class 优雅 { public static void 程序代码() { } }class Program { static void Main(string[] args) { 优雅.程序代码(); } }
好吧我也来个: public void Function() { Console.WriteLine("1+1=2"); }
算了,我是实在人,贴一份个人认为比较优雅的代码 就看你看不看得懂。 不然你还是先把基础打好再说。 using System; using System.Collections.Generic; using System.Diagnostics;internal static class LanguageFeatures { private static void DisplayProcesses( Func<Process , Boolean> match) { var processes = new List< Object>(); foreach (var process in Process.GetProcesses()) { if (match(process)) { processes.Add( new { process.Id, Name = process.ProcessName, Memory = process.WorkingSet64 }); } } ObjectDumper.Write(processes); //打印里面的内容,别处实现的 } private static void Main( string[] args) { DisplayProcesses(process => process.WorkingSet64 >= 20*1024*1024); } }
class 很优雅的代码 { }
说不上什么叫做优雅。正如你所说的,如果没有架构需求,顶多只知道“‘三层’是个架构”,那么也就谈不上优雅了。我随便(保证是随机、随便用鼠标乱点两下)找到一个.cs文件,贴出来using Common; using EmergencyTasks.Entyties; using System.Linq;namespace EmergencyTasks.BLL { [CommunicationCommand(typeof(EmergencyTasks.Commands.SetBaselineDefination))] public class SetBaselineDefination : CommandV3<EmergencyTasks.Commands.SetBaselineDefination, bool> { public override bool Execute(string passport) { var all = (from x in GetAbbrNames.Execute2(this.Session.EnpterpriceName) where x.Name != this.Command.Define.Name select x).Union(new BaselineDefination[] { this.Command.Define }); GetAbbrNames.Save(all.ToArray(), this.Session.EnpterpriceName); return true; } } } 那么这里,你就会看到需要知道自定义的 CommunicationCommandAttibute、CommandV3<S,R>、EmergencyTasks.Commands.SetBaselineDefination 背后的架构设计。反过来说,顺应一个比较有用的架构(而不是那种八股的垃圾架构)设计的人,你不想写得优雅也不太可能!
petshop之类的
float s=1944,x[5],y[5],z[5],r[5],j,h,a,b,d,e;int i=33,c,l,f=1;int g(){return f=
(f*6478+1)%65346;}m(){x[i]=g()-l;y[i]=(g()-l)/4;r[i]=g()>>4;}main(){char t[1948
]=" `MYmtw%FFlj%Jqig~%`jqig~Etsqnsj3stb",*p=t+3,*k="3tjlq9TX";l=s*20;while(i<s)
p[i++]='\n'+5;for(i=0;i<5;i++)z[i]=(i?z[i-1]:0)+l/3+!m();while(1){for(c=33;c<s;
c++){c+=!((c+1)%81);j=c/s-.5;h=c%81/40.0-1;p[c]=37;for(i=4;i+1;i--)if((b=(a=h*x
[i]+j*y[i]+z[i])*a-(d=1+j*j+h*h)*(-r[i]*r[i]+x[i]*x[i]+y[i]*y[i]+z[i]*z[i]))>0)
{for(e=b;e*e>b*1.01||e*e<b*.99;e-=.5*(e*e-b)/e);p[c]=k[(int)(8*e/d/r[i])];}}for
(i=4;i+1;z[i]-=s/2,i--)z[i]=z[i]<0?l*2+!m():z[i];while(i<s)putchar(t[i++]-5);}}
最优雅的,没有之一。
while(sleep){ money++; }
class 优雅
{
public static void 程序代码() { }
}class Program
{
static void Main(string[] args)
{
优雅.程序代码();
}
}
public void Function()
{
Console.WriteLine("1+1=2");
}
就看你看不看得懂。
不然你还是先把基础打好再说。
using System;
using System.Collections.Generic;
using System.Diagnostics;internal static class LanguageFeatures
{
private static void DisplayProcesses( Func<Process , Boolean> match)
{
var processes = new List< Object>();
foreach (var process in Process.GetProcesses())
{
if (match(process))
{
processes.Add( new
{
process.Id,
Name = process.ProcessName,
Memory = process.WorkingSet64
});
}
} ObjectDumper.Write(processes); //打印里面的内容,别处实现的
} private static void Main( string[] args)
{
DisplayProcesses(process => process.WorkingSet64 >= 20*1024*1024);
}
}
class 很优雅的代码
{
}
using EmergencyTasks.Entyties;
using System.Linq;namespace EmergencyTasks.BLL
{
[CommunicationCommand(typeof(EmergencyTasks.Commands.SetBaselineDefination))]
public class SetBaselineDefination : CommandV3<EmergencyTasks.Commands.SetBaselineDefination, bool>
{
public override bool Execute(string passport)
{
var all = (from x in GetAbbrNames.Execute2(this.Session.EnpterpriceName)
where x.Name != this.Command.Define.Name
select x).Union(new BaselineDefination[] { this.Command.Define });
GetAbbrNames.Save(all.ToArray(), this.Session.EnpterpriceName);
return true;
}
}
}
那么这里,你就会看到需要知道自定义的 CommunicationCommandAttibute、CommandV3<S,R>、EmergencyTasks.Commands.SetBaselineDefination 背后的架构设计。反过来说,顺应一个比较有用的架构(而不是那种八股的垃圾架构)设计的人,你不想写得优雅也不太可能!