C# create 3x3 2d map with labels - c#

Is there a way to create 3 rows with 3 colums with labels (or similar) to create a 2d "map" with data to manipulate in an easy way?
just placing 9 labels is easy but I want each labels to be accessed with the same array.
How it looks like in the form:
label1 label2 label3
label4 label5 label6
label7 label8 label9
If i need to change the property of label5 I would like to access it something like this:
labelarray[1][1].Text = "Test";
(labelarray[row][column].Property )
How do I do this?
Or could this be achieved in another way?

class Data
{
private string text;
public string Text
{
get { return text; }
set { text = value; }
}
}
class Program
{
static void Main(string[] args)
{
Data[,] map = new Data[3, 3];
map[1, 1] = new Data();
map[1, 1].Text = "Test";
}
}
Edit: fixed error.

private void button1_Click(object sender, EventArgs e)
{
string[] nine_labels = { "a", "b", "c", "d", "e", "f", "g", "h", "i" };
var labelarray= new Label[3,3];
// putting labels into matrix form
int c = 0;
for (int i = 0; i < 3; i++)
{
for (int j = 0; j < 3; j++)
{
var lbl = new Label();
lbl.Text = nine_labels[c];
lbl.Top = i * 100;
lbl.Left = j * 100;
labelarray[i, j] = lbl;
c++;
}
}
// adding labels to form
foreach (var item in labelarray)
{
this.Controls.Add(item);
}
// test
labelarray[1, 1].Text = "test";
}
NOTE: You'll need to add one button and call this function on Click of that button.

The answer from tehMick actually lead to a runtime exception in .NET 2.0 but, except for that, the example is straight to the point.
The types of the two dimensional array must have a public accessible property, so you can access it directly as you said:
public class DTO
{
private String myStrProperty;
public String MyStrProperty
{
get {return myStrProperty; }
set { myStrProperty = value; }
}
public DTO(string myStrProperty)
{
this.myStrProperty = myStrProperty;
}
}
class Program
{
private static Logger logger;
static void Main(string[] args)
{
DTO[,] matrix =
{
{new DTO("label1"), new DTO("label2")},
{new DTO("label3"), new DTO("label4")}
};
matrix[0, 1].MyStrProperty = "otherValue";
}
}

Here's an example that's specific to winforms. Hopefully it will answer the question a little bit better:
const int spacing = 50;
Label[][] map = new Label[3][];
for (int x = 0; x < 3; x++)
{
map[x] = new Label[3];
for (int y = 0; y < 3; y++)
{
map[x][y] = new Label();
map[x][y].AutoSize = true;
map[x][y].Location = new System.Drawing.Point(x * spacing, y * spacing);
map[x][y].Name = "map" + x.ToString() + "," + y.ToString();
map[x][y].Size = new System.Drawing.Size(spacing, spacing);
map[x][y].TabIndex = 0;
map[x][y].Text = x.ToString() + y.ToString();
}
this.Controls.AddRange(map[x]);
}
map[1][1].Text = "Test";

Related

I want to create an array of labels and sort them according to the values in the labels using insertion sort

