Example usage for com.google.common.collect HashBiMap create

List of usage examples for com.google.common.collect HashBiMap create

Introduction

In this page you can find the example usage for com.google.common.collect HashBiMap create.

Prototype

public static <K, V> HashBiMap<K, V> create() 

Source Link

Document

Returns a new, empty HashBiMap with the default initial capacity (16).

Usage

From source file:metrics.BrooklynMetricLanguage.java

private BrooklynMetricLanguage() {
    runtimeTranslations = HashBiMap.create();
}

From source file:org.eclipse.osee.orcs.core.internal.types.impl.TokenTypeIndex.java

public TokenTypeIndex() {
    uuidToToken = Maps.newHashMap();
    tokenToType = HashBiMap.create();
}

From source file:me.MitchT.BookShelf.OldIDEnum.java

public static HashBiMap<Integer, Material> setupMap() {
    HashBiMap<Integer, Material> retmap = HashBiMap.create();

    retmap.put(0, Material.AIR);//  w  ww  .  ja  va 2 s.co  m
    retmap.put(1, Material.STONE);
    retmap.put(2, Material.GRASS);
    retmap.put(3, Material.DIRT);
    retmap.put(4, Material.COBBLESTONE);
    retmap.put(5, Material.WOOD);
    retmap.put(6, Material.SAPLING);
    retmap.put(7, Material.BEDROCK);
    retmap.put(8, Material.WATER);
    retmap.put(9, Material.STATIONARY_WATER);
    retmap.put(10, Material.LAVA);
    retmap.put(11, Material.STATIONARY_LAVA);
    retmap.put(12, Material.SAND);
    retmap.put(13, Material.GRAVEL);
    retmap.put(14, Material.GOLD_ORE);
    retmap.put(15, Material.IRON_ORE);
    retmap.put(16, Material.COAL_ORE);
    retmap.put(17, Material.LOG);
    retmap.put(18, Material.LEAVES);
    retmap.put(19, Material.SPONGE);
    retmap.put(20, Material.GLASS);
    retmap.put(21, Material.LAPIS_ORE);
    retmap.put(22, Material.LAPIS_BLOCK);
    retmap.put(23, Material.DISPENSER);
    retmap.put(24, Material.SANDSTONE);
    retmap.put(25, Material.NOTE_BLOCK);
    retmap.put(26, Material.BED_BLOCK);
    retmap.put(27, Material.POWERED_RAIL);
    retmap.put(28, Material.DETECTOR_RAIL);
    retmap.put(29, Material.PISTON_STICKY_BASE);
    retmap.put(30, Material.WEB);
    retmap.put(31, Material.LONG_GRASS);
    retmap.put(32, Material.DEAD_BUSH);
    retmap.put(33, Material.PISTON_BASE);
    retmap.put(34, Material.PISTON_EXTENSION);
    retmap.put(35, Material.WOOL);
    retmap.put(36, Material.PISTON_MOVING_PIECE);
    retmap.put(37, Material.YELLOW_FLOWER);
    retmap.put(38, Material.RED_ROSE);
    retmap.put(39, Material.BROWN_MUSHROOM);
    retmap.put(40, Material.RED_MUSHROOM);
    retmap.put(41, Material.GOLD_BLOCK);
    retmap.put(42, Material.IRON_BLOCK);
    retmap.put(43, Material.DOUBLE_STEP);
    retmap.put(44, Material.STEP);
    retmap.put(45, Material.BRICK);
    retmap.put(46, Material.TNT);
    retmap.put(47, Material.BOOKSHELF);
    retmap.put(48, Material.MOSSY_COBBLESTONE);
    retmap.put(49, Material.OBSIDIAN);
    retmap.put(50, Material.TORCH);
    retmap.put(51, Material.FIRE);
