Monopoly | Java based object oriented implementation of the Monopoly | Game Engine library

 by   erayayaz Java Version: Current License: No License

kandi X-RAY | Monopoly Summary

kandi X-RAY | Monopoly Summary

Monopoly is a Java library typically used in Gaming, Game Engine applications. Monopoly has no bugs, it has no vulnerabilities and it has low support. However Monopoly build file is not available. You can download it from GitHub.

The scope of the “Monopoly Game Project” is to create a Java based object oriented implementation of the Monopoly Board Game. Observer should be able to simulate the game after entering the required parameters in to the file.
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            kandi-support Support

              Monopoly has a low active ecosystem.
              It has 3 star(s) with 1 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Monopoly has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Monopoly is current.

            kandi-Quality Quality

              Monopoly has 0 bugs and 0 code smells.

            kandi-Security Security

              Monopoly has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Monopoly code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Monopoly does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Monopoly releases are not available. You will need to build from source code and install.
              Monopoly has no build file. You will be need to create the build yourself to build the component from source.
              It has 1622 lines of code, 258 functions and 32 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Monopoly and discovered the below as its top functions. This is intended to give you an instant insight into Monopoly implemented functionality, and help decide if they suit your requirements.
            • Revoke a player
            • Decreases the value by the given amount
            • Initialize the board
            • Validates a player
            • This will buy this player
            Get all kandi verified functions for this library.

            Monopoly Key Features

            No Key Features are available at this moment for Monopoly.

            Monopoly Examples and Code Snippets

            No Code Snippets are available at this moment for Monopoly.

            Community Discussions

            QUESTION

            why is it that my object has no attribute?
            Asked 2022-Apr-03 at 01:15

            I'm new to Python (started a few days ago) and I've been trying to code Monopoly (with reference of a different user's code) and I can't seem to get past a specific error stating that my 'Game' object has no attribute 'square_number'

            ...

            ANSWER

            Answered 2022-Apr-02 at 23:21

            Your "Game" class only has constructor method and running_game method. The "square_number" is in the Player class and it is available upon initialization.

            In the code above, I have noticed that you are trying to call class method without initializing the object. For instance,

            Source https://stackoverflow.com/questions/71721666

            QUESTION

            How to set the position of stack in flutter?
            Asked 2022-Mar-02 at 07:39

            I face some problem while using stack in flutter. The problem is there are 9 container in a row. First of all I use stack to put the map pin image at the first container. Then after I roll the dices and get the number 6, I need to move the map pin image to the number 6 container. This are same as the monopoly game, I need to move the player based on the number. How can I do that?

            ...

            ANSWER

            Answered 2022-Mar-02 at 07:39

            From your code, I assume that the first one's horizontal location is 670 and the width of each box is 30. Then, this should get you to the sixth box:

            Source https://stackoverflow.com/questions/71318420

            QUESTION

            How can I simultaneously access data from and call a method from a struct?
            Asked 2022-Mar-02 at 06:20

            For my first project I wanted to create a terminal implementation of Monopoly. I have created a Card, Player, and App structs. Originally my plan was to create an array inside the App struct holding a list of cards which I could then randomly select and run an execute() method on, which would push a log to the logs field of the App. What I thought would be best was this:

            ...

            ANSWER

            Answered 2022-Mar-01 at 01:45

            Does a card need to be able to mutate the cards in self? If you know that execute will not need access to cards, the easiest solution is to split App into further structs so you can better limit the access of the function.

            Unless there is another layer to your program that interacts with App as a singular object, requiring everything be in a single struct to perform operations will likely only constrain your code. If possible it is better to split it into its core components so you can be more selective when sharing references and avoid needing to make so many fields pub.

            Here is a rough example:

            Source https://stackoverflow.com/questions/71302492

            QUESTION

            How to convert ECMAScript 12 to ECMAScript 10
            Asked 2021-Nov-25 at 08:08

            I wrote a JS File, some of the codes in it are in ECMAScript 12. The problem is all my devices support only ECMAScript 10. This was the file Javascript Is there any online converters available, or how can I do it manually?

            ...

            ANSWER

            Answered 2021-Sep-10 at 15:28

            You're looking for Babel.

