mirror of
https://gitee.com/akwkevin/aistudio.-wpf.-diagram
synced 2026-05-03 06:21:30 +08:00
480
README.md
480
README.md
@@ -11,18 +11,6 @@
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## 2023年12月21日更新内容(自动布局从NodeNetwork迁移)
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## 2023年12月21日更新内容(自动布局从NodeNetwork迁移)
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## 2023年7月2日更新内容(做一个Block编程画板)
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先上一张效果动图,本次更新主要仿照Scratch,目前仅完成拖拽部分,逻辑部分后续完善。
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### 本次扩展主要内容:
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### 1.Block模块,入口在文件新建下。
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### 2.简易Block的使用:
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### 3.仿Scratch的Block的使用(完成图鉴,准备编写逻辑):
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## 2023年5月17日更新内容(做一个画笔画板)
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## 2023年5月17日更新内容(做一个画笔画板)
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@@ -46,474 +34,6 @@
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## 2023年5月1号更新内容(做一个可编程画板):
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### 1.简单使用,自定义一个text模块的代码如下:
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```
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Code = @"using System;
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namespace AIStudio.Wpf.CSharpScript
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{
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public class Writer
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{
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public string StringValue{ get; set;} = ""Welcome to AIStudio.Wpf.Diagram"";
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public string Execute()
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{
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return StringValue;
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}
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}
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}";
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```
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是不是很简单。
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### 2.本次扩展的主要内容
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【1】.可编程模块,使用C#语言。
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【2】.控制台打印控件,可以打印程序中的Console.WriteLine数据
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【3】.为了便于大家使用,写了一个Box工厂分配Box的数据流向效果图。
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### 3.可编程模块的实现原理
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使用Microsoft.CodeAnalysis.CSharp.Scripting对代码进行编译,生成Assembly,然后对Assembly反射获得对象,对象内部固定有一个Execute方法,每次扫描的时候执行即可。
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1.编译使用的Using,必须添加引用集,为了省事,把整个程序的Reference都放入进行编译,获得引用的核心代码如下:
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```
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var references = AppDomain.CurrentDomain.GetAssemblies().Where(p => !p.IsDynamic && !string.IsNullOrEmpty(p.Location)).Select(x => MetadataReference.CreateFromFile(x.Location)).ToList();
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//Costura.Fody压缩后,无Location,读取资源文件中的reference
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foreach (var assemblyEmbedded in AppDomain.CurrentDomain.GetAssemblies().Where(p => !p.IsDynamic && string.IsNullOrEmpty(p.Location)))
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{
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using (var stream = Assembly.GetEntryAssembly().GetManifestResourceStream($"costura.{assemblyEmbedded.GetName().Name.ToLowerInvariant()}.dll.compressed"))
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{
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if (stream != null)
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{
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using (var compressStream = new DeflateStream(stream, CompressionMode.Decompress))
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{
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var memStream = new MemoryStream();
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CopyTo(compressStream, memStream);
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memStream.Position = 0;
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references.Add(MetadataReference.CreateFromStream(memStream));
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}
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}
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}
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}
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```
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2.动态编译的代码的核心代码如下:
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```
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public static Assembly GenerateAssemblyFromCode(string code, out string message)
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{
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Assembly assembly = null;
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message = "";
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// 丛代码中转换表达式树
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SyntaxTree syntaxTree = CSharpSyntaxTree.ParseText(code);
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// 随机程序集名称
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string assemblyName = Path.GetRandomFileName();
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// 引用
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// 创建编译对象
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CSharpCompilation compilation = CSharpCompilation.Create(assemblyName, new[] { syntaxTree }, References, new CSharpCompilationOptions(OutputKind.DynamicallyLinkedLibrary));
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using (var ms = new MemoryStream())
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{
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// 将编译好的IL代码放入内存流
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EmitResult result = compilation.Emit(ms);
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// 编译失败,提示
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if (!result.Success)
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{
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IEnumerable<Diagnostic> failures = result.Diagnostics.Where(diagnostic =>
