이렇게 사용할 예정.
namespace Project1
{
class Class1
{
public static void Main()
{
List csList = new List();
compliteStruct cs = new compliteStruct();
// 사용할땐 요렇게 사용.
cs.mss1.nd1.MIN = 10;
cs.mss1.nd1.MAX = 10;
cs.mss1.nd1.STD = 10;
cs.mss1.nd1.TARGET = 10;
cs.mss1.nd2.MIN = 10;
cs.mss1.nd2.MAX = 10;
cs.mss1.nd2.STD = 10;
cs.mss1.nd2.TARGET = 10;
cs.mss1.nd3.MIN = 10;
cs.mss1.nd3.MAX = 10;
cs.mss1.nd3.STD = 10;
cs.mss1.nd3.TARGET = 10;
cs.mss1.nd4.MIN = 10;
cs.mss1.nd4.MAX = 10;
cs.mss1.nd4.STD = 10;
cs.mss1.nd4.TARGET = 10;
cs.mss2.ud1.MIN = 10;
// 시뮬레이션 데이터까지 전부 생성하고 난 이후 요렇게 리스트에 추가해줄것.
csList.Add(cs);
// READ 할땐 어떻게 하나?
//몇번째 컬럼이 선택되었는지 확인
int selectRowNum = 0;
compliteStruct readCs = csList[selectRowNum];
// 수정할땐 여기서.
readCs.mss1.nd1.MIN = 12;
return;
}
}
class makeSubStruct01
{
public UniformData ud1;
public UniformData ud2;
public UniformData ud3;
public UniformData ud4;
public UniformData ud5;
public NormalData nd1;
public NormalData nd2;
public NormalData nd3;
public NormalData nd4;
public NormalData nd5;
public NormalData nd6;
}
class makeSubStruct02
{
public UniformData ud1;
public UniformData ud2;
public NormalData nd1;
public NormalData nd2;
}
class makeSubStruct03
{
public UniformData ud1;
public UniformData ud2;
public NormalData nd1;
public NormalData nd2;
DataTable dt = new DataTable();
}
class compliteStruct
{
public makeSubStruct01 mss1 = new makeSubStruct01();
public makeSubStruct02 mss2 = new makeSubStruct02();
public makeSubStruct03 mss3 = new makeSubStruct03();
}
struct UniformData
{
public double MIN;
public double MAX;
public double TARGET;
public double GR;
public UniformData(double _MIN, double _MAX, double _TARGET, double _GR)
{
this.MIN = _MIN;
this.MAX = _MAX;
this.TARGET = _TARGET;
this.GR = _GR;
}
}
struct NormalData
{
public double AVG;
public double STD;
public double TARGET;
public double MIN;
public double MAX;
public int LEVEL;
public NormalData(double _AVG, double _STD, double _TARGET, double _MIN, double _MAX, int _LEVEL)
{
this.AVG = _AVG;
this.STD = _STD;
this.TARGET = _TARGET;
this.MIN = _MIN;
this.MAX = _MAX;
this.LEVEL = _LEVEL;
}
}