chess | An online chessboard made with Spring , JSF 2 and Primefaces

 by   murygin Java Version: Current License: No License

kandi X-RAY | chess Summary

kandi X-RAY | chess Summary

chess is a Java library. chess has no bugs, it has build file available and it has high support. However chess has 3 vulnerabilities. You can download it from GitHub.

An online chessboard made with Spring, JSF 2 and Primefaces. [Flux Chess] is used as chess engine. The [rule engine] is from Andreas Schildbach.
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            kandi-support Support

              chess has a highly active ecosystem.
              It has 9 star(s) with 8 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 16 have been closed. On average issues are closed in 16 days. There are no pull requests.
              It has a positive sentiment in the developer community.
              The latest version of chess is current.

            kandi-Quality Quality

              chess has 0 bugs and 0 code smells.

            kandi-Security Security

              OutlinedDot
              chess has 3 vulnerability issues reported (1 critical, 2 high, 0 medium, 0 low).
              chess code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              chess 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

              chess releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.
              chess saves you 2118 person hours of effort in developing the same functionality from scratch.
              It has 4644 lines of code, 473 functions and 55 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed chess and discovered the below as its top functions. This is intended to give you an instant insight into chess implemented functionality, and help decide if they suit your requirements.
            • Login
            • Get the digest of a password
            • Initializes the board
            • Register the user
            • Validates the login
            • Generates a random password
            • Creates a game with the given email address
            • Select a square
            • Returns the notation for the footer
            • Creates a game with the specified email white
            • Get the current style for this entry
            • Compares two game info
            • Create a Fen from a board
            • Create a new game
            • Calculate next move
            • Returns the user with the specified email address
            • Load a game
            • Send reminder
            • Returns a string containing the status message
            • Resign a game
            • Parses the IFEN string
            • Create a notation string
            • Converts ms to human readable time
            • Compares this object to another object
            • Validates the given value
            • Check if the current game dialog is showing
            Get all kandi verified functions for this library.

            chess Key Features

            No Key Features are available at this moment for chess.

            chess Examples and Code Snippets

            Checks to see if the given board is on a chess board .
            javadot img1Lines of Code : 56dot img1no licencesLicense : No License
            copy iconCopy
            public static Piece hasWon(Piece[][] board) {
            		int size = board.length;
            		if (board[0].length != size) return Piece.Empty;
            		Piece first;
            		
            		/* Check rows. */
            		for (int i = 0; i < size; i++) {
            			first = board[i][0];
            			if (first == Piece.Empt  
            Checks to see if a given board is on a chess board .
            javadot img2Lines of Code : 24dot img2no licencesLicense : No License
            copy iconCopy
            public static Piece hasWon(Piece[][] board) {
            		for (int i = 0; i < board.length; i++) {
            			/* Check Rows */
            			if (hasWinner(board[i][0], board[i][1], board[i][2])) {
            				return board[i][0];
            			}
            
            			/* Check Columns */
            			if (hasWinner(board[0][  
            Checks to see if a piece of chess is on a board .
            javadot img3Lines of Code : 20dot img3no licencesLicense : No License
            copy iconCopy
            public static Piece hasWon(Piece[][] board) {
            		if (board.length != board[0].length) return Piece.Empty;
            		int size = board.length;
            		
            		ArrayList instructions = new ArrayList();
            		for (int i = 0; i < board.length; i++) {
            			instructions.add(new P  

            Community Discussions

            QUESTION

            OCaml This variant expression is expected to have type unit
            Asked 2021-Jun-15 at 17:15

            I'm having a problem with if statements that I cannot figure out.
            My code:

            ...

            ANSWER

            Answered 2021-Jun-15 at 07:44

            A "for expression" must return unit, so the result is not propagated. For example:

            Source https://stackoverflow.com/questions/67981077

            QUESTION

            Create index on nested array value with dynamodb
            Asked 2021-Jun-13 at 20:06

            I have the following data stored in a DynamoDB table called elo-history.

            ...

