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实验5-类的继承

时间:2022-11-26 16:12:59浏览次数:42  
标签:string 继承 void player int 实验 include HP

1.

pets.hpp.

 1 #pragma once
 2 #include<iostream>
 3 #include<string>
 4 
 5 using namespace std;
 6 
 7 class MachinePets{
 8     public:
 9     MachinePets(const string s):nickname(s){}
10     virtual  string talk()=0;
11     string get_nickname()const{
12         return nickname;
13     } 
14     
15     private:
16         string nickname;
17 };
18 class PetCats:public MachinePets{
19     public:
20      PetCats(const string s):MachinePets(s){};
21     string talk();
22 };
23 class PetDogs:public MachinePets{
24     public:
25     PetDogs(const string s):MachinePets(s){};
26     string talk();
27 };
28 string PetCats::talk(){
29     string s1="miao wu~";
30     return s1;
31 }
32 string PetDogs::talk(){
33     string s1="wang wang~";
34     return s1;
35 }

task4.cpp:

 1 #include<iostream>
 2 #include"pets.hpp"
 3 using namespace std;
 4 void play (MachinePets &c)
 5 {
 6     cout<<c.get_nickname()<<" says: "<<c.talk()<<endl;
 7 }
 8 
 9 
10 
11 void test()
12 {
13     PetCats cat1("miku");
14     PetDogs dog1("dahuang");
15     play(cat1);
16     play(dog1);
17     
18 }
19 int main()
20 {
21 
22     test();
23 }

在本次实验中,类的继承中需要注意的点有:

1.当派生类的对象调用派生类构造函数的时候也要完成基类的构造函数。并且,构造基类的数据域要通过构造函数。因为数据域一般都是peivate的,无法直接构造。

2.虚函数的使用。Machinepts是个抽象类。他的虚函数talk()需要到派生类中去定义。但是利用类型兼容原则,派生类的对象可以作为基类的对象使用,但是只能使用从基类及继承的成员。

编译运行结果如下:

2.Person.hpp:

 

 

 1 #pragma once
 2 #include<iostream>
 3 #include<string>
 4 #include<iomanip>
 5 #include <fstream>
 6 using namespace std;
 7 class Person{
 8     public:
 9     Person(string name1="",string telephone1="",string email1="" ):name(name1),telephone(telephone1),email(email1){}
10     Person(const Person &person1):name(person1.name),telephone(person1.telephone),email(person1.email){    };
11     void update_telephone();
12     void update_email();    
13     friend ostream& operator<<(ostream &out,Person &person);
14     friend istream& operator>>(istream &in,Person &person);
15     friend bool operator==(Person &person1,Person &person2);
16     
17     private:
18         string name,telephone,email;
19 };
20 ostream& operator<<(ostream &out,Person &person)
21 {
22     out<<left<<setw(15)<<person.name<<"     "<<person.telephone<<"      "<<person.email;
23     cout<<endl;
24     return out;
25 }
26 istream& operator>>(istream &in,Person &person){
27 
28 getline(cin,person.name);
29 getline(cin,person.telephone);
30 getline(cin,person.email);
31 cout<<endl;
32     return in;
33 }
34 bool operator==(Person &person1,Person &person2)
35 {
36     return (person1.email==person2.email&&person1.telephone==person2.telephone);
37 }
38 void Person::update_telephone()
39 {cout<<"请输入新的电话号码:";
40 cin.clear();
41 cin>>telephone;
42 cout<<endl;
43 cout<<"电话号码已经更新"<<endl;
44 }
45 void Person::update_email()
46 {cout<<"请输入新的邮箱地址:";
47 cin.clear();
48 cin>>email;
49 cout<<endl;
50 cout<<"邮箱号码已经更新"<<endl;
51 }

task5.cpp:

