Mir2 Actor.pas if (IsFace) and (FaceIndex > -1) then begin d := aFrmMain.WFaceimg.Images[FaceIndex * 10 + (FaceFram) mod 8] /// if HorseSurface<>nil then // dSurface.Draw (dx+shiftx, dy + hpy + ShiftY-60, d.ClientRect, d, true) // else if d <> nil then begin if HorseSurface <> nil then dsurface.Draw(SayX - d.Width div 2, dy + hpy + ShiftY - 60, d.ClientRect, d, true) else dsurface.Draw(SayX - d.Width div 2, dy + hpy + ShiftY - 50, d.ClientRect, d, true) end end end
標(biāo)簽: FaceIndex aFrmMain WFaceimg IsFace
上傳時(shí)間: 2016-02-21
上傳用戶:ruixue198909
disp() { setTitle("掃描線種子填充算法") setSize(width,height) setBackground(Color.white) addWindowListener(this) addMouseListener(this) addMouseMotionListener(this) setVisible(true)
標(biāo)簽: setBackground addWindow setTitle setSize
上傳時(shí)間: 2014-09-05
上傳用戶:haoxiyizhong
編寫具有如下函數(shù)原型的遞歸與非遞歸兩種函數(shù)equ,負(fù)責(zé)判斷數(shù)組a與b的前n個(gè)元素值是否按下標(biāo)對(duì)應(yīng)完全相同,是則返回true,否則返回false。并編制主函數(shù)對(duì)它們進(jìn)行調(diào)用,以驗(yàn)證其正確性。 bool equ(int a[], int b[], int n) 提示:遞歸函數(shù)中可按如下方式來(lái)分解并處理問(wèn)題,先判斷最后一個(gè)元素是否相同,不同則返false;相同則看n是否等于1,是則返回true,否則進(jìn)行遞歸調(diào)用(傳去實(shí)參a、b與 n-1,去判斷前n-1個(gè)元素的相等性),并返回遞歸調(diào)用的結(jié)果(與前n-1個(gè)元素的是否相等性相同)。
上傳時(shí)間: 2013-12-03
上傳用戶:梧桐
1)創(chuàng)建任意字符型有序(遞增排序)單循環(huán)鏈表(即鏈表的字符元素隨機(jī)在鍵盤上輸入),長(zhǎng)度限定在15之內(nèi); 2)打印(遍歷)該鏈表(依次打印出表中元素值); 3)在鏈表中查找第i個(gè)元素,i合法返回元素值,否則,返回FALSE; 4)在鏈表中查找與一已知字符相同的第一個(gè)結(jié)點(diǎn),有則返回true,否則,返回FALSE; 5)在鏈表中按照有序方式插入一已知字符元素; 6)在線性表中刪除第i個(gè)結(jié)點(diǎn); 7)計(jì)算鏈表的長(zhǎng)度
上傳時(shí)間: 2013-12-25
上傳用戶:lo25643
This source code has been tested under OpenWindows 2.0, Sun s X11/NeWS server. For Xlib programs that use KeyPress events you should either (1) set the FocusLenience resource to `true , or (2) specifically notify the window manager that you want to receive KeyPress/KeyRelease events (but only in programs that need these events).
標(biāo)簽: OpenWindows programs source server
上傳時(shí)間: 2016-03-29
上傳用戶:xieguodong1234
simulates coin tossing. Let the program toss a coin each time the user chooses the “Toss Coin” menu option. Count the number of times each side of the coin appears. Display the results. The program should call a separate method flip that takes no arguments and returns false for tails and true for heads. [ Note: If the program realistically simulates coin tossing, each side of the coin should appear approximately half the time.]
