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实验五 继承和多态

时间:2022-11-27 11:59:07浏览次数:37  
标签:string Person 继承 void 多态 player int 实验 include

Task 4:

  • pets.hpp
 1 #pragma once
 2 #include<iostream>
 3 #include<string>
 4 
 5 using namespace std;
 6 
 7 //机器宠物(+猫、狗)定义
 8 class MachinePets {
 9 public:
10     MachinePets(const string s);
11     string get_nickname() const;
12     virtual string talk() = 0;//纯虚函数!
13 private:
14     string nickname;
15 };
16 
17 class PetCats :public MachinePets {
18 public:
19     PetCats(const string s);
20     string talk();
21 };
22 
23 class PetDogs :public MachinePets {
24 public:
25     PetDogs(const string s);
26     string talk();
27 };
28 
29 //实现
30 MachinePets::MachinePets(const string s) :nickname{ s } {}
31 string MachinePets::get_nickname() const { return nickname; }
32 PetCats::PetCats(const string s) :MachinePets(s) {}
33 string PetCats::talk() { return "Miao wu~"; }
34 PetDogs::PetDogs(const string s) :MachinePets(s) {}
35 string PetDogs::talk() { return "Wang wang~"; }
36 
37 //多态:虚函数,当指针指向基类对象时,就做基类的事,使用基类的成员,当指针指向派生类对象时,就使用派生类的成员。
38 //继承:虚基类,钻石结构。
39 //        虚函数、纯虚函数( = 0)
40 //        派生类的构造函数
  • task4.cpp
 1 #include <iostream>
 2 #include "pets.hpp"
 3 
 4 void play(MachinePets& obj) {
 5     std::cout << obj.get_nickname() << " says " << obj.talk() << std::endl;
 6 }
 7 
 8 void test() {
 9     PetCats cat("miku");
10     PetDogs dog("da huang");
11 
12     play(cat);
13     play(dog);
14 }
15 
16 int main() {
17     test();
18 }
  • 运行结果:

 

 

Task 5:

  • Person.hpp

 

 1 #pragma once
 2 #include<iostream>
 3 #include<string>
 4 #include<iomanip>
 5 
 6 using namespace std;
 7 
 8 class Person {
 9 public:
10     Person(){}
11     Person(const string n, const string t, const string e = "");
12     Person(const Person& p1);
13     ~Person() = default;
14     void update_telephone();
15     void update_email();
16     friend ostream& operator<<(ostream& out, const Person p);
17     friend istream& operator>>(istream& in, Person& p);
18     friend bool operator==(Person p1, Person p2);
19 
20     string name;
21     string telephone;
22     string email;
23 };    
24 Person::Person(const string n, const string t, const string e ) :name{ n }, email{ e },telephone { t } {}
25 Person::Person(const Person& p1) :name{ p1.name }, email{ p1.email }, telephone{ p1.telephone } {}
26 void Person::update_telephone() {
27     cin.clear();
28     cin.sync();
29     cout << "Enter the telephone number: ";
30     string new_tele;
31     cin >> new_tele;
32     telephone = new_tele;
33     cout << "telephone number has been updated...\n";
34 }
35 void Person::update_email() {
36     cin.clear();
37     cin.sync();
38     cout << "Enter the email address: ";
39     string new_email;
40     cin >> new_email;
41     email = new_email;
42     cout << "email address has been updated...\n";
43 }
44 
45 ostream& operator<<(ostream& out, const Person p) {
46     out << left << setw(16) << p.name
47         << setw(16) << p.telephone
48         << p.email;
49     return out;
50 }
51 istream& operator>>(istream& in, Person& p) {
52     if (in.peek() == '\n')
53         in.ignore(); 
54         //in.clear(); in.sync();
55     getline(in, p.name);
56     getline(in, p.telephone);
57     getline(in, p.email);
58     return in;
59 }
60 bool operator==(Person p1, Person p2) {
61     return (p1.name == p2.name) && ( p1.telephone == p2.telephone);
62 }
63 
64 //getline()重载函数有输入流的成员函数和string类的函数,函数的形参也不同

