JAVA添加姓名代碼 Java怎么改名

怎么編寫一個(gè)簡單Java應(yīng)用程序,輸出自己的姓名和學(xué)號(hào)?

下面是一個(gè)java 小程序?qū)崿F(xiàn)的\x0d\x0aimport java.awt.*;//引入包\x0d\x0aimport java.applet.Applet;//引入包\x0d\x0apublic class Output extends Applet//定義類\x0d\x0a{\x0d\x0a //定義變量\x0d\x0a private String name;\x0d\x0a private int num;\x0d\x0a //初始化\x0d\x0a public void init()\x0d\x0a {\x0d\x0a name = getParameter("vname");\x0d\x0a num = Integer.parseInt(getParameter("vnum"));\x0d\x0a }\x0d\x0a //輸出\x0d\x0a public void paint(Graphics g)\x0d\x0a {\x0d\x0a g.drawString ("姓名:"+name+";學(xué)號(hào):"+num,20,30);\x0d\x0a }\x0d\x0a}\x0d\x0a\x0d\x0a相應(yīng)的html文件\x0d\x0a\x0d\x0a\x0d\x0a\x0d\x0a\x0d\x0a\x0d\x0a

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java實(shí)現(xiàn)客戶姓名添加和顯示

public?class?CustomerBiz?{

ListUser?list=null;

public?CustomerBiz()?{

list=new?ArrayListUser();

}

private?void?addName(String?name)?{

User?user=new?User(name);

list.add(user);

}

private?void?showNames()?{

System.out.println("***************************************");

System.out.println("????????????客戶姓名列表");

System.out.println("***************************************");

for?(int?i?=?0;?i??list.size();?i++)?{

System.out.print(list.get(i).getName()+"?");

if(i%4==0??i0)

System.out.println();

}

}

public?static?void?main(String[]?args)?{

CustomerBiz?customerBiz=new?CustomerBiz();

doInput(customerBiz);????

}

public?static?void?doInput(CustomerBiz?customerBiz){

String?name="";

Scanner?in=new?Scanner(System.in);

System.out.println("請(qǐng)輸入客戶姓名:");

name=in.next();

if(name.equals(""))????{????

System.out.println("請(qǐng)重新輸入客戶姓名:");

name=in.next();

}

customerBiz.addName(name);

System.out.println("繼續(xù)輸入嗎?y/n");

String?tag=in.next();

if(tag.equals("y")){

doInput(customerBiz);

}else{

customerBiz.showNames();

}

}

}

class?User{

String?name;

public?String?getName()?{

return?name;

}

public?void?setName(String?name)?{

this.name?=?name;

}

public?User(String?name)?{

this.name=name;

}

}

在JAVA程序中輸出自己的基本信息(姓名和年齡),會(huì)的請(qǐng)給個(gè)代碼!

public class student

{public static void main(String args[])

{

int iB=20;

String iA="姓名"; //這行如果是字符串要定義為String類型,而且賦值時(shí)要加上雙引號(hào)。

System.out.println("姓名是:"+iA+"年齡"+iB); //這行里的逗號(hào)改為加號(hào),否則報(bào)錯(cuò)。

}

}

一看就是新手入門,建議別著急寫代碼,現(xiàn)看看java的語法,java不是很難,慢慢來:)

Java程序,怎么在添加學(xué)號(hào)后添加名字,還能做修改,并且查詢的時(shí)候能同時(shí)顯示,代碼如下

保存時(shí),各屬性獨(dú)自保存,,,,,顯示時(shí)組合起來

~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~

java如何輸入名字

public?class?Demo?{

public?static?void?main(String[]?args)?{

Scanner?scanner=new?Scanner(System.in);

System.out.println("請(qǐng)輸入你的名字:");

String?name=scanner.next();

System.out.println("請(qǐng)輸入你的體重:");

float?weight=scanner.nextFloat();

System.out.println("請(qǐng)輸入你的身高:");

float?height=scanner.nextFloat();

System.out.println("姓名:"+name+"\t"+"體重:"+weight+"\t"+"身高:"+height);

System.out.println("標(biāo)準(zhǔn):"+(height-105));

}

}

在JAVA程序中增加姓名學(xué)號(hào)

import java.awt.*;

import java.awt.event.*;

