store data in array from another class method - arrays

i have one method in class call Class1 like
' public void getEventFromUser() {
int event;
Scanner input = new Scanner(System.in);
date.getDateFromUser();
// od.inputday();
// od.inputyear();
time.getTimeFromUser();
System.out.println("Enter description :");
description = input.nextLine();
}'
and i want to execute this method and store in array in another class
like
public void addEvent() {
if (numEvent == maxEvent) {
System.out.println("error…no more room to add events");
} else {
schedule[numEvent]=getEventFromUser();
int count = 0;
while (count < numEvent - 1) {
if (schedule[numEvent].isEqual(schedule[count])) {
isFound = true;
break;
}
count++;
if (isFound == true) {
System.out.println("Event already exists-notadding");
schedule[numEvent] = null;
} else {
schedule[numEvent].setDate();
schedule[numEvent].setTime();
schedule[numEvent].setDescription();
numEvent++;
//schedule[numEvent]=schedule[numEvent].getEventFromUser();
}
}
}
} '
so,how can i do this?
pls give me some solution

getEventFromUser() doesn't return a value, which is why schedule[numEvent]=schedule[numEvent].getEventFromUser() is giving you trouble.
Without knowing a bit more about what you're trying to do, it's hard to say if you should have getEventFromUser() return a value or have getEventFromUser() directly store a value in a field in the class. (I'm guessing the setDate, setTime and setDescription methods do this.)

