作業(yè)
1.建立一個汽車類Auto,包括輪胎個數(shù),汽車顏色,車身重量,速度等屬性,
并通過不同的構(gòu)造方法創(chuàng)建實例。至少要求 汽車能夠加速 減速 停車。
再定義一個小汽車類CarAuto 繼承Auto 并添加空調(diào)、CD屬性,
并且重新實現(xiàn)方法覆蓋加速、減速的方法
import time
import sys
import math
import random
class Auto:
def __init__(self, weight, color, speed, num_tyre=4):
self.weight = weight
self.color = color
self.speed = speed
self.num_tyre = num_tyre
def accelerate_slow_down(self, throttle):
if throttle == 1:
print("油門被踩下")
count = 1
while True:
self.speed = self.speed + self.speed*(count**2)/500
count += 1
time.sleep(1)
print(self.speed)
if self.speed >= 180:
print("車速太快,請剎車")
break
elif throttle == 0:
print("油門松開")
count = 1
while True:
self.speed = self.speed - self.speed * (count ** 2) / 200
count += 1
time.sleep(1)
print(self.speed)
if self.speed <= 20:
print("車速太慢了可以加點油了")
break
elif throttle == 2:
print("請減速停車")
print("踩剎車")
count = 1
while True:
self.speed = self.speed - self.speed * (count ** 2) / 100
count += 1
time.sleep(1)
print(self.speed)
if self.speed <= 0:
print("車已經(jīng)停好了")
break
else:
print("勻速行駛")
p1 = Auto("3T", 'white', 60)
p1.accelerate_slow_down(2)
class CarAuto(Auto):
def __init__(self, air, cd):
super().__init__("3T", 'white', 80)
self.air = air
self.cd = cd
def accelerate_slow_down(self, throttle):
if throttle == 1:
print("油門被踩下")
count = 1
while True:
self.speed = self.speed + self.speed*(count**2)/400
count += 1
time.sleep(1)
print(self.speed)
if self.speed >= 180:
print("車速太快,請剎車")
break
elif throttle == 0:
print("油門松開")
count = 1
while True:
self.speed = self.speed - self.speed * (count ** 2) / 240
count += 1
time.sleep(1)
print(self.speed)
if self.speed <= 20:
print("車速太慢了可以加點油了")
break
elif throttle == 2:
print("請減速停車")
print("踩剎車")
count = 1
while True:
self.speed = self.speed - self.speed * (count ** 2) / 120
count += 1
time.sleep(1)
print(self.speed)
if self.speed <= 0:
print("車已經(jīng)停好了")
else:
print("勻速行駛")
p2 = CarAuto(0, 1)
p2.accelerate_slow_down(1)
2.創(chuàng)建一個Person類,添加一個類字段用來統(tǒng)計Perosn類的對象的個數(shù)
print()
class Count:
count = 0
class Person(Count):
def __init__(self):
Count.count += 1
def student(self):
Count.count += 1
p1 = Person()
p1.student()
print(p1.count) # 2
3.創(chuàng)建一個動物類,擁有屬性:性別、年齡、顏色、類型 ,
要求打印這個類的對象的時候以'/XXX的對象: 性別-? 年齡-? 顏色-? 類型-?/' 的形式來打印
print()
class Animal:
def __init__(self, sex, age, color, type_a):
self._sex = sex
self.age = age
self.color = color
self.type_a = type_a
@property
def sex(self):
if self._sex == 1:
return '公'
elif self._sex == 0:
return '母'
else:
return '輸入錯誤'
def print_type(self, name):
print("%s的對象: 性別-%s,年齡-%s,顏色-%s,類型-%s"
% (name, self.sex, self.age, self.color, self.type_a))
#
# @property
# def sex(self):
# if self._sex == 1:
# return '公'
# elif self._sex == 0:
# return '母'
# else:
# return '輸入錯誤'
p1 = Animal(0, 18, 'yellow', 'bird')
# print(p1)
p1.print_type('燕子') # 燕子的對象: 性別-母,年齡-18,顏色-yellow,類型-bird
4.寫一個圓類, 擁有屬性半徑、面積和周長;
要求獲取面積和周長的時候的時候可以根據(jù)半徑的值把對應(yīng)的值取到。
但是給面積和周長賦值的時候,程序直接崩潰,并且提示改屬性不能賦值
print()
class Circle:
def __init__(self, radius):
if isinstance(radius, int) or isinstance(radius, float):
self._radius = radius
else:
raise ValueError
self._area = math.pi * (radius**2)
self._perimeter = math.pi * (radius*2)
@property
def radius(self):
return self._radius
@radius.setter
def radius(self, value):
if not (isinstance(value, int) or isinstance(value, float)):
raise ValueError
self._radius = value
@property
def area(self):
self._area = math.pi * (self._radius ** 2)
return self._area
@area.setter
def area(self, value):
print("該屬性不能修改")
raise ValueError
@property
def perimeter(self):
self._perimeter = math.pi * (self._radius * 2)
return self._perimeter
@perimeter.setter
def perimeter(self, value):
print("該屬性不能修改")
raise ValueError
p1 = Circle(5)
# print(p1.area)
p1.radius = 4
print(p1.area)
print()
5.寫一個撲克類, 要求擁有發(fā)牌和洗牌的功能(具體的屬性和其他功能自己根據(jù)實際情況發(fā)揮)
print()
class Pock:
number = 54
nums = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K']
type_p = ['??', '??', '??', '??']