 1 #include <iostream>
 2 #include <fstream>
 3 #include <vector>
 4 #include "Person.hpp"
 5 
 6 void test() {
 7     using namespace std;
 8 
 9     vector<Person> phone_book;
10     Person p;
11 
12     cout << "Enter person's contact until press Ctrl + Z" << endl;
13     while(cin >> p)
14         phone_book.push_back(p);
15     
16     cout << "\nupdate someone's contact: \n";
17     phone_book.at(0).update_telephone();
18     phone_book.at(0).update_email();    
19     
20     cout << "\ndisplay all contacts' info\n";
21     for(auto &phone: phone_book)
22         cout << phone << endl;
23     
24     cout << "\ntest whether the same contact\n";
25     cout << boolalpha << (phone_book.at(0) == phone_book.at(1)) << endl;
26 }
27 
28 int main() {
29     test();
30 }

1.这里应用到了运算符的重载,掌握基本语法即可。

2.这里涉及了字符串的连续的输入,可以利用cin.clear()清理输入缓存区。将之前输入区域的多余字符串删去。

 

 task6:

 1 //=======================
 2 //        container.h
 3 //=======================
 4 #pragma once
 5 // The so-called inventory of a player in RPG games
 6 // contains two items, heal and magic water
 7 
 8 #ifndef _CONTAINER    // Conditional compilation
 9 #define _CONTAINER
10 
11 class container        // Inventory
12 {
13 protected:
14     int numOfHeal;            // number of heal
15     int numOfMW;            // number of magic water
16 public:
17     container();            // constuctor
18     void set(int heal_n, int mw_n);    // set the items numbers
19     int nOfHeal();            // get the number of heal
20     int nOfMW();            // get the number of magic water
21     void display();            // display the items;
22     bool useHeal();            // use heal
23     bool useMW();            // use magic water
24     ~container()=default;
25 };
26 
27 #endif

