I'm developing a game server for a game client. The game's character has an inventory, like any other game. The inventory has 4 tabs:
Equipment, Potions, Extra, Cash
Currently, the CharacterItems class is a List<Item>, where each Item object contains a Slot property which indicates the position of the item inside the window (the window is 4 by 4).
I don't really like this approach as it doesn't really indicate where each item is located, where with a dictionary I can have keys for each tab and then organize the item. However, I also need to index the items with a slot. So how can I use this approach with a dictionary? Wouldn't I need two dictionaries like so? Dictionary<InventoryTab, Dicitionary<int, Item>>, where InventoryTab is a certain tab and the keyed collection is indexed by the item's slot? Seems too cluttered, perhaps there is a better appraoch for this?
Also, the character also has wearable equipment on it. So that means I have to create another definition in the dictionary for equipped tab, which kinda ruins the logic.
Here's a test for the apparoach I mentioned before:
using System;
using System.Collections.Generic;
using System.Linq;
namespace InventoryTest
{
class Program
{
static void Main(string[] args)
{
var inventory = new Inventory();
while (true)
{
var mapleId = new Random().Next(1000000, 5999999);
short str = 0;
short dex = 0;
short intt = 0;
short luk = 0;
if (mapleId >= 1000000 && mapleId <= 1999999)
{
str = (short)new Random().Next(0, 5);
dex = (short)new Random().Next(0, 5);
intt = (short)new Random().Next(0, 5);
luk = (short)new Random().Next(0, 5);
}
var item = new Item()
{
MapleId = mapleId,
Str = str,
Dex = dex,
Int = intt,
Luk = luk
};
inventory.Add(item);
Console.ReadLine();
}
}
}
class Item
{
public int MapleId { get; set; }
public short Str { get; set; }
public short Dex { get; set; }
public short Int { get; set; }
public short Luk { get; set; }
public Tab Tab
{
get
{
return (Tab)(this.MapleId / 1000000);
}
}
}
enum Tab : byte
{
Equip = 1,
Use,
Setup,
Etc,
Cash
}
class Inventory : Dictionary<Tab, Dictionary<sbyte, Item>>
{
public Inventory()
: base()
{
foreach (var tab in Enum.GetValues(typeof(Tab)).Cast<Tab>())
{
base.Add(tab, new Dictionary<sbyte, Item>(96));
}
}
public void Add(Item item)
{
var nextFreeSlot = this.GetNextFreeSlot(item.Tab);
this[item.Tab].Add(nextFreeSlot, item);
Console.WriteLine("Added new item to {0} tab. Info:", item.Tab);
Console.WriteLine("Slot: {0}", nextFreeSlot);
Console.WriteLine("MapleId: {0}", item.MapleId);
if (item.Str > 0)
{
Console.WriteLine("Str: {0}", item.Str);
}
if (item.Dex > 0)
{
Console.WriteLine("Dex: {0}", item.Dex);
}
if (item.Int > 0)
{
Console.WriteLine("Int: {0}", item.Int);
}
if (item.Luk > 0)
{
Console.WriteLine("Luk: {0}", item.Luk);
}
}
private sbyte GetNextFreeSlot(Tab tab)
{
sbyte slot = 0;
foreach (var item in this[tab])
{
if (item.Key == slot)
{
slot += 1;
}
else
{
break;
}
}
return slot;
}
}
}
Related
I have a dictionary where values are stored in the following format -
userID, empDetails
For example,
1234, 'empName,jobDesc,CardNumber,Type'
I have to compare this information with another set of information such that -
If entered userId is present in the above dictionary, then remove this record from the dictionary.
If entered CardNumber is present (here userId is not known) in the above dictionary, then remove this record from the dictionary.
The first condition is simple and can be done by
dictionary.Remove(key)
But I am confused as to how would I implement the second condition. I want something like
if(CardNumber.PresentinAboveDictionary)
then
Remove that record
I know we can compare a partial string in a key like this, but I want to remove the record.
