「java翻牌源码」java翻牌游戏
本篇文章给大家谈谈java翻牌源码,以及java翻牌游戏对应的知识点,希望对各位有所帮助,不要忘了收藏本站喔。
本文目录一览:
- 1、APK反编译,修改了.java源码,现在怎么编译回去?
- 2、java如何查看源码
- 3、java源代码分析 实在是不太会,求高手教教我。
- 4、求java小游戏源代码
- 5、Java反编译后得到的不是Java源代码。
- 6、什么是java源代码 怎么查看
APK反编译,修改了.java源码,现在怎么编译回去?
这样做是行不通的。反编译一般是不能完全得到源Java代码的,得到的代码甚至会有语法错误,除非是简单的那些代码。要改的话就得改.class文件,但这个非常困难,要在16进制下改。或者改smali文件,这个比改.class文件要稍微简单一点,不用在16进制下修改,可直接改代码,但也是需要一定的smali语法知识的。
java如何查看源码
不会就别那么肯定的说看不到~
jdk里有个src.zip,解压以后放在jre里ok
如果不行,在eclipse里建立一个叫jre的文件夹,然后把jre6里的东西考进去,把src考进去,必须行。
java源代码分析 实在是不太会,求高手教教我。
package test2;
import java.io.BufferedReader;
import java.io.File;
import java.io.FileInputStream;
import java.io.FileOutputStream;
import java.io.IOException;
import java.io.InputStream;
import java.io.InputStreamReader;
import java.util.HashMap;
import java.util.Map;
import java.util.Set;
public class JavaCodeAnalyzer {
public static void analyze(File file) throws IOException{
//FileOutputStream fos = new FileOutputStream("F;"+File.separator+"result.txt");
if(!(file.getName().endsWith(".txt")||file.getName().endsWith(".java"))){
System.out.println("输入的分析文件格式不对!");
}
InputStream is= new FileInputStream(file);
BufferedReader br= new BufferedReader(new InputStreamReader(is));
String temp;
int count=0;
int countSpace=0;
int countCode=0;
int countDesc=0;
MapString, Integer map = getKeyWords();
while((temp=br.readLine())!=null){
countKeys(temp, map);
count++;
if(temp.trim().equals("")){
countSpace++;
}else if(temp.trim().startsWith("/*")||temp.trim().startsWith("//")){
countDesc++;
}else{
countCode++;
}
}
System.out.printf("代码行数:"+countCode+"占总行数的%4.2f\n",(double)countCode/count);
System.out.printf("空行数:"+countSpace+"占总行数的%4.2f\n",(double)countSpace/count);
System.out.printf("注释行数:"+countDesc+"占总行数的%4.2f\n",(double)countDesc/count);
System.out.println("总行数:"+count);
System.out.println("出现最多的5个关键字是:");
System.out.println("");
System.out.println("");
System.out.println("");
System.out.println("");
System.out.println("");
}
public static void main(String[] args) {
getKeyWords();
File file = new File("F://Test.java");
try {
analyze(file);
} catch (IOException e) {
// TODO 自动生成 catch 块
e.printStackTrace();
}
}
public static MapString,Integer getKeyWords(){
MapString,Integer map = new HashMapString, Integer();
String[]keywords = {"abstract","assert","boolean","break","byte","case","catch","char","class","continue","default","do","double","else","enum","extends","final","finally","float","for","if","implements","import","instanceof","int","interface","long","native","new","package","private","protected","public","return"," strictfp","short","static","super"," switch","synchronized","this","throw","throws","transient","try","void","volatile","while","goto","const"};
for(String s:keywords){
map.put(s, 0);
}
return map;
}
public static void countKeys(String s,MapString,Integer map){
SetString keys = map.keySet();
for(String ss:keys){
if(s.indexOf(ss)!=-1){
map.put(ss, map.get(ss)+1);
}
}
}
}
上班没啥时间了,还有点没写完,你在想想。
求java小游戏源代码
表1. CheckerDrag.java
