2.14 实战案例
December 8, 2025 · View on GitHub
本章通过实际的代码示例展示 CovScript 的应用场景,包括网络应用、游戏开发、数据库操作和文件处理等。这些案例来源于 CovScript 示例库和实际项目。
2.15.1 网络应用
案例1:简单的 HTTP 服务器
实现一个基础的 HTTP 服务器,能够处理 GET 请求并返回静态内容。
import network
class SimpleHTTPServer
var server = null
var port = 8080
var running = false
function construct(p)
this.port = p
end
function start()
this.server = network.tcp.server()
this.server.bind("0.0.0.0", this.port)
this.server.listen(10)
this.running = true
system.out.println("HTTP 服务器启动在端口 " + to_string(this.port))
loop
if !this.running
break
end
try
var client = this.server.accept()
this.handleClient(client)
catch e
system.out.println("错误: " + to_string(e))
end
end
end
function handleClient(client)
try
# 读取请求
var request = client.recv(4096)
system.out.println("收到请求:")
system.out.println(request)
# 解析请求行
var lines = this.splitLines(request)
if lines.size > 0
var requestLine = lines[0]
var parts = this.splitString(requestLine, " ")
if parts.size >= 2
var method = parts[0]
var path = parts[1]
# 处理请求
if method == "GET"
this.handleGET(client, path)
else
this.send405(client)
end
end
end
catch e
system.out.println("处理请求错误: " + to_string(e))
finally
client.close()
end
end
function handleGET(client, path)
if path == "/" || path == "/index.html"
# 返回首页
var html = "<!DOCTYPE html><html><head><meta charset='utf-8'><title>CovScript 服务器</title></head><body><h1>欢迎使用 CovScript HTTP 服务器</h1><p>这是一个用 CovScript 编写的简单 HTTP 服务器。</p></body></html>"
this.sendResponse(client, 200, "OK", "text/html; charset=utf-8", html)
else if path == "/api/hello"
# API 端点
var json = "{\"message\": \"Hello from CovScript!\", \"timestamp\": " + to_string(runtime.time()) + "}"
this.sendResponse(client, 200, "OK", "application/json", json)
else
# 404
this.send404(client)
end
end
function sendResponse(client, code, status, contentType, body)
var response = "HTTP/1.1 " + to_string(code) + " " + status + "\r\n"
response += "Content-Type: " + contentType + "\r\n"
response += "Content-Length: " + to_string(body.size) + "\r\n"
response += "Connection: close\r\n"
response += "\r\n"
response += body
client.send(response)
end
function send404(client)
var html = "<!DOCTYPE html><html><head><title>404 Not Found</title></head><body><h1>404 Not Found</h1></body></html>"
this.sendResponse(client, 404, "Not Found", "text/html", html)
end
function send405(client)
var html = "<!DOCTYPE html><html><head><title>405 Method Not Allowed</title></head><body><h1>405 Method Not Allowed</h1></body></html>"
this.sendResponse(client, 405, "Method Not Allowed", "text/html", html)
end
function splitLines(text)
var result = new list
var current = ""
for i = 0, i < text.size, ++i
var ch = text[i]
if ch == '\n'
result.push_back(current)
current = ""
else if ch != '\r'
current += ch
end
end
if current.size > 0
result.push_back(current)
end
return result
end
function splitString(text, delimiter)
var result = new list
var current = ""
foreach ch in text
if ch == delimiter
if current.size > 0
result.push_back(current)
current = ""
end
else
current += ch
end
end
if current.size > 0
result.push_back(current)
end
return result
end
function stop()
this.running = false
if this.server != null
this.server.close()
end
end
end
# 启动服务器
var server = new SimpleHTTPServer{8080}
server.start()
案例2:TCP 聊天室
实现一个多客户端的聊天室应用。
import network