Check if any part of a hashtable value contains certain string c#
Assuming the employment details in your dictionary are a string in the specified format you would need to:
Search the values within the dictionary
Parse/Split the values to get the card numbers
Check the card numbers to see if they match the card number you are checking
Return the key value pair when a match occurs
Remove the entry for the key in the returned key value pair
Example code for the solution:
var dictionary = new Dictionary<int, string>() { { 1, "empName,jobDesc,124124134,Type" } };
var cardNumber = 124124134;
var entry = dictionary.FirstOrDefault(x => DoEmploymentDetailsContainCardNumber(x.Value, cardNumber));
if (!entry.Equals(default(KeyValuePair<int, string>)))
{
dictionary.Remove(entry.Key);
}
Method that checks if card number is present in employment details:
private static bool DoEmploymentDetailsContainCardNumber(string empDetails, int cardNumber)
{
var splitEmpDetails = empDetails.Split(',');
var empDetailsCardNumber = splitEmpDetails[2];
return empDetailsCardNumber == cardNumber.ToString();
}
Instead of Dictionary you can use a strongly typed List
Use the Linq builtin Remove method
Use Parallel.ForEach, iterate the list and remove the item (beware, takes more time)
pseudo code:
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Threading.Tasks;
using System.Linq;
using System.Collections;
namespace ConsoleApp4
{
public class Employee
{
public Employee(int userID, string empDetails)
{
string[] props = empDetails.Split(new char[] { ',' }, StringSplitOptions.None);
this.userID = userID;
this.empName = props[0];
this.jobDesc = props[1];
this.CardNumber = props[2];
this.Type = props[3];
}
public int userID { get; set; }
public string empName { get; set; }
public string jobDesc { get; set; }
public string CardNumber { get; set; }
public string Type { get; set; }
}
public class MyCustomList : List<Employee>
{
public void Add(int userID, string empDetails)
{
this.Add(new Employee(userID, empDetails));
}
public bool Remove(string CardNumber)
{
bool found = false ;
Parallel.ForEach(this,
(i, state) =>
{
if (i.CardNumber == CardNumber)
{
this.Remove(i);
state.Break();
}
});
return found;
}
public bool RemoveV2(string CardNumber)
{
bool found = false;
if (this.Any(x => x.CardNumber == CardNumber))
{
this.Remove(this.Where(x => x.CardNumber == CardNumber).First());
found = true;
}
return found;
}
}
class Program
{
static void Main(string[] args)
{
var dict = new MyCustomList();//userID, empDetails list
dict.Add(12341, "empName1,jobDesc,CardNumber1,Type");
dict.Add(12342, "empName2,jobDesc,CardNumber2,Type");
dict.Add(12343, "empName3,jobDesc,CardNumber3,Type");
dict.Add(12344, "empName4,jobDesc,CardNumber4,Type");
dict.Add(12345, "empName5,jobDesc,CardNumber5,Type");
dict.Add(12346, "empName6,jobDesc,CardNumber6,Type");
dict.Add(12347, "empName7,jobDesc,CardNumber7,Type");
dict.Add(12348, "empName8,jobDesc,CardNumber8,Type");
//remove CardNumber5
dict.Remove("CardNumber5");
Console.Write(dict);
}
}
}
you can follow the simple approach to remove the key by using a loop here.
Here I am assuming that there is no key with a value of -1 in the dictionary.
int keyToRemove = -1;
foreach (var entry in dictionary)
{
if (entry.Value.Contains(CardNumber))
{
keyToRemove = entry.Key;
break;
}
}
if (keyToRemove != -1)
{
dictionary.Remove(keyToRemove);
}
This is possibly overkill and is not optimised for reading the full dataset repeatedly but it is considerably faster than the accepted solution. I put together a test of the solution below which did the following:
Generated 1,000,000 data rows with unique IDs and card numbers (the solution would also work if the card numbers were not unique)
Randomly removed 100,000 data items by ID and 100,000 data items by card number
Generated a list of the remaining data items
The process took around 75 seconds.
