Help with math.random!
I'm trying to replace all even numbers in a string with odd numbers that are produced from a random generator. I have somewhat of an idea of how to do it as far as creating an array of 5 characters(1,3,5,7,9) and then implement the math.random to take random numbers from that array. i just dont know how to execute that. for example:
"adam123456789" -->should be "adam153157739"
whereas, the underlined(5,1,7,3) should be random numbers(i just picked these for an instance). is it possible to do any form of :
Methods...
char [ ] ary = {1,3,5,7,9};
String line = "adam123456789";
line = line.replaceAll("[0,2,4,6,8]", Math.round(Math.random()*[ary]));
return line;**i'm a beginner, so i dont really know what im talking about. just seeking help. thanks!
ok. this is the class with all of my methods in there. just excuse the rest of it..
import java.util.Random;
public class NoVowelNoEven {
private String str = "";
NoVowelNoEven() {
str = "hello";
NoVowelNoEven(String newString) {
str = newString;
String getOriginal() {
return str;
static String getValid(String newString) {
char[] arr = newString.toCharArray();
String str2 = "";
for (int i = 0; i < arr.length; i++) {
if (isValid(arr)) {
str2 += arr[i];
return str2;
static int countValidChar(String newString) {
String validString = getValid(newString);
return validString.length();
static String replaceWithYAndOdd(String newString) {
char [] ary = {1,3,5,7,9};
String str3 = newString;
str3 = str3.replaceAll("[a,e,i,o,u]","y");
str3 = str3.replaceAll("[A,E,I,O,U]","Y");
//str3 = str3.replaceAll("[0,2,4,6,8]", );
return str3;
static boolean isValid(char char2) {
switch (Character.toLowerCase(char2)) {
case 'a':
return false;
case 'e':
return false;
case 'i':
return false;
case 'o':
return false;
case 'u':
return false;
case '0':
return false;
case '2':
return false;
case '4':
return false;
case '6':
return false;
case '8':
return false;
default:
return true;
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}rmabrey wrote:
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I've highlighted where the image to be rotated is in red.
The scripts I've found have generally involved putting something in the <head>, something where the image is to be (but I wasn't sure if it should be
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CheersHi and Welcome to the DW Forums.
For the sake of clarity, Java is not the same thing as JavaScript. 2 entirely different programming languages.
Copy and paste the following code into a new, blank HTML page.
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" />
<title>Random Banner</title>
<script type="text/javascript">
<!--//Random Banner image on Page Reload
//store the images in arrays below.
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//If you add more banners images, change the array count (4).
images = new Array(4);
images[0] = "<a href='http://www.example.com'>
<img src='path/first-image.jpg' width=' ' height=' ' alt='some-description' /> </a>";
images[1] = "<a href='http://www.example.com'>
<img src='path/second-image.jpg' width=' ' height=' ' alt='some-description' /> </a>";
images[2] = "<a href='http://www.example.com'>
<img src='path/third-image.jpg' width=' ' height=' ' alt='some-description' </a>";
images[3] = "<a href='http://www.example.com'>
<img src='path/fourth-image.jpg' width=' ' height=' ' alt='some-description' </a>";
index = Math.floor(Math.random() * images.length);
document.write(images[index]);
//done
// -->
</script>
</head>
<body>
<h1>Random Banner on Page Load.</h1>
<p>The more images you have in your array, the more random it will seem.</p>
<p>Change the URLs from example.com to your your own site pages.</p>
<p>Change path/image to images in your local site folder.</p>
</body>
</html>
Good luck with your project,
Nancy O.
Alt-Web Design & Publishing
Web | Graphics | Print | Media Specialists
http://alt-web.com/
http://twitter.com/altweb
http://alt-web-design.blogspot.com/ -
Need help with a JavaScript to generate random number
Hi
First things first. I don't know the J of JavaScript.
When I was thinking of some readymade solution to generate a random number in Captivate, I found this on a LinkedIn forum.
1) Add a user variable to your project called "randomNumber". It's value can be zero.
2) Add a Text Caption with "$$randomNumber$$" in it, to check whether your script is working.
3) Add a button to the slide. Give it an On Success Action of Execute JavaScript. Turn off it's "Continue Playing the Project" checkbox.
4) Add the following text in the button's Script_Window:
var objCP = document.Captivate;
var rand = 1 + Math.floor(Math.random() * 10);
function onButtonClick(){
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onButtonClick();
However, this is (as the poster in the forum warned) not working for Captivate 7. Can somebody please help?