import fiber
class ChatRoom
var server = null
var clients = new list
var clientNames = new hash_map
var running = false
function start(port)
this.server = network.tcp.server()
this.server.bind("0.0.0.0", port)
this.server.listen(10)
this.running = true
system.out.println("聊天室服务器启动在端口 " + to_string(port))
loop
if !this.running
break
end
try
var client = this.server.accept()
this.clients.push_back(client)
system.out.println("新客户端连接,当前在线: " + to_string(this.clients.size))
# 为每个客户端创建处理协程
this.createClientHandler(client)
catch e
system.out.println("接受连接错误: " + to_string(e))
end
end
end
function createClientHandler(client)
var handler = fiber.create([](c, room) {
var clientName = null
try
# 欢迎消息
c.send("欢迎来到聊天室!请输入你的昵称:\n")
# 获取昵称
clientName = c.recv(1024)
clientName = room.trim(clientName)
room.clientNames.insert(c, clientName)
# 广播加入消息
room.broadcast(clientName + " 加入了聊天室\n", c)
c.send("你已加入聊天室。输入消息开始聊天,输入 /quit 退出。\n")
# 消息循环
loop
var message = c.recv(1024)
if message.empty()
break
end
message = room.trim(message)
if message == "/quit"
break
else if message == "/list"
# 列出在线用户
c.send("在线用户 (" + to_string(room.clients.size) + "):\n")
foreach client in room.clients
if room.clientNames.exist(client)
c.send(" - " + room.clientNames[client] + "\n")
end
end
else if message.size > 0
# 广播消息
var fullMsg = clientName + ": " + message + "\n"
room.broadcast(fullMsg, c)
end
fiber.yield()
end
catch e
system.out.println("客户端错误: " + to_string(e))
finally
# 清理
if clientName != null
room.broadcast(clientName + " 离开了聊天室\n", c)
end
room.removeClient(c)
c.close()
end
}, client, this)
fiber.resume(handler)
end
function broadcast(message, sender)
system.out.println("[广播] " + message)
foreach client in this.clients
if client != sender
try
client.send(message)
catch e
# 忽略发送失败
end
end
end
end
function removeClient(client)
var newClients = new list
foreach c in this.clients
if c != client
newClients.push_back(c)
end
end
this.clients = newClients
if this.clientNames.exist(client)
this.clientNames.erase(client)
end
system.out.println("客户端断开,当前在线: " + to_string(this.clients.size))
end
function trim(str)
return str.trim()
end
function stop()
this.running = false
foreach client in this.clients
try
client.close()
catch e
end
end
if this.server != null
this.server.close()
end
end
end
# 启动聊天室
var chatRoom = new ChatRoom{}
chatRoom.start(9999)
聊天室客户端
import network
class ChatClient
var client = null
var connected = false
function connect(host, port)
this.client = network.tcp.client()
this.client.connect(host, port)
this.connected = true
system.out.println("已连接到服务器")
end
function run()
# 接收欢迎消息
var welcome = this.client.recv(1024)
system.out.print(welcome)
# 输入昵称
var name = system.in.getline()
this.client.send(name + "\n")
# 接收确认消息
var confirm = this.client.recv(1024)
system.out.print(confirm)
# 主循环
loop
if !this.connected
break
end
# 读取用户输入
system.out.print("> ")
var input = system.in.getline()
if input.empty()
continue
end
# 发送消息
this.client.send(input + "\n")
if input == "/quit"
break
end
# 接收响应
runtime.delay(100)
var response = this.client.recv(4096)
if response.size > 0
system.out.print(response)
end
end
end
function disconnect()
if this.client != null
this.client.close()
this.connected = false
end
end
end
# 使用客户端
var client = new ChatClient{}
try
client.connect("127.0.0.1", 9999)