I am taking input from 5 textboxes and sorting the values inserted into the text boxes by putting them into labels and moving the labels around till the values in them are sorted.
I have so far put them into labels, but I don't know how to move he labels on button click and let the labels move to get sorted.
This is one way of simulating the algorithm of insertion sort.
my code so far for button click :
private void button1_Click(object sender, EventArgs e)
{
if (comboBox1.SelectedItem.ToString() == "insertion sort")
{
for ( i = 0; i < 5; i++)
{
if (c != 0)
{
myLabel[i].Dispose();
}
myLabel[i] = new Label();
myLabel[i].Location = new Point(a, b);
myLabel[i].Width = 70;
myLabel[i].Height = 70;
myLabel[i].BackColor=Color.White;
myLabel[i].BorderStyle = BorderStyle.FixedSingle;
panel1.Controls.Add(myLabel[i]);
a = a + 100;
myLabel[i].Visible = true;
}
timer1.Start();
c++;
}
myLabel[0].Text = textBox1.Text;
myLabel[1].Text = textBox5.Text;
myLabel[2].Text = textBox4.Text;
myLabel[3].Text = textBox3.Text;
myLabel[4].Text = textBox2.Text;
}
public partial class Form1 : Form
{
Label[] myLabel=new Label[5];
int a = 30; //x coordinates of first label in label1 array
int b = 125; //y coordinates of first label in label1 array
int c = 0;
int k = 0;
int n = 0;
int j = 1;
int i;
public Form1()
{
InitializeComponent();
comboBox1.Items.Add("Selection Sort");
comboBox1.Items.Add("Insertion Sort");
}
you need to sort value of textbox and then put value in labels. Something like this :
private void button1_Click(object sender, EventArgs e)
{
if (comboBox1.SelectedItem.ToString() == "insertion sort")
{
for ( i = 0; i < 5; i++)
{
if (c != 0)
{
myLabel[i].Dispose();
}
myLabel[i] = new Label();
myLabel[i].Location = new Point(a, b);
myLabel[i].Width = 70;
myLabel[i].Height = 70;
myLabel[i].BackColor=Color.White;
myLabel[i].BorderStyle = BorderStyle.FixedSingle;
panel1.Controls.Add(myLabel[i]);
a = a + 100;
myLabel[i].Visible = true;
}
timer1.Start();
c++;
}
var list = new List<KeyValuePair<string, string>>();
list.Add(new KeyValuePair<string, string>(textBox1.Text, textBox1.Text.Value));
list.Add(new KeyValuePair<string, string>(textBox2.Text, textBox2.Text.Value));
list.Add(new KeyValuePair<string, string>(textBox3.Text, textBox3.Text.Value));
list.Add(new KeyValuePair<string, string>(textBox4.Text, textBox4.Text.Value));
list.Add(new KeyValuePair<string, string>(textBox5.Text, textBox5.Text.Value));
list.Sort(Compare2);
int increment = 0;
foreach(var item in list)
{
myLabel[increment].Text=item.Value;
increment++;
}
}
static int Compare2(KeyValuePair<string, string> a, KeyValuePair<string, string> b)
{
return a.Value.CompareTo(b.Value);
}

Assign different text name in an array button using different function

I have a 2x2 button array and I want to give it a different text name.
Button[,] btnSeat = new Button[2, 2];
private void initializeBoard()
{
for (int i = 0; i < 2; i++)
{
for (int j = 0; j < 2; j++)
{
btnSeat[i, j] = new Button();
btnSeat[i, j].Width = 90;
btnSeat[i, j].Height = 90;
pnlSeat.Controls.Add(btnSeat[i, j]);
}
}
IT will have an output like this
How can I assign a text using different function
public void assignName()
{
//assign button names
}
Is there anything stopping you from passing the button as a parameter?
public void assignName(Button button)
{
button.Text = "ex";
}
Edit
Since your naming convention is known ahead of time, you can just use a map.
string[,] buttonNames = new string[2,2];
buttonNames[0,0] = "dog";
// continue
Then if you want to use the separate function, you would need to pass in 3 parameters.
public void assignName(Button button, int row, int column)
{
string[,] buttonNames = new string[2,2];
buttonNames[0,0] = "dog";
// continue
buttonText.Text = buttonNames[row][column];
}
Notes
I would either make the name map static at the class level and assigned in a static constructor or dispense with the function, declare the name map in the initializeBoard method and just use it in there.
For example
private void initializeBoard()
{
string[,] buttonNames = new string[2,2];
buttonNames[0,0] = "dog";
// continue
for (int i = 0; i < 2; i++)
{
for (int j = 0; j < 2; j++)
{
btnSeat[i, j] = new Button();
btnSeat[i, j].Width = 90;
btnSeat[i, j].Height = 90;
btnSeat[i, j].Text = buttonNames[row][column];
pnlSeat.Controls.Add(btnSeat[i, j]);
}
}
}
Does that help?