 

  • task5.cpp
 1 #include<iostream>
 2 #include<fstream>
 3 #include<vector>
 4 #include<vector>
 5 #include"Person.hpp"
 6 
 7 void test() {
 8     using namespace std;
 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)//要不要引用?
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 }

 

  • 运行结果

 

 

 

Task 6:

  • container.h
 1 //=======================
 2 //        container.h
 3 //=======================
 4 
 5 // The so-called inventory of a player in RPG games
 6 // contains two items, heal and magic waterRPG游戏中玩家的所谓库存包含两个物品,治疗和魔法水
 7 
 8 #ifndef _CONTAINER        // Conditional compilation 条件编译,避免声明冲突
 9 #define _CONTAINER
10 
11 class container        // Inventory 库
12 {
13 protected:
14     int numOfHeal;            // number of heal 治疗包数量
15     int numOfMW;            // number of magic water 药水数量
16 public:
17     container();            // constuctor 构造
18     void set(int heal_n, int mw_n);    // set the items numbers 设置库存数量
19     int nOfHeal();            // get the number of heal 获得数量
20     int nOfMW();            // get the number of magic water 获得数量
21     void display();            // display the items; 展示物品
22     bool useHeal();            // use heal 使用治疗包
23     bool useMW();            // use magic water 使用药水
24 };
25 
26 #endif

 

  • container.cpp
 1 //=======================
 2 //        container.cpp
 3 //=======================
 4 #include"container.h"
 5 #include<iostream>
 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 }

 

  • player.h
 1 //=======================
 2 //        player.h
 3 //=======================
 4 
 5 // The base class of player玩家的基类
 6 // including the general properties and methods related to a character角色的常规属性和方法操作
 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生成随机因子
13 #include "container.h"
14 #include<iostream>
15 using namespace std;
16 
17 enum job { sw, ar, mg };    /* define 3 jobs by enumerate type
18                                sword man刺客, archer射手, mage法师 */
19 class player
20 {
21     friend void showinfo(player& p1, player& p2);
22     friend class swordsman;
23 
24 protected:
25     int HP, HPmax, MP, MPmax, AP, DP, speed, EXP, LV;
26     // General properties of all characters
27     string name;    // character name
28     job role;        /* character's job, one of swordman, archer and mage,
29                        as defined by the enumerate type */
30     container bag;    // character's inventory 库
31 
32 public:
33     virtual bool attack(player& p) = 0;    // normal attack
34     virtual bool specialatt(player& p) = 0;    //special attack
35     virtual void isLevelUp() = 0;            // level up judgement
36     /* Attention!
37     These three methods are called "Pure virtual functions".
38     They have only declaration, but no definition.
39     The class with pure virtual functions are called "Abstract class", which can only be used to inherited, but not to constructor objects.
40     The detailed definition of these pure virtual functions will be given in subclasses.这三种方法称为“纯虚函数”。
41     他们只有声明,但没有定义。
42     具有纯虚函数的类称为“抽象类”,它只能用于继承对象,而不能用于构造函数对象。
43     这些纯虚函数的详细定义将在子类中给出 */
44 
45     void reFill();        // character's HP生命值 and MP(蓝条?。) resume恢复
46     bool death();        // report whether character is dead 通报死亡
47     void isDead();        // check whether character is dead 检查是否死亡
48     bool useHeal();        // consume heal, irrelevant to job 使用治疗血包?(与位置无关)
49     bool useMW();        // consume magic water, irrelevant to job 使用治疗?
50     void transfer(player& p);    // possess opponent's items after victory 胜利后拥有对方的物品
51     void showRole();    // display character's job 展示角色职位
52 
53 private:
54     bool playerdeath;            // whether character is dead, doesn't need to be accessed or inherited 无论角色是否死亡,都不需要访问或继承
55 };
56 
57 #endif

 

