在c#应用程序中存储多个生成的变量值

本文关键字:变量值 应用程序 存储 | 更新日期: 2023-09-27 18:21:22

第一篇文章,我对C#和编程很陌生。

我正在制作一个足球运动员生成器应用程序,仅用于练习目的,其中我有一个带有构造函数的类,该类生成一个包含两个字符串(名字和姓氏)和大量int的对象。(不同的技能属性,如射击能力、传球等

请耐心等待,我会在一秒钟内发布我的代码。

所以我希望所有这些正在制作的对象都以某种方式与它的所有变量一起存储。经过大量的谷歌搜索,我找到了不同种类的数组、列表和字典。

首先,这是我的课:

class player
{
    public string firstName;
    public string lastName;
    public string playPos;
    public int playerId = 999;
    public int isKeeper;
    public int level;
    public int age;
    public int dKeeper;
    public int dTackle;
    public int dMarking;
    public int mPlaymaking;
    public int mCrossing;
    public int fShooting;
    public int fShotPower;
    public int aDribbling;
    public int aHeading;
    public int aPassing;

    public void autoGenPlayer()
    {
        //new killing random that i got off of Stack Overflow
        Random rAG = new Random(Guid.NewGuid().GetHashCode());
        //PlayerId, dont mind it does not work properly yet.
        playerId = playerId + 1;
        //a level integer just to base the other stats around, to keep the stats from spreading too much
        level = rAG.Next(2, 11);
        //Generating names, calling the methods a bit lower in this class.
        firstName = firstNameGenerator();
        lastName = lastNameGenerator();
        //giving the player an age
        age = rAG.Next(16, 35);
        //a one out of seven chance to become a goal keeper.
        isKeeper = rAG.Next(1,8);
       //skills based on level. Max value is 20
        dTackle = rAG.Next(level, level * 2);
        dMarking = rAG.Next(level, level * 2);
        mPlaymaking = rAG.Next(level, level * 2);
        mCrossing = rAG.Next(level, level * 2);
        fShooting = rAG.Next(level, level * 2);
        fShotPower = rAG.Next(level, level * 2);
        aDribbling = rAG.Next(level, level * 2);
        aHeading = rAG.Next(level, level * 2);
        aPassing = rAG.Next(level, level * 2);
        //Checks if the player is a keeper. 5 is chosen at random. There are obv better ways to do this, but it doesnt matter right now.
        if (isKeeper == 5)
        {
            //This basically just makes the keeper a keeper, and a shit outfield player. 
            dKeeper = rAG.Next(level, level * 2);
            playPos = "Goal Keeper";
            dTackle = rAG.Next(1, 3);
            dMarking = rAG.Next(1, 3);
            mPlaymaking = rAG.Next(1, 3);
            mCrossing = rAG.Next(1, 3);
            fShooting = rAG.Next(1, 3);
            fShotPower = rAG.Next(1, 3);
            aDribbling = rAG.Next(1, 3);
            aHeading = rAG.Next(1, 3);
            aPassing = rAG.Next(1, 3);
        }
        else
        {
            //if not a keeper, shit keeper attributes, and random outfielder atts.
            dKeeper = 1;
        }
        //my clever way of assigning a player position to the players.
        int def = dTackle + dMarking;
        int mid = mCrossing + mPlaymaking;
        int fwd = fShooting + fShotPower;
        if (dKeeper > 1)
        {
            playPos = "Goal Keeper";
        }
        else if (def >= fwd && def >= mid)
        {
            playPos = "Defender";
        }
        else if (mid >= fwd && mid >= def)
        {
            playPos = "Midfielder";
        }
        else if (fwd >= mid && fwd >= def)
        {
            playPos = "Striker";
        }
        else
        {
            //in a rare case (if ever) the logic doesnt add ut, im spawning a star player. because. im not too got at this.
            playPos = "Utility Legend";
            dTackle = rAG.Next(16, 21);
            dMarking = rAG.Next(16, 21);
            mPlaymaking = rAG.Next(16, 21);
            mCrossing = rAG.Next(16, 21);
            fShooting = rAG.Next(16, 21);
            fShotPower = rAG.Next(16, 21);
            aDribbling = rAG.Next(16, 21);
            aHeading = rAG.Next(16, 21);
            aPassing = rAG.Next(16, 21);
        }


