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俄罗斯方块——C语言实践(Dev-Cpp)

目录

1、创建项目(尽量不使用中文路径)

2、项目复制

3、项目配置

​1、调整编译器

2、在配置窗口选择参数标签

3、添加头文件路径和库文件路径

 4、代码实现

4.1、main.c

4.2、draw.h

4.3、draw.c

4.4、shape.h

4.5、shape.c

4.6、board.h

4.7、board.c

4.8、control.h

4.9、control.c


这个是在Dev-Cpp里实现的,在别的编译器,可能有些配置不一定能用

1、创建项目(尽量不使用中文路径)

第一次在Dev-Cpp里创建项目,真的难受,所以不得不讲一下

1、新建项目

 2、点击Console Application ,C项目,我的名称取为day7_first

3、右击,新建文件夹(在自己平时建项目的文件夹里),取名为day7_first(一般与项目名相同)

 再点击day7_first,打开

保存 

 

2、项目复制

项目复制,我认为有必要讲一下,

可以,保存前一次的代码,然后在前一次的代码上进行改写,方便代码的管理

就是把上一次的.c,.h文件(及项目里要用到的应用程序扩展等,如果有的话),复制一份到day7_first文件夹里,但要把原来的main.c删掉(关闭,不保存),防止覆盖之前的main.c,

然后添加这些文件

3、项目配置

用了SDL2里的两个文件,在我的资源有

1、调整编译器

以支持C99标准,方便使用更多语言特性

2、在配置窗口选择参数标签

在链接处,输入三行

 

这里要注意两点:

减号-后面是小写L,不是数字 1 ,也不是i。

这三个库的顺序不可变。 

之后再添加两个链接

-lmingw32
-lsdl2main
-lsdl2
-limm32
-lSDL2_ttf

3、添加头文件路径和库文件路径

 一共添加这两个

同样的方法,在包含文件目录,添加这个两个

4、将两个应用程序扩展,复制到项目所在的文件夹

 4、代码实现

4.1、main.c

#include "draw.h"
#include "shape.h"
#include "board.h"
#include "control.h"

///* run this program using the console pauser or add your own getch, system("pause") or input loop */
//
//int main(int argc, char *argv[]) {
//	return 0;
//}
int main(int argc, char* argv[]) {
	draw_init();//初始化
	shape_init();//图形初始化
	board_init();//板初始化 
	
	control_gameloop();//游戏循环

	draw_free();// 清理资源
	return 0;
}

4.2、draw.h

#ifndef DRAW_H
#define DRAW_H

#include <stdio.h>
#include <stdlib.h>
#include <SDL.h>
#include <stdbool.h>
#include <SDL_ttf.h>

#if 1 
//苹果系统 1改0 
#include <SDL_syswm.h>
#include <windows.h>
#include <imm.h>
#endif

#define WINDOW_W 640
#define WINDOW_H 510

#define INTERVAL 30//网格间隔
#define HEIGHT 16//网格高 
#define WIDTH 10//网格宽 


typedef struct
{
	SDL_Window* window;
	SDL_Renderer* renderer;
	TTF_Font* font;
	SDL_Texture* background;
}Renderer;

bool draw_init();
bool draw_free();

void draw_rect(const SDL_Rect* rect,const SDL_Color* color);//绘制矩形
void draw_update();//界面更新
void draw_string(int x,int y,const char* str,SDL_Color* color);//在窗口打印字符串

#endif

4.3、draw.c

#include "draw.h"
#include "shape.h"
#include "board.h"

static Renderer R;//一个存储信息的中间变量, 如果放到main()中,每个函数都要传参

#if 1
//苹果系统 1改0
void disableIME(SDL_Window *window) {//防止输入法自己改变
	SDL_SysWMinfo wmInfo;
	SDL_VERSION(&wmInfo.version);//初始化 wmInfo结构体的版本信息
	if (SDL_GetWindowWMInfo(window, &wmInfo)) {
		HWND hwnd = wmInfo.info.win.window;
		//禁用 IME
		ImmAssociateContext(hwnd, NULL);
	}
}
#endif

