最新国产好看的视频,伊人天堂AV在线,国产Aaaaaa视频,蜜臀视频在线观看一区,人妻av色图,密臀久久久精品影片,青青视频免费观看毛片,久草在线观看视,国产三级精品色情在线

C語(yǔ)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(yǔ)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(xiě)一段怎樣用C語(yǔ)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?zhuān)蠹铱梢杂^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(jiàn)
extern void setCursorVisible(int flag);

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

#endif // MYWINDOWS_H_INCLUDED

3、接下來(lái)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(jiàn)
void setCursorVisible(int flag)
{
 CONSOLE_CURSOR_INFO info;
 info.bVisible = flag; //光標(biāo)是否可見(jiàn)
 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(kù)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(kù)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(zhǎng)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(shuō)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(cè)
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(cè)
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(shuō)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(chē)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(cè)
//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(cè)
//檢測(cè)滿(mǎn)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(mǎn)行
  lineDown(i);
  i += 1;
  num += 1;
 }
 }
 printGradeLevel(num);
}

//消行下移
//從滿(mǎn)行的這行開(kāi)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(kāi)始時(shí)間,結(jié)束時(shí)間,通過(guò)控制時(shí)間差實(shí)現(xiàn)定時(shí)
 clock_t start,stop;
 start = clock();

 while(1) //for(;;)
 {
 //檢測(cè)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?jī)?nèi)容,希望對(duì)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

  • vs2019配置C++版OpenCV的方法步驟

    vs2019配置C++版OpenCV的方法步驟

    最近要用到很多OpenCV的庫(kù),所以開(kāi)始學(xué)了點(diǎn)OpenCV,本文記錄VS和OpenCV的安裝、配置過(guò)程。具有一定的參考價(jià)值,感興趣的可以了解一下
    2021-09-09
  • c++中的兩種getline用法詳解

    c++中的兩種getline用法詳解

    c++中有2種getline函數(shù),一種在頭文件 <istream> 中,是istream類(lèi)的成員函數(shù);另一種是在頭文件 <string> 中,是普通函數(shù)。這篇文章主要介紹了c++中的兩種getline用法,需要的朋友可以參考下
    2020-02-02
  • Linux?C/C++實(shí)現(xiàn)顯示NIC流量統(tǒng)計(jì)信息

    Linux?C/C++實(shí)現(xiàn)顯示NIC流量統(tǒng)計(jì)信息

    NIC流量統(tǒng)計(jì)信息是由操作系統(tǒng)維護(hù)的,當(dāng)數(shù)據(jù)包通過(guò)NIC傳輸時(shí),操作系統(tǒng)會(huì)更新相關(guān)的計(jì)數(shù)器,通過(guò)讀取這些計(jì)數(shù)器,我們可以獲得關(guān)于網(wǎng)絡(luò)流量的信息,下面我們就來(lái)學(xué)習(xí)一下如何通過(guò)C/C++實(shí)現(xiàn)顯示NIC流量統(tǒng)計(jì)信息吧
    2024-01-01
  • 探討register關(guān)鍵字在c語(yǔ)言和c++中的差異

    探討register關(guān)鍵字在c語(yǔ)言和c++中的差異

    建議不要用register關(guān)鍵字定義全局變量,因?yàn)槿肿兞康纳芷谑菑膱?zhí)行程序開(kāi)始,一直到程序結(jié)束才會(huì)終止,而register變量可能會(huì)存放在cpu的寄存器中,如果在程序的整個(gè)生命周期內(nèi)都占用著寄存器的話,這是個(gè)相當(dāng)不好的舉措
    2013-10-10
  • C/C++如何獲取當(dāng)前系統(tǒng)時(shí)間的實(shí)例詳解

    C/C++如何獲取當(dāng)前系統(tǒng)時(shí)間的實(shí)例詳解

    這篇文章主要介紹了 C/C++如何獲取當(dāng)前系統(tǒng)時(shí)間的實(shí)例詳解的相關(guān)資料,這里提供了幾種實(shí)現(xiàn)方法,幫助大家實(shí)現(xiàn)這樣的功能,需要的朋友可以參考下
    2017-08-08
  • C語(yǔ)言實(shí)現(xiàn)BMP圖像的讀寫(xiě)功能

    C語(yǔ)言實(shí)現(xiàn)BMP圖像的讀寫(xiě)功能

    這篇文章主要介紹了C語(yǔ)言實(shí)現(xiàn)BMP圖像的讀寫(xiě)功能,本文給大家介紹的非常詳細(xì),對(duì)大家的學(xué)習(xí)或工作具有一定的參考借鑒價(jià)值,需要的朋友可以參考下
    2021-04-04
  • C語(yǔ)言取模取整的深入理解

    C語(yǔ)言取模取整的深入理解

    本文主要介紹了?C語(yǔ)言取模取整的深入理解,文中通過(guò)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
    2022-01-01
  • C++ Strassen算法代碼的實(shí)現(xiàn)

    C++ Strassen算法代碼的實(shí)現(xiàn)

    這篇文章主要介紹了C++ Strassen算法代碼的實(shí)現(xiàn),文中通過(guò)示例代碼介紹的非常詳細(xì),對(duì)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(lái)一起學(xué)習(xí)學(xué)習(xí)吧
    2020-03-03
  • 基于Qt實(shí)現(xiàn)C/C++調(diào)用Matlab函數(shù)全過(guò)程

    基于Qt實(shí)現(xiàn)C/C++調(diào)用Matlab函數(shù)全過(guò)程

    這篇文章給大家詳細(xì)介紹了基于Qt平臺(tái)實(shí)現(xiàn)C/C++調(diào)用Matlab函數(shù)全流程,文中通過(guò)圖文和代碼示例給大家講解的非常詳細(xì),對(duì)大家的學(xué)習(xí)或工作有一定的幫助,需要的朋友可以參考下
    2024-01-01
  • C++ 超全面講解多態(tài)

    C++ 超全面講解多態(tài)

    這篇文章主要介紹了C++多態(tài)的原理與實(shí)現(xiàn),多態(tài)是一種面向?qū)ο蟮脑O(shè)計(jì)思路,本身和C++不是強(qiáng)綁定的,其他語(yǔ)言當(dāng)中一樣有多態(tài),只不過(guò)實(shí)現(xiàn)的方式可能有所不同。下面來(lái)一起了解更多詳細(xì)內(nèi)容吧
    2022-04-04

最新評(píng)論

闻喜县| 大洼县| 肃宁县| 久治县| 永仁县| 荔波县| 毕节市| 开远市| 托克托县| 五原县| 晋城| 改则县| 南漳县| 临澧县| 中阳县| 射洪县| 开化县| 大竹县| 长海县| 五指山市| 浮山县| 竹溪县| 鲁甸县| 海城市| 天门市| 贡嘎县| 张北县| 开封市| 桂平市| 冕宁县| 抚远县| 建宁县| 潮安县| 富平县| 临夏市| 呼图壁县| 长海县| 卢湾区| 云和县| 湖州市| 顺昌县|