    }
   //Generates a first name 
    public string firstNameGenerator()
    {
        string returnfirstName;
        string[] firstnames;
        firstnames = new string[60] { "60 different strings of first names... took them out for you, becasue it looked bad in the editor." };
        Random rF = new Random(Guid.NewGuid().GetHashCode());
        returnfirstName = firstnames[rF.Next(0, 40)];
        return returnfirstName;
    }
    //generates a last name
    public string lastNameGenerator()
    {
        string returnlastName;
        string[] lastnames;
        lastnames = new string[60] { "60 different strings of lastnames........." };
        Random rL = new Random(Guid.NewGuid().GetHashCode());
        returnlastName = lastnames[rL.Next(0, 40)];
        returnlastName = lastnames[rL.Next(0, 40)];
        return returnlastName;
    }
}

现在,对于我的另一个代码,你知道——你把所有东西放在一起的部分。

namespace FormManager
{
  public partial class Form1 : Form
  {
    public Form1()
    {
        InitializeComponent();

    }
    private void button1_Click(object sender, EventArgs e)
    {
        player p = new player();
        p.autoGenPlayer();
        textBox10.Text = p.firstName + " " + p.lastName;
        textBox11.Text = p.age.ToString();
        textBox1.Text = p.aPassing.ToString();
        textBox2.Text = p.aDribbling.ToString();
        textBox3.Text = p.aHeading.ToString();
        textBox4.Text = p.dTackle.ToString();
        textBox5.Text = p.dMarking.ToString();
        textBox6.Text = p.fShooting.ToString();
        textBox7.Text = p.fShotPower.ToString();
        textBox8.Text = p.mPlaymaking.ToString();
        textBox9.Text = p.mCrossing.ToString();
        textBox12.Text = p.dKeeper.ToString();
        textBox13.Text = p.playPos;

    }
    private void button2_Click(object sender, EventArgs e)
    {
        //number of objects to generate
        int numberOfPlayersToGenerate = 10;
        string[] savePlayers = new string[numberOfPlayersToGenerate];

        //Generate many objects
        for (int i = 0; i < numberOfPlayersToGenerate; i++)
        {
                player play = new player();
                play.autoGenPlayer();

        }

    }

}

}

所以它基本上就是for循环,我想用它来存储所有生成的变量。autoGenPlayer()方法生成了许多不同的int和string值,我想把它们都存储起来,这样我就可以制作一个好看的表格来显示它

我喜欢任何关于这方面的想法,这让我现在很疯狂。

在c#应用程序中存储多个生成的变量值

在表格1中只需添加

List<Player> players = new List<Player>();

然后在按钮1_Click()中添加

players.add(p);

在按钮2_Click()中

players.add(play);

然后,您可以在表单中添加一个网格视图,并使玩家成为数据源-FIN

并非如此-

如何将GridView绑定到自定义对象?如果您不知道如何设置数据源。

  • 翅片

欢迎加入社区。

事实上,你有比你提到的三个更多的选择。

为了正确理解这一点,你需要理解继承。

如果你想将这个"组"绑定到Datagrid.Datasource,那么它需要是一种类型。在文档中,这是system.object类型的(没有太多帮助,因为everything继承自system.object.)。但是,如果你进一步阅读,会有一个特定对象的列表(所有对象都以"Data"开头,并且都是过时的)以及任何实现IListSource或IList接口的组件。

使所有这些都适合的是Array、List(T)和Dictionary(TKey,TValue)都实现了IList接口。

那么你应该用哪一个呢?

这个问题为您提供了使用IList接口本身的充分理由。这样,您只对使用您的数据的人施加了最小的限制。具体来说,在您的情况下,它应该是一个IList(播放器)(或者更好的是一个IList(IPlayer),并创建一个player实现的IPlayer接口)。

对于内部存储,请使用List(播放器),因为它是无边界的(与数组不同),并且没有字典键的开销(你似乎不想在其中按名称查找播放器-如果你确实想这样做,那么可以考虑将该名称用作字典中的键)

此外,如果将autoGenPlayer更改为构造函数,则不需要play.autoGenPlayer();