c#: Creating a 10x10 field (and array) of CheckBoxes - c#

I have a problem, and i don't know why but i can't figure out what it actually is.
All I want to do is create a 10 x 10 field of checkboxes as a board for a game basically.
The thing I came up with should use an Array of these boxes to easily identify them from box[0,0] to box[9,9] according to theirt coordinates in the field.
This is the code i am struggling with:
private void Form1_Load(object sender, EventArgs e)
{
// == OPTIONS ========================================
int xpos = 60; // Position of the first Checkbox (x)
int ypos = 60; // Position of the first Checkbox (y)
int size = 10; // Number of Rows and Columns
int spc = 30; // Space between boxes (Default:20)
// ====================================================
//other Variables
int x, y;
//Creating the Game Field
CheckBox[,] box = new CheckBox[size,size];
for (int i = 0; i < size; i++)
{
for (int j = 0; j < size; j++)
{
box[i, j] = new CheckBox();
//For Debugging Purpuses: Showing i and j next to checkBox
box[i, j].Text = i + "" + j;
//Set Position
y = i * spc + xpos;
x = j * spc + ypos;
box[i, j].Location = new Point(x,y);
this.Controls.Add(box[i, j]);
}
}
}
All I get from this is one single column of checkboxes marked [0,0] to [0,9].
And even if i switch around x and y or i and j, that never changes. So i.E. i will never get a row of checkboxes, just always a single column. Where am I going wrong with this?
i just get those 10 checkboxes, nothing more. they do not seem to be placed over each other either.
Hope you can help me out here :) thanks.
timo.

The check-boxes are too wide by default.
Try it with (for example):
int spc = 50;
And also add this in the loop:
box[i, j].Width = 40;

Related

Changing the 2D array value Tetris Style

I have a 2d boolean array that checks if the row of the columns are all true. right now I want to check that if a row is filled with all true. I want that row to go all false. and then I take the value above me. and shove it down. just like tetris. this is my pseudo code i made. can someone give me a hint and explanation about how to do it? and btw. if i filled the SECOND column with true. I'm afraid that the first column will also shift down regardless of his lowest column value.
[SerializeField]private int columns;
[SerializeField]private int rows;
private bool[,] grid;
private bool isRowTrue = true;
private int gridColumnCount = 0;
private int gridRowCount = 0;
private int combo = 0;
// Start is called before the first frame update
void Start()
{
grid = new bool[columns, rows];
for (int y = 0; y < grid.GetLength(1); y++)
{
for (int x = 0; x < grid.GetLength(0); x++)
{
grid[y, x] = false;
}
}
}
// Update is called once per frame
void Update()
{
CheckArrays();
}
private void CheckArrays()
{
for (int y = 0; y < grid.GetLength(1); y++)
{
for (int x = 0; x < grid.GetLength(0); x++)
{
if (grid[y, x] == false)
{
isRowTrue = false;
break;
}
}
if (isRowTrue == true)
{
Debug.Log(y + "TH Row Are All True");
for (int x = 0; x < grid.GetLength(0); x++)
{
grid[y, x] = false;
Debug.Log(grid[y, x]);
}
for (int yc = 0; yc < grid.GetLength(1); yc++)
{
for (int xc = 0; xc < grid.GetLength(0); xc++)
{
grid[yc, xc] = grid[yc - 1, xc - 1];
}
}
}
else
{
isRowTrue = true;
}
}
}
If you don't have a specific requirement to build this as a 2d array, this may be easier to reason about in a more object oriented way. For example, create a Row class that will hold an array of bool and have a method IsFull() which returns true if the entire array is true. Then you can hold a ArrayList of Row in your code above. Then, you can iterate over the rows and simply delete the row from the list whenever row.IsFull()==true, this should give you the effect that you are looking for.

C# - How to access property of an array object?

