ssrs ean 13 The isPair in Software

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the isFourOfKind
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() function,the isTwoPair () function,the isFullHouse () function, and () function are similartothe isThreeOfKind () function.
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COMPOSITION AND INHERITANCE
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[CHAP. 11
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The isstraight () function, the isFlush () function,andthe isStraightFlush() function are also tricky. Here is the i sF lus h ( ) function: int Hand: :isFlush() 1 for (int i = 1; i < size; i++) if (cards[i].suit!= cards[O].suit - > return 0; return 1;
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This compares the sui t of each of the second through fifth cards (card [ l] through card [ 41). If any of these are not thesame, then we know immediately that the hand is not a flush and can return 0. If the loop terminates naturally, then all four pairs match and 1 is returned. Here is the Deck class: #include "Rand0m.h" #include 'Hand.h" class Deck { public: Deck(); void shuffle(); void deal(Hand&, private: unsigned top; Card cards[52]; Random random; 1;
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unsigned =5>;
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It uses the Random class in its shu f f 1 e ( ) function. Note that the random object is declared as a private member since it is used only by another member function: void 1 Deck::deal(Hand& hand, unsigned size=5)
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for (int i = 0; i < size; i++) hand.cards[i] = cards[top++]; hand.sort();
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The top member always locates the top of the deck; i.e., the next card to be dealt. So the deal ( ) function copies the top five cards off the deck into the hand's cards array. Then it sorts the hand. The Deck's constructor initializes all 52 cards in the deck, int the order two of clubs, three of clubs, four of clubs,..., ace of spades: Deck::Deck() 1 for (int i = 0; i < 52; i++) { cards[i] .rank = Rank(i%l3); cards[i].suit= Suit(i/l3); 1 top = 0;
CHAP. 111
COMPOSITION AND INHERITANCE
So if hands are dealt without shuffling first, the first hand would be the straight flush of two through six of clubs. Finally, here is the shu f f 1 e ( ) function: void Deck::shuffle() for (int i = 0; i < 52; i++) int j = random.integer(O, Card c = cards[i]; cards[i] = cards[j]; cards[j] = c; > top = 0; { 51); // do 52 random swaps
It swaps the cards in each of the 52 elements with the card in a randomly selected element of the deck s cards array The implementations of the other functions are left as exercises. (See Problem 11.18.) 11.15
Implement the following class hierarchy:
Shape
TwoDimensional
ThreeDimensional
Triangle
Rectangle
Circle
Cone
Cylinder
Sphere
Here are the abstract base classes: class Shape { publx: virtual void print0 = 0; virtual float area0 = 0; 1; class TwoDimensional : public Shape { public: virtual float perimeter0 = 0; 1; class ThreeDimensional : public Shape { public: virtual float volume0 = 0;
Note that the print ( ) function and the area ( ) function prototypes are the same for all classes in this hierarchy, so their interfaces (pure virtual functions) are placed in the Shape base class, But only two-dimensional shapes have perimeters, and only three-dimensional shapes have volumes, so their interfaces are placed in the appropriate second-level ABCs.
COMPOSITION AND INHERITANCE
[CHAP. 11
Here is the Circle class:
class Circle : public TwoDimensional { public: Circle(float r) : radius(r) { } void print0 { tout cc "Shape is a circle.\n"; float perimeter0 { return 2*pi*radius; } float area0 { return pi*radius*radius; } . private: float radius; >;
Here are two of the seven concrete derived classes:
class Cone : public ThreeDimensional { public: Cone(float r, float h) : radius(r), height(h) { } void print(); float area(); float volume() { return pi*radius*radius*height/3; private: float radius, height; 1; void 1 Cone::print()
tout cc "Cone: radius = ' << radius cc ", height = ' CC height cc endl; 1 float Cone::area() { float s = sqrt(radius*radius + height*height); return pi*radius*(radius + s);
The other five concrete derived classes are similar. 11.16 Define and test a Name class whose objects looks like this: last first
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