client.run()
catch e
system.out.println("错误: " + to_string(e))
finally
client.disconnect()
end
2.15.2 游戏开发
案例1:贪吃蛇游戏
使用控制台实现经典的贪吃蛇游戏。
# 贪吃蛇游戏
class Point
var x = 0
var y = 0
function construct(px, py)
this.x = px
this.y = py
end
function equals(other)
return this.x == other.x && this.y == other.y
end
end
class Snake
var body = new list
var direction = "RIGHT"
var growing = false
function construct(startX, startY)
this.body.push_back(new Point{startX, startY})
this.body.push_back(new Point{startX - 1, startY})
this.body.push_back(new Point{startX - 2, startY})
end
function move()
var head = this.body[0]
var newHead = new Point{head.x, head.y}
# 根据方向移动
if this.direction == "UP"
newHead.y -= 1
else if this.direction == "DOWN"
newHead.y += 1
else if this.direction == "LEFT"
newHead.x -= 1
else if this.direction == "RIGHT"
newHead.x += 1
end
# 添加新头部
this.body.push_front(newHead)
# 如果没有生长,移除尾部
if !this.growing
this.body.pop_back()
else
this.growing = false
end
end
function setDirection(dir)
# 防止反向移动
if dir == "UP" && this.direction != "DOWN"
this.direction = dir
else if dir == "DOWN" && this.direction != "UP"
this.direction = dir
else if dir == "LEFT" && this.direction != "RIGHT"
this.direction = dir
else if dir == "RIGHT" && this.direction != "LEFT"
this.direction = dir
end
end
function grow()
this.growing = true
end
function getHead()
return this.body[0]
end
function checkCollision()
var head = this.getHead()
# 检查是否撞到自己
for i = 1, i < this.body.size, ++i
if head.equals(this.body[i])
return true
end
end
return false
end
end
class SnakeGame
var width = 40
var height = 20
var snake = null
var food = null
var score = 0
var gameOver = false
function construct()
this.snake = new Snake{this.width / 2, this.height / 2}
this.spawnFood()
end
function spawnFood()
# 简单的随机食物生成
var x = to_integer(runtime.time() % this.width)
var y = to_integer((runtime.time() / 100) % this.height)
this.food = new Point{x, y}
end
function update()
# 移动蛇
this.snake.move()
var head = this.snake.getHead()
# 检查边界碰撞
if head.x < 0 || head.x >= this.width || head.y < 0 || head.y >= this.height
this.gameOver = true
return
end
# 检查自身碰撞
if this.snake.checkCollision()
this.gameOver = true
return
end
# 检查是否吃到食物
if head.equals(this.food)
this.snake.grow()
this.score += 10
this.spawnFood()
end
end
function render()
# 清屏(简化版)
system.out.println("\n\n\n\n\n")
# 绘制游戏区域
system.out.println("贪吃蛇游戏 - 分数: " + to_string(this.score))
system.out.println("方向键控制,Q 退出")
for y = 0, y < this.height, ++y
var line = ""
for x = 0, x < this.width, ++x
var point = new Point{x, y}
var isSnake = false
# 检查是否是蛇身
foreach segment in this.snake.body
if segment.equals(point)
if segment.equals(this.snake.getHead())
line += "O" # 蛇头
else
line += "o" # 蛇身
end
isSnake = true
break
end
end
if !isSnake
# 检查是否是食物
if point.equals(this.food)
line += "*"
else
line += " "
end
end
end
system.out.println("|" + line + "|")
end
# 底部边框
var border = "+"
for i = 0, i < this.width, ++i
border += "-"
end
border += "+"
system.out.println(border)
end
function run()
system.out.println("游戏开始!")
loop
if this.gameOver
break
end
# 更新游戏状态
this.update()
# 渲染
this.render()
# 简化的输入处理(实际需要非阻塞输入)
runtime.delay(200) # 游戏速度
# 这里应该有键盘输入检测
# 例如: var key = system.in.getKey()
# this.snake.setDirection(...)
end
system.out.println("\n游戏结束!")
