간단한 연결리스트를 구현했습니다. 단방향이라 중간 노드를 삭제할 때 앞 노드의 정보를 따로 찾아줬습니다. #include #include #include typedef struct Data{ int index; char name[20]; char phone[20]; }Data; typedef struct Node{ Data data; struct Node* Next; }Node; Node* create(Data data, int cnt) { Node* newnode = (Node*)malloc(sizeof(Node)*sizeof(Data)); newnode->data.index = cnt; strcpy(newnode->data.name, data.name); strcpy(newnode->data.phon..
Coding Test/C_C#_C++
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class Timer : MonoBehaviour { public Text time; public float i_sec; public int i_min; private void Awake() { i_sec = 0; i_min = 0; } private void Update() { i_sec += Time.deltaTime; if(i_sec>=60) { i_min++; i_sec = 0; } time.text = string.Format("{0:D2} : {1:D2}", i_min, (int)i_sec); } }
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; public class Joystick : MonoBehaviour, IDragHandler, IPointerUpHandler, IPointerDownHandler { public Image joystick_Back, joystick_Bt; public static Vector3 dir_Vec3; public virtual void OnDrag(PointerEventData p) { Vector2 pos; if(RectTransformUtility.ScreenPointT..