Related

Unity3D: How to go Back or Forward in Array list

I have a gameObject with an ID, the gameObjects are spawned by giving initial ID: 1 , then any after spawned will be +1 so next is ID: 2.
I have two buttons that check current gameObjects ID#, BackOneButton (-1) and PlusOneButton (+1).
Currently it works but only if the array of gameObjects have IDs in order like for example [gameObject-ID:1], [gameObject-ID:2], [gameObject-ID:3]
But since you can self destruct a certain gameObject, here is where the error is --->
Now the array is not in order for example [gameObject-ID:1], [gameObject-ID:3], [gameObject-ID:4]. So if I'm currently in [gameObject-ID:3] and I use the BackOneButton and looks for ID: 2 it won't find it BUT there is ID:1. That's my error, I can't seem to figure out how to handle this.
Basically, How do I handle missing increments and skip over the missing?
Left Button (MinusOneButton)
void ButtonAction_LeftMinusOne()
{
// Get list of all gameObjects and -1 current to switch
string objName = manager.currentObjectTransform.name;
string[] splitArray = objName.Split('_');
string idObjNumber = splitArray[1];
switch (idObjNumber)
{
case "0":
// not supposed to be ID: 0
break;
case "1":
// nothing to go back to, this is ID: 1
break;
default:
// currently in (ID: 2 & Up) second object
int currentID = int.Parse(idObjNumber);
string idBackOne = (currentID - 1).ToString();
GameObject[] allObjInFull = GameObject.FindGameObjectsWithTag("Object");
if (allObjInFull.Length >= 2)
{
for (int i = 0; i < allObjInFull.Length; i++)
{
if (allObjInFull[i].transform.name.Contains(idBackOne))
{
// Set Camera
camera.transform.parent = allObjInFull[i].transform.GetChild(0).GetChild(1);
camera.transform.position = allObjInFull[i].transform.GetChild(0).GetChild(1).position;
camera.transform.rotation = allObjInFull[i].transform.GetChild(0).GetChild(1).rotation;
}
}
}
break;
}
}
Right Button (PlusOneButton)
void ButtonAction_RightPlusOne()
{
// Get list of all objects and +1 current to switch
string objName = manager.currentObjectTransform.name;
string[] splitArray = objName.Split('_');
string idObjNumber = splitArray[1];
switch (idObjNumber)
{
case "0":
// not supposed to be ID: 0
break;
default:
// currently in (ID: 1 & Up) object
int currentID = int.Parse(idObjNumber);
string idPlusOne = (currentID + 1).ToString();
GameObject[] allObjInFull = GameObject.FindGameObjectsWithTag("Object");
if (allObjInFull.Length >= 2)
{
for (int i = 0; i < allObjInFull.Length; i++)
{
if (allObjInFull[i].transform.name.Contains(idPlusOne))
{
// Set Camera
camera.transform.parent = allObjInFull[i].transform.GetChild(0).GetChild(1);
camera.transform.position = allObjInFull[i].transform.GetChild(0).GetChild(1).position;
camera.transform.rotation = allObjInFull[i].transform.GetChild(0).GetChild(1).rotation;
}
}
}
break;
}
}
It would be way better (especially regarding maintenance) and more efficient to have a central manager class with a List<GameObject> where you simply Add and Remove items dynamically. (Since you already seem to have one in manager I would rather extend that one)
public static class ObjectsManager
{
// If you are not concerned about
// capsulation you could ofcourse make this public as well
// but I thought this is cleaner
private static List<GameObject> objects;
// Read-only property
public static int Count
{
get
{
Initialize();
return objects.Count;
}
}
// initialize the list once
// I first had this in e.g. Awake
// but now you can easily use this in multiple scenes
public static void Initialize(bool force reinitialize = false)
{
if(objects != null && ! reinitialize) return;
objects = FindObjectsWithTag("Object").ToList();
}
public static void Add(GameObject newObject)
{
Initialize();
if(objects.Contains(newObject) return;
objects.Add(newObject);
}
public static void Destroy(GameObject toDestroy)
{
Initialize();
if(objects.Contains(toDestroy)
{
objects.Remove(toDestroy);
}
Object.Destroy(toDestroy);
}
public static int IndexOf(GameObject obj)
{
Initialize();
return objects.IndexOf(obj);
}
public static GameObject GetByIndex(int index)
{
Initialize();
// Use modulo to wrap around the index in case
// +1 or -1 exceeds the list ends
// in your case you might not need it
// but I decided to add it to be more flexible
var nextIndex = (index + 1) % objects.Count;
return objects[index];
}
}
Everytime you Instantiate a new object make sure to also call
ObjectsManager.Add(newObject);
and everytime where you destroy an object rather use
ObjectsManager.Destroy(objectToDestroy);
so it is also removed from the list first.
Then you can easily use
var currentIndex = ObjectsManager.IndexOf(certainObject);
to get the current index of an object and simply move through the index (+1, -1)
var nextObject = ObjectsManager.GetByIndex(currentIndex + 1);
var lastObject = Objects manager.GetByIndex(currentIndex - 1);
In case you switch the scene you have reinitialize the list once in order to get rid of null references
ObjectsManager.Initialize(true);
In your example code you would e.g. use something like
void ButtonAction_LeftMinusOne()
{
GameObject currentObject = manager.currentObjectTransform.gameObject;
int currentIndex = ObjectsManager.IndexOf(currentObject);
if(currentIndex < 0)
{
Debug.LogErrorFormat(this, "Object {0} is not in list!", currentObject.name);
return;
}
if(currentIndex == 0)
{
// nothing to do go back to
// Except you want wrap around then simply remove this check
Debug.Log("Already is first object in list", this);
return;
}
GameObject newObject = ObjectsManager.GetByIndex(currentIndex - 1);
Transform childOfNewObject = newObject.GetChild(0).GetChild(1);
// Set Camera
// Using simply SetParent with parameter worldPositionStays=false
// reduces it to one single call
camera.transform.SetParent( childOfNewObject, false);
}
And accordingly
void ButtonAction_RightPlusOne()
{
GameObject currentObject = manager.currentObjectTransform.gameObject;
int currentIndex = ObjectsManager.IndexOf(currentObject);
if(currentIndex < 0)
{
Debug.LogErrorFormat(this, "Object {0} is not in list!", currentObject.name);
return;
}
if(currentIndex == ObjectsManager.Count - 1)
{
// nothing to do go forward to
// Except you want wrap around then simply remove this check
Debug.Log("Already is last object in list", this);
return;
}
GameObject newObject = ObjectsManager.GetByIndex(currentIndex + 1);
Transform childOfNewObject = newObject.GetChild(0).GetChild(1);
// Set Camera
// Using simply SetParent with parameter worldPositionStays=false
// reduces it to one single call
camera.transform.SetParent( childOfNewObject, false);
}

