsoleHelper {
[StructLayout(LayoutKind.Sequential)]
public struct RECT {
public static explicit operator Rectangle(RECT rect) {
return new Rectangle {
X=rect.Left,
Y=rect.Top,
Width=rect.Right-rect.Left,
Height=rect.Bottom-rect.Top
};
}
public int Left;
public int Top;
public int Right;
public int Bottom;
}
[DllImport("user32.dll", SetLastError=true)]
static extern bool MoveWindow(IntPtr hWnd, int X, int Y, int Width, int Height, bool repaint);
[DllImport("user32.dll", SetLastError=true)]
static extern bool GetWindowRect(IntPtr hWnd, out RECT rect);
[DllImport("kernel32.dll", SetLastError=true)]
static extern IntPtr GetConsoleWindow();
public static void CenterScreen() {
RECT rect;
var hWnn=ConsoleHelper.GetConsoleWindow();
var workingArea=Screen.GetWorkingArea(Point.Empty);
ConsoleHelper.GetWindowRect(hWnn, out rect);
var rectangle=(Rectangle)rect;
rectangle=
new Rectangle {
X=(workingArea.Width-rectangle.Width)/2,
Y=(workingArea.Height-rectangle.Height)/2,
Width=rectangle.Width,
Height=rectangle.Height
};
ConsoleHelper.MoveWindow(
hWnn,
rectangle.Left, rectangle.Top, rectangle.Width, rectangle.Height,
true
);
}
}
ConsoleApplication1.Program & Permutation (Program.cs)
using System.Collections;
using System.IO;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
public partial class Permutation {
public static Permutation FromFile(String path) {
return new Permutation(path);
}
public static String GetSortedAlphabet(String text) {
var array=text.ToArray();
Array.Sort(array);
return new String(array);
}
public Dictionary<String, String> Dictionary {
private set;
get;
}
public FileInfo SourceFile {
private set;
get;
}
public Permutation(String path) {
this.Dictionary=(
from line in File.ReadAllLines(path)
where false==String.IsNullOrEmpty(line)
group line by Permutation.GetSortedAlphabet(line) into g
select
new {
Value=String.Join(", ", g.Distinct().ToArray()),
Key=g.Key
}
).ToDictionary(x => x.Key, x => x.Value);
this.SourceFile=new FileInfo(path);
}
}
namespace ConsoleApplication1 {
partial class Program {
static void ProcessLine(IList<char> input) {
Console.WriteLine();
if(input.Count>0) {
var inputArray=input.ToArray();
var key=Permutation.GetSortedAlphabet(new String(inputArray));
var dict=Program.Permutation.Dictionary;
var hasKey=dict.ContainsKey(key);
var source=Permutation.SourceFile;
Console.WriteLine("Possible permutations are: ");
foreach(var sequence in (Permutable<char>)inputArray)
Console.WriteLine("{0}", new String(sequence.ToArray()));
Console.WriteLine("Acceptable in file '{0}' are: ", source.FullName);
Console.WriteLine("{0}", hasKey?dict[key]:"<none>");
Console.WriteLine();
input.Clear();
}
Console.Write(Prompt);
}
static void ProcessChar(IList<char> input, char keyChar) {
Console.Write(keyChar);
input.Add(keyChar);
}
static void ProcessExit(IList<char> input, char keyChar) {
Console.WriteLine();
Console.Write("Are you sure to exit? (Press Esc again to exit)");
input.Add(keyChar);
}
static bool ProcessLast(IList<char> input, char keyChar) {
var last=input.Count-1;
if(0>last||input[last]!=(char)ConsoleKey.Escape)
return false;
input.Clear();
return true;
}
public static Permutation Permutation {
private set;
get;
}
public static String Prompt {
private set;
get;
}
}
partial class Program {
static void Main(String[] args) {
Console.BufferHeight=short.MaxValue-1;
Console.SetWindowSize(120, 40);
ConsoleHelper.CenterScreen();
var input=new List<char>(char.MaxValue);
Program.Permutation=Permutation.FromFile(#"c:\dictionary.txt");
Program.Prompt="User>\x20";
Program.ProcessLine(input);
for(; ; ) {
var keyInfo=Console.ReadKey(true);
var keyChar=keyInfo.KeyChar;
var keyCode=keyInfo.Key;
if(ConsoleKey.Escape==keyCode) {
if(Program.ProcessLast(input, keyChar))
break;
Program.ProcessExit(input, keyChar);
continue;
}
if(ConsoleKey.Enter==keyCode) {
Program.ProcessLine(input);
continue;
}
if(default(ConsoleModifiers)!=keyInfo.Modifiers)
continue;
if(0x1f>keyChar||keyChar>0x7f)
continue;
if(Program.ProcessLast(input, keyChar))
Console.WriteLine();
Program.ProcessChar(input, keyChar);
}
}
}
}
The ConsoleHelper class is only use for ceteral your resized console window, that you can test the program more comfortable. The Permutable class is what I fully re-designed from your original class; it now come with IEnumerable to permute, and also a generic class.