// CheckerDrag.javaimport java.awt.*;import java.awt.event.*;public class CheckerDrag extends java.applet.Applet{ // Dimension of checkerboard square. // 棋盘上每个小方格的尺寸 final static int SQUAREDIM = 40; // Dimension of checkerboard -- includes black outline. // 棋盘的尺寸 – 包括黑色的轮廓线 final static int BOARDDIM = 8 * SQUAREDIM + 2; // Dimension of checker -- 3/4 the dimension of a square. // 棋子的尺寸 – 方格尺寸的3/4 final static int CHECKERDIM = 3 * SQUAREDIM / 4; // Square colors are dark green or white. // 方格的颜色为深绿色或者白色 final static Color darkGreen = new Color (0, 128, 0); // Dragging flag -- set to true when user presses mouse button over checker // and cleared to false when user releases mouse button. // 拖动标记 --当用户在棋子上按下鼠标按键时设为true, // 释放鼠标按键时设为false boolean inDrag = false; // Left coordinate of checkerboard's upper-left corner. // 棋盘左上角的左方向坐标 int boardx; // Top coordinate of checkerboard's upper-left corner. //棋盘左上角的上方向坐标 int boardy; // Left coordinate of checker rectangle origin (upper-left corner). // 棋子矩形原点(左上角)的左方向坐标 int ox; // Top coordinate of checker rectangle origin (upper-left corner). // 棋子矩形原点(左上角)的上方向坐标 int oy; // Left displacement between mouse coordinates at time of press and checker // rectangle origin. // 在按键时的鼠标坐标与棋子矩形原点之间的左方向位移 int relx; // Top displacement between mouse coordinates at time of press and checker // rectangle origin. // 在按键时的鼠标坐标与棋子矩形原点之间的上方向位移 int rely; // Width of applet drawing area. // applet绘图区域的宽度 int width; // Height of applet drawing area. // applet绘图区域的高度 int height; // Image buffer. // 图像缓冲 Image imBuffer; // Graphics context associated with image buffer. // 图像缓冲相关联的图形背景 Graphics imG; public void init () { // Obtain the size of the applet's drawing area. // 获取applet绘图区域的尺寸 width = getSize ().width; height = getSize ().height; // Create image buffer. // 创建图像缓冲 imBuffer = createImage (width, height); // Retrieve graphics context associated with image buffer. // 取出图像缓冲相关联的图形背景 imG = imBuffer.getGraphics (); // Initialize checkerboard's origin, so that board is centered. // 初始化棋盘的原点,使棋盘在屏幕上居中 boardx = (width - BOARDDIM) / 2 + 1; boardy = (height - BOARDDIM) / 2 + 1; // Initialize checker's rectangle's starting origin so that checker is // centered in the square located in the top row and second column from // the left. // 初始化棋子矩形的起始原点,使得棋子在第一行左数第二列的方格里居中 ox = boardx + SQUAREDIM + (SQUAREDIM - CHECKERDIM) / 2 + 1; oy = boardy + (SQUAREDIM - CHECKERDIM) / 2 + 1; // Attach a mouse listener to the applet. That listener listens for // mouse-button press and mouse-button release events. // 向applet添加一个用来监听鼠标按键的按下和释放事件的鼠标监听器 addMouseListener (new MouseAdapter () { public void mousePressed (MouseEvent e) { // Obtain mouse coordinates at time of press. // 获取按键时的鼠标坐标 int x = e.getX (); int y = e.getY (); // If mouse is over draggable checker at time // of press (i.e., contains (x, y) returns // true), save distance between current mouse // coordinates and draggable checker origin // (which will always be positive) and set drag // flag to true (to indicate drag in progress). // 在按键时如果鼠标位于可拖动的棋子上方 // (也就是contains (x, y)返回true),则保存当前 // 鼠标坐标与棋子的原点之间的距离(始终为正值)并且 // 将拖动标志设为true(用来表明正处在拖动过程中) if (contains (x, y)) { relx = x - ox; rely = y - oy; inDrag = true; } } boolean contains (int x, int y) { // Calculate center of draggable checker. // 计算棋子的中心位置 int cox = ox + CHECKERDIM / 2; int coy = oy + CHECKERDIM / 2; // Return true if (x, y) locates with bounds // of draggable checker. CHECKERDIM / 2 is the // radius. // 如果(x, y)仍处于棋子范围内则返回true // CHECKERDIM / 2为半径 return (cox - x) * (cox - x) + (coy - y) * (coy - y) CHECKERDIM / 2 * CHECKERDIM / 2; } public void mouseReleased (MouseEvent e) { // When mouse is released, clear inDrag (to // indicate no drag in