system.out.println("最终分数: " + to_string(this.score))
end
end
# 启动游戏
var game = new SnakeGame{}
game.run()
案例2:猜数字游戏
简单但完整的猜数字游戏。
class GuessNumberGame
var secretNumber = 0
var attempts = 0
var maxAttempts = 10
var minRange = 1
var maxRange = 100
function start()
system.out.println("=== 猜数字游戏 ===")
system.out.println("我想了一个 " + to_string(this.minRange) + " 到 " + to_string(this.maxRange) + " 之间的数字")
system.out.println("你有 " + to_string(this.maxAttempts) + " 次机会猜中它!")
system.out.println()
# 生成随机数
this.secretNumber = this.randomInt(this.minRange, this.maxRange)
this.attempts = 0
# 游戏循环
loop
if this.attempts >= this.maxAttempts
system.out.println("游戏结束!你已用完所有机会。")
system.out.println("正确答案是: " + to_string(this.secretNumber))
break
end
# 获取用户输入
system.out.print("第 " + to_string(this.attempts + 1) + " 次猜测: ")
var input = system.in.getline()
var guess = 0
try
guess = to_integer(input)
catch e
system.out.println("请输入有效的数字!")
continue
end
# 检查范围
if guess < this.minRange || guess > this.maxRange
system.out.println("请输入 " + to_string(this.minRange) + " 到 " + to_string(this.maxRange) + " 之间的数字!")
continue
end
this.attempts += 1
# 检查猜测
if guess == this.secretNumber
system.out.println("恭喜你!猜对了!")
system.out.println("你用了 " + to_string(this.attempts) + " 次就猜中了!")
# 评分
if this.attempts <= 3
system.out.println("评价:太厉害了!")
else if this.attempts <= 6
system.out.println("评价:不错!")
else
system.out.println("评价:还需要努力!")
end
break
else if guess < this.secretNumber
system.out.println("太小了!还有 " + to_string(this.maxAttempts - this.attempts) + " 次机会")
else
system.out.println("太大了!还有 " + to_string(this.maxAttempts - this.attempts) + " 次机会")
end
# 提示范围
if this.attempts < this.maxAttempts
var remaining = this.maxAttempts - this.attempts
if remaining == 1
system.out.println("提示:这是你最后一次机会了!")
else if remaining == 3
system.out.println("提示:还剩 3 次机会,仔细想想!")
end
end
end
# 询问是否再玩一次
system.out.print("\n要再玩一次吗?(y/n): ")
var again = system.in.getline()
if again == "y" || again == "Y"
system.out.println("\n")
this.start()
else
system.out.println("感谢游戏!再见!")
end
end
function randomInt(min, max)
return math.randint(min, max)
end
end
# 启动游戏
var game = new GuessNumberGame{}
game.start()
2.15.3 数据库应用
案例:简单的任务管理系统
使用数据库实现一个任务管理应用。
import csdbc
class TaskManager
var db = null
function construct(dbPath)
this.db = csdbc.connect("sqlite", dbPath)
this.initDatabase()
end
function initDatabase()
# 创建任务表
this.db.execute("
CREATE TABLE IF NOT EXISTS tasks (
id INTEGER PRIMARY KEY AUTOINCREMENT,
title TEXT NOT NULL,
description TEXT,
status TEXT DEFAULT 'pending',
priority INTEGER DEFAULT 0,
created_at INTEGER,
completed_at INTEGER
)
")
# 创建标签表
this.db.execute("
CREATE TABLE IF NOT EXISTS tags (
id INTEGER PRIMARY KEY AUTOINCREMENT,
name TEXT UNIQUE NOT NULL
)
")
# 创建任务-标签关联表
this.db.execute("
CREATE TABLE IF NOT EXISTS task_tags (
task_id INTEGER,
tag_id INTEGER,
FOREIGN KEY(task_id) REFERENCES tasks(id),
FOREIGN KEY(tag_id) REFERENCES tags(id),
PRIMARY KEY(task_id, tag_id)
)
")
end
function addTask(title, description, priority)
var timestamp = runtime.time()
this.db.execute("
INSERT INTO tasks (title, description, priority, created_at)
VALUES (?, ?, ?, ?)