Random labels in Tic Tac Toe simulation

I am working on a Tic Tac Toe simulator for a class and have run into an issue.
I created a 2-dimensional array to simulate the board and populate it with either 0 or 1 in all the boxes.
The issue I am having is getting those numbers to apply to the labels I have created (a1, a2, a3, b1, b2, etcetera).
Is there a way that my nested for loops can have each element in the array apply to a new label? I can't seem to find anything in my book or online about this.
Here is my related code:
private void newBTN_Click(object sender, EventArgs e)
{
Random rand = new Random();
const int ROWS = 3;
const int COLS = 3;
int [,] board = new int[ROWS, COLS];
for (int row = 0; row < ROWS; row++)
{
for (int col = 0; col < COLS; col++)
{
board[row, col] = rand.Next(1);
}
}
}
What are the names of the labels? I assumed below that the labels are Label0_0, Label0_1, Label1_1 and so on... This way you can find them using the row and column values.
You want to find the Label control on your form dynamically, because you don't know the name in advance while coding.
If you know the name in advance you just say: label1.Text = "1";.
But in your case, you are trying to find a particular control in each iteration of the loop. So you need to have a name for the labels so you can find them using Form.Controls.Find(string, bool) like this:
var row = 4;
var col = 6;
var l = this.Controls.Find("Label" + row.ToString() + "_" + col.ToString(), false).FirstOrDefault() as Label;
if (l == null)
{
//problem... create label?
l = new Label() { Text = "X or O" }; //the position of this need to be set (the default is 0,0)
this.Controls.Add(l);
}
else
{
l.Text = "X or O";
}
Your board stores integers, which is an internal representation of your game state. You can create a UniformGrid that holds Label for your game GUI. The code below returns a grid based on your current board. You need to add this returned grid to your MainWindow (or whatever you use) to see it.
private UniformGrid fillLabels(int[,] board)
{
int numRow = board.GetLength(0);
int numCol = board.GetLength(1);
UniformGrid g = new UniformGrid() { Rows = numRow, Columns = numCol };
for (int i = 0; i < numRow; i++)
{
for (int j = 0; j < numCol; j++)
{
Label l = new Label();
l.Content = (board[i, j] == 0) ? "O" : "X";
Grid.SetRow(l, i);
Grid.SetColumn(l, j);
g.Children.Add(l);
}
}
return g;
}
First, do not re-create (and re-initialize) Random each time you need it: it makes generated sequences skewed badly:
private static Random s_Rand = new Random();
Try not implement algorithm in the button enent directly, it's a bad practice:
private void CreateField() { ... }
private void newBTN_Click(object sender, EventArgs e) {
CreateField();
}
putting all together:
private static Random s_Rand = new Random();
private void ApplyLabelText(String name, String text, Control parent = null) {
if (null == parent)
parent = this;
Label lb = parent as Label;
if ((lb != null) && (String.Equals(name, lb.Name))) {
lb.Text = text;
return;
}
foreach(Control ctrl in parent.Controls)
ApplyLabelText(name, text, ctrl);
}
private void CreateField() {
for (Char row = 'a'; row <= 'c'; ++row)
for (int col = 1; col <= 3; ++col)
ApplyLabelText(row.ToString() + col.ToString(), s_Rand.Next(1) == 0 ? "O" : "X");
}
private void newBTN_Click(object sender, EventArgs e) {
CreateField();
}
How about you skip the INTEGER board and go directly to a Label array?
You can then do the following to loop trough all of them:
Label[,] listOfLabels; // Do also initialize this.
foreach(Label current in listOfLabels)
{
current.Text = _rand.Next(2) == 0 ? "0" : "X";
}

