添加Lesson18
This commit is contained in:
@@ -73,6 +73,10 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Lesson17_协变逆变", "Le
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Lesson17_协变逆变练习", "Lesson17_协变逆变练习\Lesson17_协变逆变练习.csproj", "{DDF7EBE2-4B8E-4B48-97BC-06EB4E55796A}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Lesson18_多线程", "Lesson18_多线程\Lesson18_多线程.csproj", "{90769697-6F30-4BB0-A74E-3C3A9BDD8669}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Lesson18_多线程练习", "Lesson18_多线程练习\Lesson18_多线程练习.csproj", "{D98DCA4D-7F46-4376-9BBF-F1343D058FF3}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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@@ -219,6 +223,14 @@ Global
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{DDF7EBE2-4B8E-4B48-97BC-06EB4E55796A}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{DDF7EBE2-4B8E-4B48-97BC-06EB4E55796A}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{DDF7EBE2-4B8E-4B48-97BC-06EB4E55796A}.Release|Any CPU.Build.0 = Release|Any CPU
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{90769697-6F30-4BB0-A74E-3C3A9BDD8669}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{90769697-6F30-4BB0-A74E-3C3A9BDD8669}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{90769697-6F30-4BB0-A74E-3C3A9BDD8669}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{90769697-6F30-4BB0-A74E-3C3A9BDD8669}.Release|Any CPU.Build.0 = Release|Any CPU
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{D98DCA4D-7F46-4376-9BBF-F1343D058FF3}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{D98DCA4D-7F46-4376-9BBF-F1343D058FF3}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{D98DCA4D-7F46-4376-9BBF-F1343D058FF3}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{D98DCA4D-7F46-4376-9BBF-F1343D058FF3}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@@ -0,0 +1,10 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net8.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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</Project>
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@@ -0,0 +1,125 @@
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namespace Lesson18_多线程
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{
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internal class Program
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{
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static bool isRunning = true;
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static object obj = new object();
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static void Main(string[] args)
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{
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#region 知识点一 了解线程前先了解进程
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// 进程(Process)是计算机中的程序关于某数据集合上的一次运行活动
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// 是系统进行资源分配和调度的基本单位,是操作系统结构的基础
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// 说人话:打开一个应用程序就是在操作系统上开启了一个进程
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// 进程之间可以相互独立运行,互不干扰
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// 进程之间也可以相互访问、操作
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#endregion
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#region 知识点二 什么是线程
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// 操作系统能够进行运算调度的最小单位。
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// 它被包含在进程之中,是进程中的实际运作单位
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// 一条线程指的是进程中一个单一顺序的控制流,一个进程中可以并发多个线程
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// 我们目前写的程序 都在主线程中
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// 简单理解线程:
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// 就是代码从上到下运行的一条 “管道”
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#endregion
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#region 知识点三 什么是多线程
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//我们可以通过代码 开启新的线程
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//可以同时运行代码的多条“管道”
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#endregion
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#region 知识点四 语法相关
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//线程类 Thread
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//命名空间 System.Threading
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//1.声明一个新的线程
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// 注意 线程执行的代码 需要封装到一个函数中
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// 新线程 将要执行的代码逻辑 被封装到了一个函数语句中
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Thread t = new Thread(NewThreadLogic);
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//2.启动线程
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//默认为前台线程,不受主线程影响,会一直运行
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t.Start();
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//3.设置为后台线程
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//后台线程 会随着主线程的结束而结束
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t.IsBackground = true;
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//4.关闭释放一个线程
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//如果开启的线程不是死循环,是能够结束的,那么不用刻意去关闭,它会自动释放
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//如果是死循环线程,那么有两种方式可以关闭
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//4.1-死循环中设置一个开关变量 来控制循环结束
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//Console.ReadKey();//卡一下t线程,让其保持运行
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//isRunning = false;//按下后结束t线程
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Console.ReadKey();//卡一下主线程,按下后结束
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////4.2-通过线程提供的方法(注意在.NET Core及以后的版本中 不推荐使用该方法)
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////终止线程 不推荐使用该方法 可能会引发不可预知的问题
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//try
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//{
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// t.Abort();
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// t = null;
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//}
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//catch
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//{
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// Console.WriteLine("ERROR");
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//}
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//t = null;
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//5.线程休眠
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//Thread.Sleep(1000);//让线程休眠一定时间,单位是毫秒
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//现在在主线程中休眠1秒钟
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#endregion
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#region 知识点五 线程之间共享数据
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//多个线程使用的内存时共享的,都属于该应用程序的内存空间
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//所以要注意 当多线程 同时操作同一片内存区域时 可能会引发数据冲突问题
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//可以通过加锁的形式避免问题
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//lock
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//当我们在做个线程中想要访问同样的类型数据时,可以使用lock关键字来锁定该数据
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//这样当一个线程在访问该数据时,其他线程就无法访问该数据,直到该线程访问完毕,释放锁
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//lock(引用类型的对象)
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while (true)
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{
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lock(obj)
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{
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Console.SetCursorPosition(0, 0);
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Console.ForegroundColor = ConsoleColor.Red;
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Console.Write("????????????");
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}
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}
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//注意:锁定的对象不能是值类型,必须是引用类型
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//而且锁也会影响性能,所以只锁定必要的代码段
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#endregion
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#region 知识点六 多线程对于我们的意义
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//可以用多线程专门处理一些复杂耗时的逻辑
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//比如 寻路、网络通信等等
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#endregion
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}
