• 玩转Java多线程(乒乓球比赛)


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    虽然代码有点多,但是这样设计也是为了程序的可扩展性,和解耦合

    比赛规则如下:

      1.有四个选手, A1和A2为一个队, B1和B2为另一个队. A1首先发球(启动球), 然后B1, A2, B2将最后发球. 每一轮每个选手发6个球.

      2.选手不改变他们的位置.

      3.比赛期间, 双方选手必须轮流发球,并且在同一个队伍的两个选手可以竞争发球.

      4.当轮到某个选手时, 他/她可以调用一个叫做shot(rate) 的随机函数来模拟比赛,在给定概率rate以内,该函数返回 “in”, 否则返回”out”. 例如 rate=85%, 则球在界内的概率为85%, 出界的概率为15%.

      5.如果shot函数返回”in”, 对方选手必须调用shot函数把球打回.

      6.如果shot函数返回”out”, 对方选手赢得1分,随后重新发球.

      7.当每个选手发完6个球后比赛终止.分数多的一方赢得比赛.分数一样多,比赛为平局.

      8.每个选手作为一个线程实现.

    直接上源程序:

    package Test;

    import java.util.HashMap;
    import java.util.concurrent.CountDownLatch;
    import java.util.logging.Level;
    import java.util.logging.Logger;
    /**

    * @author haibiscuit(本人博客名)
    */
    public class TableTennisThreadDemo {

    public static void main(String args[]) {

    CountDownLatch countDownLatch = new CountDownLatch(4);
    double rate = 0.75; //设置选手赢的概率
    int sendNum = 6; //每个选手发球次数

    //两个队的名字
    String team1_Name = TeamController.getTeamName()[0];
    String team2_Name = TeamController.getTeamName()[1];

    //四个选手名字
    String team1_memName1 = TeamController.getTeamMems(team1_Name)[0];
    String team1_memName2 = TeamController.getTeamMems(team1_Name)[1];
    String team2_memName1 = TeamController.getTeamMems(team2_Name)[0];
    String team2_memName2 = TeamController.getTeamMems(team2_Name)[1];

    //创建两个队
    Team team1 = new Team(team1_Name);
    Team team2 = new Team(team2_Name);

    //设置对手
    TeamController.setTeamRival(team2, team1);
    //设置比赛场数
    TeamController.setMatchTimes(sendNum*4); //参数为选手数*每个选手的发球数

    //创建乒乓球对象
    TableTennis tableTennis = new TableTennis(rate);

    //创建四个线程类
    Thread thread1 = new Thread(new TeamMember(team1_memName1, sendNum, team1, tableTennis, countDownLatch));
    Thread thread2 = new Thread(new TeamMember(team1_memName2, sendNum, team1, tableTennis, countDownLatch));
    Thread thread3 = new Thread(new TeamMember(team2_memName1, sendNum, team2, tableTennis, countDownLatch));
    Thread thread4 = new Thread(new TeamMember(team2_memName2, sendNum, team2, tableTennis, countDownLatch));
    try {
    Thread.sleep(1000);
    } catch (InterruptedException ex) {
    Logger.getLogger(TableTennisThreadDemo.class.getName()).log(Level.SEVERE, null, ex);
    }

    thread1.start();
    thread2.start();
    thread3.start();
    thread4.start();



    //等待四个选手运行完
    try {
    countDownLatch.await();
    System.out.println("team1得分:"+team1.getScore());
    System.out.println("team2得分:"+team2.getScore());
    if(team1.getScore()>team2.getScore()){
    System.out.println("恭喜team1队赢!");
    }else if(team1.getScore()<team2.getScore()){
    System.out.println("恭喜team2队赢!");
    }else{
    System.out.println("平局了!");
    }
    } catch (InterruptedException ex) {
    Logger.getLogger(TableTennisThreadDemo.class.getName()).log(Level.SEVERE, null, ex);
    }
    }
    }

    class TableTennis {

    int rate; //赢的频率
    volatile int state = 0; //球的状态,0代表发球,1代表传球,默认是发球状态 
    String trail = "team1"; //传球的轨迹
    String teamTrail = "team1"; //发球的轨迹
    volatile boolean isEnd = false; //判断比赛有没有结束
    volatile int totalSendNum = 0; //总共发球次数

    public int getTotalSendNum() {
    return totalSendNum;
    }

    public void addTotalSendNum() {
    this.totalSendNum = ++totalSendNum;
    }

    public boolean isIsEnd() {
    return isEnd;
    }

    public void setIsEnd(boolean isEnd) {
    this.isEnd = isEnd;
    }

    public String getTeamTrail() {
    return teamTrail;
    }

    public void setTeamTrail(String teamTrail) {
    this.teamTrail = teamTrail;
    }

    public TableTennis(double rate) {
    this.rate = (int) (rate * 100);
    }

    /**
    * 判断输赢
    *
    * @return
    */
    public final String shot() {
    int randRate = (int) (Math.random() * 100);
    if (((100 - randRate) > (this.rate))) {
    return "out";
    } else {
    return "in";
    }
    }