I then tried to repeat steps 1) and 2) using the accepted answer - after around 10 minutes it's about 7% of the way through removing data items. Therefore I think the solution below is around 2 orders of magnitude faster for this type of operation.
There are probably better doubley linked list implementations out there but I am not too familiar with any of them.
namespace Question
{
public class EmployeeCollection
{
private readonly Dictionary<int, ListNode<EmployeeDetails>> _idDictionary = new();
private readonly Dictionary<string, Dictionary<int, EmployeeDetails>> _cardNumberDictionary = new();
private readonly LinkedList<EmployeeDetails> _list = new();
public void AddEmployee(EmployeeDetails details)
{
var node = new ListNode<EmployeeDetails>(details);
_list.AddToStart(node);
_idDictionary.Add(details.Id, node);
if(!_cardNumberDictionary.ContainsKey(details.CardNumber))
{
_cardNumberDictionary.Add(details.CardNumber, new Dictionary<int, EmployeeDetails>());
}
_cardNumberDictionary[details.CardNumber].Add(details.Id, details);
}
public void RemoveById(int id)
{
if (_idDictionary.TryGetValue(id, out var node))
{
_idDictionary.Remove(id);
_list.Remove(node);
var list = _cardNumberDictionary[node.Value.CardNumber];
list.Remove(id);
if(list.Count == 0)
{
_cardNumberDictionary.Remove(node.Value.CardNumber);
}
}
}
public void RemoveByCardNumber(string cardNumber)
{
if (_cardNumberDictionary.TryGetValue(cardNumber, out var employees))
{
_cardNumberDictionary.Remove(cardNumber);
foreach (var employee in employees)
{
if (_idDictionary.TryGetValue(employee.Key, out var node))
{
_list.Remove(node);
}
}
}
}
public IEnumerable<EmployeeDetails> Employees => _list.GetAllValues();
public EmployeeDetails? GetById(int id)
{
if(_idDictionary.ContainsKey(id))
{
return _idDictionary[id].Value;
}
return null;
}
}
public class EmployeeDetails
{
public int Id { get; init; }
public string Name { get; init; }
public string JobDescription { get; init; }
public string CardNumber { get; init; }
public string Type { get; init; }
public static EmployeeDetails FromData(int id, string details)
{
var parts = details.Split(',');
return new EmployeeDetails
{
Id = id,
Name = parts[0],
JobDescription = parts[1],
CardNumber = parts[2],
Type = parts[3],
};
}
}
public class LinkedList<T>
{
public int Count { get; private set; }
private ListNode<T>? Start { get; set; }
private ListNode<T>? End { get; set; }
public bool IsEmpty => Count == 0;
public void AddToStart(ListNode<T> node)
{
ArgumentNullException.ThrowIfNull(nameof(node));
node.Next = null;
node.Previous = null;
if (IsEmpty)
{
Start = End = node;
}
else
{
Start!.Previous = node;
node.Next = Start;
Start = node;
}
Count++;
}
public void Remove(ListNode<T> node)
{
if (node != Start)
{
node.Previous!.Next = node.Next;
}
else
{
Start = node.Next;
}
if (node != End)
{
node.Next!.Previous = node.Previous;
}
else
{
End = node.Previous;
}
Count--;
}
public IEnumerable<T> GetAllValues()
{
var counter = Start;
while (counter != null)
{
yield return counter.Value;
counter = counter.Next;
}
}
}
public class ListNode<T>
{
public T Value { get; }
public ListNode<T>? Previous { get; set; }
public ListNode<T>? Next { get; set; }
public ListNode(T value)
{
Value = value;
}
}
}
you can do something like this.
var recordsToRemove = dictionary.Where(x => x.Value.Contains("what you are looking for"))
.ToList();
if (recordsToRemove.Any())
{
foreach (var record in recordsToRemove)
{
dictionary.Remove(record.Key);
}
}
I have a problem. I try compare two list currentItemsInColl and bPList. Inside bPList i have other list RequiredItems and now is what I need.