  • player.cpp
  1 //=======================
  2 //        player.cpp
  3 //=======================
  4 #include"player.h"
  5 #include<iomanip>
  6 #include<iostream>
  7 using namespace std;
  8 
  9 // character's HP and MP resume
 10 void player::reFill()
 11 {
 12     HP = HPmax;        // HP and MP fully recovered
 13     MP = MPmax;
 14 }
 15 
 16 // report whether character is dead
 17 bool player::death()
 18 {
 19     return playerdeath;
 20 }
 21 
 22 // check whether character is dead
 23 void player::isDead()
 24 {
 25     if (HP <= 0)        // HP less than 0, character is dead
 26     {
 27         cout << name << " is Dead." << endl;
 28         system("pause");
 29         playerdeath = 1;    // give the label of death value 1
 30     }
 31 }
 32 
 33 // consume heal, irrelevant to job
 34 bool player::useHeal()
 35 {
 36     if (bag.nOfHeal() > 0)
 37     {
 38         HP = HP + 100;
 39         if (HP > HPmax)        // HP cannot be larger than maximum value
 40             HP = HPmax;        // so assign it to HPmax, if necessary
 41         cout << name << " used Heal, HP increased by 100." << endl;
 42         bag.useHeal();        // use heal
 43         system("pause");
 44         return 1;    // usage of heal succeed
 45     }
 46     else                // If no more heal in bag, cannot use
 47     {
 48         cout << "Sorry, you don't have heal to use." << endl;
 49         system("pause");
 50         return 0;    // usage of heal failed
 51     }
 52 }
 53 
 54 // consume magic water, irrelevant to job
 55 bool player::useMW()
 56 {
 57     if (bag.nOfMW() > 0)
 58     {
 59         MP = MP + 100;
 60         if (MP > MPmax)
 61             MP = MPmax;
 62         cout << name << " used Magic Water, MP increased by 100." << endl;
 63         bag.useMW();
 64         system("pause");
 65         return 1;    // usage of magic water succeed
 66     }
 67     else
 68     {
 69         cout << "Sorry, you don't have magic water to use." << endl;
 70         system("pause");
 71         return 0;    // usage of magic water failed
 72     }
 73 }
 74 
 75 // possess opponent's items after victory
 76 void player::transfer(player& p)
 77 {
 78     cout << name << " got" << p.bag.nOfHeal() << " Heal, and " << p.bag.nOfMW() << " Magic Water." << endl;
 79     system("pause");
 80     bag.set(p.bag.nOfHeal(), p.bag.nOfMW());
 81     // set the character's bag, get opponent's items
 82 }
 83 
 84 // display character's job
 85 void player::showRole()
 86 {
 87     switch (role)
 88     {
 89     case sw:
 90         cout << "Swordsman";
 91         break;
 92     case ar:
 93         cout << "Archer";
 94         break;
 95     case mg:
 96         cout << "Mage";
 97         break;
 98     default:
 99         break;
100     }
101 }
102 
103 
104 // display character's job
105 void showinfo(player& p1, player& p2)
106 {
107     system("cls");
108     cout << "##############################################################" << endl;
109     cout << "# Player" << setw(10) << p1.name << "   LV. " << setw(3) << p1.LV
110         << "  # Opponent" << setw(10) << p2.name << "   LV. " << setw(3) << p2.LV << " #" << endl;
111     cout << "# HP " << setw(3) << (p1.HP <= 999 ? p1.HP : 999) << '/' << setw(3) << (p1.HPmax <= 999 ? p1.HPmax : 999)
112         << " | MP " << setw(3) << (p1.MP <= 999 ? p1.MP : 999) << '/' << setw(3) << (p1.MPmax <= 999 ? p1.MPmax : 999)
113         << "     # HP " << setw(3) << (p2.HP <= 999 ? p2.HP : 999) << '/' << setw(3) << (p2.HPmax <= 999 ? p2.HPmax : 999)
114         << " | MP " << setw(3) << (p2.MP <= 999 ? p2.MP : 999) << '/' << setw(3) << (p2.MPmax <= 999 ? p2.MPmax : 999) << "      #" << endl;
115     cout << "# AP " << setw(3) << (p1.AP <= 999 ? p1.AP : 999)
116         << " | DP " << setw(3) << (p1.DP <= 999 ? p1.DP : 999)
117         << " | speed " << setw(3) << (p1.speed <= 999 ? p1.speed : 999)
118         << " # AP " << setw(3) << (p2.AP <= 999 ? p2.AP : 999)
119         << " | DP " << setw(3) << (p2.DP <= 999 ? p2.DP : 999)
120         << " | speed " << setw(3) << (p2.speed <= 999 ? p2.speed : 999) << "  #" << endl;
121     cout << "# EXP" << setw(7) << p1.EXP << " Job: " << setw(7);
122     p1.showRole();
123     cout << "   # EXP" << setw(7) << p2.EXP << " Job: " << setw(7);
124     p2.showRole();
125     cout << "    #" << endl;
126     cout << "--------------------------------------------------------------" << endl;
127     p1.bag.display();
128     cout << "##############################################################" << endl;
129 }

