亚洲乱码中文字幕综合,中国熟女仑乱hd,亚洲精品乱拍国产一区二区三区,一本大道卡一卡二卡三乱码全集资源,又粗又黄又硬又爽的免费视频

C語言代碼實(shí)現(xiàn)俄羅斯方塊

 更新時(shí)間:2021年01月22日 16:34:18   作者:輪回/lover  
這篇文章主要為大家詳細(xì)介紹了C語言代碼實(shí)現(xiàn)俄羅斯方塊,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

這里為大家敲寫一段怎樣用C語言實(shí)現(xiàn)俄羅斯方塊:

首先推薦大家使用CodeBlocks這個(gè)軟件,方便添加不同的工程。
代碼中有很多注釋便于理解!

下面是效果圖和全部的代碼以及注釋,大家可以觀看并自己新增內(nèi)容!

1、首先是main.c文件:

#include <stdio.h>
#include <stdlib.h>
#include "game.h"

int main()
{
 gameInit();
 return 0;
}

2、然后是mywindows.h文件:

#ifndef MYWINDOWS_H_INCLUDED
#define MYWINDOWS_H_INCLUDED

// 封裝系統(tǒng)函數(shù)-系統(tǒng)調(diào)用模塊
#include <windows.h>

// 初始化句柄
extern void initHandle();

// 設(shè)置顏色
extern void setColor(int color);

// 設(shè)置光標(biāo)位置
extern void setPos(int x, int y);

// 設(shè)置光標(biāo)是否可見
extern void setCursorVisible(int flag);

// 關(guān)閉句柄
extern void closeHandle();

#endif // MYWINDOWS_H_INCLUDED

3、接下來是mywindows.c文件:

#include "mywindows.h"

HANDLE handle;

// 初始化句柄
void initHandle()
{
 handle = GetStdHandle(STD_OUTPUT_HANDLE);
}

// 設(shè)置顏色
void setColor(int color)
{
 SetConsoleTextAttribute(handle, color);
}

void setPos(int x, int y)
{
 //, ,
 COORD coord = {x*2, y};
 SetConsoleCursorPosition(handle, coord);
}

// 設(shè)置光標(biāo)是否可見
void setCursorVisible(int flag)
{
 CONSOLE_CURSOR_INFO info;
 info.bVisible = flag; //光標(biāo)是否可見
 info.dwSize = 100; //光標(biāo)寬度1-100
 SetConsoleCursorInfo(handle, &info);
}

// 關(guān)閉句柄
void closeHandle()
{
 CloseHandle(handle);
}

4、下面是data.h文件,也就是數(shù)據(jù)庫的存儲(chǔ)地址:

#ifndef DATA_H_INCLUDED
#define DATA_H_INCLUDED


//函數(shù)聲明\變量聲明
// 存儲(chǔ)數(shù)據(jù)-數(shù)據(jù)模塊
//界面數(shù)組
extern int windowShape[25][26];

extern int block[7][4][4][4];

#endif // DATA_H_INCLUDED

5、數(shù)據(jù)庫內(nèi)容:data.c

#include "data.h"

//函數(shù)的定義

int windowShape[25][26] =
{
 {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
};// 邊框?yàn)?,游戲池長度為14


int block[7][4][4][4] =
{
 {
 //Z{}
 {{1,1,0,0},{0,1,1,0},{0,0,0,0},{0,0,0,0}},
 {{0,1,0,0},{1,1,0,0},{1,0,0,0},{0,0,0,0}},
 {{1,1,0,0},{0,1,1,0},{0,0,0,0},{0,0,0,0}},
 {{0,1,0,0},{1,1,0,0},{1,0,0,0},{0,0,0,0}}
 },
 {
 //S
 {{0,1,1,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}},
 {{1,0,0,0},{1,1,0,0},{0,1,0,0},{0,0,0,0}},
 {{0,1,1,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}},
 {{1,0,0,0},{1,1,0,0},{0,1,0,0},{0,0,0,0}}
 },
 {
 //L{}
 {{1,0,0,0},{1,0,0,0},{1,1,0,0},{0,0,0,0}},
 {{1,1,1,0},{1,0,0,0},{0,0,0,0},{0,0,0,0}},
 {{1,1,0,0},{0,1,0,0},{0,1,0,0},{0,0,0,0}},
 {{0,0,1,0},{1,1,1,0},{0,0,0,0},{0,0,0,0}}
 },
 {
 //J
 {{0,1,0,0},{0,1,0,0},{1,1,0,0},{0,0,0,0}},
 {{1,0,0,0},{1,1,1,0},{0,0,0,0},{0,0,0,0}},
 {{1,1,0,0},{1,0,0,0},{1,0,0,0},{0,0,0,0}},
 {{1,1,1,0},{0,0,1,0},{0,0,0,0},{0,0,0,0}}
 },
 {
 //I{}
 {{1,1,1,1},{0,0,0,0},{0,0,0,0},{0,0,0,0}},
 {{1,0,0,0},{1,0,0,0},{1,0,0,0},{1,0,0,0}},
 {{1,1,1,1},{0,0,0,0},{0,0,0,0},{0,0,0,0}},
 {{1,0,0,0},{1,0,0,0},{1,0,0,0},{1,0,0,0}}
 },
 {
 //T
 {{1,1,1,0},{0,1,0,0},{0,0,0,0},{0,0,0,0}},
 {{0,1,0,0},{1,1,0,0},{0,1,0,0},{0,0,0,0}},
 {{0,1,0,0},{1,1,1,0},{0,0,0,0},{0,0,0,0}},
 {{1,0,0,0},{1,1,0,0},{1,0,0,0},{0,0,0,0}}
 },
 {
 //田
 {{1,1,0,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}},
 {{1,1,0,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}},
 {{1,1,0,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}},
 {{1,1,0,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}}
 }