I want compare currentItemsInColl and RequiredItems and return bPList.craftingBlueprint.
I try Compare but I dont know how use it :/
using Devdog.InventoryPro;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CraftingAutoUpdate : MonoBehaviour {
public ItemCollectionBase itemCollection;
public ItemCollectionBase rewardCollection;
public CraftingCategory craftingCategory;
[Header("Blue Print List")]
public List<BlueprintList> bPList = new List<BlueprintList>();
public List<CurrentItemInCollList> currentItemsInColl = new List<CurrentItemInCollList>();
private CraftingBlueprint readyBlueprint;
public void OnShow()
{
GetBluePrint();
InvokeRepeating("StartUpdate",0f,0.05f);
}
public void OnHide()
{
CancelInvoke("StartUpdate");
}
private void StartUpdate()
{
UpdateDirectory();
UpdateFindMatchItems();
UpdateCraftResults();
}
private void GetBluePrint()
{
bPList.Clear();
foreach (var b in craftingCategory.blueprints)
{
if (b != null)
{
var rI = b.requiredItems;
var listReqItems = new List<RequiredItem>();
foreach (var e in rI)
{
listReqItems.Add(new RequiredItem(e.item.ID, e.amount));
}
bPList.Add(new BlueprintList(b.name, b, listReqItems));
}
}
}
private void UpdateDirectory()
{
currentItemsInColl.Clear();
foreach(var item in itemCollection)
{
if (item.item != null)
{
var cT = item.item.ID;
if (currentItemsInColl.Find(u =>u.itemID == cT) == null)
{
var itemCount = itemCollection.GetItemCount(item.item.ID);
currentItemsInColl.Add(new CurrentItemInCollList(item.item.ID, itemCount));
}
}
}
}
In this methode I try find same items in collections:
private void UpdateFindMatchItems()
{
readyBlueprint = null;
bool matchFailed = false;
int requiredItemCount = 0;
int currentItemsInCollCount = currentItemsInColl.Count;
foreach(var bp in bPList)
{
requiredItemCount = bp.RequiredItems.Count;
foreach(var rI in bp.RequiredItems)
{
if(CompareLists(currentItemsInColl, bp.RequiredItems))
{
print("aa");
}
print(currentItemsInCollCount);
}
}
private void UpdateCraftResults()
{
rewardCollection.Clear();
if (readyBlueprint != null)
{
foreach (var items in readyBlueprint.resultItems)
{
rewardCollection.AddItem(items.item,null,true,false);
}
}
}
I try somthing like this but is wont work with this lists:
public static bool CompareLists<T>(List<T> aListA, List<T> aListB)
{
if (aListA == null || aListB == null || aListA.Count != aListB.Count)
return false;
if (aListA.Count == 0)
return true;
Dictionary<T,T> lookUp = new Dictionary<T,T>();
// create index for the first list
for (int i = 0; i < aListA.Count; i++)
{
uint count = 0;
if (!lookUp.TryGetValue(aListA[i], out count))
{
lookUp.Add(aListA[i], 1);
continue;
}
lookUp[aListA[i]] = count + 1;
}
for (int i = 0; i < aListB.Count; i++)
{
uint count = 0;
if (!lookUp.TryGetValue(aListB[i], out count))
{
// early exit as the current value in B doesn't exist in the lookUp (and not in ListA)
return false;
}
count--;
if (count <= 0)
lookUp.Remove(aListB[i]);
else
lookUp[aListB[i]] = count;
}
// if there are remaining elements in the lookUp, that means ListA contains elements that do not exist in ListB
return lookUp.Count == 0;
}
}
And this is my lists:
/* LISTS */
[Serializable]
public class CurrentItemInCollList
{
public uint itemID;
public uint itemAmount;
public CurrentItemInCollList(uint newitemID, uint newItemAmount)
{
itemID = newitemID;
itemAmount = newItemAmount;
}
}
[Serializable]
public class BlueprintList
{
public string bluePrintName;
public CraftingBlueprint craftingBlueprint;
public List<RequiredItem> RequiredItems = new List<RequiredItem>();
public BlueprintList(string newBluePrintName, CraftingBlueprint newcraftingBlueprint, List<RequiredItem> list)
{
bluePrintName = newBluePrintName;
craftingBlueprint = newcraftingBlueprint;
RequiredItems = list;
}
}
[Serializable]
public class RequiredItem
{
public uint itemID;
public uint itemAmount;
public RequiredItem( uint newitemID, uint newItemAmount)
{
itemID = newitemID;
itemAmount = newItemAmount;
}
}
I forgot.. CurrentItemInCollList.itemAmount can be >= RequiredItems.itemAmount
Dictionary use hash values to compare objects.
