QGridLayout not displaying added widgets - qt5

QWidget* centralWidget = new QWidget(this);
setCentralWidget(centralWidget);
QVBoxLayout* mainLayout = new QVBoxLayout(centralWidget);
topLineLayout = new QHBoxLayout();
minesCounterLabel = new QLabel();
emoticonButton = new QPushButton();
timerLabel = new QLabel("0");
topLineLayout -> addWidget(minesCounterLabel);
topLineLayout -> addWidget(emoticonButton);
topLineLayout -> addWidget(timerLabel);
mainLayout -> addLayout(topLineLayout);
paddingLayout = new QGridLayout();
paddingLayout -> setSpacing(0);
std::vector <Cell> cellsVector;
for(int i = 0; i < paddingHeight; i++)
{
for(int j = 0; j < paddingWidth; j++)
{
Cell* cell = new Cell(&cellsVector, j, i, false);
cellsVector.push_back(*cell);
}
}
for(int i = 0; i < cellsVector.size(); i++)
{
paddingLayout -> addWidget(&cellsVector[i], cellsVector[i].getX(), cellsVector[i].getY());
}
mainLayout -> addLayout(paddingLayout);
This is mainwindow.h file and this is an extract of MainWindow class constructor. What I do not understand is why paddingLayout does not show any widgets that are added to it, in this case, the "Cells". Any ideas?
Edit:
Definition of class "Cell" and code for its constructors:
class Cell : public QPushButton
{
Q_OBJECT
public:
Cell(std::vector <Cell> *, int, int, bool, QWidget* parent = 0);
Cell(const Cell&);
bool hasMine();
int getX();
int getY();
std::vector <Cell> * getCellsVector();
void setHasMine(bool);
~Cell();
Cell operator=(const Cell& object)
{
this -> cellsVector = object.cellsVector;
this -> mine = object.mine;
this -> x = object.x;
this -> y = object.y;
setFixedSize(20, 20);
connect(this, &QPushButton::clicked, this, &Cell::cellClicked);
}
private:
std::vector <Cell> * cellsVector;
int x;
int y;
bool mine;
// Determine how many mines are around this cell.
int countMines();
void cellClicked();
};
Cell::Cell(std::vector <Cell> * cellsVector, int x, int y, bool mine = false, QWidget* parent) : QPushButton(parent)
{
this -> cellsVector = cellsVector;
this -> mine = mine;
this -> x = x;
this -> y = y;
setFixedSize(20, 20);
connect(this, &QPushButton::clicked, this, &Cell::cellClicked);
}
Cell::Cell(const Cell& object)
{
this -> cellsVector = object.cellsVector;
this -> mine = object.mine;
this -> x = object.x;
this -> y = object.y;
setFixedSize(20, 20);
connect(this, &QPushButton::clicked, this, &Cell::cellClicked);
}
If any more code is needed, please say!

First, there is problem with assigment operator of Cell, should be
Cell& operator=(const Cell& object)
{
if (&object == this) return *this;
this -> cellsVector = object.cellsVector;
this -> mine = object.mine;
this -> x = object.x;
this -> y = object.y;
setFixedSize(20, 20);
connect(this, &QPushButton::clicked, this, &Cell::cellClicked);
return *this; // you must return value
}
big problem is with std::vector <Cell> cellsVector;, this vector is created, cells are inserted into it, then in this line
paddingLayout -> addWidget(&cellsVector[i], cellsVector[i].getX(), cellsVector[i].getY());
you take address of cell, and pass it to QGridLayout, but what will happen with cellsVector at the end of function ? This vector is destroyed, and all cells are also destroyed. QGridLayout holds pointers to deleted object.

Related

How to change what block is at certain coordinates?

