网站首页 > 基础教程 正文
每天一个编程小项目,提升你的编程能力! 这个是用C++语法和链表知识实现的哦!
游戏说明
这是一个传统的贪吃蛇游戏,基于链表实现
按键说明
方向控制:↑↓←→ 或者 Q(逆时针),R(顺时针)
速度:按下 space 加速,‘[’ 减速,‘]’ 加速
食物:小键盘 + 增加食物,小键盘 - 减少食物
其他:非小键盘数字键 9、0 可以调整帧率,小键盘 * 可以切换贪吃蛇模式,F1 帮助,F11 截屏
状态栏说明
生命状态:贪吃蛇是否存活,由于没有设置死亡,所以只有存活和濒死两种状态
等级:每次 10 个食物升一级
分数:每个食物 10 分
速度:默认速度 0 ,可以调节,最快 10,最慢 -10
长度:贪吃蛇的节数(包括头)
食物数量:界面中的食物个数,最大 99 ,可以手动调整
蛇体模式:贪吃蛇的模式,分为正常、穿墙和无敌(穿墙的基础上可以穿过自己)
效果展示
简单了解游戏后我们就来试试吧!(直接上源码,大家可以看注释)
GluSnake.h
#include <iostream>
#include <graphics.h>
//using namespace std;
#include <ctime>
#include <conio.h>
#include <stdlib.h>
#include <thread>
#include <chrono>
#include "mmsystem.h"
#pragma comment(lib,"winmm.lib")
namespace gSnake
{
enum class position { right, down, left, up };
enum class Snake_condition { survive, die, ate };
};
using namespace gSnake;
//画布
#define Map_wide 800
#define Map_height 600
//单个绘制单元
#define Segment_wide 10
#define Segment_height 10
#define Segment_sum 100
//有效坐标地图
#define PatternElement_wide 80
#define PatternElement_height 60
#define PatternElement_sum (80 * 60)
struct Point //坐标点
{
int x;
int y;
};
/*
* 名称:蛇体
* 数据结构:双向链表
* 作用:用于存储蛇身体坐标信息
*/
class SnakeBody
{
struct _SnakeBody_Link //蛇身数据类型
{
Point bodyCoord; //身体坐标
_SnakeBody_Link* next = NULL; //指向下一节蛇身
_SnakeBody_Link* last = NULL; //指向上一节蛇身
};
struct SnakeBody_inf //蛇体信息
{
_SnakeBody_Link* head = NULL;
_SnakeBody_Link* end = NULL;
int len = 0;
};
//Point SnakeSiteBuff[PatternElement_sum];
public:
COLORREF SnakeColor[80 * 60];
int colorcur = Snake_Body.len;
public:
//创建蛇体并传入蛇头信息
bool Creat_SnakeBody(Point site);
//从头添加一节蛇体
bool Add_SnakeBody(Point site);
//从尾部删除一节蛇体
bool Del_SnakeBody();
//销毁整个蛇体
void destroy_SnakeBody();
//找到某节蛇体
Point Find_SnakeBody(int len);
~SnakeBody(){ destroy_SnakeBody(); }
public:
SnakeBody_inf Snake_Body; //创建蛇体信息
};
struct Food
{
Point fdxy; // 坐标
COLORREF color = RED; // 食物颜色
};
/*
* 食物
* 虚继承 蛇体
* 同时具有蛇体数据和食物数据
*/
class SnakeFood :virtual public SnakeBody
{
public:
void Food_init();
int Supple_Food();
public:
Food food[100] = { 0 };
int foodSum = 1;
};
class music
{
public:
void playmusicEat(int cmd)
{
switch (cmd)
{
case 0: PlaySound(MAKEINTRESOURCE(102), NULL, SND_ASYNC | SND_NODEFAULT | SND_RESOURCE); break;
case 1: PlaySound(MAKEINTRESOURCE(101), NULL, SND_ASYNC | SND_NODEFAULT | SND_RESOURCE); break;
}
}
void playmusicHit(int cmd)
{
switch (cmd)
{
case 0: PlaySound(MAKEINTRESOURCE(103), NULL, SND_ASYNC | SND_NODEFAULT | SND_RESOURCE); break;
}
}
};
/*
* 对象一条蛇
* 虚继承 食物,音效
* 具有蛇体数据,食物数据,蛇动作及状态
*/
class Snake : virtual public SnakeFood, virtual public music
{
public:
void Snake_Init()
{
Creat_SnakeBody({ 6, 29 });
Add_SnakeBody({ 7,29 });
Add_SnakeBody({ 8,29 });
Food_init();
Supple_Food();
}
Snake_condition Smove(int mode) // 移动
{
Point head;
Sveer();
head = Find_SnakeBody(0);
switch (move_direction)
{
case position::right:
{
if (head.x + 1 >= PatternElement_wide)
{
if (mode == 0)return SnakeCondition = Snake_condition::die; else head.x = 0;
}
else head.x++;
}break;
case position::down:
{
if (head.y + 1 >= PatternElement_height)
{
if (mode == 0)return SnakeCondition = Snake_condition::die; else head.y = 0;
}
else head.y++;
}break;
case position::left:
{
if (head.x - 1 < 0)
{
if (mode == 0)return SnakeCondition = Snake_condition::die; else head.x = PatternElement_wide - 1;
}
else head.x--;
}break;
case position::up:
{
if (head.y - 1 < 0)
{
if (mode == 0)return SnakeCondition = Snake_condition::die; else head.y = PatternElement_height - 1;
}
else head.y--;
}break;
default:break;
}
if (mode != 2)
for (int i = 0; i < Snake_Body.len; i++)
if (head.x == Find_SnakeBody(i).x)if (head.y == Find_SnakeBody(i).y) { return SnakeCondition = Snake_condition::die; }
//移动一格
Add_SnakeBody(head); //添加一节
for (int i = 0; i < foodSum; i++)if (head.x == food[i].fdxy.x && head.y == food[i].fdxy.y)
{
if (score / 10 % 10 == 9)playmusicEat(0); else playmusicEat(1);
food[i] = { 0xff,0xff }; return Snake_condition::ate;
} //无操作
Del_SnakeBody(); //删除一节
len = Snake_Body.len;
refreshSnakeinf();
return SnakeCondition = Snake_condition::survive;
}
void refreshSnakeinf()
{
len = Snake_Body.len;
score = 10 * (len - 3);
grade = (len - 3) / 10;
}
int Sveer()
{
int state = (int)move_direction - target_direction;
if ((state == 2) || (state == -2))return 1;
else move_direction = (position)target_direction;
return 0;
}
public:
int target_direction = 10;
Snake_condition SnakeCondition = Snake_condition::survive; // 状态
int len = 0; //长度
// position target_direction = position::right; //朝向
int Speed = 0; //速度
int score = 0; //分数
int grade = 0; //等级
int snakeBodyMod = 0;
private:
position move_direction = position::right; //朝向
};
/*
* 按键交互
* 虚继承 蛇
* 具有蛇体数据,食物数据,蛇动作及状态,控制器
*/
class Key :virtual public Snake
{
int remem = 0;
#define KEY_DOWN(VK_NONAME) (((GetAsyncKeyState(VK_NONAME)) ) ? 1:0)
public:
static const int keySum = 15; //指令数
struct _KEY {
int reset = 0;
short keyState = 0;
};
_KEY key[keySum];
int help_sign = 0;
int max_fps = 120;
int keyDown()
{
key[0].keyState = KEY_DOWN(VK_RIGHT);
key[1].keyState = KEY_DOWN(VK_DOWN);
key[2].keyState = KEY_DOWN(VK_LEFT);
key[3].keyState = KEY_DOWN(VK_UP);
key[4].keyState = KEY_DOWN(0x51);//q