The stored classes must implement public override int GetHashCode(){}
Use Linq - here is a small console example:
class Program
{
static void Main(string[] args)
{
//Required list
List<Order> currentItemsInColl = new List<Order>();
currentItemsInColl.Add(new Order() { Name = "bike1", Id = "01" });
currentItemsInColl.Add(new Order() { Name = "bike4", Id = "04" });
//List of all items
List<BPP> bPList = new List<BPP>();
bPList.Add(new BPP() { BikeName = "bike1", Idzzz = "01" });
bPList.Add(new BPP() { BikeName = "bike2", Idzzz = "02" });
bPList.Add(new BPP() { BikeName = "bike3", Idzzz = "03" });
bPList.Add(new BPP() { BikeName = "bike4", Idzzz = "04" });
bPList.Add(new BPP() { BikeName = "bike5", Idzzz = "05" });
//Blueprint List
List<BPP> Blueprint = new List<BPP>();
//get all items into the Blueprint list
foreach (Order i in currentItemsInColl)
{
List<BPP> tmp = bPList.FindAll(x => x.Idzzz.Contains(i.Id));
//here you add them all to a list
foreach (BPP item in tmp)
{
Blueprint.Add(item);
}
}
Console.ReadLine();
}
}
public class Order
{
public string Id { get; set; }
public string Name { get; set; }
}
public class BPP
{
public string Idzzz { get; set; }
public string BikeName { get; set; }
}
Sidenote: i am comparing the ID's in each of the lists! Hope it helps.
so far my code does the following.
Ask user for a numeric amount for 'players'
Then asks for names for each of the players which is added to a list and class
I'd like to call those names from the list or class (not really sure how class works) and assign it to a new string. Here's what I got so far:
public class NameVariable
{
public int ID { get; set; }
public string Name { get; set; }
}
class Program
{
static void Main(string[] args)
{
bool IsUserWrong = false;
Console.WriteLine("Write amount of players");
while (!IsUserWrong)
{
int TotalPlayers;
while (!Int32.TryParse(Console.ReadLine(), out TotalPlayers))
{
Console.WriteLine("Value must be numeric.");
}
if (TotalPlayers >= 12 && TotalPlayers <= 16)
{
List<NameVariable> PlayerList = new List<NameVariable>();
for (int index = 0; index < TotalPlayers; index++)
{
Console.WriteLine("Enter player {0}'s name:", index + 1);
PlayerList.Add(new NameVariable
{
Name = Console.ReadLine(),
ID = index
});
}
// string player1 = ???
// string player2 = ???
// and so on for 12-16 players
}
else
{
Console.WriteLine("Please enter a value between 12 and 16.");
}
}
}
}
I know that a foreach loop can be used to display all of the variables in the NameVariable class. Would just like to know how to assign each variable to a different string.
Before using the class I just used the list which worked by using
string player1 = PlayerList[0];
string player2 = PlayerList[1];
// and so on for the remaining players
Thanks in advance!
it's just
string player1 = PlayerList[0].Name;
string player2 = PlayerList[1].Name;
...
Essentially your list contains NameVariable objects. PlayerList[index] gives you the object, and .Name gives you the property value of the object.
