How to define function within for loop pls help?????
Hi this is the problem i have a class, and within that class there is an actionPerformed function, in this class i also create an instance of another class, this other class also contains an actionPerformed function, which wis executed if a jButton has been pressed, when I try to place this actionPerfromed function within a for loop of a function i get an error saying illegal start of experssion, and that the class should be defined abstract as it does not define actionPerformed, when i take it out of the for loop it compliles fine, i need the function to be placed within the for loop because it needs to know the variable of the for loop, is there anyway around this? Thanks, below is the code:
public class DisplayTransitions extends JFrame implements ActionListener
public void add()
for(int i = 0; i < char2.size(); i ++)
mPanel.add(tim[i] = new JButton("Time"));
tim.addActionListener(this);
public void actionPerformed(ActionEvent ae)
if (ae.getSource() == tim[i])
timeIncr();
This is your for loop using an anonymous inner class for the listener:
for (int i = 0; i < char2.size(); i++) {
mPanel.add(tim[i] = new JButton("Time"));
tim.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
if (ae.getSource() == tim[i]) {
timeIncr();
Learn more about anonymous inner classes from a good Java book or the Java tutorial (try http://java.sun.com/docs/books/tutorial/java/javaOO/QandE/nested-answers.html).
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? on How to Load Variable Within For Loop
Hello,
I'm a PL/SQL newbee so I apologize up front if this is a basic question. In summary, I'm trying to build a field name within a FOR LOOP and also load this field with it's associated data from an input record and finally load the data to the output record and pipe the row. I can successfully build the field name but don't know how to load it with data from the input record.
Here is a sample from the code.
The input table is shown with the 6 different Fnma codes. Instead of checking each code for data, I want to build the field name, load this field name with data from the input record and move the data to the output record.
CURSOR cur_loan(prod_date_in IN DATE) IS
Select
Ln.Ln_No,
Ln.Prod_Date,
Ln.Ln_Fnma_Ftr1_Cd,
Ln.Ln_Fnma_Ftr2_Cd,
Ln.Ln_Fnma_Ftr3_Cd,
Ln.Ln_Fnma_Ftr4_Cd,
Ln.Ln_Fnma_Ftr5_Cd,
Ln.Ln_Fnma_Ftr6_Cd,
from LOAN Ln
where PROD_DATE = '16-FEB-11';
Here is the FOR LOOP that successfully builds the field name in l_feat_code_name. Then I "assume" by moving this field to l_output that l_output will contain the actual data, not the field name. However, it appears to contain the field name instead of the data.
FOR l_To IN 1 .. 6
LOOP
l_feat_code_name := ('l_loan_rec.ln_fnma_ftr'||l_to||'_cd');
l_output := l_feat_code_name;
IF (l_output is not null or
l_output <> ' ') THEN
l_out_rec.Inv_Type := l_Fnma_Cd;
l_out_rec.feat_code := l_output;
l_out_rec.Src_Delete_Flag := l_src_delete_flag_n;
PIPE ROW(l_svc_ln_rec);
END IF;
END LOOP;
How can I move the data itself into the l_out_rec.feat_code output record? Thanks in advance.Hi,
l_output is defined as follows:
l_output varchar2(20) ;
I appreciate your example.
Again, after I build l_feat_code_name it contains the column name from the input record, Ln_Fnma_Ftr1_Cd, ....Ftr2...., .....Ftr3..... and so on up to Ftr6. However, I also need the **data value** of Ln_Fnma_Ftr1_Cd, ....Ftr2...., .....Ftr3..... and so on up to Ftr6. My question is how to get the data value. You see below when I move l_feat_code_name to l_output I'm expecting l_output to contain the **data value**. Instead, when I display it in DBMS_output, it shows the column name.
CURSOR cur_loan(prod_date_in IN DATE) IS
Select
Ln.Ln_No,
Ln.Prod_Date,
Ln.Ln_Fnma_Ftr1_Cd,
Ln.Ln_Fnma_Ftr2_Cd,
Ln.Ln_Fnma_Ftr3_Cd,
Ln.Ln_Fnma_Ftr4_Cd,
Ln.Ln_Fnma_Ftr5_Cd,
Ln.Ln_Fnma_Ftr6_Cd,
from LOAN Ln
where PROD_DATE = '16-FEB-11';
Here is the FOR LOOP that successfully builds the field name in l_feat_code_name. Then I "assume" by moving this field to l_output that l_output will contain the actual data, not the field name. However, it appears to contain the field name instead of the data.
FOR l_To IN 1 .. 6
LOOP
l_feat_code_name := ('l_loan_rec.ln_fnma_ftr'||l_to||'_cd');
l_output := l_feat_code_name;
IF (l_output is not null or
l_output ' ') THEN
l_out_rec.Inv_Type := l_Fnma_Cd;
l_out_rec.feat_code := l_output;
l_out_rec.Src_Delete_Flag := l_src_delete_flag_n;
PIPE ROW(l_svc_ln_rec);
END IF;
END LOOP; -
How to use reverse function in FOR loop
Hi,
Can we use REVERSE function in for loop.
