二维数组如何映射到一维数组
重载运算符
1、算术运算符
2、关系运算符, < 和 > 成对重载
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace m1w4d2_indexes { #region 索引器-李索 //索引器可以让我们通过不同的索引号返回对应类型的多个属性 //索引器适用于除自动属性以外的所有属性特性 //索引号可以是任意类型 //索引器在通过类对象来访问和赋值 变量(类对象)[索引号] //访问修饰 返回类型 this[索引号,索引号,索引号,索引号......] //{ get {return} set {value} } //用索引器访问一个怪物类中的不同字段 class Monster { public Monster(int attack, int defend, int health, int speed, string name) { this.attack = attack; this.defend = defend; this.health = health; this.speed = speed; this.name = name; } int attack; int defend; int health; int speed; string name; //public string this[int indexa, int indexb] //{ // get { return ""; } // set { } //} public string this[int index] { get { string str = ""; switch (index) { case 0: str = attack.ToString(); break; case 1: str = defend.ToString(); break; case 2: str = health.ToString(); break; case 3: str = speed.ToString(); break; case 4: str = name; break; } return str; } set { switch (index) { case 0: attack = int.Parse(value); break; case 1: defend = int.Parse(value); break; case 2: health = int.Parse(value); break; case 3: speed = int.Parse(value); break; case 4: name = value; break; } } } } #endregion #region 多维度的索引号 //索引号可以任意维度 //用一个MyArray类去模拟一个二维数组 class MyArray { public MyArray(int x, int y) { //这个放元素的一维数组多长 //array = new int[10]; array = new int[x * y];//一维数组的长度 Length = new int[2]; Length[0] = x; Length[1] = y; } int[] Length; int[] array; public int GetLength(int index) { if (index > Length.Length) { throw new IndexOutOfRangeException();//抛异常 } return Length[index]; } public int this[int x, int y] { get { //我给你一个二维的下标,你如何映射到一维数组上 return array[x + y * GetLength(0)]; } set { array[x + y * GetLength(0)] = value; } } } #endregion #region 索引器-沈军 class Unity1803 { // C# 单例模式 (单独的实例) private static Unity1803 instance = null; public static Unity1803 Instance { get { if (instance == null) instance = new Unity1803(); return instance; } } //静态构造函数什么时候调用 //当我们访问静态成员的时候,先调用且只调用一次 //当我们创建对象的时候,先调用且只调用一次 //可以对静态字段做初始化使用的,静态的成员才会加载到内存中 //static Unity1803()//静态构造函数,不能有访问修饰符和参数 //{ // Console.WriteLine("调用静态构造函数"); //} public int Count { private set; get; } // Student[] students = new Student[37]; // null private Unity1803() { students[0] = new Student("蔡浩", 18, 90); Count++; students[1] = new Student("江灿荣", 20, 50); Count++; students[2] = new Student("贺益民", 18, 70); Count++; } public Student this[int index] { get { return students[index]; } set { if (students[index] == null) Count++; students[index] = value; } } public Student this[string name] { get { for (int i = 0; i < Count; i++) { if (students[i].Name == name) { return students[i]; } } return null; } set { students[Count] = new Student(name, 20, 80); } } } class Student { public string Name { get; set; } public int Age { get; set; } public int CSharpScore { get; set; } public Student(string name, int age, int score) { this.Name = name; this.Age = age; this.CSharpScore = score; } public override string ToString() { return "Name:" + Name + ", Age :" + Age + ", Score :" + CSharpScore; } public static bool operator >(Student lfs, int score) { return lfs.CSharpScore > score; } public static bool operator <(Student lfs, int score) { return lfs.CSharpScore < score; } public static bool operator true(Student s) { return s.CSharpScore >= 60; } public static bool operator false(Student s) { return s.CSharpScore < 60; } // 隐式类型转换 把字符串隐式的转换成Student类型 public static implicit operator Student(string name) { Student s = new Student(name, 18, 75); return s; } // 显式类型转换 把Student类型强转成字符串 public static explicit operator string(Student s) { return s.Name; } } #endregion class Program { static void Main(string[] args) { #region 索引器-李索 Monster monster = new Monster(10, 5, 100, 5, "哥布林"); for (int i = 0; i < 5; i++) { Console.WriteLine(monster[i]); } Console.WriteLine(); //把一个策划文档的数据切割成对应的字符数组 //序列化 string dataTitle = "attack,defend,health,speed,name"; string data = "100,15,500,1,蠕虫皇后"; string[] datas = data.Split(','); for (int i = 0; i < 