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十个球源码

发布时间: 2023-06-01 00:46:05

⑴ 用10个球在下面的数位表中你能摆出多少个不同的数试一试写一写。

用十个球可以摆出下面的数:
十位 个位
1个 9个,写作:19
2个 8个,写作:28
3个 7个,写作碧拦档:37
4个 6个,写作:46
5个衡辩 5个,写作:55
6个 4个,写作:64
7个 3个,写作:73
8个 2个,写作:82
9个 1个,写悔乱作:91
答:能摆出9个不同的数。

⑵ 有10个1球随机抽取两个组合,(ab和ba视为一样)问最多能组成多少个,C#实现各位大侠指教一下,代码详细点

你这是个排列组合问题啊升悉
就是求C10 2
public Form1()
{
InitializeComponent();
Zuhe();
}
public void Zuhe()
{int a=10,b=2,c=1,d=1,i,f; //这就是C的那个 10 和2,你可以任意修改10和2的值
for(i=0;i<10;i++) //顷前求10!
{
c=c*a;
a--;
}
for(i=0;i<10;i++) //求2!
{
d=d*b;
b--;
}
f=c/d; /雀笑清/求C10 2的值
console.write("答案为{0}",+f);
}

⑶ 10个球取5个球算法

编号1,2,3.,10得十个球中
5个奇数,5个樱辩偶数
5个数全为奇数,这样的取法有1种
5个数3个奇数脊颤缺,2个偶数,这样的取法有C(5,3)*C(5,2)=100
5个数1个奇数,4个偶数,这样的取洞芦法有C(5,1)*C(5,4)=25
共有126种

c语言 双色球 求源码

#包括中
#包括中

#包括

国际主要()

{整型红[6]; / *蓝色1-33 * /

整数; / * 1-16 * /

INT I,J;

诠释tmp目录;

函数srand((无符号)时间(NULL));

我= 0;

而(I <6)

{

TMP =(1.0 * RAND()/ RAND_MAX)* 33 + 1;

为(J = 0;<I; J + +)

{

如果(红[J] == TMP)

{

突破;

如果(十== I)

{

红[I] = tmp目录;

i + +;

}

}

蓝色=(1.0 * RAND()/ RAND_MAX)* 16 + 1;

就(i = 0; I <6; i + +)

{

的printf(“%d个,”红[一]);

的printf(“\ n%d个”,蓝);

返回0;
}

⑸ 求 一个FLASH AS3.0做的 多个小球在一个框里互相碰撞的源码

var speed:uint=5//自定义速度
var bounce:Number=-1//自定义摩擦系数(碰到了不停下)
for(var i:uint=0;i<8;i++){
var ball:Ball=new Ball();
addChild(ball)
ball.x=Math.random()*(stage.stageWidth-ball.width)
ball.y=Math.random()*(stage.stageHeight-ball.height)
ball.addEventListener(Event.ENTER_FRAME,go);
ball.ids=Math.random()*2*Math.PI//自定义一个360度桐穗随机角度
ball.vx=Math.cos(ball.ids)*speed//自定义有方向的速度
ball.vy=Math.sin(ball.ids)*speed
}
function go(e:Event):void{
var ball:MovieClip=MovieClip(e.target)
ball.x+=ball.vx//让目标动起来
ball.y+=ball.vy
if(ball.x<0){//判断出了舞台
ball.x=0
ball.vx*=bounce//出孙拦了舞台的左右,X速度的方向变成反向
}
if(ball.x>stage.stageWidth-ball.width){
ball.x=stage.stageWidth-ball.width
ball.vx*=bounce
}

if(ball.y<0){//除局凯卜了舞台的上下,Y速度的方向变成反响
ball.y=0
ball.vy*=bounce
}
if(ball.y>stage.stageHeight-ball.height){
ball.y=stage.stageHeight-ball.height
ball.vy*=bounce//同上
}
} 小球在舞台上相互碰撞

⑹ 求用C语言模拟简单台球运动的源代码,不需要图形化界面

这源代码应该有个桌面类(Table),球类(Sphere),游戏类等等。我用C++
#pragma once (Table.h)
#endif // _MSC_VER > 1000
#include "Base.h"
#define MESH_D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
class CTable:public CBase
{
public:
DWORD Render();
CTable(LPDIRECT3DDEVICE8 pD3DDevice,LPSTR pFilename);
virtual ~CTable();
LPD3DXMESH GetMeshTablePointer();
private:
void TransformTable();
LPDIRECT3DDEVICE8 m_pD3DDevice;
DWORD m_dwNumMaterials;
LPD3DXMESH m_pMeshTable;
D3DMATERIAL8 *m_pMeshTableMaterials;
LPDIRECT3DTEXTURE8 *m_pMeshTableTextures;
};#endif

#include "Table.h" (Table.cpp)
CTable::CTable(LPDIRECT3DDEVICE8 pD3DDevice,LPSTR pFilename)
{
LPD3DXBUFFER pMaterialsBuffer=NULL;
LPD3DXMESH pMeshTable=NULL;

m_pD3DDevice=pD3DDevice;

if(FAILED(D3DXLoadMeshFromX(pFilename,D3DXMESH_MANAGED,m_pD3DDevice,NULL,
&pMaterialsBuffer,&m_dwNumMaterials,&pMeshTable)))
{
m_pMeshTable=NULL;
m_pMeshTableMaterials=NULL;
m_pMeshTableTextures=NULL;