            Babel will basically let you write modern JS code and then it can transpile it to "more primitive" code in order to run on a larger set of devices.

            There are a bunch of options and a bunch of ways you can go about using it, but using the env preset and specifying your targets is probably a good place to start.

            Source https://stackoverflow.com/questions/69134524

            QUESTION

            List resetting when adding new items (Edited title to reflect actual issue)
            Asked 2021-Oct-30 at 22:43

            Original Title: Get-Set to add Object w/multiple properties into a list C#

            Edit: I had originally thought the issue was in setting up properties for the list objects, when it was an issue with regards to where I had initialized the list in my main code class.

            Original Post:

            New to coding, taking a C# course. We're working on encapsulation and get:set/properties.

            The assignment says that we have to build a class that creates a die with an input number of sides, and "roll" the die for a random number. Easy!

            In a second class, we have to build a function to add or remove any number of dice to the pool, and then roll them all for a result.

            I'm assuming they want the dice pool to be a list that is private.

            My logic going in was to create the single OneDie class, and then using a xDy notation in the main program prompt to add x number of die with y sides to the list. (ie: add 2d6)

            I've built an AddDie function that should do that, but when I check my list count after it's done, the count is 0. The private list (_dicePool) seems to be re-setting to zero every time I try to add a new object to the list. I suspect I'm not building my property DicePool's get/set functionality correctly, but I'm not sure how to call my 2-parameter AddDice function from inside the DicePool{set}, or even if that's the approach I should take.

            Assuming the list should be private, am I missing something to permanently add new objects to the list?

            Edit to add: OR, would it be better to create a ManyDice object? But how do I build this.Sides and this.Roll from the OneDie object?

            Here's my code that's applicable to adding objects (dice) to the list (dicepool).

            ...

            ANSWER

            Answered 2021-Oct-28 at 04:20

            New Answer based on comments and updated question:

            The line ManyDice die = new ManyDice(); is wiping your dice list clean every loop through your program. It's replacing your variable with a new instance of the class, with a fresh list and all.

            Simply move that line before the start of the loop:

            before the line do {

            and then every iteration will use the same instance of ManyDice, and will all share the variable die, without overwriting it.

            OLD ANSWER: From what I can see, your program only runs once. And then you need to start it again to put in another dice. Your main function only asks for input once. Whenever you start the program again, all the memory used in the program gets cleared. Unless I’m missing something, that is why your list continues to be reset. You’re actually running a completely new program the next time you try to add dice. So it has no knowledge of the previous runs.

            One solution is to say (pseudo code)

            Source https://stackoverflow.com/questions/69747370

            QUESTION

            PostgreSQL ARRAY_AGG return separate arrays
            Asked 2021-Oct-13 at 02:53

            The use case is this: each user can create their own games, and keep track in which country they played a game.

            I would like to create one query where I can get a list of all games for that user and in which country that game was played. I am only interested in the country id.

            I have 4 tables: users, games, countries and a games_countries_xref table.

            ...

            ANSWER

            Answered 2021-Oct-13 at 02:53

            You are on the right track with ARRAY_AGG, but just a little over aggressive with the joins. You just need a simple join (1 left, 1 inner) on the 3 tables

            Source https://stackoverflow.com/questions/69468650

            QUESTION

            React Native: Update Flatlist
            Asked 2021-Sep-28 at 17:05

            I was wondering how to update the flatlist after calling on my shuffle function. I have tried with the "ExtraData" tag inside the flatlist but haven´t got it to work. Any help would be appreciate!

            ...

            ANSWER

            Answered 2021-Sep-28 at 17:05

            Your function isn't returning the new shuffled array and assigning it to Games. Best practice would be to store your array in useState so when it updates it forces a re-render and shows correctly.

            Source https://stackoverflow.com/questions/69351161

            QUESTION

            How to import items from user's JSON File to HTML and set each value as variable
            Asked 2021-Sep-04 at 14:50

            I am making a website with JS, CSS & HTML (No server side scripts).

            I need to import a user's data from a JSON file (Given below is its format):

            ...

