Display a random number

How do I display a random number in a JTextField when a button is clicked (I already have the button listener)?
private void doThis(ActionEvent e)
          field1.setText(???);
     }

OlegD wrote:
How do I display a random number in a JTextField when a button is clicked (I already have the button listener)?
private void doThis(ActionEvent e)
          field1.setText(???);
     }OK, you've got it. Now the only thing you need to do is generate a random number. I usually use an object of the Random class that is initialized only once in my program. You should have a look at its API.

Similar Messages

  • How to generate a unique random number in a MySQL db

    I'm creating a volunteer and also a separate vendor application form for an airshow. The volunteer and vendor info is stored in separate tables in a MySQL db, one row per volunteer or vendor. There will be about 100 volunteers and 50 vendors. When the application is submitted it should immediately be printed by the applicant, then signed and mailed in. This past year we had problems with some people who didn't immediately print their application so I'd like to still give them the option to immediately print but also send them an e-mail with a link to their specific row in the MySQL db. I have an autoincrement field as the primary key for each table, but I think sending this key to the applicant in an e-mail would be too easy for them to guess another id and access other people's info.
    I'm thinking I should add a column to each table which would contain a unique random number and I would then send this key in the e-mail to the applicant. So, can anyone suggest a simple way to do this or suggest a better way of giving the applicant a way to access their own application and no-one elses after they have submitted their form?
    Thanks all.
    Tony Babb

    Thanks so much, that was very helpful. I added the code you suggested to create and display the random number - I called it "vollink" and that worked fine. Then I added the hidden field toward the bottom of the form - it shows at line 311 when I do a "View Source in Int Explorer and then tried adding the code to add it to the table and when I tested it failed with "You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near ')' at line 1" . The test version of the page is here www.hollisterairshow.com/volunteerapp2.php . The changes I made to add it to the table is shown below , I must be missing something blindingly obvious, if you could suggest a fix I'd really appreciate it. I did add the field to the MySQL table also.
    Thanks again
    Tony
    $editFormAction = $_SERVER['PHP_SELF'];
    if (isset($_SERVER['QUERY_STRING'])) {
      $editFormAction .= "?" . htmlentities($_SERVER['QUERY_STRING']);
    if ((isset($_POST["MM_insert"])) && ($_POST["MM_insert"] == "form1")) {
      $insertSQL = sprintf("INSERT INTO volunteers (firstname, lastname, email, thursday, friday, saturday, sunday, monday, activity, talents, specialrequests, tshirt, phone, street, city, st, zip, updatedby, vollink) VALUES (%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, $s)",
                           GetSQLValueString($_POST['firstname'], "text"),
                           GetSQLValueString($_POST['lastname'], "text"),
                           GetSQLValueString($_POST['email'], "text"),
                           GetSQLValueString($_POST['thursday'], "text"),
                           GetSQLValueString($_POST['friday'], "text"),
                           GetSQLValueString($_POST['saturday'], "text"),
                           GetSQLValueString($_POST['sunday'], "text"),
                           GetSQLValueString($_POST['monday'], "text"),
                           GetSQLValueString($_POST['activity'], "text"),
                           GetSQLValueString($_POST['specialtalents'], "text"),
                           GetSQLValueString($_POST['specialrequests'], "text"),
                           GetSQLValueString($_POST['tshirt'], "text"),
                           GetSQLValueString($_POST['phone'], "text"),
                           GetSQLValueString($_POST['street'], "text"),
                           GetSQLValueString($_POST['city'], "text"),
                           GetSQLValueString($_POST['st'], "text"),
                           GetSQLValueString($_POST['zip'], "text"),
            GetSQLValueString($_POST['vollink'], "text"),
                           GetSQLValueString($_POST['lastname'], "text"));
      mysql_select_db($database_adminconnection, $adminconnection);
      $Result1 = mysql_query($insertSQL, $adminconnection) or die(mysql_error());

  • Plot xy graph using random number generator

    How do i plot xy graph dynamically every 5 seconds with a random number generator?
    X axis : Time
    Y Axis : Random number generator

    I've done tis so far. im able to plot dynamically every 1 second.
    but the problem i am facing is The X axis display every 1 second.
    i want it to be fixed 24 hours time format, and the data will gradually plots the data on y axis against x axis every one second, without changing the scale of the x axis (24hour time format)

  • Random number in range generator plz help!