I am trying to recreate the mod in the YouTuber TommyInnit's video "Minecraft’s Laser Eye Mod Is Hilarious" as me and my friends wish to use it but we couldn't find it on the internet, and I have taken code from here for raycasting and also set up a keybind, but I cannot figure out how to setb the block you are looking at. I have tried to manage to get the block and set it but I can only find how to make new blocks that don't yet exist. My code is the following, with the block code being on line 142:
package net.laser.eyes;
import org.lwjgl.glfw.GLFW;
import net.minecraft.client.options.KeyBinding;
import net.minecraft.client.util.InputUtil;
import net.minecraft.text.LiteralText;
import net.fabricmc.api.ModInitializer;
import net.fabricmc.fabric.api.client.keybinding.v1.KeyBindingHelper;
import net.fabricmc.fabric.api.event.client.ClientTickCallback;
import net.fabricmc.api.*;
import net.fabricmc.fabric.api.client.rendering.v1.*;
import net.minecraft.block.*;
import net.minecraft.client.*;
import net.minecraft.client.gui.*;
import net.minecraft.client.util.math.*;
import net.minecraft.entity.*;
import net.minecraft.entity.decoration.*;
import net.minecraft.entity.projectile.*;
import net.minecraft.text.*;
import net.minecraft.util.hit.*;
import net.minecraft.util.math.*;
import net.minecraft.world.*;
public class main implements ModInitializer {
#Override
public void onInitialize() {
KeyBinding binding1 = KeyBindingHelper.registerKeyBinding(new KeyBinding("key.laser-eyes.shoot", InputUtil.Type.KEYSYM, GLFW.GLFW_KEY_R, "key.category.laser.eyes"));
HudRenderCallback.EVENT.register(main::displayBoundingBox);
ClientTickCallback.EVENT.register(client -> {
while (binding1.wasPressed()) {
client.player.sendMessage(new LiteralText("Key 1 was pressed!"), false);
}
});
}
private static long lastCalculationTime = 0;
private static boolean lastCalculationExists = false;
private static int lastCalculationMinX = 0;
private static int lastCalculationMinY = 0;
private static int lastCalculationWidth = 0;
private static int lastCalculationHeight = 0;
private static void displayBoundingBox(MatrixStack matrixStack, float tickDelta) {
long currentTime = System.currentTimeMillis();
if(lastCalculationExists && currentTime - lastCalculationTime < 1000/45) {
drawHollowFill(matrixStack, lastCalculationMinX, lastCalculationMinY,
lastCalculationWidth, lastCalculationHeight, 2, 0xffff0000);
return;
}
lastCalculationTime = currentTime;
MinecraftClient client = MinecraftClient.getInstance();
int width = client.getWindow().getScaledWidth();
int height = client.getWindow().getScaledHeight();
Vec3d cameraDirection = client.cameraEntity.getRotationVec(tickDelta);
double fov = client.options.fov;
double angleSize = fov/height;
Vector3f verticalRotationAxis = new Vector3f(cameraDirection);
verticalRotationAxis.cross(Vector3f.POSITIVE_Y);
if(!verticalRotationAxis.normalize()) {
lastCalculationExists = false;
return;
}
Vector3f horizontalRotationAxis = new Vector3f(cameraDirection);
horizontalRotationAxis.cross(verticalRotationAxis);
horizontalRotationAxis.normalize();
verticalRotationAxis = new Vector3f(cameraDirection);
verticalRotationAxis.cross(horizontalRotationAxis);
HitResult hit = client.crosshairTarget;
if (hit.getType() == HitResult.Type.MISS) {
lastCalculationExists = false;
return;
}
int minX = width;
int maxX = 0;
int minY = height;
int maxY = 0;
for(int y = 0; y < height; y +=2) {
for(int x = 0; x < width; x+=2) {
if(minX < x && x < maxX && minY < y && y < maxY) {
continue;
}
Vec3d direction = map(
(float) angleSize,
cameraDirection,
horizontalRotationAxis,
verticalRotationAxis,
x,
y,
width,
height
);
HitResult nextHit = rayTraceInDirection(client, tickDelta, direction);//TODO make less expensive
if(nextHit == null) {
continue;
}
if(nextHit.getType() == HitResult.Type.MISS) {
continue;
}
if(nextHit.getType() != hit.getType()) {
continue;
}
if (nextHit.getType() == HitResult.Type.BLOCK) {
if(!((BlockHitResult) nextHit).getBlockPos().equals(((BlockHitResult) hit).getBlockPos())) {
continue;
}
} else if(nextHit.getType() == HitResult.Type.ENTITY) {
if(!((EntityHitResult) nextHit).getEntity().equals(((EntityHitResult) hit).getEntity())) {
continue;
}
}
if(minX > x) minX = x;
if(minY > y) minY = y;
