📄 integerpair.java
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package edu.odu.cs.zeil.AlgAE.Demos.Sort;import edu.odu.cs.zeil.AlgAE.Direction;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.VisibleInteger;import java.awt.Color;/** * Pairs of integers (used in portraying recursion stacks) * * @author Steven Zeil */public class IntegerPair implements Visible{ private VisibleRendering vr; private VisibleInteger v1; private VisibleInteger v2; private static Color defaultInnerColor = Color.cyan; private static Color defaultOuterColor = Color.blue; public IntegerPair (int i1, int i2, Color inner, Color outer) { v1 = new VisibleInteger (i1, inner); v2 = new VisibleInteger (i2, inner); vr = new VisibleRendering (this, outer, false); } public void setInt1 (int v) {v1.setInt (v);} public void setInt2 (int v) {v2.setInt (v);} /** * 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() { vr.touch (v1); vr.touch (v2); } }
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