• 承受


    .书写C#控制台应用程序,创建一个对象类,其中PhysicalObject,重量和体积,通过公有属性来訪问其重量、
    体积、密度。并通过公有方法来推断该物体是否会在水中下沉。
      提示:(1)浮力计算公式:ρ物>ρ液, 下沉 ,G物>F浮   
                             ρ物=ρ液,  悬浮 ,G物=F浮 (基本物体是空心的)  
                             ρ物<ρ液。 上浮,(精巧后漂浮)G物<F浮   
           (2)纯水的密度是1k/cm3,一克每立方厘米,1升水的重量为1kg.
            (3)比重(ρ)=物体的重量/物体的体积
    
    
    3.编写C#控制台应用程序,对第2题进行扩展。从PhysicalObject中派生出移动物体类MovingObject,在当中添加物体的速度信息,
    并实现物体动量和动能的计算。

    提示:动量计算公式p=m*v(物体质量*速度) 动能计算公式p=m*v*v/2


    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    
    namespace Testfive
    {
        class Program
        {
            static void Main(string[] args)
            {
                PhysicalObject phy = new PhysicalObject(30, 60);
                Console.WriteLine("重量:" + phy.getweight());
                Console.WriteLine("体积:"+phy.getvolume());
                Console.WriteLine("密度:" + phy.midu());
                phy.panduan();
                MovingObject move = new MovingObject(30,20,50);
                Console.WriteLine("动量:" + move.dongliang());
                Console.WriteLine("动能:" + move.dongneng());
                Console.ReadKey();
            }
        }
        class PhysicalObject
        {
            private double weight;
            private double volume;
            public PhysicalObject()
            {
    
            }
            public PhysicalObject(double weight, double volume)
            {
                this.weight = weight;
                this.volume = volume;
            }
            public double getweight()
            {
                return weight;
    
            }
            public double getvolume()
            {
                return volume;
            }
            public double midu()
            {
                return weight / volume;
            }
            public void panduan()
            
            {
                if (midu() > 1)
                {
                    Console.WriteLine("会下沉!

    "); } else { Console.WriteLine("不会下沉!

    "); } } } class MovingObject : PhysicalObject { private double speed; public MovingObject() { } public MovingObject(double weight, double volume, double speed):base(weight,volume) { this.speed = speed; } public double dongliang() { return getweight() * speed; } public double dongneng() { return getweight()*speed*speed*0.5; } } }


    版权声明:本文博主原创文章,博客,未经同意不得转载。

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  • 原文地址:https://www.cnblogs.com/mengfanrong/p/4776760.html
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