    public int getRate() {
    return rate;
    }

    public void setRate(int rate) {
    this.rate = rate;
    }

    public int getState() {
    return state;
    }

    public void setState(int state) {
    this.state = state;
    }

    public String getTrail() {
    return trail;
    }

    public void setTrail(String trail) {
    this.trail = trail;
    }

    }

    class Team {

    String teamName; //球队的名称
    int score = 0; //球队的得分

    public Team(String teamName) {
    this.teamName = teamName;
    }

    public String getTeamName() {
    return teamName;
    }

    public void setTeamName(String teamName) {
    this.teamName = teamName;
    }

    public int getScore() {
    return score;
    }

    public void addScore() {
    this.score = ++score;
    }

    }

    class TeamController {

    private static final String[] team = {"team1", "team2"}; //比赛队的名称
    private static final HashMap<String, String[]> map = new HashMap(); //用于存放各队的队员信息
    private static final HashMap<String, Team> rivalTeam = new HashMap(); //用于存放各队的对手
    private static int totalMatchTime; //默认0场比赛

    static {
    map.put(team[0], new String[]{"A1", "A2"}); //初始化team1队球员 
    map.put(team[1], new String[]{"B1", "B2"}); //初始化team2队球员
    }

    //设置各队的对方队伍
    public static void setTeamRival(Team rivalTeam1, Team rivalTeam2) {
    rivalTeam.put(team[0], rivalTeam1);
    rivalTeam.put(team[1], rivalTeam2);
    }
    public static void setMatchTimes(int time){
    totalMatchTime = time;
    }
    public static int getMatchTimes(){
    return totalMatchTime;
    }

    public static Team getRivalTeam(String teamName) {
    return rivalTeam.get(teamName);
    }

    public static String[] getTeamName() {
    return team;
    }

    public static String[] getTeamMems(String teamName) {
    return map.get(teamName);
    }
    }
    //队员

    class TeamMember implements Runnable {

    Team team; //球员所在的球队
    TableTennis tableTennis; //每个队员所传的球
    String memName; //球员名称
    int sendNum; //每个队员传球的次数

    CountDownLatch countDownLatch; //保证每个球员发球次数

    public TeamMember(String memName, int sendNum, Team team, TableTennis tableTennis, CountDownLatch countDownLatch) {
    this.team = team;
    this.tableTennis = tableTennis;
    this.memName = memName;
    this.sendNum = sendNum;
    this.countDownLatch = countDownLatch;
    }

    @Override
    public void run() {
    while (!this.tableTennis.isIsEnd()) { //当在发球此数内
    sendBall();
    }
    countDownLatch.countDown();
    }

    /**
    * 发球的逻辑注意这里的synchronized,并发控制
    */
    private void sendBall() {
    synchronized (tableTennis) {

    // System.out.println("当前发球线程:" + Thread.currentThread().getName());
    while (!(this.tableTennis.getTrail().equals(this.team.getTeamName()))) { //判断是否是该队传球
    // System.out.println("发球睡眠线程:" + Thread.currentThread().getName());
    if(this.tableTennis.isIsEnd()){
    return;


    try {
    tableTennis.wait();
    } catch (InterruptedException ex) {
    Logger.getLogger(TableTennis.class.getName()).log(Level.SEVERE, null, ex);
    }
    }
    if(this.tableTennis.isIsEnd()){ //判断比赛有没有结束,结束直接返回
    return;

    if (this.tableTennis.getState() == 0) { //判断是不是发球状态
    this.sendNum--; //将发球次数减一 
    }

    //发球的时候判断在界内还是界外
    if (this.tableTennis.shot().equals("in")) { //发球表示球在界内
    this.tableTennis.setTrail(TeamController.getRivalTeam(this.team.getTeamName()).getTeamName()); //对手接球
    this.tableTennis.setState(1); //如果发球在界内,将发球状态改为传球状态
    System.out.print(this.memName + "-in-");
    } else { //如果在界外,此时还是发球状态
    TeamController.getRivalTeam(this.team.getTeamName()).addScore(); //对方队加上一分
    System.out.print(this.memName + "-out ");
    this.tableTennis.setTeamTrail(TeamController.getRivalTeam(this.tableTennis.getTeamTrail()).getTeamName());
    this.tableTennis.setTrail(this.tableTennis.getTeamTrail());
    this.tableTennis.setState(0);
    this.tableTennis.addTotalSendNum(); //将发球次数加一
    if(this.tableTennis.getTotalSendNum()==TeamController.getMatchTimes()){
    this.tableTennis.setIsEnd(true);
    }
    }

    //执行完唤醒对手线程
    tableTennis.notifyAll();
    }
    }

    }

    实现思路:利用多线程的wait和notifyall的方法实现线程切换,核心类是TableTennis类

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  • 原文地址:https://www.cnblogs.com/haibiscuit/p/11094348.html
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