pocker = []
def __init__(self, kind, back_color):
self.kind = kind
self.back_color = back_color
# 創(chuàng)建一副牌
@staticmethod
def establish():
for type_i in Pock.type_p:
for num in Pock.nums:
Pock.pocker.append('%s%s' % (type_i, num))
Pock.pocker.extend(["大王", "小王"])
return Pock.pocker
# 洗牌
def cut_brand(self):
random.shuffle(Pock.pocker)
return Pock.pocker
# 發(fā)牌
def deal(self):
poker_iter = iter(Pock.pocker)
num = 1
p_1 = []
p_2 = []
p_3 = []
for _ in range(17*3):
if num == 1:
p_1.append(next(poker_iter))
elif num == 2:
p_2.append(next(poker_iter))
elif num == 3:
p_3.append(next(poker_iter))
num = 0
num += 1
return p_1, p_2, p_3, list(poker_iter)
if __name__ == '__main__':
p1 = Pock('1', 'yellow')
print(p1.establish()) # 54
print(p1.cut_brand())
print(p1.deal())
from enum import Enum,unique
from random import shuffle
# 1.寫一個撲克類, 要求擁有發(fā)牌和洗牌的功能(具體的屬性和其他功能自己根據(jù)實際情況發(fā)揮)
@unique
class PokerNum(Enum):
J = 11, 'J', 11
Q = 12, 'Q', 12
K = 13, 'K', 13
A = 1, 'A', 14
TWO = 2, '2', 15
BigJoker = 15, '大王', 17
SmallJoker = 14, '小王', 16
@unique
class PokerColor(Enum):
Club = '?'
Diamond = '?'
Heart = '?'
Spade = '?'
Space = ''
class Poker:
def __init__(self, num: PokerNum, color: PokerColor):
self.num = num
self.color = color
def __repr__(self):
if isinstance(self.num, PokerNum):
return str(self.color.value) + str(self.num.value[1])
return str(self.color.value)+str(self.num)
def __gt__(self, other):
if isinstance(self.num, PokerNum):
a = self.num.value[2]
else:
a = self.num
if isinstance(other.num, PokerNum):
b = other.num.value[2]
else:
b = other.num
return a > b
class Game:
# 斗地主
def __init__(self):
pokers = []
colors = [PokerColor.Club, PokerColor.Diamond, PokerColor.Heart, PokerColor.Spade]
nums = [PokerNum.A, PokerNum.TWO, 3, 4, 5, 6, 7, 8, 9, 10, PokerNum.J, PokerNum.Q, PokerNum.K]
for num in nums:
for color in colors:
p = Poker(num, color)
pokers.append(p)
pokers.extend([Poker(PokerNum.SmallJoker, PokerColor.Space), Poker(PokerNum.BigJoker, PokerColor.Space)])
self.pokers = pokers
self.pokers_iter = iter(self.pokers)
# 洗牌
def shuffling(self):
shuffle(self.pokers)
self.pokers_iter = iter(self.pokers)
# 斗地主發(fā)牌方式
def deal1(self):
ps1 = []
ps2 = []
ps3 = []
for _ in range(17):
ps1.append(next(self.pokers_iter))
ps2.append(next(self.pokers_iter))
ps3.append(next(self.pokers_iter))
ps1.sort(reverse=True)
ps2.sort(reverse=True)
ps3.sort(reverse=True)
return ps1, ps2, ps3, list(self.pokers_iter)
game1 = Game()
game1.shuffling()
p1, p2, p3, di = game1.deal1()
print(p1)
print(p2)
print(p3)
print('底牌:', di)
print()
6.(嘗試)寫一個類,其功能是:
1.解析指定的歌詞文件的內(nèi)容
2.按時間顯示歌詞 提示:歌詞文件的內(nèi)容一般是按下面的格式進(jìn)行存儲的。
歌詞前面對應(yīng)的是時間,在對應(yīng)的時間點可以顯示對應(yīng)的歌詞
[00:00.20]藍(lán)蓮花
[00:00.80]沒有什么能夠阻擋
[00:06.53]你對自由地向往
[00:11.59]天馬行空的生涯
[00:16.53]你的心了無牽掛
[02:11.27][01:50.22][00:21.95]穿過幽暗地歲月
[02:16.51][01:55.46][00:26.83]也曾感到彷徨
[02:21.81][02:00.60][00:32.30]當(dāng)你低頭地瞬間
[02:26.79][02:05.72][00:37.16]才發(fā)覺腳下的路
[02:32.17][00:42.69]心中那自由地世界
[02:37.20][00:47.58]如此的清澈高遠(yuǎn)
[02:42.32][00:52.72]盛開著永不凋零
[02:47.83][00:57.47]藍(lán)蓮花
class Lyric:
def __init__(self, time, word):
value = float(time[1:3])*60 + float(time[4:])
self.time = value
self.word = word
def __repr__(self):
return '<'+str(self.time) + ':' + self.word+'>'
def __gt__(self, other):
return self.time > other.time
class LyricAnalysis:
def __init__(self, name):
# 歌名
self.name = name
self.__all_lyrics = []
def get_word(self, time):
# =======解析歌詞文件======
if not self.__all_lyrics:
print('解析歌詞')
with open('files/'+self.name) as f:
while True:
line = f.readline()
if not line:
break
lines = line.split(']')
word = lines[-1]
for t in lines[:-1]:
lyric = Lyric(t, word)
self.__all_lyrics.append(lyric)
# 排序
self.__all_lyrics.sort(reverse=True)
# ==========獲取歌詞==========
for lyric in self.__all_lyrics:
if lyric.time <= time:
return lyric.word
ly = LyricAnalysis('藍(lán)蓮花')
print('===:', ly.get_word(123))
print('===:', ly.get_word(10))
print('===:', ly.get_word(89))