If you want a specific player name by a specific ID number, you can use LINQ (just to give you a hint)
string player = PlayerList.Where(p => p.ID == WhateverIDNumber).First().Name;
While the answer to your immediate question, i.e., how to access properties of a class object, is as others have shown, I feel like this code has a bigger problem. That is you're trying to do too much in one function, namely, Main(). So I advice to in fact try and refactor your code so that one function does one thing. Something like:
public static int GetNumberOfPlayers()
{
Console.Write("Enter number of players: ");
int totalPlayers;
while (!Int32.TryParse(Console.ReadLine(), out totalPlayers))
{
Console.WriteLine("Value must be numeric.");
}
return totalPlayers;
}
public static List<NameVariable> GetPlayerList(int num)
{
var list = new List<NameVariable>();
for (int i = 0; i < num; i++)
{
Console.WriteLine("Enter player {0}'s name:", i + 1);
list.Add(new NameVariable
{
Name = Console.ReadLine(),
ID = i
});
}
return list;
}
public static void DisplayPlayers(List<NameVariable> list)
{
foreach(var player in list)
{
Console.WriteLine("Player {0}, Name: {1}", player.ID, player.Name);
}
}
public static void CantThinkOfAGoodName()
{
while (true)
{
int totalPlayers = GetNumberOfPlayers();
if (totalPlayers > 16 || totalPlayers < 12)
{
Console.WriteLine("Please enter a value between 12 and 16.");
}
else
{
var playerList = GetPlayerList(totalPlayers);
DisplayPlayers(playerList);
break;
}
}
}
public static void Main()
{
CantThinkOfAGoodName();
Console.ReadLine();
}
Not sure if it helps but you can use an indexer to get players by name.
public NameVariable this[string name]
Let's say you create a class for the colection
public class NameColection : List<NameVariable>
{
public NameVariable this[string name]
{
get
{
return this.FirstOrDefault(n => n.Name == name);
}
}
}
Then you access players by name
var players = new NameColection()
{
new NameVariable() { ID = 1 , Name = "John" },
new NameVariable() { ID = 2 , Name = "Paul" },
new NameVariable() { ID = 3 , Name = "George" },
new NameVariable() { ID = 4 , Name = "Ringo" }
};
var player1 = players["John"];
As NameColection inhertits from List, you will be able to add, remove or modify items the usual way.
This is my Code inside my Class. I'm trying to figure out how to access Questions list in DisplayQuestion. I have a program.cs that display a menu for a quiz and I can't have anything static.
public string Question { get; set; }
public List<string> Choices { get; set; }
public char[] CorrectChoice = { 'A', 'B', 'C', 'D' };
public List<string> Questions { get; set; }
These are my methods inside my class. I will need to access this list multiple times inside this class.
public void NewQuestion()
{
Questions = new List<string>();
Choices = new List<string>();
Console.WriteLine("Enter the question: ");
Questions.Add(Console.ReadLine());
Console.WriteLine("Enter Choice 1 for the question:");
Choices.Add(Console.ReadLine());
Console.WriteLine("Enter Choice 2 for the question: ");
Choices.Add(Console.ReadLine());
Console.WriteLine("Enter Choice 3 for the question: ");
Choices.Add(Console.ReadLine());
Console.WriteLine("Enter Choice 4 for the question:");
Choices.Add(Console.ReadLine());
// Console.WriteLine("Enter the correct choice(A,B,C,D)");
foreach (string choice in Choices)
{
Console.WriteLine();
Console.WriteLine(choice);
}
}
public void DisplayQuestions()
{
foreach(string question in Questions)
{
Console.WriteLine();
Console.WriteLine(question);
}
}
try declaring and initializing it to null in the global section or create a class with proper getter setter methods for it.
Don't feel constrained to do everything in one class. Even a rough, verbose attempt at separating concerns into separate classes helps with readability, maintainability, and sanity. Then, you're just a thoughtful refactor away from good code.