    hey hope someone can help me out, im sure its an easy one:
    var tstArray:Array = new Array(1,2,3);
    for (var a:uint=0; a<tstArray.length; a++)
    var x:Number = Math.floor((Math.random()*tstArray[a]));
    trace(x);
    tstArray.splice(a,1);
    i have this code but it doesnt do exectply what i want it to do. Im trying to generate a signle random number per click between 1 and 3 and when all numbers have been used up, remove this click listener.
    if u can help it'll be much appriciated
    thx pavel

    use:
    var fp1:farm_part1=new farm_part1();
    and any time you want to randomize an array use:
    var tstArray:Array = fp1.randomizeF([1,2,3]);
    package
    */import flash.utils.Timer;
    import flash.display.Sprite;
    import flash.events.MouseEvent;
    import flash.display.MovieClip;
    import flash.events.Event;
    import flash.events.*;
    import flash.media.Sound;
    import flash.events.TimerEvent;
    import flash.media.SoundChannel;
    import flash.media.SoundTransform;*/
    public class farm_Part1
    public function randomizeF(a:Array):Array
    {a.shuffle();
    return a;
    ///////////////////////////// change nothing below /////////////////////////////////////////
    function shuffle(a:Array)
    var p:int;
    var t:*;
    var ivar:int;
    for (ivar = a.length-1; ivar>=0; ivar--)
    p=Math.floor((ivar+1)*Math.random());
    t = a[ivar];
    a[ivar] = a[p];
    a[p] = t;
    }//randomAnimal
    }//class
    }//package

  • Random number issue

    I'm making a mobile game and I can't seem to generate a random number successfully
    Game.java:
    import javax.microedition.lcdui.*;
    import javax.microedition.midlet.*;
    public class Game extends MIDlet implements CommandListener {
    private Display theDisplay;
    private GameCanvas canvas;
    private Player p1;
    private Block[] Grid;
    static final Command exitCommand = new Command("Exit", Command.STOP, 1);
    class Player {
      public int x, y;
      public int width=60, height=15;
      public Player(int curX, int curY) {
       x = curX;
       y = curY;
    public Game() {
      setupGrid(5, 8, 5);
      p1 = new Player(90, 250);
      theDisplay = Display.getDisplay(this);
    private void setupGrid(int rows, int cols, int cellspacing) {
      Grid = new Block[200];
      int ind = 0;
      int posX = 10;
      int posY = 20;
      int colPosY;
      int colPosX;
      colPosY = posY;
      colPosX = posX;
      for(int x = 0; x < rows; x++) {
       Grid[ind] = new Block(posX, posY);
       colPosY = posY;
       for(int y = 0; y < cols; y++) {
        ind++;
        colPosX += 20+cellspacing;
        colPosY = posY;
        Grid[ind] = new Block(colPosX, colPosY);
       colPosX = posX;
       posY += 15+cellspacing;
       ind++;
    class Block {
       public int x, y;
       public int Health;
       public int r = 0, g = 0, b = 0;
       public Block(int curX, int curY) {
       x = curX;
       y = curY;
       double rand = Math.random()*5;
       if(rand > 0 && rand < 2) {
        g = 255;
        r = 0;
        b = 0;
       if(rand > 2 && rand < 4) {
        r = 255;
        g = 0;
        b = 0;
       if(rand > 3 && rand < 5) {
        b = 255;
        g = 0;
        r = 0;
    class GameCanvas extends Canvas {
      private int width;
      private int height;
      GameCanvas() {
       width = getWidth();
       height = getHeight();
      public void paint(Graphics g) {
       g.setColor(0, 0, 0);
       g.fillRect(0, 0, width, height);
       g.setColor(100, 100, 100);
       g.fillRect(p1.x, p1.y, p1.width, p1.height);
       for(int x = 0; x < Grid.length; x++) {
        if(Grid[x] != null) {
         g.setColor(Grid[x].r, Grid[x].g, Grid[x].b);
         g.fillRect(Grid[x].x, Grid[x].y, 20, 10);
      public void keyPressed(int keyCode) {
       int key = getGameAction(keyCode);
       if(key == LEFT && p1.x > 0) {
        p1.x-=4;
       else if(key == RIGHT && p1.x < canvas.width-p1.width) {
        p1.x+=4;
       repaint();
    protected void startApp() throws MIDletStateChangeException {
      canvas = new GameCanvas();
      canvas.addCommand(exitCommand);
      canvas.setCommandListener(this);
      theDisplay.setCurrent(canvas);
    public void pauseApp() { }
    public void destroyApp(boolean unconditional) { }
    public void commandAction(Command c, Displayable d) {
      if(c == exitCommand) {
       destroyApp(false);
       notifyDestroyed();
    }Game.java:58: cannot find symbol
    symbol : method random()
    location: class java.lang.Math
    double rand = Math.random()*5;
    ^
    1 error
    Line 58:
    double rand = Math.random()*5;