5; i++) { monster[i] = datas[i]; } for (int i = 0; i < 5; i++) { Console.WriteLine(monster[i]); } #endregion #region 多维度的索引号 //索引号可以任意维度 //用一个MyArray类去模拟一个二维数组 MyArray myArray = new MyArray(5, 7); for (int x = 0; x < myArray.GetLength(0); x++) { for (int y = 0; y < myArray.GetLength(1); y++) { myArray[x, y] = x * 100 + y; } } for (int y = 0; y < myArray.GetLength(1); y++) { for (int x = 0; x < myArray.GetLength(0); x++) { Console.Write(myArray[x, y] + " "); } Console.WriteLine(); } #endregion #region 索引器-沈军 // 属性 操作字段 // 索引器 对于操作集合的一种封装 //Unity1803 unity1803 = new Unity1803(); //unity1803[2] = new Student("沈天宇", 20, 95); for (int i = 0; i < Unity1803.Instance.Count; i++) { if (Unity1803.Instance[i]) { Console.WriteLine(Unity1803.Instance[i]); // .ToString()方法 } } Unity1803.Instance[Unity1803.Instance.Count] = "丁超"; // 隐式类型转换 string name = (string)Unity1803.Instance[0]; // 显式类型转换 //Console.WriteLine(unity1803["沈天宇"]); //Unity1803 _unity1803 = new Unity1803(); //Console.WriteLine(Unity1803.Count); //Unity1803.instance = new Unity1803(); // 只读的 //Unity1803 u1 = new Unity1803(); // 不允许的 //Console.WriteLine(Unity1803.Instance[0]); // 隐式转换 显式转换 int num1 = 100; byte num2 = 200; num1 = num2; // 隐式类型转换 num2 = (byte)num1; // 显式类型转换 #endregion } } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace m1w4d2_operator { #region 练习1 //通过重载运算符,我们可以给自定类型,增加计算功能 struct Point2D { public int x, y; public Point2D(int x, int y) { this.x = x; this.y = y; } public static Point2D Up = new Point2D(0, -1); public static Point2D Down = new Point2D(0, 1); public static Point2D Left = new Point2D(-1, 0); public static Point2D Right = new Point2D(1, 0); //返回类型?,函数名(operator 运算符)?参数? //public static i = i + 1; //两个参数,任意类型 //返回类型,任意类型 //算数运算符 是双目运算符,参数必须是两个,任意类型,返回类型,任意类型 public static Point2D operator +(Point2D a, Point2D b) { return new Point2D(a.x + b.x, a.y + b.y); } public static Point2D operator -(Point2D a, Point2D b) { return new Point2D(a.x - b.x, a.y - b.y); } //关系运算符 是双目运算符,参数必须是两个,任意类型,返回类型是bool public static bool operator ==(Point2D a, Point2D b) { return a.x == b.x && a.y == b.y; } public static bool operator !=(Point2D a, Point2D b) { return !(a == b); } public override string ToString() { return string.Format("[x:{0},y{1}]", x, y); } } #endregion #region 练习2 class Item { public static string style = "剑刀盾斧药"; public Item(string name, int value) { this.name = name; this.value = value; } string name; int value; public override string ToString() { return string.Format("{0}:value:{1}", name, value); } } class Monster { public static Random roll = new Random(); public int attack; public string name; public int speed; public Monster(int attack, int speed, string name) { this.attack = attack; this.name = name; this.speed = speed; } public static Item operator +(Monster a, Monster b) { string name = a.name.Substring(a.name.Length / 2) + b.name.Substring(b.name.Length / 2) + Item.style[roll.Next(0, Item.style.Length)]; int value = (a.attack + b.attack) * 10 + a.speed + b.speed; if (name[name.Length - 1] == '屎') { value /= 10000; } return new Item(name, value); } public override string ToString() { return string.Format("{0}:attack:{1},speed:{2}", name, attack, speed); } } #endregion class Program { static void Main(string[] args) { #region 练习1 //老位置 Point2D oldPosition = new Point2D(5, 5); //position.x += dir.x; //新位置 是老位置 向上走一步 Console.WriteLine(oldPosition); Point2D newPosition = oldPosition + Point2D.Up; Console.WriteLine(newPosition); //请问,新位置在老位置的哪个方向 string dirStr = ""; Point2D pointDir = newPosition - oldPosition; if (pointDir == Point2D.Up) dirStr = "上"; else if (pointDir == Point2D.Down) dirStr = "下"; else if (pointDir == Point2D.Left) dirStr = "左"; else if (pointDir == Point2D.Right) dirStr = "右"; Console.WriteLine("你的前进方向是{0}", dirStr); #endregion #region 练习2 Monster a = new Monster(1000, 50, "哥布林"); Monster b = new Monster(1000, 200, "索尼克"); Console.WriteLine(a); Console.WriteLine(b); Item item = a + b; Console.WriteLine(item); #endregion } } }