};

6、游戲頭部:game.h:

#ifndef GAME_H_INCLUDED
#define GAME_H_INCLUDED

// 游戲邏輯模塊

#include <stdio.h>
#include <time.h>

typedef struct{
 int x;
 int y;
 int shape;
 int status;
 int color;
}BLOCK;

// 定義當(dāng)前正在下落的方塊,和下一個(gè)方塊
BLOCK curBlock;
BLOCK nextBlock;

// 繪制游戲池邊框
extern void gamePool(int x, int y);

// 打印操作說明
extern void printRule();

// 打印分?jǐn)?shù)和等級(jí)
extern void printGradeLevel(int num);

// 游戲計(jì)時(shí)
extern void gameTime(clock_t startTime);

// 打印一個(gè)方塊
extern void printBlock(int x, int y, int shape, int status, int color);

// 刪除一個(gè)方塊
extern void delBlock(int x, int y, int shape, int status);

//方塊左移
extern void leftBlock();

//方塊右移
extern void rightBlock();

//方塊下移
extern int downBlock();

//方塊變形
extern void changeBlock();

//方塊直接落底
extern void bottomBlock();

//游戲暫停
extern void pause();

//隨機(jī)產(chǎn)生游戲第一個(gè)方塊
extern void startBlock();

//隨機(jī)產(chǎn)生下一個(gè)方塊
extern void blockNext();

//拷貝方塊:把下一個(gè)方塊變成當(dāng)前正在下落的方塊
extern void copyBlock();

//碰撞檢測
extern int crash(int x, int y, int shape, int status);

//保存方塊
extern void saveBlock();

//刷新游戲池
extern void updateGamePool();

//消行檢測
extern void lineClear();

//消行下移
extern void lineDown(int line);

// 初始化游戲
extern void gameInit();


#endif // GAME_H_INCLUDED

7、最后一部分,游戲內(nèi)容,game.c文件:

#include "game.h"
#include "mywindows.h"
#include "data.h"
#include <conio.h>

int level = 1;
int grade = 100;

// 打印游戲池
void gamePool(int x, int y)
{
 int i, j;
 for(i=0;i<25;i++)
 {
 for(j=0;j<26;j++)
 {
  if(windowShape[i][j] == 1)
  {
  setColor(0xc0);
  setPos(x+j,y+i);
  printf(" "); // printf("%2s", "");
  }
 }
 }
}

// 打印操作說明
void printRule()
{
 setColor(0x0f);
 setPos(31, 9);
 printf("操作規(guī)則:");
 setPos(32, 11);
 printf("按a或A左移");
 setPos(32, 12);
 printf("按d或D右移");
 setPos(32, 13);
 printf("按s或S下移");
 setPos(32, 14);
 printf("按w或W變形");
 setPos(32, 15);
 printf("按空格暫停");
 setPos(32, 16);
 printf("按回車直接下落");

}

void printGradeLevel(int num)
{
 switch(num)
 {
 case 0: break;
 case 1: grade += 10;break;
 case 2: grade += 25;break;
 case 3: grade += 50;break;
 case 4: grade += 70;break;
 }

