添加Lesson11

This commit is contained in:
2025-10-15 10:11:45 +08:00
parent 58e0a25def
commit 301c345a6a
5 changed files with 125 additions and 0 deletions
+12
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@@ -45,6 +45,10 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Lesson10_LinkedList", "Less
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Lesson10_LinkedList练习", "Lesson10_LinkedList练习\Lesson10_LinkedList练习.csproj", "{547A4860-2E6F-4022-802A-F34204F7ADF5}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Lesson10_LinkedList练习", "Lesson10_LinkedList练习\Lesson10_LinkedList练习.csproj", "{547A4860-2E6F-4022-802A-F34204F7ADF5}"
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Lesson11_泛型栈和队列", "Lesson11_泛型栈和队列\Lesson11_泛型栈和队列.csproj", "{4CA252D3-7F2F-4204-85B5-178BC4227697}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Lesson11_泛型栈和队列练习", "Lesson11_泛型栈和队列练习\Lesson11_泛型栈和队列练习.csproj", "{C91DDD1F-E702-430F-95FA-22BBEDE5E011}"
EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU Debug|Any CPU = Debug|Any CPU
@@ -135,6 +139,14 @@ Global
{547A4860-2E6F-4022-802A-F34204F7ADF5}.Debug|Any CPU.Build.0 = Debug|Any CPU {547A4860-2E6F-4022-802A-F34204F7ADF5}.Debug|Any CPU.Build.0 = Debug|Any CPU
{547A4860-2E6F-4022-802A-F34204F7ADF5}.Release|Any CPU.ActiveCfg = Release|Any CPU {547A4860-2E6F-4022-802A-F34204F7ADF5}.Release|Any CPU.ActiveCfg = Release|Any CPU
{547A4860-2E6F-4022-802A-F34204F7ADF5}.Release|Any CPU.Build.0 = Release|Any CPU {547A4860-2E6F-4022-802A-F34204F7ADF5}.Release|Any CPU.Build.0 = Release|Any CPU
{4CA252D3-7F2F-4204-85B5-178BC4227697}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{4CA252D3-7F2F-4204-85B5-178BC4227697}.Debug|Any CPU.Build.0 = Debug|Any CPU
{4CA252D3-7F2F-4204-85B5-178BC4227697}.Release|Any CPU.ActiveCfg = Release|Any CPU
{4CA252D3-7F2F-4204-85B5-178BC4227697}.Release|Any CPU.Build.0 = Release|Any CPU
{C91DDD1F-E702-430F-95FA-22BBEDE5E011}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{C91DDD1F-E702-430F-95FA-22BBEDE5E011}.Debug|Any CPU.Build.0 = Debug|Any CPU
{C91DDD1F-E702-430F-95FA-22BBEDE5E011}.Release|Any CPU.ActiveCfg = Release|Any CPU
{C91DDD1F-E702-430F-95FA-22BBEDE5E011}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE
@@ -0,0 +1,10 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
</Project>
@@ -0,0 +1,54 @@
namespace Lesson11_泛型栈和队列
{
internal class Program
{
static void Main(string[] args)
{
#region
#region
//无符号
//byte ushort uint ulong
//有符号
//sbyte short int long
//浮点数
//float double decimal
//特殊
//char bool string
#endregion
#region
///枚举 enum
///结构体 struct
///数组(一维、二维、交错)[] [,] [][]
///类
#endregion
#region
//using System.Collections;
//ArrayList object数据列表
//Stack 栈 先进后出
//Queue 队列 先进先出
//Hashtable 哈希表 键值对
#endregion
#region
//using System.Collections.Generic;
//List 列表 泛型队列
//Dictionary 字典 泛型哈希表
//LinkedList 双向链表
//Stack 泛型栈
//Queue 泛型队列
#endregion
#endregion
#region
//命名空间 System.Collections.Generic
//在使用上和Stack和Queue类似
Stack<int> stack = new Stack<int>();
Queue<int> queue = new Queue<int>();
#endregion
}
}
}
@@ -0,0 +1,10 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
</Project>
@@ -0,0 +1,39 @@
using System.Collections.Generic;
namespace Lesson11_泛型栈和队列练习
{
internal class Program
{
static void Main(string[] args)
{
#region
//总结一下
//数组,ListDictionaryStackQueueLinkedList
//这些存储容器对我们来说应该如何使用
//普通线性表:
//数组,ListLinkedList
//数组:定长,查询快,增删慢
//List:经常增删,通过下标查询
//LinkedList:不定长的,经常增删,查找不多
//先进后出:
//stack
//对于一些可以利用先进后出逻辑的场景,可以使用stack
//例如游戏UI的打开和关闭
//先进先出:
//queue
//对于一些可以利用先进先出逻辑的场景,可以使用queue
//例如游戏中的子弹池,子弹的发射和回收
//消息队列
//键值对:
//Dictionary
//需要频繁通过键来查找值的场景,可以使用Dictionary
//比如ID对应的数据内容
//道具ID对应道具信息
//怪物ID对应怪物对象
#endregion
}
}
}