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24 changed files with 1567 additions and 530 deletions

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@@ -8,6 +8,10 @@ class Program
static MenuForm mainMenuForm;
static MenuForm snakeDiffMenuForm;
static MenuForm snakeSizeMenuForm;
static AboutMeForm aboutMeForm;
static MathGameForm mathGameForm;
static SnakeForm snakeForm;
static ArraySortGUI arrayGUI;
[STAThread] // Требуется для Windows Forms
static void Main()
@@ -17,7 +21,7 @@ class Program
int sizex = 20;
int sizey = 20;
SnakeGame.Level difficulty = 0;
SnakeForm.Level difficulty = 0;
Menu sizeMenu = new Menu("Select world size");
sizeMenu.AddOption("Small size (10x10)", () => { sizex = 10; sizey = 10; });
@@ -25,17 +29,17 @@ class Program
sizeMenu.AddOption("Big size (40x20)", () => { sizex = 40; sizey = 20; });
Menu difficultyMenu = new Menu("Select difficulty");
difficultyMenu.AddOption("Easy", () => { difficulty = SnakeGame.Level.Low; });
difficultyMenu.AddOption("Medium", () => { difficulty = SnakeGame.Level.Medium; });
difficultyMenu.AddOption("Hard", () => { difficulty = SnakeGame.Level.High; });
difficultyMenu.AddOption("Easy", () => { difficulty = SnakeForm.Level.Low; });
difficultyMenu.AddOption("Medium", () => { difficulty = SnakeForm.Level.Medium; });
difficultyMenu.AddOption("Hard", () => { difficulty = SnakeForm.Level.High; });
Menu mainMenu = new Menu("Select option");
mainMenu.AddOption("Guess answer math game", () => GuessAnswerMath.RunGame());
mainMenu.AddOption("About me", () => PrintAboutMe());
mainMenu.AddOption("Array sort", () => new ArraySortDemo().Run());
mainMenu.AddOption("Guess answer math game", () => mainMenuForm.SwitchToForm(mathGameForm));
mainMenu.AddOption("About me", () => mainMenuForm.SwitchToForm(aboutMeForm));
mainMenu.AddOption("Array sort", () => { arrayGUI = new ArraySortGUI(mainMenuForm); mainMenuForm.SwitchToForm(arrayGUI); });
mainMenu.AddOption("Snake game", () => {
SnakeGame game = new SnakeGame(difficulty, sizex, sizey);
game.start();
mainMenuForm.Hide();
snakeDiffMenuForm.Show();
});
mainMenu.AddOption("Exit", () => Exit());
@@ -44,8 +48,16 @@ class Program
Utils.Arrays withTwoParams = new Utils.Arrays(10, 100);
mainMenuForm = new MenuForm(mainMenu);
snakeDiffMenuForm = new MenuForm(difficultyMenu);
snakeSizeMenuForm = new MenuForm(sizeMenu);
snakeDiffMenuForm = new MenuForm(difficultyMenu, () => { snakeDiffMenuForm.SwitchToForm(snakeSizeMenuForm); });
snakeSizeMenuForm = new MenuForm(sizeMenu, () =>
{
snakeSizeMenuForm.Hide();
snakeForm = new SnakeForm(difficulty, sizex, sizey, mainMenuForm);
snakeForm.Show();
});
aboutMeForm = new AboutMeForm(mainMenuForm);
mathGameForm = new MathGameForm(mainMenuForm);
Application.Run(mainMenuForm);
@@ -60,8 +72,7 @@ Website: divan2000.su";
}
private static void Exit()
{
if(ExitMenu())
Environment.Exit(0);
Dialogs.Exit();
}
private static bool ExitMenu()
{

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@@ -139,6 +139,15 @@ namespace laba3.Core
Console.WriteLine("\b\b]");
}
public override string ToString()
{
string str = "[";
foreach (int x in this.array) { str+=$"{x}, "; }
str = str.TrimEnd(' ').TrimEnd(',');
str += "]";
return str;
}
/// <summary>
/// Sort this array with Gnome Sort;
/// Avg time O(n^2);
@@ -216,5 +225,21 @@ namespace laba3.Core
}
}
}
public static void OpenInWeb(string url)
{
try
{
System.Diagnostics.Process.Start(new System.Diagnostics.ProcessStartInfo
{
FileName = url, // Замените на свой сайт
UseShellExecute = true // Это указывает, что нужно использовать ассоциации с оболочкой (браузер)
});
}
catch (Exception ex)
{
MessageBox.Show("Ошибка при открытии браузера: " + ex.Message);
}
}
}
}