Error in convert inventory from JS to C# - Unity

Hello :) I'm converting now Inventory system but i'm stuck on List / Arrays (JS).
Here's my script:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[AddComponentMenu ("Inventory/Character Sheet")]
[RequireComponent(typeof (Inventory))]
public class Character : MonoBehaviour {
//The Character window (CSheet).
public Transform WeaponSlot; //This is where the Weapons are going to go (be parented too). In my case it's the "Melee" gameobject.
//private Item[] ArmorSlot;
private List<Item> ArmorSlot; //This is the built in Array that stores the Items equipped. You can change this to static if you want to access it from another script.
//public string[] ArmorSlotName;
public List<string> ArmorSlotName; //This determines how many slots the character has (Head, Legs, Weapon and so on) and the text on each slot.
//public Rect[] buttonPositions;
public List<Rect> buttonPositions; //This list will contain where all buttons, equipped or not will be and SHOULD HAVE THE SAME NUMBER OF cells as the ArmorSlot array.
Vector2 windowSize = new Vector2(375,300); //The size of the character window.
public bool useCustomPosition = false; //Do we want to use the customPosition variable to define where on the screen the Character window will appear.
Vector2 customPosition = new Vector2 (70, 70); //The custom position of the Character window.
public GUISkin cSheetSkin; //This is where you can add a custom GUI skin or use the one included (CSheetSkin) under the Resources folder.
public bool canBeDragged = true; //Can the Character window be dragged?
public KeyCode onOffButton = KeyCode.I; //The key to toggle the Character window on and of.
bool DebugMode = false; //If this is enabled, debug.logs will print out information when something happens (equipping items etc.).
static bool csheet = false; //Helps with turning the CharacterSheet on and off.
private Rect windowRect = new Rect(100,100,200,300); //Keeping track of our character window.
//These are keeping track of components such as equipmentEffects and Audio.
private Inventory playersinv; //Refers to the Inventory script.
private bool equipmentEffectIs = false;
private InvAudio invAudio;
private bool invDispKeyIsSame = false;
//Assign the differnet components to variables and other "behind the scenes" stuff.
void Awake ()
{
playersinv = GetComponent<Inventory>();
if (useCustomPosition == false)
{
windowRect = new Rect(Screen.width-windowSize.x-70,Screen.height-windowSize.y-(162.5f+70*2),windowSize.x,windowSize.y);
}
else
{
windowRect = new Rect(customPosition.x,customPosition.y,windowSize.x,windowSize.y);
}
invAudio = GetComponent<InvAudio>();
if (GetComponent<InventoryDisplay>().onOffButton == onOffButton)
{
invDispKeyIsSame = true;
}
}
//Take care of the array lengths.
void Start ()
{
ArmorSlot = new Item[ArmorSlotName.Count];
if (buttonPositions.Count != ArmorSlotName.Count)
{
Debug.LogError("The variables on the Character script attached to " + transform.name + " are not set up correctly. There needs to be an equal amount of slots on 'ArmorSlotName' and 'buttonPositions'.");
}
}
//Checking if we already have somthing equipped
bool CheckSlot(int tocheck)
{
bool toreturn = false;
if(ArmorSlot[tocheck]!=null){
toreturn=true;
}
return toreturn;
}
//Using the item. If we assign a slot, we already know where to equip it.
public void UseItem(Item i, int slot, bool autoequip)
{
if(i.isEquipment){
//This is in case we dbl click the item, it will auto equip it. REMEMBER TO MAKE THE ITEM TYPE AND THE SLOT YOU WANT IT TO BE EQUIPPED TO HAVE THE SAME NAME.
if(autoequip)
{
int index = 0; //Keeping track of where we are in the list.
int equipto = 0; //Keeping track of where we want to be.
foreach(string a in ArmorSlotName) //Loop through all the named slots on the armorslots list
{
if(a == i.itemType) //if the name is the same as the armor type.
{
equipto=index; //We aim for that slot.
}
index++; //We move on to the next slot.
}
EquipItem(i,equipto);
}
else //If we dont auto equip it then it means we must of tried to equip it to a slot so we make sure the item can be equipped to that slot.
{
if(i.itemType==ArmorSlotName[slot]) //If types match.
{
EquipItem(i,slot); //Equip the item to the slot.
}
}
}
if (DebugMode)
{
Debug.Log(i.name + " has been used");
}
}
//Equip an item to a slot.
void EquipItem(Item i, int slot)
{
if(i.itemType == ArmorSlotName[slot]) //If the item can be equipped there:
{
if(CheckSlot(slot)) //If theres an item equipped to that slot we unequip it first:
{
UnequipItem(ArmorSlot[slot]);
ArmorSlot[slot]=null;
}
ArmorSlot[slot]=i; //When we find the slot we set it to the item.
gameObject.SendMessage ("PlayEquipSound", SendMessageOptions.DontRequireReceiver); //Play sound
//We tell the Item to handle EquipmentEffects (if any).
if (i.GetComponent<EquipmentEffect>() != null)
{
equipmentEffectIs = true;
i.GetComponent<EquipmentEffect>().EquipmentEffectToggle(equipmentEffectIs);
}
//If the item is also a weapon we call the PlaceWeapon function.