            ANSWER

            Answered 2021-Jun-13 at 15:03

            It looks like you're modeling the one-to-many relationship between Games and Results using a complex attribute (e.g. a list or objects) on the Game item. This is a completely valid approach to modeling one-to-many relationships and is best used when 1) the results data doesn't change (or change often) and 2) you don't have any access patterns around Results.

            Since it sounds like you do have access patterns around Results, you'd be better off storing your Results in their own items.

            For example, you might consider modeling results in the user partition with a PK=USER#user_id SK=RESULT#game_id. This would allow you to fetch results by User ID (QUERY where PK=USER#user_id SK begins_with RESULT). Alternatively, you could model results with a PK=RESULT#game_id SK=USER#user_id and create a GSI that swaps the PK/SK's which will allow you to group results by User.

            I don't know the specifics around your access patterns, but can say that you'll need to move results into their own items if you want to support access patterns around game results.

            Source https://stackoverflow.com/questions/67954758

            QUESTION

            creating columns based on previous column values with condition / Python -Pandas
            Asked 2021-Jun-11 at 15:40

            I have a dataframe like this

            ...

            ANSWER

            Answered 2021-Jun-11 at 13:26

            Replace "" will "emp" using Series.replace() then merge columns values using join() over iteration on columns

            Source https://stackoverflow.com/questions/67937514

            QUESTION

            Hide several classes in html table with javascript
            Asked 2021-Jun-11 at 10:54

            I would need some help. I can only use vanila css, html , javascript

            I want to create Buttons that show/hide certain rows in a table I created with with HTML. If i give every row a class, how can I attach the show/hiding of certain tr to a button? I tried the other solutions on similar questions but couldnt figure it out.

            ...

            ANSWER

            Answered 2021-Jun-11 at 10:44

            You can create a function that takes in the target class name. With the class name you can query the document for all nodes that match, and change the node.style.display attribute.

            Source https://stackoverflow.com/questions/67918548

            QUESTION

            What causes this event handler to keep running?, and why does it halt when I try to add a condition?
            Asked 2021-Jun-08 at 18:02

            I'm making a chess opening trainer. I have a working game using cm-chessboard based on an example, and I'm using an API to get the computer's moves. I have condensed my code and removed this API so it's easier to read. In this version, the computer makes random moves from all valid chess moves.

            The idea is, the API gets the best move, and then the player tries to input that move by moving a piece. If the player is correct, the computer moves for their next go, but if the player incorrectly guesses the best move, they are told 'Incorrect!' and are able to try again.

            However, my code works fine when they are correct, but breaks when they are incorrect.

            Here's what I have done:

            ...

            ANSWER

            Answered 2021-Jun-08 at 18:02

            I played around a bit and I was able to use this to get it to work. This is around line 90 of your code. It uses your code to check if the move is not the correct one and resets it back until you do the correct move

            Source https://stackoverflow.com/questions/67871635

            QUESTION

            Create an image in a canvas inside a class
            Asked 2021-Jun-08 at 13:25

            I wanted to create a chess program using OOP. So I made a superclass Pieces, a subclass Bishop, and a UI class GameUI. I created a canvas in the class GameUI. I wanted, that when I instantiate an object bishop in the class GameUI, it shows an Image from a bishop, on the canvas.

            The problem is, when I instantiate the Bishop, I don't see any image. So I tried to do the same with a text : instead of using the method create_image from the class Canvas, I used the method create_text, and it worked : I saw a text on the canvas. That means, the problem comes from the method create_image, and I don't understand it.

            If I create an Image directly in the class GameUi, it works! but that's not what I want...

            So I don't have any error message. I see the canvas (with a blue background), but no image on it.

            Here's the code :

            ...

            ANSWER

            Answered 2021-Jun-08 at 08:56

            To make your code work, I decided to sort of rewrite it based on this answer. It works now, but really the only thing that you needed to add was self.icon instead of icon. icon gets garbage collected since there is no further reference to it, while self.icon remains. Also, it's not entirely the same as yours was, so it probably needs a bit of rewriting too.