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diagnostic.IsWarningAsError ||
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diagnostic.Severity == DiagnosticSeverity.Error).ToList();
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foreach (Diagnostic diagnostic in failures)
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{
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message += $"{diagnostic.Id}: {diagnostic.GetMessage()}";
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Console.WriteLine(message);
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}
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}
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else
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{
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// 编译成功,从内存中加载编译好的程序集
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ms.Seek(0, SeekOrigin.Begin);
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assembly = Assembly.Load(ms.ToArray());
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}
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}
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return assembly;
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}
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```
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3.获得编译后的程序集,以及执行。
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```
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// 反射获取程序集中 的类
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Type type = assembly.GetTypes().FirstOrDefault(p => p.FullName.StartsWith("AIStudio.Wpf")); //assembly.GetType("AIStudio.Wpf.CSharpScript.Write");
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// 创建该类的实例
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object obj = Activator.CreateInstance(type);
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// 通过反射方式调用类中的方法。
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var result = type.InvokeMember("Execute",
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BindingFlags.Default | BindingFlags.InvokeMethod,
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null,
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obj,
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new object[] { });
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```
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### 4.代码编辑模块的实现
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选择AvalonEdit控件,另外为了使用VS2019_Dark的黑色皮肤,引用官方Demo中的HL和TextEditlib实现自定义换肤。
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官方Demo的换肤写的超级复杂,看不懂,但是我们只要理解换肤的核心部分就是动态资源字典,因此我简化下,改进后的核心换肤代码如下:
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```
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public class TextEditorThemeHelper
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{
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static Dictionary<string, ResourceDictionary> ThemeDictionary = new Dictionary<string, ResourceDictionary>();
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public static List<string> Themes = new List<string>() { "Dark", "Light", "TrueBlue", "VS2019_Dark" };
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public static string CurrentTheme { get; set; }
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static TextEditorThemeHelper()
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{
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var resource = new ResourceDictionary { Source = new Uri("/TextEditLib;component/Themes/LightBrushs.xaml", UriKind.RelativeOrAbsolute) };
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ThemeDictionary.Add("Light", resource);
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resource = new ResourceDictionary { Source = new Uri("/TextEditLib;component/Themes/DarkBrushs.xaml", UriKind.RelativeOrAbsolute) };
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ThemeDictionary.Add("Dark", resource);
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Application.Current.Resources.MergedDictionaries.Add(resource);
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}
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/// <summary>
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/// 设置主题
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/// </summary>
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/// <param name="theme"></param>
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public static void SetCurrentTheme(string theme)
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{
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OnAppThemeChanged(theme);//切换到VS2019_Dark
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CurrentTheme = theme;
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}
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/// <summary>
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/// Invoke this method to apply a change of theme to the content of the document
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/// (eg: Adjust the highlighting colors when changing from "Dark" to "Light"
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/// WITH current text document loaded.)
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/// </summary>
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internal static void OnAppThemeChanged(string theme)
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{
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ThemedHighlightingManager.Instance.SetCurrentTheme(theme);
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if (ThemeDictionary.ContainsKey(theme))
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{
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foreach (var key in ThemeDictionary[theme].Keys)
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{
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ApplyToDynamicResource(key, ThemeDictionary[theme][key]);
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}
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}
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// Does this highlighting definition have an associated highlighting theme?
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else if (ThemedHighlightingManager.Instance.CurrentTheme.HlTheme != null)
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{
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// A highlighting theme with GlobalStyles?