39
GUI/AboutMeForm.Designer.cs generated Normal file
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@@ -0,0 +1,39 @@
namespace ProgLab1.GUI
{
partial class AboutMeForm
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(800, 450);
this.Text = "AboutMeForm";
}
#endregion
}
}

41
GUI/AboutMeForm.cs Normal file
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@@ -0,0 +1,41 @@
using laba3.Core;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace ProgLab1.GUI
{
public partial class AboutMeForm : Form
{
private Label nameLabel;
private LinkLabel websiteLinkLabel;
public AboutMeForm(Form onCloseForm)
{
InitializeComponent();
this.Text = "Обо мне";
nameLabel = new Label();
nameLabel.Text = "Морозов Иван Сергеевич 6106 aka DIvan2000";
nameLabel.AutoSize = true;
nameLabel.Top = 50;
nameLabel.Left = 50;
websiteLinkLabel = new LinkLabel();
websiteLinkLabel.Text = "Мой сайт: divan2000.su";
websiteLinkLabel.AutoSize = true;
websiteLinkLabel.Top = 100;
websiteLinkLabel.Left = 50;
websiteLinkLabel.LinkClicked += new LinkLabelLinkClickedEventHandler( (object sender, LinkLabelLinkClickedEventArgs e) => { Utils.OpenInWeb("https://divan2000.su"); });
this.Controls.Add(nameLabel);
this.Controls.Add(websiteLinkLabel);
this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => { e.Cancel = true; this.Hide(); onCloseForm.Show(); });
}
}
}

120
GUI/AboutMeForm.resx Normal file
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@@ -0,0 +1,120 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

39
GUI/ArraySortGUI.Designer.cs generated Normal file
View File

@@ -0,0 +1,39 @@
namespace ProgLab1.GUI
{
partial class ArraySortGUI
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(800, 450);
this.Text = "ArraySortGUI";
}
#endregion
}
}

116
GUI/ArraySortGUI.cs Normal file
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@@ -0,0 +1,116 @@
using laba3.Core;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace ProgLab1.GUI
{
public partial class ArraySortGUI : Form
{
private long time1;
private long time2;
private Label lblArraySize;
private TextBox txtArraySize;
private Button btnRun;
private TextBox txtOutput;
public ArraySortGUI(Form onCloseForm)
{
// Initialize components
lblArraySize = new Label
{
Location = new System.Drawing.Point(12, 12),
Name = "lblArraySize",
Size = new System.Drawing.Size(100, 22),
Text = "Размер массива:"
};
txtArraySize = new TextBox
{
Location = new System.Drawing.Point(150, 12),
Name = "txtArraySize",
Size = new System.Drawing.Size(150, 22),
PlaceholderText = "Размер массива"
};
btnRun = new Button
{
Location = new System.Drawing.Point(310, 10),
Name = "btnRun",
Size = new System.Drawing.Size(100, 25),
Text = "Запустить",
UseVisualStyleBackColor = true
};
btnRun.Click += new EventHandler(this.btnRun_Click);
txtOutput = new TextBox
{
Location = new System.Drawing.Point(12, 50),
Multiline = true,
Name = "txtOutput",
ReadOnly = true,
ScrollBars = ScrollBars.Vertical,
Size = new System.Drawing.Size(400, 300),
WordWrap = true
};
// Set up form
this.ClientSize = new System.Drawing.Size(424, 361);
this.Controls.Add(lblArraySize);
this.Controls.Add(txtArraySize);
this.Controls.Add(btnRun);
this.Controls.Add(txtOutput);
this.Name = "ArraySortGUI";
this.Text = "Array Sort Demo";
this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => {onCloseForm.Show(); });
}
private void btnRun_Click(object sender, EventArgs e)
{
int size;
if (!int.TryParse(txtArraySize.Text, out size) || size < 1)
{
MessageBox.Show("Размер массива должен быть числом больше 0!", "Ошибка", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
txtOutput.Clear();
Utils.Arrays array1 = new Utils.Arrays(size, 100);
Utils.Arrays array2 = new Utils.Arrays(array1);
txtOutput.AppendText("Для Массива 1 будет использована \"гномья сортировка\"" + Environment.NewLine);
txtOutput.AppendText("Для Массива 2 будет использована \"сортировка шелла\"" + Environment.NewLine);
if (size <= 10)
{
txtOutput.AppendText("Массив 1 (с начальными значениями): " + Environment.NewLine + array1.ToString() + Environment.NewLine);
txtOutput.AppendText("Массив 2 (с начальными значениями): " + Environment.NewLine + array2.ToString() + Environment.NewLine);
}
else
{
txtOutput.AppendText("Массивы не могут быть выведены на экран так как их размер больше 10" + Environment.NewLine);
}
txtOutput.AppendText("Сортируем..." + Environment.NewLine);
time1 = array1.gnomeSort();
time2 = array2.shellSort();
txtOutput.AppendText("Готово!" + Environment.NewLine);
if (size <= 10)
{
txtOutput.AppendText("Массив 1 (после гномьей сортировки): " + Environment.NewLine + array1.ToString() + Environment.NewLine);
txtOutput.AppendText("Массив 2 (после сортировки шелла): " + Environment.NewLine + array2.ToString() + Environment.NewLine);
}
txtOutput.AppendText($"Для сортировки 1 потребовалось {time1}мс" + Environment.NewLine);
txtOutput.AppendText($"Для сортировки 2 потребовалось {time2}мс" + Environment.NewLine);
}
}
}