            ANSWER

            Answered 2021-Sep-04 at 08:50

            I have done a solution for you. It parses the whole JSON you put into the text field and put it into the object, so you can do whatever you want to do with it. Please, have a look at the function parse

            Source https://stackoverflow.com/questions/69053555

            QUESTION

            Good example of Singleton usage
            Asked 2021-Aug-16 at 19:04

            Recently I've read a lot about the Singleton pattern. As far as I'm concerned singleton objects should be used only if there is no sense to have more than one, and when there is a need to access them from all over the program. My question is fairly simple and for educational purposes. When making a board game simulator such as Monopoly or Catan is it correct to create Dices (throwable board game dices) as a singleton class?

            ...

            ANSWER

            Answered 2021-Aug-16 at 19:04

            The question to ask here is what value you're getting out of the Singleton behavior. You've described this as "only if there is no sense to have more than one, and when there is a need to access them from all over the program". The nuance there is that even if it wouldn't be useful to have more than one, you might choose against Singleton: It might be fine to allow multiple instances to be created if that doesn't have any significant downsides.

            Remember, if you implement Singleton well, that object cannot be destroyed throughout the lifetime of the application, and you'll need to synchronize the creation of the object so multiple threads can't create multiple instances. For heavy objects, or objects with heavy dependencies, that might actually lead to greater long-term memory usage because you cannot destroy or garbage-collect the object throughout your app's lifecycle. That leaves a gap between which objects can be Singleton and which objects should be Singleton. It'll require your judgment.

            Some factors to consider:

            1. Will your application be correct if more than one is created? For something like a DatabaseService or StorageService, the answer might be "no", in which case Singleton behavior is absolutely required.

            2. Will your application have good performance if more than one is created? For something like a WebRequestService, there may be some additional value in having one object queue or manage the requests, and that might be a good motivation to make it Singleton.

            3. If your object does not have to be Singleton, is it expensive to create, or will it be created often enough to want to reuse the object? In this case you have to weigh the expense of creation versus the expense of the Singleton. Imagine a Dictionary or SpellChecker where the results are correct even if you create a new one, but you want to minimize the number of times you have to read the dictionary file from disk. There are sometimes more options than Singleton, such as Dagger's @Reusable scope, which would give you some of the benefits with fewer costs.

            For your Dice class:

            • If a Dice class represents exactly one dice roll determined when the object is created, obviously it can't be Singleton, because then you could only roll the dice once and it would always return the same value. You probably don't want that.
            • If your Dice class represents a pure (pseudo)random number generator, it generally won't have to be Singleton: It's probably cheap to create, and there's probably no advantage to asking the same object in sequence. You could plausibly make this "reusable" or keep the Dice objects in a pool to avoid recreating them, but if I were writing the code I think it'd be unlikely for that to be worthwhile.
            • If you would like your games to be repeatable, such as to have predictable games in integration tests, it might make sense to have the Dice object be Singleton: In that case you might want the single object so it can be called in the same order and receive the same random-seeded results.
            • If you're calling out to a random number service like https://www.random.org, it may be important to make the object Singleton so it can batch, cache, and reuse those requests.

            For "Dice" I'd make that "scopeless", creating a new instance every time and allowing for its replacement in tests. In contrast, it probably makes sense for your Board, Game, or GameState object to be Singleton across the application.

            Source https://stackoverflow.com/questions/68807488

            QUESTION

            Creating a Random javascript array from an HTML input field
            Asked 2021-Jul-27 at 20:18

            I have basic HTML form that asks for a number between 1 and 10. Based on that number I want to create a new array. For now the code shows an alert box of the new created array, but eventually it will be a table that displays the results. The current array has 10 values and I want it generate a new array randomly. I think I have it and just missing one thing or maybe a few.

            ...

            ANSWER

            Answered 2021-Jul-27 at 20:15

            One issue is you might get duplicates in your randomized gamespicked array. It might be better to shuffle the array (randomize it) and then just get the slice of X items, like this. Notice that I change the numOfGames value from a string to a number by prepending it with +

            Source https://stackoverflow.com/questions/68551059

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Monopoly

            You can download it from GitHub.
            You can use Monopoly like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the Monopoly component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

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            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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