}
foreach (int i in set)
{
Console.WriteLine(i);
}
点击table获取行号列号?
//相传有一群猴子要选出大王,它们采用的方式为:所有猴子站成一个圈,然后从1开始报数,每当数到”.
//”N的那一只猴子就出列,然后继续从下一个猴子开始又从1开始数,数到N的猴子继续出列,一直到最后”.
//”剩的猴子就是大王了。假如现在有M只猴子,报数数为N,请问第几只猴子是大王?列出选大王的过程。
int M = 10;
int N = 3;
List monkeys = new List();
for (int i = 1; i <= M; i++)
{
monkeys.Add(i);
}
int currentIndex = 0;
while (true)
{
for (int i = 1; i <= N; i++)
{
if (i == N)
{
monkeys.RemoveAt(currentIndex);
if (monkeys.Count == 1)
{
Console.WriteLine(monkeys[0]);
return;
}
}
currentIndex++;
if (currentIndex >= monkeys.Count)
{
currentIndex = 0;
}
}
}
38:请编程遍历页面上所有TextBox控件并给它赋值为string.Empty?
答:
foreach (System.Windows.Forms.Control control in this.Controls)
{
if (control is System.Windows.Forms.TextBox)
{
System.Windows.Forms.TextBox tb = (System.Windows.Forms.TextBox)control ;
tb.Text = String.Empty ;
}
}
10. 程序设计: 猫大叫一声,所有的老鼠都开始逃跑,主人被惊醒。(C#语言)
要求: 1.要有联动性,老鼠和主人的行为是被动的。
2.考虑可扩展性,猫的叫声可能引起其他联动效应。
要点:1. 联动效果,运行代码只要执行Cat.Cryed()方法。2. 对老鼠和主人进行抽象
评分标准: <1>.构造出Cat、Mouse、Master三个类,并能使程序运行
<2>从Mouse和Master中提取抽象
<3>联动效应,只要执行Cat.Cryed()就可以使老鼠逃跑,主人惊醒。
public interface Observer
{
void Response(); //观察者的响应,如是老鼠见到猫的反映
}
public interface Subject
{
void AimAt(Observer obs); //针对哪些观察者,这里指猫的要扑捉的对象—老鼠
}
public class Mouse : Observer
{
private string name;
public Mouse(string name, Subject subj)
{
this.name = name;
subj.AimAt(this);
}
public void Response()
{
Console.WriteLine(name + ” attempt to escape!”);
}
}
public class Master : Observer
{
public Master(Subject subj)
{
subj.AimAt(this);
}
public void Response()
{
Console.WriteLine(“Host waken!”);
}
}
public class Cat : Subject
{
private ArrayList observers;
public Cat()
{
this.observers = new ArrayList();
}
public void AimAt(Observer obs)
{
this.observers.Add(obs);
}
public void Cry()
{
Console.WriteLine(“Cat cryed!”);
foreach (Observer obs in this.observers)
{
obs.Response();
}
}
}
class MainClass
{
static void Main(string[] args)
{
Cat cat = new Cat();
Mouse mouse1 = new Mouse(“mouse1″, cat);
Mouse mouse2 = new Mouse(“mouse2″, cat);
Master master = new Master(cat);
cat.Cry();
}
}
//———————————————————————————————
设计方法二: 使用event — delegate设计..
public delegate void SubEventHandler();
public abstract class Subject
{
public event SubEventHandler SubEvent;
protected void FireAway()
{
if (this.SubEvent != null)
this.SubEvent();
}
}
public class Cat : Subject
{
public void Cry()
{
Console.WriteLine(“cat cryed.”);
this.FireAway();
}
}
public abstract class Observer
{
public Observer(Subject sub)
{
sub.SubEvent += new SubEventHandler(Response);
}
public abstract void Response();
}
public class Mouse : Observer
{
private string name;
public Mouse(string name, Subject sub) : base(sub)
{
this.name = name;
}
public override void Response()
{
Console.WriteLine(name + ” attempt to escape!”);
}
}
public class Master : Observer
{
public Master(Subject sub) : base(sub){}
public override void Response()
{
Console.WriteLine(“host waken”);
}
}
class Class1
{
static void Main(string[] args)
{
Cat cat = new Cat();
Mouse mouse1 = new Mouse(“mouse1″, cat);
Mouse mouse2 = new Mouse(“mouse2″, cat);
Master master = new Master(cat);
cat.Cry();
}
}