WPF 策略模式

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using System.IO;
namespace 老陈Wpf
{
    /// <summary>
    /// MainWindow.xaml 的交互逻辑
    /// </summary>
    public partial class MainWindow : Window
    {
        public MainWindow()
        {
            InitializeComponent();
        }
        public static int Count = 0;
        public static int right = 0;
        int m = 0;
        private void luti_Click_1(object sender, RoutedEventArgs e)
        {
            StreamWriter n1 = File.AppendText("C:\\n1.txt");
            n1.WriteLine(textBox1.Text);
            n1.Close();
            StreamWriter n2 = File.AppendText("C:\\n2.txt");
            n2.WriteLine(textBox2.Text);
            n2.Close();
            StreamWriter n3 = File.AppendText("C:\\n3.txt");
            n3.WriteLine(textBox3.Text);
            n3.Close();
            MessageBox.Show("录题成功");
            textBox1.Text = "";
            textBox2.Text = "";
            textBox3.Text = "";
        }
        //开始按钮
        private void start_Click(object sender, RoutedEventArgs e)
        {
            //出题
            string[] n1 = new string[100];
            n1 = File.ReadAllLines("C:\\n1.txt");
            textBox1.Text = n1[m];
            string[] n2 = new string[100];
            n2 = File.ReadAllLines("C:\\n2.txt");
            textBox2.Text = n2[m];
            string[] n3 = new string[100];
            n3 = File.ReadAllLines("C:\\n3.txt");
            textBox3.Text = n3[m];
            m++;
        }
        //结束
        private void end_Click(object sender, RoutedEventArgs e)
        {
            textBox5.Text = MainWindow.Count.ToString();//题目总数
            textBox6.Text = MainWindow.right.ToString();
            textBox7.Text = ((MainWindow.right / (double)(MainWindow.Count)) * 100).ToString() + "%";//正确率
        }
        //运算结果的触发事件
        private void textBox4_KeyDown(object sender, KeyEventArgs e)
        {
            wpf.Class1.yunsuanfu yunsuanfu = null;
            double a = Convert.ToDouble(textBox1.Text);//第一个数赋值
            double b = Convert.ToDouble(textBox3.Text);//第二个数赋值
            string c= textBox2.Text;//运算符号
            switch (c)
            { case"+":
                   yunsuanfu = new wpf.Class1.yunsuanfu(new wpf.Class1.Add());//调用策略模式
                    break;
              case "-":
                    yunsuanfu = new wpf.Class1.yunsuanfu(new wpf.Class1.Sub());
                    break;
              case "*":
                    yunsuanfu = new wpf.Class1.yunsuanfu(new wpf.Class1.Mul());
                    break;
              default:
                    break;
            }
            if(e.Key == Key.Enter)
            {
                string result = yunsuanfu.Cal(a, b,c).ToString();
                if(textBox4.Text==result.ToString())
                {
                    MessageBox.Show("回答正确!下一题请按开始按钮!");
                    right++;
                    Count++;
                }
         else
                {
                    MessageBox.Show("回答错误!下一题请按开始按钮!");
                    Count++;
                }
                textBox4.Clear();
            }
        }  
    }
}

策略模式的代码

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace wpf
{
    class Class1
    {//定义一个接口
        public interface Calculator
        {
            double Cal(double a, double b);//定义一个方法用于计算
        }
       
        public class Add : Calculator
        {
            public double Cal(double a, double b)
            {
                double result;
                result = a + b;
                return result;
            }
        }
        public class Sub : Calculator
        {
            public double Cal(double a, double b)
            {
                double result;
                result = a - b;
                return result;
            }
        }
        public class Mul : Calculator
        {
            public double Cal(double a, double b)
            {
                double result;
                result = a * b;
                return result;
            }
        }
        public class yunsuanfu
        {
            private Calculator calculate;

            public yunsuanfu(Calculator calculate)
            {
                this.calculate = calculate;
            }
            public double Cal(double a, double b, string m)//返回运算结果
            {
                return this.calculate.Cal(a, b);
            }
        }
    }
}

 运行后的界面 

PSP消耗

总结:对于这次的策略模式的实现,我觉得在实现的过程中很难,由于我基础比较差,以前根本对策略模式没什么了解,所以对于策略模式的实现,我请教了我们班学霸级的同学把我教会,我才开始做这次的作业,在测试代码的过程中遇到了很多困难,不过在我的小伙伴的帮助下解决了。对于上次博客老师评论的“控件命名要表意”,我觉得很对,控件表意后再看很快找到了,这次代码关于命名控件上我做了一些修改。PSP耗时分析我第一次写,可能会不太好,我是在老师建议后去看了闫同学的博客后写的,觉得很佩服别的同学能学以致用,以后应该向她学习。

posted @ 2015-12-20 20:41  你向我微笑  阅读(232)  评论(1编辑  收藏  举报