120
GUI/ArraySortGUI.resx Normal file
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@@ -0,0 +1,120 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

28
GUI/Dialogs.cs Normal file
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@@ -0,0 +1,28 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ProgLab1.GUI
{
public static class Dialogs
{
public static bool Exit()
{
DialogResult result = MessageBox.Show("Вы уверены, что хотите закрыть программу?", "Подтверждение", MessageBoxButtons.YesNo);
if (result == DialogResult.Yes)
{
Environment.Exit(0);
return true;
}
return false;
}
public static bool GameOver(string message)
{
DialogResult result = MessageBox.Show(message, "Игра окончена", MessageBoxButtons.OK);
return result == DialogResult.OK;
}
}
}

39
GUI/GuessForm.Designer.cs generated Normal file
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@@ -0,0 +1,39 @@
namespace ProgLab1.GUI
{
partial class GuessForm
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(800, 450);
this.Text = "GuessForm";
}
#endregion
}
}

101
GUI/GuessForm.cs Normal file
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@@ -0,0 +1,101 @@
using laba3.Subprograms;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace ProgLab1.GUI
{
public partial class GuessForm : Form
{
private double answer;
private int tryes;
private Label tryCount;
private TextBox input;
public void SetAnswer(double answer) { this.answer = answer; tryes = 3; tryCount.Text = $"Количество попыток: {tryes}"; }
public GuessForm(Form onCloseForm)
{
InitializeComponent();
this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => { e.Cancel = true; this.Hide(); onCloseForm.Show(); });
input = new TextBox();
input.Top = 100;
input.Left = 50;
input.Width = 300;
Label inputLabel = new Label();
inputLabel.Top = 70;
inputLabel.Left = 50;
inputLabel.Text = "Введите число:";
Button confirmButton = new Button
{
Text = "Подтвердить",
Width = 100,
Height = 30,
Top = 100,
Left = 400
};
tryCount = new Label();
tryCount.Top = 40;
tryCount.Left = 50;
tryCount.Width = 400;
tryCount.Text = $"Количество попыток: {tryes}";
confirmButton.Click += ConfirmButton_Click;
this.Controls.Add(inputLabel);
this.Controls.Add(input);
this.Controls.Add(confirmButton);
this.Controls.Add(tryCount);
}
private bool ValidateInput(TextBox textBox)
{
if (double.TryParse(textBox.Text, out _))
{
return true;
}
else
{
return false;
}
}
private void ConfirmButton_Click(object sender, EventArgs e)
{
bool isValid = ValidateInput(input);
if (!isValid)
{
input.BackColor = Color.Red;
}
else
{
input.BackColor = SystemColors.Window;
double inputNum = double.Parse(input.Text);
if (Math.Abs(answer - inputNum) < 0.01)
{
Dialogs.GameOver("Победа!\nВы угадали значение функции!");
this.Close();
}
else
{
tryes--;
tryCount.Text = $"Количество попыток: {tryes}";
if (tryes <= 0)
{
Dialogs.GameOver($"Попытки кончились :(\nВерный ответ был {answer:F2}");
this.Close();
}
}
}
}
}
}

120
GUI/GuessForm.resx Normal file
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@@ -0,0 +1,120 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

39
GUI/MathGameForm.Designer.cs generated Normal file
View File

@@ -0,0 +1,39 @@
namespace ProgLab1.GUI
{
partial class MathGameForm
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(800, 450);
this.Text = "MathGameForm";
}
#endregion
}
}