key[5].keyState = KEY_DOWN(0x45);//e
key[6].keyState = KEY_DOWN(0x6B);//+
key[7].keyState = KEY_DOWN(0x6D);//-
key[8].keyState = KEY_DOWN(0x6A);//*
key[9].keyState = KEY_DOWN(0xDB);//[
key[10].keyState = KEY_DOWN(0xDD);//]
key[11].keyState = KEY_DOWN(0x20);//space
key[12].keyState = KEY_DOWN(0x70);//F11
key[13].keyState = KEY_DOWN(0x30);//)
key[14].keyState = KEY_DOWN(0x39);//(
for (int i = 0; i < keySum; i++)
{
if (i < 4)
{
if (key[i].keyState == 0)key[i].reset = 1;
else if (key[i].reset == 1) { target_direction = i; key[i].reset = 0; }
}
if (i == 4)
{
if (key[i].keyState == 0)key[i].reset = 1;
else {
if (key[i].reset == 1) {
if ((int)target_direction > 0)target_direction = ((int)target_direction - 1);
else target_direction = 3;
key[i].reset = 0;
}
}
}
if (i == 5)
{
if (key[i].keyState == 0)key[i].reset = 1;
else {
if (key[i].reset == 1)
{
if ((int)target_direction < 3)target_direction = ((int)target_direction + 1); else target_direction = 0;
key[i].reset = 0;
}
}
}
if (i == 6)
{
if (key[i].keyState == 0)key[i].reset = 1;
else {
if (key[i].reset == 1)
{
if ((int)foodSum < 99)foodSum = ((int)foodSum + 1); else foodSum = 0;
key[i].reset = 0;
}
}
}
if (i == 7)
{
if (key[i].keyState == 0)key[i].reset = 1;
else {
if (key[i].reset == 1)
{
if ((int)foodSum > 0)foodSum = ((int)foodSum - 1); else foodSum = 99;
key[i].reset = 0;
}
}
}
if (i == 8)
{
if (key[i].keyState == 0)key[i].reset = 1;
else {
if (key[i].reset == 1)
{
if ((int)snakeBodyMod < 2)snakeBodyMod = ((int)snakeBodyMod + 1); else snakeBodyMod = 0;
key[i].reset = 0;
}
}
}
if (i == 9)
{
if (key[i].keyState == 0)key[i].reset = 1;
else {
if (key[i].reset == 1)
{
if ((int)Speed < 10)Speed = ((int)Speed + 1); else Speed = 0;
key[i].reset = 0;
}
}
}
if (i == 10)
{
if (key[i].keyState == 0)key[i].reset = 1;
else {
if (key[i].reset == 1)
{
if ((int)Speed > -10)Speed = ((int)Speed - 1); else Speed = 0;
key[i].reset = 0;
}
}
}
if (i == 11)
{
if (key[i].keyState == 0)
{
if (key[i].reset == 0) Speed = remem;
key[i].reset = 1;
}
else {
if (key[i].reset == 1)
{
remem = Speed;
Speed = 10;
key[i].reset = 0;
}
}
}
if (i == 12)
{
if (key[i].keyState == 0)
{
help_sign = 0;
}
else {
help_sign = 1;
}
}
if (i == 13)
{
if (key[i].keyState == 0)
{
//if (key[i].reset == 0);
key[i].reset = 1;
}
else {
if (key[i].reset == 1)
{
if (max_fps < 500)max_fps++; else max_fps = 10;
key[i].reset = 0;
}
}
}
if (i == 14)
{
if (key[i].keyState == 0)
{
if (key[i].reset == 0) Speed = remem;
key[i].reset = 1;
}
else {
if (key[i].reset == 1)
{
if (max_fps > 10)max_fps--; else max_fps = 500;
key[i].reset = 0;