if(maxX < x) maxX = x;
if(maxY < y) maxY = y;
}
}
lastCalculationExists = true;
lastCalculationMinX = minX;
lastCalculationMinY = minY;
lastCalculationWidth = maxX - minX;
lastCalculationHeight = maxY - minY;
drawHollowFill(matrixStack, minX, minY, maxX - minX, maxY - minY, 2, 0xffff0000);
LiteralText text = new LiteralText("Bounding " + minX + " " + minY + " " + width + " " + height + ": ");
client.player.sendMessage(text.append(getLabel(hit)), true);
//SET THE BLOCK (maybe use hit.getPos(); to find it??)
}
private static void drawHollowFill(MatrixStack matrixStack, int x, int y, int width, int height, int stroke, int color) {
matrixStack.push();
matrixStack.translate(x-stroke, y-stroke, 0);
width += stroke *2;
height += stroke *2;
DrawableHelper.fill(matrixStack, 0, 0, width, stroke, color);
DrawableHelper.fill(matrixStack, width - stroke, 0, width, height, color);
DrawableHelper.fill(matrixStack, 0, height - stroke, width, height, color);
DrawableHelper.fill(matrixStack, 0, 0, stroke, height, color);
matrixStack.pop();
}
private static Text getLabel(HitResult hit) {
if(hit == null) return new LiteralText("null");
switch (hit.getType()) {
case BLOCK:
return getLabelBlock((BlockHitResult) hit);
case ENTITY:
return getLabelEntity((EntityHitResult) hit);
case MISS:
default:
return new LiteralText("null");
}
}
private static Text getLabelEntity(EntityHitResult hit) {
return hit.getEntity().getDisplayName();
}
private static Text getLabelBlock(BlockHitResult hit) {
BlockPos blockPos = hit.getBlockPos();
BlockState blockState = MinecraftClient.getInstance().world.getBlockState(blockPos);
Block block = blockState.getBlock();
return block.getName();
}
private static Vec3d map(float anglePerPixel, Vec3d center, Vector3f horizontalRotationAxis,
Vector3f verticalRotationAxis, int x, int y, int width, int height) {
float horizontalRotation = (x - width/2f) * anglePerPixel;
float verticalRotation = (y - height/2f) * anglePerPixel;
final Vector3f temp2 = new Vector3f(center);
temp2.rotate(verticalRotationAxis.getDegreesQuaternion(verticalRotation));
temp2.rotate(horizontalRotationAxis.getDegreesQuaternion(horizontalRotation));
return new Vec3d(temp2);
}
private static HitResult rayTraceInDirection(MinecraftClient client, float tickDelta, Vec3d direction) {
Entity entity = client.getCameraEntity();
if (entity == null || client.world == null) {
return null;
}
double reachDistance = 5.0F;
HitResult target = rayTrace(entity, reachDistance, tickDelta, false, direction);
boolean tooFar = false;
double extendedReach = 6.0D;
reachDistance = extendedReach;
Vec3d cameraPos = entity.getCameraPosVec(tickDelta);
extendedReach = extendedReach * extendedReach;
if (target != null) {
extendedReach = target.getPos().squaredDistanceTo(cameraPos);
}
Vec3d vec3d3 = cameraPos.add(direction.multiply(reachDistance));
Box box = entity
.getBoundingBox()
.stretch(entity.getRotationVec(1.0F).multiply(reachDistance))
.expand(1.0D, 1.0D, 1.0D);
EntityHitResult entityHitResult = ProjectileUtil.raycast(
entity,
cameraPos,
vec3d3,
box,
(entityx) -> !entityx.isSpectator() && entityx.collides(),
extendedReach
);
if (entityHitResult == null) {
return target;
}
Entity entity2 = entityHitResult.getEntity();
Vec3d hitPos = entityHitResult.getPos();
if (cameraPos.squaredDistanceTo(hitPos) < extendedReach || target == null) {
target = entityHitResult;
if (entity2 instanceof LivingEntity || entity2 instanceof ItemFrameEntity) {
client.targetedEntity = entity2;
}
}
return target;
}
private static HitResult rayTrace(
Entity entity,
double maxDistance,
float tickDelta,
boolean includeFluids,
Vec3d direction
) {
Vec3d end = entity.getCameraPosVec(tickDelta).add(direction.multiply(maxDistance));
return entity.world.raycast(new RaycastContext(
entity.getCameraPosVec(tickDelta),
end,
RaycastContext.ShapeType.OUTLINE,
includeFluids ? RaycastContext.FluidHandling.ANY : RaycastContext.FluidHandling.NONE,
entity
));
}
}
Firstly, I heavily recommend following the standard Java naming conventions as it will make your code more understandable for others.
The technical name for a block present in the world at a specific position is a "Block State", represented by the BlockState class.