I dont know how to show clearly, so:
Example - I create an array of button like this:
Button[,] _button = new Button[3, 3];
public MainPage()
{
for (int i = 0; i < 3; i++)
for (int j = 0; j < 3; j++)
{
_button[i, j] = new Button();
_button[i, j].Name = "btn" + i.ToString() + j.ToString();
_button[i, j].Tag = 0;
//Add Click event Handler for each created button
_button[i, j].Click += _button_Click;
boardGrid.Children.Add(_button[i, j]);
Grid.SetRow(_button[i, j], i);
Grid.SetColumn(_button[i, j], j);
}
} // end MainPage()
private void _button_Click(object sender, RoutedEventArgs e)
{
Button b = (Button)sender;
if (...)
b.Tag = 1;
else
b.Tag = 2;
}// end Click Event
Now how can I compare the Tag of 2 buttons in that array like:
b[1,1].Tag == b[1,2].Tag ? ...<do st>... : ....<do st>...
If you need to find position of control in array consider to set Control.Tag to that position instead of search:
_button[i, j].Tag = new System.Drawing.Point{ X = j, Y = i};
And instead of searching just
Point position = (Point)((Button)sender).Tag;
Or if you need more information (like Position + 0/x/empty choice you have) - have custom class to hold all information you need:
enum CellState { Empty, Player1, Player2 };
class TicTacToeCell
{
public Point Position {get;set;}
public CellState State {get;set;}
}
Now when you have position and state - use _buttons array to index access other ones:
Check same row:
Point position = (Point)((Button)sender).Tag;
int player1CountInThisRow = 0;
for (var col = 0; col < 3; col++)
{
if (((TicTacToeCell)(_button[position.Y, col].Tag).State == CellState.Player1)
{
player1CountInThisRow ++;
}
}
This is more of a long-winded clarification than a definite answer, but it may uncover what you're really trying to do:
In the code that you show b is (presumably) a single Button, not an array of buttons. Do you mean:
_button[1,1].Tag == _button[1,2].Tag ? ...<do st>... : ....<do st>...
Or are you trying to compare b (the event sender) to a button relative to it in the array?