progress) if inDrag is // already set. // 当鼠标按键被释放时,如果inDrag已经为true, // 则将其置为false(用来表明不在拖动过程中) if (inDrag) inDrag = false; } }); // Attach a mouse motion listener to the applet. That listener listens // for mouse drag events. //向applet添加一个用来监听鼠标拖动事件的鼠标运动监听器 addMouseMotionListener (new MouseMotionAdapter () { public void mouseDragged (MouseEvent e) { if (inDrag) { // Calculate draggable checker's new // origin (the upper-left corner of // the checker rectangle). // 计算棋子新的原点(棋子矩形的左上角) int tmpox = e.getX () - relx; int tmpoy = e.getY () - rely; // If the checker is not being moved // (at least partly) off board, // assign the previously calculated // origin (tmpox, tmpoy) as the // permanent origin (ox, oy), and // redraw the display area (with the // draggable checker at the new // coordinates). // 如果棋子(至少是棋子的一部分)没有被 // 移出棋盘,则将之前计算的原点 // (tmpox, tmpoy)赋值给永久性的原点(ox, oy), // 并且刷新显示区域(此时的棋子已经位于新坐标上) if (tmpox boardx tmpoy boardy tmpox + CHECKERDIM boardx + BOARDDIM tmpoy + CHECKERDIM boardy + BOARDDIM) { ox = tmpox; oy = tmpoy; repaint (); } } } }); } public void paint (Graphics g) { // Paint the checkerboard over which the checker will be dragged. // 在棋子将要被拖动的位置上绘制棋盘 paintCheckerBoard (imG, boardx, boardy); // Paint the checker that will be dragged. // 绘制即将被拖动的棋子 paintChecker (imG, ox, oy); // Draw contents of image buffer. // 绘制图像缓冲的内容 g.drawImage (imBuffer, 0, 0, this); } void paintChecker (Graphics g, int x, int y) { // Set checker shadow color. // 设置棋子阴影的颜色 g.setColor (Color.black); // Paint checker shadow. // 绘制棋子的阴影 g.fillOval (x, y, CHECKERDIM, CHECKERDIM); // Set checker color. // 设置棋子颜色 g.setColor (Color.red); // Paint checker. // 绘制棋子 g.fillOval (x, y, CHECKERDIM - CHECKERDIM / 13, CHECKERDIM - CHECKERDIM / 13); } void paintCheckerBoard (Graphics g, int x, int y) { // Paint checkerboard outline. // 绘制棋盘轮廓线 g.setColor (Color.black); g.drawRect (x, y, 8 * SQUAREDIM + 1, 8 * SQUAREDIM + 1); // Paint checkerboard. // 绘制棋盘 for (int row = 0; row 8; row++) { g.setColor (((row 1) != 0) ? darkGreen : Color.white); for (int col = 0; col 8; col++) { g.fillRect (x + 1 + col * SQUAREDIM, y + 1 + row * SQUAREDIM, SQUAREDIM, SQUAREDIM); g.setColor ((g.getColor () == darkGreen) ? Color.white : darkGreen); } } } // The AWT invokes the update() method in response to the repaint() method // calls that are made as a checker is dragged. The default implementation // of this method, which is inherited from the Container class, clears the // applet's drawing area to the background color prior to calling paint(). // This clearing followed by drawing causes flicker. CheckerDrag overrides // update() to prevent the background from being cleared, which eliminates // the flicker. // AWT调用了update()方法来响应拖动棋子时所调用的repaint()方法。该方法从 // Container类继承的默认实现会在调用paint()之前,将applet的绘图区域清除 // 为背景色,这种绘制之后的清除就导致了闪烁。CheckerDrag重写了update()来 // 防止背景被清除,从而消除了闪烁。 public void update (Graphics g) { paint (g); }}
Java反编译后得到的不是Java源代码。
估计你得到的是java虚拟机指令,因为.class文件与java源代码不是一一对应的,但与虚拟机指令却是一一对应的,就像exe文件中的机器指令与汇编指令是一一对应的,要看懂这些代码可以参考java虚拟机指令集
什么是java源代码 怎么查看
你说的java源代码是指编译成的class文件前的java文件。
当我们运行.java文件时,它会被系统编译成.class文件,例如Test.java编译之后就是Test.class,
源文件就是指Test.java文件,
一般部署项目时,有.class文件就可以发布运行了,但是如果想修改这个系统,.class是不能修改的,要有.java文件才能修改
也可以上网去下反编译软件,就是能把.class文件大部分还原成.java文件的工具,但不是100%还原,而且如果不是正版的,小心有毒啊,什么的。
java翻牌源码的介绍就聊到这里吧,感谢你花时间阅读本站内容,更多关于java翻牌游戏、java翻牌源码的信息别忘了在本站进行查找喔。