给出下面的一个基类框架:
class Point_1D
{ protected:
float x;//1D 点的x坐标
public:
Point_1D(float p = 0.0);
float distance(const Point_1D & p2);
}
以Point_1D为基类建立一个派生类Point_2D,增加一个保护数据成员:
float y;//2D平面上点的y坐标
以Point_2D为直接基类再建立一个派生类Point_3D,增加一个保护数据成员:
float z;//3D立体空间中点的z坐标
生成上述类并编写主函数,根据输入的点的基本信息,建立点对象,并能计算该点到原点的距离。
输入格式: 测试输入包含若干测试用例,每个测试用例占一行(点的类型(1表示1D点,2表示2D点,3表示3D点) 第一个点坐标信息(与点的类型相关) 第二个点坐标信息(与点的类型相关))。当读入0时输入结束,相应的结果不要输出。
输入样例:
1 -1 0
2 3 4 0 0
3 1 2 2 0 0 0
0
输出样例:
Distance from Point -1 to Point 0 is 1
Distance from Point(3,4) to Point(0,0) is 5
Distance from Point(3,3,3) to Point(0,0,0) is 3
参考代码
#include<iostream> #include<math.h> using namespace std; //本题考察多层继承,将数据设为保护类,并使用公有继承 //建立一维类 class Point_1D { protected: float x;//1D 点的x坐标 public: void set_1D(){cin>>x;} float distance(const Point_1D & p2); }; //建立二维类 class Point_2D:public Point_1D { protected: float y;//2D平面上点的y坐标 public: void set_2D(){set_1D();cin>>y;}//调用基类set方法 float distance(const Point_2D & p2); }; //建立三维类 class Point_3D:public Point_2D { protected: float z;//3D立体空间中点的z坐标 public: void set_3D(){set_2D();cin>>z;} float distance(const Point_3D & p2); }; int main() { int type; Point_1D a1,a2; Point_2D b1,b2; Point_3D c1,c2; cin>>type; while(type) { switch(type) { case 1:a1.set_1D();a2.set_1D();a1.distance(a2);break; case 2:b1.set_2D();b2.set_2D();b1.distance(b2);break; case 3:c1.set_3D();c2.set_3D();c1.distance(c2);break; } cin>>type; } return 0; } //实现distance方法 &重载 float Point_1D::distance(const Point_1D & p2) { float a; a=fabs(x-p2.x); cout<<"Distance from Point "<<x<<" to Point "<<p2.x<<" is "<<a<<endl; return a; } float Point_2D::distance(const Point_2D & p2) { float a; a=sqrt((x-p2.x)*(x-p2.x)+(y-p2.y)*(y-p2.y)); cout<<"Distance from Point("<<x<<","<<y<<") to Point("<<p2.x<<","<<p2.y<<") is "<<a<<endl; return a; } float Point_3D::distance(const Point_3D & p2) { float a; a=sqrt((x-p2.x)*(x-p2.x)+(y-p2.y)*(y-p2.y)+(z-p2.z)*(z-p2.z)); cout<<"Distance from Point("<<x<<","<<y<<","<<z<<") to Point("<<p2.x<<","<<p2.y<<","<<p2.z<<") is "<<a<<endl; return a; }
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