Conway's Game Of Life 2D array doesn't line up

I am attempting to make Conway's Game of Life in C# with XAML. The window allows the user to specify the number of rows and columns of my 2D array of cells using a slider. When my Uniform Grid is a perfect square (10x10, 20x20, or even 16x16), the simulations work without a problem. However, when the user attempts to specify a rectangular uniform grid (13x14, 15x26, 24x14), the cells are thrown of by the difference (i.e. in a 33x27 grid, difference = 6, so the cell goes appropriately up, but is thrown off (left/right) by the difference). I have narrowed down that this only happens on the x-axis; the cells are never thrown off on the y-axis.
THE QUESTION: Why is my array throwing off my x axis? Is there something wrong with it?
As far as I can tell, everything should work fine. I set up a log to check the dimensions of my 2D arrays and my uniform grid. I'm not sure what is wrong, and I have been staring and debugging for literally DAYS. I'm at my wits end. Please help, I hope there is something that I am simply not catching.
Code Legend:
unigridOfCells is a Uniform Grid in XAML.
slideWidth/slideHeight are sliders.
Also, I am using a converter from my resource which converts my isAlive property to a SolidColorBrush.
private Cell[,] cells;
private Cell[,] nextGenCells;
private int codeColumn, codeRow, difference, secondDiff;
public MainWindow()
{
InitializeComponent();
unigridOfCells.Height = 500;
unigridOfCells.Width = 500;
setCellsOnGrid(10, 10);
}
//Sets all the cells on the grid, as well as setting the number of columns and rows to be reset for all arrays in the application
public void setCellsOnGrid(int column, int row)
{
unigridOfCells.Rows = row;
unigridOfCells.Columns = column;
codeColumn = column;
codeRow = row;
time = new Timer(3000);
cells = new Cell[codeColumn, codeRow];
nextGenCells = new Cell[codeColumn, codeRow];
for (int i = 0; i < codeColumn; i++)
{
for (int j = 0; j < codeRow; j++)
{
cells[i, j] = new Cell();
Rectangle block = new Rectangle();
block.Height = 10;
block.Width = 10;
block.DataContext = cells[i, j];
block.MouseLeftButtonDown += cells[i, j].ParentClicked;
//block.MouseLeftButtonDown += blockSpace;
Binding b = new Binding();
b.Source = cells[i, j];
b.Path = new PropertyPath("isAlive");
b.Converter = (BoolColorConverter)Application.Current.FindResource("cellLifeSwitch");
block.SetBinding(Rectangle.FillProperty, b);
unigridOfCells.Children.Add(block);
}
}
}
public void blockSpace(object sender, MouseButtonEventArgs e)
{
int spot = 0;
int pick = 0;
for (int i = 0; i < codeColumn; i++)
{
for (int j = 0; j < codeRow; j++)
{
spot = unigridOfCells.Children.IndexOf((Rectangle)sender);
}
}
MessageBox.Show("" + spot + " : " + pick);
}
//Updates the cells. This is where the rules are applied and the isAlive property is changed (if it is).
public void updateCells()
{
for (int n = 0; n < codeColumn; n++)
{
for (int m = 0; m < codeRow; m++)
{
nextGenCells[n, m] = new Cell();
bool living = cells[n, m].isAlive;
int count = GetLivingNeighbors(n, m);
bool result = false;
if (living && count < 2)
{
result = false;
}
if (living && (count == 2 || count == 3))
{
result = true;
}
if (living && count > 3)
{
result = false;
}
if (!living && count == 3)
{
result = true;
}
nextGenCells[n, m].isAlive = result;
}
}
setNextGenCells();
}
//Resets all the cells in a time step
public void setNextGenCells()
{
for (int f = 0; f < codeColumn; f++)
{
for (int k = 0; k < codeRow; k++)
{
cells[f, k].isAlive = nextGenCells[f, k].isAlive;
}
}
}
//Checks adjacent cells to the cell in the position that was passed in
public int GetLivingNeighbors(int x, int y)
{
int count = 0;
// Check cell on the right.
if (x != codeColumn - 1)
if (cells[x + 1, y].isAlive)
count++;
// Check cell on the bottom right.
if (x != codeColumn - 1 && y != codeRow - 1)
if (cells[x + 1, y + 1].isAlive)
count++;
// Check cell on the bottom.
if (y != codeRow - 1)
if (cells[x, y + 1].isAlive)
count++;
// Check cell on the bottom left.
if (x != 0 && y != codeRow - 1)
if (cells[x - 1, y + 1].isAlive)
count++;
// Check cell on the left.
if (x != 0)
if (cells[x - 1, y].isAlive)
count++;
// Check cell on the top left.
if (x != 0 && y != 0)
if (cells[x - 1, y - 1].isAlive)
count++;
// Check cell on the top.
if (y != 0)
if (cells[x, y - 1].isAlive)
count++;
// Check cell on the top right.
if (x != codeColumn - 1 && y != 0)
if (cells[x + 1, y - 1].isAlive)
count++;
return count;
}
//Fires when the next generation button is clicked. Simply makes the board go through the algorithm
private void nextGenerationClick(object sender, RoutedEventArgs e)
{
updateCells();
}
//Fired when the "Reset Grid" button is pressed, resets EVERYTHING with the new values from the sliders
private void resetGrid(object sender, RoutedEventArgs e)
{
MessageBox.Show("First Slide (width) value: " + slideWidth.Value + "\nSecond Slide (length) value: " + slideHeight.Value + "\nDifference: " + (codeColumn - codeRow) + "\nColumns: " + unigridOfCells.Columns + " \nRows: " + unigridOfCells.Rows + "\nChildren count: " + unigridOfCells.Children.Count + " \nLengths: "
+ "\n\tOf 1D of cells: " + cells.GetLength(0) + "\n\tOf 1D of nextGenCells: " + nextGenCells.GetLength(0) + "\n\tUniform Grid Columns: " + unigridOfCells.Columns + " \nWidths: "
+ "\n\tOf 2D of cells: " + cells.GetLength(1) + "\n\tOf 2D of nextGenCells: " + nextGenCells.GetLength(1) + "\n\tUniform Grid Rows: " + unigridOfCells.Rows);
unigridOfCells.Children.Clear();
setCellsOnGrid((int)slideWidth.Value, (int)slideHeight.Value);
}
The problem is that the order in which you create cells differs from the order in which the UniformGrid arranges its children.
In your setCellsOnGrid method, you create cells top-to-bottom, then left-to-right, whereas the UniformGrid arranges its children in the order left-to-right then top-to-bottom.
For a square grid, the cells in the first column of your grid are drawn in the first row of the UniformGrid, and similarly for other columns and rows. You end up with the grid being reflected in the line x = y. However, for a non-square grid, the length of a row does not equal the length of a column and so the grid is completely out of place.
For example, with a 3 × 3 grid, your loop runs in the following order:
1 4 7
2 5 8
3 6 9
However, the controls are added to the UniformGrid in the following order (assuming you haven't set FlowDirection="Right"):
1 2 3
4 5 6
7 8 9
For, for a 3 × 4 grid, your loop runs in the order
1 5 9
2 6 10
3 7 11
4 8 12
but the controls are added to the UniformGrid in the order
1 2 3
4 5 6
7 8 9
10 11 12
This means that cells that adjacent in your cells array might not be drawn as adjacent in the UniformGrid, and vice versa.
Fortunately, the fix is simple: switch the order of the i and j loops in setCellsOnGrid. Make the j loop the outer loop and the i loop the inner loop.
Incidentally, your blockSpace method doesn't appear to use the i and j loop variables - it just calls the same method codeColumn * codeRow times. Is this intentional?