", {title, description, priority, timestamp})
var taskId = this.db.lastInsertId()
system.out.println("任务创建成功,ID: " + to_string(taskId))
return taskId
end
function listTasks(status)
var sql = "SELECT * FROM tasks"
var params = new list
if status != null
sql += " WHERE status = ?"
params.push_back(status)
end
sql += " ORDER BY priority DESC, created_at DESC"
var tasks = this.db.query(sql, params)
if tasks.size == 0
system.out.println("没有找到任务")
return
end
system.out.println("\n任务列表:")
var separator = ""
for i = 0, i < 60, ++i
separator += "="
end
system.out.println(separator)
foreach task in tasks
this.printTask(task)
var line = ""
for i = 0, i < 60, ++i
line += "-"
end
system.out.println(line)
end
end
function printTask(task)
system.out.println("ID: " + to_string(task["id"]))
system.out.println("标题: " + task["title"])
system.out.println("描述: " + task["description"])
system.out.println("状态: " + task["status"])
system.out.println("优先级: " + to_string(task["priority"]))
# 获取标签
var tags = this.getTaskTags(task["id"])
if tags.size > 0
var tagNames = new array
foreach tag in tags
tagNames.push_back(tag["name"])
end
system.out.println("标签: " + tagNames.join(", "))
end
end
function updateTaskStatus(taskId, newStatus)
var timestamp = null
if newStatus == "completed"
timestamp = runtime.time()
this.db.execute("
UPDATE tasks SET status = ?, completed_at = ?
WHERE id = ?
", {newStatus, timestamp, taskId})
else
this.db.execute("
UPDATE tasks SET status = ? WHERE id = ?
", {newStatus, taskId})
end
system.out.println("任务状态已更新")
end
function deleteTask(taskId)
# 删除任务标签关联
this.db.execute("DELETE FROM task_tags WHERE task_id = ?", {taskId})
# 删除任务
this.db.execute("DELETE FROM tasks WHERE id = ?", {taskId})
system.out.println("任务已删除")
end
function addTag(taskId, tagName)
# 获取或创建标签
var tags = this.db.query("SELECT id FROM tags WHERE name = ?", {tagName})
var tagId = null
if tags.size > 0
tagId = tags[0]["id"]
else
this.db.execute("INSERT INTO tags (name) VALUES (?)", {tagName})
tagId = this.db.lastInsertId()
end
# 关联任务和标签
try
this.db.execute("INSERT INTO task_tags (task_id, tag_id) VALUES (?, ?)",
{taskId, tagId})
system.out.println("标签已添加")
catch e
system.out.println("标签已存在")
end
end
function getTaskTags(taskId)
return this.db.query("
SELECT t.* FROM tags t
JOIN task_tags tt ON t.id = tt.tag_id
WHERE tt.task_id = ?
", {taskId})
end
function searchTasks(keyword)
var tasks = this.db.query("
SELECT * FROM tasks
WHERE title LIKE ? OR description LIKE ?
