班级考试是abstract
。它包含一个基本的testname和一个分数。该分数(双倍)可通过名为TestScore的属性访问。
三种类继承自Test。它们是如此不同,以至于每种测试都有不同的评分方式。
目标:根据分数之间的一系列值对6个评分中的一个评分。
class ScoreRangeAscendingTest : Test
{
public ScoreRangeAscendingTest(double score, Enums.TestType typeName) : base(score, typeName) { }
public double[] ranges;
public Enums.Rating calculateScore(double[] range)
{
if (scoreInVeryWeakRange())
return Enums.Rating.VeryWeak;
else if (scoreInWeakRange())
return Enums.Rating.Weak;
else if (scoreInAveragelyWeakRange())
return Enums.Rating.AveragelyWeak;
else if (scoreInAveragelyGoodRange())
return Enums.Rating.AveragelyGood;
else if (scoreInGoodRange())
return Enums.Rating.Good;
else
return Enums.Rating.VeryGood;
}
private bool scoreInVeryWeakRange()
{
return this.TestScore < ranges[(int)Enums.Border.P10];
}
private bool scoreInWeakRange()
{
return TestScore >= ranges[(int)Enums.Border.P10] && TestScore < ranges[(int)Enums.Border.P25];
}
private bool scoreInAveragelyWeakRange()
{
return TestScore >= ranges[(int)Enums.Border.P25] && TestScore < ranges[(int)Enums.Border.P50];
}
private bool scoreInAveragelyGoodRange()
{
return TestScore >= ranges[(int)Enums.Border.P50] && TestScore < ranges[(int)Enums.Border.P75];
}
private bool scoreInGoodRange()
{
return TestScore >= ranges[(int)Enums.Border.P75] && TestScore < ranges[(int)Enums.Border.P90];
}
private bool scoreInVeryGoodRange()
{
return TestScore > ranges[(int)Enums.Border.P90];
}
}
}
问题:我有相应范围上升的测试以及相应范围下降的测试。所以我需要为第二种类型的测试编写完全相同的代码,但这一次,所有'&lt;'标志需要'&gt;'标志,反之亦然。
问题:如何避免重复此代码?是否有可能将其添加到基类?
答案 0 :(得分:2)
我不是100%确定我得到了这个问题,但您可以使用委托来执行比较。
以下内容应与您当前的代码相同:
/*
*** MADE BY MRPONYCAPTAIN'S .SCHEMATIC TO .JAVA CONVERTING TOOL v0 ***
*/
package com.crazyhoorsecore.WorldGen;
import java.util.Random;
import net.minecraft.block.Block;
import net.minecraft.init.Blocks;
import net.minecraft.world.World;
import net.minecraft.world.chunk.IChunkProvider;
import net.minecraft.world.gen.feature.WorldGenerator;
import net.minecraftforge.fml.common.IWorldGenerator;
public abstract class Trap extends WorldGenerator implements IWorldGenerator
{
protected Block[] getValidSpawnBlocks() {
return new Block[] {
Blocks.grass
};
}
public boolean locationIsValidSpawn(World world, int i, int j, int k){
int distanceToAir = 0;
Block check = world.getBlock(i, j, k);
while (check != Blocks.air){
if (distanceToAir > 3){
return false;
}
distanceToAir++;
check = world.getBlock(i, j + distanceToAir, k);
}
j += distanceToAir - 1;
Block block = (world).getBlock(i, j, k);
Block blockAbove = world.getBlock(i, j+1, k);
Block blockBelow = world.getBlock
(i, j-1, k);
for (Block x : getValidSpawnBlocks()){
if (blockAbove != Blocks.air){
return false;
}
if (block == x){
return true;
}else if (block == Blocks.snow && blockBelow == x){
return true;
}
}
return false;
}
public Trap() { }
@Override
public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) { }
public void setBlock(World world, int x, int y, int z, Block block, int metadata)
{