C# label control not working properly

When I run the following code, it populates the label1 control one time. Then the label1 control does nothing else. How do I get the label1 control to change on the mouse enter events. Please provide code examples.
int currentXposition, currentYposition;
const string positionLabel = "Current Position: ";
private void Test_Load(object sender, EventArgs a)
{
var temp=Color.Transparent; //Used to store the old color name of the panels before mouse events
var colorName = Color.Red; //Color used to highlight panel when mouse over
int numBlocks = 8; //Used to hold the number of blocks per row
int blockSize=70;
//Initialize new array of Panels new
string[,] Position = new string[8, 8];
Panel[,] chessBoardPanels = new Panel[numBlocks, numBlocks];
string Alphabet = "A,B,C,D,E,F,G,H";
string Numbers ="1,2,3,4,5,6,7,8";
string[] alphaStrings = Alphabet.Split(',');
string[] numStrings=Numbers.Split(',');
// b = sub[0];
int FirstValue, SecondValue;
//Store Position Values
for (int firstValue = 0; firstValue < 8; ++firstValue)
{
FirstValue = Alphabet[firstValue];
for (int SecValue = 0; SecValue < 8; ++SecValue)
{
SecondValue = Numbers[SecValue];
Position[firstValue, SecValue] = alphaStrings[firstValue] + numStrings[SecValue];
}
}
//Loop to create panels
for (int iRow = 0; iRow < numBlocks; iRow++)
{
for (int iColumn = 0; iColumn < numBlocks; iColumn++)
{
Panel p = new Panel();
//set size
p.Size = new Size(blockSize, blockSize);
//set back colour
p.BackColor = (iRow + (iColumn % 2)) % 2 == 0 ? Color.Black : Color.White;
//set location
p.Location = new Point(blockSize *iRow+15, blockSize * iColumn+15);
chessBoardPanels[iRow, iColumn] = p;
chessBoardPanels[iRow,iColumn].MouseEnter += (s,e) =>
{
currentXposition = iRow;
currentYposition = iColumn;
var oldColor = (s as Panel).BackColor;
(s as Panel).BackColor = colorName;
temp = oldColor;
label1.Text = Position[iRow, iColumn];
};
chessBoardPanels[iRow, iColumn].MouseLeave += (s, e) => {
(s as Panel).BackColor = temp;
};
groupBox1.Controls.Add(p);
}
}
}
I'm answering this only because I think it's important to show what happens when scope is confused. The reason you're having your issue is the scope of your variables. Your label is changing iRow * iColumn times, but only during initial execution. From then on, iRow and iColumn are fixed at their final values.
To achieve your desired end goal, it'd be easiest to create an extension of Panel:
public class ChessPanel : Panel {
private const Color HighlightColor = Color.Red;
public int iColumn { get; set; }
public int iRow { get; set; }
public Color PrimaryColor { get; set; }
public ChessPanel() : base()
{
this.MouseEnter += (s,e) =>
{
this.PrimaryColor = this.BackColor;
this.BackColor = HighlightColor;
};
this.MouseLeave += (s,e) =>
{
this.BackColor = this.PrimaryColor;
};
}
}
This will then allow you to reduce your code as follows:
int currentXposition, currentYposition;
const string positionLabel = "Current Position: ";
private void Test_Load(object sender, EventArgs a)
{
var temp=Color.Transparent; //Used to store the old color name of the panels before mouse events
var colorName = Color.Red; //Color used to highlight panel when mouse over
int numBlocks = 8; //Used to hold the number of blocks per row
int blockSize=70;
//Initialize new array of Panels new
string[,] Position = new string[8, 8];
ChessPanel[,] chessBoardPanels = new ChessPanel[numBlocks, numBlocks];
string Alphabet = "A,B,C,D,E,F,G,H";
string Numbers ="1,2,3,4,5,6,7,8";
string[] alphaStrings = Alphabet.Split(',');
string[] numStrings=Numbers.Split(',');
int FirstValue, SecondValue;
//Store Position Values --- no idea what this is supposed to do...
for (int firstValue = 0; firstValue < 8; ++firstValue)
{
FirstValue = Alphabet[firstValue];
for (int SecValue = 0; SecValue < 8; ++SecValue)
{
SecondValue = Numbers[SecValue];
Position[firstValue, SecValue] = alphaStrings[firstValue] + numStrings[SecValue];
}
}
//Loop to create panels
for (int iRow = 0; iRow < numBlocks; iRow++)
{
for (int iColumn = 0; iColumn < numBlocks; iColumn++)
{
ChessPanel p = new ChessPanel();
//set size
p.Size = new Size(blockSize, blockSize);
//set back colour
p.BackColor = (iRow + (iColumn % 2)) % 2 == 0 ? Color.Black : Color.White;
//set location
p.Location = new Point(blockSize *iRow+15, blockSize * iColumn+15);
p.MouseEnter += (s,e) =>
{
var cpSelf = s as ChessPanel;
if (cpSelf != null)
{
label1.Text = Position[cpSelf.iRow, cpSelf.iColumn];
}
};
groupBox1.Controls.Add(p);
chessBoardPanels[iRow, iColumn] = p;
}
}
}
I'm assuming you're making use of many of those variables later on int the program, and looking at this kind of makes my head hurt, so I left most of it in place.
Delegates are a very powerful and useful utility, but they can cause confusion with variable scope. Be very careful when using these, and make sure you treat them as functional units that execute later and can therefore only rely on the state of the program at execution of the block rather than at creation of the block. If you notice, I kept the reference to the Position array simply to show that you can still access local variables within the scope of the delegate because it is technically still in scope. Structurally, this could easily be moved into the ChessPanel class and referenced 100% locally. This example should be used as a caution as it can show how a "local" variable that many people assume are garbage-collected at end of function execution can hang around and eat up memory.
This code is untested and may have minor syntax errors. Hopefully the spirit of the structure is understood.