If so can u please give an explanation with some example.
Thanks in advance.
Satya.In SQL you could do this...
SQL> ed
Wrote file afiedt.buf
1 select empno, ename, replace(sys_connect_by_path(ch,'|'),'|') as rev_ename
2 from (
3 select empno, ename, case when rn <= length(ename) then substr(ename, length(ename)-rn+1, 1) else null end as ch, rn
4 from emp
5 ,(select rownum as rn from dual connect by rownum <= (select max(length(ename)) from emp))
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7 )
8 where connect_by_isleaf = 1
9 connect by empno = prior empno and rn = prior rn + 1
10 start with rn = 1
11* order by empno
SQL> /
EMPNO ENAME REV_ENAME
7369 SMITH HTIMS
7499 ALLEN NELLA
7521 WARD DRAW
7566 JONES SENOJ
7654 MARTIN NITRAM
7698 BLAKE EKALB
7782 CLARK KRALC
7788 SCOTT TTOCS
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7844 TURNER RENRUT
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7900 JAMES SEMAJ
7902 FORD DROF
7934 MILLER RELLIM
14 rows selected.
SQL> -
How can I repeat a for loop, once it's terms has been fulfilled???
Well.. I've posted 2 different exceptions about this game today, but I managed to fix them all by myself, but now I'm facing another problem, which is NOT an error, but just a regular question.. HOW CAN I REPEAT A FOR LOOP ONCE IT HAS FULFILLED IT'S TERMS OF RUNNING?!
I've been trying many different things, AND, the 'continue' statement too, and I honestly think that what it takes IS a continue statement, BUT I don't know how to use it so that it does what I want it too.. -.-'
Anyway.. Enought chit-chat. I have a nice functional game running that maximum allows 3 apples in the air in the same time.. But now my question is: How can I make it create 3 more appels once the 3 first onces has either been catched or fallen out the screen..?
Here's my COMPLETE sourcecode, so if you know just a little bit of Java you should be able to figure it out, and hopefully you'll be able to tell me what to do now, to make it repeat my for loop:
Main.java:
import java.applet.*;
import java.awt.*;
@SuppressWarnings("serial")
public class Main extends Applet implements Runnable
private Image buffering_image;
private Graphics buffering_graphics;
private int max_apples = 3;
private int score = 0;
private GameObject player;
private GameObject[] apple = new GameObject[max_apples];
private boolean move_left = false;
private boolean move_right = false;
public void init()
load_content();
setBackground(Color.BLACK);
public void run()
while(true)
if(move_left)
player.player_x -= player.movement_speed;
else if(move_right)
player.player_x += player.movement_speed;
for(int i = 0; i < max_apples; i++)
apple.apple_y += apple[i].falling_speed;
repaint();
prevent();
collision();
try
Thread.sleep(20);
catch(InterruptedException ie)
System.out.println(ie);
private void prevent()
if(player.player_x <= 0)
player.player_x = 0;
else if(player.player_x >= 925)
player.player_x = 925;
private void load_content()
MediaTracker media = new MediaTracker(this);
player = new GameObject(getImage(getCodeBase(), "Sprites/player.gif"));
media.addImage(player.sprite, 0);
for(int i = 0; i < max_apples; i++)
apple[i] = new GameObject(getImage(getCodeBase(), "Sprites/apple.jpg"));
try
media.waitForAll();
catch(Exception e)
System.out.println(e);
public boolean collision()
for(int i = 0; i < max_apples; i++)
Rectangle apple_rect = new Rectangle(apple[i].apple_x, apple[i].apple_y,
apple[i].sprite.getWidth(this),
apple[i].sprite.getHeight(this));
Rectangle player_rect = new Rectangle(player.player_x, player.player_y,
player.sprite.getWidth(this),
player.sprite.getHeight(this));
if(apple_rect.intersects(player_rect))
if(apple[i].alive)
score++;
apple[i].alive = false;
if(!apple[i].alive)
apple[i].alive = false;
return true;
public void update(Graphics g)
if(buffering_image == null)
buffering_image = createImage(getSize().width, getSize().height);
buffering_graphics = buffering_image.getGraphics();
buffering_graphics.setColor(getBackground());
buffering_graphics.fillRect(0, 0, getSize().width, getSize().height);
buffering_graphics.setColor(getForeground());
paint(buffering_graphics);
g.drawImage(buffering_image, 0, 0, this);
public boolean keyDown(Event e, int i)
i = e.key;
if(i == 1006)
move_left = true;
else if(i == 1007)
move_right = true;
return true;
public boolean keyUp(Event e, int i)
i = e.key;
if(i == 1006)
move_left = false;
else if(i == 1007)
move_right = false;
return true;
public void paint(Graphics g)
g.drawImage(player.sprite, player.player_x, player.player_y, this);
for(int i = 0; i < max_apples; i++)
if(apple[i].alive)
g.drawImage(apple[i].sprite, apple[i].apple_x, apple[i].apple_y, this);
g.setColor(Color.RED);
g.drawString("Score: " + score, 425, 100);
public void start()
Thread thread = new Thread(this);
thread.start();
@SuppressWarnings("deprecation")