157
GUI/MathGameForm.cs Normal file
View File

@@ -0,0 +1,157 @@
using laba3.Subprograms;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using System.Xml;
namespace ProgLab1.GUI
{
public partial class MathGameForm : Form
{
private Label error;
private Label formula;
private Label rules;
private TextBox textBoxA;
private TextBox textBoxB;
private Label labelA;
private Label labelB;
private double a=0;
private double b=0;
private GuessAnswerMath game;
private GuessForm guessForm;
public MathGameForm(Form onCloseForm)
{
guessForm = new GuessForm(onCloseForm);
game = new GuessAnswerMath();
InitializeComponent();
this.Text = "Угадайка";
formula = new Label();
formula.Text = "Math.Sin((Math.Pow(a, 3) + Math.Pow(b, 5)) / (2 * PI)) + Math.Pow(Math.Cos(a + b), (1.0 / 3.0))";
formula.AutoSize = true;
formula.Top = 50;
formula.Left = 50;
rules = new Label();
rules.Text = "Нужно ввести аргументы для функции, а затем попытаться отгадать её значение";
rules.AutoSize = true;
rules.Top = 100;
rules.Left = 50;
// Создание Label для "a"
labelA = new Label();
labelA.Text = "a:";
labelA.Top = 150;
labelA.Left = 20;
labelA.AutoSize = true;
// Создание TextBox для "a"
textBoxA = new TextBox();
textBoxA.Top = 150;
textBoxA.Left = 50;
textBoxA.Width = 300;
// Создание Label для "b"
labelB = new Label();
labelB.Text = "b:";
labelB.Top = 190;
labelB.Left = 20;
labelB.AutoSize = true;
// Создание TextBox для "b"
textBoxB = new TextBox();
textBoxB.Top = 190;
textBoxB.Left = 50;
textBoxB.Width = 300;
error = new Label();
error.Text = "";
error.AutoSize = true;
error.Top = 220;
error.Left = 50;
error.ForeColor = Color.Red;
this.Controls.Add(formula);
this.Controls.Add(rules);
this.Controls.Add(labelA);
this.Controls.Add(textBoxA);
this.Controls.Add(labelB);
this.Controls.Add(textBoxB);
this.Controls.Add(error);
Button confirmButton = new Button
{
Text = "Подтвердить",
Width = 100,
Height = 30,
Top = 165,
Left = 400
};
confirmButton.Click += ConfirmButton_Click;
this.Controls.Add(confirmButton);
this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => { e.Cancel = true; this.Hide(); onCloseForm.Show(); });
}
private bool ValidateInput(TextBox textBox)
{
if (double.TryParse(textBox.Text, out _))
{
return true;
}
else
{
return false;
}
}
private void ConfirmButton_Click(object sender, EventArgs e)
{
// Проверяем значения в полях
bool isAValid = ValidateInput(textBoxA);
bool isBValid = ValidateInput(textBoxB);
if (isAValid && isBValid)
{
// Если оба значения корректные, выводим сумму в
textBoxA.BackColor = SystemColors.Window;
textBoxB.BackColor = SystemColors.Window;
a = double.Parse(textBoxA.Text);
b = double.Parse(textBoxB.Text);
game.setArgs(a, b);
bool funcValid = game.CheckArgs();
if (!funcValid)
{
error.Text = "Функция не определена при этих аргументах";
}
else
{
error.Text = "";
game.ComputeResult();
guessForm.SetAnswer(game.GetResult());
this.Hide();
guessForm.Show();
}
}
else
{
// Если есть ошибка, подсвечиваем поля
if (!isAValid) textBoxA.BackColor = Color.Red;
if (!isBValid) textBoxB.BackColor = Color.Red;
error.Text = "Аргументы должны быть double";
}
}
}
}