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// Apply these styles to the resource keys of the editor
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foreach (var item in ThemedHighlightingManager.Instance.CurrentTheme.HlTheme.GlobalStyles)
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{
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switch (item.TypeName)
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{
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case "DefaultStyle":
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ApplyToDynamicResource(TextEditLib.Themes.ResourceKeys.EditorBackground, item.backgroundcolor);
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ApplyToDynamicResource(TextEditLib.Themes.ResourceKeys.EditorForeground, item.foregroundcolor);
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break;
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case "CurrentLineBackground":
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ApplyToDynamicResource(TextEditLib.Themes.ResourceKeys.EditorCurrentLineBackgroundBrushKey, item.backgroundcolor);
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ApplyToDynamicResource(TextEditLib.Themes.ResourceKeys.EditorCurrentLineBorderBrushKey, item.bordercolor);
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break;
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case "LineNumbersForeground":
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ApplyToDynamicResource(TextEditLib.Themes.ResourceKeys.EditorLineNumbersForeground, item.foregroundcolor);
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break;
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case "Selection":
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ApplyToDynamicResource(TextEditLib.Themes.ResourceKeys.EditorSelectionBrush, item.backgroundcolor);
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ApplyToDynamicResource(TextEditLib.Themes.ResourceKeys.EditorSelectionBorder, item.bordercolor);
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break;
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case "Hyperlink":
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ApplyToDynamicResource(TextEditLib.Themes.ResourceKeys.EditorLinkTextBackgroundBrush, item.backgroundcolor);
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ApplyToDynamicResource(TextEditLib.Themes.ResourceKeys.EditorLinkTextForegroundBrush, item.foregroundcolor);
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break;
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case "NonPrintableCharacter":
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ApplyToDynamicResource(TextEditLib.Themes.ResourceKeys.EditorNonPrintableCharacterBrush, item.foregroundcolor);
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break;
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default:
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throw new System.ArgumentOutOfRangeException("GlobalStyle named '{0}' is not supported.", item.TypeName);
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}
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}
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}
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}
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/// <summary>
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/// Re-define an existing <seealso cref="SolidColorBrush"/> and backup the originial color
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/// as it was before the application of the custom coloring.
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/// </summary>
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/// <param name="key"></param>
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/// <param name="newColor"></param>
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private static void ApplyToDynamicResource(ComponentResourceKey key, Color? newColor)
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{
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if (Application.Current.Resources[key] == null || newColor == null)
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return;
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// Re-coloring works with SolidColorBrushs linked as DynamicResource
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if (Application.Current.Resources[key] is SolidColorBrush)
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{
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//backupDynResources.Add(resourceName);
