number changed automatically to the string - apache

I am trying to read Excel file through apache poi. In a column I am having the data `"9780547692289". After iterating all the columns, in the output, the number is displaying like this "9.780547692289E12". I mean number changed automatically to the string(because it has'E'). I have to keep this as number only(as it is). What should I do..?

It is probably just a display setting. The "E" is just for scientific notation for displaying the number.

//while getting values from excel u can use this method
private String getCellValue(Cell cell) {
if (cell == null) {
return null;
}
if (cell.getCellType() == Cell.CELL_TYPE_STRING) {
return cell.getStringCellValue();
} else if (cell.getCellType() == Cell.CELL_TYPE_NUMERIC) {
return cell.getNumericCellValue() + "";
} else if (cell.getCellType() == Cell.CELL_TYPE_BOOLEAN) {
return cell.getBooleanCellValue() + "";
}else if(cell.getCellType() == Cell.CELL_TYPE_BLANK){
return cell.getStringCellValue();
}else if(cell.getCellType() == Cell.CELL_TYPE_ERROR){
return cell.getErrorCellValue() + "";
}
else {
return null;
}
}

This worked for me
if (cell.getCellType()==Cell.CELL_TYPE_NUMERIC || cell.getCellType()==Cell.CELL_TYPE_FORMULA )
{
int i = (int)cell.getNumericCellValue();
String cellText = String.valueOf(i);
}

Related

Using string translation in adapter return numbers

I am trying to use translation string in my adapter but it returns numbers instead
if(currentItem.budget != null){
holder.budget.text = "$ " + currentItem.budget.format()
} else {
holder.budget.text = R.string.open_to_suggestions.toString()
}
R.string.open_to_suggestions.toString() supposed to return string text Open to suggestions but it returns numbers such as 2131755113 not sure why! any idea?
To show the string resource you must use context.getString()
if(currentItem.budget != null) {
holder.budget.text = "$ " + currentItem.budget.format()
} else {
val context = holder.itemView.context
holder.budget.text = context.getString(R.string.open_to_suggestions)
}
Please take a look at the definition of getString here

Conditional statement in getter method

Am relatively new to java so I have no idea what the problem is. In my getter settings of this class, I'm trying to evaluate if the input is of integer 1, 2 or 3, then it will return one of the previously saved setters described here. I used the same conditional statements in the setter, but the getter tells me that my method needs to return type int. What am I doing wrong? Or should I be doing this a completely different way? lol.
public class AssignmentMarks {
private String courseName;
private int assignment1 = 0, assignment2 = 0, assignment3 = 0;
public AssignmentMarks(String name, int mark1, int mark2, int mark3){
//create constructor to use variables.
this.courseName = name;
this.assignment1 = mark1;
this.assignment2 = mark2;
this.assignment3 = mark3;
}
public void setMark(int assignmentNumber, int mark) {
//assign value of the assignments
if(assignmentNumber == 1) {
mark = this.assignment1;
}else if(assignmentNumber == 2) {
mark = this.assignment2;
}else if(assignmentNumber == 3){
mark = this.assignment3;
}
}
public int getMark(int assignmentNum) {
if(assignmentNum == 1) {
return assignment1;
}else if (assignmentNum == 2) {
return assignment2;
} else if (assignmentNum == 3) {
return assignment3;
}
}
}
public int getMark(int assignmentNum) {
if(assignmentNum == 1) {
return assignment1;
}else if (assignmentNum == 2) {
return assignment2;
} else if (assignmentNum == 3) {
return assignment3;
}
// in another case
throw new Exception("Assignment must be 1, 2 or 3);
}
for setter
public void setMark(int assignmentNumber, int mark) {
//assign value of the assignments
if(assignmentNumber == 1) {
// BAD mark = this.assignment1; don't set parameter is useless
this.assignment1=mark;
}else if(assignmentNumber == 2) {
// BAD mark = this.assignment2;
this.assignment2=mark;
}else if(assignmentNumber == 3){
// BAD mark = this.assignment3;
this.assignment3=mark;
}
// in another case
throw new Exception("Assignment must be 1, 2 or 3");
}
I don't remember if you must import Exception for throwing them.
if yes put import java.lang.Exception on top of your code.
your logic can be improved using arrays, but let's walk, and after you will running...