if (i.isAlsoWeapon == true)
{
if (i.equippedWeaponVersion != null)
{
PlaceWeapon(i);
}
else
{
Debug.LogError("Remember to assign the equip weapon variable!");
}
}
if (DebugMode)
{
Debug.Log(i.name + " has been equipped");
}
playersinv.RemoveItem(i.transform); //We remove the item from the inventory
}
}
//Unequip an item.
void UnequipItem(Item i)
{
gameObject.SendMessage ("PlayPickUpSound", SendMessageOptions.DontRequireReceiver); //Play sound
//We tell the Item to disable EquipmentEffects (if any).
if (i.equipmentEffect != null)
{
equipmentEffectIs = false;
i.GetComponent<EquipmentEffect>().EquipmentEffectToggle(equipmentEffectIs);
}
//If it's a weapon we call the RemoveWeapon function.
if (i.itemType == "Weapon")
{
RemoveWeapon(i);
}
if (DebugMode)
{
Debug.Log(i.name + " has been unequipped");
}
playersinv.AddItem(i.transform);
}
//Places the weapon in the hand of the Player.
void PlaceWeapon (Item item)
{
GameObject Clone = GameObject.Instantiate(item.equippedWeaponVersion, WeaponSlot.position, WeaponSlot.rotation) as GameObject;
Clone.name = item.equippedWeaponVersion.name;
Clone.transform.parent = WeaponSlot;
if (DebugMode)
{
Debug.Log(item.name + " has been placed as weapon");
}
}
//Removes the weapon from the hand of the Player.
void RemoveWeapon (Item item)
{ if (item.equippedWeaponVersion != null)
{
Destroy(WeaponSlot.FindChild("" + item.equippedWeaponVersion.name).gameObject);
if (DebugMode)
{
Debug.Log(item.name + " has been removed as weapon");
}
}
}
void Update ()
{
//This will turn the character sheet on and off.
if (Input.GetKeyDown(onOffButton))
{
if (csheet)
{
csheet = false;
if (invDispKeyIsSame != true)
{
gameObject.SendMessage ("ChangedState", false, SendMessageOptions.DontRequireReceiver); //Play sound
gameObject.SendMessage("PauseGame", false, SendMessageOptions.DontRequireReceiver); //StopPauseGame/EnableMouse/ShowMouse
}
}
else
{
csheet = true;
if (invDispKeyIsSame != true)
{
gameObject.SendMessage ("ChangedState", true, SendMessageOptions.DontRequireReceiver); //Play sound
gameObject.SendMessage("PauseGame", true, SendMessageOptions.DontRequireReceiver); //PauseGame/DisableMouse/HideMouse
}
}
}
}
//Draw the Character Window
void OnGUI()
{
GUI.skin = cSheetSkin; //Use the cSheetSkin variable.
if(csheet) //If the csheet is opened up.
{
//Make a window that shows what's in the csheet called "Character" and update the position and size variables from the window variables.
windowRect = GUI.Window (1, windowRect, DisplayCSheetWindow, "Character");
}
}
//This will display the character sheet and handle the buttons.
void DisplayCSheetWindow(int windowID)
{
if (canBeDragged == true)
{
GUI.DragWindow (new Rect (0,0, 10000, 30)); //The window is dragable.
}
int index = 0;
foreach(Item a in ArmorSlot) //Loop through the ArmorSlot array.
{
if(a == null)
{
if(GUI.Button(buttonPositions[index], ArmorSlotName[index])) //If we click this button (that has no item equipped):
{
InventoryDisplay id = GetComponent<InventoryDisplay>();
if(id.itemBeingDragged != null) //If we are dragging an item:
{
EquipItem(id.itemBeingDragged,index); //Equip the Item.
id.ClearDraggedItem();//Stop dragging the item.
}
}
}
else
{
if(GUI.Button(buttonPositions[index],ArmorSlot[index].itemIcon)) //If we click this button (that has an item equipped):
{
InventoryDisplay id2 = GetComponent<InventoryDisplay>();
if(id2.itemBeingDragged != null) //If we are dragging an item:
{
EquipItem(id2.itemBeingDragged,index); //Equip the Item.
id2.ClearDraggedItem(); //Stop dragging the item.
}
else if (playersinv.Contents.Count < playersinv.MaxContent) //If there is room in the inventory:
{
UnequipItem(ArmorSlot[index]); //Unequip the Item.
ArmorSlot[index] = null; //Clear the slot.
id2.ClearDraggedItem(); //Stop dragging the Item.
}
else if (DebugMode)
{
Debug.Log("Could not unequip " + ArmorSlot[index].name + " since the inventory is full");
}
}
}
index++;
}
}
}
And I have this error:
Assets/Inventory/Scripts/Character.cs(62,17): error CS0029: Cannot implicitly convert type Item[]' toSystem.Collections.Generic.List'
this lane:
ArmorSlot = new Item[ArmorSlotName.Count];
in JS version there were arrays but in c# i convert it to Lists and i have couple of errors ;D Can someone help me with this ? ;/
Error happens over here.
ArmorSlot = new Item[ArmorSlotName.Count];
What is ArmorSlot?
Private List<Item> ArmorSlot; //This is the built in Array that stores the Items equipped. You can change this to static if you want to access it from another script.
you don't make List like normal array.
You don't want List you want Item array.
Fix is like this
private Item[] ArmorSlot;
But maybe you want List because list is easier to control then a native C# array if you wan't to use List you must do something like this
ArmorSlot = new ArrayList<Item>(ArmorSlotName.Count);
But maybe you don't need to put in ArmorSlotName.Count because List is the size of how much items you put inside it.. it gives default size and keeps increasing.
So it's better to just do this
ArmorSlot = new ArrayList<Item>();