bool draw_free() { // 清理资源
	if(R.font) {
		TTF_CloseFont(R.font);
		TTF_Quit();
	}
	SDL_DestroyRenderer(R.renderer);
	SDL_DestroyWindow(R.window);
	SDL_Quit();
}

bool draw_init() {

	// 初始化 SDL
	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
		SDL_Log("SDL could not initialize! SDL_Error: %s\n",
		        SDL_GetError());
		return false;
	}
// 创建窗口
	R.window = SDL_CreateWindow("SDL2 Square",
	                            SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WINDOW_W, WINDOW_H,
	                            SDL_WINDOW_SHOWN);
	if (!R.window) {
		SDL_Log("Window could not be created! SDL_Error: %s\n",
		        SDL_GetError());
		SDL_Quit();
		return false;
	}
// 创建渲染器
	R.renderer = SDL_CreateRenderer(R.window, -1,
	                                SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); 
	if (!R.renderer) {
		SDL_Log("Renderer could not be created! SDL_Error: %s\n",
		        SDL_GetError());
		SDL_DestroyWindow(R.window);
		SDL_Quit();
		return false;
	}
#if 1
	disableIME(R.window); //苹果系统 1改0
#endif
	if(TTF_Init()<0) {
		printf("Failed to initialize SDL_ttf\n");
		draw_free();
		return false;
	}
	R.font = TTF_OpenFont("bahnschrift.ttf",24);//添加一种字体,必须是.ttf后缀
	if(!R.font) {
		printf("Failde to load font\n",TTF_GetError());
		TTF_Quit();
		draw_free();
		return false;
	}

	//Load the background BMP image
	SDL_Surface* bgSurface = SDL_LoadBMP("background1.bmp");//添加背景,必须是.bmp后缀
	if(!bgSurface) {
		printf("Failed to load background image: %s\n",SDL_GetError());
		return false;
	}
	R.background = SDL_CreateTextureFromSurface(R.renderer,bgSurface);
	SDL_FreeSurface(bgSurface);//Free the surface after creating the texture
	if(!R.background) {
		printf("Failed to create background texture: %s\n",SDL_GetError());
		return false;
	}

	printf("draw init() success\n");
	return true;
}

void draw_string(int x,int y,const char* str,SDL_Color* color) {
	SDL_Surface* surface = TTF_RenderText_Solid(R.font,str, *color);
	if(!surface) {
		printf("TTF_RenderText_Solid error: %s\n",TTF_GetError());
		return;
	}
	SDL_Texture* texture = SDL_CreateTextureFromSurface(R.renderer,surface);
	if(!texture) {
		printf("SDL_CreateTextureFromSurface error:%s\n",SDL_GetError());
		return;
	}

	SDL_Rect rect = {x,y,surface->w,surface->h};
	SDL_FreeSurface(surface);
	SDL_RenderCopy(R.renderer,texture,NULL,&rect);
	SDL_DestroyTexture(texture);

}

//const SDL_Rect rect = {100,100,30,30};// 矩形的位置  x  y  w宽度  h高度

void draw_rect_grid() {//绘制网格
	SDL_SetRenderDrawColor(R.renderer, 255,255,255,255);//白色

	for(int i = 0; i<=HEIGHT; i++) {
		SDL_RenderDrawLine(R.renderer,0,INTERVAL*i,INTERVAL*WIDTH,INTERVAL*i);//(x1,y1,x2,y2)
		if(i == 0)
			SDL_RenderDrawLine(R.renderer,0,INTERVAL*i+1,INTERVAL*WIDTH,INTERVAL*i+1);
		if(i == HEIGHT)
			SDL_RenderDrawLine(R.renderer,0,INTERVAL*i-1,INTERVAL*WIDTH,INTERVAL*i-1);
	}
	for(int i = 0; i<=WIDTH; i++) {
		SDL_RenderDrawLine(R.renderer,INTERVAL*i,0,INTERVAL*i,INTERVAL*HEIGHT);
		if(i == 0)
			SDL_RenderDrawLine(R.renderer,INTERVAL*i+1,0,INTERVAL*i+1,INTERVAL*HEIGHT);
		if(i == WIDTH)
			SDL_RenderDrawLine(R.renderer,INTERVAL*i-1,0,INTERVAL*i-1,INTERVAL*HEIGHT);
	}
}