    retmap.put(52, Material.MOB_SPAWNER);
    retmap.put(53, Material.WOOD_STAIRS);
    retmap.put(54, Material.CHEST);
    retmap.put(55, Material.REDSTONE_WIRE);
    retmap.put(56, Material.DIAMOND_ORE);
    retmap.put(57, Material.DIAMOND_BLOCK);
    retmap.put(58, Material.WORKBENCH);
    retmap.put(59, Material.CROPS);
    retmap.put(60, Material.SOIL);
    retmap.put(61, Material.FURNACE);
    retmap.put(62, Material.BURNING_FURNACE);
    retmap.put(63, Material.SIGN_POST);
    retmap.put(64, Material.WOODEN_DOOR);
    retmap.put(65, Material.LADDER);
    retmap.put(66, Material.RAILS);
    retmap.put(67, Material.COBBLESTONE_STAIRS);
    retmap.put(68, Material.WALL_SIGN);
    retmap.put(69, Material.LEVER);
    retmap.put(70, Material.STONE_PLATE);
    retmap.put(71, Material.IRON_DOOR_BLOCK);
    retmap.put(72, Material.WOOD_PLATE);
    retmap.put(73, Material.REDSTONE_ORE);
    retmap.put(74, Material.GLOWING_REDSTONE_ORE);
    retmap.put(75, Material.REDSTONE_TORCH_OFF);
    retmap.put(76, Material.REDSTONE_TORCH_ON);
    retmap.put(77, Material.STONE_BUTTON);
    retmap.put(78, Material.SNOW);
    retmap.put(79, Material.ICE);
    retmap.put(80, Material.SNOW_BLOCK);
    retmap.put(81, Material.CACTUS);
    retmap.put(82, Material.CLAY);
    retmap.put(83, Material.SUGAR_CANE_BLOCK);
    retmap.put(84, Material.JUKEBOX);
    retmap.put(85, Material.FENCE);
    retmap.put(86, Material.PUMPKIN);
    retmap.put(87, Material.NETHERRACK);
    retmap.put(88, Material.SOUL_SAND);
    retmap.put(89, Material.GLOWSTONE);
    retmap.put(90, Material.PORTAL);
    retmap.put(91, Material.JACK_O_LANTERN);
    retmap.put(92, Material.CAKE_BLOCK);
    retmap.put(93, Material.DIODE_BLOCK_OFF);
    retmap.put(94, Material.DIODE_BLOCK_ON);
    retmap.put(96, Material.TRAP_DOOR);
    retmap.put(97, Material.MONSTER_EGGS);
    retmap.put(98, Material.SMOOTH_BRICK);
    retmap.put(99, Material.HUGE_MUSHROOM_1);
    retmap.put(100, Material.HUGE_MUSHROOM_2);
    retmap.put(101, Material.IRON_FENCE);
    retmap.put(102, Material.THIN_GLASS);
    retmap.put(103, Material.MELON_BLOCK);
    retmap.put(104, Material.PUMPKIN_STEM);
    retmap.put(105, Material.MELON_STEM);
    retmap.put(106, Material.VINE);
    retmap.put(107, Material.FENCE_GATE);
    retmap.put(108, Material.BRICK_STAIRS);
    retmap.put(109, Material.SMOOTH_STAIRS);
    retmap.put(110, Material.MYCEL);
    retmap.put(111, Material.WATER_LILY);
    retmap.put(112, Material.NETHER_BRICK);
    retmap.put(113, Material.NETHER_FENCE);
    retmap.put(114, Material.NETHER_BRICK_STAIRS);
    retmap.put(115, Material.NETHER_WARTS);
    retmap.put(116, Material.ENCHANTMENT_TABLE);
    retmap.put(117, Material.BREWING_STAND);
    retmap.put(118, Material.CAULDRON);
    retmap.put(119, Material.ENDER_PORTAL);
    retmap.put(120, Material.ENDER_PORTAL_FRAME);
    retmap.put(121, Material.ENDER_STONE);
    retmap.put(122, Material.DRAGON_EGG);
    retmap.put(123, Material.REDSTONE_LAMP_OFF);