Program crashes due to text being null. [As3]

[Fault] exception, information=TypeError: Error #2007: Parameter text must be non-null.
Hello guys, I get this error when I restart my program.
In the main class I have these variables
//random
private var colourArray:Array = new Array("Red","Yellow","Green");
private var len:int = colourArray.length - 1;
private var rand:int;
private var randomItem:String;
private var myText:TextField;
then I have a loop that chest only the collision function
private function Collision():void
{
if (randomItem == ("Red"))
{
if (player.hitTestObject(red))
{
changeColor();
red.removeMe();
}
}
else
if (randomItem == ("Yellow"))
{
if (player.hitTestObject(yellow))
{
changeColor();
yellow.removeMe();
}
}
else
if (randomItem == ("Green"))
{
if (player.hitTestObject(green))
{
changeColor();
green.removeMe();
}
}
}
private function changeColor():void
{
var item:String = colourArray[rand];
colourArray[rand] = colourArray[len];
colourArray[len] = item;
len--;
randomItem = colourArray[rand];
myText.text = randomItem;
if (len < 0)
{
removeChild(player);
removeChild(myText);
colourArray.push("Red");
removeEventListener(Event.ENTER_FRAME, gameLoop)
addEventListener(Event.ENTER_FRAME, checkClicks)
gotoAndStop(1);
}
}
When I try and restart the program it doesn't like ;
randomItem = colourArray[rand];
For some reason.
I have repopulated the array, but I do not understand.
Thank you.
If you need more information please do ask.
You have to store colourArray[rand] elsewhere prior to altering the array. You are lowering its length, then you query the element out of the array, so if your rand points to the last element, it gets kicked out of the array and replaced by NULL, and then you query the array again - the program says hello NULL, I panic. You already store that value in item variable, but don't use it for some weird reason. A fix is replace the randomItem = colourArray[rand]; with randomItem = item;

core-plot Mixing CPTScatterPlotInterpolationCurved and CPTScatterPlotInterpolationLinear