You are using C#, an OBJECT-oriented language. So go with the grain and embrace using objects.
using System;
using System.Collections.Generic;
using System.Linq;
namespace Quiz_StackOverflow
{
class Program
{
static void Main(string[] args)
{
var quizGenerator = new QuizGenerator();
var quiz = quizGenerator.GenerateQuiz();
var quizProctor = new QuizProctor();
var grade = quizProctor.ProctorQuiz(quiz);
Console.WriteLine(grade.ToString());
Console.WriteLine("Done. Press any key to exit.");
Console.ReadKey();
}
}
public class QuizGenerator
{
public Quiz GenerateQuiz()
{
var problems = GenerateProblems();
var quiz = new Quiz()
{
Problems = problems
};
return quiz;
}
private List<Problem> GenerateProblems()
{
List<Problem> problems = new List<Problem>();
int numChoices = InputValidator.GetPositiveNumber("Enter number of problems: ");
for (int i = 0; i < numChoices; i++)
{
Problem problem = GenerateProblem();
problems.Add(problem);
}
return problems;
}
private Problem GenerateProblem()
{
var question = GenerateQuestion();
var choices = GenerateChoices();
var answer = GenerateAnswer(choices);
var problem = new Problem()
{
Question = question,
Choices = choices,
Answer = answer
};
return problem;
}
private string GenerateQuestion()
{
Console.WriteLine("Enter the question: ");
string question = Console.ReadLine();
return question;
}
private List<string> GenerateChoices()
{
List<string> choices = new List<string>();
int numChoices = InputValidator.GetPositiveNumber("Enter number of choices for the question: ");
for (int i=1; i<=numChoices; i++)
{
string choice = GenerateChoice(i);
choices.Add(choice);
}
return choices;
}
private string GenerateChoice(int index)
{
Console.WriteLine($"Enter Choice {index} for the question: ");
string choice = Console.ReadLine();
return choice;
}
private Answer GenerateAnswer(List<string> choices)
{
Console.WriteLine("Enter the answer: ");
string userChoice = InputValidator.GetUserChoice(new Problem() { Choices=choices });
var answer = new Answer()
{
Value = userChoice
};
return answer;
}
}
public class QuizProctor
{
public Grade ProctorQuiz(Quiz quiz)
{
var answers = new List<Answer>();
foreach(Problem problem in quiz.Problems)
{
Answer answer = ProctorProblem(problem);
answers.Add(answer);
}
Grade grade = quiz.Grade(answers);
return grade;
}
private Answer ProctorProblem(Problem problem)
{
string userChoice = InputValidator.GetUserChoice(problem);
var answer = new Answer()
{
Value = userChoice
};
return answer;
}
}
public class Quiz
{
public List<Problem> Problems { get; set; }
public Grade Grade(List<Answer> answers)
{
List<Answer> answerKey = Problems.Select(x => x.Answer).ToList();
var rawResults = new List<Tuple<Answer, Answer>>();
for(int i=0; i<answers.Count; i++)
{
Answer correct = answerKey[i];
Answer provided = answers[i];
rawResults.Add(new Tuple<Answer, Answer>(correct, provided));
}
return new Grade(rawResults);
}
}
public class Grade
{
private List<Tuple<Answer, Answer>> RawResults { get; set; }
public decimal Percent
{
get { return decimal.Divide(RawResults.Count(x => x.Item1.Equals(x.Item2)), RawResults.Count); }
}
public Grade(List<Tuple<Answer, Answer>> rawResults)
{
RawResults = rawResults;
}
public override string ToString()
{
return string.Format("You scored a {0:P2}.", Percent);
}
}
public class Problem
{
public string Question { get; set; }
public List<string> Choices { get; set; }
public Answer Answer { get; set; }
public string Prompt()
{
Func<int, char> numberToLetter = (int n) =>
{
return (char)('A' - 1 + n);
};
string prompt = Question;
for (int i=0; i<Choices.Count; i++)
{
string choice = Choices[i];
prompt += $"\n{numberToLetter(i+1)}) {choice}";
}
return prompt;
}
}
public class Answer
{
public string Value { get; set; }
public override string ToString()