            Source https://stackoverflow.com/questions/67883950

            QUESTION

            Three.js: Cannot display mesh created with texture array
            Asked 2021-Jun-07 at 19:33

            I'm building a very original game based in cubes you place in a sandbox world (a totally unique concept that will revolutionize gaming as we know it) and I'm working with the chunk generation. Here's what I have so far:

            My blocks are defined in an object literal:

            ...

            ANSWER

            Answered 2021-Jun-01 at 10:32

            I solved it after finding a reference to THREE.UVMapping in the docs. When sending the geometry to the GPU, textures coordinates need to be a biyection from the vertices coordinates. To achieve this, I defined the following three attributes in my blocks:

            Source https://stackoverflow.com/questions/67764263

            QUESTION

            Cumulative application of a gsub sequence in R
            Asked 2021-Jun-05 at 05:40

            I'm working on a project dealing with chess games. After some processing of the data I need to get the FEN (https://en.wikipedia.org/wiki/Forsyth%E2%80%93Edwards_Notation) notation of a particular position. I've already written the code for each piece FEN encoding, but I'm having a hard time encoding the character that represents the number of consecutive squares that are not occupied.

            As an example, take the following FEN code:

            ...

            ANSWER

            Answered 2021-Apr-11 at 13:53

            The issue with mapply is that it is looking at a fresh copy of the FEN string for each replacement, which is not what you need. I think you can use a Reduce mindset:

            (BTW, your pattern for "5" has 6 ones, this fixed that.)

            Source https://stackoverflow.com/questions/67045718

            QUESTION

            How do I set the conditional requirements and how do I make an option one-time
            Asked 2021-Jun-04 at 15:07

            So, for room_attic, how can I let option A show different things when you have a different condition, like, when you have cheese you can throw in it when you have a ball of string, you can use it, and then come back two different results. And how to make an option one time, like after you pick up the ball of string, and when you go back to def_living room, it will not show again string information.

            ...

            ANSWER

            Answered 2021-Jun-04 at 15:07

            Instead of coding all the prompts you want to print inside the function, you could save them to a list or dictionary. Then, when a prompt is no longer available to use, you could del it from the list/dictionary.

            For example, each element of living_room_prompts is a tuple containing four elements: the prompt string, the function to call if that prompt is selected, and the arguments to pass to the callback function, and a boolean telling us whether or not we can select this option again:

            Source https://stackoverflow.com/questions/67838670

            QUESTION

            How to find the empty squares in a chess board image?
            Asked 2021-Jun-04 at 11:14

            I am currently writing an image recognition script that makes a 2D array out of an image of a chess board for my chess project. However, I found it quite difficult to find which squares are empty:

            So far, I have used the Canny edge detection on my image after applying the gaussian blur, which yielded the following results:

            The code I used was:

            ...

            ANSWER

            Answered 2021-Jun-04 at 07:24

            You can find chessboard and even find it's pose like here. Then you'll able to estimate ellipse shape of piece base. Find ellipses, using, for instance, this project.

            Filter out trash ellipses using pose knowledge, and you'll get pieces positions. Then you can find free cells.

            Source https://stackoverflow.com/questions/67823386

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

            Vulnerabilities

            CVE-2015-8972 CRITICAL
            Stack-based buffer overflow in the ValidateMove function in frontend/move.cc in GNU Chess (aka gnuchess) before 6.2.4 might allow context-dependent attackers to execute arbitrary code via a large input, as demonstrated when in UCI mode.
            Buffer overflow in GNU Chess (gnuchess) 5.02 and earlier, if modified or used in a networked capacity contrary to its own design as a single-user application, may allow local or remote attackers to execute arbitrary code via a long command.

            Install chess

            You can download it from GitHub.
            You can use chess 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 chess 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 .

            Support

            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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          • HTTPS

            https://github.com/murygin/chess.git

          • CLI

            gh repo clone murygin/chess

          • sshUrl

            git@github.com:murygin/chess.git

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