Get value from an Arraylist of Objects - processing - arrays

I'm making a virtual pet game, and I am now trying to include hunger, however I'm not sure how to make the eat function work. I am trying to make it decrease through the addition of the nutrition value of an item of food. This value is in an object that is stored in an arraylist.
Is there a way to reference
int nutrition(int eaten) {
nutrition = nutrition - eaten;
return nutrition;
(int eaten will be passed in later)
inside
ArrayList items;
void setup() {
items = new ArrayList();
}
void draw() {
for (int i = items.size() - 1; i >=0; i --) {
Food food = (Food) items.get(i);
food.display();
if (food.finished()) {
items.remove(i);
}
}
}
void mouseClicked() {
items.add(new Food(mouseX, mouseY, 1));
}
((Food)items.get(i)).nutrition();
http://www.java-forums.org/new-java/2370-how-return-object-arraylist.html
I've tried to use this, but Processing is unable to find i. I believe this to be because i does not exist in the class, only in the main sketch. If this is so, I will find a way to place i into the method. Maybe using return.
I would appreciate the knowledge if someone was aware of a better way to do this.
CODE
Creature creature;
ArrayList items;
Hand hand;
String data[];
int gameInfo[];
int tempData[];
boolean haveFood;
void setup() {
size(100, 100);
smooth();
noCursor();
String data[] = loadStrings("save.txt");
String[] tempData = split(data[0], ',');
gameInfo = int(tempData);
for (int i = 0; i < data.length; i++) {
creature = new Creature(gameInfo[0], gameInfo[1], gameInfo[2], gameInfo[3]);
haveFood = false;
hand = new Hand();
items = new ArrayList();
}
}
void draw() {
background(255);
for (int i = items.size() - 1; i >=0; i --) {
Food food = (Food) items.get(i);
food.display();
if (food.finished()) {
items.remove(i);
}
}
creature.whatWant();
creature.whatDo(haveFood);
hand.draw();
}
void mouseClicked() {
items.add(new Food(mouseX, mouseY, 1));
haveFood = true;
}
class Creature {
int hunger;
int age;
int gender;
int asleep;
boolean idle;
char want;
char request;
Creature(int _gender, int _age, int _hunger, int _asleep) {
gender = _gender;
age = _age;
hunger = _hunger;
asleep = _asleep;
idle = true;
}
void whatWant() {
if (hunger == 50) {
want = 'H';
}
}
void whatDo(boolean food) {
if (idle == true) {
switch(want) {
case 'H':
if (food == true) {
creature.eat();
}
else
request = 'F';
ask();
}
}
else
{
println("IDLE");
}
}
void ask() {
if (request == 'F') {
println("HUNGRY");
}
}
void eat() {
println("EAT");
((Food)items.get(i)).nutrition();
}
}
class Food {
float posX;
float posY;
int nutrition;
Food(float _posX, float _posY, int rating) {
posX = _posX;
posY = _posY;
nutrition = rating;
}
void display() {
rect(posX, posY, 10, 10);
}
boolean finished() {
if (nutrition < 0) {
return true;
}
else {
return false;
}
}
int nutrition(int eaten) {
nutrition = nutrition - eaten;
return nutrition;
}
}
class Hand {
int posX;
int posY;
Hand() {
posX = mouseX;
posY = mouseY;
}
void draw() {
rectMode(CENTER);
point(mouseX, mouseY);
}
}
Where save.txt is a txt file with 1,1,50,1,1.

Unfortunately I can't provide a nice detailed answer. There are quite a few confusing things with the structure of your project and it's code.
In the meantime, you had a syntax error in the Creature's eat() function.
Try this:
void eat() {
println("EAT");
//((Food)items.get(i)).nutrition();
for(int i = 0 ; i < items.size(); i++){
Food yummy = (Food)items.get(0);
yummy.nutrition(hunger);
}
}
The above works because items is declared at the top and therefore visible through out the scope of the whole sketch(global in other words). I'm not sure if this is intentional or what relationship you plan between creatures and food.
The above can be written in a lazier(but less common/obvious) way like so:
void eat() {
println("EAT");
//((Food)items.get(i)).nutrition();
for(Object yummy : items) ((Food)yummy).nutrition(hunger);
}
I assume the creature will be fed based on how hungry it.
At some point the creature should be full I suppose,
so you would also update the creature's hungry property based on the nutrition
it gets from food, etc.
Also, just to test, I've added very nutritious food :P
items.add(new Food(mouseX, mouseY, 10000));