//俄羅斯方塊類

public class ERS_Block extends Frame{

public static boolean isPlay=false;

public static int level=1,score=0;

public static TextField scoreField,levelField;

public static MyTimer timer;

GameCanvas gameScr;

public static void main(String[] argus){

ERS_Block ers = new ERS_Block("俄羅斯方塊游戲 V1.0 Author:Vincent");

WindowListener win_listener = new WinListener();

ers.addWindowListener(win_listener);

}

//俄羅斯方塊類的構(gòu)造方法

ERS_Block(String title){

super(title);

setSize(600,480);

setLayout(new GridLayout(1,2));

gameScr = new GameCanvas();

gameScr.addKeyListener(gameScr);

timer = new MyTimer(gameScr);

timer.setDaemon(true);

timer.start();

timer.suspend();

add(gameScr);

Panel rightScr = new Panel();

rightScr.setLayout(new GridLayout(2,1,0,30));

rightScr.setSize(120,500);

add(rightScr);

//右邊信息窗體的布局

MyPanel infoScr = new MyPanel();

infoScr.setLayout(new GridLayout(4,1,0,5));

infoScr.setSize(120,300);

rightScr.add(infoScr);

//定義標(biāo)簽和初始值

Label scorep = new Label("分?jǐn)?shù):",Label.LEFT);

Label levelp = new Label("級(jí)數(shù):",Label.LEFT);

Label namep = new Label("姓名:張三",Label.LEFT);

Label nump = new Label("學(xué)號(hào):110821332",Label.LEFT);

scoreField = new TextField(8);

levelField = new TextField(8);

scoreField.setEditable(false);

levelField.setEditable(false);

infoScr.add(namep);

infoScr.add(nump);

infoScr.add(scorep);

infoScr.add(scoreField);

infoScr.add(levelp);

infoScr.add(levelField);

scorep.setSize(new Dimension(20,60));

scoreField.setSize(new Dimension(20,60));

levelp.setSize(new Dimension(20,60));

levelField.setSize(new Dimension(20,60));

scoreField.setText("0");

levelField.setText("1");

//右邊控制按鈕窗體的布局

MyPanel controlScr = new MyPanel();

controlScr.setLayout(new GridLayout(5,1,0,5));

rightScr.add(controlScr);

//定義按鈕play

Button play_b = new Button("開始游戲");

play_b.setSize(new Dimension(50,200));

play_b.addActionListener(new Command(Command.button_play,gameScr));

//定義按鈕Level UP

Button level_up_b = new Button("提高級(jí)數(shù)");

level_up_b.setSize(new Dimension(50,200));

level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));

//定義按鈕Level Down

Button level_down_b =new Button("降低級(jí)數(shù)");

level_down_b.setSize(new Dimension(50,200));

level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));

//定義按鈕Level Pause

Button pause_b =new Button("游戲暫停");

pause_b.setSize(new Dimension(50,200));

pause_b.addActionListener(new Command(Command.button_pause,gameScr));

//定義按鈕Quit

Button quit_b = new Button("退出游戲");

quit_b.setSize(new Dimension(50,200));

quit_b.addActionListener(new Command(Command.button_quit,gameScr));

controlScr.add(play_b);

controlScr.add(level_up_b);

controlScr.add(level_down_b);

controlScr.add(pause_b);

controlScr.add(quit_b);

setVisible(true);

gameScr.requestFocus();

}

}

//重寫MyPanel類,使Panel的四周留空間

class MyPanel extends Panel{

public Insets getInsets(){

return new Insets(30,50,30,50);

}

}

//游戲畫布類

class GameCanvas extends Canvas implements KeyListener{

final int unitSize = 30; //小方塊邊長

int rowNum; //正方格的行數(shù)

int columnNum; //正方格的列數(shù)

int maxAllowRowNum; //允許有多少行未削

int blockInitRow; //新出現(xiàn)塊的起始行坐標(biāo)

int blockInitCol; //新出現(xiàn)塊的起始列坐標(biāo)

int [][] scrArr; //屏幕數(shù)組

Block b; //對(duì)方快的引用

//畫布類的構(gòu)造方法

GameCanvas(){

rowNum = 15;

columnNum = 10;

maxAllowRowNum = rowNum - 2;

b = new Block(this);

blockInitRow = rowNum - 1;

blockInitCol = columnNum/2 - 2;

scrArr = new int [32][32];