I am open for any other methods of getting the same result.
Thanks in advance,
SreekanthHi Sreekanth,
When testing, make sure you are testing from a web server where the web address begins with http or https. When setting the captivate variable "randomNumber" try this instead:
objCP.cpEISetValue('m_VarHandle.randomNumber', rand);
That will only work for SWF output. If you want it to work for both HTML5 and SWF output, try this code:
window.onButtonClick = function(){
var rand = generateRandomNumber(1, 10);
setCpVariable('randomNumber', rand);
window.generateRandomNumber = function(min, max){
var randomNum = 0;
if(!isNaN(parseFloat(min)) && !isNaN(parseFloat(max))){
min = Number(min);
max = Number(max);
randomNum = Math.floor(Math.random() * (max - min + 1)) + min;
return randomNum;
window.setCpVariable = function (cpUserVariableName, variableValue) {
/* Check for HTML5 vs. SWF output */
if (typeof window.cp === 'undefined') {
/* We have SWF output, so Get the Captivate Object */
var objCp = document.getElementById('Captivate');
if (objCp && objCp.cpEISetValue) {
/* Set the Captivate User variable with the JavaScript variable, variableValue */
objCp.cpEISetValue('m_VarHandle.' + cpUserVariableName, variableValue);
} else {
/* We have HTML5 output */
/*If variable does not exist off of the window object, then use the variables manager*/
if (typeof window[cpUserVariableName] === 'undefined') {
if (cp.vm && cp.vm.setVariableValue) {
cp.vm.setVariableValue(cpUserVariableName, variableValue);
} else {
window[cpUserVariableName] = variableValue;
window.onButtonClick();
Be sure to test this from a web server or else local security will prevent the javascript from executing.
Best,
Jim Leichliter -
HELP!!! math.random() problem
Hello,
I was wondering if anyone can help me with a problem I'm
running into using the math.random(). I'm using Flash CS3 and
created a very simple script to select random frames in a simple
movie. It works as expected in the CS3 environment and in Safari
but it doesn't work correctly in Firefox or in the DotNetNuke
module I am using. Here is the code:
i = Math.ceil(Math.random() * 3);
gotoAndPlay("Image"+i);
I would appreciate any help you can provide.Remember that Math.random() function returns a positive double value between 0.0 and 1.0. For a better definition you can refer to the Math class in the API.
Since this is an assignment, I am not going to give you the code but I'll just tell you how you should be going about solving this.
Now you have two limits right? What you can do is, multiply the smaller of the two numbers (I guess in your case its going to be the top) with the random number generated by the Math.random() function. Just add a check to see if this result is lesser than the maximum limit. If yes, then go ahead and add that number to the array. If not, just repeat the same thing.
I hope you got the idea. If you still have problems, please let me know.
Plutaurian -
Need some help with Random numbers.
Hey,
Im not sure why this is not working....
public static void main(String[] args) {
System.out.printf ("Enter n:\n");
Scanner keyboard = new Scanner (System.in);
int n1=0,
n2=0,
n3=0,
n4=0,
n5=0,
n6=0,
facevalue,
x1,
count = 0;
double x = keyboard.nextDouble ();
x1 = rollDie ();
System.out.println(x1);
while (count < x) {
facevalue = 1+x1.nextInt (6);
if (facevalue == 1) n1++;
if (facevalue == 2) n2++;
if (facevalue == 3) n3++;
if (facevalue == 4) n4++;
if (facevalue == 5) n5++;
if (facevalue == 6) n6++;
count += 1 ; }
System.out.printf ("%d %d %d %d %d %d\n",n1,n2,n3,n4,n5,n6);
int maxValue = n1;
if (maxValue < n2)
maxValue = n2;
if (maxValue < n3)
maxValue = n3;
if (maxValue < n4)
maxValue = n4;
if (maxValue < n5)
maxValue = n5;
if (maxValue < n6)
maxValue = n6;
System.out.printf ("Max %d\n",maxValue);
System.out.printf ("Avg %f\n",
1/x*(n1*1+n2*2+n3*3+n4*4+n5*5+n6*6));
public static int rollDie (){
int x1 = (int) Math.random();
System.out.println(x1);
return x1;
}The random number is always 0. Also there is an error at facevalue = 1+x1.nextInt (6); That says 'int cannot be dereferenced.' Please help! thanks!Also, this particular assignment seems to be a good time for you to learn about arrays. Look for a tutorial on java arrays. This will reduce your lines of code by 75%.
