关于GETX币的信息
2023年07月25日 22:53
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欧易交易所又称欧易OKX,是世界领先的数字资产交易所,主要面向全球用户提供比特币、莱特币、以太币等数字资产的现货和衍生品交易服务,通过使用区块链技术为全球交易者提供高级金融服务。
面对信息化时代,稍不注意就会脱轨,所以及时的补充知识才能让我们与时俱进,今天给大家带来的是关于GETX币和的一篇文章,相信会给你带来较大的帮助!
看看下面这个例子,就会明白了:JAVA中继承可以实现代码复用,
由于在父类中已经定义的方法,被子类继承以后,就可以使用,实现了代码的复用
class Father{
private int moneyDollar=300;
int moneyHK=200;
int add(int x,int y){
return x+y;
}
}
class Son extends Father{
int moneyRMB=800;
public void changMoneyHK(int x){
moneyHK=x;
}
public void changMoneyRMB(int x){
moneyRMB=x;
}
int subs(int x,int y){
return x-y;
}
}
class GrandSon extends Son{
int multi(int x,int y){
return x*y;
}
}
public class Example5_1{
public static void main(String args[]){
int a=5,b=3;
Son son=new Son();
GrandSon sunzi=new GrandSon();
son.changMoneyHK(666);
son.changMoneyRMB(5000);
System.out.println(“儿子的港币是继承的属性,当前的值是:”+son.moneyHK);
System.out.println(“儿子的人民币是新增的属性,当前的值是:”+son.moneyRMB);
System.out.printf(“减法是儿子新增的功能,%d-%d等于%d
“,a,b,son.subs(a,b));
System.out.printf(“加法是儿子继承的功能,%d+%d等于%d
“,a,b,son.add(a,b));
System.out.println(“孙子的港币和人民币都是继承的属性,,当前的值是:”);
System.out.println(“港币:”+sunzi.moneyHK+” 人民币:”+sunzi.moneyRMB);
System.out.printf(“乘法是孙子新增的功能,%d*%d等于%d
“,a,b,sunzi.multi(a,b));
System.out.printf(“加法是孙子继承的功能,%d+%d等于%d
“,a,b,sunzi.add(a,b));
System.out.printf(“减法是孙子继承的功能,%d-%d等于%d
“,a,b,sunzi.subs(a,b));
}
}
艹,晚了几分钟:
import?java.util.ArrayList;
import?java.util.List;
public?class?Counter?{
int?x;//No?of?1yuan
int?y;//No?if?5jiao
int?z;//No?of?1jiao
public?int?getX()?{
return?x;
}
public?void?setX(int?x)?{
this.x?=?x;
}
public?int?getY()?{
return?y;
}
public?void?setY(int?y)?{
this.y?=?y;
}
public?int?getZ()?{
return?z;
}
public?void?setZ(int?z)?{
this.z?=?z;
}
public?static?void?main(String[]?args)?{
ListCounter?resultList?=?new?ArrayListCounter();
for(int?j?=?1;j100;j++)
{
for(int?k?=?1;k100;k++)
{
for(int?m?=?1;m100;m++)
{
if(j*1?+?k*0.5?+?m*0.1?==?100??j?=?(?k+m?))