You can only change the block state at a specific position on the server-side. Your raycasting code in ran on the client-side, so you need to use the Fabric Networking API. You can see the server-side Javadoc here and the client-side Javadoc here.
Thankfully, Fabric Wiki has a networking tutorial so you don't have to read all that Javadoc. The part that you're interested in is "sending packets to the server and receiving packets on the server".
Here's a guide specific for your use case:
Introduction to Networking
Minecraft operates in two different components; the client and the server.
The client is responsible for doing jobs such as rendering and GUIs, while the server is responsible for handling the world storage, entity AI etc. (talking about logical client and server here)
The physical server and physical client are the actual JAR files that are run.
The physical (dedicated) server contains only the logical server, while a physical client contains both a logical (integrated) server and a logical client.
A diagram that explains it can be found here.
So, the logical client cannot change the state of the logical server (e.g. block states in a world), so packets have to be sent from the client to the server in order for the server to respond.
The following code is only example code, and you shouldn't copy it! You should think about safety precautions like preventing cheat clients from changing every block. Probably one of the most important rules in networking: assume the client is lying.
The Fabric Networking API
Your starting points are ServerPlayNetworking and ClientPlayNetworking. They are the classes that help you send and receive packets.
Register a listener using registerGlobalReceiver, and send a packet by using send.
You first need an Identifier in order to separate your packet from other packets and make sure it is interpreted correctly. An Identifier like this is recommended to be put in a static field in your ModInitializer or a utility class.
public class MyMod implements ModInitializer {
public static final Identifier SET_BLOCK_PACKET = new Identifier("modid", "setblock");
}
(Don't forget to replace modid with your mod ID)
You usually want to pass data with your packets (e.g. block position and block to change to), and you can do so with a PacketByteBuf.
Let's Piece This all Together
So, we have an Identifier. Let's send a packet!
Client-Side
We will start by creating a PacketByteBuf and writing the correct data:
private static void displayBoundingBox(MatrixStack matrixStack, float tickDelta) {
// ...
PacketByteBuf data = PacketByteBufs.create();
buf.writeBlockPos(hit.getPos());
// Minecraft doesn't have a way to write a Block to a packet, so we will write the registry name instead
buf.writeIdentifier(new Identifier("minecraft", "someblock" /*for example, "stone"*/));
}
And now sending the packet
// ...
ClientPlayNetworking.send(SET_BLOCK_PACKET, buf);
Server-Side
A packet with the SET_BLOCK_PACKET ID has been sent, But we also need to listen and receive it on the server-side. We can do that by using ServerPlayNetworking.registerGlobalReceiver:
#Override
public void onInitialize() {
// ...
// This code MUST be in onInitialize
ServerPlayNetworking.registerGlobalReceiver(SET_BLOCK_PACKET, (server, player, handler, buf, sender) -> {
});
}
We are using a lambda expression here. For more info about lambdas, Google is your friend.
When receiving a packet, code inside your lambda will be executed on the network thread. This code is not allowed to modify anything related to in-game logic (i.e. the world). For that, we will use server.execute(Runnable).
You should read the buf on the network thread, though.
ServerPlayNetworking.registerGlobalReceiver(SET_BLOCK_PACKET, (server, player, handler, buf, sender) -> {
BlockPos pos = buf.readBlockPos(); // reads must be done in the same order
Block blockToSet = Registry.BLOCK.get(buf.readIdentifier()); // reading using the identifier
server.execute(() -> { // We are now on the main thread
// In a normal mod, checks will be done here to prevent the client from setting blocks outside the world etc. but this is only example code
player.getServerWorld().setBlockState(pos, blockToSet.getDefaultState()); // changing the block state
});
});
Once again, you should prevent the client from sending invalid locations