 

  • swordsman.h
 1 //=======================
 2 //        swordsman.h
 3 //=======================
 4 
 5 // Derived from base class player
 6 // For the job Swordsman
 7 
 8 #include "player.h"
 9 class swordsman : public player        // subclass swordsman publicly inherited from base player
10 {
11 public:
12     swordsman(int lv_in = 1, string name_in = "Not Given");
13     // constructor with default level of 1 and name of "Not given"
14     void isLevelUp();
15     bool attack(player& p);
16     bool specialatt(player& p);
17     /* These three are derived from the pure virtual functions of base class
18        The definition of them will be given in this subclass. */
19     void AI(player& p);                // Computer opponent
20 };

 

  • swordsman.cpp
  1 //=======================
  2 //        swordsman.cpp
  3 //=======================
  4 
  5 #include"swordsman.h"
  6 #include<iostream>
  7 using namespace std;
  8 
  9 // constructor. default values don't need to be repeated here
 10 swordsman::swordsman(int lv_in, string name_in)
 11 {
 12     role = sw;    // enumerate type of job
 13     LV = lv_in;
 14     name = name_in;
 15 
 16     // Initialising the character's properties, based on his level
 17     HPmax = 150 + 8 * (LV - 1);        // HP increases 8 point2 per level
 18     HP = HPmax;
 19     MPmax = 75 + 2 * (LV - 1);        // MP increases 2 points per level
 20     MP = MPmax;
 21     AP = 25 + 4 * (LV - 1);            // AP increases 4 points per level
 22     DP = 25 + 4 * (LV - 1);            // DP increases 4 points per level
 23     speed = 25 + 2 * (LV - 1);        // speed increases 2 points per level
 24 
 25     playerdeath = 0;
 26     EXP = LV * LV * 75;
 27     bag.set(lv_in, lv_in);
 28 }
 29 
 30 void swordsman::isLevelUp()
 31 {
 32     if (EXP >= LV * LV * 75)
 33     {
 34         LV++;
 35         AP += 4;
 36         DP += 4;
 37         HPmax += 8;
 38         MPmax += 2;
 39         speed += 2;
 40         cout << name << " Level UP!" << endl;
 41         cout << "HP improved 8 points to " << HPmax << endl;
 42         cout << "MP improved 2 points to " << MPmax << endl;
 43         cout << "Speed improved 2 points to " << speed << endl;
 44         cout << "AP improved 4 points to " << AP << endl;
 45         cout << "DP improved 5 points to " << DP << endl;
 46         system("pause");
 47         isLevelUp();    // recursively call this function, so the character can level up multiple times if got enough exp
 48     }
 49 }
 50 
 51 bool swordsman::attack(player& p)
 52 {
 53     double HPtemp = 0;        // opponent's HP decrement
 54     double EXPtemp = 0;        // player obtained exp
 55     double hit = 1;            // attach factor, probably give critical attack
 56     srand((unsigned)time(NULL));        // generating random seed based on system time
 57 
 58     // If speed greater than opponent, you have some possibility to do double attack
 59     if ((speed > p.speed) && (rand() % 100 < (speed - p.speed)))        // rand()%100 means generates a number no greater than 100
 60     {
 61         HPtemp = (int)((1.0 * AP / p.DP) * AP * 5 / (rand() % 4 + 10));        // opponent's HP decrement calculated based their AP/DP, and uncertain chance