public void stop()
Thread thread = new Thread(this);
thread.stop();
GameObject.java:import java.awt.*;
import java.util.*;
public class GameObject
public Image sprite;
public Random random = new Random();
public int player_x;
public int player_y;
public int movement_speed = 15;
public int falling_speed;
public int apple_x;
public int apple_y;
public boolean alive;
public GameObject(Image loaded_image)
player_x = 425;
player_y = 725;
sprite = loaded_image;
falling_speed = random.nextInt(10) + 1;
apple_x = random.nextInt(920) + 1;
apple_y = random.nextInt(100) + 1;
alive = true;
And now all I need is you to answer my question! =)package forums;
import java.util.Random;
import javax.swing.Timer;
import javax.imageio.ImageIO;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.io.*;
public class VimsiesRetardedAppleGamePanel extends JPanel implements KeyListener
private static final long serialVersionUID = 1L;
private static final int WIDTH = 800;
private static final int HEIGHT = 600;
private static final int MAX_APPLES = 3;
private static final Random RANDOM = new Random();
private int score = 0;
private Player player;
private Apple[] apples = new Apple[MAX_APPLES];
private boolean moveLeft = false;
private boolean moveRight = false;
abstract class Sprite
public final Image image;
public int x;
public int y;
public boolean isAlive = true;
public Sprite(String imageFilename, int x, int y) {
try {
this.image = ImageIO.read(new File(imageFilename));
} catch (IOException e) {
e.printStackTrace();
throw new RuntimeException("Bailing out: Can't load images!");
this.x = x;
this.y = y;
this.isAlive = true;
public Rectangle getRectangle() {
return new Rectangle(x, y, image.getWidth(null), image.getHeight(null));
class Player extends Sprite
public static final int SPEED = 15;
public Player() {
super("C:/Java/home/src/images/player.jpg", WIDTH/2, 0);
y = HEIGHT-image.getHeight(null)-30;
class Apple extends Sprite
public int fallingSpeed;
public Apple() {
super("C:/Java/home/src/images/apple.jpg", 0, 0);
reset();
public void reset() {
this.x = RANDOM.nextInt(WIDTH-image.getWidth(null));
this.y = RANDOM.nextInt(300);
this.fallingSpeed = RANDOM.nextInt(8) + 3;
this.isAlive = true;
private final Timer timer = new Timer(200,
new ActionListener() {
public void actionPerformed(ActionEvent e) {
repaint();
public VimsiesRetardedAppleGamePanel() {
this.player = new Player();
for(int i=0; i<MAX_APPLES; i++) {
apples[i] = new Apple();
setBackground(Color.BLACK);
setFocusable(true); // required to generate key listener events.
addKeyListener(this);
timer.setInitialDelay(1000);
timer.start();
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == e.VK_LEFT) {
moveLeft = true;
moveRight = false;
} else if (e.getKeyCode() == e.VK_RIGHT) {
moveRight = true;
moveLeft = false;
public void keyReleased(KeyEvent e) {
moveRight = false;
moveLeft = false;
public void keyTyped(KeyEvent e) {
// do nothing
public void paintComponent(Graphics g) {
super.paintComponent(g);
//System.err.println("DEBUG: moveLeft="+moveLeft+", moveRight="+moveRight);
if ( moveLeft ) {
player.x -= player.SPEED;
if (player.x < 0) {
player.x = 0;
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player.x += player.SPEED;
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player.x = getWidth();
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apple.y += apple.fallingSpeed;
Rectangle appleRect = apple.getRectangle();
if ( appleRect.intersects(playerRect) ) {
if ( apple.isAlive ) {
score++;
apple.isAlive = false;
g.drawImage(player.image, player.x, player.y, this);
for( Apple apple : apples ) {
if ( apple.isAlive ) {
g.drawImage(apple.image, apple.x, apple.y, this);
g.setColor(Color.RED);
g.drawString("Score: " + score, WIDTH/2-30, 10);
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JFrame frame = new JFrame("Vimsies Retarded Apple Game");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(new VimsiesRetardedAppleGamePanel());
frame.pack();
frame.setSize(WIDTH, HEIGHT);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
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SwingUtilities.invokeLater(
new Runnable() {
public void run() {
createAndShowGUI();
}Hey Vimsie, try resetting a dead apple and see what happens. -
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method WDDOINIT .
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v1 type string value 'MAGO',
k2 type string value 'S',
v2 type string value 'Saurav'.
value1-key = k1.
value1-value = v1.
APPEND value1 to set.
value1-key = k2.
value1-value = v2.
APPEND value1 to set.
node_info = wd_context->get_node_info( ).
node_info = node_info->get_child_node('FOR_DROP').
node_info->set_attribute_value_set( name = 'DROP_KEY' value_set = set ).
I hope it helps.
Thanx.
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