標(biāo)簽: the coin simulates chooses
上傳時(shí)間: 2014-08-30
上傳用戶:pompey
主要是修改了一些2.3.0版本的Bug,特別是當(dāng)autoCommit=false的情況下以及多線程添加Document,有些字段打開(kāi)了term-vector有些沒(méi)有打都會(huì)對(duì)索引數(shù)據(jù)造成破壞 autoCommit 選項(xiàng)是從2.2.0版本就添加了,默認(rèn)是true,我對(duì)這個(gè)參數(shù)還不是很理解,都是用的默認(rèn)值true。所以沒(méi)有碰到問(wèn)題。 2.3.1版本沒(méi)有包含任何新的功能,索引文件的格式也沒(méi)有變化,完全兼容2.3.0版本。 官方鼓勵(lì)所有使用2.3.0版本的應(yīng)用盡快升級(jí)到2.3.1版本。
上傳時(shí)間: 2013-12-16
上傳用戶:wkchong
The Radio Interface Layer is the name for an interface that was developed especially for the Pocket PC Phone Edition. It is meant to abstract the interface with a phone/modem device. To achieve this it is closely modelled after the GSM AT command interface. Unfortunately the API was not published officially by Microsoft. Instead more high level API s were published that should be sufficient for developers. Again, unfortunately they are not sufficient. For example the API for receiving notification of incoming SMS messages is arranged for exclusively for one application per type of SMS. Apparently this will be improved upon in Pocket PC 2003. Another area is the availablity of a true AT command modem interface to interact with the GSM modem directly, which is also absent.
標(biāo)簽: especially Interface for developed
上傳時(shí)間: 2013-12-02
上傳用戶:wff
詞法分析是編制一個(gè)讀單詞的過(guò)程,從輸入的源程序中,識(shí)別出各個(gè)具有獨(dú)立意義的單詞,即基本保留字、標(biāo)識(shí)符、常數(shù)、運(yùn)算符、分隔符五大類。并依次輸出各個(gè)單詞的內(nèi)部編碼及單詞符號(hào)自身值。程序語(yǔ)言的單詞符號(hào)一般分為五種:關(guān)鍵字(保留字/基本字)if、while、begin…;標(biāo)識(shí)符:常量名、變量名…;常數(shù):34、56.78、true、‘a(chǎn)’、…;運(yùn)算符:+、-、*、/、〈、and、or、….、;界限符:, ; ( ) { } /*…。
上傳時(shí)間: 2016-05-31
上傳用戶:417313137
貪吃蛇*要點(diǎn)分析: *1)數(shù)據(jù)結(jié)構(gòu):matrix[][]用來(lái)存儲(chǔ)地圖上面的信息,如果什么也沒(méi)有設(shè)置為false, * 如果有食物或蛇,設(shè)置為true;nodeArray,一個(gè)LinkedList,用來(lái)保存蛇的每 * 一節(jié);food用來(lái)保存食物的位置;而Node類是保存每個(gè)位置的信息。 *2)重要函數(shù): * changeDirection(int newDirection) ,用來(lái)改變蛇前進(jìn)的方向,而且只是 * 保存頭部的前進(jìn)方向,因?yàn)槠渌那斑M(jìn)方向已經(jīng)用位置來(lái)指明了。 其中newDirection * 必須和原來(lái)的direction不是相反方向,所以相反方向的值用了同樣的奇偶性。在測(cè)試 * 的時(shí)候使用了direction%2!=newDirection%2 進(jìn)行判斷。 * moveOn(),用來(lái)更新蛇的位置,對(duì)于當(dāng)前方向,把頭部位置進(jìn)行相應(yīng)改變。如果越界, * 結(jié)束;否則,檢測(cè)是否遇到食物(加頭部)或身體(結(jié)束);如果什么都沒(méi)有,加上頭部, * 去掉尾部。由于用了LinkedList數(shù)據(jù)結(jié)構(gòu),省去了相當(dāng)多的麻煩。
標(biāo)簽: matrix 貪吃蛇 分 數(shù)據(jù)結(jié)構(gòu)
上傳時(shí)間: 2014-06-14
上傳用戶:cjf0304
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