 62         cout << name << "'s quick strike hit " << p.name << ", " << p.name << "'s HP decreased " << HPtemp << endl;
 63         p.HP = int(p.HP - HPtemp);
 64         EXPtemp = (int)(HPtemp * 1.2);
 65     }
 66 
 67     // If speed smaller than opponent, the opponent has possibility to evade
 68     if ((speed < p.speed) && (rand() % 50 < 1))
 69     {
 70         cout << name << "'s attack has been evaded by " << p.name << endl;
 71         system("pause");
 72         return 1;
 73     }
 74 
 75     // 10% chance give critical attack
 76     if (rand() % 100 <= 10)
 77     {
 78         hit = 1.5;
 79         cout << "Critical attack: ";
 80     }
 81 
 82     // Normal attack
 83     HPtemp = (int)((1.0 * AP / p.DP) * AP * 5 / (rand() % 4 + 10));
 84     cout << name << " uses bash, " << p.name << "'s HP decreases " << HPtemp << endl;
 85     EXPtemp = (int)(EXPtemp + HPtemp * 1.2);
 86     p.HP = (int)(p.HP - HPtemp);
 87     cout << name << " obtained " << EXPtemp << " experience." << endl;
 88     EXP = (int)(EXP + EXPtemp);
 89     system("pause");
 90     return 1;        // Attack success
 91 }
 92 
 93 bool swordsman::specialatt(player& p)
 94 {
 95     if (MP < 40)
 96     {
 97         cout << "You don't have enough magic points!" << endl;
 98         system("pause");
 99         return 0;        // Attack failed
100     }
101     else
102     {
103         MP -= 40;            // consume 40 MP to do special attack
104 
105         //10% chance opponent evades
106         if (rand() % 100 <= 10)
107         {
108             cout << name << "'s leap attack has been evaded by " << p.name << endl;
109             system("pause");
110             return 1;
111         }
112 
113         double HPtemp = 0;
114         double EXPtemp = 0;
115         //double hit=1;            
116         //srand(time(NULL));        
117         HPtemp = (int)(AP * 1.2 + 20);        // not related to opponent's DP
118         EXPtemp = (int)(HPtemp * 1.5);        // special attack provides more experience
119         cout << name << " uses leap attack, " << p.name << "'s HP decreases " << HPtemp << endl;
120         cout << name << " obtained " << EXPtemp << " experience." << endl;
121         p.HP = (int)(p.HP - HPtemp);
122         EXP = (int)(EXP + EXPtemp);
123         system("pause");
124     }
125     return 1;    // special attack succeed
126 }
127 
128 // Computer opponent
129 void swordsman::AI(player& p)
130 {
131     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)))
132         // AI's HP cannot sustain 3 rounds && not too lavish && still has heal && won't be killed in next round
133     {
134         useHeal();
135     }
136     else
137     {
138         if (MP >= 40 && HP > 0.5 * HPmax && rand() % 100 <= 30)
139             // AI has enough MP, it has 30% to make special attack
140         {
141             specialatt(p);
142             p.isDead();        // check whether player is dead
143         }
144         else
145         {
146             if (MP < 40 && HP>0.5 * HPmax && bag.nOfMW())
147                 // Not enough MP && HP is safe && still has magic water
148             {
149                 useMW();
150             }
151             else
152             {
153                 attack(p);    // normal attack
154                 p.isDead();
155             }
156         }
157     }
158 }

 