How to find all rectangles in a PDF using iText

A MS word document with a text box(rectangle) and I have successfully used libreoffice convert it to PDF.
How should I find all text box(rectangle) in pdf and How interpret the coordinates of a rectangle?
#Override
public void modifyPath(PathConstructionRenderInfo renderInfo) {
if (renderInfo.getOperation() == PathConstructionRenderInfo.RECT) {
float x = renderInfo.getSegmentData().get(0);
float y = renderInfo.getSegmentData().get(1);
float w = renderInfo.getSegmentData().get(2);
float h = renderInfo.getSegmentData().get(3);
Vector a = new Vector(x, y, 1).cross(renderInfo.getCtm());
Vector c = new Vector(x + w, y + h, 1).cross(renderInfo.getCtm());
implements ExtRenderListener, only allow find the page(A4) rectangle,do not find the (textbox)rectangle that contains all the content in a page.
As Bruno pointed out, the problem is that you may be faced with rectangles that are only defined by line-to or move-to operations.
You will need to keep track of all line-drawing operations, and 'aggregate' them as soon as they intersect (whenever a line is being drawn whos end/start matches up with an already known line's end/start).
public class RectangleFinder implements IEventListener {
private Map<Line, Integer> knownLines = new HashMap<>();
private Map<Integer, Integer> clusters = new HashMap<>();
public void eventOccurred(IEventData data, EventType type) {
if(data instanceof PathRenderInfo){
PathRenderInfo pathRenderInfo = (PathRenderInfo) data;
pathRenderInfo.preserveGraphicsState();
Path path = pathRenderInfo.getPath();
if(pathRenderInfo.getOperation() == PathRenderInfo.NO_OP)
return;
if(pathRenderInfo.getOperation() != PathRenderInfo.FILL)
return;
if(!isBlack(pathRenderInfo.getFillColor()))
return;
for(Subpath sPath : path.getSubpaths()){
for(IShape segment : sPath.getSegments()) {
if(segment instanceof Line) {
lineOccurred((Line) segment);
}
}
}
}
}
private boolean isBlack(Color c){
if(c instanceof IccBased){
IccBased col01 = (IccBased) c;
return col01.getNumberOfComponents() == 1 && col01.getColorValue()[0] == 0.0f;
}
if(c instanceof DeviceGray){
DeviceGray col02 = (DeviceGray) c;
return col02.getNumberOfComponents() == 1 && col02.getColorValue()[0] == 0.0f;
}
return false;
}
private void lineOccurred(Line line){
int ID = 0;
if(!knownLines.containsKey(line)) {
ID = knownLines.size();
knownLines.put(line, ID);
}else{
ID = knownLines.get(line);
}
Point start = line.getBasePoints().get(0);
Point end = line.getBasePoints().get(1);
for(Line line2 : knownLines.keySet()){
if(line.equals(line2))
continue;
if(line2.getBasePoints().get(0).equals(start)
|| line2.getBasePoints().get(1).equals(end)
|| line2.getBasePoints().get(0).equals(end)
|| line2.getBasePoints().get(1).equals(start)){
int ID2 = find(knownLines.get(line2));
clusters.put(ID, ID2);
break;
}
}
}
private int find(int ID){
int out = ID;
while(clusters.containsKey(out))
out = clusters.get(out);
return out;
}
public Set<EventType> getSupportedEvents() {
return null;
}
public Collection<Set<Line>> getClusters(){
Map<Integer, Set<Line>> out = new HashMap<>();
for(Integer val : clusters.values())
out.put(val, new HashSet<Line>());
out.put(-1, new HashSet<Line>());
for(Line l : knownLines.keySet()){
int clusterID = clusters.containsKey(knownLines.get(l)) ? clusters.get(knownLines.get(l)) : -1;
out.get(clusterID).add(l);
}
out.remove(-1);
return out.values();
}
public Collection<Rectangle> getBoundingBoxes(){
Set<Rectangle> rectangles = new HashSet<>();
for(Set<Line> cluster : getClusters()){
double minX = Double.MAX_VALUE;
double minY = Double.MAX_VALUE;
double maxX = -Double.MAX_VALUE;
double maxY = -Double.MAX_VALUE;
for(Line l : cluster){
for(Point p : l.getBasePoints()){
minX = Math.min(minX, p.x);
minY = Math.min(minY, p.y);
maxX = Math.max(maxX, p.x);
maxY = Math.max(maxY, p.y);
}
}
double w = (maxX - minX);
double h = (maxY - minY);
rectangles.add(new Rectangle((float) minX, (float) minY, (float) w, (float) h));
}
return rectangles;
}
}
This is a class I wrote to find black (filled) rectangles on a page.
With minor adjustments, it can find other rectangles as well.