void draw_rect_border(const SDL_Rect* rect) {//绘制矩形边框
	SDL_SetRenderDrawColor(R.renderer, 255,255,255,255);//白色
	SDL_RenderDrawRect(R.renderer, rect);
}

void draw_rect(const SDL_Rect* rect,const SDL_Color* color) {//绘制矩形
	SDL_SetRenderDrawColor(R.renderer, color->r, color->g, color->b, color->a);
	SDL_RenderFillRect(R.renderer, rect);
	draw_rect_border(rect);
}

void draw_update() {//颜色更新
// 用颜色 清空渲染器,覆盖
	SDL_SetRenderDrawColor(R.renderer, 0, 0, 255, 255);
	SDL_RenderClear(R.renderer); //背景填充 蓝色

	SDL_RenderCopy(R.renderer,R.background,NULL,NULL);//背景
//界面的更新数据
	draw_rect_grid();//绘制网格
	board_draw();//绘制底部的图形
	shape_draw();//绘制图形


// 呈现渲染结果
	SDL_RenderPresent(R.renderer);
}

4.4、shape.h

#ifndef _SHAPE_H
#define _SHAPE_H
#include <SDL.h>
#include <stdio.h>
#include <stdbool.h>

typedef enum{
    MOVE_DOWN,
    MOVE_LEFT,
    MOVE_RIGHT,
    MOVE_UP
}Movedir;

typedef struct {
    bool matrix[4][4];
    int x;
    int y;
    int size;//打印,旋转矩阵的一种标记
    SDL_Color color;
}Shape;

void shape_init();
void shape_draw();
void shape_move(Movedir dir);
void shape_rotate();//图形旋转 

#endif

4.5、shape.c

#include "shape.h"
#include "draw.h"
#include <stdlib.h>
#include <time.h>
#include "board.h"
#include "control.h"

//所有形状的定义
const Shape ALL_SHAPES[7] = {
	{{{0,1,0,0},{0,1,1,0},{0,0,1,0},{0,0,0,0}},3,0,3,{200,200,200,255}},
	{{{0,1,0,0},{0,1,1,0},{0,1,0,0},{0,0,0,0}},3,0,3,{180,180,100,255}},
	{{{0,0,1,0},{0,1,1,0},{0,1,0,0},{0,0,0,0}},3,0,3,{160,180,10,255}},
	{{{1,1,0,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}},3,0,2,{80,160,100,255}},
	{{{0,1,0,0},{0,1,0,0},{0,1,1,0},{0,0,0,0}},3,0,3,{100,180,160,255}},
	{{{0,1,1,0},{0,1,0,0},{0,1,0,0},{0,0,0,0}},3,0,3,{10,160,60,255}},
	{{{0,0,1,0},{0,0,1,0},{0,0,1,0},{0,0,1,0}},3,0,4,{180,10,160,255}}
};

Shape cur_shape;
Shape next_shape;
Shape rotate_shape;
int delay_cnt;

void shape_init() {//更新图形后,有回到之前的位置
	srand((unsigned int)time(NULL));
	cur_shape = ALL_SHAPES[rand()%7];
	next_shape = ALL_SHAPES[rand()%7];
}

void matrix_rotate(int m) {
	rotate_shape = cur_shape;
	for(int i = 0; i<m; i++) {
		for(int j = 0; j<m; j++) {
			rotate_shape.matrix[j][m-i-1] = cur_shape.matrix[i][j];
		}
	}
	if(board_check_collision(rotate_shape.x,rotate_shape.y,&rotate_shape))//旋转后越界,就不变
		return;
	cur_shape = rotate_shape;
}