}
}
}
}
return 0;
}
};
/*
* 帧检测
* 通过GetTickCount()的调用时间差
*/
class FPS
{
public:
int Get_Fps()
{
DWORD _TimeMs = GetTickCount();
if (_TimeMs - timePoint > 1000)
{
fps = count;
timePoint = _TimeMs;
count = 0;
}
else
{
count++;
}
return fps;
}
int fps = 0;
int count = 0;
DWORD timePoint = GetTickCount();
};
/*
* 图像内容绘制
* 虚继承 按键交互
* 具有蛇体数据,食物数据,蛇动作及状态,控制器,图像内容绘制
*/
class Draw : virtual public Key, virtual public FPS
{
public:
void drawSnake();
void drawFood(int kep);
wchar_t* trstring2wchar(char* str)
{
int mystringsize = (int)(strlen(str) + 1);
WCHAR* wchart = new wchar_t[mystringsize];
MultiByteToWideChar(CP_ACP, 0, str, -1, wchart, mystringsize);
return wchart;
}
WCHAR* numtostr(int num, WCHAR* wbuf)
{
//WCHAR* buf = new wchar_t[100];
char buf[100];
_itoa_s(num, buf, 50, 10);
int mystringsize = (int)(strlen(buf) + 1);
MultiByteToWideChar(CP_ACP, 0, buf, -1, wbuf, mystringsize);
return wbuf;
}
#define _Site(x) (x*16)
void help(int x, int y)
{
int hang = 0;
outtextxy(_Site(x), _Site(y + hang), _T("按键说明:----------------------------------"));
hang++;
outtextxy(_Site(x), _Site(y + hang), _T("--方向控制:↑↓←→ 或者 Q(逆时针),R(顺时针)-"));
hang++;
outtextxy(_Site(x), _Site(y + hang), _T("--速度:按下space加速,‘[’ 减速,‘]’加速 -"));
hang++;
outtextxy(_Site(x), _Site(y + hang), _T("--食物:小键盘+ 增加食物,小键盘- 减少食物 -"));
hang++;
outtextxy(_Site(x), _Site(y + hang), _T("--其他要素请自行探索! -"));
hang++;
outtextxy(_Site(x), _Site(y + hang), _T("--------------------------------------------"));
hang++;
outtextxy(_Site(x), _Site(y + hang), _T("[Version: 1.0 -----by RorySpt in 2020/7/28]"));
}
void drawtext(Point site)
{
int x = site.x;
int y = site.y;
int hang = 0;
WCHAR buf[100] = { 0 };
//outtextxy(_Site(x), _Site(y + hang), _T("贪吃蛇:Snake0"));
hang = 0;
outtextxy(_Site(x), _Site(y + hang), _T("生命状态:"));
if (SnakeCondition == Snake_condition::survive) outtextxy(_Site(x + 5), _Site(y + hang), _T("存活"));
if (SnakeCondition == Snake_condition::die) outtextxy(_Site(x + 5), _Site(y + hang), _T("濒死"));
if (SnakeCondition == Snake_condition::ate) outtextxy(_Site(x + 5), _Site(y + hang), _T("吃了"));
hang ++;
outtextxy(_Site(x), _Site(y + hang), _T("等级:"));
outtextxy(_Site(x + 3), _Site(y + hang), numtostr(grade, buf));
hang ++;
outtextxy(_Site(x), _Site(y + hang), _T("分数:"));
outtextxy(_Site(x + 3), _Site(y + hang), numtostr(score, buf));
hang ++;
outtextxy(_Site(x), _Site(y + hang), _T("速度:"));
outtextxy(_Site(x + 3), _Site(y + hang), numtostr(Speed, buf));
hang ++;
outtextxy(_Site(x), _Site(y + hang), _T("长度:"));
outtextxy(_Site(x + 3), _Site(y + hang), numtostr(len, buf));
