C++对象模型解析:深入理解与应用

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"《Inside the C++ Object Model》是由Stanley B. Lippman编著的一本关于C++对象模型的书籍,英文完整版,包含了书签目录和封面,无‘trial version’字样,旨在提供一个高质量的阅读版本。本书详细探讨了C++中支持面向对象编程的底层机制,如构造函数的语义、临时对象的生成、封装的支持、继承以及虚函数和虚继承等核心概念。" 《Inside the C++ Object Model》深入探讨了C++对象模型中隐含的程序行为,帮助读者更高效且自信地编写代码。作者Stanley B. Lippman澄清了一些关于C++的误解和关于其开销和复杂性的谣言,同时也指出了可能存在成本和权衡的领域,这些有时是隐藏的。他详细介绍了各种实现模型的由来,预测了它们可能的发展方向,并解释了为什么它们会成为现在这样。 这本书的主要亮点包括: 1. 探索C++对象模型在支持面向对象编程时的内在行为。这涉及到如何通过类和对象来实现抽象和封装,以及如何利用构造函数和析构函数来管理对象的生命周期。 2. 解释了基本的内存管理和对象布局。C++中的对象是如何在内存中存储的,以及如何通过指针和引用来访问和操作它们。 3. 讨论了临时对象的生成和销毁过程,这是理解C++表达式求值顺序和短路逻辑的关键。 4. 深入剖析了C++的继承机制,包括单一继承和多重继承,以及它们对类层次结构的影响。 5. 虚函数和虚继承是C++多态性的重要组成部分,Lippman详细阐述了它们的工作原理,包括虚函数表和动态绑定的概念,以及这些特性如何影响性能和代码设计。 6. 阐述了C++对象模型对程序性能的影响,包括静态类型检查、运行时类型信息(RTTI)和异常处理的开销。 7. 书中还可能涵盖了模板、STL(标准模板库)以及C++标准的发展,这些都是现代C++编程中的关键元素。 通过学习《Inside the C++ Object Model》,开发者可以更好地理解C++的底层工作原理,从而编写出更优化、更健壮的代码,同时对C++语言的潜力和限制有更深的认识。对于任何想要提升C++技能的程序员来说,这是一本不可或缺的参考书。

优化这段代码:def calTravelCost(route_list,model): timetable_list=[] distance_of_routes=0 time_of_routes=0 obj=0 for route in route_list: timetable=[] vehicle=model.vehicle_dict[route[0]] travel_distance=0 travel_time=0 v_type = route[0] free_speed=vehicle.free_speed fixed_cost=vehicle.fixed_cost variable_cost=vehicle.variable_cost for i in range(len(route)): if i == 0: next_node_id=route[i+1] travel_time_between_nodes=model.distance_matrix[v_type,next_node_id]/free_speed departure=max(0,model.demand_dict[next_node_id].start_time-travel_time_between_nodes) timetable.append((int(departure),int(departure))) elif 1<= i <= len(route)-2: last_node_id=route[i-1] current_node_id=route[i] current_node = model.demand_dict[current_node_id] travel_time_between_nodes=model.distance_matrix[last_node_id,current_node_id]/free_speed arrival=max(timetable[-1][1]+travel_time_between_nodes,current_node.start_time) departure=arrival+current_node.service_time timetable.append((int(arrival),int(departure))) travel_distance += model.distance_matrix[last_node_id, current_node_id] travel_time += model.distance_matrix[last_node_id, current_node_id]/free_speed+\ + max(current_node.start_time - arrival, 0) else: last_node_id = route[i - 1] travel_time_between_nodes = model.distance_matrix[last_node_id,v_type]/free_speed departure = timetable[-1][1]+travel_time_between_nodes timetable.append((int(departure),int(departure))) travel_distance += model.distance_matrix[last_node_id,v_type] travel_time += model.distance_matrix[last_node_id,v_type]/free_speed distance_of_routes+=travel_distance time_of_routes+=travel_time if model.opt_type==0: obj+=fixed_cost+travel_distance*variable_cost else: obj += fixed_cost + travel_time *variable_cost timetable_list.append(timetable) return timetable_list,time_of_routes,distance_of_routes,obj

2023-06-11 上传

Write a Model class with the following UML specification: +----------------------------------------------+ | Model | +----------------------------------------------+ | - score: int | | - bubbles: ArrayList<IShape> | +----------------------------------------------+ | + Model() | | + getScore(): int | | + addBubble(int w, int h): void | | + moveAll(int dx, int dy): void | | + clearInvisibles(int w, int h): void | | + deleteBubblesAtPoint(int x, int y): void | | + drawAll(Graphics g): void | | + testModel(): void | +----------------------------------------------+ When a new model object is created, the score must be zero and the arraylist must be empty. The getScore method returns as result the current score for the game. The addBubble method adds a new bubble to the arraylist of bubbles. The position of the center of the new bubble is random but must be inside a window of width w and height h (the arguments of the addBubble method), like this: new Bubble((int)(w * Math.random()), (int)(h * Math.random())) The moveAll method moves the positions of all the bubbles in the arraylist of bubbles by the amount dx in the x direction and by the amount dy in the y direction. The clearInvisibles method takes as argument the width w and the height h of the window, and deletes from the arraylist of bubbles any bubble which is not visible in the window anymore. For each bubble which is deleted, the score decreases by 1.The deleteBubblesAtPoint method takes as argument the coordinates (x, y) of a point, and deletes from the arraylist of bubbles any bubble which contains this point (multiple bubbles might contain the point, because bubbles can overlap in the window). For each bubble which is deleted, the score increases by 1. The drawAll method draws all the bubbles in the arraylist of bub

2023-05-11 上传