Block b1 = world.getBlock(x, y, z);
if(bisAir(world, x, y, z) || bisLeaves(world, x, y, z))
{
(world).setBlockState(x, y, z, block, metadata, 2);
}
}
public boolean generate(World world, Random rand, int i, int j, int k) {
//check that each corner is one of the valid spawn blocks
if(!locationIsValidSpawn(world, i, j, k) || !locationIsValidSpawn(world, i + 6, j, k) || !locationIsValidSpawn(world, i + 6, j, k + 5) || !locationIsValidSpawn(world, i, j, k + 5))
{
return false;
}
k = k - 10;
i = i - 10;
this.setBlock(world, i + 0, j + 0, k + 0, Blocks.dirt, 0);
this.setBlock(world, i + 0, j + 0, k + 1, Blocks.dirt, 0);
this.setBlock(world, i + 0, j + 0, k + 2, Blocks.dirt, 0);
this.setBlock(world, i + 0, j + 0, k + 3, Blocks.grass, 0);
this.setBlock(world, i + 0, j + 0, k + 4, Blocks.dirt, 0);
this.setBlock(world, i + 0, j + 0, k + 5, Blocks.dirt, 0);
this.setBlock(world, i + 0, j + 1, k + 0, Blocks.dirt, 0);
this.setBlock(world, i + 0, j + 1, k + 1, Blocks.dirt, 0);
this.setBlock(world, i + 0, j + 1, k + 2, Blocks.dirt, 0);
this.setBlock(world, i + 0, j + 1, k + 3, Blocks.dirt, 0);
this.setBlock(world, i + 0, j + 1, k + 4, Blocks.dirt, 0);
this.setBlock(world, i + 0, j + 1, k + 5, Blocks.dirt, 0);
this.setBlock(world, i + 0, j + 2, k + 0, Blocks.dirt, 0);
this.setBlock(world, i + 0, j + 2, k + 1, Blocks.dirt, 0);
this.setBlock(world, i + 0, j + 2, k + 2, Blocks.dirt, 0);
this.setBlock(world, i + 0, j + 2, k + 3, Blocks.dirt, 0);
this.setBlock(world, i + 0, j + 2, k + 4, Blocks.dirt, 0);
this.setBlock(world, i + 0, j + 2, k + 5, Blocks.grass, 0);
this.setBlock(world, i + 0, j + 3, k + 0, Blocks.stonebrick, 0);
this.setBlock(world, i + 0, j + 3, k + 1, Blocks.stonebrick, 0);
this.setBlock(world, i + 0, j + 3, k + 2, Blocks.stone, 0);
this.setBlock(world, i + 0, j + 3, k + 3, Blocks.stone, 0);
this.setBlock(world, i + 0, j + 3, k + 4, Blocks.stonebrick, 0);
this.setBlock(world, i + 0, j + 3, k + 5, Blocks.stonebrick, 0);
this.setBlock(world, i + 0, j + 4, k + 1, Blocks.stone_slab, 5);
this.setBlock(world, i + 0, j + 4, k + 4, Blocks.stone_slab, 5);
this.setBlock(world, i + 1, j + 0, k + 0, Blocks.dirt, 0);
this.setBlock(world, i + 1, j + 0, k + 1, Blocks.dirt, 0);
this.setBlock(world, i + 1, j + 0, k + 2, Blocks.grass, 0);
this.setBlock(world, i + 1, j + 0, k + 3, Blocks.grass, 0);
this.setBlock(world, i + 1, j + 0, k + 4, Blocks.grass, 0);
this.setBlock(world, i + 1, j + 0, k + 5, Blocks.dirt, 0);
this.setBlock(world, i + 1, j + 1, k + 0, Blocks.grass, 0);
this.setBlock(world, i + 1, j + 1, k + 1, Blocks.grass, 0);
this.setBlock(world, i + 1, j + 1, k + 5, Blocks.dirt, 0);
this.setBlock(world, i + 1, j + 2, k + 0, Blocks.dirt, 0);
this.setBlock(world, i + 1, j + 2, k + 5, Blocks.dirt, 0);
this.setBlock(world, i + 1, j + 3, k + 0, Blocks.stonebrick, 0);
this.setBlock(world, i + 1, j + 3, k + 1, Blocks.dirt, 0);
this.setBlock(world, i + 1, j + 3, k + 2, Blocks.stone, 0);
this.setBlock(world, i + 1, j + 3, k + 3, Blocks.stone, 0);
