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📄 aliasarray.java

📁 ALGAE是一个快速创建算法演示的框架。目前支持的算法实现语言包括java和c
💻 JAVA
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package edu.odu.cs.zeil.AlgAE.Demos.Utils;import edu.odu.cs.zeil.AlgAE.Server.Rendering;import edu.odu.cs.zeil.AlgAE.Server.Visible;import edu.odu.cs.zeil.AlgAE.Server.VisibleRendering;import edu.odu.cs.zeil.AlgAE.Demos.Utils.Alias;import edu.odu.cs.zeil.AlgAE.Demos.Utils.Indexable;import java.awt.Color;/** * Useful class for portraying arrays within algorithm animations. * Since Arrays cannot themselves be made Visible, this class provides * for a separate object that containing an array of aliases for the * components of a conventional array.  * * @author Steven Zeil */public class AliasArray implements Visible, Indexable{  private VisibleRendering vr;  private Visible[] theArray;  private Alias[] aliases;    public AliasArray (Visible[] array, Color color, boolean vertical,		     Color componentColor, boolean componentVertical)  {    theArray = array;    aliases = new Alias[theArray.length];    for (int i = 0; i < theArray.length; ++i)      aliases[i] = new Alias (theArray[i], componentColor, componentVertical);    vr = new VisibleRendering (this, color, vertical);  }    /**   *  Returns the object (alias) at position i   **/  public Object elementAt(int i)  {    return aliasAt(i);  }    /**   *  Returns the alias at position i   **/  public Alias aliasAt(int i)  {    if (i >= 0 && i < theArray.length)      return aliases[i];    else      return null;  }    /**   *  Returns the number of elements in this collection   **/  public int size()  {    return theArray.length;  }  private int inRange (int x, int inclusiveMin, int inclusiveMax)  {    return (x < inclusiveMin)      ? inclusiveMin      : ((x > inclusiveMax) ? inclusiveMax : x);  }    /**   *  Highlights a range of aliases from start..finish-1   */  public void highlight (int start, int finish, int increment)  {    start = inRange (start, 0, theArray.length);    finish = inRange (finish, 0, theArray.length);        for (int i = start; i < finish; i += increment)      aliases[i].getRendering().highlight();  }  /**   *  Highlights a range of aliases from start..finish-1   */  public void highlight (int start, int finish, int increment, Color c)  {    start = inRange (start, 0, theArray.length);    finish = inRange (finish, 0, theArray.length);        for (int i = start; i < finish; i += increment)      aliases[i].getRendering().highlight(c);  }  /**   *  unhighlights a range of aliases from start..finish-1   */  public void unHighlight (int start, int finish, int increment)  {    start = inRange (start, 0, theArray.length);    finish = inRange (finish, 0, theArray.length);        for (int i = start; i < finish; i += increment)      aliases[i].getRendering().unHighlight();  }      /**   *  Changes colors of range of aliases from start..finish-1   */  public void setColor (int start, int finish, int increment, Color c)  {    start = inRange (start, 0, theArray.length);    finish = inRange (finish, 0, theArray.length);        for (int i = start; i < finish; i += increment)      aliases[i].getRendering().setColor(c);  }      /**   * This function returns the VisibleRendering data member   *   * @return  the rendering information for this object.   **/  public Rendering getRendering()  {    return vr;  }        /**   * Produce the text string to be displayed in the picture of the object.   *   * @return the text string to be displayed   **/  public String getAlgAEText()  {    return "";  }    /**   * If an object <CODE>s</CODE> is to be portrayed as having    * pointers/references/arrows to other Visible objects, then when   * <CODE>s.touchAllPointers()</CODE> is called,    * the body of <CODE>touchAllPointers</CODE> should call, for each arrow   * from <CODE>s</CODE> to another Visible object <CODE>p</CODE>,   * <CODE>s.getRendering().touch(p, dir)</CODE> or   * <CODE>s.getRendering().touch(p, dir, label)</CODE>.   * <P>   * <CODE>dir</CODE> is the "exit" direction from which the AlgAE system   * will draw the arrow from <CODE>s</CODE> to <CODE>p</CODE>.   **/  public void touchAllPointers()  {  }    /**   * If an object <CODE>s</CODE> is to be portrayed as a compound structure   * containing other Visible objects, then when   * <CODE>s.touchAllComponents()</CODE> is called,    * the body of <CODE>touchAllComponents</CODE> should call, for each   * contained Visible component <CODE>p</CODE>,   * <CODE>s.getRendering().touch(p)</CODE>.   * <P>   * Note that the the distinction between a "Pointer" and a "Component"   * is a logical distinction, as they are both typically implemented as   * simple data members of the Visible class.  It is up to the designer   * of the algorithm animation to decide what to portray as references and   * what to portray as contained components.   **/  public void touchAllComponents()  {     for (int i = 0; i < theArray.length; ++i)      {	Visible v = theArray[i];	aliases[i].setAliased (v);	vr.touch (aliases[i]);      }  }  }

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