void shape_rotate() {
	if(cur_shape.size != 2) {
		matrix_rotate(cur_shape.size);
		return;
	} else
		return;
}

void shape_move(Movedir dir) {
	switch(dir) {
		case MOVE_DOWN:
			if(!board_check_collision(cur_shape.x,cur_shape.y+1,&cur_shape))
				cur_shape.y++;
			else {
				board_place_shape(&(cur_shape));//记录底部的图形
				board_clear_fulllines();//清空满行
				cur_shape = next_shape;
				srand((unsigned int)time(NULL));
				next_shape = ALL_SHAPES[rand()%7];
				if(board_check_collision(cur_shape.x,cur_shape.y,&cur_shape)) {
					control_setstate(STATE_GAME_OVER);
					updatemaxscore();
					updatemaxlevel();
					printf("Game Over!\n");
				}
			}
			break;
		case MOVE_LEFT:
			if(!board_check_collision(cur_shape.x-1,cur_shape.y,&cur_shape)) {
				cur_shape.x--;
			}
			break;
		case MOVE_RIGHT:
			if(!board_check_collision(cur_shape.x+1,cur_shape.y,&cur_shape)) {
				cur_shape.x++;
			}
			break;
		case MOVE_UP:
			shape_rotate();
			break;
	}

}

static void shape_draw_matrix(int x,int y,Shape* shape) {
	SDL_Rect r = {0,0,30,30};
	for(int i=0; i<shape->size; i++) {
		for(int j=0; j<shape->size; j++) {
			if(shape->matrix[i][j]) {
				r.x = (x+j+shape->x)*30;
				r.y = (y+i+shape->y)*30;//显示全
				draw_rect(&r,&(shape->color));
			}
		}
	}
}

void shape_draw() {
	shape_draw_matrix(0,0,&cur_shape);
	shape_draw_matrix(10,2,&next_shape);//界面预览

	if(control_getstate() == STATE_RUNNING) {
		if(delay_cnt++>30-board_getlevel()*3) {
			delay_cnt = 0;
			shape_move(MOVE_DOWN);
		}
	}
}

4.6、board.h

#ifndef __BOARD_H_
#define __BOARD_H_

#include <SDL.h>
#include <stdbool.h> 
#include "shape.h"

#define BOARD_H 16
#define BOARD_W 10
#define BLOCKSIZE 30

//level++,所需要消的行数 
#define INCREASE_LEVEL_LINES 2


typedef struct
{
	SDL_Color color;
	bool active;
}Block;

typedef struct
{
	Block matrix[BOARD_H][BOARD_W];
	int score;
	int level;
	int clearlines; 
	int maxscore;
	int maxlevel;
}Gameboard;

void board_init();
void board_draw();//绘制底部的图形
bool board_check_collision(int newx,int newy,Shape* shape);//检查碰撞
void board_place_shape(Shape* cur_shape);//记录底部的图形
void board_clear_fulllines();
int board_getlevel();
void updatemaxscore();
void updatemaxlevel();

#endif

4.7、board.c

#include "board.h"
#include "draw.h"

static Gameboard gb;

int board_getlevel() {
	return gb.level;
}

void getmaxscore() {
	FILE* fp = fopen("俄罗斯方块最高分.txt","r");
	if(fp == NULL) {
		fp = fopen("俄罗斯方块最高分.txt","w");
		if(fp == NULL) {
			perror("getmaxscore()::fopen(w)");
			return;
		}
		gb.maxscore = gb.score;
		fprintf(fp,"%d",gb.maxscore);//初始化max为0
		fclose(fp);
		return;
	}
	fscanf(fp,"%d",&(gb.maxscore));
	fclose(fp);
}

void updatemaxscore() {
	FILE* fp = fopen("俄罗斯方块最高分.txt","w");
	if(fp == NULL) {
		perror("updatemaxscore()::fopen(w)");
		return;
	}
	if(gb.score>gb.maxscore)
		gb.maxscore = gb.score;
	fprintf(fp,"%d",gb.maxscore);
	fclose(fp);
}

