资 源 简 介
我们将用程序来模拟传统的龟兔赛跑问题。我们将采用随机数生成的方法开发这一问题的仿真程序。 再比赛中共设了70个点,每个点代表比赛跑道可能的一个位置。乌龟和兔从第一个点出发,终点是在第70个点上。 时钟按秒来数计。随着时钟的转动,程序能够根据下述规则来调节乌龟和兔子的位置。动物 跑动类型 占用时间 跑动量乌龟 快走 50% 向右3个点 后滑 20% 向左6个点 慢走 30% 向右1个点兔子 睡觉 20% 不动 大后滑 20% 向右9 个点 快走 10% 向左12个点 小步跳 30% 向右1个点 慢后滑 20% 向左两个点 -procedures we will use to simulate the traditional hand problems. We will adopt the random number generator of the development of the simulation program. Another winner set up 70 points, each point represents the runway competition of a possible location. The turtle and a rabbit from the starting point and finish in the first 70 points. According to the clock to a few seconds of dollars. As the clock turned to procedures under the following rules to regulate turtle and the rabbit"s location. Running types of animals occupying volume running time 50% of turtles to leave three points right after sliding 20% six points left walking 30% a point right rabbits sleep 20% Fixed After a 20% slide right nine points to leave 10% left