hang ++;
outtextxy(_Site(x), _Site(y + hang), _T("食物数量:"));
outtextxy(_Site(x + 5), _Site(y + hang), numtostr(foodSum, buf));
hang ++;
outtextxy(_Site(x), _Site(y + hang), _T("蛇体模式:"));
if (snakeBodyMod == 0) outtextxy(_Site(x + 5), _Site(y + hang), _T("正常"));
if (snakeBodyMod == 1) outtextxy(_Site(x + 5), _Site(y + hang), _T("穿墙"));
if (snakeBodyMod == 2) outtextxy(_Site(x + 5), _Site(y + hang), _T("无敌"));
hang ++;
outtextxy(_Site(x), _Site(y + hang), _T("FPS:"));
outtextxy((int)_Site(x + 2.5), _Site(y + hang), numtostr(Get_Fps(), buf));
hang ++;
outtextxy(_Site(x), _Site(y + hang), _T("说明:(F1)"));
if (help_sign == 1)
{
help(10, 2);
}
}
};
/*
* 贪吃蛇游戏
* 具有蛇体数据,食物数据,蛇动作及状态,控制器,图像内容绘制,图形初始化
*
*/
class GluSnakeGame :virtual public Draw
{
GluSnakeGame() { drawInit(); };
public:
static GluSnakeGame* gethInstance()
{
static GluSnakeGame Instance;
return &Instance;
}
int drawInit()
{
initgraph(Map_wide, Map_height);
setbkcolor(RGB(95, 183, 72));
setlinecolor(0xf4d690);
settextcolor(0x0);
settextstyle(16, 0, _T("Consolas"));
srand((unsigned)time(NULL));
//settextcolor(BLUE);
setbkmode(TRANSPARENT); // 设置文字输出模式为透明
return 0;
}
};
/*
* 帧控制器
*/
class FRACTRL
{
WCHAR* numtostr(int num)
{
//WCHAR* buf = new wchar_t[100];
char buf[100];
static WCHAR wbuf[100];
_itoa_s(num, buf, 50, 10);
int mystringsize = (int)(strlen(buf) + 1);
MultiByteToWideChar(CP_ACP, 0, buf, -1, wbuf, mystringsize);
return wbuf;
}
LARGE_INTEGER QueryCounter()
{
LARGE_INTEGER count;
QueryPerformanceCounter(&count);
return count;
}
LARGE_INTEGER QueryFrequency()
{
LARGE_INTEGER count;
QueryPerformanceFrequency(&count);
return count;
}
FRACTRL() {};
public:
static FRACTRL* gethInstance() {
return &farctrl;
}
int triggerIndicator(int targetFps)
{
LARGE_INTEGER nowTime = QueryCounter();
if ((nowTime.QuadPart - timePoint.QuadPart) * 1.0 >= (tc.QuadPart / targetFps))
{
timePoint = nowTime;
return 1;
}
else return 0;
}
void timeController(int targetFps)
{
while (!triggerIndicator(targetFps))Sleep(0);
}
void DrawQuery(int x, int y)
{
outtextxy(x, y, _T("QueryFrequency:"));
outtextxy(x + 8 * 15, y, numtostr((int)QueryFrequency().QuadPart));
}
public:
LARGE_INTEGER timePoint = QueryCounter();
LARGE_INTEGER tc = QueryFrequency();
static FRACTRL farctrl;
};
resource.h
//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ 生成的包含文件。
// 供 贪吃蛇.rc 使用
//
#define IDR_WAVE1 101
#define IDR_WAVE2 102
#define IDR_WAVE3 103
#define IDR_WAVE4 104
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 105
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1001