120
GUI/MathGameForm.resx Normal file
View File

@@ -0,0 +1,120 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

View File

@@ -18,9 +18,27 @@ namespace ProgLab1.GUI
public MenuForm(Menu consoleMenu)
{
InitializeComponent();
this.Text = "Меню";
this.Width = 800;
this.Height = 600;
AddMenu(consoleMenu);
this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => { e.Cancel = !Dialogs.Exit(); });
}
public MenuForm(Menu consoleMenu, Action onAny)
{
InitializeComponent();
this.Text = "Меню";
this.Width = 800;
this.Height = 600;
AddMenu(consoleMenu, onAny);
this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => { e.Cancel = !Dialogs.Exit(); });
}
public void SwitchToForm(Form form)
{
form.Show();
this.Hide();
}
/// <summary>
@@ -66,5 +84,61 @@ namespace ProgLab1.GUI
this.Controls.Add(buttonPanel);
}
private void AddMenu(Menu consoleMenu, Action onAny)
{
FlowLayoutPanel buttonPanel = new FlowLayoutPanel
{
Dock = DockStyle.Fill, // Растягиваем на всю форму
FlowDirection = FlowDirection.TopDown, // Кнопки располагаются сверху вниз
WrapContents = false // Запрет переноса
};
Label menuLabel = new Label
{
Text = consoleMenu.GetTitle(), // Текст заголовка
Font = new System.Drawing.Font("Arial", 16, System.Drawing.FontStyle.Bold), // Стиль шрифта
TextAlign = System.Drawing.ContentAlignment.MiddleCenter, // Выравнивание текста по центру
Dock = DockStyle.Top, // Заголовок сверху
Height = 40 // Высота заголовка
};
buttonPanel.Controls.Add(menuLabel);
foreach (MenuOption option in consoleMenu.GetOptions())
{
Button button = new Button
{
Text = option.Name,
Width = buttonPanel.Width - 10,
Height = 40,
Margin = new Padding(5),
};
// Связываем обработчик с OnSelect из консольного меню
button.Click += (sender, e) => option.Action();
button.Click += (sender, e) => onAny();
buttonPanel.Controls.Add(button);
}
this.Controls.Add(buttonPanel);
}
private void FormClosingHandler(object sender, FormClosingEventArgs e)
{
// Предотвращаем закрытие окна
DialogResult result = MessageBox.Show("Вы уверены, что хотите закрыть окно?", "Подтверждение", MessageBoxButtons.YesNo);
if (result == DialogResult.No)
{
e.Cancel = true; // Отменяем закрытие окна
}
else
{
e.Cancel = false; // Разрешаем закрытие окна
}
}
}
}

39
GUI/SnakeForm.Designer.cs generated Normal file
View File

@@ -0,0 +1,39 @@
namespace ProgLab1.GUI
{
partial class SnakeForm
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(800, 450);
this.Text = "SnakeGUI";
}
#endregion
}
}

194
GUI/SnakeForm.cs Normal file
View File

@@ -0,0 +1,194 @@
using laba3.Subprograms;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using static System.Formats.Asn1.AsnWriter;
namespace ProgLab1.GUI
{
public partial class SnakeForm : Form
{
private System.Windows.Forms.Timer gameTimer = new System.Windows.Forms.Timer();
private List<Point> snake = new List<Point>();
private Point food = Point.Empty;
private int tileSize = 20;
private string direction = "Right";
private string nextDirection = "Right";
private bool isGameOver = false;
private int score = 0;
private Level level;
private int sizex;
private int sizey;
private Random rand = new Random();
public SnakeForm(Level level, int sizex, int sizey, Form onCloseForm)
{
this.level = level;
this.sizex = sizex;
this.sizey = sizey;
InitializeComponent();
InitializeGame();
this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => {onCloseForm.Show();});
}
private void InitializeGame()
{
this.Text = "Snake Game";
this.ClientSize = new Size(sizex*tileSize, sizey*tileSize);
this.DoubleBuffered = true;
this.KeyDown += OnKeyDown;
this.Paint += OnPaint;
gameTimer.Interval = level switch
{
Level.Low => 250,
Level.Medium => 125,
Level.High => 50,
_ => 500,
}; ;
gameTimer.Tick += OnGameTick;
gameTimer.Start();
ResetGame();
}
private void ResetGame()
{
snake.Clear();
snake.Add(new Point(2, sizey/2)); // Initial snake head
snake.Add(new Point(1, sizey/2)); // Initial snake body
snake.Add(new Point(0, sizey/2)); // Initial snake tail
direction = "Right";
nextDirection = "Right";
isGameOver = false;
SpawnFood();
}
private void SpawnFood()
{
int maxX = sizex;
int maxY = sizey;
do
{
food = new Point(rand.Next(0, maxX), rand.Next(0, maxY));
} while (snake.Contains(food));
}
private void OnGameTick(object sender, EventArgs e)
{
if (isGameOver) return;
// Update direction
direction = nextDirection;
// Calculate new head position
Point newHead = snake[0];
switch (direction)
{
case "Up": newHead.Y--; break;
case "Down": newHead.Y++; break;
case "Left": newHead.X--; break;
case "Right": newHead.X++; break;
}
// Check collisions
if (newHead.X < 0 || newHead.Y < 0 ||
newHead.X >= sizex ||
newHead.Y >= sizey ||
snake.Contains(newHead))
{
isGameOver = true;
gameTimer.Stop();
Dialogs.GameOver($"Счёт: {score}");
this.Close();
return;
}
// Move snake
snake.Insert(0, newHead);
if (newHead == food)
{
SpawnFood();
addScore();
}
else
{
snake.RemoveAt(snake.Count - 1); // Remove tail
}
this.Invalidate(); // Redraw
}
private void OnPaint(object sender, PaintEventArgs e)
{
Graphics g = e.Graphics;
// Draw snake
foreach (Point p in snake)
{
DrawTile(g, p.X, p.Y, Brushes.Green);
}
// Draw food
DrawTile(g, food.X, food.Y, Brushes.Red);
// Draw grid (optional)
for (int x = 0; x < this.ClientSize.Width; x += tileSize)
{
for (int y = 0; y < this.ClientSize.Height; y += tileSize)
{
g.DrawRectangle(Pens.Gray, x, y, tileSize, tileSize);
}
}
}
private void DrawTile(Graphics g, int x, int y, Brush brush)
{
g.FillRectangle(brush, x * tileSize, y * tileSize, tileSize, tileSize);
}
private void OnKeyDown(object sender, KeyEventArgs e)
{
if (isGameOver && e.KeyCode == Keys.R)
{
ResetGame();
gameTimer.Start();
return;
}
switch (e.KeyCode)
{
case Keys.Up: if (direction != "Down") nextDirection = "Up"; break;
case Keys.Down: if (direction != "Up") nextDirection = "Down"; break;
case Keys.Left: if (direction != "Right") nextDirection = "Left"; break;
case Keys.Right: if (direction != "Left") nextDirection = "Right"; break;
}
}
private void addScore()
{
score += level switch
{
Level.Low => 50,
Level.Medium => 100,
Level.High => 250,
_ => 1,
};
}
public enum Level
{
Low,
Medium,
High
}
}
}