  • main.cpp
  1 //=======================
  2 //        main.cpp
  3 //=======================
  4 
  5 // main function for the RPG style game
  6 
  7 #include <iostream>
  8 #include <string>
  9 #include "swordsman.h"
 10 using namespace std;
 11 
 12 
 13 int main()
 14 {
 15     string tempName;
 16     bool success = 0;        //flag for storing whether operation is successful
 17     cout << "Please input player's name: ";
 18     cin >> tempName;        // get player's name from keyboard input
 19     player* human = NULL;        // use pointer of base class, convenience for polymorphism
 20     int tempJob;        // temp choice for job selection
 21     do
 22     {
 23         cout << "Please choose a job: 1 Swordsman, 2 Archer, 3 Mage" << endl;
 24         cin >> tempJob;
 25         system("cls");        // clear the screen
 26         switch (tempJob)
 27         {
 28         case 1:
 29             human = new swordsman(1, tempName);    // create the character with user inputted name and job
 30             success = 1;        // operation succeed
 31             break;
 32         default:
 33             break;                // In this case, success=0, character creation failed
 34         }
 35     } while (success != 1);        // so the loop will ask user to re-create a character
 36 
 37     int tempCom;            // temp command inputted by user
 38     int nOpp = 0;                // the Nth opponent
 39     for (int i = 1; nOpp < 5; i += 2)    // i is opponent's level
 40     {
 41         nOpp++;
 42         system("cls");
 43         cout << "STAGE" << nOpp << endl;
 44         cout << "Your opponent, a Level " << i << " Swordsman." << endl;
 45         system("pause");
 46         swordsman enemy(i, "Warrior");    // Initialise an opponent, level i, name "Junior"
 47         human->reFill();                // get HP/MP refill before start fight
 48 
 49         while (!human->death() && !enemy.death())    // no died
 50         {
 51             success = 0;
 52             while (success != 1)
 53             {
 54                 showinfo(*human, enemy);                // show fighter's information
 55                 cout << "Please give command: " << endl;
 56                 cout << "1 Attack; 2 Special Attack; 3 Use Heal; 4 Use Magic Water; 0 Exit Game" << endl;
 57                 cin >> tempCom;
 58                 switch (tempCom)
 59                 {
 60                 case 0:
 61                     cout << "Are you sure to exit? Y/N" << endl;
 62                     char temp;
 63                     cin >> temp;
 64                     if (temp == 'Y' || temp == 'y')
 65                         return 0;
 66                     else
 67                         break;
 68                 case 1:
 69                     success = human->attack(enemy);
 70                     human->isLevelUp();
 71                     enemy.isDead();
 72                     break;
 73                 case 2:
 74                     success = human->specialatt(enemy);
 75                     human->isLevelUp();
 76                     enemy.isDead();
 77                     break;
 78                 case 3:
 79                     success = human->useHeal();
 80                     break;
 81                 case 4:
 82                     success = human->useMW();
 83                     break;
 84                 default:
 85                     break;
 86                 }
 87             }
 88             if (!enemy.death())        // If AI still alive
 89                 enemy.AI(*human);
 90             else                            // AI died
 91             {
 92                 cout << "YOU WIN" << endl;
 93                 human->transfer(enemy);        // player got all AI's items
 94             }
 95             if (human->death())
 96             {
 97                 system("cls");
 98                 cout << endl << setw(50) << "GAME OVER" << endl;
 99                 delete human;    // player is dead, program is getting to its end, what should we do here?
100                     system("pause");
101                 return 0;
102             }
103         }
104     }
105     delete human;      // You win, program is getting to its end, what should we do here?
106         system("cls");
107     cout << "Congratulations! You defeated all opponents!!" << endl;
108     system("pause");
109     return 0;
110 }

 

  • 运行截图

 

 

 

 

 

 

 

实验总结

  • 熟悉了最近所学内容,加深了印象,掌握了格式、一般用在什么地方,掌握了基本的使用。
  • 了解到学长对类的理解,大概明白制作一个小游戏要怎么划分类和功能。还需要进一步实践来深化理解。
  • 上网搜索了有关实现播放声音的方法,尚未进行实践(待更新╥﹏╥...)

标签:string,Person,继承,void,多态,player,int,实验,include
From: https://www.cnblogs.com/lwhhhh/p/16927484.html

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