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif
GluSnake.cpp(链表部分)
#include "GluSnake.h"
FRACTRL FRACTRL::farctrl;
bool SnakeBody::Creat_SnakeBody(Point site)//创建蛇体并传入蛇头坐标
{
if(Snake_Body.head!=NULL)destroy_SnakeBody();
Snake_Body.head = (_SnakeBody_Link*)malloc(sizeof(_SnakeBody_Link)); //创建一个蛇体单元,定为蛇头;
if (Snake_Body.head == NULL) {
exit(-1);
}
Snake_Body.end = Snake_Body.head; //蛇尾暂时与蛇头重合
SnakeColor[Snake_Body.len++] = RGB(rand() % 256, rand() % 256, rand() % 256);
//Snake_Body.len = 1;
Snake_Body.head->bodyCoord = site;
Snake_Body.end->bodyCoord = site;
return true;
}
bool SnakeBody::Add_SnakeBody(Point site)//从头添加一节蛇体
{
_SnakeBody_Link* newBody = (_SnakeBody_Link*)malloc(sizeof(_SnakeBody_Link));
if (newBody == NULL) {
exit(-1);
}
newBody->bodyCoord = site; //为新蛇身坐标赋值
newBody->next = Snake_Body.head;//新的蛇体作为蛇头
newBody->last = NULL;
Snake_Body.head->last = newBody;
Snake_Body.head = newBody;
SnakeColor[Snake_Body.len++] = RGB(rand() % 256, rand() % 256, rand() % 256); //蛇身长度加1
return 0;
}
bool SnakeBody::Del_SnakeBody()//从尾部删除一节蛇体
{
if (Snake_Body.len < 1)return Snake_Body.len;
Snake_Body.end = Snake_Body.end->last;
free(Snake_Body.end->next);
Snake_Body.len--;
return Snake_Body.len;
}
void SnakeBody::destroy_SnakeBody()//销毁整个蛇体
{
while (Del_SnakeBody() != 0);
}
Point SnakeBody::Find_SnakeBody(int len) //找到某节蛇体
{
if (len > Snake_Body.len)return { -1,-1 };
_SnakeBody_Link* cur = Snake_Body.head;
while (len--)cur = cur->next;
return cur->bodyCoord;
}
void SnakeFood::Food_init()
{
for (int i = 0; i < 100; i++)food[i] = { 0xff,0xff };
}
int SnakeFood::Supple_Food()
{
Point temp, newFood;
for (int i = 0; i < foodSum; i++)
{
if (food[i].fdxy.x == 0xff && food[i].fdxy.y == 0xff)
{
newFood.x = rand() % PatternElement_wide;
newFood.y = rand() % PatternElement_height;
for (int i = 0; i < Snake_Body.len; i++)
{
temp = Find_SnakeBody(i);
if (temp.x == newFood.x && temp.y == newFood.y)
{
newFood.x = rand() % PatternElement_wide;
newFood.y = rand() % PatternElement_height;
i = 0;
}
}
food[i].fdxy = newFood;
}
}
return 0;
}
void Draw::drawSnake()
{
Point temp;
COLORREF SNAKE_COLAR = GREEN;
for (int i = 0; i < Snake_Body.len; i++)
{
temp = Find_SnakeBody(i);
temp.x *= 10;
temp.y *= 10;
setfillcolor(SnakeColor[i]);
fillrectangle(temp.x, temp.y, temp.x + 10, temp.y + 10);
}
}
void Draw::drawFood(int kep)
{
Point temp;
for (int i = 0; i <= foodSum - 1; i++)
{
temp = food[i].fdxy;
temp.x *= 10;
temp.y *= 10;
if (kep == 1)food[i].color = RGB(rand() % 256, rand() % 256, rand() % 256);
setfillcolor(food[i].color); // 每次重新赋予食物一个随机的颜色