 1 //=======================
 2 //        container.cpp
 3 //=======================
 4 #include<iostream>
 5 #include"container.h"
 6 using namespace std;
 7 // default constructor initialise the inventory as empty
 8 container::container()
 9 {
10     set(0,0);
11 }
12 
13 // set the item numbers
14 void container::set(int heal_n, int mw_n)
15 {
16     numOfHeal=heal_n;
17     numOfMW=mw_n;
18 }
19 
20 // get the number of heal
21 int container::nOfHeal()
22 {
23     return numOfHeal;
24 }
25 
26 // get the number of magic water
27 int container::nOfMW()
28 {
29     return numOfMW;
30 }
31 
32 // display the items;
33 void container::display()
34 {
35     cout<<"Your bag contains: "<<endl;
36     cout<<"Heal(HP+100): "<<numOfHeal<<endl;
37     cout<<"Magic Water (MP+80): "<<numOfMW<<endl;
38 }
39 
40 //use heal
41 bool container::useHeal()
42 {
43     numOfHeal--;
44     return 1;        // use heal successfully
45 }
46 
47 //use magic water
48 bool container::useMW()
49 {
50     numOfMW--;
51     return 1;        // use magic water successfully
52 }
 1 //=======================
 2 //        player.h
 3 //=======================
 4 #pragma once
 5 // The base class of player
 6 // including the general properties and methods related to a character
 7 
 8 #ifndef _PLAYER
 9 #define _PLAYER
10 
11 #include <iomanip>        // use for setting field width
12 #include <time.h>        // use for generating random factor
13 #include "container.h"
14 
15 enum job {sw, ar, mg};    /* define 3 jobs by enumerate type
16                                sword man, archer, mage */
17 class player
18 {
19     friend void showinfo(player &p1, player &p2);
20     friend class swordsman;
21 
22 protected:
23     int HP, HPmax, MP, MPmax, AP, DP, speed, EXP, LV;
24     // General properties of all characters
25     std::string name;    // character name
26     job role;        /* character's job, one of swordman, archer and mage,
27                        as defined by the enumerate type */
28     container bag;    // character's inventory
29 
30 public:
31     virtual bool attack(player &p)=0;    // normal attack
32     virtual bool specialatt(player &p)=0;    //special attack
33     virtual void isLevelUp()=0;            // level up judgement
34     /* Attention!
35     These three methods are called "Pure virtual functions".
36     They have only declaration, but no definition.
37     The class with pure virtual functions are called "Abstract class", which can only be used to inherited, but not to constructor objects. 
38     The detailed definition of these pure virtual functions will be given in subclasses. */
39 
40     void reFill();        // character's HP and MP resume
41     bool death();        // report whether character is dead
42     void isDead();        // check whether character is dead
43     bool useHeal();        // consume heal, irrelevant to job
44     bool useMW();        // consume magic water, irrelevant to job
45     void transfer(player &p);    // possess opponent's items after victory
46     void showRole();    // display character's job
47     
48 private:
49     bool playerdeath;            // whether character is dead, doesn't need to be accessed or inherited
50 };
51 
52 #endif
  1 //=======================
  2 //        player.cpp
  3 //=======================
  4 
  5 #include<iostream>
  6 #include"player.h"
  7 #include"container.cpp"
  8 
  9 using namespace std;
 10 // character's HP and MP resume
 11 void player::reFill()
 12 {
 13     HP=HPmax;        // HP and MP fully recovered
 14     MP=MPmax;
 15 }
 16 
 17 // report whether character is dead
 18 bool player::death()
 19 {
 20     return playerdeath;
 21 }
 22 
 23 // check whether character is dead
 24 void player::isDead()
 25 {
 26     if(HP<=0)        // HP less than 0, character is dead
 27     {
 28         cout<<name<<" is Dead." <<endl;
 29         system("pause");
 30         playerdeath=1;    // give the label of death value 1
 31     }
 32 }
 33 
 34 // consume heal, irrelevant to job
 35 bool player::useHeal()
 36 {
 37     if(bag.nOfHeal()>0)
 38     {
 39         HP=HP+100;
 40         if(HP>HPmax)        // HP cannot be larger than maximum value
 41             HP=HPmax;        // so assign it to HPmax, if necessary
 42         cout<<name<<" used Heal, HP increased by 100."<<endl;
 43         bag.useHeal();        // use heal
 44         system("pause");
 45         return 1;    // usage of heal succeed
 46     }
 47     else                // If no more heal in bag, cannot use
 48     {
 49         cout<<"Sorry, you don't have heal to use."<<endl;
 50         system("pause");
 51         return 0;    // usage of heal failed
 52     }