{
Counter?obj?=?new?Counter();
obj.setX(j);
obj.setY(k);
obj.setZ(m);
resultList.add(obj);
}
}
}
}
System.out.println(“总共有”+resultList.size()+”种组合满足要求,其中一元硬币数目最多的组合是:
“+
“一元硬币”+Counter.getMaxYiYuanCounter(resultList).getX()+”个
“);
}
public?static?Counter?getMaxYiYuanCounter(ListCounter?resultList){
int?maxCounter=0;
for(int?i?=?0;i??resultList.size();i++)
{
if(maxCounter??resultList.get(i).getX())
maxCounter?=?resultList.get(i).getX();
else;
}
for(int?i?=?0;i??resultList.size();i++)
{
if(maxCounter?==?resultList.get(i).getX())
return?resultList.get(i);
}
return?null;
}
}
#include iostream.h
#include math.h
class Point
{
private:
float x, y;
public:
Point(float xx, float yy)
{ x=xx; y=yy; }
float GetX(){ return x; }
float GetY(){ return y; }
friend float distance(Point, Point);
};
float distance(Point a, Point b)
{
float dx = a.x – b.x;
float dy = a.y – b.y;
cout”用友元函数 distance().显示两点的坐标 :
“;
couta.x”, “a.y” “b.x”, “b.yendl;
return sqrt(dx*dx+dy*dy);
}
void main()
{
float d;
Point p1(10.5, 20.5), p2(2.5, 6.5);
d=distance(p1, p2);
cout” 两点的距离 : d = “dendl;cin.get();
}
import java.awt.*;
import javax.swing.*;
import java.util.Random;
import java.awt.event.*;
class Min extends JPanel //雷的类
{
//备注:鼠标的左键 = 1;右键 = 3;中键 = 2
private int flag = 0,statu = 0; //定义雷的属性 0:没有打开 1:打开 2:标示为雷 3:不确定
//flag = 0 不是雷 ; flag = 1是雷
private int but,count = 0; //but:哪一个鼠标键被按下去了 count:这个区域周围有多少个雷
private int mx = 0,my = 0,mw = 10; //定义雷的坐标和宽度
public Min() //构造函数
{
statu = 0;
}
public Min(int f,int x,int y,int w)
//构造函数
{
flag = f;
mx = x;
my = y;
mw = w;
}
public int getFlag(){return flag;}
public int getStatu(){return statu;}
public int getMx(){return mx;}
public int getMy(){return my;}
public int getMw(){return mw;}
public int getCount(){return count;}
public void setFlag(int f){flag = f;}
public void setCount(int c){count = c;}
public void setData(int f,int x,int y,int w,int s)
//传递值
{
flag = f;
mx = (x-1)*w;
my = (y-1)*w;
mw = w-1;
statu = s;
}
//根据你点击鼠标的不同来改变雷的属性
public int sendKey(int key)
{
//返回值,如果游戏结束则返回-1
int rtn = 1;
if(key == 3)
{
switch(statu)
{
case 1:
break;
case 2:
statu = 3;
break;
case 3:
statu = 0;
break;
case 0:
statu = 2;
break;
}
rtn = 1;
}
if(key == 1 statu == 0)
{
switch(flag)
{
case 0:
statu = 1;
rtn = 2;
break;
case 1:
statu = 1;
rtn = -1;
break;
}
}
return rtn;
}
}
class DrawPanel extends JPanel
{
private int i,j;
private int f = 0; //if f = 1 then game over ,if f =2 then win
private int chx = 0,chy = 0; //专门记录坐标x,y的值
private int msum = 6,ksum = 0; //msum:雷的个数,ksum:标示雷的个数
private int bx = 10,by = 10,bw = 40; //bx,by:棋盘的大小,bw:棋子的大小
public Min board[][] = {
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
};
// 画坐标为ax,ay区域的雷的状态
public void draw(Graphics g,int ax,int ay)
{
int x,y,w; // 坐标x,y;和宽度:w
int s,c,flag; //状态;雷的个数;
int cx = bw/2 – 4;
int cy = bw/2 + 4;
x = board[ax][ay].getMx();
y = board[ax][ay].getMy();
w = board[ax][ay].getMw();
s = board[ax][ay].getStatu();
c = board[ax][ay].getCount();
flag= board[ax][ay].getFlag();
switch(s)
{
case 0: //没有打开状态
{
g.setColor(Color.black);
g.fillRect(x,y,w,w);
break;
}
case 1: //打开状态
{
g.setColor(Color.blue);
g.fillRect(x,y,w,w);
if(c != 0 flag == 0) //此处没有雷
{
g.setColor(Color.red);
g.drawString(String.valueOf(c),x + cx,y + cy);