void getmaxlevel() {
	FILE* fp = fopen("俄罗斯方块最高难度.txt","r");
	if(fp == NULL) {
		fp = fopen("俄罗斯方块最高难度.txt","w");
		if(fp == NULL) {
			perror("getmaxlevel()::fopen(w)");
			return;
		}
		gb.maxlevel = gb.level;
		fprintf(fp,"%d",gb.maxlevel);//初始化level为1
		fclose(fp);
		return;
	}
	fscanf(fp,"%d",&(gb.maxlevel));
	fclose(fp);
}

void updatemaxlevel() {
	FILE* fp = fopen("俄罗斯方块最高难度.txt","w");
	if(fp == NULL) {
		perror("updatemaxlevel()::fopen(w)");
		return;
	}
	if(gb.level>gb.maxlevel)
		gb.maxlevel = gb.level;
	fprintf(fp,"%d",gb.maxlevel);
	fclose(fp);
}

void board_init() {//板初始化
	gb.level = 1;
	gb.clearlines = 0;
	gb.score = 0;
	getmaxscore();
	getmaxlevel();
	for(int i = 0; i<BOARD_H; i++) {
		for(int j = 0; j<BOARD_W; j++) {
			gb.matrix[i][j] = (Block) {
				{160,160,160,255},false
			};
		}
	}
}

void board_draw() {
	SDL_Rect rect = {0,0,BLOCKSIZE,BLOCKSIZE};
	for(int i = 0; i<BOARD_H; i++) {
		for(int j = 0; j<BOARD_W; j++) {
			if(gb.matrix[i][j].active) {
				draw_rect(&rect,&(gb.matrix[i][j].color));
			}
			rect.x += rect.w;
		}
		rect.x = 0;
		rect.y += rect.h;
	}
	char tempstring[32];
	SDL_Color color = {200,0,0,255};
	snprintf(tempstring,sizeof(tempstring),"Score: %d",gb.score);
	draw_string((BOARD_W+4)*BLOCKSIZE,7*BLOCKSIZE,tempstring,&color);

	color = (SDL_Color) {
		0,200,0,255
	};
	snprintf(tempstring,sizeof(tempstring),"Level: %d",gb.level);
	draw_string((BOARD_W+4)*BLOCKSIZE,8*BLOCKSIZE,tempstring,&color);

	color = (SDL_Color) {
		100,100,200,255
	};
	snprintf(tempstring,sizeof(tempstring),"Pause game press p");
	draw_string((BOARD_W+2)*BLOCKSIZE,10*BLOCKSIZE,tempstring,&color);

	color = (SDL_Color) {
		100,100,200,255
	};
	snprintf(tempstring,sizeof(tempstring),"Restart game press r");
	draw_string((BOARD_W+2)*BLOCKSIZE,11*BLOCKSIZE,tempstring,&color);

	color = (SDL_Color) {
		200,200,200,255
	};
	snprintf(tempstring,sizeof(tempstring),"maxscore:>%d",gb.maxscore);
	draw_string(0,16*BLOCKSIZE,tempstring,&color);

	color = (SDL_Color) {
		200,200,200,255
	};
	snprintf(tempstring,sizeof(tempstring),"maxlevel:>%d",gb.maxlevel);
	draw_string((BOARD_W)*BLOCKSIZE,16*BLOCKSIZE,tempstring,&color);
}

bool board_check_collision(int newx,int newy,Shape* shape) { 
	for(int i = 0; i<shape->size; i++) {
		for(int j = 0; j<shape->size; j++) {
			if(shape->matrix[i][j]) {
				int x = newx + j;
				int y = newy + i;
				if(x<0||x>=BOARD_W||y>=BOARD_H)//碰边
					return true;
				if(y>0&&gb.matrix[y][x].active) //碰到已有图形
					return true;
			}
		}
	}
	return false;
}

void board_place_shape(Shape* cur_shape) {
	for(int i = 0; i < cur_shape->size; i++) {
		for(int j = 0; j < cur_shape->size; j++) {
			if(cur_shape->matrix[i][j]) {
				gb.matrix[cur_shape->y+i][cur_shape->x+j].active = true;
				gb.matrix[cur_shape->y+i][cur_shape->x+j].color = cur_shape->color;
			}
		}
	}
}