 //等級(jí)-->作業(yè)

 setColor(0x09);
 setPos(3,6);
 printf("分?jǐn)?shù):%d", grade);

 setColor(0x0a);
 setPos(3,7);
 printf("等級(jí):%d", level);
}

void gameTime(clock_t startTime)
{
 //clock_t endTime = clock();
 //clock_t ti = (endTime-startTime)/CLOCKS_PER_SEC;
 setColor(0x0d);
 setPos(3,8);
 printf("本次游戲運(yùn)行時(shí)間:%ld", (clock()-startTime)/CLOCKS_PER_SEC);
}

// 打印一個(gè)方塊
void printBlock(int x, int y, int shape, int status, int color)
{
 int i,j;
 setColor(color);
 for(i=0;i<4;i++)
 {
 for(j=0;j<4;j++)
 {
  if(1 == block[shape][status][i][j])
  {
  setPos(x+j,y+i);
  printf("■");
  }
 }
 }
}

// 刪除一個(gè)方塊
void delBlock(int x, int y, int shape, int status)
{
 int i, j;
 for(i=0;i<4;i++)
 {
 for(j=0;j<4;j++)
 {
  if(1 == block[shape][status][i][j])
  {
  setPos(x+j,y+i);
  printf(" "); //打印兩個(gè)空格
  }
 }
 }
}

//方塊左移
void leftBlock()
{
 //已經(jīng)顯示的方塊刪除,改變坐標(biāo),重新打印
 if(crash(curBlock.x-1, curBlock.y, curBlock.shape,curBlock.status) == -1)
 {
 return;
 }
 delBlock(curBlock.x,curBlock.y,curBlock.shape,
  curBlock.status);
 curBlock.x -= 1;
 printBlock(curBlock.x,curBlock.y,curBlock.shape,
  curBlock.status,curBlock.color);
}

//方塊右移
void rightBlock()
{
 if(crash(curBlock.x+1, curBlock.y, curBlock.shape,curBlock.status) == -1)
 {
 return;
 }
 delBlock(curBlock.x,curBlock.y,curBlock.shape,
  curBlock.status);
 curBlock.x += 1;
 printBlock(curBlock.x,curBlock.y,curBlock.shape,
  curBlock.status,curBlock.color);
}

//方塊下移
int downBlock()
{
 if(crash(curBlock.x, curBlock.y+1,curBlock.shape,curBlock.status) == -1)
 {
 //落到游戲池底部,產(chǎn)生新方塊
 saveBlock();
 lineClear();
 updateGamePool();
 copyBlock();
 return -1;
 }else if(crash(curBlock.x, curBlock.y+1,curBlock.shape,curBlock.status) == -2)
 {
 //游戲結(jié)束
 return -2;
 }else{
 delBlock(curBlock.x,curBlock.y,curBlock.shape,
  curBlock.status);
 curBlock.y += 1;
 printBlock(curBlock.x,curBlock.y,curBlock.shape,
  curBlock.status,curBlock.color);
 return 0;
 }

}

//方塊變形
void changeBlock()
{
 if(crash(curBlock.x, curBlock.y, curBlock.shape, (curBlock.status+1)%4) == -1){
 return;
 }
 delBlock(curBlock.x,curBlock.y,curBlock.shape,
  curBlock.status);
 curBlock.status = (curBlock.status+1)%4;
 printBlock(curBlock.x,curBlock.y,curBlock.shape,
  curBlock.status,curBlock.color);
}

//方塊直接落底
void bottomBlock()
{
 while(1){
 //流程參考方塊下落
 if(downBlock() !=0){
  return;
 }
 }
}

//游戲暫停
void pause()
{
 //
}

//隨機(jī)產(chǎn)生游戲第一個(gè)方塊
void startBlock()
{
 //設(shè)置時(shí)間為隨機(jī)數(shù)種子
 srand((unsigned)time(NULL));
 //初始化curBlock
 curBlock.x = 22;
 curBlock.y = 1;
 //rand取一個(gè)隨機(jī)整數(shù)
 curBlock.shape = rand()%7; //0-6
 curBlock.status = rand()%4; //0-3
 curBlock.color = rand()%0x10;
 if(0x00 == curBlock.color)
 {
 curBlock.color = 0x0f;
 }
 printBlock(curBlock.x, curBlock.y, curBlock.shape,
  curBlock.status, curBlock.color);
}

