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J#和C#有什么区别?(What is the difference between J# and C#)

我一直在阅读有关使用J#的人。

但我的问题是:J#和C#有什么区别?

好吧,我对J#的理解就像C#,但在Java中。 我是否正确? C#之前是J#吗?

我希望有人可以帮助我更好地理解这一点。


I have been reading around about people using J#.

But my question is: What is the difference between J# and C#?

OK, my understanding of J# is like C# but in Java. Am I correct in that? Was J# before C#?

I hope someone can help me understand this better.


原文:https://stackoverflow.com/questions/6599477
更新时间:2023-05-14 21:05

最满意答案

你必须编码帧的重新启动。 考虑开始时的游戏状态以及所有组件的状态。 通常你会在某个地方setup一个setup点,并在某个阶段开始。 如果您可以设置这些,只需使用setuprestart

public void actionPerformed(ActionEvent e) {
    if (e.getSource() == restartBtn) {
        restart();
    }
  }

public void restart(){
    stop(); // if necessary
    setup(); // set everything to initial state
    start(); // start game
}

public void stop(){
    // stop any timers, threads, operations etc.
}

public void setup(){
    // set to initial state.
    // something like recreate the deck, 
    // clear hands and table, shuffle, and deal.
}

public void start(){
    // code to initiate the game.
}

所以最好的办法是把你的游戏看成几个阶段,像restart这样的动作应该是其他的组合。 在不了解你的实际游戏代码(或计划)的情况下,很难专门回答这个问题。 但我希望这有帮助。 :)

编辑

这是关于生成/洗牌的更好方法。

   public class GenRandom {

   int []  cards = new int [GameFrame.NUMBER_OF_CARDS];

   public void generateCards() {
      for (int i = 0; i < cards.length; i++) { // for each index of the array...
         int card; // declare card
         do {
            card = (int) (Math.random() * 51) + 1; // random between 1 and 52
         } while (contains(card)); // regenerate random card if array already contains.
         cards[i] = card; // card is unique, so assign value to array index
      }
   }

   private boolean contains(int t){
      for(int i = 0; i < GameFrame.NUMBER_OF_CARDS; i++){ // for each index...
         if(cards[i] == t){
            return true; // if the generated card is already in the array..
         }
      }
      return false; // otherwise reached end, so return false.
   }

   public int [] getAllCards() {
      return cards;
   }
}

You'll have to code the restart of the frame. Consider the state of the game at the start and what all the components' states are. Generally you'd have a setup point somewhere and start as well at some stage. If you can set those up it would be easy to just use setup and start as restart.

public void actionPerformed(ActionEvent e) {
    if (e.getSource() == restartBtn) {
        restart();
    }
  }

public void restart(){
    stop(); // if necessary
    setup(); // set everything to initial state
    start(); // start game
}

public void stop(){
    // stop any timers, threads, operations etc.
}

public void setup(){
    // set to initial state.
    // something like recreate the deck, 
    // clear hands and table, shuffle, and deal.
}

public void start(){
    // code to initiate the game.
}

So the best way to go about it is to see your game as several stages, and actions such as restart should be a combination of others. Without knowing anything about your actual game code (or plans for it), it's difficult to answer this specifically. But I hope that helps. :)

EDIT

This is a better way of going about generating / shuffling cards.

   public class GenRandom {

   int []  cards = new int [GameFrame.NUMBER_OF_CARDS];

   public void generateCards() {
      for (int i = 0; i < cards.length; i++) { // for each index of the array...
         int card; // declare card
         do {
            card = (int) (Math.random() * 51) + 1; // random between 1 and 52
         } while (contains(card)); // regenerate random card if array already contains.
         cards[i] = card; // card is unique, so assign value to array index
      }
   }

   private boolean contains(int t){
      for(int i = 0; i < GameFrame.NUMBER_OF_CARDS; i++){ // for each index...
         if(cards[i] == t){
            return true; // if the generated card is already in the array..
         }
      }
      return false; // otherwise reached end, so return false.
   }

   public int [] getAllCards() {
      return cards;
   }
}

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