120
GUI/SnakeForm.resx Normal file
View File

@@ -0,0 +1,120 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
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@@ -1,17 +1,11 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<OutputType>WinExe</OutputType>
<TargetFramework>net8.0-windows10.0.17763.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<UseWindowsForms>True</UseWindowsForms>
</PropertyGroup>
<ItemGroup>
<None Update="GUI\background.jpg">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None>
</ItemGroup>
</Project>

View File

@@ -1,71 +0,0 @@
using laba3.Core;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using static System.Runtime.InteropServices.JavaScript.JSType;
namespace laba3.Subprograms
{
/// <summary>
/// Compare computing time of 2 sorting methods;
/// Gnome sort and Shell sort;
/// </summary>
internal class ArraySortDemo
{
private long time1;
private long time2;
/// <summary>
/// Get values from keyboard, init arrays, start computing, print time;
/// Console will be clean!;
/// </summary>
public void Run()
{
Utils.Arrays array1;
Utils.Arrays array2;
int size;
size = ReadArrayLen();
array1 = new Utils.Arrays(size, 100);
array2 = new Utils.Arrays(array1);
Console.WriteLine("Для Массива 1 будет использована \"гномья сортировка\"");
Console.WriteLine("Для Массива 2 будет использована \"сортировка шелла\"");
if (size <= 10)
array1.print("с начальными значениями");
else
Console.WriteLine("Массивы не могут быть выведены на экран так как их размер больше 10");
Console.WriteLine("Сортируем...");
time1 = array1.gnomeSort();
time2 = array2.shellSort();
Console.WriteLine("Готово!");
if (size <= 10)
{
array1.print("после гномьей сортировки");
array2.print("после сортировки шелла ");
}
Console.WriteLine($"Для сортировки 1 потребовалось {time1}мс");
Console.WriteLine($"Для сортировки 2 потребовалось {time2}мс");
}
private int ReadArrayLen()
{
int size;
do
{
size = Utils.ReadInt("Размер массива для сортировки");
Console.Clear();
if (size < 1)
Console.WriteLine("Размер не может быть меньше 1!");
} while (size < 1);
return size;
}
}
}