How to fix '0 level missing for abstractListDefinition 0' error when using Emulator.getNumber()

I used docx4j to read the docx file. And I need to read the paragraph number format characters. I use Emulator.getNumber() to process, but I got this error. How should I deal with it?
try {
PPr pPr = ((P) p).getPPr();
if (pPr != null && pPr.getNumPr() != null) {
Emulator.ResultTriple triple = Emulator.getNumber(wordprocessingMLPackage, pPr);
if (triple != null) {
order = triple.getNumString();
}
}
} catch (Exception e) {
// throw error '0 level missing for abstractListDefinition 0'
e.printStackTrace();
}
Any help would be appreciated.Thanks.
docx4j version: 6.1.2
docx4j's html output uses it like so:
// Numbering
String numberText=null;
String numId=null;
String levelId=null;
if (pPrDirect.getNumPr()!=null) {
numId = pPrDirect.getNumPr().getNumId()==null ? null : pPrDirect.getNumPr().getNumId().getVal().toString();
levelId = pPrDirect.getNumPr().getIlvl()==null ? null : pPrDirect.getNumPr().getIlvl().getVal().toString();
}
ResultTriple triple = org.docx4j.model.listnumbering.Emulator.getNumber(
conversionContext.getWmlPackage(), pStyleVal, numId, levelId);
if (triple==null) {
getLog().debug("computed number ResultTriple was null");
} else {
if (triple.getBullet() != null) {
//numberText = (triple.getBullet() + " ");
numberText = "\u2022 ";
} else if (triple.getNumString() == null) {
getLog().error("computed NumString was null!");
numberText = ("?");
} else {
numberText = (triple.getNumString() + " ");
}
}
if (numberText!=null) {
currentParent.appendChild(document.createTextNode(
numberText + " "));
}
XSL-FO output:
if (pPrDirect!=null && pPrDirect.getNumPr()!=null) {
triple = org.docx4j.model.listnumbering.Emulator.getNumber(
conversionContext.getWmlPackage(), pStyleVal,
pPrDirect.getNumPr().getNumId().getVal().toString(),
pPrDirect.getNumPr().getIlvl().getVal().toString() );
} else {
// Get the effective values; since we already know this,
// save the effort of doing this again in Emulator
Ilvl ilvl = pPr.getNumPr().getIlvl();
String ilvlString = ilvl == null ? "0" : ilvl.getVal().toString();
triple = null;
if (pPr.getNumPr().getNumId()!=null) {
triple = org.docx4j.model.listnumbering.Emulator.getNumber(
conversionContext.getWmlPackage(), pStyleVal,
pPr.getNumPr().getNumId().getVal().toString(),
ilvlString );
}
}

Infix to Postfix Conversion

I'm trying to code that converts infix expressions to postfix expressions. Currently, the program works correctly if I enter for e.g "5+6" it will output the correct answer which is "5 6 +". The problem occurs when I enter more than one operator for e.g "5+6-3", it outputs and incorrect answer "+3-". Can someone please point out where I'm making the error ? Thanks, in advance !
void main(){
Stack *s = new Stack;
string input;
cout <<"Enter Expression"<<endl;
cin>>input;
InfixToPostfix(input);
system("PAUSE");
}
string InfixToPostfix(string input){
Stack *S = new Stack();
string postfix = "";
for (int i=0; i < input.length();i++){
if (input[i]== ' '||input[i]==',') continue;
else if (IsOperator(input[i]))
{
while(!S->IsStackEmpty() && S->StackTop() != '(' && HasHigherPrecedence(S->StackTop(),input[i]))
{
postfix=S->StackTop();
S->Pop();
}
S->Push(input[i]);
}
else if(IsOperand(input[i]))
{
postfix +=input[i];
}
else if (input[i] == '(')
{
S->Push(input[i]);
}
else if (input[i]==')')
{
while(!S->IsStackEmpty() && S->StackTop() != '('){
postfix += S->StackTop();
S->Pop();
}
S->Pop();
}
}
while(!S->IsStackEmpty()){
postfix +=S->StackTop();
S->Pop();
}
cout <<""<<postfix;
return postfix;
}
bool IsOperand(char C)
{
if(C>= '0' && C<= '9') return true;
if(C>= 'a' && C<= 'z') return true;
if(C>= 'A' && C<= 'Z') return true;
return false;
}
bool IsOperator(char C)
{
if(C=='+' || C== '-' || C =='*' || C == '/' ||C == '$')
{
return true;
}else{
return false;
}
}
int IsRightAssociative(char op)
{
if(op=='$'){
return true;
}else{
return false;
}
}
int GetOperatorWeight(char op){
int weight = -1;
switch(op)
{
case'+':
case '-':
weight=1;
break;
case '*':
case '/':
weight=2;
break;
case '$':
weight=3;
break;
}
return weight;
}
int HasHigherPrecedence ( char op1, char op2)
{
int op1Weight= GetOperatorWeight(op1);
int op2Weight = GetOperatorWeight(op2);
if(op1Weight == op2Weight)
{
if(IsRightAssociative(op1))
{
return false;
}else{
return true;
}
return op1Weight > op2Weight ? true:false;
}
}
One suggestion: use a tree, rather than a stack, as an intermediate data structure. Let the operator with lowest precedence be the root of the tree and build it recursively from there. Then walk through the tree from left to right, again recursively, to generate the postfix version. That way, you can also keep track of the maximum stack depth for the postfix version, which can be important as many hand-held RPN calculators, for example, have very limited stack depths.