What I mean is, you have 6 different variables to hold the total number of times each roll occurred. Instead, you could have a length-6 array:
//declaring
int[] tally = new int[6];
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Looking for help with movie loading in a different spot every time page reloads.
Hello,
I have a Flash movie that I need to jump to a one of 6 chosen frames when say a user hits the back button or home in the site. I just dont want the same user seeing the flash movie replay in the same spot everytime they go back to home.
ANY help with this is appreciated.
Thanks ahead of time.
-Ann
Here is what I have scripted:
var numbers:Array = [2,114,415,687,960,1195,1485];
_root.firstTime = true;
if(firstTime) {
firstTime = false;
var frame:Number = Math.floor(Math.random() * numbers.Length);
gotoAndPlay(numbers[frame]);
I have also tried this:
Array.prototype.shuffle = function() {
for (var ivar = this.length-1; ivar>=0; ivar--) {
var p = random(ivar+1);
var t = this[ivar];
this[ivar] = this[p];
this[p] = t;
ASSetPropFlags(Array.prototype, ["shuffle"], 1, 1);
var Array_ar:Array = new Array(2,114,415,687,960,1195,1485);
Array_ar.shuffle();
index = 0;
function load_random() {
gotoAndPlay(Array_ar[index++]);
if (index == Array_ar.length) {
(index=0);
load_random();
But this keep jumping to frame 1 each time i hit back or refresh.
Thanks again.That did not work. It loops back to the frame that it first loaded to not to frame 1 the beginning.
It tried putting gotoAndPlay(numbers[frame]); on the very last frame, then I made a new keyframe after the very last frame and neither worked.
You can see the swf here:
http://www.shared-vision.net/testsites/edi/EDIflashtest2.html
Thank you for your help.
-Ann -
I need help with shooting in my flash game for University
Hi there
Ive tried to make my tank in my game shoot, all the code that is there works but when i push space to shoot which is my shooting key it does not shoot I really need help with this and I would appriciate anyone that could help
listed below should be the correct code
//checking if the space bar is pressed and shooting is allowed
if(evt.keyCode == 32 && shootAllow){
//making it so the user can't shoot for a bit
shootAllow = false;
//declaring a variable to be a new Bullet
var newBullet:Bullet = new Bullet();
//changing the bullet's coordinates
newBullet.y = tank_mc.y + tank_mc.width/2 - newBullet.width/2;
newBullet.x = tank_mc.x;
//then we add the bullet to stage
addChild(newBullet);
listed below is my entire code
import flash.display.MovieClip;
//declare varibles to create mines
//how much time before allowed to shoot again
var cTime:int = 0;
//the time it has to reach in order to be allowed to shoot (in frames)
var cLimit:int = 12;
//whether or not the user is allowed to shoot
var shootAllow:Boolean = true;
var minesInGame:uint;
var mineMaker:Timer;
var cursor:MovieClip;
var index:int=0;
var tankMine_mc:MovieClip;
var antiTankmine_mc:MovieClip;
var maxHP:int = 100;
var currentHP:int = maxHP;
var percentHP:Number = currentHP / maxHP;
function initialiseMine():void
minesInGame = 15;
//create a timer fires every second
mineMaker = new Timer(6000, minesInGame);
//tell timer to listen for Timer event
mineMaker.addEventListener(TimerEvent.TIMER, createMine);
//start the timer
mineMaker.start();
function createMine(event:TimerEvent):void
//var tankMine_mc:MovieClip;
//create a new instance of tankMine
tankMine_mc = new Mine();
//set the x and y axis
tankMine_mc.y = 513;
tankMine_mc.x = 1080;
// adds mines to stage
addChild(tankMine_mc);
tankMine_mc.addEventListener(Event.ENTER_FRAME, moveHorizontal);
function moveHorizontal(evt:Event):void{
evt.target.x -= Math.random()*5;
if (evt.target.x >= stage.stageWidth)
evt.target.removeEventListener(Event.ENTER_FRAME, moveHorizontal);
removeChild(DisplayObject(evt.target));
initialiseMine();
//declare varibles to create mines
var atmInGame:uint;
var atmMaker:Timer;
function initialiseAtm():void
atmInGame = 15;
//create a timer fires every second
atmMaker = new Timer(8000, minesInGame);
//tell timer to listen for Timer event
atmMaker.addEventListener(TimerEvent.TIMER, createAtm);
//start the timer
atmMaker.start();
function createAtm(event:TimerEvent):void
//var antiTankmine_mc
//create a new instance of tankMine
antiTankmine_mc = new Atm();
//set the x and y axis
antiTankmine_mc.y = 473;
antiTankmine_mc.x = 1080;
// adds mines to stage
addChild(antiTankmine_mc);
antiTankmine_mc.addEventListener(Event.ENTER_FRAME, moveHorizontal);
function moveHorizontal_2(evt:Event):void{
evt.target.x -= Math.random()*10;
if (evt.target.x >= stage.stageWidth)
evt.target.removeEventListener(Event.ENTER_FRAME, moveHorizontal);
removeChild(DisplayObject(evt.target));
initialiseAtm();
function moveForward():void{
bg_mc.x -=10;
function moveBackward():void{
bg_mc.x +=10;
var tank_mc:Tank;
// create a new Tank and put it into the variable
// tank_mc
tank_mc= new Tank;
// set the location ( x and y) of tank_mc
tank_mc.x=0;
tank_mc.y=375;
// show the tank_mc on the stage.