I can't figure out how to call a variable from another method

I am am trying to call a variable in another method to my array.
var Com = the difficulty for the game. But the method below I'm trying to call the var Com, for: var c = Com.GetChoice();
Not sure why I can not figure out how to call it.
public object SetDiff()
{
Console.WriteLine("Enter difficulty #: (1 = Easy, 2 = Normal, 3 = Impossible)");
var diff = Console.ReadLine();
int mode;
int.TryParse(diff, out mode);
if (mode == 1)
{
Console.Clear();
var Com = new Easy();
return Com;
}
if (mode == 2)
{
Console.Clear();
var Com = new Medium();
return Com;
}
if (mode == 3)
{
Console.Clear();
var Com = new Hard();
return Com;
}
else
{
Console.WriteLine("That is not a valid input.");
return SetDiff();
}
} // Apparently you can't set variables in a switch.
public int[] FaceOff(int num)
{
int PlayerWin = 0;
int ComWin = 0;
int Tie = num + 1;
// TODO : Get rid of TIES!
for (int i = 0; i < num; i++)
{
var p = p1.GetChoice();
var c = Com.GetChoice();
You have many different options:
Pass as parameter
public int[] FaceOff(int num, int Com){...}
make a "global" variable
private int Com;
I would also recommend you to learn OOP (Object Orientated Programming) basics.

arrayList i only show the last element

I have the following problem. I'm trying to show all the elements of a display arrayList but I can only see the last item repeated as many times as there are number of elements in the ArrayList.
import java.util.ArrayList;
import java.util.Iterator;
public class PurebaArrayList {
public static void main(String[] args) {
ArrayList<PuntoDouble> puntos = new ArrayList<>();
PuntoDouble p = new PuntoDouble();
for(int cont = 0; cont< 100; cont++){
p.setX(cont);
p.setY(cont);
puntos.add(p);
}
System.out.println(puntos.toString());
}
}
public class PuntoDouble{
private double x;
private double y;
public PuntoDouble(double x, double y) {
this.x = x;
this.y = y;
}
public PuntoDouble(){
}
public double getX() {
return x;
}
public void setX(double x) {
this.x = x;
}
public double getY() {
return y;
}
public void setY(double y) {
this.y = y;
}
#Override
public String toString() {
return "PuntoDouble{" + "x=" + x + ", y=" + y + '}';
}
}
Thanks
You need to create a new PuntoDouble for every entry you add to the list. At the moment you add just a single instance of a PuntoDouble which you modify.
Therefore change the code to:
for(int cont = 0; cont< 100; cont++){
PuntoDouble p = new PuntoDouble();
p.setX(cont);
p.setY(cont);
puntos.add(p);
}
You are, literally, adding the same PuntoDouble as each of the 100 elements of the array. If you want them to be distinct from each other, you need to make a new one for each.
For debugging,slightly change 100 to 3 and add for each iteration to print out the elements in puntos.
// adds to ArrayList
for(int cont = 0; cont< 10; cont++){
p.setX(cont);
p.setY(cont);
System.out.println("[add]" + p);
puntos.add(p);
}
// iterates ArrayList puntos' elements
for(PuntoDouble pd : puntos){
System.out.println("[contain]" + pd);
}
debug output lines:
[add]PuntoDouble{x=0.0, y=0.0}
[add]PuntoDouble{x=1.0, y=1.0}
[add]PuntoDouble{x=2.0, y=2.0}
[add]PuntoDouble{x=3.0, y= 3.0}
[contain]PuntoDouble{x=9.0, y=9.0}
[contain]PuntoDouble{x=9.0, y=9.0}
[contain]PuntoDouble{x=9.0, y=9.0}
What you did is created an PuntoDouble object p and initilized it by invoking default constructor. In the for loop, the values of p modifies, but the reference of p never changed, therefore you kept adding the same object into ArrayList 100 times, all of those added objects refer to the same address in memory(new an object once before the for loop) which the value x is 99.0 and y is 99.0 (the last added values)
What you should do is creating a new object each iterate.
for(int cont = 0; cont< 100; cont++){
puntos.add(new PuntoDouble(cont, cont));
}