//隨機(jī)產(chǎn)生下一個(gè)方塊
void blockNext()
{
 //初始化nextBlock
 delBlock(nextBlock.x,nextBlock.y,
  nextBlock.shape,nextBlock.status);
 nextBlock.x = 34;
 nextBlock.y = 2;
 nextBlock.shape = rand()%7;
 nextBlock.status = rand()%4;
 nextBlock.color = rand()%0x10;
 if(0x00 == nextBlock.color)
 {
 nextBlock.color = 0x0f;
 }
 printBlock(nextBlock.x,nextBlock.y,
  nextBlock.shape,nextBlock.status,nextBlock.color);
}

//拷貝方塊:把下一個(gè)方塊變成當(dāng)前正在下落的方塊
void copyBlock()
{
 //當(dāng)前方塊=下一個(gè)方塊
 curBlock = nextBlock;
 curBlock.x = 22;
 curBlock.y = 1;
 printBlock(curBlock.x, curBlock.y, curBlock.shape,
  curBlock.status, curBlock.color);
 blockNext();
}

//碰撞檢測
//x,y為方塊的下一個(gè)位置, status下一種形態(tài)
//碰撞返回-1,未碰撞返回0, 游戲結(jié)束返回-2
int crash(int x, int y, int shape, int status)
{
 int i,j;
 for(i=0;i<4;i++)
 {
 for(j=0;j<4;j++)
 {
  if(block[shape][status][i][j] == 1)
  {
  if(windowShape[i+y][j+x-15] == 1)
  {
   //方塊一產(chǎn)生就發(fā)生碰撞
   if(curBlock.x == 22 && curBlock.y == 1)
   {
   return -2;
   }
   return -1;
  }
  }
 }
 }
 return 0;
}

//保存方塊
void saveBlock()
{
 int i,j;
 for(i=0;i<4;i++)
 {
 for(j=0;j<4;j++)
 {
  if(block[curBlock.shape][curBlock.status][i][j] == 1)
  {
  windowShape[i+curBlock.y][j+curBlock.x-15] = 1;
  }
 }
 }
}

//刷新游戲池
void updateGamePool()
{
 int i,j;
 //從下到上刷新游戲池
 for(i=23;i>0;i--)
 {
 for(j=1;j<15;j++)
 {
  if(windowShape[i][j] == 1)
  {
  setColor(0x0e);
  setPos(j+15,i);
  printf("■");
  }else{
  setColor(0x00);
  setPos(j+15,i);
  printf(" ");
  }
 }
 }
}

//消行檢測
//檢測滿行->這一行所有值都為1
void lineClear()
{
 int i,j;
 int num = 0; //統(tǒng)計(jì)一次消行數(shù)目
 for(i=23;i>0;i--)
 {
 int total = 0;
 for(j=1;j<15;j++)
 {
  total += windowShape[i][j];
 }
 if(total == 14)
 {
  //滿行
  lineDown(i);
  i += 1;
  num += 1;
 }
 }
 printGradeLevel(num);
}

//消行下移
//從滿行的這行開始,上面所有行順序下移
void lineDown(int line)
{
 int i,j;
 for(i=line;i>1;i--)
 {
 for(j=1;j<15;j++)
 {
  windowShape[i][j] = windowShape[i-1][j];
 }
 }
}


// 初始化游戲
void gameInit()
{
 //第一步,必須初始化句柄
 //clock_t startTime = clock();
 initHandle();
 setCursorVisible(FALSE);

 gamePool(15,0);
 printRule();
 printGradeLevel(0);

 startBlock();
 blockNext();
 //定時(shí)開始時(shí)間,結(jié)束時(shí)間,通過控制時(shí)間差實(shí)現(xiàn)定時(shí)
 clock_t start,stop;
 start = clock();

 while(1) //for(;;)
 {
 //檢測是否有按鍵按下
 if(kbhit())
 {
  switch(getch())
  {
  case 'a':
  case 'A':
  case 75:
  leftBlock();break;
  case 'd':
  case 'D':
  case 77:
  rightBlock();break;
  case 's':
  case 'S':
  case 80:
  downBlock();break;
  case 'w':
  case 'W':
  case 72:
  changeBlock();break;
  case 32:
  pause();break;
  case 13:
  bottomBlock();break;
  }
 }
 //獲取時(shí)間
 stop = clock();
 if(stop-start>0.5*CLOCKS_PER_SEC)
 {
  downBlock();
  //重新計(jì)時(shí)
  start = stop;
 }
 }
}

好,到現(xiàn)在這個(gè)游戲也就結(jié)束了!