ORDER BY priority DESC, created_at DESC
", {"%" + keyword + "%", "%" + keyword + "%"})
system.out.println("\n搜索结果 (关键词: " + keyword + "):")
system.out.println("找到 " + to_string(tasks.size) + " 个任务")
var separator = ""
for i = 0, i < 60, ++i
separator += "="
end
system.out.println(separator)
foreach task in tasks
this.printTask(task)
var line = ""
for i = 0, i < 60, ++i
line += "-"
end
system.out.println(line)
end
end
function getStatistics()
var total = this.db.query("SELECT COUNT(*) as count FROM tasks")[0]["count"]
var pending = this.db.query("SELECT COUNT(*) as count FROM tasks WHERE status = 'pending'")[0]["count"]
var completed = this.db.query("SELECT COUNT(*) as count FROM tasks WHERE status = 'completed'")[0]["count"]
system.out.println("\n任务统计:")
system.out.println("总任务数: " + to_string(total))
system.out.println("待完成: " + to_string(pending))
system.out.println("已完成: " + to_string(completed))
end
function close()
if this.db != null
this.db.close()
end
end
end
# 使用任务管理器
var taskMgr = new TaskManager{"tasks.db"}
# 添加任务
var task1 = taskMgr.addTask("完成报告", "需要在周五前完成月度报告", 5)
var task2 = taskMgr.addTask("购买食品", "去超市购买本周的食品", 3)
var task3 = taskMgr.addTask("学习 CovScript", "完成 CovScript 教程", 4)
# 添加标签
taskMgr.addTag(task1, "工作")
taskMgr.addTag(task2, "生活")
taskMgr.addTag(task3, "学习")
# 列出所有任务
taskMgr.listTasks(null)
# 更新任务状态
taskMgr.updateTaskStatus(task2, "completed")
# 列出待完成任务
taskMgr.listTasks("pending")
# 搜索任务
taskMgr.searchTasks("CovScript")
# 统计
taskMgr.getStatistics()
# 清理
taskMgr.close()
2.15.4 文件处理
案例:日志分析工具
分析日志文件并生成统计报告。
class LogAnalyzer
var logFile = ""
var errorCount = 0
var warningCount = 0
var infoCount = 0
var errors = new list
var warnings = new list
function construct(filename)
this.logFile = filename
end
function analyze()
if !system.path.exist(this.logFile)
system.out.println("文件不存在: " + this.logFile)
return false
end
var file = iostream.fstream(this.logFile, iostream.openmode.in)
var lineNumber = 0
try
loop
var line = file.getline()
if file.eof()
break
end
lineNumber += 1
this.parseLine(line, lineNumber)
end
catch e
system.out.println("分析错误: " + to_string(e))
return false
finally
file.close()
end
return true
end
function parseLine(line, lineNum)
# 检测日志级别
if this.contains(line, "ERROR")
this.errorCount += 1
this.errors.push_back({
"line": lineNum,
"content": line
})
else if this.contains(line, "WARNING") || this.contains(line, "WARN")
this.warningCount += 1
this.warnings.push_back({
"line": lineNum,
"content": line
})
else if this.contains(line, "INFO")
this.infoCount += 1
end
end
function generateReport()
system.out.println("\n===== 日志分析报告 =====")
system.out.println("文件: " + this.logFile)
system.out.println("\n统计:")
system.out.println(" 错误 (ERROR): " + to_string(this.errorCount))
system.out.println(" 警告 (WARNING): " + to_string(this.warningCount))
system.out.println(" 信息 (INFO): " + to_string(this.infoCount))
if this.errors.size > 0
system.out.println("\n错误详情:")
var count = 0
foreach error in this.errors
count += 1
if count > 10 # 只显示前 10 个错误
system.out.println(" ... 还有 " + to_string(this.errors.size - 10) + " 个错误")
break
end
system.out.println(" 行 " + to_string(error["line"]) + ": " + error["content"])
end
end
if this.warnings.size > 0
system.out.println("\n警告详情:")
var count = 0
foreach warning in this.warnings
count += 1
if count > 5 # 只显示前 5 个警告
system.out.println(" ... 还有 " + to_string(this.warnings.size - 5) + " 个警告")