Related

unable to initialize array size from parametrize constructor of class Stack1...but if i directly feed integer value to array code work fine

package the_JC;
public class Cls_01 {
public static void main(String[] args) {
// TODO Auto-generated method stub
Stack1 obj1 = new Stack1(20);
for(int i = 1; i<=obj1.len; i++) {
obj1.push(i*3+i);
}
for(int i=0; i < obj1.len; i++) {
System.out.println(obj1.pop());
}
}
}
class Stack1{
int len=0;
Stack1(int num){
len = num;
System.out.println(len);
}
int[] stck = new int[len]; // this array is not accepting len as value from constructor above ,taking len =0
int pos = -1;
void push(int value) {
System.out.println(stck.length);
if(pos==len-1) {
System.out.println("Overflowed");
} else {
stck[++pos] = value;
System.out.println("Pushed value :\t"+value);
}
}
int pop(){
if(pos<0) {
System.out.println("Underflow");
return 0;
} else {
return stck[pos--];
}
}
}
Output:
Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: Index 0 out of bounds for length 0
at the_JC/the_JC.Stack1.push(Cls_01.java:33)
at the_JC/the_JC.Cls_01.main(Cls_01.java:10)**
class Stack1{
int len=0;
int[] stck;
int pos;
Stack1(int num){
len = num;
stck = new int[len];
pos = -1;
System.out.println(len);
}
void push(int value) {
System.out.println(stck.length);
if(pos==len-1) {
System.out.println("Overflowed");
} else {
stck[++pos] = value;
System.out.println("Pushed value :\t"+value);
}
}
int pop(){
if(pos<0) {
System.out.println("Underflow");
return 0;
} else {
return stck[pos--];
}
}
}

How to calculate the distance between array gameObject?

How to calculate the distance between the generated cubes. The assigned script on the dice only specifies a different speed. How is the distance between the individual instantiate cubes calculated?
Sorry for the bad English, I'm using google trnslator. I'm attaching the code, and I'm a beginner in the unit
public class vehicless : MonoBehaviour
{
[SerializeField] private GameObject[] vehicle;
[SerializeField] private Transform spawnPos;
[SerializeField] private float minTime;
[SerializeField] private float maxTime;
int randomInt;
// Use this for initialization
void Start ()
{
StartCoroutine(SpawnVehicle());
}
// Update is called once per frame
void Update ()
{
}
private IEnumerator SpawnVehicle()
{
int i=1;
while(true)
{
randomInt = Random.Range(0,vehicle.Length);
yield return new WaitForSeconds(Random.Range(minTime,maxTime));
GameObject myPrefabInstance = Instantiate(vehicle[randomInt],spawnPos.position,Quaternion.identity);
var red = myPrefabInstance.gameObject.name; //NAME OBJECT
var namecube = red + i ;
Debug.Log("Name object:"+namecube ) ;
i++;
}
}
}
// float dist = Vector3.Distance(----------);
Thanks for help
If you need to quickly find the distance between 2 objects i suggest you to stock the distance in a dictionary with Tuple Key = (GameObject, GameObject) and Value = float:
Dictionary<(GameObject, GameObject), float>()
public Dictionary<(GameObject, GameObject), float>() calculate(GameObject[] objs)
{
var distanceArray = new Dictionary<(GameObject, GameObject), float>();
for (int i = 0; i < objs.Length; i++)
{
for (int j = i; j < objs.Length; j++)
{
if (i == j)
{
//distance between same obj is 0f
continue;
}
else
{
distanceArray.Add((objs[i], objs[j]), Vector3.Distance(objs[i].transform.position, objs[j].transform.position));
}
}
}
return distanceArray;
}
After you could quickly find the distance between 2 object like this:
if (distanceArray.ContainsKey((obj1, obj2)))
{
distance = distanceArray[(obj1, obj2)];
}
else if (distanceArray.ContainsKey((obj2, obj1)))
{
distance = distanceArray[(obj2, obj1)];
}
else if (obj1 == obj2)
{
distance = 0f;
}
else
{
//Error
}
Your question is not very easy to understand, i just add the way to calculate the distance after each new spawned vehicle:
GameObject myPrefabInstance = Instantiate(vehicle[randomInt],spawnPos.position,Quaternion.identity);
for (int i = 0; i < vehicle.Length; i++)
{
var distance = Vector3.distance(myPrefabInstance.transform.position, vehicle[i].transform.position);
Debug.Log($"Distance: {distance}");
}
I imagine that the cubes have different speeds, objects can be a lot, for example 10.15 cubes and a cube that will have a higher speed to slow down in front of a cube that has a slower speed.