 53 }
 54 
 55 // consume magic water, irrelevant to job
 56 bool player::useMW()
 57 {
 58     if(bag.nOfMW()>0)
 59     {
 60         MP=MP+100;
 61         if(MP>MPmax)
 62             MP=MPmax;
 63         cout<<name<<" used Magic Water, MP increased by 100."<<endl;
 64         bag.useMW();
 65         system("pause");
 66         return 1;    // usage of magic water succeed
 67     }
 68     else
 69     {
 70         cout<<"Sorry, you don't have magic water to use."<<endl;
 71         system("pause");
 72         return 0;    // usage of magic water failed
 73     }
 74 }
 75 
 76 // possess opponent's items after victory
 77 void player::transfer(player &p)
 78 {
 79     cout<<name<<" got"<<p.bag.nOfHeal()<<" Heal, and "<<p.bag.nOfMW()<<" Magic Water."<<endl;
 80     system("pause");
 81 bag.set(bag.nOfHeal()+p.bag.nOfHeal(),bag.nOfMW()+p.bag.nOfMW());
 82     // set the character's bag, get opponent's items
 83 }
 84 
 85 // display character's job
 86 void player::showRole()
 87 {
 88     switch(role)
 89     {
 90     case sw:
 91         cout<<"Swordsman";
 92         break;
 93     case ar:
 94         cout<<"Archer";
 95         break;
 96     case mg:
 97         cout<<"Mage";
 98         break;
 99     default:
100         break;
101     }
102 }
103 
104 
105 // display character's job
106 void showinfo(player &p1, player &p2)    
107 {
108     system("cls");
109     cout<<"##############################################################"<<endl;
110     cout<<"# Player"<<setw(10)<<p1.name<<"   LV. "<<setw(3) <<p1.LV
111         <<"  # Opponent"<<setw(10)<<p2.name<<"   LV. "<<setw(3) <<p2.LV<<" #"<<endl;
112     cout<<"# HP "<<setw(3)<<(p1.HP<=999?p1.HP:999)<<'/'<<setw(3)<<(p1.HPmax<=999?p1.HPmax:999)
113         <<" | MP "<<setw(3)<<(p1.MP<=999?p1.MP:999)<<'/'<<setw(3)<<(p1.MPmax<=999?p1.MPmax:999)
114         <<"     # HP "<<setw(3)<<(p2.HP<=999?p2.HP:999)<<'/'<<setw(3)<<(p2.HPmax<=999?p2.HPmax:999)
115         <<" | MP "<<setw(3)<<(p2.MP<=999?p2.MP:999)<<'/'<<setw(3)<<(p2.MPmax<=999?p2.MPmax:999)<<"      #"<<endl;
116     cout<<"# AP "<<setw(3)<<(p1.AP<=999?p1.AP:999)
117         <<" | DP "<<setw(3)<<(p1.DP<=999?p1.DP:999)
118         <<" | speed "<<setw(3)<<(p1.speed<=999?p1.speed:999)
119         <<" # AP "<<setw(3)<<(p2.AP<=999?p2.AP:999)
120         <<" | DP "<<setw(3)<<(p2.DP<=999?p2.DP:999)
121         <<" | speed "<<setw(3)<<(p2.speed<=999?p2.speed:999)<<"  #"<<endl;
122     cout<<"# EXP"<<setw(7)<<p1.EXP<<" Job: "<<setw(7);
123     p1.showRole();
124     cout<<"   # EXP"<<setw(7)<<p2.EXP<<" Job: "<<setw(7);
125     p2.showRole();
126     cout<<"    #"<<endl;
127     cout<<"--------------------------------------------------------------"<<endl;
128     p1.bag.display();
129     cout<<"##############################################################"<<endl;
130 }
 1 //=======================
 2 //        swordsman.h
 3 //=======================
 4 
 5 // Derived from base class player
 6 // For the job Swordsman
 7 #include<iostream>
 8 #include "player.h"
 9 using namespace std;
10 class swordsman : public player        // subclass swordsman publicly inherited from base player
11 {
12 public:
13     swordsman(int lv_in=1, string name_in="Not Given");    
14         // constructor with default level of 1 and name of "Not given"
15     void isLevelUp();
16     bool attack (player &p);
17     bool specialatt(player &p);
18         /* These three are derived from the pure virtual functions of base class
19            The definition of them will be given in this subclass. */
20     void AI(player &p);                // Computer opponent
21 };
  1 //=======================
  2 //        swordsman.cpp
  3 //=======================
  4 #include<iostream>
  5 #include"swordsman.h"
  6 #include"container.h"
  7 #include"player.h"
  8 #include"player.cpp"
  9 using namespace std;
 10 // constructor. default values don't need to be repeated here
 11 swordsman::swordsman(int lv_in, string name_in)
 12 {
 13     role=sw;    // enumerate type of job
 14     LV=lv_in;
 15     name=name_in;
 16     
 17     // Initialising the character's properties, based on his level
 18     HPmax=150+8*(LV-1);        // HP increases 8 point2 per level
 19     HP=HPmax;
 20     MPmax=75+2*(LV-1);        // MP increases 2 points per level
 21     MP=MPmax;
 22     AP=25+4*(LV-1);            // AP increases 4 points per level
 23     DP=25+4*(LV-1);            // DP increases 4 points per level
 24     speed=25+2*(LV-1);        // speed increases 2 points per level
 25     
 26     playerdeath=0;
 27     EXP=LV*LV*75;
 28     bag.set(lv_in, lv_in);
 29 }
 30 
 31 void swordsman::isLevelUp()
 32 {
 33     if(EXP>=LV*LV*75)
 34     {
 35         LV++;