this.setBlock(world, i + 1, j + 3, k + 4, Blocks.dirt, 0);
this.setBlock(world, i + 1, j + 3, k + 5, Blocks.stonebrick, 0);
this.setBlock(world, i + 1, j + 4, k + 0, Blocks.stone_slab, 5);
this.setBlock(world, i + 1, j + 4, k + 1, Blocks.stonebrick, 3);
this.setBlock(world, i + 1, j + 4, k + 4, Blocks.stonebrick, 1);
this.setBlock(world, i + 1, j + 4, k + 5, Blocks.stone_slab, 5);
this.setBlock(world, i + 1, j + 5, k + 1, Blocks.stonebrick, 1);
this.setBlock(world, i + 1, j + 5, k + 4, Blocks.stonebrick, 3);
this.setBlock(world, i + 1, j + 6, k + 1, Blocks.stonebrick, 3);
this.setBlock(world, i + 1, j + 6, k + 4, Blocks.stonebrick, 1);
this.setBlock(world, i + 1, j + 7, k + 1, Blocks.stone_slab, 0);
this.setBlock(world, i + 1, j + 7, k + 2, Blocks.stone_slab, 0);
this.setBlock(world, i + 1, j + 7, k + 3, Blocks.stone_slab, 0);
this.setBlock(world, i + 1, j + 7, k + 4, Blocks.stone_slab, 0);
this.setBlock(world, i + 2, j + 0, k + 0, Blocks.dirt, 0);
this.setBlock(world, i + 2, j + 0, k + 1, Blocks.dirt, 0);
this.setBlock(world, i + 2, j + 0, k + 2, Blocks.grass, 0);
this.setBlock(world, i + 2, j + 0, k + 3, Blocks.dirt, 0);
this.setBlock(world, i + 2, j + 0, k + 4, Blocks.grass, 0);
this.setBlock(world, i + 2, j + 0, k + 5, Blocks.dirt, 0);
this.setBlock(world, i + 2, j + 1, k + 0, Blocks.dirt, 0);
this.setBlock(world, i + 2, j + 1, k + 1, Blocks.grass, 0);
this.setBlock(world, i + 2, j + 1, k + 2, Blocks.stone, 0);
this.setBlock(world, i + 2, j + 1, k + 3, Blocks.stone, 0);
this.setBlock(world, i + 2, j + 1, k + 5, Blocks.dirt, 0);
this.setBlock(world, i + 2, j + 2, k + 0, Blocks.dirt, 0);
this.setBlock(world, i + 2, j + 2, k + 2, Blocks.tnt, 0);
this.setBlock(world, i + 2, j + 2, k + 3, Blocks.tnt, 0);
this.setBlock(world, i + 2, j + 2, k + 5, Blocks.dirt, 0);
this.setBlock(world, i + 2, j + 3, k + 0, Blocks.stone, 0);
this.setBlock(world, i + 2, j + 3, k + 1, Blocks.stone, 0);
this.setBlock(world, i + 2, j + 3, k + 2, Blocks.stone, 0);
this.setBlock(world, i + 2, j + 3, k + 3, Blocks.stone, 0);
this.setBlock(world, i + 2, j + 3, k + 4, Blocks.stone, 0);
this.setBlock(world, i + 2, j + 3, k + 5, Blocks.stone, 0);
this.setBlock(world, i + 2, j + 7, k + 1, Blocks.stone_slab, 0);
this.setBlock(world, i + 2, j + 7, k + 2, Blocks.stonebrick, 5);
this.setBlock(world, i + 2, j + 7, k + 3, Blocks.double_stone_slab, 5);
this.setBlock(world, i + 2, j + 7, k + 4, Blocks.stone_slab, 0);
this.setBlock(world, i + 3, j + 0, k + 0, Blocks.dirt, 0);
this.setBlock(world, i + 3, j + 0, k + 1, Blocks.grass, 0);
this.setBlock(world, i + 3, j + 0, k + 2, Blocks.grass, 0);
this.setBlock(world, i + 3, j + 0, k + 3, Blocks.dirt, 0);
this.setBlock(world, i + 3, j + 0, k + 4, Blocks.grass, 0);
this.setBlock(world, i + 3, j + 0, k + 5, Blocks.dirt, 0);
this.setBlock(world, i + 3, j + 1, k + 0, Blocks.dirt, 0);
this.setBlock(world, i + 3, j + 1, k + 2, Blocks.dirt, 0);
this.setBlock(world, i + 3, j + 1, k + 3, Blocks.dirt, 0);