Putting array with unknown variables into another array

The purpose of this code is is to define the root of the sum of the squares.
I cant figure out how to put i into j. Please help.
namespace ConsoleApplication1
{
class Program
{
static void Main(string[] args)
{
int input, som, i=0;
int j = 0;
double answer;
Boolean gaDoor= true;
int [] array = new int [24];
while (gaDoor)
{
Console.Write("Specify a positive integer");
input = Convert.ToInt32(Console.ReadLine());
if (input == -1)
{
gaDoor = false;
}
else
{
if (input >= 0)
{
array[i] = input;
i++;
}
else
{
Console.WriteLine("Specify a positive integer ");
}
}
}
while (j<i)
{
sum = array [j] ^ 2;
answer = Math.Sqrt(sum);
Console.Write(answer);
}
Console.ReadKey();
}
}
}
using System;
namespace Test
{
class MainClass
{
public static void Main (string[] args)
{
int[] invoer = new int[24];
double[] resultaat = new double[24];
double totaal = 0;
double wortel = 0;
int commando = 0;
int teller = -1;
try {
// Keep going until a negative integer is entered (or a 0)
while ((commando = Convert.ToInt32 (Console.ReadLine ())) > 0) {
teller++;
invoer [teller] = commando;
}
} catch (FormatException) {
// Not a number at all.
}
teller = -1;
foreach (int i in invoer) {
teller++;
resultaat [teller] = Math.Pow (invoer [teller], 2);
totaal += resultaat [teller];
if (invoer [teller] > 0) {
Console.WriteLine ("Invoer: {0}, Resultaat: {1}", invoer [teller], resultaat [teller]);
}
}
wortel = Math.Sqrt (totaal);
Console.WriteLine ("Totaal: {0}, Wortel: {1}", totaal, wortel);
}
}
}