    retmap.put(124, Material.REDSTONE_LAMP_ON);
    retmap.put(125, Material.WOOD_DOUBLE_STEP);
    retmap.put(126, Material.WOOD_STEP);
    retmap.put(127, Material.COCOA);
    retmap.put(128, Material.SANDSTONE_STAIRS);
    retmap.put(129, Material.EMERALD_ORE);
    retmap.put(130, Material.ENDER_CHEST);
    retmap.put(131, Material.TRIPWIRE_HOOK);
    retmap.put(132, Material.TRIPWIRE);
    retmap.put(133, Material.EMERALD_BLOCK);
    retmap.put(134, Material.SPRUCE_WOOD_STAIRS);
    retmap.put(135, Material.BIRCH_WOOD_STAIRS);
    retmap.put(136, Material.JUNGLE_WOOD_STAIRS);
    retmap.put(137, Material.COMMAND);
    retmap.put(138, Material.BEACON);
    retmap.put(139, Material.COBBLE_WALL);
    retmap.put(140, Material.FLOWER_POT);
    retmap.put(141, Material.CARROT);
    retmap.put(142, Material.POTATO);
    retmap.put(143, Material.WOOD_BUTTON);
    retmap.put(144, Material.SKULL);
    retmap.put(145, Material.ANVIL);
    retmap.put(146, Material.TRAPPED_CHEST);
    retmap.put(147, Material.GOLD_PLATE);
    retmap.put(148, Material.IRON_PLATE);
    retmap.put(149, Material.REDSTONE_COMPARATOR_OFF);
    retmap.put(150, Material.REDSTONE_COMPARATOR_ON);
    retmap.put(151, Material.DAYLIGHT_DETECTOR);
    retmap.put(152, Material.REDSTONE_BLOCK);
    retmap.put(153, Material.QUARTZ_ORE);
    retmap.put(154, Material.HOPPER);
    retmap.put(155, Material.QUARTZ_BLOCK);
    retmap.put(156, Material.QUARTZ_STAIRS);
    retmap.put(157, Material.ACTIVATOR_RAIL);
    retmap.put(158, Material.DROPPER);
    retmap.put(159, Material.STAINED_CLAY);
    retmap.put(170, Material.HAY_BLOCK);
    retmap.put(171, Material.CARPET);
    retmap.put(172, Material.HARD_CLAY);
    retmap.put(173, Material.COAL_BLOCK);
    retmap.put(256, Material.IRON_SPADE);
    retmap.put(257, Material.IRON_PICKAXE);
    retmap.put(258, Material.IRON_AXE);
    retmap.put(259, Material.FLINT_AND_STEEL);
    retmap.put(260, Material.APPLE);
    retmap.put(261, Material.BOW);
    retmap.put(262, Material.ARROW);
    retmap.put(263, Material.COAL);
    retmap.put(264, Material.DIAMOND);
    retmap.put(265, Material.IRON_INGOT);
    retmap.put(266, Material.GOLD_INGOT);
    retmap.put(267, Material.IRON_SWORD);
    retmap.put(268, Material.WOOD_SWORD);
    retmap.put(269, Material.WOOD_SPADE);
    retmap.put(270, Material.WOOD_PICKAXE);
    retmap.put(271, Material.WOOD_AXE);
    retmap.put(272, Material.STONE_SWORD);
    retmap.put(273, Material.STONE_SPADE);
    retmap.put(274, Material.STONE_PICKAXE);
    retmap.put(275, Material.STONE_AXE);
    retmap.put(276, Material.DIAMOND_SWORD);
    retmap.put(277, Material.DIAMOND_SPADE);
    retmap.put(278, Material.DIAMOND_PICKAXE);
    retmap.put(279, Material.DIAMOND_AXE);
    retmap.put(280, Material.STICK);
    retmap.put(281, Material.BOWL);
    retmap.put(282, Material.MUSHROOM_SOUP);
    retmap.put(283, Material.GOLD_SWORD);
    retmap.put(284, Material.GOLD_SPADE);
    retmap.put(285, Material.GOLD_PICKAXE);
