I'm trying to write a bingo game code. I want to produce 70 random numbers that change every 4 seconds.
I created a countdowntimer and created a random number in 4 seconds by defining a runnable into the finnish section in countdowntimer. But these random numbers may not be different from each other.
Handler handler;
Runnable run;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
Random random = new Random();
int i = random.nextInt(70);
Random random2 = new Random();
int z = random2.nextInt(70);
int y =random2.nextInt(70);
int x =random2.nextInt(70);
int w =random2.nextInt(70);
int q =random2.nextInt(70);
int v =random2.nextInt(70);
int m =random2.nextInt(70);
int n =random2.nextInt(70);
int l =random2.nextInt(70);
final TextView textView3 = (TextView) findViewById(R.id.textView3);
final TextView textView4 = (TextView) findViewById(R.id.textView4);
final TextView textView5 = (TextView) findViewById(R.id.textView5);
final TextView textView6 = (TextView) findViewById(R.id.textView6);
final TextView textView7 = (TextView) findViewById(R.id.textView7);
final TextView textView8 = (TextView) findViewById(R.id.textView8);
final TextView textView9 = (TextView) findViewById(R.id.textView9);
final TextView textView10 = (TextView) findViewById(R.id.textView10);
final TextView textView2 = (TextView) findViewById(R.id.textView2);
textView2.setText("Lucky number: " + i);
final int a = Integer.parseInt(textView3.getText().toString());
final int b = Integer.parseInt(textView4.getText().toString());
final int c = Integer.parseInt(textView5.getText().toString());
final int d = Integer.parseInt(textView6.getText().toString());
final int e = Integer.parseInt(textView7.getText().toString());
final int f = Integer.parseInt(textView8.getText().toString());
final int g = Integer.parseInt(textView9.getText().toString());
final int h = Integer.parseInt(textView10.getText().toString());
textView9.setText("" + z);
textView10.setText(" "+ y);
textView8.setText(" "+ x);
textView7.setText(" "+ w);
textView6.setText(" "+ q);
textView5.setText(" "+ l);
textView4.setText(" "+ m);
textView3.setText(" "+ n);
CountDownTimer ct0 = new CountDownTimer(60000, 1000) {
@Override
public void onTick(long millisUntilFinished) {
TextView textView = (TextView) findViewById(R.id.textView);
textView.setText("Remaining time: " + millisUntilFinished / 1000);
}
@Override
public void onFinish() {
}
}.start();
CountDownTimer ct1 = new CountDownTimer(4000, 1000) {
@Override
public void onTick(long millisUntilFinished) {
}
@Override
public void onFinish() {
handler = new Handler();
run = new Runnable() {
@Override
public void run() {
int[] numbers = new int[70];
Random random = new Random();
int i = random.nextInt(70);
TextView textView2 = (TextView) findViewById(R.id.textView2);
textView2.setText("Lucky number: " + i);
if ( i == a) {
textView3.setText("ok");
} else if (i == b) {
textView4.setText("ok");
} else if (i == c) {
textView5.setText("ok");
} else if (i == d) {
textView6.setText("ok");
} else if (i == e) {
textView7.setText("ok");
} else if(i == f) {
textView8.setText("ok");
} else if (i == g) {
textView9.setText("ok");
} else if (i == h) {
textView10.setText("ok");
}
handler.postDelayed(this, 4000);
}
};
handler.post(run);
}
}.
start();
}
For 60 seconds, I want to create 70 different numbers every 4 seconds and match these numbers to the other 8 variables. I'd appreciate it if you could help. thanks.
I can give to you a way to do this, to avoid what you are saying :
But these random numbers may not be different from each other.
That's obvious because you do not control it.
I'd say to create aa Set<Integer>
of your size that is 70, so you can fill this array doing a simple for
loop.
for (int i = 0; i<70; i++) yourSetList.add(i);
Then a good way to "simulate" the bingo is shuffling the list, so you can use Collections shuffle
Then you can generate a random like this :
Random random = new Random();
int random = random.nextInt(yourSetList.size()) + 1;
Then use random as an index
yourSetList.get(random);
Make sure you remove it from the list to avoid your initial problem
yourSetList.remove(random);
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