fillrectangle(temp.x, temp.y, temp.x + 10, temp.y + 10);
}
}
SnakeGame.cpp
// 程序名称:贪吃蛇
#include "GluSnake.h"
#include "io.h"
int main()
{
//Draw Snake0;
GluSnakeGame* GluSnake = GluSnakeGame::gethInstance();
FRACTRL* pFraCtrl = FRACTRL::gethInstance();
//FPS FpsDetector;
//drawInit();
GluSnake->Snake_Init();
GluSnake->drawSnake();
GluSnake->drawFood(1);
int movecout = 0;
int drawcout = 0;
int sign = 0;
GluSnake->max_fps = 60;
// 开启批量绘图,作用是避免闪烁
BeginBatchDraw();
while (1)
{
//Sleep(2);
drawcout++;
GluSnake->keyDown();
//速度控制
if (movecout++ >= (10 - GluSnake->Speed)) {
GluSnake->Smove(GluSnake->snakeBodyMod); movecout = 0;
}
//存活控制
if (GluSnake->SnakeCondition == Snake_condition::survive || GluSnake->SnakeCondition == Snake_condition::ate)sign = 1;
else if (sign == 1)
{
GluSnake->playmusicHit(0); sign = 0;
}
//生成食物
GluSnake->Supple_Food();
//if(drawcout++>5){Snake0.SnakeColor[0] = RGB(rand() % 256, rand() % 256, rand() % 256);}
//绘制
cleardevice();
GluSnake->drawSnake();
GluSnake->drawFood(((drawcout % 10) == 0));
GluSnake->drawtext({ 0,0 });
FlushBatchDraw();
static SHORT bPicture = 0;
static int png_count = 0;
if (!bPicture&&(bPicture = ((GetAsyncKeyState(0x7A))) ? 1 : 0)) {
wchar_t buf[100];
_wfinddata_t file;
do{
swprintf_s(buf, L"截图%d.png", png_count++);
} while (_wfindfirst(buf, &file)!=-1);
saveimage(buf);
}
else {
bPicture = ((GetAsyncKeyState(0x7A))) ? 1 : 0;
}
//帧控制
pFraCtrl->timeController(GluSnake->max_fps);
}
EndBatchDraw();
return 0;
}
大家赶紧去动手试试吧!
此外,我也给大家分享我收集的其他资源,从最零基础开始的教程到C语言C++项目案例,帮助大家在学习C语言的道路上披荆斩棘!
编程学习书籍分享:
编程学习视频分享:
整理分享(多年学习的源码、项目实战视频、项目笔记,基础入门教程)最重要的是你可以在群里面交流提问编程问题哦!
对于C/C++感兴趣可以关注小编在后台私信我:【编程交流】一起来学习哦!可以领取一些C/C++的项目学习视频资料哦!已经设置好了关键词自动回复,自动领取就好了!
猜你喜欢
- 2024-12-29 Windows 取证之EVTX日志 windows日志文件可以删除吗
- 2024-12-29 C++命名空间,简单整理 c++命名法
- 2024-12-29 C++编程:文件的编译、链接和运行 c++编译链接执行全过程
- 2024-12-29 c/c++如何避免头文件被多次包含 头文件防止重定义
- 2024-12-29 C++ 20 module小试 c++实验六模板
- 2024-12-29 白话C++编程系列之:多个文件篇 c++多文件编译方法
- 2024-12-29 浅谈linux下进程最大数、最大线程数、进程打开的文件数
- 2024-12-29 C++文件类(文件流类)及用法详解 c++文件流头文件
- 2024-12-29 明明安装了游戏运行库,仍提示缺少C++库文件,现在修复大法来了
- 2024-12-29 C++ 使用 ifstream 按行读取文件内容的深度解析
- 最近发表
- 标签列表
-
- gitpush (61)
- pythonif (68)
- location.href (57)
- tail-f (57)
- pythonifelse (59)
- deletesql (62)
- c++模板 (62)
- css3动画 (57)
- c#event (59)
- linuxgzip (68)
- 字符串连接 (73)
- nginx配置文件详解 (61)
- html标签 (69)
- c++初始化列表 (64)
- exec命令 (59)
- canvasfilltext (58)
- mysqlinnodbmyisam区别 (63)
- arraylistadd (66)
- node教程 (59)
- console.table (62)
- c++time_t (58)
- phpcookie (58)
- mysqldatesub函数 (63)
- window10java环境变量设置 (66)
- c++虚函数和纯虚函数的区别 (66)