    retmap.put(286, Material.GOLD_AXE);
    retmap.put(287, Material.STRING);
    retmap.put(288, Material.FEATHER);
    retmap.put(289, Material.SULPHUR);
    retmap.put(290, Material.WOOD_HOE);
    retmap.put(291, Material.STONE_HOE);
    retmap.put(292, Material.IRON_HOE);
    retmap.put(293, Material.DIAMOND_HOE);
    retmap.put(294, Material.GOLD_HOE);
    retmap.put(295, Material.SEEDS);
    retmap.put(296, Material.WHEAT);
    retmap.put(297, Material.BREAD);
    retmap.put(298, Material.LEATHER_HELMET);
    retmap.put(299, Material.LEATHER_CHESTPLATE);
    retmap.put(300, Material.LEATHER_LEGGINGS);
    retmap.put(301, Material.LEATHER_BOOTS);
    retmap.put(302, Material.CHAINMAIL_HELMET);
    retmap.put(303, Material.CHAINMAIL_CHESTPLATE);
    retmap.put(304, Material.CHAINMAIL_LEGGINGS);
    retmap.put(305, Material.CHAINMAIL_BOOTS);
    retmap.put(306, Material.IRON_HELMET);
    retmap.put(307, Material.IRON_CHESTPLATE);
    retmap.put(308, Material.IRON_LEGGINGS);
    retmap.put(309, Material.IRON_BOOTS);
    retmap.put(310, Material.DIAMOND_HELMET);
    retmap.put(311, Material.DIAMOND_CHESTPLATE);
    retmap.put(312, Material.DIAMOND_LEGGINGS);
    retmap.put(313, Material.DIAMOND_BOOTS);
    retmap.put(314, Material.GOLD_HELMET);
    retmap.put(315, Material.GOLD_CHESTPLATE);
    retmap.put(316, Material.GOLD_LEGGINGS);
    retmap.put(317, Material.GOLD_BOOTS);
    retmap.put(318, Material.FLINT);
    retmap.put(319, Material.PORK);
    retmap.put(320, Material.GRILLED_PORK);
    retmap.put(321, Material.PAINTING);
    retmap.put(322, Material.GOLDEN_APPLE);
    retmap.put(323, Material.SIGN);
    retmap.put(324, Material.WOOD_DOOR);
    retmap.put(325, Material.BUCKET);
    retmap.put(326, Material.WATER_BUCKET);
    retmap.put(327, Material.LAVA_BUCKET);
    retmap.put(328, Material.MINECART);
    retmap.put(329, Material.SADDLE);
    retmap.put(330, Material.IRON_DOOR);
    retmap.put(331, Material.REDSTONE);
    retmap.put(332, Material.SNOW_BALL);
    retmap.put(333, Material.BOAT);
    retmap.put(334, Material.LEATHER);
    retmap.put(335, Material.MILK_BUCKET);
    retmap.put(336, Material.CLAY_BRICK);
    retmap.put(337, Material.CLAY_BALL);
    retmap.put(338, Material.SUGAR_CANE);
    retmap.put(339, Material.PAPER);
    retmap.put(340, Material.BOOK);
    retmap.put(341, Material.SLIME_BALL);
    retmap.put(342, Material.STORAGE_MINECART);
    retmap.put(343, Material.POWERED_MINECART);
    retmap.put(344, Material.EGG);
    retmap.put(345, Material.COMPASS);
    retmap.put(346, Material.FISHING_ROD);
    retmap.put(347, Material.WATCH);
    retmap.put(348, Material.GLOWSTONE_DUST);
    retmap.put(349, Material.RAW_FISH);
    retmap.put(350, Material.COOKED_FISH);
    retmap.put(351, Material.INK_SACK);
    retmap.put(352, Material.BONE);
    retmap.put(353, Material.SUGAR);
    retmap.put(354, Material.CAKE);
    retmap.put(355, Material.BED);
    retmap.put(356, Material.DIODE);