void board_clear_fulllines() {
	int lines = 0;
	for(int y = 0; y < BOARD_H; y++) {
		bool isfull = true;
		for(int i = 0; i < BOARD_W; i++) {
			if(!gb.matrix[y][i].active) {
				isfull = false;
				break;
			}
		}
		if(isfull) { //满行
			lines++;
			for(int i = y; i > 0; i--) {//满行以上的所有的图形向下移动一行 
				for(int j = 0; j < BOARD_W; j++) {
					gb.matrix[i][j] = gb.matrix[i-1][j];
				}
			}
			for(int j = 0; j < BOARD_W; j++) {//清空最顶行 
				gb.matrix[0][j].active = false;
			}
		}
	}
	switch(lines) {
		case 1:
			gb.score += 1;
			break;
		case 2:
			gb.score += 4;
			break;
		case 3:
			gb.score += 9;
			break;
		case 4:
			gb.score += 16;
			break;
	}
	gb.clearlines += lines;
	
	while(gb.clearlines>=INCREASE_LEVEL_LINES) {
		gb.clearlines -= INCREASE_LEVEL_LINES;
		gb.level++;
	}

	printf("Score: %d\nLevel: %d\nClear: %d\n",gb.score,gb.level,gb.clearlines+INCREASE_LEVEL_LINES*(gb.level-1));
}

4.8、control.h

#pragma once 


#ifndef __CONTROL_H_
#define __CONTROL_H_

typedef enum
{
	STATE_UNKOWN,
	STATE_RUNNING,
	STATE_PAUSE,
	STATE_STOP,
	STATE_GAME_OVER,
	STATE_MANUAL
}GameState;

void control_gameloop();
GameState control_getstate();
void control_setstate(GameState st);

#endif

4.9、control.c

#include "control.h"
#include "shape.h"
#include "draw.h"
#include "board.h"

static GameState state;

GameState control_getstate() {
	return state;
}

void control_setstate(GameState st) {
	state = st;
}

void control_gameloop() {
	// 主循环标志
	bool running = true;
	SDL_Event event;
	state = STATE_RUNNING;
	while (running) {
// 处理事件
		while (SDL_PollEvent(&event)) {
			if (event.type == SDL_QUIT) {
				running = false;
			}
			if(event.type == SDL_KEYDOWN) {
				switch(event.key.keysym.sym) {
					case SDLK_ESCAPE:
					case SDLK_q:
						running = false;
						break;
					case SDLK_p://暂停
						if(state == STATE_RUNNING) {
							state = STATE_PAUSE;
							break;
						}
						if(state == STATE_PAUSE) {
							state = STATE_RUNNING;
							break;
						}
					case SDLK_m://自动与手动
						if(state == STATE_RUNNING) {
							state = STATE_MANUAL;
							break;
						}
						if(state == STATE_MANUAL) {
							state = STATE_RUNNING;
							break;
						}
					case SDLK_r:
						control_setstate(STATE_RUNNING);
						board_init();//板初始化 
						shape_init();//图形初始化,图形回到初始位置 
						break;
					case SDLK_UP:
						if(state == STATE_RUNNING||state == STATE_MANUAL)
							shape_move(MOVE_UP);
						break;
					case SDLK_DOWN:
						if(state == STATE_RUNNING||state == STATE_MANUAL)
							shape_move(MOVE_DOWN);
						break;
					case SDLK_LEFT:
						if(state == STATE_RUNNING||state == STATE_MANUAL)
							shape_move(MOVE_LEFT);
						break;
					case SDLK_RIGHT:
						if(state == STATE_RUNNING||state == STATE_MANUAL)
							shape_move(MOVE_RIGHT);
						break;
				}
			}
		}
		draw_update();//颜色更新,覆盖,更新图形颜色
		SDL_Delay(16);//60Hz
	}
}


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