get an specific object from my arrayList(Java)

hi my problem is that in my code i am calling a method that calculates the different between 2 point and then if that distance is less that 7 it will call another class method that should change the color of the target to red... my problem is that in my arraylist i have 3 or five or depends on the user input targets... so how can i specify the object in my arraylist that is going to be change of color>??? this is my code
package project1;
import java.util.*;
import javax.swing.*;
/**
*
* #author Elvis De Abreu
*/
public class TargetGallery
{
/**ArrayList of Targets initialize as a private*/
private ArrayList<Target> mytargets = new ArrayList<>();
/**Static object for the Target class*/
static Target tg = new Target();
/**Static object for the RifleSite class*/
static RifleSite rs = new RifleSite();
/**Static object for the TargetGallery class*/
static TargetGallery tgy = new TargetGallery();
/**the number of targets input by the user as private*/
private int number = 0;
/**array that store the distance between 2 point for each target*/
private double[] total;
/**
* Method that build the background of the canvas
* with a picture as a environment
*/
private void buildWorld()
{
StdDraw.setXscale(0, 250);
StdDraw.setYscale(0, 250);
StdDraw.picture(75, 130, "bath.jpeg", 450, 285);
}
/**
* Method that draw a weapon in the middle of the
* canvas as a shooter weapon
*/
private void drawShooter()
{
StdDraw.setXscale(0, 250);
StdDraw.setYscale(0, 250);
StdDraw.picture(125, 0, "weapon.png", 80, 45);
}
/**
* randomly generates X locations for the targets
* add them into the array list
*/
private void createTargets()
{
double x = 125;
double y = 175;
double radius = 7;
String input = JOptionPane.showInputDialog("Type a number" +
"between 2 and 5");
number = Integer.parseInt(input);
for(int i = 0; i < number; i++)
{
Target targ = new Target(x, y, radius);
mytargets.add(targ);
Random rand = new Random();
x = rand.nextInt(400) + 10;
for (Target e: mytargets)
{
if ((e.getX() <= (x+10)) || (e.getX() >= (x-10)))
{
mytargets.clear();
i--;
continue;
}
}
}
}
/**
* Method that run different methods which start the program
*/
public void run()
{
tgy.buildWorld(); //call the buildWorld method
tgy.drawShooter(); //call the drawShooter method
tgy.createTargets(); //call the createTarget method
tgy.simulate(); //call the simulate method
}
/**
* calculates the distance between the RifleSite and the Targets
*/
public void calcDistance()
{
//variable declaration/initialization
double distance;
double distance1;
int i = 0;
total = new double[number];
//for each loop to calculate x and y location of RifleSite and Targets
for (Target e: mytargets)
{
distance = Math.pow(e.getX()-rs.getX(), 2.0);
distance1 = Math.pow(e.getY()-rs.getY(), 2.0);
total[i++] = Math.sqrt(distance + distance1);
}
}
/**
* Method that simulates the game
*/
public void simulate()
{
//Variable declaration/initialization
boolean alive = true;
for(Target e: mytargets)
{
e.drawAlive();
}
rs.drawRifleSite();
//loop that will run while there is still targets alive or user press q
while(alive == true)
{
//if user press a key this
if (StdDraw.hasNextKeyTyped())
{
char ch = StdDraw.nextKeyTyped(); //store the key pressed
//if person press Q will quit the program
if (ch == 'q')
{
int done = JOptionPane.showConfirmDialog(null,
"The Program will close now bye :)");
System.exit(0);
}
else if (ch == 'f')
{
tgy.calcDistance(); //calculates the distance
//if statement to check if the distance if less than radius
for(int i = 0; i < number; i++)
{
if (total[i] <= 7)
{
//THIS IS WHERE MY METHOD SHOULD GO
//SHOULD BE SOMETHING LIKE E.drawDead
}
}
}
}
}
}
/**
* Method for the main of the Program
* #param args the command line arguments
*/
public static void main(String[] args)
{
}
}
Like this:mytargets.get(INDEX GO HERE)
i Hope that helps
(the index starts from 0)
For example:
Target t=mytargets.get(0);
if ((t.getX() > 10) && (t.getY() > 10))
{
//blablabla
}