I need to be able to draw sequential line segments that have the same Y Coordinate with CPTScatterPlotInterpolationLinear and ones that do not with CPTScatterPlotInterpolationCurved.
As CPTScatterPlotInterpolationCurved draws all lines curved. I am currently doing this by adding multiple plots.
public List<CorrectedGraphPoints> GetCorrectDataPoints(List<PointF> dataSource)
{
int lastIndex = 0;
bool shouldLoop = true;
CPTScatterPlotInterpolation interpolation = CPTScatterPlotInterpolation.Curved;
List<CorrectedGraphPoints> OuterList = new List<CorrectedGraphPoints> ();
if (dataSource [0].Y == dataSource [1].Y)
interpolation = CPTScatterPlotInterpolation.Linear;
while (lastIndex+1 != dataSource.Count) {
OuterList.Add (new CorrectedGraphPoints (interpolation));
while (shouldLoop)
{
OuterList[OuterList.Count -1].Add(dataSource[lastIndex]);
if ((lastIndex + 1) < dataSource.Count) {
if (interpolation == CPTScatterPlotInterpolation.Linear) {
if (dataSource [lastIndex].Y != dataSource [lastIndex + 1].Y) {
interpolation = CPTScatterPlotInterpolation.Curved;
shouldLoop = false;
break;
}
}
if (interpolation == CPTScatterPlotInterpolation.Curved) {
if (dataSource [lastIndex].Y == dataSource [lastIndex + 1].Y) {
interpolation = CPTScatterPlotInterpolation.Linear;
shouldLoop = false;
break;
}
}
}
else {
shouldLoop = false;
break;
}
if (shouldLoop)
lastIndex++;
}
shouldLoop = true;
}
return OuterList;
}
public class CorrectedGraphPoints
{
private List<PointF> points;
public List<PointF> Points { get { return points; } }
private CPTScatterPlotInterpolation interpolation;
public CPTScatterPlotInterpolation Interpolation { get { return interpolation; } }
public CorrectedGraphPoints(CPTScatterPlotInterpolation interpolation)
{
this.interpolation = interpolation;
points = new List<PointF> ();
}
public void Add(PointF point)
{
points.Add (point);
}
}
However creating multiple plots that use fill slows the app down tremendously. I was wondering if I could limit how much I do this? I haven't been able to find a way to change the interpolation for a section?? IS this an just an issue with core plot or is it something wrong with my logic or code?
Another possible solution would be to add additional points to your data to draw the curved sections. This would allow you to use only one plot. The number of additional points needed will depend on several factors including the size of the plot and the line style used to draw the line.

Searching Arrays in Java: equals( ) Versus ==

I have an array with 5 elements. If a user inputs a name or a title, it should output that person's or job title's corresponding job title and person. Here's what I got, I'm not sure what I could be doing wrong. Since it's an applet, I don't need a main method right? Did I get stuff mixed up? What could I be doing wrong? Even if I input data that is stored in the array, it always gives me "input did not match any records" I would appreciate any help. Thanks in advance!
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class Assignment extends JApplet implements ActionListener
{
String[] empName = {"John Jacobs" , "Will Watts","Kevin Krust", "Allan Ayers", "Sam Smith"};
String[] empTitle = {"Software Engineer" , "Database Administrator", "Network Administrator" , "Head Programmer" ,"Department Manager"};
final int ARRAY_SIZE = 5;
boolean validName = false;
boolean validTitle = false;
String nameOfEmployee;
String titleOfEmployee;
JLabel enterInfo = new JLabel("Enter an Employee Name or Job Title");
JTextField userInput = new JTextField(20);
JButton empButton = new JButton ("Press if you entered a name");
JButton titleButton = new JButton ("Press if you entered a title");
JLabel inputDisplay = new JLabel("");
Container con = getContentPane();
public void init()
{
con.add(enterInfo);
con.add(userInput);
con.add(empButton);
con.add(titleButton);
con.setLayout(new FlowLayout());
userInput.addActionListener(this);
empButton.addActionListener(this);
titleButton.addActionListener(this);
}
public void actionPerformed(ActionEvent event)
{
Object source = event.getSource();
if (source == empButton)
{
String nameEmp = userInput.getText();
con.remove(enterInfo);
con.remove(userInput);
con.remove(empButton);
con.remove(titleButton);
for (int x = 0; x < ARRAY_SIZE; ++x)
{
if (nameEmp == empName[x])
{
validName = true;
titleOfEmployee = empTitle[x];
}
}
if(validName)
inputDisplay.setText(nameEmp + "is a" + titleOfEmployee);
else
inputDisplay.setText("The title you input did not match any records.");
con.add(inputDisplay);
con.setBackground(Color.YELLOW);
}
else
{
String nameJob = userInput.getText();
con.remove(enterInfo);
con.remove(userInput);
con.remove(empButton);
con.remove(titleButton);
for (int x = 0; x < ARRAY_SIZE; ++x)
{
if (nameJob == empTitle[x])
{
validTitle = true;
nameOfEmployee = empName[x];
}
}
if(validName)
inputDisplay.setText(nameOfEmployee + "is a" + nameJob);
else
inputDisplay.setText("The name you input did not match any records.");
con.add(inputDisplay);
con.setBackground(Color.YELLOW);
}
con.invalidate();
con.validate();
}
}
This
nameEmp == empName[x]
compares object references. What you want is comparison of contents, so you should check
nameEmp.equals(empName[x])
When comparing the value input by the user to the values in your arrays, you need to use the equals function and not ==.
Read why here.

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