Processing - Flock Boids avoid draggable objects

I'm working on a boids flocking project.
My goal is to have several draggable objects which have to be avoided by the boids.
There are several different flocks with a different starting position.
I managed to get the boids to avoid one draggable object. But I can't seem to make them avoid all. (using a for loop)
I really can't figure out why this won't do the trick..
I hope you could give me some suggestions.
the code:
int initBoidNum = 100; //amount of boids to start the program with
BoidList flock1, flock2, flock3;
Draggable draggable;
NullDraggableObject nullDraggableObject;
ArrayList draggables;
int id;
float[] xposs= new float[10];
float[] yposs= new float[10];
String turn;
void setup() {
size(1000, 700);
//create and fill the list of boids
flock1 = new BoidList(150, 0, 10, 100);
flock2 = new BoidList(150, 255, 10, 200);
flock3 = new BoidList(150, 150, 10, 300);
turn = "turn";
nullDraggableObject = new NullDraggableObject();
draggables = new ArrayList();
for (int i = 0; i < 10; i++) {
draggables.add(new DraggableObject(random(width), random(height/2)));
}
}
void draw() {
background(100, 60);
flock1.run();
flock2.run();
flock3.run();
stroke(255);
noFill();
draggable = nullDraggableObject;
for (id = 0; id < draggables.size (); id++) {
Draggable d = (Draggable)draggables.get(id);
d.draw();
if (d.isBeingMouseHovered()) {
draggable = d;
}
}
}
void mousePressed() {
draggable.mousePressed();
}
void mouseDragged() {
draggable.mouseDragged();
}
void mouseReleased() {
draggable.mouseReleased();
}
interface Draggable {
boolean isBeingMouseHovered();
boolean inside(float ix, float iy);
void draw();
void mousePressed();
void mouseDragged();
void mouseReleased();
}
class NullDraggableObject implements Draggable {
boolean isBeingMouseHovered() {
return false;
}
boolean inside(float ix, float iy) {
return false;
}
void draw() {
}
void mousePressed() {
}
void mouseDragged() {
}
void mouseReleased() {
}
}
public class DraggableObject implements Draggable {
float XX, YY;
float radius;
boolean drag;
float dragX, dragY;
DraggableObject(float _x, float _y) {
XX = _x;
YY = _y;
radius = 50;
drag = false;
dragX = 0;
dragY = 0;
}
boolean isBeingMouseHovered() {
return inside(mouseX, mouseY);
}
boolean inside(float ix, float iy) {
return (dist(XX, YY, ix, iy) < radius);
}
void draw() {
ellipseMode(CENTER);
ellipse(XX, YY, 2*radius, 2*radius);
String space = "__";
println(id);
println(XX);
println(YY);
xposs[id] = XX;
yposs[id] = YY;
}
void mousePressed() {
drag = inside(mouseX, mouseY);
if (drag) {
dragX = mouseX - XX;
dragY = mouseY - YY;
}
}
void mouseDragged() {
if (drag) {
XX = mouseX - dragX;
YY = mouseY - dragY;
}
}
void mouseReleased() {
drag = false;
}
}
class Boid {
//fields
PVector pos, vel, acc, ali, coh, sep; //pos, velocity, and acceleration in a vector datatype
float neighborhoodRadius; //radius in which it looks for fellow boids
float maxSpeed = 1; //maximum magnitude for the velocity vector
float maxSteerForce = .05; //maximum magnitude of the steering vector
float sMod, aMod, cMod; //modifiers for the three forces on the boid
float h; //hue
Boid(PVector inPos) {
pos = new PVector();
pos.set(inPos);
vel = new PVector(random(-1, 1), random(-1, 1));
acc = new PVector(0, 0);
neighborhoodRadius = 20;
sMod = 1;
aMod = 1;
cMod = 4;
}
Boid(PVector inPos, PVector inVel, float r) {
pos = new PVector();
pos.set(inPos);
vel = new PVector();
vel.set(inVel);
acc = new PVector(0, 0);
neighborhoodRadius = r;
}
void run(ArrayList bl) {
for (int i =0; i < 10; i++) {
acc.add(attract(new PVector(width/2, height/2), true));
acc.add(avoid(new PVector(xposs[i], yposs[i]), true));
if (i == 10) i = 0;
}
if (pos.x>width-10)acc.add(bounce(new PVector(width, pos.y), true));
if (pos.x<10) acc.add(bounce(new PVector(0, pos.y), true));
if (pos.y>height-10) acc.add(bounce(new PVector(pos.x, height), true));
if (pos.y<10) acc.add(bounce(new PVector(pos.x, 0), true));
ali = alignment(bl);
coh = cohesion(bl);
sep = seperation(bl);
for (int i =0; i < 10; i++) {
if (PVector.dist(new PVector(xposs[i], yposs[i]), pos)>180) {
acc.add(PVector.mult(ali, aMod));
acc.add(PVector.mult(coh, cMod));
acc.add(PVector.mult(sep, sMod));
}
if (PVector.dist(new PVector(xposs[i], yposs[i]), pos)<80) maxSpeed = 1000;
