java求主源代码,java核心源码包
求java小游戏源代码
表1. CheckerDrag.java
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// CheckerDrag.javaimport java.awt.*;import java.awt.event.*;public class CheckerDrag extends java.applet.Applet{ // Dimension of checkerboard square. // 棋盘上每个小方格的尺寸 final static int SQUAREDIM = 40; // Dimension of checkerboard -- includes black outline. // 棋盘的尺寸 – 包括黑色的轮廓线 final static int BOARDDIM = 8 * SQUAREDIM + 2; // Dimension of checker -- 3/4 the dimension of a square. // 棋子的尺寸 – 方格尺寸的3/4 final static int CHECKERDIM = 3 * SQUAREDIM / 4; // Square colors are dark green or white. // 方格的颜色为深绿色或者白色 final static Color darkGreen = new Color (0, 128, 0); // Dragging flag -- set to true when user presses mouse button over checker // and cleared to false when user releases mouse button. // 拖动标记 --当用户在棋子上按下鼠标按键时设为true, // 释放鼠标按键时设为false boolean inDrag = false; // Left coordinate of checkerboard's upper-left corner. // 棋盘左上角的左方向坐标 int boardx; // Top coordinate of checkerboard's upper-left corner. //棋盘左上角的上方向坐标 int boardy; // Left coordinate of checker rectangle origin (upper-left corner). // 棋子矩形原点(左上角)的左方向坐标 int ox; // Top coordinate of checker rectangle origin (upper-left corner). // 棋子矩形原点(左上角)的上方向坐标 int oy; // Left displacement between mouse coordinates at time of press and checker // rectangle origin. // 在按键时的鼠标坐标与棋子矩形原点之间的左方向位移 int relx; // Top displacement between mouse coordinates at time of press and checker // rectangle origin. // 在按键时的鼠标坐标与棋子矩形原点之间的上方向位移 int rely; // Width of applet drawing area. // applet绘图区域的宽度 int width; // Height of applet drawing area. // applet绘图区域的高度 int height; // Image buffer. // 图像缓冲 Image imBuffer; // Graphics context associated with image buffer. // 图像缓冲相关联的图形背景 Graphics imG; public void init () { // Obtain the size of the applet's drawing area. // 获取applet绘图区域的尺寸 width = getSize ().width; height = getSize ().height; // Create image buffer. // 创建图像缓冲 imBuffer = createImage (width, height); // Retrieve graphics context associated with image buffer. // 取出图像缓冲相关联的图形背景 imG = imBuffer.getGraphics (); // Initialize checkerboard's origin, so that board is centered. // 初始化棋盘的原点,使棋盘在屏幕上居中 boardx = (width - BOARDDIM) / 2 + 1; boardy = (height - BOARDDIM) / 2 + 1; // Initialize checker's rectangle's starting origin so that checker is // centered in the square located in the top row and second column from // the left. // 初始化棋子矩形的起始原点,使得棋子在第一行左数第二列的方格里居中 ox = boardx + SQUAREDIM + (SQUAREDIM - CHECKERDIM) / 2 + 1; oy = boardy + (SQUAREDIM - CHECKERDIM) / 2 + 1; // Attach a mouse listener to the applet. That listener listens for // mouse-button press and mouse-button release events. // 向applet添加一个用来监听鼠标按键的按下和释放事件的鼠标监听器 addMouseListener (new MouseAdapter () { public void mousePressed (MouseEvent e) { // Obtain mouse coordinates at time of press. // 获取按键时的鼠标坐标 int x = e.getX (); int y = e.getY (); // If mouse is over draggable checker at time // of press (i.e., contains (x, y) returns // true), save distance between current mouse // coordinates and draggable checker origin // (which will always be positive) and set drag // flag to true (to indicate drag in progress). // 在按键时如果鼠标位于可拖动的棋子上方 // (也就是contains (x, y)返回true),则保存当前 // 鼠标坐标与棋子的原点之间的距离(始终为正值)并且 // 将拖动标志设为true(用来表明正处在拖动过程中) if (contains (x, y)) { relx = x - ox; rely = y - oy; inDrag = true; } } boolean contains (int x, int y) { // Calculate center of draggable checker. // 计算棋子的中心位置 int cox = ox + CHECKERDIM / 2; int coy = oy + CHECKERDIM / 2; // Return true if (x, y) locates with bounds // of draggable checker. CHECKERDIM / 2 is the // radius. // 如果(x, y)仍处于棋子范围内则返回true // CHECKERDIM / 2为半径 return (cox - x) * (cox - x) + (coy - y) * (coy - y) CHECKERDIM / 2 * CHECKERDIM / 2; } public void mouseReleased (MouseEvent e) { // When mouse is released, clear inDrag (to // indicate no drag in progress) if inDrag is // already set. // 当鼠标按键被释放时,如果inDrag已经为true, // 则将其置为false(用来表明不在拖动过程中) if (inDrag) inDrag = false; } }); // Attach a mouse motion listener to the applet. That listener