addChild(tank_mc);
stage.addEventListener(KeyboardEvent.KEY_DOWN, onMovementKeys);
//creates the movement
function onMovementKeys(evt:KeyboardEvent):void
//makes the tank move by 10 pixels right
if (evt.keyCode==Keyboard.D)
tank_mc.x+=5;
//makes the tank move by 10 pixels left
if (evt.keyCode==Keyboard.A)
tank_mc.x-=5
//checking if the space bar is pressed and shooting is allowed
if(evt.keyCode == 32 && shootAllow){
//making it so the user can't shoot for a bit
shootAllow = false;
//declaring a variable to be a new Bullet
var newBullet:Bullet = new Bullet();
//changing the bullet's coordinates
newBullet.y = tank_mc.y + tank_mc.width/2 - newBullet.width/2;
newBullet.x = tank_mc.x;
//then we add the bullet to stage
addChild(newBullet);
if (tank_mc.hitTestObject(antiTankmine_mc))
//tank_mc.gotoAndPlay("hit");
currentHP -= 10;
// remove anti tank mine
removeChild(antiTankmine_mc);
if (tank_mc.hitTestObject(tankMine_mc))
//tank_mc.gotoAndPlay("hit");
currentHP -= 10;
// remove anti tank mine
removeChild(tankMine_mc);
//var maxHP:int = 100;
//var currentHP:int = maxHP;
//var percentHP:Number = currentHP / maxHP;
//Incrementing the cTime
//checking if cTime has reached the limit yet
if(cTime < cLimit){
cTime ++;
} else {
//if it has, then allow the user to shoot
shootAllow = true;
//and reset cTime
cTime = 0;
function updateHealthBar():void
percentHP = currentHP / maxHP;
healthBar.barColor.scaleX = percentHP;
if(currentHP <= 0)
currentHP = 0;
trace("Game Over");
updateHealthBar();USe the trace function to analyze what happens and what fails to happen in the code you showed. trace the conditional values to see if they are set up to allow a shot when you press the key
-
New to Java and need help with this program..please!
I'd really appreciate any helpful comments about this program assignment that I have to turn in a week from Friday. I'm taking a class one night a week and completely new to Java. I'd ask my professor for help, but we can't call him during the week and he never answers e-mails. He didn't tell us how to call from other classes yet, and I just can't get the darn thing to do what I want it to do!