    b1nary wrote:
    Unfortunately, no - it won't work. Prior to posting this thread I researched different ways to generate random numbers but, apparently, the WTK only allows certain packages to be recognized.You can always write your own generator. For portability I use
    * Uniform random number generator.
    * <p>
    * Based on
    * <blockquote>
    * <pre>
    * Efficient and Portable Combined Random Number Generators
    * <a href="http://www.iro.umontreal.ca/~lecuyer">Pierre L'Ecuyer</a>
    * Communications of the ACM
    * June 1988 Volume 31 Number 6
    * </pre>
    * </blockquote>
    * @author Sabre
    public class Ecuyer
         * Constructs the generator based on two starting seeds.
         * <p>
         * Two generators using the same pair of seeds will produce
         * exactly the same sequence of pseudo random numbers.
         * @param seed1 the starting seed.
         * @param seed2 the second starting seed.
        public Ecuyer(int seed1, int seed2)
            s1 = (seed1 > 0) ? seed1 : 1;
            s2 = (seed2 > 0) ? seed2 : 1;
         * Constructs the generator based on a starting seed.
         * <p>
         * Two generators using the same seeds will produce
         * exactly the same sequence of pseudo random numbers.
         * @param seed the starting seed.
        public Ecuyer(long seed)
            this((int) ((seed >> 32) & 0x7fffffff), (int) (seed & 0x7fffffff));
         * Constructs a generator using the current time as seed.
        public Ecuyer()
            this(System.currentTimeMillis());
         * Returns the next random number
         * @return the next random number
        public double nextValue()
                // m = 2147483563, a = 40014
                int k = s1 / q1;
                s1 = a1 * (s1 - k * q1) - k * r1;
                if (s1 < 0)
                    s1 += m1;
                // m = 2147483399, a = 40692
                int k = s2 / q2;
                s2 = a2 * (s2 - k * q2) - k * r2;
                if (s2 < 0)
                    s2 += m2;
            int z = s1 - s2;
            if (z < 0)
                z += m1;
            return z * 4.656613e-10;
        static final int m1 = 2147483563;
        static final int a1 = 40014;
        static final int q1 = 53668;
        static final int r1 = 12211;
        static final int m2 = 2147483399;
        static final int a2 = 40692;
        static final int q2 = 52774;
        static final int r2 = 3791;
        private int s1;
        private int s2;
    }Make sure you test it thoroughly before committing to it.

  • AppleScript Random Number Question.

    I know there are several "guess a random number" AppleScript examples on the web, but I tried writing my own to see if I could pull it off.  Works pretty good except for one bug.  If the random number is lower than 10 (single digit) and I guess a number 10 or higher, my script comes back saying my guess is too small!  Everything in my code looks reasonable to me, but obviously I'm overlooking something!  Here's my code:
    set rnd to (random number from 1 to 20)
    set rnd to rnd as string
    set num to 5
    repeat 5 times
              if num = 1 then
                        set anw to text returned of (display dialog "You have only 1 guess left!
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              else
                        set anw to text returned of (display dialog "You have " & num & " guesses left!
    Pick a number from 1 to 20." default answer "" buttons {"OK"} default button 1)
              end if
              if anw < rnd then
      display dialog "Too Small!" buttons {"OK"} default button 1
              else
                        if anw > rnd then
      display dialog "Too Big!" buttons {"OK"} default button 1
                        else
                                  if anw = rnd then
      display dialog "Correct!" buttons {"OK"} default button 1
                                            return
                                  end if
                        end if
              end if
              set num to num - 1
    end repeat
    display dialog "You have run out of guesses!
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    you need to convert the variable anw to an integer, otherwise your script will compare anw to rnd as text strings (and text strings beginning with 1 are always small).  add the following code before you do your comparisons:
              set anw to anw as integer
    also, your script will be cleaner if you use the 'else' command in your if statement:
              if anw < rnd then
                      display dialog "Too Small!" buttons {"OK"} default button 1
              else if anw > rnd then
                      display dialog "Too Big!" buttons {"OK"} default button 1
              else
                      display dialog "Correct!" buttons {"OK"} default button 1
                      return
              end if

  • 17 digit random number

    I need to create a 17 digit random number to be used as a primary field in a database. They must all be unique. First, what is the best way to create a 17 digit random number, and second, how do I make sure it is unique?