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var newColorBrush = new SolidColorBrush((Color)newColor);
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newColorBrush.Freeze();
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Application.Current.Resources[key] = newColorBrush;
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}
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}
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private static void ApplyToDynamicResource(object key, object newValue)
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{
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if (Application.Current.Resources[key] == null || newValue == null)
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return;
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||||||
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Application.Current.Resources[key] = newValue;
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}
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}
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```
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使用方法:
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TextEditorThemeHelper.SetCurrentTheme("VS2019_Dark");
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或者
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TextEditorThemeHelper.SetCurrentTheme("TrueBlue");
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||||||
|
|
||||||
或者
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|
||||||
TextEditorThemeHelper.SetCurrentTheme("Dark");
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||||||
|
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||||||
或者
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||||||
TextEditorThemeHelper.SetCurrentTheme("Light");
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||||||
|
|
||||||
是不是超级简单。
|
|
||||||
|
|
||||||
### 5.代码编辑模块的编译与测试。
|
|
||||||
|
|
||||||

|
|
||||||
|
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||||||

|
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||||||
|
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### 6.WPF打印控制台数据
|
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|
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```
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||||||
控制台打印方法支持切换运行输出方法Console.SetOut,核心代码如下:
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|
||||||
public class ConsoleWriter : TextWriter
|
|
||||||
{
|
|
||||||
private readonly Action<string> _Write;
|
|
||||||
private readonly Action<string> _WriteLine;
|
|
||||||
private readonly Action<string, string, string, int> _WriteCallerInfo;
|
|
||||||
|
|
||||||
public ConsoleWriter()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Console 输出重定向
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="write">日志方法委托(针对于 Write)</param>
|
|
||||||
/// <param name="writeLine">日志方法委托(针对于 WriteLine)</param>
|
|
||||||
public ConsoleWriter(Action<string> write, Action<string> writeLine, Action<string, string, string, int> writeCallerInfo)
|
|
||||||
{
|
|
||||||
_Write = write;
|
|
||||||
_WriteLine = writeLine?? write;
|
|
||||||
_WriteCallerInfo = writeCallerInfo;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Console 输出重定向
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="write">日志方法委托(针对于 Write)</param>
|
|
||||||
/// <param name="writeLine">日志方法委托(针对于 WriteLine)</param>
|
|
||||||
public ConsoleWriter(Action<string> write, Action<string> writeLine)
|
|
||||||
{
|
|
||||||
_Write = write;
|
|
||||||
_WriteLine = writeLine;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Console 输出重定向
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="write">日志方法委托</param>
|
|
||||||
public ConsoleWriter(Action<string> write)
|
|
||||||
{
|
|
||||||
_Write = write;
|
|
||||||
_WriteLine = write;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Console 输出重定向(带调用方信息)
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="write">日志方法委托(后三个参数为 CallerFilePath、CallerMemberName、CallerLineNumber)</param>
|
|
||||||
public ConsoleWriter(Action<string, string, string, int> write)
|
|
||||||
{
|
|
||||||
_WriteCallerInfo = write;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// 使用 UTF-16 避免不必要的编码转换
|
|
||||||
/// </summary>
|
|
||||||
public override Encoding Encoding => Encoding.Unicode;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// 最低限度需要重写的方法
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="value">消息</param>
|
|
||||||
public override void Write(string value)
|
|
||||||
{
|
|
||||||
if (_WriteCallerInfo != null)
