作者:黑洞
前几天看到mathfp的文章,很有些激动,
有了浮点数很多不能做的事情都变为可能。
但是一大堆MathFP开头的函数和不断的转换让人头大。
于是就想着自己封装一下,很多人都有这个想法吧:)
我的这个叫做Float。
1。首先是浮点常数,这个没什么好说的
public static final Float PI = new Float(MathFP.PI); public static final Float E = new Float(MathFP.E); public static final Float pi2 = PI.div(2); public static final Float pi4 = PI.div(4); public static final Float pi = PI.div(180); //PI/180 public static final Float neg1 = new Float( -1); //-1 public static final Float pos1 = new Float(1); //+1 public static final Float ln10 = new Float(10).ln_s(); public static final Float zero = new Float(0);
2。字段和构造函数
long v; public Float(Float f) { v = f.v; } public Float(String val) { v = MathFP.toFP(val); } public Float(int val) { v = MathFP.toFP(val); } private Float(long val) { v = val; }
最后一个构造函数相当与clone的意思。
3。函数的封装(我把基本运算也归到里面了)
一开始我是这么做的,比如add函数:
public Float add(Float b) { return new Float(MathFP.add(v, b.v)); } public Float add(int b) { return new Float(MathFP.add(v, MathFP.toFP(b))); }
大家看出什么问题来了吗?
如果要做一个x+1+2+3+4的运算,通过调用x.add(1).add(2).add(3).add(4)
将会生成4个Float对象,而其中的3个Float对象用过就扔掉了。
这使gc的负担飚升。于是我增加了这样一个方法:
public Float add_s(Float b) { v = MathFP.add(v, b.v); return this; }
相当于+=的功能,于是可以调用x.add(1).add_s(2).add_s(3).add_s(4)来实现
这样就节省了3个Float的开销。其他的函数类推就不罗索了,下面看看FloatBox。
既然有了浮点数,我们如何输入呢?文本框有数字模式但是不支持浮点数,
用any模式?这样太不专业了,于是就有了FloatBox。
这就是整个实现:
package vmlinux.math; import javax.microedition.lcdui.*; import vmlinux.app.*; public class FloatBox extends Canvas { public static final String[] Keypad = new String[] { "1", "2", "3", "4", "5", "6", "7", "8", "9", ".", "0", "+/-" }; public Command Done; public Command Cancel; public Command Delete; StringBuffer val_; boolean dot_; Image imgKeypad_; char c_; public FloatBox(CommandListener o) { Cancel = new Command(StringManager.get("FloatBox.Cancel"), Command.SCREEN, 3); Done = new Command(StringManager.get("FloatBox.Done"), Command.SCREEN, 2); Delete = new Command(StringManager.get("FloatBox.Delete"), Command.SCREEN, 1); this.addCommand(Cancel); this.addCommand(Done); this.addCommand(Delete); this.setCommandListener(o); val_ = new StringBuffer("0"); dot_ = false; } protected void paint(Graphics g) { g.setColor(0xff, 0xff, 0xff); g.fillRect(0, 0, getWidth(), getHeight()); g.setColor(0x00, 0x00, 0x00); g.drawRect(5, 5, getWidth() - 10, 30); g.setColor(0x00, 0x00, 0xff); g.drawString(val_.toString(), getWidth() - 10, 10, Graphics.TOP | Graphics.RIGHT); drawKeypad(Keypad, 40, g, c_); } void drawKeypad(String[] keys, int ytake, Graphics gx, char chr) { int xs = getWidth() / 3; int ys = (getHeight() - ytake) / 4; int hcenter = Graphics.TOP | Graphics.HCENTER; if (imgKeypad_ == null) { imgKeypad_ = Image.createImage(getWidth(), getHeight() - ytake); Graphics g = imgKeypad_.getGraphics(); int c = 0; for (int j = 0; j < 4; ++j) { for (int i = 0; i < 3; ++i) { g.setColor(0xcc, 0xcc, 0xcc); g.drawRect((xs + 1) * i, (ys + 1) * j, xs - 2, ys - 2); if (c < keys.length) { g.setColor(0x00, 0x00, 0x00); g.drawString(keys[c++], xs * i + xs / 2 - 2, ys * j + ys / 2 - 8, hcenter); } } } } gx.drawImage(imgKeypad_, 0, ytake, Graphics.TOP | Graphics.LEFT); for (int i = 0; i < keys.length; ++i) { if (keys[i].indexOf(chr) >= 0) { gx.setColor(0xbb, 0xbb, 0xbb); gx.fillRect((xs + 1) * (i % 3), (ys + 1) * (i / 3) + ytake, xs - 2, ys - 2); gx.setColor(0xff, 0xff, 0xff); gx.drawString(keys[i], xs * (i % 3) + xs / 2, ys * (i / 3) + ytake + ys / 2 - 5, hcenter); break; } } } protected void keyPressed(int key) { if (key == Canvas.KEY_NUM0) { if (val_.length() == 0 || (val_.length() > 0 && val_.charAt(0) != '0')) { val_.append('0'); } c_ = '0'; } else if (key >= Canvas.KEY_NUM1 && key <= Canvas.KEY_NUM9) { char c = (char) ('1' + key - Canvas.KEY_NUM1); if (val_.length() == 1 && val_.charAt(0) == '0') { val_.deleteCharAt(0); val_.append(c); } else { val_.append(c); } c_ = c; } else if (key == Canvas.KEY_STAR) { if (!dot_) { val_.append('.'); dot_ = true; } c_ = '.'; } else if (key == Canvas.KEY_POUND) { if (val_.length() > 0 && val_.charAt(0) == '-') { val_.deleteCharAt(0); } else if (val_.length() != 1 || val_.charAt(0) != '0') { val_.insert(0, '-'); } c_ = '-'; } else if (this.getGameAction(key) == Canvas.LEFT) { delete(); } repaint(); } public void delete() { if (val_.length() > 0) { if (val_.charAt(val_.length() - 1) == '.') { dot_ = false; } val_.deleteCharAt(val_.length() - 1); if (val_.length() == 1 && val_.charAt(0) == '-') { val_.deleteCharAt(0); } } if (val_.length() == 0) { val_.append('0'); } } public Float getValue() { return new Float(val_.toString()); } public void setValue(Float x) { val_.delete(0, val_.length()); val_.append(x.toString()); } }
没什么难度,不多说了。StringManager参见我的另一篇字符串管理的文章。
样子很丑,看起来就像一个计算器。
有什么意见或建议请联系vmlinuxx@gmail.com,共同学习,共同进步:)