if (i == 10) i = 0;
}
if (PVector.dist(new PVector(width, height), pos)<60) maxSpeed = 1000;
if (PVector.dist(new PVector(0, 0), pos)<50) {
maxSpeed = 1000;
} else {
maxSpeed = 1;
}
move();
checkBounds();
render();
}
void move() {
vel.add(acc); //add acceleration to velocity
vel.limit(maxSpeed); //make sure the velocity vector magnitude does not exceed maxSpeed
pos.add(vel); //add velocity to position
acc.mult(0); //reset acceleration
}
void checkBounds() {
}
void render() {
pushMatrix();
translate(pos.x, pos.y);
rotate(atan2(vel.y, vel.x)); //rotate drawing matrix to direction of velocity
stroke(0);
noFill();
ellipse(0, 0, neighborhoodRadius/2, neighborhoodRadius/2);
noStroke();
fill(h);
//draw triangle
beginShape(TRIANGLES);
rect(0, 0, 6, 2);
endShape();
popMatrix();
}
//steering. If arrival==true, the boid slows to meet the target. Credit to Craig Reynolds
PVector steer(PVector target, boolean arrival) {
PVector steer = new PVector(); //creates vector for steering
if (!arrival) {
steer.set(PVector.sub(target, pos)); //steering vector points towards target (switch target and pos for avoiding)
steer.limit(maxSteerForce); //limits the steering force to maxSteerForce
} else {
PVector targetOffset = PVector.sub(target, pos);
float distance=targetOffset.mag();
float rampedSpeed = maxSpeed*(distance/100);
float clippedSpeed = min(rampedSpeed, maxSpeed);
PVector desiredVelocity = PVector.mult(targetOffset, (clippedSpeed/distance));
steer.set(PVector.sub(desiredVelocity, vel));
}
return steer;
}
//avoid. If weight == true avoidance vector is larger the closer the boid is to the target
PVector avoid(PVector target, boolean weight) {
PVector steer = new PVector(); //creates vector for steering
steer.set(PVector.sub(pos, target)); //steering vector points away from target
if (weight) steer.mult(1/sq(PVector.dist(pos, target)));
//steer.limit(maxSteerForce); //limits the steering force to maxSteerForce
return steer;
}
PVector attract(PVector target, boolean weight) {
PVector steer = new PVector(); //creates vector for steering
steer.set(PVector.sub(target, pos)); //steering vector points away from target
if (weight) steer.mult(1/sq(PVector.dist(target, pos)));
//steer.limit(maxSteerForce); //limits the steering force to maxSteerForce
return steer;
}
PVector bounce(PVector target, boolean weight) {
PVector steer = new PVector(); //creates vector for steering
steer.set(PVector.sub(pos, target)); //steering vector points away from target
if (weight) steer.mult(1/sq(PVector.dist(pos, target)));
//steer.limit(maxSteerForce); //limits the steering force to maxSteerForce
return steer;
}
PVector seperation(ArrayList boids) {
PVector posSum = new PVector(0, 0);
PVector repulse;
for (int i=0; i<boids.size (); i++) {
Boid b = (Boid)boids.get(i);
float d = PVector.dist(pos, b.pos);
if (d>0&&d<=neighborhoodRadius) {
repulse = PVector.sub(pos, b.pos);
repulse.normalize();
repulse.div(d);
posSum.add(repulse);
}
}
return posSum;
}
PVector alignment(ArrayList boids) {
PVector velSum = new PVector(0, 0);
int count = 0;
for (int i=0; i<boids.size (); i++) {
Boid b = (Boid)boids.get(i);
float d = PVector.dist(pos, b.pos);
if (d>0&&d<=neighborhoodRadius) {
velSum.add(b.vel);
count++;
}
}
if (count>0) {
velSum.div((float)count);
velSum.limit(maxSteerForce);
}
return velSum;
}
PVector cohesion(ArrayList boids) {
PVector posSum = new PVector(0, 0);
PVector steer = new PVector(0, 0);
int count = 0;
for (int i=0; i<boids.size (); i++) {
Boid b = (Boid)boids.get(i);
float d = dist(pos.x, pos.y, b.pos.x, b.pos.y);
if (d>0&&d<=neighborhoodRadius) {
posSum.add(b.pos);
count++;
}
}
if (count>0) posSum.div((float)count);
steer = PVector.sub(posSum, pos);
steer.limit(maxSteerForce);
return steer;
}
}
class BoidList {
ArrayList boids; //will hold the boids in this BoidList
float h; //for color
BoidList(int n, float ih, int xstart, int ystart) {
boids = new ArrayList();
h = ih;
for (int i=0; i<n; i++) {
boids.add(new Boid(new PVector(xstart, ystart)));
}
}
void run() {
for (int i=0; i<boids.size (); i++) {
Boid tempBoid = (Boid)boids.get(i); //create a temporary boid to process and make it the current boid in the list
tempBoid.h = h;
tempBoid.run(boids); //tell the temporary boid to execute its run method
}
}
}

