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https://github.com/unknwon/the-way-to-go_ZH_CN.git
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update book code
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89
eBook/exercises/chapter_11/point_interfaces.go
Executable file
89
eBook/exercises/chapter_11/point_interfaces.go
Executable file
@@ -0,0 +1,89 @@
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// float64 is necessary as input to math.Sqrt()
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package main
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import (
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"fmt"
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"math"
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)
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type Magnitude interface {
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Abs() float64
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}
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var m Magnitude
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type Point struct {
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X, Y float64
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}
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func (p *Point) Scale(s float64) {
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p.X *= s
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p.Y *= s
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}
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func (p *Point) Abs() float64 {
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return math.Sqrt(float64(p.X*p.X + p.Y*p.Y))
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}
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type Point3 struct {
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X, Y, Z float64
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}
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func (p *Point3) Abs() float64 {
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return math.Sqrt(float64(p.X*p.X + p.Y*p.Y + p.Z*p.Z))
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}
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type Polar struct {
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R, Theta float64
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}
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func (p Polar) Abs() float64 { return p.R }
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func main() {
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p1 := new(Point)
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p1.X = 3
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p1.Y = 4
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m = p1 // p1 is type *Point, has method Abs()
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fmt.Printf("The length of the vector p1 is: %f\n", m.Abs())
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p2:= &Point{4, 5}
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m = p2
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fmt.Printf("The length of the vector p2 is: %f\n", m.Abs() )
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p1.Scale(5)
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m = p1
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fmt.Printf("The length of the vector p1 after scaling is: %f\n", m.Abs() )
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fmt.Printf("Point p1 after scaling has the following coordinates: X %f - Y %f\n", p1.X, p1.Y)
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mag := m.Abs()
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m = &Point3{3, 4, 5}
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mag += m.Abs()
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m = Polar{2.0, math.Pi / 2}
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mag += m.Abs()
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fmt.Printf("The float64 mag is now: %f", mag )
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}
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/* Output:
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The length of the vector p1 is: 5.000000
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The length of the vector p2 is: 6.403124
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The length of the vector p1 after scaling is: 25.000000
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Point p1 after scaling has the following coordinates: X 15.000000 - Y 20.000000
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The float64 mag is now: 34.071068
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-- instead of:
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func (p *Point) Abs() float64 {
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return math.Sqrt(float64(p.X*p.X + p.Y*p.Y))
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}
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m = p1
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we can write:
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func (p Point) Abs() float64 {
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return math.Sqrt(float64(p.X*p.X + p.Y*p.Y))
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}
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m = p1
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and instead of:
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func (p Polar) Abs() float64 { return p.R }
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m = Polar{2.0, math.Pi / 2}
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we can write:
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func (p *Polar) Abs() float64 { return p.R }
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m = &Polar{2.0, math.Pi / 2}
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with the same output
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*/
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