 36         AP+=4;
 37         DP+=4;
 38         HPmax+=8;
 39         MPmax+=2;
 40         speed+=2;
 41         cout<<name<<" Level UP!"<<endl;
 42         cout<<"HP improved 8 points to "<<HPmax<<endl;
 43         cout<<"MP improved 2 points to "<<MPmax<<endl;
 44         cout<<"Speed improved 2 points to "<<speed<<endl;
 45         cout<<"AP improved 4 points to "<<AP<<endl;
 46         cout<<"DP improved 5 points to "<<DP<<endl;
 47         system("pause");
 48         isLevelUp();    // recursively call this function, so the character can level up multiple times if got enough exp
 49     }
 50 }
 51 
 52 bool swordsman::attack(player &p)
 53 {
 54     double HPtemp=0;        // opponent's HP decrement
 55     double EXPtemp=0;        // player obtained exp
 56     double hit=1;            // attach factor, probably give critical attack
 57     srand((unsigned)time(NULL));        // generating random seed based on system time
 58 
 59     // If speed greater than opponent, you have some possibility to do double attack
 60     if ((speed>p.speed) && (rand()%100<(speed-p.speed)))        // rand()%100 means generates a number no greater than 100
 61     {
 62         HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10));        // opponent's HP decrement calculated based their AP/DP, and uncertain chance
 63         cout<<name<<"'s quick strike hit "<<p.name<<", "<<p.name<<"'s HP decreased "<<HPtemp<<endl;
 64         p.HP=int(p.HP-HPtemp);
 65         EXPtemp=(int)(HPtemp*1.2);
 66     }
 67 
 68     // If speed smaller than opponent, the opponent has possibility to evade
 69     if ((speed<p.speed) && (rand()%50<1))
 70     {
 71         cout<<name<<"'s attack has been evaded by "<<p.name<<endl;
 72         system("pause");
 73         return 1;
 74     }
 75 
 76     // 10% chance give critical attack
 77     if (rand()%100<=10)
 78     {
 79         hit=1.5;
 80         cout<<"Critical attack: ";
 81     }
 82 
 83     // Normal attack
 84     HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10));
 85     cout<<name<<" uses bash, "<<p.name<<"'s HP decreases "<<HPtemp<<endl;
 86     EXPtemp=(int)(EXPtemp+HPtemp*1.2);
 87     p.HP=(int)(p.HP-HPtemp);
 88     cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl;
 89     EXP=(int)(EXP+EXPtemp);
 90     system("pause");
 91     return 1;        // Attack success
 92 }
 93 
 94 bool swordsman::specialatt(player &p)
 95 {
 96     if(MP<40)
 97     {
 98         cout<<"You don't have enough magic points!"<<endl;
 99         system("pause");
100         return 0;        // Attack failed
101     }
102     else
103     {
104         MP-=40;            // consume 40 MP to do special attack
105         
106         //10% chance opponent evades
107         if(rand()%100<=10)
108         {
109             cout<<name<<"'s leap attack has been evaded by "<<p.name<<endl;
110             system("pause");
111             return 1;
112         }
113         
114         double HPtemp=0;        
115         double EXPtemp=0;        
116         //double hit=1;            
117         //srand(time(NULL));        
118         HPtemp=(int)(AP*1.2+20);        // not related to opponent's DP
119         EXPtemp=(int)(HPtemp*1.5);        // special attack provides more experience
120         cout<<name<<" uses leap attack, "<<p.name<<"'s HP decreases "<<HPtemp<<endl;
121         cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl;
122         p.HP=(int)(p.HP-HPtemp);
123         EXP=(int)(EXP+EXPtemp);
124         system("pause");
125     }
126     return 1;    // special attack succeed
127 }
128 
129 // Computer opponent
130 void swordsman::AI(player &p)
131 {
132     if ((HP<(int)((1.0*p.AP/DP)*p.AP*1.5))&&(HP+100<=1.1*HPmax)&&(bag.nOfHeal()>0)&&(HP>(int)((1.0*p.AP/DP)*p.AP*0.5)))
133         // AI's HP cannot sustain 3 rounds && not too lavish && still has heal && won't be killed in next round
134     {
135         useHeal();
136     }
137     else
138     {
139         if(MP>=40 && HP>0.5*HPmax && rand()%100<=30)
140             // AI has enough MP, it has 30% to make special attack
141         {
142             specialatt(p);
143             p.isDead();        // check whether player is dead
144         }
145         else
146         {
147             if (MP<40 && HP>0.5*HPmax && bag.nOfMW())
148                 // Not enough MP && HP is safe && still has magic water
149             {
150                 useMW();
151             }
152             else
153             {
154                 attack(p);    // normal attack
155                 p.isDead();
156             }
157         }
158     }
159 }
//=======================
//        main.cpp
//=======================