Null Pointer Exception using Object Arrays

I am planning to make an airline system. I have initialized the array using initSeats but it still throws back the NPE error. It happens when i call the seatChecker() from bookMenu.
public void initSeats(){
for(int b = 0; b < seatList.length; b++)
{
initC.setName("null");
initC.setEmail("null");
initC.setCreditNo(0);
initC.setAddress("null");
initC.setPassportNo("null");
seatList[b] = new Seat('A', 0, "null", 0.0, "Available", initC);
}
for(int d = 0; d <= 24; d++)
{
seatList[d].setSeatLetter('A');
seatList[d].setSeatNo(d);
}
for(int n = 25; n <= 48; n++)
{
seatList[n].setSeatLetter('B');
seatList[n].setSeatNo(n);
}
for(int m = 49; m <= 72; m++)
{
seatList[m].setSeatLetter('C');
seatList[m].setSeatNo(m);
}
for(int t = 73; t <= 96; t++)
{
seatList[t].setSeatLetter('D');
seatList[t].setSeatNo(t);
}
for(int q = 97; q <= 120; q++)
{
seatList[q].setSeatLetter('E');
seatList[q].setSeatNo(q);
}
for(int v = 121; v < 144; v++)
{
seatList[v].setSeatLetter('F');
seatList[v].setSeatNo(v);
}
for(int x = 0; x <= 48; x++)
{
seatList[x].setSection("Front");
seatList[x].setPrice(500);
}
for(int j = 49; j <= 96; j++)
{
seatList[j].setSection("Middle");
seatList[j].setPrice(250);
}
for(int u = 97; u < 144; u++)
{
seatList[u].setSection("Back");
seatList[u].setPrice(100);
}
}
public void seatChecker(int index)
{
String status = seatList[index].getStatus();
if(status.equalsIgnoreCase("Available")){
System.out.println("Seat is Available.");
}else{
System.out.println("Seat is not Available. Please Pick Another Seat.");
bookMenu();
}
}
public void bookMenu()
{
int choice1 = 0;
int index;
System.out.println("Where do you want to be seated?");
System.out.println("[1] Front");
System.out.println("[2] Middle");
System.out.println("[3] Back");
choice1 = sc.nextInt();
sc.nextLine();
if(choice1 == 1){
System.out.print("Choose a seat number (0 - 48): ");
index = sc.nextInt();
sc.nextLine();
seatChecker(index);
}else if(choice1 == 2){
System.out.println("Choose a seat number (49 - 96): ");
index = sc.nextInt();
sc.nextLine();
seatChecker(index);
}else if(choice1 == 3){
System.out.println("Choose a seat number (97 - 144): ");
index = sc.nextInt();
sc.nextLine();
seatChecker(index);
}else
{
System.out.println("Invalid Choice. Going back to Menu.");
MainMenu();
}
}
Null Pointer Exception Code
Exception in thread "main" java.lang.NullPointerException
at pkg.Airlines.AirlineUI.seatChecker(AirlineUI.java:132)
Seat Class
public class Seat{
private char seatLetter;
private int seatNo;
private String section;
private double price;
private String status;
private Customer customerDetails;
public Seat(char seatLetter, int seatNo, String section, double price, String status, Customer details)
{
this.seatLetter = seatLetter;
this.seatNo = seatNo;
this.section = section;
this.price = price;
this.status = status;
this.customerDetails = details;
}
public Customer getCustomerDetails() {
return customerDetails;
}
public void setCustomerDetails(Customer customerDetails) {
this.customerDetails = customerDetails;
}
public char getSeatLetter() {
return seatLetter;
}
public void setSeatLetter(char seatLetter) {
this.seatLetter = seatLetter;
}
public String getStatus() {
return status;
}
public void setStatus(String status) {
this.status = status;
}
public double getPrice() {
return price;
}
public void setPrice(double price) {
this.price = price;
}
public int getSeatNo() {
return seatNo;
}
public void setSeatNo(int seatNo) {
this.seatNo = seatNo;
}
public String getSection() {
return section;
}
public void setSection(String section) {
this.section = section;
}
}
Probably the problems are this two line :
String status = seatList[index].getStatus();
if(status.equalsIgnoreCase("Available"))
First thing could be seatList[index] is not initialized . Once you declare an array of references as :
Seat[] array = new Seat[10];
The array contains 10 null references for Seat object . You need to instantiate them before using them :
Seat[0] = new Seat();
Second potential problem will be, this check :
if(status.equalsIgnoreCase("Available"))
Replace it to :
if("Available".equalsIgnoreCase(status))
to avoid any NullPointerException in case status is null.
P.S. Please show us the Seat class to understand your problem better.
Well is quite simple resolve a Null Pointer Exception.
Probably in one of the index of seatList there isn't a value.

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