    retmap.put(357, Material.COOKIE);
    retmap.put(358, Material.MAP);
    retmap.put(359, Material.SHEARS);
    retmap.put(360, Material.MELON);
    retmap.put(361, Material.PUMPKIN_SEEDS);
    retmap.put(362, Material.MELON_SEEDS);
    retmap.put(363, Material.RAW_BEEF);
    retmap.put(364, Material.COOKED_BEEF);
    retmap.put(365, Material.RAW_CHICKEN);
    retmap.put(366, Material.COOKED_CHICKEN);
    retmap.put(367, Material.ROTTEN_FLESH);
    retmap.put(368, Material.ENDER_PEARL);
    retmap.put(369, Material.BLAZE_ROD);
    retmap.put(370, Material.GHAST_TEAR);
    retmap.put(371, Material.GOLD_NUGGET);
    retmap.put(372, Material.NETHER_STALK);
    retmap.put(373, Material.POTION);
    retmap.put(374, Material.GLASS_BOTTLE);
    retmap.put(375, Material.SPIDER_EYE);
    retmap.put(376, Material.FERMENTED_SPIDER_EYE);
    retmap.put(377, Material.BLAZE_POWDER);
    retmap.put(378, Material.MAGMA_CREAM);
    retmap.put(379, Material.BREWING_STAND_ITEM);
    retmap.put(380, Material.CAULDRON_ITEM);
    retmap.put(381, Material.EYE_OF_ENDER);
    retmap.put(382, Material.SPECKLED_MELON);
    retmap.put(383, Material.MONSTER_EGG);
    retmap.put(384, Material.EXP_BOTTLE);
    retmap.put(385, Material.FIREBALL);
    retmap.put(386, Material.BOOK_AND_QUILL);
    retmap.put(387, Material.WRITTEN_BOOK);
    retmap.put(388, Material.EMERALD);
    retmap.put(389, Material.ITEM_FRAME);
    retmap.put(390, Material.FLOWER_POT_ITEM);
    retmap.put(391, Material.CARROT_ITEM);
    retmap.put(392, Material.POTATO_ITEM);
    retmap.put(393, Material.BAKED_POTATO);
    retmap.put(394, Material.POISONOUS_POTATO);
    retmap.put(395, Material.EMPTY_MAP);
    retmap.put(396, Material.GOLDEN_CARROT);
    retmap.put(397, Material.SKULL_ITEM);
    retmap.put(398, Material.CARROT_STICK);
    retmap.put(399, Material.NETHER_STAR);
    retmap.put(400, Material.PUMPKIN_PIE);
    retmap.put(401, Material.FIREWORK);
    retmap.put(402, Material.FIREWORK_CHARGE);
    retmap.put(403, Material.ENCHANTED_BOOK);
    retmap.put(404, Material.REDSTONE_COMPARATOR);
    retmap.put(405, Material.NETHER_BRICK_ITEM);
    retmap.put(406, Material.QUARTZ);
    retmap.put(407, Material.EXPLOSIVE_MINECART);
    retmap.put(408, Material.HOPPER_MINECART);
    retmap.put(417, Material.IRON_BARDING);
    retmap.put(418, Material.GOLD_BARDING);
    retmap.put(419, Material.DIAMOND_BARDING);
    retmap.put(420, Material.LEASH);
    retmap.put(421, Material.NAME_TAG);
    retmap.put(2256, Material.GOLD_RECORD);
    retmap.put(2257, Material.GREEN_RECORD);
    retmap.put(2258, Material.RECORD_3);
    retmap.put(2259, Material.RECORD_4);
    retmap.put(2260, Material.RECORD_5);
    retmap.put(2261, Material.RECORD_6);
    retmap.put(2262, Material.RECORD_7);
    retmap.put(2263, Material.RECORD_8);
    retmap.put(2264, Material.RECORD_9);
    retmap.put(2265, Material.RECORD_10);
    retmap.put(2266, Material.RECORD_11);
    retmap.put(2267, Material.RECORD_12);