View File

@@ -11,81 +11,33 @@ namespace laba3.Subprograms
/// CLI math game "Gusess the answer";
/// Player need to guess result of math function;
/// </summary>
internal static class GuessAnswerMath
public class GuessAnswerMath
{
/// <summary>
/// Runs game;
/// Console will be clean!;
/// </summary>
public static void RunGame()
{
const int attempts = 3;
Console.WriteLine("Введите аргументы функции, а затем попытайтесь угадать её значение. Количество попыток ограничено!");
bool isValid;
do
{
MathFunc.setArgs(Utils.ReadDouble("аргумент a"), Utils.ReadDouble("аргумент b"));
isValid = MathFunc.CheckArgs();
if (!isValid)
{
Console.Clear();
Console.WriteLine("Функция не определена при данных аргументах!");
}
} while (!isValid);
MathFunc.ComputeResult();
if (GameLogic(MathFunc.GetResult(), attempts))
{
Console.WriteLine("Ответ верный! Победа!");
} else
{
Console.WriteLine(String.Format("Попытки кончились! Правильный ответ: {0:0.00}", MathFunc.GetResult()));
}
}
private static bool GameLogic(double correctAnswer, int attempts)
{
bool win = false;
for (int i = attempts; i > 0; i--)
{
Console.Clear();
Console.WriteLine($"Количество попыток: {i}");
double answer = Utils.ReadDouble("ваш ответ");
win = Math.Abs(correctAnswer - answer) < 0.01;
if (win)
{
i = 0;
}
}
return win;
}
private static class MathFunc
{
private const double PI = Math.PI;
private const double E = Math.E;
private static double a;
private static double b;
private static double result;
private double a;
private double b;
private double result;
public static void setArgs(double a, double b)
public void setArgs(double a, double b)
{
MathFunc.a = a;
MathFunc.b = b;
this.a = a;
this.b = b;
}
public static void ComputeResult()
public void ComputeResult()
{
MathFunc.result = Math.Sin((Math.Pow(a, 3) + Math.Pow(b, 5)) / (2 * PI)) + Math.Pow(Math.Cos(a + b), (1.0 / 3.0));
this.result = Math.Sin((Math.Pow(a, 3) + Math.Pow(b, 5)) / (2 * PI)) + Math.Pow(Math.Cos(a + b), (1.0 / 3.0));
}
public static bool CheckArgs()
public bool CheckArgs()
{
return Math.Cos(a + b) >= 0;
}
public static double GetResult()
public double GetResult()
{
return result;
}
}
}
}

