感谢您提供的任何帮助。我正在研究一个基于三边输入来评估三角形的类。不过,我对一些分析算法相当失败。例如,我觉得我的最大,最小和类型三角形算法是正确的,但前两个是返回零和类型正在回归的是等边是等腰。最后,我完全迷失在 isTriangle 和 isRight 上。我知道他们错了,但我无法弄清楚要做出哪些调整。 :/
#include "Triangle.h"
#include<iostream>
#include<string>
using namespace std;
Triangle::Triangle()
{
s1 = 1;
s2 = 1;
s3 = 1;
}
Triangle::Triangle(int x)
{
s1 = x;
s2 = x;
s3 = x;
}
Triangle::Triangle(int x, int y, int z)
{
s1 = x;
s2 = y;
s3 = z;
}
void Triangle::setSide1(int x)
{
s1 = x;
}
void Triangle::setSide2(int x)
{
s2 = x;
}
void Triangle::setSide3(int x)
{
s3 = x;
}
int Triangle::getSide1()
{
return s1;
}
int Triangle::getSide2()
{
return s2;
}
int Triangle::getSide3()
{
return s3;
}
int Triangle::perimeter()
{
int perim = s1 + s2 + s3;
return perim;
}
int Triangle::largestSide()
{
int largest = 0;
if (s1 >= s2 && s3)
s1 = largest;
else if (s2 >= s1 && s3)
s2 = largest;
else
s3 = largest;
return largest;
}
int Triangle::smallestSide()
{
int smallest = 0;
if (s1 <= s2 && s1 <= 3)
smallest = s1;
else if (s2 <= s1 && s2 <= s3)
smallest = s2;
else
smallest = s3;
return smallest;
}
bool Triangle::isRight()
{
if (s3 == s1 + s2 || s2 == s1 + s3 || s1 == s2 + s3)
return true;
else
return false;
}
bool Triangle::isTriangle()
{
if (s1 + s2 < s3 || s1 + s3 < s2 || s2 + s3 < s1)
return false;
else
return true;
}
string Triangle::typeTriangle()
{
if (&Triangle::isTriangle == false)
return "This is not a triangle";
else if (s1 == s2 == s3)
return "Equilateral";
else if ((s1 == s2 && s1 != s3 && s2 != s3) || (s2 == s3 && s2 != s1 && s3 != s1))
return "Isosceles";
else if (s1 != s2 && s2 != s3)
return "Scalene";
}
答案 0 :(得分:2)
如果S1 == s2 == s3为真,则并不意味着双方是平等的。
你需要写s1 == s2&amp;&amp; s1 == s3
要看到这一点,请改写为布尔值。设置b1为假,b2设为不等于b3。
B2 == b3为假,将与b1进行比较。糟糕。
当且仅当长边的正方形是短边的平方和时,你的三角形才有直角。