}

//初始化屏幕,并將屏幕數(shù)組清零的方法

void initScr(){

for(int i=0;irowNum;i++)

for (int j=0; jcolumnNum;j++)

scrArr[i][j]=0;

b.reset();

repaint();

}

//重新刷新畫布方法

public void paint(Graphics g){

for(int i = 0; i rowNum; i++)

for(int j = 0; j columnNum; j++)

drawUnit(i,j,scrArr[i][j]);

}

//畫方塊的方法

public void drawUnit(int row,int col,int type){

scrArr[row][col] = type;

Graphics g = getGraphics();

switch(type){ //表示畫方快的方法

case 0: g.setColor(Color.black);break; //以背景為顏色畫

case 1: g.setColor(Color.blue);break; //畫正在下落的方塊

case 2: g.setColor(Color.magenta);break; //畫已經(jīng)落下的方法

}

g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);

g.dispose();

}

public Block getBlock(){

return b; //返回block實(shí)例的引用

}

//返回屏幕數(shù)組中(row,col)位置的屬性值

public int getScrArrXY(int row,int col){

if (row 0 || row = rowNum || col 0 || col = columnNum)

return(-1);

else

return(scrArr[row][col]);

}

//返回新塊的初始行坐標(biāo)方法

public int getInitRow(){

return(blockInitRow); //返回新塊的初始行坐標(biāo)

}

//返回新塊的初始列坐標(biāo)方法

public int getInitCol(){

return(blockInitCol); //返回新塊的初始列坐標(biāo)

}

//滿行刪除方法

void deleteFullLine(){

int full_line_num = 0;

int k = 0;

for (int i=0;irowNum;i++){

boolean isfull = true;

L1:for(int j=0;jcolumnNum;j++)

if(scrArr[i][j] == 0){

k++;

isfull = false;

break L1;

}

if(isfull) full_line_num++;

if(k!=0 k-1!=i !isfull)

for(int j = 0; j columnNum; j++){

if (scrArr[i][j] == 0)

drawUnit(k-1,j,0);

else

drawUnit(k-1,j,2);

scrArr[k-1][j] = scrArr[i][j];

}

}

for(int i = k-1 ;i rowNum; i++){

for(int j = 0; j columnNum; j++){

drawUnit(i,j,0);

scrArr[i][j]=0;

}

}

ERS_Block.score += full_line_num;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

//判斷游戲是否結(jié)束方法

boolean isGameEnd(){

for (int col = 0 ; col columnNum; col ++){

if(scrArr[maxAllowRowNum][col] !=0)

return true;

}

return false;

}

public void keyTyped(KeyEvent e){

}

public void keyReleased(KeyEvent e){

}

//處理鍵盤輸入的方法

public void keyPressed(KeyEvent e){

if(!ERS_Block.isPlay)

return;

switch(e.getKeyCode()){

case KeyEvent.VK_DOWN:b.fallDown();break;

case KeyEvent.VK_LEFT:b.leftMove();break;

case KeyEvent.VK_RIGHT:b.rightMove();break;

case KeyEvent.VK_SPACE:b.leftTurn();break;

}

}

}

//處理控制類

class Command implements ActionListener{

static final int button_play = 1; //給按鈕分配編號(hào)

static final int button_levelup = 2;

static final int button_leveldown = 3;

static final int button_quit = 4;

static final int button_pause = 5;

static boolean pause_resume = true;

int curButton; //當(dāng)前按鈕

GameCanvas scr;

//控制按鈕類的構(gòu)造方法

Command(int button,GameCanvas scr){

curButton = button;

this.scr=scr;

}

//按鈕執(zhí)行方法

public void actionPerformed (ActionEvent e){

switch(curButton){

case button_play:if(!ERS_Block.isPlay){

scr.initScr();

ERS_Block.isPlay = true;

ERS_Block.score = 0;

ERS_Block.scoreField.setText("0");

ERS_Block.timer.resume();

}

scr.requestFocus();

break;

case button_levelup:if(ERS_Block.level 10){

ERS_Block.level++;

ERS_Block.levelField.setText(""+ERS_Block.level);

