• 习题或作业 01


    1. 根据现有的函数画 5 环.

    import acm.graphics.*;
    import acm.program.*;
    import java.awt.*;
    
    public class OlympicRings extends GraphicsProgram {
        
        public void run() {
            draw3Circle(100, 100, circleR, Color.green);
            draw3Circle(100+distance, 100, circleR, Color.red);
            draw3Circle(100+distance+distance, 100, circleR, Color.blue);
            draw3Circle(newOrigalW, newOrigalH, circleR, Color.yellow);
            draw3Circle(newOrigalW+distance, newOrigalH, circleR, Color.black);
        }
        
        private int circleR = 100;
        private int circleSpace = 20;
        private int distance = circleR + circleSpace;
        private int newOrigalW = 100 + circleR/2 + circleSpace/2;
        private int newOrigalH = 100 + circleR/2 + circleSpace/2;
        
        private void draw3Circle(int originalW, int originalH, int radius, Color temp) {
            for (int i=0; i<5; i++) {
                GOval oo = new GOval(originalW+i, originalH+i, radius-(i*2), radius-(i*2));
                oo.setColor(temp);
                add(oo);
            }
        }
    }

    运行结果:

    2. Rainbow

    思路, 画大圆, 多层的, 西边部分用一个大的rect(白色的) 覆盖掉.

    import acm.graphics.*;
    import acm.program.*;
    import java.awt.*;
    
    public class Rainbow extends GraphicsProgram {
        public void run() {
            drawCircles(originalW, originalH, circleR, Color.black);
            drawCircles(originalW+regularDistance*1, originalH+regularDistance*1, circleR-regularDistance*1*2, Color.yellow);
            drawCircles(originalW+regularDistance*2, originalH+regularDistance*2, circleR-regularDistance*2*2, Color.blue);
            drawCircles(originalW+regularDistance*3, originalH+regularDistance*3, circleR-regularDistance*3*2, Color.red);
            drawCircles(originalW+regularDistance*4, originalH+regularDistance*4, circleR-regularDistance*4*2, Color.orange);
            drawCircles(originalW+regularDistance*5, originalH+regularDistance*5, circleR-regularDistance*5*2, Color.green);
            drawCircles(originalW+regularDistance*6, originalH+regularDistance*6, circleR-regularDistance*6*2, Color.GRAY);
            
            GRect rc = new GRect(100, 200, rectW, rectH);
            rc.setFilled(true);
            rc.setColor(Color.white);
            rc.setFillColor(Color.white);
            add(rc);
        }
        
        private void drawCircles(int originalW, int originalH, int radius, Color temp) {
            for (int i=0; i<5; i++) {
                GOval oo = new GOval(originalW+i, originalH+i, radius-(i*2), radius-(i*2));
                oo.setColor(temp);
                add(oo);
            }
        }
        
        private int originalW = 100;
        private int originalH = 100;
        private int circleR = 1000;
        private int rectW = 2000;
        private int rectH = 2000;
        private int regularDistance = 5;
    }

    运行结果:

     3. 金字塔

    /*
     * File: Pyramid.java
     * Name: 
     * Section Leader: 
     * ------------------
     * This file is the starter file for the Pyramid problem.
     * It includes definitions of the constants that match the
     * sample run in the assignment, but you should make sure
     * that changing these values causes the generated display
     * to change accordingly.
     */
    
    import acm.graphics.*;
    import acm.program.*;
    import java.awt.*;
    
    public class Pyramid extends GraphicsProgram {
    
    /** Width of each brick in pixels */
        private static final int BRICK_WIDTH = 30;
    
    /** Width of each brick in pixels */
        private static final int BRICK_HEIGHT = 12;
    
    /** Number of bricks in the base of the pyramid */
        private static final int BRICKS_IN_BASE = 14;
        
        private int startX = 50;
        private int startY = 300;
        
        public void run() {
            /* You fill this in. */
            
            for (int i=0; i<BRICKS_IN_BASE; i++) {
                int rowX = startX + i*(BRICK_WIDTH/2);
                int currentY = startY - i*BRICK_HEIGHT;
                for (int j=0; j<BRICKS_IN_BASE-i; j++) {
                    int currentX = rowX + (BRICK_WIDTH*j);
                    GRect gr = new GRect(currentX, currentY, BRICK_WIDTH, BRICK_HEIGHT);
                    add(gr);
                }
            }
            
        }
    }

    运行结果:

     4. 右手规则迷宫

    import stanford.karel.*;
    
    public class Maze extends SuperKarel{
        
        public void run() {
            while (!beepersPresent()) {
                if(!rightBlock()) {
                    turnRight();
                    move();
                } else if (!frontIsBlocked()) {
                    move();
                } else {
                    turnAround();
                }
            }
        }
    
        private boolean rightBlock() {
            turnRight();
            boolean right = false;
            if (frontIsBlocked()) {
                right = true;
            } else {
                right = false;
            }
            turnLeft();
            return right;
        }     
    }

    原则: 按照优先原则

    1. 右手边有路, 就转右, 然后前进.

    2. 如果右手边是墙, 前方能走, 就前进下一格.

    3. 如果无法前进, 右手边也不能转, 就转向.(换一个右手墙, 因为之前的右手墙是死胡同)

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  • 原文地址:https://www.cnblogs.com/moveofgod/p/12284169.html
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