    I have a servlet that is parsing an email distribution
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  • Generate random number

    hi,
    can anybode give an example code
    how to generate a random number
    something like this:
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    byte[] ranString=JCSystem.makeTransientByteArray(...
    ran.generateData....
    and by the way can someone explain which line to put in which part of the code
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    regards
    Kuba

    i'm using Gemplus GXXv3 cards.
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    Kuba

  • Uniform random number generator

    anyone of u know how to generate UNIFORM RANDOM NUMBER GENERATOR that has serious faults ?

    jwenting wrote:
    uj_ is right (never thought I'd say that).
    ANYTHING "uniform" is by definition not random.Well, the correct term is "random numbers from a uniform distribution". And there certainly exist such generators (athough they're pseudo-random of course).
    I lost my temper because I've spent considerable time helping sosys only to realize he's a notorious cheater. Sosys claims to be a college student attending a CS class. With the knowledge, or rather lack thereof, he's displaying he must've cheated systematically for a long long time. I'm quite liberate at helping people with their homework but I won't help a leech become a programmer.

  • How to sort random number without the used of order by

    Hi ,
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    eg.
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    1 2
    2 9
    3 3
    4 5
    5 7
    Edited by: sake1 on 1-dec-2010 8:16

    I used Altavista and found one example, how does it look?
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        FOR j IN 0 .. n - (i + 1) - 1 LOOP
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    unsorted:
    155
    909
    795
    977
    942
    214
    105
    269
    283
    820
    108
    594
    784
    921
    856
    736
    802
    457
    951
    411
    sorted
         105
         108
         155
         214
         269
         283
         411
         457
         594
         736
         784
         795
         802
         820
         856
         909
         921
         942
         951
         977
    */In the code the first comment is wrong actually i think, that one:
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  • Using PHP to display semi-random images?

    Hello,
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    Alamo_Melt wrote:
     The way I imagine this is, the design has 16 image placeholders. I want Placeholder 1 (the first image) to randomally pull record ID 1, 2, or 3 from the SQL database, while Placeholder 2 pulls record ID 4-6, etc. It's important that one of the first 3 images displays first, while one of the second 3 images displays next, etc.
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    $id = array();
    $min = 1;
    $max = 3;
    for ($i = 0; $i < 16; $i++) {
      // generate random number from current set
      $id[$i] = mt_rand($min, $max);
      // increment the minimum and maximum numbers for the next set
      $min += 3;
      $max += 3;
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    $vals = implode(',', $id);
    $sql = "SELECT image FROM images WHERE id IN ($vals)";
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  • Report for displaying the order number & order date..

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    Zabeerulla
    Moderator message: "spec dumping", please work yourself first on your requirement, do some research, talk to a functional consultant near you.
    Edited by: Thomas Zloch on Feb 28, 2011 2:14 PM

    Thx  dharma raj  ...
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    customer name -> kna1_name where kna1_kunnr=knagv_kunnr
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    THX
    ZABEER

  • A simple question on random number generation?

    Hi,
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            return random.nextInt(number);
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    Do indeed move Random outside the loop. Think of it like a number factory - instantiate it once and let it pump out the random values for you as needed.

  • Problem to display a negative number in XML Publisher output in excel

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    This is very urgent. If someone knows please reply asap.We are all volunteers here, so no ones questions are more urgent then other ones.
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  • How do I assign images to grid cells based on their random number value?

