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实验五

时间:2022-11-27 17:01:13浏览次数:33  
标签:string int HP player 实验 include void

task4.

pets.hpp:

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

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 }

截图:

task5

Person.hpp

 1 #pragma once
 2 #include<iostream>
 3 #include<string>
 4 using namespace std;
 5 class Person {
 6 public:
 7     Person(){}
 8     Person(string name0, string telephone0, string email0 = " ") :name{ name0 }, telephone{ telephone0 }, email{ email0 }{}
 9     Person(const Person& obj):name{obj.name},telephone{obj.telephone},email{obj.email}{}
10     ~Person() = default;
11     void update_telephone() { 
12         cin.clear();
13         string temp;
14         cout << "Enter the telephone number: ";
15         cin >> temp;
16         telephone = temp;
17         cout << "Telephone number has been updated..." << endl;
18     }
19     void update_email() { 
20         cin.clear();
21         string temp;
22         cout << "Enter the  email address: ";
23         cin >> temp;
24         email = temp;
25         cout << "Email address has been updated..." << endl;
26     }
27     friend ostream& operator <<(ostream& out,const Person& p1){
28             out << p1.name << endl;
29             out << p1.telephone << endl;
30             out << p1.email << endl;
31             return out;
32         }
33     friend istream& operator >>(istream& in,  Person& p2){
34             in >> p2.name;
35             in >> p2.telephone;
36             in >> p2.email;
37             return in;
38     }
39     friend bool operator==(const Person& p1, const Person& p2);
40 private:
41     string name, telephone, email;
42 };
43 bool operator==(const Person& p1, const Person& p2) {
44     if (p1.name == p2.name && p1.telephone == p2.telephone)
45         return 1;
46     else
47         return 0;
48 }

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 }

截图:

实验6

player.h:

 1 #pragma once
 2 //=======================
 3 //        player.h
 4 //=======================
 5 
 6 // The base class of player
 7 // including the general properties and methods related to a character
 8 
 9 #ifndef _PLAYER
10 #define _PLAYER
11 
12 #include <iomanip>        // use for setting field width
13 #include <time.h>        // use for generating random factor
14 #include "container.h"
15 
16 enum job { sw, ar, mg };    /* define 3 jobs by enumerate type
17                                sword man, archer, mage */
18 class player
19 {
20     friend void showinfo(player& p1, player& p2);
21     friend class swordsman;
22 
23 protected:
24     int HP, HPmax, MP, MPmax, AP, DP, speed, EXP, LV;
25     // General properties of all characters
26     string name;    // character name
27     job role;        /* character's job, one of swordman, archer and mage,
28                        as defined by the enumerate type */
29     container bag;    // character's inventory
30 
31 public:
32     virtual bool attack(player& p) = 0;    // normal attack
33     virtual bool specialatt(player& p) = 0;    //special attack
34     virtual void isLevelUp() = 0;            // level up judgement
35     /* Attention!
36     These three methods are called "Pure virtual functions".
37     They have only declaration, but no definition.
38     The class with pure virtual functions are called "Abstract class", which can only be used to inherited, but not to constructor objects.
39     The detailed definition of these pure virtual functions will be given in subclasses. */
40 
41     void reFill();        // character's HP and MP resume
42     bool death();        // report whether character is dead
43     void isDead();        // check whether character is dead
44     bool useHeal();        // consume heal, irrelevant to job
45     bool useMW();        // consume magic water, irrelevant to job
46     void transfer(player& p);    // possess opponent's items after victory
47     void showRole();    // display character's job
48 
49 private:
50     bool playerdeath;            // whether character is dead, doesn't need to be accessed or inherited
51 };
52 
53 #endif

player.cpp:

  1 //=======================
  2 //        player.cpp
  3 //=======================
  4 
  5 
  6 // character's HP and MP resume
  7 #include"player.h"
  8 #include<iostream>
  9 using namespace std;
 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(bag.nOfHeal() + p.bag.nOfHeal(), bag.nOfMW() + 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 #pragma once
 2 //=======================
 3 //        swordsman.h
 4 //=======================
 5 
 6 // Derived from base class player
 7 // For the job Swordsman
 8 
 9 #include "player.h"
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 };

swordsman.cpp:

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

container.h:

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

container.cpp:

 1 //=======================
 2 //        container.cpp
 3 //=======================
 4 
 5 // default constructor initialise the inventory as empty
 6 #include"container.h"
 7 #include<iostream>
 8 using namespace std;
 9 container::container()
10 {
11     set(0, 0);
12 }
13 
14 // set the item numbers
15 void container::set(int heal_n, int mw_n)
16 {
17     numOfHeal = heal_n;
18     numOfMW = mw_n;
19 }
20 
21 // get the number of heal
22 int container::nOfHeal()
23 {
24     return numOfHeal;
25 }
26 
27 // get the number of magic water
28 int container::nOfMW()
29 {
30     return numOfMW;
31 }
32 
33 // display the items;
34 void container::display()
35 {
36     cout << "Your bag contains: " << endl;
37     cout << "Heal(HP+100): " << numOfHeal << endl;
38     cout << "Magic Water (MP+80): " << numOfMW << endl;
39 }
40 
41 //use heal
42 bool container::useHeal()
43 {
44     numOfHeal--;
45         return 1;        // use heal successfully
46 }
47 
48 //use magic water
49 bool container::useMW()
50 {
51     numOfMW--;
52     return 1;        // use magic water successfully
53 }

main.cpp:

  1 //=======================
  2 //        main.cpp
  3 //=======================
  4 
  5 // main function for the RPG style game
  6 
  7 #include <iostream>
  8 #include <string>
  9 using namespace std;
 10 
 11 #include "swordsman.h"
 12 
 13 
 14 int main()
 15 {
 16     string tempName;
 17     bool success = 0;        //flag for storing whether operation is successful
 18     cout << "Please input player's name: ";
 19     cin >> tempName;        // get player's name from keyboard input
 20     player* human=nullptr;        // use pointer of base class, convenience for polymorphism
 21     int tempJob;        // temp choice for job selection
 22     do
 23     {
 24         cout << "Please choose a job: 1 Swordsman, 2 Archer, 3 Mage" << endl;
 25         cin >> tempJob;
 26         system("cls");        // clear the screen
 27         switch (tempJob)
 28         {
 29         case 1:
 30             human = new swordsman(1, tempName);    // create the character with user inputted name and job
 31             success = 1;        // operation succeed
 32             break;
 33         default:
 34             break;                // In this case, success=0, character creation failed
 35         }
 36     } while (success != 1);        // so the loop will ask user to re-create a character
 37 
 38     int tempCom;            // temp command inputted by user
 39     int nOpp = 0;                // the Nth opponent
 40     for (int i = 1; nOpp < 5; i += 2)    // i is opponent's level
 41     {
 42         nOpp++;
 43         system("cls");
 44         cout << "STAGE" << nOpp << endl;
 45         cout << "Your opponent, a Level " << i << " Swordsman." << endl;
 46         system("pause");
 47         swordsman enemy(i, "Warrior");    // Initialise an opponent, level i, name "Junior"
 48         human->reFill();                // get HP/MP refill before start fight
 49 
 50         while (!human->death() && !enemy.death())    // no died
 51         {
 52             success = 0;
 53             while (success != 1)
 54             {
 55                 showinfo(*human, enemy);                // show fighter's information
 56                 cout << "Please give command: " << endl;
 57                 cout << "1 Attack; 2 Special Attack; 3 Use Heal; 4 Use Magic Water; 0 Exit Game" << endl;
 58                 cin >> tempCom;
 59                 switch (tempCom)
 60                 {
 61                 case 0:
 62                     cout << "Are you sure to exit? Y/N" << endl;
 63                     char temp;
 64                     cin >> temp;
 65                     if (temp == 'Y' || temp == 'y')
 66                         return 0;
 67                     else
 68                         break;
 69                 case 1:
 70                     success = human->attack(enemy);
 71                     human->isLevelUp();
 72                     enemy.isDead();
 73                     break;
 74                 case 2:
 75                     success = human->specialatt(enemy);
 76                     human->isLevelUp();
 77                     enemy.isDead();
 78                     break;
 79                 case 3:
 80                     success = human->useHeal();
 81                     break;
 82                 case 4:
 83                     success = human->useMW();
 84                     break;
 85                 default:
 86                     break;
 87                 }
 88             }
 89             if (!enemy.death())        // If AI still alive
 90                 enemy.AI(*human);
 91             else                            // AI died
 92             {
 93                 cout << "YOU WIN" << endl;
 94                 human->transfer(enemy);        // player got all AI's items
 95             }
 96             if (human->death())
 97             {
 98                 system("cls");
 99                 cout << endl << setw(50) << "GAME OVER" << endl;
100                 delete human;// player is dead, program is getting to its end, what should we do here?
101                 human = nullptr;
102                 system("pause");
103                 return 0;
104             }
105         }
106     }
107     
108     delete human;
109     human = nullptr;// You win, program is getting to its end, what should we do here?
110         system("cls");
111     cout << "Congratulations! You defeated all opponents!!" << endl;
112     system("pause");
113     return 0;
114 }

运行截图:

 

标签:string,int,HP,player,实验,include,void
From: https://www.cnblogs.com/zzzys/p/16930055.html

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