Why won't the label populate

I have been trying to create a chess strategy application. I seem to be having issues with trying to get the label1 control to populate during run time. I am actually pretty new to the idea of dynamically creating events like 'mouse enter, mouse leave' How do I get the label to show the coordinates in the mouse enter event
int currentXposition, currentYposition;
const string positionLabel = "Current Position: ";
private void Test_Load(object sender, EventArgs a)
{
var temp=Color.Transparent; //Used to store the old color name of the panels before mouse events
var colorName = Color.Red; //Color used to highlight panel when mouse over
int numBlocks = 8; //Used to hold the number of blocks per row
int blockSize=70;
//Initialize new array of Panels new
string[,] Position = new string[8, 8];
Panel[,] chessBoardPanels = new Panel[numBlocks, numBlocks];
string Alphabet = "A,B,C,D,E,F,G,H";
string Numbers ="1,2,3,4,5,6,7,8";
string[] alphaStrings = Numbers.Split(',');
string[] numStrings=Numbers.Split(',');
// b = sub[0];
int FirstValue, SecondValue;
//Store Position Values
for (int firstValue = 0; firstValue < 8; ++firstValue)
{
FirstValue = Alphabet[firstValue];
for (int SecValue = 0; SecValue < 8; ++SecValue)
{
SecondValue = Numbers[SecValue];
Position[firstValue, SecValue] = alphaStrings[firstValue] + numStrings[SecValue];
}
}
//Loop to create panels
for (int iRow = 0; iRow < numBlocks; iRow++)
for (int iColumn = 0; iColumn < numBlocks; iColumn++)
{
Panel p = new Panel();
//set size
p.Size = new Size(blockSize, blockSize);
//set back colour
p.BackColor = (iRow + (iColumn % 2)) % 2 == 0 ? Color.Black : Color.White;
//set location
p.Location = new Point(blockSize *iRow+15, blockSize * iColumn+15);
chessBoardPanels[iRow, iColumn] = p;
chessBoardPanels[iRow,iColumn].MouseEnter += (s,e) =>
{
currentXposition = iRow;
currentYposition = iColumn;
var oldColor = (s as Panel).BackColor;
(s as Panel).BackColor = colorName;
temp = oldColor;
label1.Text = Position[iRow, iColumn];
};
chessBoardPanels[iRow, iColumn].MouseLeave += (s, e) =>
{
(s as Panel).BackColor = temp;
};
groupBox1.Controls.Add(p);
}
}
Try this.. It was not populating because of a out of range.. iRow always = 8...
Add this class to your project.
public class ChessSquare
{
public string Letter { get; set; }
public int Number { get; set; }
public Color Color { get; set; }
public string Position
{
get { return string.Format("{0}{1}", Letter, Number); }
}
public ChessSquare()
{
}
public ChessSquare(string letter, int number)
{
Letter = letter;
Number = number;
}
}
Replace the FormLoad method with this:
int blockSize = 20;
Panel[,] chessBoardPanels = new Panel[8, 8];
for (int i = 0; i < 8; i++)
{
for (int j = 0; j < 8; j++)
{
ChessSquare sq = new ChessSquare(((char)(65+i)).ToString(), j);
sq.Color = (i + (j % 2)) % 2 == 0 ? Color.AliceBlue : Color.White;
Panel p = new Panel()
{ Size = new Size(blockSize, blockSize),
BackColor = sq.Color,
Tag = sq,
Location = new Point(blockSize * i + 15, blockSize * j+15),
};
p.MouseEnter+=new EventHandler(squareMouseEnter);
p.MouseLeave += new EventHandler(squareMouseLeave);
chessBoardPanels[i, j] = p;
groupBox1.Controls.Add(p);
}
}
And add those two methods to your code:
void squareMouseEnter(object sender, EventArgs e)
{
Panel p = (Panel)sender;
ChessSquare sq = (ChessSquare)p.Tag;
p.BackColor = Color.Aqua;
label1.Text = string.Format("Current position: {0}", sq.Position);
}
void squareMouseLeave(object sender, EventArgs e)
{
Panel p = (Panel) sender;
ChessSquare sq = (ChessSquare)p.Tag;
p.BackColor = sq.Color;
}
I there are several ways of doing it... This one is pretty straight forward.

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