    Hello everyone!
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         I've created (with previous help from this forum) a 12 x 9 random number grid which cycles through the numbers 1 to 9 a total of twelve times each. I've then created a button which shuffles the current grid's cells each time it is clicked. I now want to use 9 images that I have imported as individual symbols into the library (I have given them each their own class titled "skin1," "skin2," ... "skin9") as cell labels or the equivalent. I have also set the images up as individual movie clips (using the .Sprite class as the extended base class but keeping the actual image class names in line with their object name, i.e. the "skin1" image is the "skin1.as" class).
    Question
         How do I assign these images to the grid cells based on their respective values (ranging from 1 to 9) and have them populate the grid each time I click the "shuffle" button? So for example, in my grid the numbers 1 through 9 randomly appear 12 times each. Every time the number 4 appears in a cell, I want it to be assigned to the image "skin4" (which is just a graphic that looks like a button and has a fancy number "4" printed on it). Below is a chunk of the code I am using to draw the grid cells with:
    // Creates a grid cell when called by generateGrid().
    private funciton drawCell(_numeral:int):Sprite
              This is the code I am currently implementing to populate the grids with (although I
              don't want to use text labels as I want to fill each grid with an image according
              to its numerical value (1 to 9).
         var _label:TextField = new TextField();
         _label.multiline = _label.wordWrap = false;
         _label.autoSize = "center";
         _label.text = String(_numeral);
         // Add numerical label to cell array.
         cellLabels.push(_label);
         var _s:Sprite = new Sprite();
         _s.graphics.lineStyle(2, 0x019000);
         _s.graphics.drawRect(30, 0, cellW, CellH);
         _s.addChild(_label);
         return _s;
         While the following isn't working code, it will hopefully demonstrate what I want to achieve inside this function so I don't have to use the above snippet for text labels:
         //This will "hopefully" create an array of all 9 images by calling their classes.      var _imageArray:Array = [skin1, skin2, skin3, skin4, skin5 , skin6, skin7, skin8, skin9];      // This is what I want to happen for each cell using the above image array:      for (i = 0; i < cells; i++)      {           if (_numeral == 1)           {                // Insert skin1 image for each instance of #1 in the grid.           }           if (_numeral == 2)           {                // Insert skin2 image for each instance of #2 in the grid.           }           ...           if (_numeral == 9)           {                // Insert skin9 image for each instance of #9 in the grid.           }      } 
         Again, I don't want to use text labels. I have a custom skin graphic that I want to go over each number on the grid based on its numerical value (1 to 9). Any help with this is much appreciated!

    kglad,
         Thank you for your help with this one. Using the code below, I have successfully populated my grid cells with the desired corresponding graphics. I noticed one thing though regarding my use of the shuffle button with this particular implementation: even though the numerical values residing in each cell get shuffled, the original images remain in the grid rather than being replaced by new ones. The first code snippet below is the revised cell drawing function including your help; the second snippet shows you my simple shuffle button function (where the problem lies, I think).
    Snippet #1:
         // Creates a grid cell when called by generateGrid().
         private function drawCell(_numeral:int):Sprite
              var _label:TextField = new TextField();
              _label.multiline = _label.wordWrap = false;
              _label.autoSize = "center";
              // Creates a label that represents the numerical value of the cell.
              cellLabels.push(_label);
              var _s:Sprite = new Sprite();
              _s.graphics.lineStyle(2, 0x019000);
              _s.graphics.drawRect(30, 0, cellW, cellH);
              // Physically adds the labels to the grid.
              _s.addChild(_label);
              // Assigns a graphic class to a cell based on its numerical value.
              var _classRef:Class = Class(getDefinitionByName("skin" + _numeral));
              // Undefined variable for holding graphic classes.
              var _image:* = new _classRef();
              // Lines the images up with the grid cells.
              _image.x = 30;
              // Physically adds a graphic on top of a cell label.
              _s.addChild(_image);
              return _s;
         So far so good (although I question needing text labels at all if they are just going to remain invisible underneath the images, but enough about that for now). This next part is the reason that the images won't shuffle with the cell values, I think.
    Snippet #2:
         // When shuffleButton is clicked, this event shuffles
         // the number array and fills the cellLabels with the new values.
         private function onButtonShuffleClick(e:MouseEvent):void
              // Shuffles the number array.
              shuffle(numbers);
              // Verifies the array has been shuffled.
              trace("After shuffle:", numbers);
              // Loop replaces old cellLabels with new number array values.
              for (var i:int = 0; i < cells; i++)
                   cellLabels[i].text = String(numbers[i]);
         As you can see, it never replaces the original images that populate the grid. I tried using the _s.removeChild(image) function but that didn't work, nor would copying/pasting some of the code from snippet #1 directly into this function as it would cause another instance of the images to be placed over top of the existing ones rather than actually swapping them out. Any continued help here is greatly appreciated!
         PS Is there a quicker method for posting code into these forums without having to type it all out by hand again (i.e. copy/paste or drag/drop from my .fla or Notepad file directly into this thread)?

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