``` void show_list3( T value, Args... args) ```
时间: 2024-06-14 09:01:41 浏览: 6
`void show_list3(T value, Args... args)` 这是一个典型的C++模板函数定义,它采用了一种可变参数列表(variadic template)的形式。这里:
- `void` 表示该函数没有返回值,它只是执行一些操作。
- `show_list3` 是函数名。
- `T` 是类型参数,代表任何类型,可以被替换为实际调用时传递的具体类型。
- `(T value)` 是第一个参数,表示一个具有类型 `T` 的值,通常作为函数的第一个元素。
- `Args... args` 是省略号(`...`)表示的一组可变参数,这些参数会按照它们在调用时的实际类型和数量被传递。这意味着这个函数能够接受任意数量且类型的额外参数。
这种函数设计常用于处理不确定数量或类型的相关操作,例如在打印、记录或者处理一系列元素时,可能会有不同类型的数据需要处理。
相关问题
A Circleobject consists ofa radius. When adding a height to a circle object, a Cylinderobject can be made. A Cylinderobject consists ofa radiusand a height. A default circlecontains a radiusof 1. A default cylindercontains a radiusof 1 and a heightof 1. Assume that both radiusand heightare non-negative integers.Designand implementCircleclass and Cylinderclass. Class Circlemust be the superclass of class Cylinder. Class Circlecannothave any superclass except the ultimate superclass Object. When instantiating the two classes, circles and cylinders can be made and stored in an array list as shown below. publicstaticvoidmain(String[] args){ArrayList<Circle> shapes = newArrayList<Circle>();//Creates a list of circles and cylinders.shapes.add(newCircle());shapes.add(newCircle(5));shapes.add(newCylinder());shapes.add(newCylinder(10,5));//Prints the list.for(Circle next: shapes){System.out.println(next);} }a.Draw an UML diagram to show the design. Visibility modifiers, void/value return type, names, and parameter types are required. (10 points)b.Implement both classes by including only the following members in each of the classes.(35 points each class. 70pointsin total)•instance variables•overloading constructors•getters/setters•overriding toString•overriding equals You must use thisreference and superreference when appropriate. Correct Java syntax is required. No Javadoc style comments are required.
a. 下面是 Circle 类和 Cylinder 类的 UML 图:
```
+--------------------------------+
| Circle |
+--------------------------------+
| - radius: int |
+--------------------------------+
| + Circle() |
| + Circle(radius: int) |
| + getRadius(): int |
| + setRadius(radius: int): void |
| + getArea(): double |
| + toString(): String |
| + equals(obj: Object): boolean |
+--------------------------------+
^
|
|
|
|
|
|
+--------------------------------+
| Cylinder |
+--------------------------------+
| - height: int |
+--------------------------------+
| + Cylinder() |
| + Cylinder(radius: int, height: int)|
| + getHeight(): int |
| + setHeight(height: int): void |
| + getVolume(): double |
| + toString(): String |
| + equals(obj: Object): boolean |
+--------------------------------+
```
b. 下面是 Circle 类的实现:
```java
public class Circle {
private int radius;
public Circle() {
this.radius = 1;
}
public Circle(int radius) {
this.radius = radius;
}
public int getRadius() {
return radius;
}
public void setRadius(int radius) {
this.radius = radius;
}
public double getArea() {
return Math.PI * radius * radius;
}
@Override
public String toString() {
return "Circle[radius=" + radius + "]";
}
@Override
public boolean equals(Object obj) {
if (obj instanceof Circle) {
Circle other = (Circle) obj;
return radius == other.radius;
}
return false;
}
}
```
下面是 Cylinder 类的实现:
```java
public class Cylinder extends Circle {
private int height;
public Cylinder() {
super();
this.height = 1;
}
public Cylinder(int radius, int height) {
super(radius);
this.height = height;
}
public int getHeight() {
return height;
}
public void setHeight(int height) {
this.height = height;
}
public double getVolume() {
return super.getArea() * height;
}
@Override
public String toString() {
return "Cylinder[radius=" + getRadius() + ",height=" + height + "]";
}
@Override
public boolean equals(Object obj) {
if (obj instanceof Cylinder) {
Cylinder other = (Cylinder) obj;
return super.equals(other) && height == other.height;
}
return false;
}
}
```
在这两个类中,我们使用了继承、多态、重载构造函数、封装等面向对象编程的概念,同时重写了 `toString` 和 `equals` 方法,以便可以在输出和比较对象时得到更加友好的结果。
Write me a java project named pontoon game, which needs to meet the following requirements:Pontoon is a card game played with three decks of playing cards (i.e. cards of 2-10, Jack, Queen, King, and Ace from the four suits of Hearts, Diamonds, Spades, and Clubs). There are two players: the user of the computer, and the computer itself. The object of the game is to beat the other player by either getting as close to a score of 21 as possible (without exceeding 21) or by having 5 cards and a score of 21 or less. Each card has a value: numeric cards have their numeric value, 'face' cards have value 10, and aces have value 11. The game is played as follows, Firstly the user is told about the game and invited to play. If they opt to play then four cards are dealt. The first card goes to the user, the second to the computer, the third to the user, and the fourth to the computer. The computer's card remains hidden, all others are shown. The user can then indicate they wish to have an additional card ("hit"). If they are this card is also displayed. Additional cards may be taken until either the user's score exceeds 21 (they "bust"), or they choose not to take another card ("sit"/"stand"). Once the user has finished taking cards the computer will take cards. The computer will always take a card if their total is less than 16 (and the user's score doesn't exceed 21).