以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。

相關(guān)文章

  • C語言實(shí)現(xiàn)括號(hào)配對的方法示例

    C語言實(shí)現(xiàn)括號(hào)配對的方法示例

    本文主要介紹了C語言實(shí)現(xiàn)括號(hào)配對的方法示例,文中通過示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下
    2021-09-09
  • C++實(shí)現(xiàn)LeetCode(50.求x的n次方)

    C++實(shí)現(xiàn)LeetCode(50.求x的n次方)

    這篇文章主要介紹了C++實(shí)現(xiàn)LeetCode(50.求x的n次方),本篇文章通過簡要的案例,講解了該項(xiàng)技術(shù)的了解與使用,以下就是詳細(xì)內(nèi)容,需要的朋友可以參考下
    2021-07-07
  • C++用兩個(gè)棧實(shí)現(xiàn)一個(gè)隊(duì)列(面試官的小結(jié))

    C++用兩個(gè)棧實(shí)現(xiàn)一個(gè)隊(duì)列(面試官的小結(jié))

    這篇文章主要給大家介紹了關(guān)于C++用兩個(gè)棧實(shí)現(xiàn)一個(gè)隊(duì)列的相關(guān)資料,這是來自一名面試官的小結(jié),文中通過示例代碼介紹的非常詳細(xì),對大家學(xué)習(xí)或者使用C++具有一定的參考學(xué)習(xí)價(jià)值,需要的朋友們下面來一起學(xué)習(xí)學(xué)習(xí)吧
    2019-05-05
  • C語言中函數(shù)棧幀的創(chuàng)建和銷毀的深層分析

    C語言中函數(shù)棧幀的創(chuàng)建和銷毀的深層分析

    在C語言中,每一個(gè)正在運(yùn)行的函數(shù)都有一個(gè)棧幀與其對應(yīng),棧幀中存儲(chǔ)的是該函數(shù)的返回地址和局部變量。從邏輯上講,棧幀就是一個(gè)函數(shù)執(zhí)行的環(huán)境:函數(shù)參數(shù)、函數(shù)的局部變量、函數(shù)執(zhí)行完后返回到哪里等等
    2022-04-04
  • 如何編譯libfreetype方法詳解

    如何編譯libfreetype方法詳解

    libfreetype是為跨平臺(tái)設(shè)計(jì)的,在windows下要編譯的話,可以直接打開目錄進(jìn)行編譯,本文將詳細(xì)介紹libfreetype編譯
    2012-11-11
  • C/C++后端學(xué)習(xí)與練習(xí)深入

    C/C++后端學(xué)習(xí)與練習(xí)深入

    這篇文章主要介紹了C/C++對于后端的學(xué)習(xí)與練習(xí),文中通過示例代碼介紹的非常詳細(xì),對大家的學(xué)習(xí)或者工作具有一定的參考學(xué)習(xí)價(jià)值,需要的朋友們下面隨著小編來一起學(xué)習(xí)學(xué)習(xí)吧
    2022-07-07
  • 簡單總結(jié)C語言中各種類型的指針的概念

    簡單總結(jié)C語言中各種類型的指針的概念

    這篇文章主要簡單總結(jié)了C語言中各種類型的指針的概念,指針可以說是C語言本身所具有的最大特性,平時(shí)根據(jù)不同使用場合習(xí)慣地將其簡單分類,需要的朋友可以參考下
    2016-03-03
  • C語言遞歸實(shí)現(xiàn)掃雷游戲

    C語言遞歸實(shí)現(xiàn)掃雷游戲

    這篇文章主要為大家詳細(xì)介紹了C語言遞歸實(shí)現(xiàn)掃雷游戲,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下
    2021-07-07
  • VC中LINK 2001 和 LINK 2009 的錯(cuò)誤的解決方法

    VC中LINK 2001 和 LINK 2009 的錯(cuò)誤的解決方法

    最近將兩個(gè)開源C++項(xiàng)目編譯成windows版本的時(shí)候遇到很多問題,編譯的時(shí)候總是報(bào)錯(cuò),報(bào)的最多的是無法解析的外部符號(hào)”,經(jīng)過近3天的折騰總算都通過了,這里是一些總結(jié)
    2020-10-10
  • C語言數(shù)據(jù)結(jié)構(gòu)深入探索順序表

    C語言數(shù)據(jù)結(jié)構(gòu)深入探索順序表

    順序表,全名順序存儲(chǔ)結(jié)構(gòu),是線性表的一種,線性表用于存儲(chǔ)邏輯關(guān)系為“一對一”的數(shù)據(jù),順序表自然也不例外,不僅如此,順序表對數(shù)據(jù)的物理存儲(chǔ)結(jié)構(gòu)也有要求,跟隨下文來具體了解吧
    2022-03-03

最新評(píng)論