import random
#### 互为装饰器1 ####
def playergo(player1):
def bridge(makejudge):
def core(left,right,goal):
if not player1:
choose = 0
while(choose < left or choose > right):
choose = int(input("请输入:\n"))
else:
print("...")
choose = random.randint(left + 1,right - 1)
result = makejudge(left,choose,right,goal)
return result
return core
return bridge
@playergo(0) #带参数的装饰器总可以改成内部传参
def endjudge(left,choose,right,goal):
if choose == goal:
return None
else:
left = (choose < goal and choose) or ( choose > goal and left)
right = (choose < goal and right) or ( choose > goal and choose)
return (left,right,choose)
print(endjudge(1,10,6)) #结果如(1,9,9)或者None
import random
#### 互为装饰器2 ####
def endjudge(pg):
def core(player1,left,right,goal):
choose = pg(player1,left,right,goal)
if choose == goal:
return None
else:
left = (choose < goal and choose) or ( choose > goal and left)
right = (choose < goal and right) or ( choose > goal and choose)
return (left,right,choose)
return core
@endjudge
def playergo(player1,left,right,goal):
if not player1:
t = 0
while(t < left or t > right):
t = int(input("请输入:\n"))
else:
print("...")
t = random.randint(left + 1,right - 1)
return t
print(playergo(0,1,10,6))#输入5得到(5,10,5),或者输入6得到None
以上可见,关联的函数可以互为装饰器:既可以是先执行的为装饰器,也可以是后执行的为装饰器。通过这一比较,更加明确两点:(1)实际的传参变成以装饰器核心函数为准,(2)无论谁是装饰器,返回结果都以核心函数里的执行顺序为准。
另外,上面例子不过是从几十行的小游戏中提出的,使用简单的函数调用也不显得复杂,此时装饰器只会徒增代码量,因为装饰器的壳和启用已经占了三行,在这种独立小程序里,装饰器也没有复用的价值。