}
if(flag == 1) //此处有雷
{
g.setColor(Color.red);
g.fillRect(x,y,w,w);
g.setColor(Color.blue);
g.drawString(” 雷”,x + cx,y + cy);
}
break;
}
case 2: //标雷状态
{
g.setColor(Color.green);
g.fillRect(x,y,w,w);
g.setColor(Color.blue);
g.drawString(” 旗”,x + cx,y + cy);
break;
}
case 3: //不确定状态
{
g.setColor(Color.black);
g.fillRect(x,y,w,w);
g.setColor(Color.red);
g.drawString(“?”,x + cx,y + cy);
break;
}
default:
break;
}
}
// 没有图形器的绘图函数:画出坐标ax,ay的雷的状态和图形
public void draw(int ax,int ay)
{
Graphics g;
g = this.getGraphics();
draw(g,ax,ay);
}
//打开周围没有雷的地方,并且绘画所在区域点击左键触发
public int openNoMin(int ax,int ay)
{
int i,j;
if(ax1||ay1||axbx||ayby) return 0; //鼠标点击的区域出界了
if(board[ax][ay].getStatu() != 0) return 0; //如果此区域打开了,返回
board[ax][ay].sendKey(1); //如果返回值等于-1,就说明游戏结束
draw(ax,ay);
if(board[ax][ay].getFlag() == 1)
//如果游戏结束,把所有的雷都显示出来
{
for(i = 1;i=bx;i++)
{
for(j = 1;j = by;j++)
{
if(board[i][j].getFlag() == 1)
{
board[i][j].sendKey(1);
draw(i,j);
}
}
}
return -1;
}
//如果游戏没有结束
if(board[ax][ay].getCount() 0)
{
ksum ++;
return 1; //周围有雷,就不用打开周围地区
}
if(board[ax][ay].getCount() == 0 board[ax][ay].getFlag() == 0)
//周围没有雷,打开周围地区,直到有雷的地区
{
openNoMin(ax-1,ay-1);openNoMin(ax,ay-1);openNoMin(ax+1,ay-1);
openNoMin(ax-1,ay ); openNoMin(ax+1,ay );
openNoMin(ax-1,ay+1);openNoMin(ax,ay+1);openNoMin(ax+1,ay+1);
}
ksum ++;
return 1;
}
//计算坐标x,y的周围雷的个数
public int getCount(int ai,int aj)
{
int sum = 0;
if(board[ai][aj].getFlag() == 1)
{
return sum;
}
if(ai1aj1aibxajby)
{
sum = board[ai-1][aj-1].getFlag()+ board[ai][aj-1].getFlag()+ board[ai+1][aj-1].getFlag()+
board[ai-1][aj ].getFlag()+ board[ai+1][aj ].getFlag()+
board[ai-1][aj+1].getFlag()+ board[ai][aj+1].getFlag()+ board[ai+1][aj+1].getFlag();
}
if(ai==1aj==1)
{
sum = board[ai+1][aj ].getFlag()+
board[ai][aj+1].getFlag()+ board[ai+1][aj+1].getFlag();
}
if(ai==1aj==by)
{
sum = board[ai][aj-1].getFlag()+ board[ai+1][aj-1].getFlag()+
board[ai+1][aj ].getFlag();
}
if(ai==bxaj==1)
{
sum = board[ai-1][aj ].getFlag()+
board[ai-1][aj+1].getFlag()+ board[ai][aj+1].getFlag();
}
if(ai==bxaj==by)
{
sum = board[ai-1][aj-1].getFlag()+ board[ai][aj-1].getFlag()+
board[ai-1][aj ].getFlag();
}
if(ai==1aj1ajby)
{
sum = board[ai][aj-1].getFlag()+ board[ai+1][aj-1].getFlag()+
board[ai+1][aj ].getFlag()+
board[ai][aj+1].getFlag()+ board[ai+1][aj+1].getFlag();
}
if(ai==bxaj1ajby)
{
sum = board[ai-1][aj-1].getFlag()+ board[ai][aj-1].getFlag()+
board[ai-1][aj ].getFlag()+
board[ai-1][aj+1].getFlag()+ board[ai][aj+1].getFlag();
}
if(ai1aibxaj==1)
{
sum = board[ai-1][aj ].getFlag()+ board[ai+1][aj ].getFlag()+
board[ai-1][aj+1].getFlag()+ board[ai][aj+1].getFlag()+ board[ai+1][aj+1].getFlag();
}
if(ai1aibxaj==by)
{
sum = board[ai-1][aj-1].getFlag()+ board[ai][aj-1].getFlag()+ board[ai+1][aj-1].getFlag()+
board[ai-1][aj ].getFlag()+ board[ai+1][aj ].getFlag();
}
return sum;
}
// 传入参数:几列,几行,宽度,雷数
public void initMin(int ax,int ay,int aw,int as)
{
int k = 1; //表明产生的第几个雷
Random r; //随机数
f = 0; //f=0表示游戏还没有结束
ksum = 0;
bx = ax;
by = ay;
bw = aw;
msum = as;
r = new Random();
//初始化底盘的值
for(i = 1;i = bx;i++)
{
for(j=1;j=by;j++)
{
board[i][j].setData(0,i,j,bw,0);
}
}
// 随机产生雷
while(k = msum)
{
i = r.nextInt(bx)+1;
j = r.nextInt(by)+1;
if(board[i][j].getFlag() != 1)
{
board[i][j].setFlag(1);