View File

@@ -1,380 +0,0 @@
using System.Diagnostics;
namespace laba3.Subprograms
{
/// <summary>
/// TUI classic game "Snake";
/// The player controls the snake.
/// The player has to eat apples to increase the length of the snake
/// and try not to crash into the wall or themselves;
/// </summary>
internal class SnakeGame
{
int size_x;
int size_y;
int score;
int size_xy;
Level difficulty;
Tiles[,] world;
Snake snake;
Random rnd;
private bool gameover;
/// <summary>
/// Game world constructor;
/// </summary>
/// <param name="difficulty">Game speed</param>
/// <param name="size_x">Game world size dim x</param>
/// <param name="size_y">Game world size dim y</param>
public SnakeGame(Level difficulty, int size_x, int size_y)
{
this.size_x = size_x;
this.size_y = size_y;
this.difficulty = difficulty;
world = new Tiles[size_x, size_y];
rnd = new Random();
score = 0;
size_xy = size_x * size_y;
}
/// <summary>
/// Start game;
/// Console will be clean!;
/// </summary>
public void start()
{
int msPerTick = difficulty switch
{
Level.Low => 500,
Level.Medium => 250,
Level.High => 100,
_ => 500,
};
gameover = false;
Console.Clear();
Console.CursorVisible = false;
snake = new Snake(new Point(size_x / 2, size_y / 2, this), 1, Direction.Right, this);
GenerateFood();
DrawBackground();
DrawWorld();
Stopwatch tickTimer = new Stopwatch();
while (!gameover)
{
tickTimer.Restart();
if (Console.KeyAvailable)
{
ConsoleKeyInfo key = Console.ReadKey(false);
snake.HandleKey(key.Key);
while (Console.KeyAvailable)
Console.ReadKey(false);
}
snake.Move();
long delta = tickTimer.ElapsedMilliseconds;
Console.SetCursorPosition(1, 0);
if (delta > msPerTick)
Console.ForegroundColor = ConsoleColor.Red;
Console.Write(delta);
Thread.Sleep((int)Math.Max(0, msPerTick - delta));
}
onStop();
}
/// <summary>
/// Stop game;
/// </summary>
public void stop()
{
gameover = true;
}
private void onStop()
{
string gameOverTitle =
@"
### ##
# ## #### # # # # # # ##
# ## # # # # # ### # # # # ### #
# # # # # # # # # # # # #
### ## # # # ## ## # ## #
";
Console.Clear();
printArt(gameOverTitle, (Console.WindowWidth - 36) / 2, 4, ConsoleColor.DarkYellow, ConsoleColor.DarkGray);
Console.ResetColor();
string scoreString = $"Score: {score}";
Console.SetCursorPosition((Console.WindowWidth - scoreString.Length) / 2, 11);
Console.Write(scoreString);
Console.SetCursorPosition((Console.WindowWidth - "Press Enter to continue".Length) / 2, 14);
Console.CursorVisible = true;
}
private void printArt(string art, int x, int y, ConsoleColor primaryColor, ConsoleColor shadowColor)
{
int row = 0;
Console.SetCursorPosition(x, y);
char shadow = ' ';
foreach (char ch in art)
{
if (ch == '\n')
{
if (shadow == '#')
{
Console.BackgroundColor = shadowColor;
Console.Write(' ');
}
Console.SetCursorPosition(x, y++ + row);
Thread.Sleep(25);
shadow = ch;
}
else if (ch == ' ')
{
if (shadow == '#')
{
Console.BackgroundColor = shadowColor;
Console.Write(' ');
}
else
Console.CursorLeft++;
shadow = ch;
}
else if (ch == '#')
{
Console.BackgroundColor = primaryColor;
Console.Write(' ');
shadow = ch;
}
}
}
private void addScore()
{
score += difficulty switch
{
Level.Low => 10,
Level.Medium => 50,
Level.High => 100,
_ => 1,
};
}
/// <summary>
/// Generate food in random place;
/// </summary>
public void GenerateFood()
{
int x;
int y;
do
{
x = rnd.Next(size_x);
y = rnd.Next(size_y);
} while (world[x, y] != Tiles.Void);
world[x, y] = Tiles.Food;
DrawTile(x, y);
}
private void DrawBackground()
{
for (int x = 1; x < (size_x + 1) * 2 + 1; x++)
{
Console.SetCursorPosition(x, 1);
Console.Write('#');
Console.SetCursorPosition(x, size_y + 2);
Console.Write('#');
}
for (int y = 1; y < size_y + 2; y++)
{
Console.SetCursorPosition(1, y);
Console.Write('#');
Console.SetCursorPosition(size_x * 2 + 1, y);
Console.Write('#');
}
}
private void DrawTile(int x, int y)
{
char symbol;
switch (world[x, y])
{
case Tiles.Void:
symbol = ' ';
break;
case Tiles.Snake:
symbol = '*';
Console.ForegroundColor = ConsoleColor.DarkRed;
break;
case Tiles.Food:
symbol = '@';
Console.ForegroundColor = ConsoleColor.Red;
break;
default:
symbol = '?';
break;
};
//Console.BackgroundColor = ConsoleColor.DarkGreen;
Console.SetCursorPosition((x + 1) * 2, y + 2);
Console.Write(symbol);
Console.BackgroundColor = ConsoleColor.Black;
Console.ForegroundColor = ConsoleColor.White;
}
private void DrawWorld()
{
for (int x = 0; x < size_x; x++)
{
for (int y = 0; y < size_y; y++)
{
DrawTile(x, y);
}
}
}
private enum Tiles
{
Void,
Snake,
Food
}
public enum Level
{
Low,
Medium,
High
}
private class Snake
{
private SnakeGame game;
private List<Point> body;
private Direction direction;
public Snake(Point tail, int length, Direction initialDirection, SnakeGame game)
{
this.game = game;
body = new List<Point>();
direction = initialDirection;
for (int i = 0; i < length; i++)
{
Point p = new Point(tail.X, tail.Y, game);
body.Add(p);
}
}
public void Move()
{
Point head = GetNextPoint();
Point tail = body.First();
if (head.X < 0 || head.Y < 0 || head.X >= game.size_x || head.Y >= game.size_y)
{
game.stop();
return;
}
if (game.world[head.X, head.Y] == Tiles.Snake)
{
game.stop();
return;
}
body.Add(head);
if (game.world[head.X, head.Y] != Tiles.Food)
{
body.Remove(tail);
tail.UpdateWorld(Tiles.Void);
}
else
{
game.addScore();
game.GenerateFood();
if (body.Count >= game.size_xy) game.stop();
}
head.UpdateWorld(Tiles.Snake);
}
public Point GetNextPoint()
{
Point head = body.Last();
Point nextPoint = new Point(head.X, head.Y, game);
switch (direction)
{
case Direction.Right:
nextPoint.X++;
break;
case Direction.Left:
nextPoint.X--;
break;
case Direction.Up:
nextPoint.Y--;
break;
case Direction.Down:
nextPoint.Y++;
break;
}
return nextPoint;
}
public void HandleKey(ConsoleKey key)
{
switch (key)
{
case ConsoleKey.LeftArrow:
if (direction != Direction.Right)
direction = Direction.Left;
break;
case ConsoleKey.RightArrow:
if (direction != Direction.Left)
direction = Direction.Right;
break;
case ConsoleKey.UpArrow:
if (direction != Direction.Down)
direction = Direction.Up;
break;
case ConsoleKey.DownArrow:
if (direction != Direction.Up)
direction = Direction.Down;
break;
}
}
}
enum Direction
{
Left,
Right,
Up,
Down
}
private class Point
{
private SnakeGame game { get; set; }
public int X { get; set; }
public int Y { get; set; }
public Point(int x, int y, SnakeGame game)
{
this.game = game;
X = x;
Y = y;
}
public void UpdateWorld(Tiles tile)
{
game.world[X, Y] = tile;
game.DrawTile(X, Y);
}
}
}
}