(一)引言
用using System.Runtime.Serialization命名空間中的:IFormatter實現儲存容器.
用堆棧的實現原理. 可以儲存幾乎.Net所有的對象.
本實現實現用它儲存Form表單中的所有對象,包括Label/TextBox/任意類等狀態值.
儲存到檔案中,並從檔案中讀取資料.
(二)代碼
說明: 下面代碼實現的是儲存象棋遊戲棋盤上的所有對象,比如: 用於儲存某一時刻棋盤的位置,以及各種控制項的狀態值等. 讀者可以用此方法來儲存一些應用程式中的狀態值等.
為了便於理解,把整個檔案都顯示出來了.主要包括兩個方法: 儲存(序列化)和讀取(反序列)
using System;
using System.IO;
using System.Drawing;
using System.Runtime.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
namespace 智能象棋遊戲
{
/// <summary>
/// 功能:實現 遊戲 儲存和讀取
/// 特點:不但能夠恢複斷點,而且還能夠在相應的斷點執行退旗等操作
/// </summary>
public class Class6
{
public string openFileName="..//..//save//SAVA.bin"; //隱藏檔名
public string saveFileName="..//..//save//SAVA.bin"; //隱藏檔名
public Class6()
{
}
public void Save(Form2 form2)
{
//******序列化Form2中的數組和變數和類*******//
IFormatter formatter=new BinaryFormatter(); //定義類,主要用此類中的兩個方法來實現功能
Stream stream=new FileStream (this.saveFileName,FileMode.Create,FileAccess.Write,FileShare.None);
//序列化Form2 中pictureBoxStatus數組
formatter.Serialize(stream,form2.pictureBoxsStatus);
//儲存象棋的當前殘局,各個棋子的位置等,以及各方的分數,下棋用時等
formatter.Serialize(stream,form2.battle);
formatter.Serialize(stream,form2.soldiers);
formatter.Serialize(stream,form2.tempPoint);
formatter.Serialize(stream,form2.whetherSelected);
formatter.Serialize(stream,form2.letDown);
formatter.Serialize(stream,form2.signRight);
formatter.Serialize(stream,form2.start);
formatter.Serialize(stream,form2.wrongString);
formatter.Serialize(stream,form2.startTime);
formatter.Serialize(stream,form2.displaystartTime);
formatter.Serialize(stream,form2.pause);
formatter.Serialize(stream,form2.whichFangQianZou);
formatter.Serialize(stream,form2.pauseCount);
formatter.Serialize(stream,form2.label3_ShanShuo);
formatter.Serialize(stream,form2.add_Or_Not);
formatter.Serialize(stream,form2.shanShuoVarialbe);
formatter.Serialize(stream,form2.whoGoString);
//序列化Form2中類Class2 a中的變數和數組;
formatter.Serialize(stream,form2.a.GenEatGen); formatter.Serialize (stream,form2.a.have); formatter.Serialize(stream,form2.a.who); formatter.Serialize(stream,form2.a.str); formatter.Serialize(stream,form2.a.allPoint); formatter.Serialize(stream,form2.a.partPoint); formatter.Serialize(stream,form2.a.whichPicture); formatter.Serialize(stream,form2.a.rednum); formatter.Serialize(stream,form2.a.bluenum); formatter.Serialize(stream,form2.a.width); formatter.Serialize(stream,form2.a.height); formatter.Serialize(stream,form2.a.first_X); formatter.Serialize(stream,form2.a.first_Y); formatter.Serialize(stream,form2.a.blueNumTotal); formatter.Serialize(stream,form2.a.redNumTotal);
//序列化Form2中類Class5 keyBoard中的變數
formatter.Serialize(stream,form2.keyBoard.KeyBoardOperating);
formatter.Serialize(stream,form2.keyBoard.MouseOperating);
stream.Close();
}
public void Read(ref Form2 form2)
{
IFormatter formatter=new BinaryFormatter();
Stream stream=new FileStream(this.openFileName,FileMode.Open,FileAccess.Read,FileShare.Read);
//Form2 a=new Form2();
Form2 a=form2;
//還原序列化Form2 中pictureBoxStatus數組
a.pictureBoxsStatus=(bool[])formatter.Deserialize(stream);
a.battle=(string)formatter.Deserialize(stream);
a.soldiers=(string[])formatter.Deserialize(stream);
a.tempPoint=(Point[])formatter.Deserialize(stream);
a.whetherSelected=(bool)formatter.Deserialize(stream);
a.letDown=(bool)formatter.Deserialize(stream);
a.signRight=(int)formatter.Deserialize(stream);
a.start=(bool)formatter.Deserialize(stream);
a.wrongString=(string)formatter.Deserialize(stream);
a.startTime=(DateTime)formatter.Deserialize(stream);
a.displaystartTime=(bool)formatter.Deserialize(stream);
a.pause=(bool)formatter.Deserialize(stream);
a.whichFangQianZou=(bool)formatter.Deserialize(stream);
a.pauseCount=(int)formatter.Deserialize(stream);
a.label3_ShanShuo=(bool)formatter.Deserialize(stream);
a.add_Or_Not=(bool)formatter.Deserialize(stream);
a.shanShuoVarialbe=(int)formatter.Deserialize(stream);
a.whoGoString=(string)formatter.Deserialize(stream);
//還原序列化Form2中類Class5 keyBoard中的變數
a.keyBoard.KeyBoardOperating=(bool)formatter.Deserialize(stream);
a.keyBoard.MouseOperating=(bool)formatter.Deserialize(stream);
stream.Close();
}
}
}
需要注意的一點時,在往容器裡儲存和從容器裡讀取時,要按照椎棧的原理進行儲存和讀取.
遵守“先進後出,後進先出原則”。
即先放到容器裡的對象,在讀取時到最後才能讀取出來.最後儲存的對象,在讀取時第一個被讀取出來.
(三).範例程式碼下載
http://www.cnitblog.com/Files/ChengKing/智能象棋遊戲.rar