    return retmap;
}

From source file:ch.aonyx.broker.ib.api.RequestIdInternalIdBinding.java

private RequestIdInternalIdBinding() {
    binding = HashBiMap.create();
    sequence = new AtomicInteger(1);
}

From source file:hmi.animation.RenamingMap.java

public static BiMap<String, String> renamingMap(String renaming) {
    BiMap<String, String> renamingMap = HashBiMap.create();
    Splitter split = Splitter//from   www.j av a2 s .  c o  m
            .on(CharMatcher.WHITESPACE
                    .or(CharMatcher.is('\n').or(CharMatcher.is('\r').or(CharMatcher.is('\f')))))
            .trimResults().omitEmptyStrings();
    String[] splittedStr = Iterables.toArray(split.split(renaming), String.class);
    if (splittedStr.length % 2 > 0) {
        throw new IllegalArgumentException("renaming string does not contain an even amount of names");
    }
    for (int i = 0; i < splittedStr.length / 2; i++) {
        renamingMap.put(splittedStr[i * 2], splittedStr[i * 2 + 1]);
    }
    return renamingMap;
}

From source file:com.jadarstudios.developercapes.cape.CapeConfigManager.java

public CapeConfigManager() {
    configs = HashBiMap.create();
}

From source file:de.ovgu.serpentchess.view.chessboard.PointCalculator.java

public BiMap<Point, Field> calculatePointMap(int viewWidth, int viewHeight) {
    // create a Field out of bounds
    int invalidFieldIdentifier = -1;

    BiMap<Point, Field> pointMap = HashBiMap.create();

    // offset to adjust height of points because of triangles on the upper
    // and lower border
    int offset = (int) ((double) viewHeight / 70);
    double fieldWidth = (double) viewWidth / 26;
    double fieldHeight = ((double) viewHeight - 2 * offset) / 13;

    MatrixToFieldConverter conv = new MatrixToFieldConverter();

    for (int j = 0; j < 15; j++) {
        int mod = j % 2;
        int startIndex = (mod == 0) ? 1 : 0;

        for (int i = startIndex; i < 27; i = i + 2) {
            int x = (int) Math.round(i * fieldWidth);
            int y = (int) Math.round((j - 0.5) * fieldHeight);
            Field f = conv.calculateField(i, j);
            if (f.getX() != 0) {
                pointMap.put(new Point(x, y + offset), f);
            } else {
                pointMap.put(new Point(x, y + offset), new Field(0, invalidFieldIdentifier--));
            }/*from   w  w w.j  ava 2s.c  o m*/
        }
    }
    return pointMap;
}

From source file:com.paolodragone.wsn.util.Senses.java

public static Map<String, Integer> buildSenseUIdMap(Collection<Sense> senses) {
    BiMap<String, Integer> senseUIdMap = HashBiMap.create();
    for (Sense sense : senses) {
        int id = sense.getId();
        senseUIdMap.put(getUId(sense), id);
    }/* www. jav  a 2  s.c  om*/
    return senseUIdMap;
}

From source file:compile.type.visit.EquivState.java

public EquivState() {
    this.visited = new HashSet<Pair<Type, Type>>();
    this.scopes = HashBiMap.create();
    this.params = HashBiMap.create();
}

From source file:com.sk89q.worldedit.forge.ForgeBiomeRegistry.java

/**
 * Populate the internal static list of biomes.
 *
 * <p>If called repeatedly, the last call will overwrite all previous
 * calls.</p>//from w w w.  j  a  v  a2s . c o m
 */
static void populate() {
    Map<Integer, BiomeGenBase> biomes = HashBiMap.create();
    Map<Integer, BiomeData> biomeData = new HashMap<Integer, BiomeData>();

    for (BiomeGenBase biome : BiomeGenBase.biomeList) {
        if ((biome == null) || (biomes.containsValue(biome))) {
            continue;
        }
        biomes.put(biome.biomeID, biome);
        biomeData.put(biome.biomeID, new ForgeBiomeData(biome));
    }

    ForgeBiomeRegistry.biomes = biomes;
    ForgeBiomeRegistry.biomeData = biomeData;
}