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static void NewThreadLogic()
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{
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while (isRunning)
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{
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//Thread.Sleep(1000);
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//Console.WriteLine("NewThreadLogic");
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lock (obj)
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{
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Console.SetCursorPosition(10, 5);
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Console.ForegroundColor = ConsoleColor.Yellow;
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Console.WriteLine("※");
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}
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}
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}
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}
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}
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@@ -0,0 +1,10 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net8.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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</Project>
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@@ -0,0 +1,107 @@
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namespace Lesson18_多线程练习
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{
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enum E_Direction
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{
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Up,
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Down,
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Left,
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Right
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}
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struct Position
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{
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public int X;
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public int Y;
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}
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interface IDraw
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{
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public void Draw();
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}
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class Snake : IDraw
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{
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public E_Direction Direction;
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Position Position;
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public Snake()
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{
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Position.X = 15;
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Position.Y = 5;
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Direction = E_Direction.Right;
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}
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public void Move()
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{
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switch (this.Direction)
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{
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case E_Direction.Up:
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Position.Y -= 1;
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break;
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case E_Direction.Down:
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Position.Y += 1;
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break;
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case E_Direction.Left:
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Position.X -= 2;
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break;
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case E_Direction.Right:
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Position.X += 2;
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break;
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default:
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break;
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}
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}
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public void Draw()
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{
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Console.SetCursorPosition(Position.X, Position.Y);
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Console.Write("■");
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}
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public void Clean()
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{
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Console.SetCursorPosition(Position.X, Position.Y);
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Console.Write(" ");
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}
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public void ChangeDirection(E_Direction direction)
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{
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this.Direction = direction;
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}
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}
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class Program
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{
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static Snake snake;
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static void Main(string[] args)
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{
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snake = new Snake();
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Console.CursorVisible = false;
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Thread inputThread = new Thread(input);
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inputThread.Start();
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while (true)
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{
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Thread.Sleep(500);
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snake.Clean();
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snake.Move();
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snake.Draw();
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}
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}
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static void input()
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{
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while (true)
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{
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switch(Console.ReadKey(true).Key)
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{
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case ConsoleKey.UpArrow:
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snake.ChangeDirection(E_Direction.Up);
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break;
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case ConsoleKey.DownArrow:
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snake.ChangeDirection(E_Direction.Down);
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break;
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case ConsoleKey.LeftArrow:
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snake.ChangeDirection(E_Direction.Left);
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break;
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case ConsoleKey.RightArrow:
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snake.ChangeDirection(E_Direction.Right);
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break;
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default:
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break;
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}
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}
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}
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}
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}
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