ERS_Block.score = 0;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

scr.requestFocus();

break;

case button_leveldown:if(ERS_Block.level 1){

ERS_Block.level--;

ERS_Block.levelField.setText(""+ERS_Block.level);

ERS_Block.score = 0;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

scr.requestFocus();

break;

case button_pause:if(pause_resume){

ERS_Block.timer.suspend();

pause_resume = false;

}else{

ERS_Block.timer.resume();

pause_resume = true;

}

scr.requestFocus();

break;

case button_quit:System.exit(0);

}

}

}

//方塊類

class Block {

static int[][] pattern = {

{0x0f00,0x4444,0x0f00,0x4444},//用十六進(jìn)至表示,本行表示長條四種狀態(tài)

{0x04e0,0x0464,0x00e4,0x04c4},

{0x4620,0x6c00,0x4620,0x6c00},

{0x2640,0xc600,0x2640,0xc600},

{0x6220,0x1700,0x2230,0x0740},

{0x6440,0x0e20,0x44c0,0x8e00},

{0x0660,0x0660,0x0660,0x0660}

};

int blockType; //塊的模式號(hào)(0-6)

int turnState; //塊的翻轉(zhuǎn)狀態(tài)(0-3)

int blockState; //快的下落狀態(tài)

int row,col; //塊在畫布上的坐標(biāo)

GameCanvas scr;

//塊類的構(gòu)造方法

Block(GameCanvas scr){

this.scr = scr;

blockType = (int)(Math.random() * 1000)%7;

turnState = (int)(Math.random() * 1000)%4;

blockState = 1;

row = scr.getInitRow();

col = scr.getInitCol();

}

//重新初始化塊,并顯示新塊

public void reset(){

blockType = (int)(Math.random() * 1000)%7;

turnState = (int)(Math.random() * 1000)%4;

blockState = 1;

row = scr.getInitRow();

col = scr.getInitCol();

dispBlock(1);

}

//實(shí)現(xiàn)“塊”翻轉(zhuǎn)的方法

public void leftTurn(){

if(assertValid(blockType,(turnState + 1)%4,row,col)){

dispBlock(0);

turnState = (turnState + 1)%4;

dispBlock(1);

}

}

//實(shí)現(xiàn)“塊”的左移的方法

public void leftMove(){

if(assertValid(blockType,turnState,row,col-1)){

dispBlock(0);

col--;

dispBlock(1);

}

}

//實(shí)現(xiàn)塊的右移

public void rightMove(){

if(assertValid(blockType,turnState,row,col+1)){

dispBlock(0);

col++;

dispBlock(1);

}

}

//實(shí)現(xiàn)塊落下的操作的方法

public boolean fallDown(){

if(blockState == 2)

return(false);

if(assertValid(blockType,turnState,row-1,col)){

dispBlock(0);

row--;

dispBlock(1);

return(true);

}else{

blockState = 2;

dispBlock(2);

return(false);

}

}

//判斷是否正確的方法

boolean assertValid(int t,int s,int row,int col){

int k = 0x8000;

for(int i = 0; i 4; i++){

for(int j = 0; j 4; j++){

if((int)(pattern[t][s]k) != 0){

int temp = scr.getScrArrXY(row-i,col+j);

if (temp0||temp==2)

return false;

}

k = k 1;

}

}

return true;

}

//同步顯示的方法

public synchronized void dispBlock(int s){

int k = 0x8000;

for (int i = 0; i 4; i++){

for(int j = 0; j 4; j++){

if(((int)pattern[blockType][turnState]k) != 0){

scr.drawUnit(row-i,col+j,s);

}

k=k1;

}

}

}

}

//定時(shí)線程

class MyTimer extends Thread{

GameCanvas scr;

public MyTimer(GameCanvas scr){

this.scr = scr;

}

public void run(){

while(true){

try{

sleep((10-ERS_Block.level + 1)*100);

}

catch(InterruptedException e){}

if(!scr.getBlock().fallDown()){

scr.deleteFullLine();

if(scr.isGameEnd()){

ERS_Block.isPlay = false;

suspend();

}else

scr.getBlock().reset();

}

}

}

}

class WinListener extends WindowAdapter{

public void windowClosing (WindowEvent l){

System.exit(0);

}

}

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