// main function for the RPG style game

#include <iostream>
#include <string>
using namespace std;

#include "swordsman.cpp"



int main()
{
    string tempName;
    bool success=0;        //flag for storing whether operation is successful
    cout <<"Please input player's name: ";
    cin >>tempName;        // get player's name from keyboard input
    player *human;        // use pointer of base class, convenience for polymorphism
    int tempJob;        // temp choice for job selection
    do
    {
        cout <<"Please choose a job: 1 Swordsman, 2 Archer, 3 Mage"<<endl;
        cin>>tempJob;
        system("cls");        // clear the screen
        switch(tempJob)
        {
        case 1:
            human=new swordsman(1,tempName);    // create the character with user inputted name and job
            success=1;        // operation succeed
            break;
        default:
            break;                // In this case, success=0, character creation failed
        }
    }while(success!=1);        // so the loop will ask user to re-create a character

    int tempCom;            // temp command inputted by user
    int nOpp=0;                // the Nth opponent
    for(int i=1;nOpp<5;i+=2)    // i is opponent's level
    {
        nOpp++;
        system("cls");
        cout<<"STAGE" <<nOpp<<endl;
        cout<<"Your opponent, a Level "<<i<<" Swordsman."<<endl;
        system("pause");
        swordsman enemy(i, "Warrior");    // Initialise an opponent, level i, name "Junior"
        human->reFill();                // get HP/MP refill before start fight
        
        while(!human->death() && !enemy.death())    // no died
        {
            success=0;
            while (success!=1)
            {
                showinfo(*human,enemy);                // show fighter's information
                cout<<"Please give command: "<<endl;
                cout<<"1 Attack; 2 Special Attack; 3 Use Heal; 4 Use Magic Water; 0 Exit Game"<<endl;
                cin>>tempCom;
                switch(tempCom)
                {
                case 0:
                    cout<<"Are you sure to exit? Y/N"<<endl;
                    char temp;
                    cin>>temp;
                    if(temp=='Y'||temp=='y')
                        return 0;
                    else
                        break;
                case 1:
                    success=human->attack(enemy);
                    human->isLevelUp();
                    enemy.isDead();
                    break;
                case 2:
                    success=human->specialatt(enemy);
                    human->isLevelUp();
                    enemy.isDead();
                    break;
                case 3:
                    success=human->useHeal();
                    break;
                case 4:
                    success=human->useMW();
                    break;
                default:
                    break;
                }
            }
            if(!enemy.death())        // If AI still alive
                enemy.AI(*human);
            else                            // AI died
            {
                cout<<"YOU WIN"<<endl;
                human->transfer(enemy);        // player got all AI's items
            }
            if (human->death())
            {
                system("cls");
                cout<<endl<<setw(50)<<"GAME OVER"<<endl;
                human->isDead()    ;    // player is dead, program is getting to its end, what should we do here?
                system("pause");
                return 0;
            }
        }
    }
    delete human;        // You win, program is getting to its end, what should we do here?
    system("cls");
    cout<<"Congratulations! You defeated all opponents!!"<<endl;
    system("pause"); 
    return 0;
}
        

 

 

 

 

实验总结:

 1.本次实验主要掌握了类的继承和操作符重载的语法知识。并且,还对编译时多态和运行时多态进行了体验。

2。同时,也对c++中的库函数中的map进行了相应的体验。

标签:string,继承,void,player,int,实验,include,HP
From: https://www.cnblogs.com/xiaozhengcaicai/p/16927604.html

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