How to code the chess stalemate rule ?

I'm trying to write a chess game and find that I cannot find solutions to find a stalemate situation. I'm trying to google, but can't find anything. Is there a well-known algorithm or something?
Your move generator will be one of two different designs;
either it checks for legality while generating the moves
or you generate all possible moves and remove those that are illegal afterwards.
The former is better as it doesn't need post-processing.
A stalemate condition is simply one where there are no legal moves and the moving-side's king is not in check. A checkmate condition is one where there are no legal moves but the moving-side's king is in check.
In other words if you've figured out how to detect check and checkmate, you've already got everything necessary to detect stalemate.
Here is an Open-source code with all the rules for the classic Chess game:
https://github.com/cjortegon/basic-chess
You can run the project right after cloning the project (Android, iOS, Desktop and Web), or you can use the main logic, which is here: https://github.com/cjortegon/basic-chess/tree/master/libgdx/core/src/com/mountainreacher/chess/model
I based my solution on a 3-moments algorithm, first moment is when the player selects a piece from the board, then when the destination of this piece has been chosen and finally when the piece reaches that position (considering that it is an animated game, if not, you can merge step 2 and 3).
The following code has been implemented in Java. From the properties of the model class:
boolean turn;
GenericPiece selected, conquest;
ClassicBoard board;
List<int[]> possibleMovements;
int checkType;
The first method will handle moments 1, 2 and the special 'conquest' moment (applied to pawn piece only):
public boolean onCellClick(int row, int column) {
if (row == -1 && conquest != null) {
checkType = 0;
conquest.changeFigure(column);
return true;
} else if (selected != null) {
if (possibleMovements != null) {
for (int[] move : possibleMovements) {
if (move[0] == row && move[1] == column) {
// Move the PieceActor to the desired position
if (selected.moveTo(row, column)) {
turn = !turn;
}
break;
}
}
}
selected = null;
possibleMovements = null;
return true;
} else {
selected = board.getSelected(turn ? Piece.WHITE_TEAM : Piece.BLACK_TEAM, row, column);
if (selected != null) {
possibleMovements = new ArrayList<>();
possibleMovements.addAll(((GenericPiece) selected).getMoves(board, false));
// Checking the movements
board.checkPossibleMovements(selected, possibleMovements);
if (possibleMovements.size() == 0) {
possibleMovements = null;
selected = null;
return false;
} else {
return true;
}
}
}
return false;
}
And the following method will handle the 3rd moment (when animation finishes):
public void movedPiece(Piece piece) {
Gdx.app.log(TAG, "movedPiece(" + piece.getType() + ")");
// Killing the enemy
Piece killed = board.getSelectedNotInTeam(piece.getTeam(),
piece.getRow(), piece.getColumn());
if (killed != null) {
killed.setAvailable(false);
}
// Checking hacks
GenericPiece[] threat = board.kingIsInDanger();
if (threat != null) {
checkType = board.hasAvailableMoves(threat[0].getTeam()) ? CHECK : CHECK_MATE;
} else {
checkType = NO_CHECK;
}
// Checking castling
if (piece.getFigure() == Piece.ROOK && ((GenericPiece) piece).getMovesCount() == 1) {
Piece king = board.getSelected(piece.getTeam(),
piece.getRow(), piece.getColumn() + 1);
if (king != null && king.getFigure() == Piece.KING && ((GenericPiece) king).getMovesCount() == 0) {
// Left Rook
if (board.getSelected(piece.getRow(), piece.getColumn() - 1) == null) {
king.moveTo(piece.getRow(), piece.getColumn() - 1);
}
} else {
king = board.getSelected(piece.getTeam(),
piece.getRow(), piece.getColumn() - 1);
if (king != null && king.getFigure() == Piece.KING && ((GenericPiece) king).getMovesCount() == 0) {
// Right Rook
if (board.getSelected(piece.getRow(), piece.getColumn() + 1) == null) {
king.moveTo(piece.getRow(), piece.getColumn() + 1);
}
}
}
}
// Conquest
else if (piece.getFigure() == Piece.PAWN && (piece.getRow() == 0 || piece.getRow() == board.getRows() - 1)) {
conquest = (GenericPiece) piece;
checkType = CONQUEST;
}
}
That code covers all the rules from the classic chess, including: regular piece movements, castling, check, check-mate and conquests of pawns.