this.setBlock(world, i + 3, j + 1, k + 5, Blocks.dirt, 0);
this.setBlock(world, i + 3, j + 2, k + 0, Blocks.dirt, 0);
this.setBlock(world, i + 3, j + 2, k + 1, Blocks.dirt, 0);
this.setBlock(world, i + 3, j + 2, k + 2, Blocks.tnt, 0);
this.setBlock(world, i + 3, j + 2, k + 3, Blocks.tnt, 0);
this.setBlock(world, i + 3, j + 2, k + 5, Blocks.dirt, 0);
this.setBlock(world, i + 3, j + 3, k + 0, Blocks.stone, 0);
this.setBlock(world, i + 3, j + 3, k + 1, Blocks.stone, 0);
this.setBlock(world, i + 3, j + 3, k + 2, Blocks.grass, 0);
this.setBlock(world, i + 3, j + 3, k + 3, Blocks.grass, 0);
this.setBlock(world, i + 3, j + 3, k + 4, Blocks.stone, 0);
this.setBlock(world, i + 3, j + 3, k + 5, Blocks.stone, 0);
this.setBlock(world, i + 3, j + 4, k + 2, Blocks.air, 5);
this.setBlock(world, i + 3, j + 4, k + 3, Blocks.air, 5);
this.setBlock(world, i + 3, j + 7, k + 1, Blocks.stone_slab, 0);
this.setBlock(world, i + 3, j + 7, k + 2, Blocks.double_stone_slab, 5);
this.setBlock(world, i + 3, j + 7, k + 3, Blocks.double_stone_slab, 5);
this.setBlock(world, i + 3, j + 7, k + 4, Blocks.stone_slab, 0);
this.setBlock(world, i + 4, j + 0, k + 0, Blocks.dirt, 0);
this.setBlock(world, i + 4, j + 0, k + 1, Blocks.grass, 0);
this.setBlock(world, i + 4, j + 0, k + 2, Blocks.dirt, 0);
this.setBlock(world, i + 4, j + 0, k + 3, Blocks.dirt, 0);
this.setBlock(world, i + 4, j + 0, k + 4, Blocks.grass, 0);
this.setBlock(world, i + 4, j + 0, k + 5, Blocks.dirt, 0);
this.setBlock(world, i + 4, j + 1, k + 0, Blocks.dirt, 0);
this.setBlock(world, i + 4, j + 1, k + 2, Blocks.stone, 0);
this.setBlock(world, i + 4, j + 1, k + 3, Blocks.stone, 0);
this.setBlock(world, i + 4, j + 1, k + 5, Blocks.dirt, 0);
this.setBlock(world, i + 4, j + 2, k + 0, Blocks.dirt, 0);
this.setBlock(world, i + 4, j + 2, k + 2, Blocks.tnt, 0);
this.setBlock(world, i + 4, j + 2, k + 3, Blocks.tnt, 0);
this.setBlock(world, i + 4, j + 2, k + 5, Blocks.dirt, 0);
this.setBlock(world, i + 4, j + 3, k + 0, Blocks.stone, 0);
this.setBlock(world, i + 4, j + 3, k + 1, Blocks.stone, 0);
this.setBlock(world, i + 4, j + 3, k + 2, Blocks.stone, 0);
this.setBlock(world, i + 4, j + 3, k + 3, Blocks.stone, 0);
this.setBlock(world, i + 4, j + 3, k + 4, Blocks.stone, 0);
this.setBlock(world, i + 4, j + 3, k + 5, Blocks.stone, 0);
this.setBlock(world, i + 4, j + 7, k + 1, Blocks.stone_slab, 0);
this.setBlock(world, i + 4, j + 7, k + 2, Blocks.double_stone_slab, 5);
this.setBlock(world, i + 4, j + 7, k + 3, Blocks.double_stone_slab, 5);
this.setBlock(world, i + 4, j + 7, k + 4, Blocks.stone_slab, 0);
this.setBlock(world, i + 5, j + 0, k + 0, Blocks.dirt, 0);
this.setBlock(world, i + 5, j + 0, k + 1, Blocks.grass, 0);
this.setBlock(world, i + 5, j + 0, k + 2, Blocks.grass, 0);
this.setBlock(world, i + 5, j + 0, k + 3, Blocks.grass, 0);
this.setBlock(world, i + 5, j + 0, k + 4, Blocks.grass, 0);
this.setBlock(world, i + 5, j + 0, k + 5, Blocks.dirt, 0);
this.setBlock(world, i + 5, j + 1, k + 0, Blocks.dirt, 0);