Sure, here is an implementation of the Pontoon game in Java:
```
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
import java.util.Scanner;
public class PontoonGame {
private static final int MAX_SCORE = 21;
private static final int MAX_NUM_CARDS = 5;
private static final int DEALER_STAND_THRESHOLD = 16;
private static final int CARD_VALUE_ACE = 11;
private static final int CARD_VALUE_FACE = 10;
private static final String[] SUITS = new String[] { "Hearts", "Diamonds", "Spades", "Clubs" };
private static final String[] RANKS = new String[] { "2", "3", "4", "5", "6", "7", "8", "9", "10", "Jack", "Queen", "King", "Ace" };
private List<Card> deck;
private List<Card> playerHand;
private List<Card> dealerHand;
public PontoonGame() {
deck = new ArrayList<>();
playerHand = new ArrayList<>();
dealerHand = new ArrayList<>();
// Initialize deck
for (String suit : SUITS) {
for (String rank : RANKS) {
deck.add(new Card(rank, suit));
}
}
}
public void play() {
Scanner scanner = new Scanner(System.in);
System.out.println("Welcome to Pontoon! Would you like to play? (y/n)");
String input = scanner.nextLine();
if (!input.equalsIgnoreCase("y")) {
return;
}
// Shuffle deck and deal cards
Collections.shuffle(deck);
playerHand.add(dealCard());
dealerHand.add(dealCard());
playerHand.add(dealCard());
dealerHand.add(dealCard());
// Show initial hands
System.out.println("Your hand: " + playerHand);
System.out.println("Dealer's hand: " + dealerHand.get(0) + ", [hidden]");
// Player's turn
while (true) {
System.out.println("Would you like to hit or stand? (h/s)");
input = scanner.nextLine();
if (input.equalsIgnoreCase("h")) {
playerHand.add(dealCard());
System.out.println("Your hand: " + playerHand);
if (getHandValue(playerHand) > MAX_SCORE) {
System.out.println("Bust! You lose.");
return;
}
} else if (input.equalsIgnoreCase("s")) {
break;
} else {
System.out.println("Invalid input. Please enter 'h' or 's'.");
}
}
// Dealer's turn
while (getHandValue(dealerHand) < DEALER_STAND_THRESHOLD && getHandValue(playerHand) <= MAX_SCORE) {
dealerHand.add(dealCard());
}
System.out.println("Dealer's hand: " + dealerHand);
// Determine winner
int playerScore = getHandValue(playerHand);
int dealerScore = getHandValue(dealerHand);
if (playerScore > MAX_SCORE) {
System.out.println("Bust! You lose.");
} else if (dealerScore > MAX_SCORE) {
System.out.println("Dealer busts! You win.");
} else if (playerScore == dealerScore) {
System.out.println("It's a tie!");
} else if (playerScore == MAX_SCORE || dealerScore > MAX_SCORE || playerScore > dealerScore) {
System.out.println("You win!");
} else {
System.out.println("Dealer wins!");
}
}
private Card dealCard() {
if (deck.isEmpty()) {
throw new IllegalStateException("Deck is empty.");
}
return deck.remove(0);
}
private int getHandValue(List<Card> hand) {
int value = 0;
int numAces = 0;
for (Card card : hand) {
if (card.getRank().equals("Ace")) {
numAces++;
} else if (card.getRank().equals("Jack") || card.getRank().equals("Queen") || card.getRank().equals("King")) {
value += CARD_VALUE_FACE;
} else {
value += Integer.parseInt(card.getRank());
}
}
for (int i = 0; i < numAces; i++) {
if (value + CARD_VALUE_ACE > MAX_SCORE) {
value += 1;
} else {
value += CARD_VALUE_ACE;
}
}
return value;
}
private static class Card {
private final String rank;
private final String suit;
public Card(String rank, String suit) {
this.rank = rank;
this.suit = suit;
}
public String getRank() {
return rank;
}
public String getSuit() {
return suit;
}
@Override
public String toString() {
return rank + " of " + suit;
}
}
public static void main(String[] args) {
PontoonGame game = new PontoonGame();
game.play();
}
}
```
This implementation uses object-oriented programming principles to model the game as a `PontoonGame` class that contains methods for playing the game. The game logic is implemented in the `play()` method, which prompts the user for input, deals cards, and determines the winner. The `Card` class is a nested class that represents a playing card with a rank and a suit.