|
|
||||||
{
|
|
||||||
WriteWithCallerInfo(value);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
_Write(value);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// 为提高效率直接处理一行的输出
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="value">消息</param>
|
|
||||||
public override void WriteLine(string value)
|
|
||||||
{
|
|
||||||
if (_WriteCallerInfo != null)
|
|
||||||
{
|
|
||||||
WriteWithCallerInfo(value);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
_WriteLine(value);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// 带调用方信息进行写消息
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="value">消息</param>
|
|
||||||
private void WriteWithCallerInfo(string value)
|
|
||||||
{
|
|
||||||
//3、System.Console.WriteLine -> 2、System.IO.TextWriter + SyncTextWriter.WriteLine -> 1、DotNet.Utilities.ConsoleHelper.ConsoleWriter.WriteLine -> 0、DotNet.Utilities.ConsoleHelper.ConsoleWriter.WriteWithCallerInfo
|
|
||||||
var callInfo = ClassHelper.GetMethodInfo(4);
|
|
||||||
_WriteCallerInfo(value, callInfo?.FileName, callInfo?.MethodName, callInfo?.LineNumber ?? 0);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void Close()
|
|
||||||
{
|
|
||||||
var standardOutput = new StreamWriter(Console.OpenStandardOutput());
|
|
||||||
standardOutput.AutoFlush = true;
|
|
||||||
Console.SetOut(standardOutput);
|
|
||||||
base.Close();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
```
|
|
||||||
使用:
|
|
||||||
|
|
||||||
ConsoleWriter ConsoleWriter = new ConsoleWriter(_write, _writeLine);
|
|
||||||
|
|
||||||
Console.SetOut(ConsoleWriter);
|
|
||||||
|
|
||||||
### 7.动态编译模块的输入输出自动生成。
|
|
||||||
1.输入输出模块:public string Value{ get; set;}
|
|
||||||
2.输入模块:public string Value{private get; set;}
|
|
||||||
3.输出模块:public string Value{get;private set;}
|
|
||||||
4.与外部交互模块:private string Value{ get; set;} ,必须同名同属性。
|
|
||||||
核心代码如下:
|
|
||||||
|
|
||||||
```
|
|
||||||
public static Dictionary<string, List<PropertyInfo>> GetPropertyInfo(Type type)
|
|
||||||
{
|
|
||||||
Dictionary<string, List<PropertyInfo>> puts = new Dictionary<string, List<PropertyInfo>>()
|
|
||||||
{
|
|
||||||
{"Input", new List<PropertyInfo>() },
|
|
||||||
{"Output", new List<PropertyInfo>() },
|
|
||||||
{"Input_Output", new List<PropertyInfo>() },
|
|
||||||
{"Inner", new List<PropertyInfo>() }
|
|
||||||
};
|
|
||||||
|
|
||||||
try
|
|
||||||
{
|
|
||||||
foreach (System.Reflection.PropertyInfo info in type.GetProperties(BindingFlags.Public | BindingFlags.Instance))
|
|
||||||
{
|
|
||||||
if (info.CanRead && info.CanWrite)
|
|
||||||
{
|
|
||||||
if (info.SetMethod.IsPublic && info.GetMethod.IsPublic)
|
|
||||||
{
|
|
||||||
puts["Input_Output"].Add(info);
|
|
||||||
}
|
|
||||||
else if (info.SetMethod.IsPublic)
|
|
||||||
{
|
|
||||||
puts["Input"].Add(info);
|
|
||||||
}
|
|
||||||
else if (info.GetMethod.IsPublic)
|
|
||||||
{
|
|
||||||
puts["Output"].Add(info);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (info.CanRead)
|
|
||||||
{
|
|
||||||
if (info.GetMethod.IsPublic)
|
|
||||||
{
|
|
||||||
puts["Output"].Add(info);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
foreach (System.Reflection.PropertyInfo info in type.GetProperties(BindingFlags.NonPublic | BindingFlags.Instance))
|
|
||||||
{
|
|
||||||
if (info.CanRead)
|
|
||||||
{
|
|
||||||
puts["Inner"].Add(info);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
return puts;
|
|
||||||
}
|
|
||||||
```
|
|
||||||
|
|
||||||
### 8.最后介绍一下Demo的实现。
|
|
||||||
1#.Int整数模块,界面定义一个TextBox绑定Int模块的输入管脚。
|
|
||||||
2#.Box产生模块,如果内部数组为空,那么按照输入管脚的数量初始化一个容量为输入整数数量的数组(随机颜色与形状),然后把数据放到输出管脚,当数据被取走后,下一个数据再次放到输出管脚。
|
|
||||||
3#.Bool模块,为false的时候按照颜色进行分配,为true的时候按照形状进行分配。
|
|
||||||
4#.Box分配模块,当输入管脚为空的时候,2#模块的输出可以移动到4#的输入管脚,移动时间为1s,移动完成后,清除2#模块的输出。同时把数据按照颜色或者形状分配到输出,同时把输入管脚清除。
|
|
||||||
按照颜色分配时:
|
|
||||||
(1.如果颜色为红色,那么输出到1号
|
|
||||||
(2.如果颜色为橙色,那么输出到2号
|
|
||||||
(3.如果颜色为黄色,那么输出到3号
|
|
||||||
(4.如果颜色为绿色,那么输出到4号
|
|
||||||
(5.如果颜色为青色,那么输出到5号
|
|
||||||
(6.如果颜色为蓝色,那么输出到6号
|
|
||||||
(7.如果颜色为紫色,那么输出到7号
|
|
||||||
按照形状分配时:
|
|
||||||
(1.如果形状为圆形,那么输出到1号
|
|
||||||
(2.如果形状为三角形,那么输出到2号
|
|
||||||
(3.如果形状为方形,那么输出到3号
|
|
||||||
(4.如果形状为菱形,那么输出到4号
|
|
||||||
(5.如果形状为梯形,那么输出到5号
|
|
||||||
(6.如果形状为五角星,那么输出到6号
|
|
||||||
(7.如果形状为六边形,那么输出到7号
|
|
||||||
6#.有两个红色|圆形收集器(7#,8#),按两个容器中的数量比较反馈,均匀分配到这两个收集器中。
|
|
||||||
9#,10#,11#,12#,13#,14#按照管脚取走数据即可。
|
|
||||||
|
|
||||||
|
|
||||||
## 2023年4月5号更新内容(本次更新主要仿照百度脑图):
|
## 2023年4月5号更新内容(本次更新主要仿照百度脑图):
|
||||||
### 1.思维导图、目录组织图、鱼骨头图、逻辑结构图、组织结构图,入口在文件新建下。
|
### 1.思维导图、目录组织图、鱼骨头图、逻辑结构图、组织结构图,入口在文件新建下。
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user