The assignment requirements are:
1. Change a card game application that draws two cards
and the higher card wins, to a Blackjack application
2. Include a new class called Hand
3. The Hand class should record the number of draws
4. The application should prompt for a number of draws
5. The game is played against the Dealer
6. The dealer always draws a card if the dealer's hand total is <= 17
7. Prompt the player after each hand if he wants to quit
8. Display the total games won by the dealer and total and the total games wond by the player after each hand
9. Display all of the dealer's and player's cards at the
end of each hand
10. Player has the option of drawing an additional card after the first two cards
11. The Ace can have a value of 11 or 1
(Even though it's not called for in the requirements, I would like to be able to let the Ace have a value of 1 or an 11)
The following is my code with some comments about a few things that are driving me nuts:
import java.util.*;
import javax.swing.*;
import java.text.*;
public class CardDeck
public CardDeck()
deck = new Card[52];
fill();
shuffle();
public void fill()
int i;
int j;
for (i = 1; i <= 13; i++)
for (j = 1; j <= 4; j++)
deck[4 * (i - 1) + j - 1] = new Card(i, j);
cards = 52;
public void shuffle()
int next;
for (next = 0; next < cards - 1; next++)
int rand = (int)(Math.random()*(next+1));
Card temp = deck[next];
deck[next] = deck[rand];
deck[rand] = temp;
public final Card draw()
if (cards == 0)
return null;
cards--;
return deck[cards];
public int changeValue()
int val = 0;
boolean ace = false;
int cds;
for (int i = 0; i < cards; i++)
if (cardValue > 10)
cardValue = 10;
if (cardValue ==1) {
ace = true;
val = val + cardValue;
if ( ace = true && val + 10 <= 21 )
val = val + 10;
return val;
public static void main(String[] args)
CardDeck d = new CardDeck();
int x = 3;
int i;
int wins = 1;
int playerTotal = 1;
do {
Card dealer = (d.draw());
/**I've tried everything I can think of to call the ChangeValue() method after I draw the card, but nothing is working for me.**/
System.out.println("Dealer draws: " + dealer);
do {
dealer = (d.draw());
System.out.println(" " + dealer);
}while (dealer.rank() <= 17);
Card mine = d.draw();
System.out.println("\t\t\t\t Player draws: "
+ mine);
mine = d.draw();
System.out.println("\t\t\t\t\t\t" + mine);
do{
String input = JOptionPane.showInputDialog
("Would you like a card? ");
if(input.equalsIgnoreCase("yes"))
mine = d.draw();
System.out.println("\t\t\t\t\t\t" + mine);
playerTotal++;
else if(input.equalsIgnoreCase("no"))
System.out.println("\t\t\t\t Player stands");
else
System.out.println("\t\tInvalid input.
Please try again.");
I don't know how to go about making and calling a method or class that will combine the total cards delt to the player and the total cards delt to the dealer. The rank() method only seems to give me the last cards drawn to compare with when I try to do the tests.**/
if ((dealer.rank() > mine.rank())
&& (dealer.rank() <= 21)
|| (mine.rank() > 21)
&& (dealer.rank() < 22)
|| ((dealer.rank() == 21)
&& (mine.rank() == 21))
|| ((mine.rank() > 21)
&& (dealer.rank() <= 21)))
System.out.println("Dealer wins");
wins++;
else
System.out.println("I win!");
break;
} while (playerTotal <= 1);
String stop = JOptionPane.showInputDialog
("Would you like to play again? ");
if (stop.equalsIgnoreCase("no"))
break;
if (rounds == 5)
System.out.println("Player wins " +
(CardDeck.rounds - wins) + "rounds");
} while (rounds <= 5);
private Card[] deck;
private int cards;
public static int rounds = 1;
public int cardValue;
/**When I try to compile this nested class, I get an error message saying I need a brace here and at the end of the program. I don't know if any of this code would work because I've tried adding braces and still can't compile it.**/
class Hand()
static int r = 1;
public Hand() { CardDeck.rounds = r; }
public int getRounds() { return r++; }
final class Card
public static final int ACE = 1;
public static final int JACK = 11;
public static final int QUEEN = 12;
public static final int KING = 13;
public static final int CLUBS = 1;
public static final int DIAMONDS = 2;
public static final int HEARTS = 3;
public static final int SPADES = 4;
public Card(int v, int s)
value = v;
suit = s;
public int getValue() { return value; }
public int getSuit() { return suit; }
public int rank()
if (value == 1)
return 4 * 13 + suit;
else
return 4 * (value - 1) + suit;
/**This works, but I'm confused. How is this method called? Does it call itself?**/
public String toString()
String v;
String s;
if (value == ACE)
v = "Ace";
else if (value == JACK)
v = "Jack";
else if (value == QUEEN)
v = "Queen";
else if (value == KING)
v = "King";
else
v = String.valueOf(value);
if (suit == DIAMONDS)
s = "Diamonds";
else if (suit == HEARTS)
s = "Hearts";
else if (suit == SPADES)
s = "Spades";
else
s = "Clubs";
return v + " of " + s;
private int value; //Value is an integer, so how can a
private int suit; //string be assigned to an integer?
}Thank you so much for offering to help me with this Jamie! When I tried to call change value using:
Card dealer = (d.changeValue());
I get an error message saying:
Incompatible types found: int
required: Card
I had my weekly class last night and the professor cleared up a few things for me, but I've not had time to make all of the necessary changes. I did find out how toString worked, so that's one question out of the way, and he gave us a lot of information for adding another class to generate random numbers.
Again, thank you so much. I really want to learn this but I'm feeling so stupid right now. Any help you can give me about the above error message would be appreciated.
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