k++;
}
}
// 非雷区的周围有几个雷,初始化其值
for(i = 1;i = bx;i++)
{
for(j=1;j=by;j++)
{
board[i][j].setCount(getCount(i,j));
}
}
setBackground(Color.white);
repaint();
}
// 构造函数
public DrawPanel(int ax,int ay,int aw,int as)
{
initMin(ax,ay,aw,as);
addMouseListener(new MouseAdapter()
{
public void mousePressed(MouseEvent me)
{
int r;
if(f != 0) return; //如果游戏结束,返回
chx = me.getX();
chy = me.getY();
if(me.getButton() != 1)
{
board[chx/bw+1][chy/bw+1].sendKey(me.getButton());
draw(chx/bw+1,chy/bw+1);
}
else if(me.getButton() == 1)
{
if(openNoMin(chx/bw+1,chy/bw+1) == -1)
{
f = 1;
repaint();
}
else if ( ksum + msum == bx*by )
{
f = 2;
repaint();
}
}
}
}
);
}
// 重画所有的图形,包括一些修饰的图形
public void paint(Graphics g)
{
int x,y,w;
int s;
int cx = bw/2 – 4;
int cy = bw/2 + 4;
g.clearRect(0,0,600,600);
for(i=1;i=bx;i++)
{
for(j=1;j=by;j++)
{
draw(g,i,j);
}
}
if(f == 1)
{
Font f = new Font(“11”,1,70);
Font fo = g.getFont();
g.setColor(Color.white);
g.setFont(f);
//g.setSize();
g.drawString(“Game Over”,0,200);
g.setFont(fo);
}
if( f == 2 )
{
Font f = new Font(“11”,1,70);
Font fo = g.getFont();
g.setColor(Color.white);
g.setFont(f);
//g.setSize();
g.drawString(“You win!”,0,200);
g.setFont(fo);
}
}
};
// 主类和程序的入口
public class Mine extends JFrame implements ActionListener
{
Container cp = getContentPane();
JButton bt = new JButton(“开局”);
Label l1 = new Label(“列:”);
Label l2 = new Label(“行:”);
Label l3 = new Label(“宽度:”);
Label l4 = new Label(“雷的个数:”);
TextField tf1 = new TextField(“10”,2); //列
TextField tf2 = new TextField(“10”,2); //行
TextField tf3 = new TextField(“40”,2); //宽度
TextField tf4 = new TextField(“15”,2); //雷的个数
int x=10,y=10,w=40,sum=15;
DrawPanel dp = new DrawPanel(x,y,w,sum);
public Mine()
{
setBackground(Color.white);
cp.setLayout(null);
cp.add(dp);
cp.add(bt);
cp.add(tf1);
cp.add(tf2);
cp.add(tf3);
cp.add(tf4);
cp.add(l1);
cp.add(l2);
cp.add(l3);
cp.add(l4);
l1.setBounds(20 ,10,20,20);
tf1.setBounds(40,10,20,20);
l2.setBounds(70,10,20,20);
tf2.setBounds(90,10,20,20);
l3.setBounds(120,10,40,20);
tf3.setBounds(160,10,20,20);
l4.setBounds(190,10,60,20);
tf4.setBounds(250,10,20,20);
bt.setBounds(300,10,80,20);
dp.setBounds(20,40,x*w,y*w);
setResizable(false);
setSize(x*w+40,y*w+80);
setTitle(” 扫雷”);
show();
bt.addActionListener(this);
addWindowListener(new WindowAdapter()
{ public void windowClosing(WindowEvent e)
{System.exit(0);}
}
);
}
public void actionPerformed(ActionEvent e)
{
if(e.getSource() == bt)
{
//x = Integer.parseInt(tf1.getText());
//y = Integer.parseInt(tf2.getText());
//w = Integer.parseInt(tf3.getText());
sum = Integer.parseInt(tf4.getText());
setSize(x*w+40,y*w+80);
dp.setBounds(20,40,x*w,y*w);
show();
dp.initMin(x,y,w,sum);
}
}
public static void main(String args[])
{
new Mine();
}
};
class A
{
private:
int X;
int Y;
protected:
int Z;
public:
A(int a, int b, int c)
{
X=a;
Y=b;
Z=c;
}
int GetX()
{
return X;
}
int GetY()
{
return Y;
}
int GetZ()
{
return Z;
}
};
class B:public A
{
private:
int K;
public:
B(int a, int b, int c, int d):A(a,b,c)
{
K=d;
}
void Show()
{
cout GetX() GetY() Z K endl;
}
};
void main()
{
B b(1,2,3,4);
b.Show();
}
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} default: break
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} default: break