this.setBlock(world, i + 5, j + 1, k + 5, Blocks.dirt, 0);
this.setBlock(world, i + 5, j + 2, k + 0, Blocks.dirt, 0);
this.setBlock(world, i + 5, j + 2, k + 5, Blocks.dirt, 0);
this.setBlock(world, i + 5, j + 3, k + 0, Blocks.stonebrick, 0);
this.setBlock(world, i + 5, j + 3, k + 1, Blocks.dirt, 0);
this.setBlock(world, i + 5, j + 3, k + 2, Blocks.stone, 0);
this.setBlock(world, i + 5, j + 3, k + 3, Blocks.stone, 0);
this.setBlock(world, i + 5, j + 3, k + 4, Blocks.dirt, 0);
this.setBlock(world, i + 5, j + 3, k + 5, Blocks.stonebrick, 0);
this.setBlock(world, i + 5, j + 4, k + 0, Blocks.stone_slab, 5);
this.setBlock(world, i + 5, j + 4, k + 1, Blocks.stonebrick, 3);
this.setBlock(world, i + 5, j + 4, k + 4, Blocks.stonebrick, 1);
this.setBlock(world, i + 5, j + 4, k + 5, Blocks.stone_slab, 5);
this.setBlock(world, i + 5, j + 5, k + 1, Blocks.stonebrick, 1);
this.setBlock(world, i + 5, j + 5, k + 4, Blocks.stonebrick, 3);
this.setBlock(world, i + 5, j + 6, k + 1, Blocks.stonebrick, 3);
this.setBlock(world, i + 5, j + 6, k + 4, Blocks.stonebrick, 1);
this.setBlock(world, i + 5, j + 7, k + 1, Blocks.stone_slab, 0);
this.setBlock(world, i + 5, j + 7, k + 2, Blocks.stone_slab, 0);
this.setBlock(world, i + 5, j + 7, k + 3, Blocks.stone_slab, 0);
this.setBlock(world, i + 5, j + 7, k + 4, Blocks.stone_slab, 0);
this.setBlock(world, i + 6, j + 0, k + 0, Blocks.dirt, 0);
this.setBlock(world, i + 6, j + 0, k + 1, Blocks.dirt, 0);
this.setBlock(world, i + 6, j + 0, k + 2, Blocks.dirt, 0);
this.setBlock(world, i + 6, j + 0, k + 3, Blocks.dirt, 0);
this.setBlock(world, i + 6, j + 0, k + 4, Blocks.dirt, 0);
this.setBlock(world, i + 6, j + 0, k + 5, Blocks.dirt, 0);
this.setBlock(world, i + 6, j + 1, k + 0, Blocks.dirt, 0);
this.setBlock(world, i + 6, j + 1, k + 1, Blocks.dirt, 0);
this.setBlock(world, i + 6, j + 1, k + 2, Blocks.dirt, 0);
this.setBlock(world, i + 6, j + 1, k + 3, Blocks.dirt, 0);
this.setBlock(world, i + 6, j + 1, k + 4, Blocks.dirt, 0);
this.setBlock(world, i + 6, j + 1, k + 5, Blocks.grass, 0);
this.setBlock(world, i + 6, j + 2, k + 0, Blocks.dirt, 0);
this.setBlock(world, i + 6, j + 2, k + 1, Blocks.dirt, 0);
this.setBlock(world, i + 6, j + 2, k + 2, Blocks.dirt, 0);
this.setBlock(world, i + 6, j + 2, k + 3, Blocks.dirt, 0);
this.setBlock(world, i + 6, j + 2, k + 4, Blocks.dirt, 0);
this.setBlock(world, i + 6, j + 2, k + 5, Blocks.grass, 0);
this.setBlock(world, i + 6, j + 3, k + 0, Blocks.stonebrick, 0);
this.setBlock(world, i + 6, j + 3, k + 1, Blocks.stonebrick, 0);
this.setBlock(world, i + 6, j + 3, k + 2, Blocks.stone, 0);
this.setBlock(world, i + 6, j + 3, k + 3, Blocks.stone, 0);
this.setBlock(world, i + 6, j + 3, k + 4, Blocks.stonebrick, 0);
this.setBlock(world, i + 6, j + 3, k + 5, Blocks.stonebrick, 0);
this.setBlock(world, i + 6, j + 4, k + 1, Blocks.stone_slab, 5);
this.setBlock(world, i + 6, j + 4, k + 4, Blocks.stone_slab, 5);
this.setBlock(world, i + 2, j + 4, k + 2, Blocks.stone_pressure_plate, 0);