listens // for mouse drag events. //向applet添加一个用来监听鼠标拖动事件的鼠标运动监听器 addMouseMotionListener (new MouseMotionAdapter () { public void mouseDragged (MouseEvent e) { if (inDrag) { // Calculate draggable checker's new // origin (the upper-left corner of // the checker rectangle). // 计算棋子新的原点(棋子矩形的左上角) int tmpox = e.getX () - relx; int tmpoy = e.getY () - rely; // If the checker is not being moved // (at least partly) off board, // assign the previously calculated // origin (tmpox, tmpoy) as the // permanent origin (ox, oy), and // redraw the display area (with the // draggable checker at the new // coordinates). // 如果棋子(至少是棋子的一部分)没有被 // 移出棋盘,则将之前计算的原点 // (tmpox, tmpoy)赋值给永久性的原点(ox, oy), // 并且刷新显示区域(此时的棋子已经位于新坐标上) if (tmpox boardx tmpoy boardy tmpox + CHECKERDIM boardx + BOARDDIM tmpoy + CHECKERDIM boardy + BOARDDIM) { ox = tmpox; oy = tmpoy; repaint (); } } } }); } public void paint (Graphics g) { // Paint the checkerboard over which the checker will be dragged. // 在棋子将要被拖动的位置上绘制棋盘 paintCheckerBoard (imG, boardx, boardy); // Paint the checker that will be dragged. // 绘制即将被拖动的棋子 paintChecker (imG, ox, oy); // Draw contents of image buffer. // 绘制图像缓冲的内容 g.drawImage (imBuffer, 0, 0, this); } void paintChecker (Graphics g, int x, int y) { // Set checker shadow color. // 设置棋子阴影的颜色 g.setColor (Color.black); // Paint checker shadow. // 绘制棋子的阴影 g.fillOval (x, y, CHECKERDIM, CHECKERDIM); // Set checker color. // 设置棋子颜色 g.setColor (Color.red); // Paint checker. // 绘制棋子 g.fillOval (x, y, CHECKERDIM - CHECKERDIM / 13, CHECKERDIM - CHECKERDIM / 13); } void paintCheckerBoard (Graphics g, int x, int y) { // Paint checkerboard outline. // 绘制棋盘轮廓线 g.setColor (Color.black); g.drawRect (x, y, 8 * SQUAREDIM + 1, 8 * SQUAREDIM + 1); // Paint checkerboard. // 绘制棋盘 for (int row = 0; row 8; row++) { g.setColor (((row 1) != 0) ? darkGreen : Color.white); for (int col = 0; col 8; col++) { g.fillRect (x + 1 + col * SQUAREDIM, y + 1 + row * SQUAREDIM, SQUAREDIM, SQUAREDIM); g.setColor ((g.getColor () == darkGreen) ? Color.white : darkGreen); } } } // The AWT invokes the update() method in response to the repaint() method // calls that are made as a checker is dragged. The default implementation // of this method, which is inherited from the Container class, clears the // applet's drawing area to the background color prior to calling paint(). // This clearing followed by drawing causes flicker. CheckerDrag overrides // update() to prevent the background from being cleared, which eliminates // the flicker. // AWT调用了update()方法来响应拖动棋子时所调用的repaint()方法。该方法从 // Container类继承的默认实现会在调用paint()之前,将applet的绘图区域清除 // 为背景色,这种绘制之后的清除就导致了闪烁。CheckerDrag重写了update()来 // 防止背景被清除,从而消除了闪烁。 public void update (Graphics g) { paint (g); }}
求JAVA源代码
我用了半个小时 帮你写了一个简单的验证用户名和密码登陆问题 别辜负我的好意 下面是代码!(建好包和类 代码粘过去就能用)
实体类 包entity
-------------------------------------------------------------
package entity;
/**
* 用户实体类
* @author new
*
*/
public class Users {
private String name;//用户名
private String pass;//用户密码
/**
* 空的构造函数 用户实力化 此类对象
*/
public Users(){
}
/**
* 构造函数 接收用户名和密码
* @param name
* @param pass
*/
public Users(String name, String pass) {
this.name = name;
this.pass = pass;
}
/**
* 下面set和get方法就不用解释了吧
* @return
*/
public String getName() {
return name;
}
public void setName(String name) {
this.name = name;
}
public String getPass() {
return pass;
}
public void setPass(String pass) {
this.pass = pass;
}
}
数据库类 包dao(我是模拟一下数据库 没有用到数据库)
--------------------------------------------------------------
package dao;
import java.util.*;
import entity.Users;//导入实体类
/**
* 模拟数据库 用户DAO
* @author new
*
*/
public class UsersDAO {
private static Users users=new Users();
static
{
users.setName("tom");
users.setPass("jerry");
}
/**
* 根据姓名查找这个用户 (模拟一下数据库)
* @param name
* @return
*/
public Users findUserByName(String name)
{
if(name.equals(this.users.getName()))
{
return this.users;
}
return null;
}
}
业务类 包service (验证用户名和密码)
------------------------------------------------------------
package service;
import dao.UsersDAO;
import entity.Users;
/**