The Permutation class, is like a utility class, itself provide a FromFile method as your original Read, and stores the Dictionary<String, String> as a property. The original method Alphabet is renamed GetSortedAlphabet for more semantical.
The Program class has four main static ProcessXXX methods, they are
ProcessChar: processes for a char of the range from 0x20 to 0x7f
ProcessLine: processes for Enter pressed
ProcessExit: processes for Excape pressed
ProcessLast: additional processing for ProcessLine and ProcessExit
Yes, I meant to make them have the same length of name. For more, Program class have two static properties; Permutation for storing a instance of class Permutation, and Prompt is a string for prompting user.
When your input is not defined in "c:\dictionary.txt", the prompt of "Acceptable in file .." will get you "<none>".
The exit command is twice-Escape key press, you would see
Are you sure to exit? (Press Esc again to exit)
and if you press Enter or other keys, it back to the initial state.
That's all. Now it's time to discover the finally problem you've encountered. After you test with this program, you might describe you questions and issues more clearly.
Good luck!
Thank you for all your feedback.
I have finally figured it out and found a solution to the problem I was having.
static void Main(string[] args)
{
Console.BufferHeight = Int16.MaxValue - 1;
Console.WindowHeight = 40;
Console.WindowWidth = 120;
Console.WriteLine("Enter your caracters for the anagram: ");
//var d = Read();
string line;
//string DictionaryInput = System.IO.File.ReadAllText("Dictionary.txt");
while ((line = Console.ReadLine()) != null)
{
Console.WriteLine("Your results are: ");
char[] charArray = line.ToArray();
//Show(d, line); //Using this to check that words found are the correct words in the dictionary.
setper(charArray);
Console.WriteLine("-----------------------------------------DONE-----------------------------------------");
Console.WriteLine("Enter your caracters for the anagram: ");
File.Delete("Permutations.txt");
}
}
static void swap(ref char a, ref char b)
{
if (a == b) return;
a ^= b;
b ^= a;
a ^= b;
}
static void setper(char[] list)
{
int x = list.Length - 1;
permuteWords(list, 0, x);
}
static void permuteWords(char[] list1, int k, int m)
{
if (k == m)
{
StreamWriter sw = new StreamWriter("Permutations.txt", true);
sw.WriteLine(list1);
sw.Close();
Regex permutationPattern = new Regex(new string(list1));
string[] permutations = File.ReadAllLines("Permutations.txt");
Regex pattern = new Regex(new string(list1));
string[] lines = File.ReadAllLines("Dictionary.txt");
foreach (string line in lines)
{
var matches = pattern.Matches(line);
if (pattern.ToString() == line)
{
Console.WriteLine(line);
}
}
}
else
{
for (int i = k; i <= m; i++)
{
swap(ref list1[k], ref list1[i]);
permuteWords(list1, k + 1, m);
swap(ref list1[k], ref list1[i]);
}
}
}