this.setBlock(world, i + 2, j + 4, k + 3, Blocks.stone_pressure_plate, 0);
this.setBlock(world, i + 3, j + 4, k + 1, Blocks.stone_pressure_plate, 0);
this.setBlock(world, i + 3, j + 4, k + 4, Blocks.stone_pressure_plate, 0);
this.setBlock(world, i + 4, j + 4, k + 2, Blocks.stone_pressure_plate, 0);
this.setBlock(world, i + 4, j + 4, k + 3, Blocks.stone_pressure_plate, 0);
return true;
}
}
但是,如添加的评论中所述,您现在可以使用其他比较功能,即将class ScoreRangeAscendingTest : Test
{
public ScoreRangeAscendingTest(double score, Enums.TestType typeName) : base(score, typeName) { }
public double[] ranges;
public Enums.Rating calculateScore(double[] range) {
Func<double, double, bool> cmp = (x, y) => x < y; // you can swap the comparison here, e.g. (x, y) => x > y
if (scoreInVeryWeakRange(cmp))
return Enums.Rating.VeryWeak;
else if (scoreInWeakRange(cmp))
return Enums.Rating.Weak;
else if (scoreInAveragelyWeakRange(cmp))
return Enums.Rating.AveragelyWeak;
else if (scoreInAveragelyGoodRange(cmp))
return Enums.Rating.AveragelyGood;
else if (scoreInGoodRange(cmp))
return Enums.Rating.Good;
else
return Enums.Rating.VeryGood;
}
private bool scoreInVeryWeakRange(Func<double, double, bool> cmp)
{
return cmp(this.TestScore, ranges[(int)Enums.Border.P10]);
}
private bool scoreInWeakRange(Func<double, double, bool> cmp)
{
return !cmp(TestScore, ranges[(int)Enums.Border.P10]) && cmp(TestScore, ranges[(int)Enums.Border.P25]);
}
private bool scoreInAveragelyWeakRange(Func<double, double, bool> cmp)
{
return !cmp(TestScore, ranges[(int)Enums.Border.P25]) && cmp(TestScore, ranges[(int)Enums.Border.P50]);
}
private bool scoreInAveragelyGoodRange(Func<double, double, bool> cmp)
{
return !cmp(TestScore, ranges[(int)Enums.Border.P50]) && cmp(TestScore, ranges[(int)Enums.Border.P75]);
}
private bool scoreInGoodRange(Func<double, double, bool> cmp)
{
return !cmp(TestScore, ranges[(int)Enums.Border.P75]) && cmp(TestScore, ranges[(int)Enums.Border.P90]);
}
private bool scoreInVeryGoodRange(Func<double, double, bool> cmp)
{
return (TestScore == ranges[(int)Enums.Border.P90]) || !cmp(TestScore, ranges[(int)Enums.Border.P90]);
}
}
换成<
。
答案 1 :(得分:1)
System.Double
实施IComparable<double>
。所以,如果你有几行代码,只有比较运算符,你可以这样写:
abstract class ComparisonBase
{
protected bool IsSatisfiesCondition(double left, double right, params int[] conditions)
{
return conditions.Contains(left.CompareTo(right));
}
public abstract bool Compare(double left, double right);
}
class GreaterThan : ComparisonBase
{
public override bool Compare(double left, double right)
{
// instead of left > right
return IsSatisfiesCondition(left, right, 1);
}
}
class LessThan : ComparisonBase
{
public override bool Compare(double left, double right)
{
// instead of left < right
return IsSatisfiesCondition(left, right, -1);
}
}
class GreaterThanOrEqual : ComparisonBase
{
public override bool Compare(double left, double right)
{
// instead of left >= right
return IsSatisfiesCondition(left, right, 1, 0);
}
}
这只是示例,但它应该让您了解如何在真实代码中应用它。