• 点到原点的距离(继承)


    给出下面的一个基类框架:

    class Point_1D

    { protected:

    float x;//1D 点的x坐标

    public:

    Point_1D(float p = 0.0);

    float distance( );//计算当前点到原点的距离

    }

    以Point_1D为基类建立一个派生类Point_2D,增加一个保护数据成员:

    float y;//2D平面上点的y坐标

    以Point_2D为直接基类再建立一个派生类Point_3D,增加一个保护数据成员:

    float z;//3D立体空间中点的z坐标

    生成上述类并编写主函数,根据输入的点的基本信息,建立点对象,并能计算该点到原点的距离。

    输入格式: 测试输入包含若干测试用例,每个测试用例占一行(点的类型(1表示1D点,2表示2D点,3表示3D点) 第一个点坐标信息(与点的类型相关) 第二个点坐标信息(与点的类型相关))。当读入0时输入结束,相应的结果不要输出。

    输入样例:

    1 -1

    2 3 4

    3 1 2 2

    0

    输出样例:

    Distance from Point -1 to original point is 1

    Distance from Point(3,4) to original point is 5

    Distance from Point(1,2,2) to original point is 3

    实现如下:

    #include<iostream>
    #include<math.h>
    using namespace std;
    class Point_1D
    {
    protected:
    float x;//1D 点的x坐标
    public:
    //Point_1D(float p = 0.0);
    void set_1D(){cin>>x;}
    Point_1D(float a=0){x=a;}
    float distance(const Point_1D & p2);
    };
    class Point_2D:public Point_1D
    {
    protected:
    float y;//2D平面上点的y坐标
    public:
    Point_2D(float a=0,float b=0){x=a;y=b;}
    void set_2D(){set_1D();cin>>y;}
    float distance(const Point_2D & p2);
    };
    class Point_3D:public Point_2D
    {
    protected:
    float z;//3D立体空间中点的z坐标
    public:
    Point_3D(float a=0,float b=0,float c=0){x=a;y=b;z=c;}
    void set_3D(){set_2D();cin>>z;}
    float distance(const Point_3D & p2);
    };
    int main()
    {
    int type;
    Point_1D a1,a2;
    Point_2D b1,b2;
    Point_3D c1,c2;
    cin>>type;
    while(type)
    {
    switch(type)
    {
    case 1:a1.set_1D();a1.distance(a2);break;
    case 2:b1.set_2D();b1.distance(b2);break;
    case 3:c1.set_3D();c1.distance(c2);break;
    }
    cin>>type;
    }
    return 0;
    }
    float Point_1D::distance(const Point_1D & p2)
    {
    float a;
    a=fabs(x-p2.x);
    cout<<"Distance from Point "<<x<<" to original point is "<<a<<endl;
    return a;
    }
    float Point_2D::distance(const Point_2D & p2)
    {
    float a;
    a=sqrt((x-p2.x)*(x-p2.x)+(y-p2.y)*(y-p2.y));
    cout<<"Distance from Point("<<x<<","<<y<<") to original point is "<<a<<endl;
    return a;
    }
    float Point_3D::distance(const Point_3D & p2)
    {
    float a;
    a=sqrt((x-p2.x)*(x-p2.x)+(y-p2.y)*(y-p2.y)+(z-p2.z)*(z-p2.z));
    cout<<"Distance from Point("<<x<<","<<y<<","<<z<<") to original point is "<<a<<endl;
    return a;
    }

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  • 原文地址:https://www.cnblogs.com/zhouqianwei/p/8963090.html
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