break
end
system.out.println(" 行 " + to_string(warning["line"]) + ": " + warning["content"])
end
end
system.out.println("\n========================")
end
function saveReport(outputFile)
var out = iostream.fstream(outputFile, iostream.openmode.out)
try
out.println("日志分析报告")
out.println("文件: " + this.logFile)
out.println("生成时间: " + to_string(runtime.time()))
out.println("")
out.println("统计:")
out.println(" 错误: " + to_string(this.errorCount))
out.println(" 警告: " + to_string(this.warningCount))
out.println(" 信息: " + to_string(this.infoCount))
out.println("")
if this.errors.size > 0
out.println("所有错误:")
foreach error in this.errors
out.println(" 行 " + to_string(error["line"]) + ": " + error["content"])
end
end
system.out.println("报告已保存到: " + outputFile)
catch e
system.out.println("保存报告失败: " + to_string(e))
finally
out.close()
end
end
function contains(str, substr)
return str.find(substr, 0) != -1
end
end
# 使用日志分析器
var analyzer = new LogAnalyzer{"application.log"}
if analyzer.analyze()
analyzer.generateReport()
analyzer.saveReport("report.txt")
else
system.out.println("分析失败")
end
案例:文件批量重命名工具
class FileRenamer
var directory = ""
var pattern = ""
var replacement = ""
var dryRun = true
function construct(dir)
this.directory = dir
end
function setPattern(p, r)
this.pattern = p
this.replacement = r
end
function setDryRun(dry)
this.dryRun = dry
end
function rename()
if !system.path.exist(this.directory)
system.out.println("目录不存在: " + this.directory)
return
end
# 获取目录中的文件
var files = system.path.scan(this.directory)
var renameCount = 0
system.out.println("扫描目录: " + this.directory)
system.out.println("模式: " + this.pattern + " -> " + this.replacement)
if this.dryRun
system.out.println("(预览模式,不会实际重命名)")
end
system.out.println("")
foreach file in files
# 跳过目录
var fullPath = this.directory + "/" + file
if system.path.is_dir(fullPath)
continue
end
# 检查是否匹配模式
if this.contains(file, this.pattern)
var newName = this.replace(file, this.pattern, this.replacement)
var newPath = this.directory + "/" + newName
system.out.println(file + " -> " + newName)
if !this.dryRun
try
system.file.rename(fullPath, newPath)
renameCount += 1
catch e
system.out.println(" 错误: " + to_string(e))
end
else
renameCount += 1
end
end
end
system.out.println("")
system.out.println("处理完成," + to_string(renameCount) + " 个文件" +
(this.dryRun ? "将被" : "已") + "重命名")
end
function contains(str, substr)
return str.find(substr, 0) != -1
end
function replace(str, pattern, replacement)
var result = ""
var i = 0
loop
if i >= str.size
break
end
var found = true
for j = 0, j < pattern.size && (i + j) < str.size, ++j
if str[i + j] != pattern[j]
found = false
break
end
end
if found
result += replacement
i += pattern.size
else
result += str[i]
i += 1
end
end
return result
end
end
# 使用文件重命名工具
var renamer = new FileRenamer{"./documents"}
# 设置重命名规则
renamer.setPattern("old", "new")
# 先预览
renamer.setDryRun(true)
renamer.rename()
# 确认后执行
system.out.print("\n确认重命名?(y/n): ")
var confirm = system.in.getline()
if confirm == "y" || confirm == "Y"
renamer.setDryRun(false)
renamer.rename()
else
system.out.println("操作已取消")
end
总结
本章展示了 CovScript 在各种实际场景中的应用:
- 网络应用:HTTP 服务器、TCP 聊天室
- 游戏开发:贪吃蛇、猜数字游戏
- 数据库应用:任务管理系统
- 文件处理:日志分析、批量重命名
这些案例演示了:
- 如何组织较大规模的 CovScript 项目
- 如何使用面向对象设计模式
- 如何处理网络、文件、数据库等资源
- 如何进行错误处理和资源清理
- 如何构建用户友好的交互界面
通过学习这些案例,你可以更好地理解如何用 CovScript 开发实际应用程序。