* 验证密码 业务类
* @author new
*
*/
public class validatePass {
//实力化DAO对象
private UsersDAO us=new UsersDAO();
/**
* 验证输入的密码是否正确
* @param name
* @param pass
* @return
*/
public Users validate(String name,String pass)
{
Users user=null;
user=us.findUserByName(name);
//如果不为空 说明查到了
if(user!=null)
{
//用查询出来对象的密码和传过来的密码比较
if(user.getPass().equals(pass))
{
return user;
}
}
return null;
}
}
最后是测试test类 包test
----------------------------------------------------------
package test;
import entity.Users;
import service.validatePass;
/**
* 测试类
* @author new
*
*/
public class test {
/**
* main方法 用于测试
* @param args
*/
public static void main(String[] args)
{
//实例化业务类对象
validatePass v=new validatePass();
//用户名和密码
String name="tom";
String pass="jerry";
//开始验证
Users user=v.validate(name, pass);
if(user==null)
{
System.out.println("你输入的用户名或密码错误!");
}else
{
System.out.println("你已经通过验证,成功登陆!");
}
}
}
java问题,求源代码
import java.util.Scanner;
public class Q {
public static void main(String[] args) {
Scanner scan=new Scanner(System.in);
System.out.println("请输入两个字符");
String s=scan.nextLine();
boolean flag=true;
String msg="";
if(s.length()==2){
String first=s.substring(0,1);
String second=s.substring(1);
if(first.equals("M")){
msg+="数学";
}else if(first.equals("C")){
msg+="计算机科学";
}else if(first.equals("I")){
msg+="信息技术";
}else{
flag=false;
}
msg+=" ";
if(second.equals("1")){
msg+="大一";
}else if(second.equals("2")){
msg+="大二";
}else if(second.equals("3")){
msg+="大三";
}else if(second.equals("4")){
msg+="大四";
}else{
flag=false;
}
}
if(flag){
System.out.println(msg);
}else{
System.out.println("输入不合法");
}
}
}
有问题请追问,没问题请采纳。
java新手,求完整的源代码
//都是从新手过来的,以下代码供参考
//1.
public class BankAccount {
private static String acctnum;
private static double money;
private static void showAcct() {
System.out.println("账号为: " + acctnum);
}
private static void showMoney() {
System.out.println("余额为: " + money);
}
public BankAccount(String acc, double m) {
this.acctnum = acc;
this.money = m;
}
public static void main(String[] args) {
BankAccount ba = new BankAccount("626600018888", 5000.00);
ba.showAcct();
ba.showMoney();
}
}
//2.
public class Triangle {
private static float a;
private static float b;
private static float c;
public Triangle(float a, float b, float c) {
this.a = a;
this.b = b;
this.c = c;
}
public static boolean judgeTriangle(float a, float b, float c) {
if ((a Math.abs(b - c) a b + c)
(b Math.abs(a - c) b a + c)
(c Math.abs(a - b) c a + b))
return true;
else
return false;
}
public float getCircumference() {
return this.a + this.b + this.c;
}
}
//3.
public class TestTriangle {
public static void main(String[] args) {
Triangle t = new Triangle(5.3f,7.8f,9.3f);
if(t.judgeTriangle(5.3f,7.8f,9.3f)){
System.out.print("能够成三角形,周长为: ");
System.out.printf("%9.2f",t.getCircumference());}
else
System.out.println("不能构成三角形");
}
}
求java源代码
BS 架构很好做啊!就是单表 select \ insert update delete 操作, 这个功能很好写的,你说的这些代码,有些还可以用工具生成
一道Java编程题 求源代码
public class Invoice {
String bianhao = null;
String shuoming = null;
int count = 0;
double price = 0.0;
public Invoice(String bianhao, String shuoming, int count, double price) {
this.bianhao = bianhao;
this.shuoming = shuoming;
if (count 0) {
this.count = 0;
} else {
this.count = count;
}
if (price 0.0) {
this.price = 0.0;
} else {
this.price = price;
}
}
public double getInvoiceAmount() {
return count * price;
}
public String getBianhao() {
return bianhao;
}
public void setBianhao(String bianhao) {
this.bianhao = bianhao;
}
public int getCount() {
return count;
}
public void setCount(int count) {
this.count = count;
}
public double getPrice() {
return price;
}
public void setPrice(double price) {
this.price = price;
}
public String getShuoming() {
return shuoming;
}
public void setShuoming(String shuoming) {
this.shuoming = shuoming;
}
}
public class InvoiceTest {
/**
* @param args
*/
public static void main(String[] args) {
Invoice invoice = new Invoice("010220", "Desk", 50, 53.9);
System.out.println(invoice.getInvoiceAmount());
}
}
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