Dynamic UI, Loop not working correctly

Here is the code I'm using
It's supposed to create labels for each module name entered by a user and all the assessment names for that module under it. Should work with any number of modules and assessments. The problem is that it only shows assessments for the last module displayed.
dat.Modules and dat.Assessments are arraylists, each of them holds 4 elements with info about a module or an assessments, that is why i divide the count by 4.
private void testingButton_Click(object sender, EventArgs e)
{
int pos1 = 50;
int pos2 = 150;
int modLength = dat.Modules.Count;
modLength = modLength / 4;
int assessLength = 0;
int arrayData = 0;
int displayCount = 0;
for (int i = 0; i < modLength; i++)
{
this.moduleLabels.Add(new Label());
System.Drawing.Point pLabel1 = new System.Drawing.Point(50, pos1);
(moduleLabels[i] as Label).Location = pLabel1;
(moduleLabels[i] as Label).Size = new System.Drawing.Size(100, 13);
(moduleLabels[i] as Label).Text = dat.Modules[arrayData].ToString();
tabPage5.Controls.Add((moduleLabels[i] as Label));
String asd = dat.Modules[arrayData + 2].ToString();
Console.WriteLine(asd);
assessLength = int.Parse(asd);
pos2 = pos1 + 25;
for (int y = 0; y < assessLength; y++)
{
this.assessLabels.Add(new Label());
System.Drawing.Point pLabel2 = new System.Drawing.Point(70, pos2);
(assessLabels[y] as Label).Location = pLabel2;
(assessLabels[y] as Label).Size = new System.Drawing.Size(250, 13);
(assessLabels[y] as Label).Text = dat.Assessments[displayCount + 1].ToString() + " weights " + dat.Assessments[displayCount+2].ToString() +"%, Enter your mark:";
textboxComputer.Add(new TextBox());
System.Drawing.Point pText1 = new System.Drawing.Point(400, pos2);
(textboxComputer[y] as TextBox).Location = pText1;
(textboxComputer[y] as TextBox).Size = new System.Drawing.Size(20, 20);
tabPage5.Controls.Add(assessLabels[y] as Label);
tabPage5.Controls.Add(textboxComputer[y] as TextBox);
pos2 = pos2 + 25;
displayCount = displayCount + 4;
}
pos1 = pos2+25;
arrayData = arrayData + 4;
}
}
this is an example of what it displays
http://dc540.4shared.com/download/YI8IENYI/tsid20120501-211723-cbc785f9/asd.jpg
The first two modules should have their assessments listed. The first one doesn't display any. For Java it only displays the last one, out of 3 total for that module. And for the last Module "Another Module" it displays all assessments.
For each increment of i, y starts at 0. You then add new labels to assessLabels, but attempt to access the one you added by using assessLabels[y] which would usually yield the labels created for the previous value of i. This causes labels created for the first module to be reused by the next, and so forth.
A quick solution is not to use assessLabels[y] but assessLabels[assessLabels.Count - 1].
A better solution is to create a local variable for the labels, set their properties, and then add them to the list:
for (int y = 0; y < assessLength; y++)
{
Label assessLabel = new Label();
assessLabel.Location = ...;
// etc.
tabPage5.Controls.Add(assessLabel);
assessLabels.Add(assessLabel);
}
This would also remove the need to continuously cast the ArrayList members and unneeded access to the list.
PS. If assessLabels only contains objects of type Labels, consider using a List<Label> instead.

Why does the second series in my StackedColumn chart not start at y = 0?

I am having trouble displaying data. My problem is that the first series i establish starts from "0" on y, but the second series starts at the y value from the series before it. What do i need to adjust in my code to allow all subsequent series after the first to start at y = 0?
Code.
private void BuildGraph(machine_data[] array)
{
int series_cnt = 1;
chart1.Series.Clear();
chart2.Series.Clear();
for (int x = 0; x < array.Count(); x++)
{
chart1.Series.Add(array[x].name + array[x].Digital_Location);
chart2.Series.Add(array[x].name + array[x].Digital_Location);
int numpoints = array[x].Multi_Datapoints.Count();
for (Int32 i = 0; i < numpoints; i++)
{
/***************************/
chart1.Series[array[x].name + array[x].Digital_Location].ChartType = SeriesChartType.Area;
chart1.Series[array[x].name + array[x].Digital_Location].Points.AddXY(array[x].Multi_Datapoints[i].dt, array[x].Multi_Datapoints[i].state);
/***************************/
chart2.Series[array[x].name + array[x].Digital_Location].ChartType = SeriesChartType.StackedColumn;
// Set up the charting location of the Series
if (array[x].name == "Preci_4")
chart2.Series[array[x].name + array[x].Digital_Location].Points.AddXY(0, array[x].count_1s);
else
chart2.Series[array[x].name + array[x].Digital_Location].Points.AddXY(1, array[x].count_1s);
// Set up the color of the series' according to which DIO they correspond to.
if (array[x].Digital_Location == "DIO0")
chart2.Series[array[x].name + array[x].Digital_Location].Color = Color.Green;
else
chart2.Series[array[x].name + array[x].Digital_Location].Color = Color.Red;
/*chart2.AlignDataPointsByAxisLabel();
return chart2;*/
}
series_cnt++;
}
I've figured it out - I was making 4 separate series. I need only 2 series and to vary the x position. When I make 2 series I am then able to start from 0.

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