{
return Value + "";
}
public override bool Equals(object obj)
{
if (obj == null || GetType() != obj.GetType())
{
return false;
}
return (obj as Answer).Value.Equals(Value);
}
public override int GetHashCode()
{
return Value.GetHashCode();
}
}
public static class InputValidator
{
public static int GetPositiveNumber(string prompt)
{
int number = -1;
while (number < 0)
{
Console.Write(prompt);
string input = Console.ReadLine();
try
{
number = int.Parse(input);
}
catch (Exception)
{
Console.WriteLine("ERROR: Please input a positive number.");
}
}
return number;
}
public static string GetUserChoice(Problem problem)
{
Func<char, int> letterToNumber = (char c) =>
{
if (char.IsLower(c))
{
return (int)(c - 'a' + 1);
}
return (int)(c - 'A' + 1);
};
char userChoiceLetter = '_';
while (!char.IsLetter(userChoiceLetter))
{
Console.WriteLine(problem.Prompt());
Console.Write("Answer: ");
var input = Console.ReadLine();
try
{
userChoiceLetter = char.Parse(input);
}
catch (Exception)
{
Console.WriteLine("ERROR: Please input a letter corresponding to your choice.");
}
}
int answerIndex = letterToNumber(userChoiceLetter) - 1;
return problem.Choices[answerIndex];
}
}
}
I am trying to make a game where an image appears, and if it is not clicked the image should disappear. I need help giving my array a value of three, then subtract it in another method.
Code:
NameCount = -1;
NameCount++;
Grid.SetColumn(mole, ranCol);
Grid.SetRow(mole, ranRow);
grid_Main.Children.Add(mole);
for (int i = 0; i < NumofImages; i++)
{
//Where I must give a value to the array of the array to 3 for every image that appears.
}
//Where I am trying to make the image disappear after 3 seconds.
private void deleteMole()
{
NumofImages = TUtils.GetIniInt(Moleini, "NumPictures", "pictures", 8);
NumberofImages = Convert.ToInt32(NumofImages);
for (int j = 0; j < NumofImages; j++)
{
CounterArray[j]--;
if (CounterArray[j] == 0)
{
//Not Sure How to delete image
Thanks for the help!
You could keep track of the images in another array.
After you add the image to the view you should also add it to the array:
images[j] = mole;
Then later:
if (CounterArray[j] == 0)
{
grid_Main.Children.Remove(images[j]);
}
But using static arrays and separating data is not a good idea.
If you can you should better aggregate all the metadata and the image together in the same structure:
class Mole
{
public int Counter { get; set; }
public Control Image { get; set; }
}
and manage them in a single List<Mole>; adding and removing them will be simpler.
Here is some code that illustrates the idea (won't compile):
class Mole
{
public int X { get; set; }
public int Y { get; set; }
public int Counter { get; set; }
public Control Image { get; set; }
public bool IsNew { get; set; }
}
class Test
{
IList<Mole> moles = new List<Mole>();
private static void AddSomeMoles()
{
moles.Add(new Mole{ X = rand.Next(100), Y = rand.Next(100), Counter = 3, Image = new PictureBox(), IsNew = true });
}
private static void DisplayMoles()
{
foreach (Mole mole in moles)
{
if (mole.IsNew)
{
grid_Main.Children.Add(mole.Image);
mole.IsNew = false;
}
}
}
private static void CleanupMoles()
{
foreach (Mole mole in moles)
{
mole.Counter -= 1;
if (mole.Counter <= 0)
{
grid_Main.Children.Remove(mole.Image);
moles.Remove(mole);
}
}
}
static void Main()
{
while (true)
{
AddSomeMoles();
DisplayMoles();
Thread.Sleep(1000);
CleanupMoles();
}
}
}
If you want to give every element in a List a certain value, use a foreach loop. In this case, it would look like:
foreach(int currentElement in CounterArray)
{
currentElement = 3;
}
This will loop through each element of the List and set it to 3.
EDIT: If you're using an array, which you are, you would do the following:
for (int i = 0; i < CounterArray.Length; i++)
{
CounterArray[i] = 3;
}