LogError("<li>Table Mesh '%s' failed to load",pFilename);
return;
}
D3DXMATERIAL *matMaterials=(D3DXMATERIAL*)pMaterialsBuffer->GetBufferPointer();
//Create two arrays. One to hold the materials and one to hold the textures
m_pMeshTableMaterials=new D3DMATERIAL8[m_dwNumMaterials];
m_pMeshTableTextures=new LPDIRECT3DTEXTURE8[m_dwNumMaterials];
for(DWORD i=0;i<m_dwNumMaterials;i++)
{
//Copy the material
m_pMeshTableMaterials[i]=matMaterials[i].MatD3D;

//Set the ambient color for the material(D3DX does not do this)
m_pMeshTableMaterials[i].Ambient=m_pMeshTableMaterials[i].Diffuse;
D3DCOLORVALUE rgbaSpecular={0.0f,0.0f,0.0f,0.0f};
m_pMeshTableMaterials[i].Specular=rgbaSpecular;
m_pMeshTableMaterials[i].Power=50.0f;
//Create the texture
char buffer[255];
sprintf(buffer,"textures/%s",matMaterials[i].pTextureFilename);
if(FAILED(D3DXCreateTextureFromFile(m_pD3DDevice,
buffer, &m_pMeshTableTextures[i])))
{
m_pMeshTableTextures[i]=NULL;
}
}
//finished with the material buffer,so release it
SafeRelease(pMaterialsBuffer);
//Make sure that the normals are setup for mesh
pMeshTable->CloneMeshFVF(D3DXMESH_MANAGED,MESH_D3DFVF_CUSTOMVERTEX,m_pD3DDevice,&m_pMeshTable);
SafeRelease(pMeshTable);
// D3DXComputeNormals(m_pMesh);
LogInfo("<li>Mesh '%s' loaded OK",pFilename);
}
CTable::~CTable()
{
SafeDelete(m_pMeshTableMaterials);

if(m_pMeshTableTextures != NULL)
{
for(DWORD i=0;i<m_dwNumMaterials;i++)
{
if(m_pMeshTableTextures[i])
SafeRelease(m_pMeshTableTextures[i]);
}
}
SafeDelete(m_pMeshTableTextures);
SafeRelease(m_pMeshTable);
LogInfo("<li>Table Mesh destroyed OK");
}
DWORD CTable::Render()
{
TransformTable();
if(m_pMeshTable!=NULL)
{
for(DWORD i=0;i<m_dwNumMaterials;i++)
{
m_pD3DDevice->SetMaterial(&m_pMeshTableMaterials[i]);
m_pD3DDevice->SetTexture(0,m_pMeshTableTextures[i]);

m_pMeshTable->DrawSubset(i);
}

return m_pMeshTable->GetNumFaces();
}
else
return 0;
}
LPD3DXMESH CTable::GetMeshTablePointer()
{
return m_pMeshTable;
}
void CTable::TransformTable()
{
D3DXMATRIX matWorld;
D3DXMatrixTranslation(&matWorld,0,0,0);
m_pD3DDevice->SetTransform(D3DTS_WORLD,&matWorld);
}
(Sphere.h)
#if !defined (AFX_SPHERE_H__FC705F3B_568E_4973_B608_B8F7700D9ECE__INCLUDED_)
#define AFX_SPHERE_H__FC705F3B_568E_4973_B608_B8F7700D9ECE__INCLUDED_

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

#include "Base.h"

#define SPHERE_D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)

class CSphere:public CBase
{
private:
struct SPHERE_CUSTOMVERTEX
{
float x,y,z; //Position of vertex in 3D space
float nx,ny,nz; //Lighting Normal
float tu,tv; //Texture coordinates
};

struct SPHERE_STATE
{
D3DXVECTOR3 sVector; //Position of Centigram in 3D space
D3DXVECTOR3 vVector; //Direction of Velocity in 3D space
float v; //Speed of Sphere
};
SPHERE_STATE *m_pSphereState;

D3DXVECTOR3 m_vecSavePosition; //Save sphere position for collision bar
D3DXVECTOR3 m_vecSavePosition2; //Save sphere position for collision sphere
public:
BOOL SetMaterial(D3DCOLORVALUE rgbaDiffuse,D3DCOLORVALUE rgbaAmbient,
D3DCOLORVALUE rgbaSpecular,D3DCOLORVALUE rgbaEmissive,float rPower);
BOOL SetTexture(const char* szTextureFilePath);
DWORD Render();
CSphere(LPDIRECT3DDEVICE8 pD3DDevice,int iRings=20,int iSegments=20);
void MoveSphere();
void MoveSphereForUser(float x,float z);
virtual ~CSphere();
inline void SetSpherePosition(float x,float y,float z)
{
m_pSphereState->sVector.x=x;
m_pSphereState->sVector.y=y;
m_pSphereState->sVector.z=z;
};
inline void GetSpherePosition(D3DXVECTOR3 &vecSpherePos)
{
vecSpherePos=m_pSphereState->sVector;
};
inline void GetSavedSpherePosition(D3DXVECTOR3 &vecSavedSpherePos)
{
vecSavedSpherePos=m_vecSavePosition;
};
inline void GetSavedSpherePosition2(D3DXVECTOR3 &vecSavedSpherePos)
{
vecSavedSpherePos=m_vecSavePosition2;
};
inline void SaveSpherePosition()
{
m_vecSavePosition=m_pSphereState->sVector;
};
inline void SaveSpherePosition2()
{
m_vecSavePosition2=m_pSphereState->sVector;
};
inline void ContradictoryZv()
{
m_pSphereState->vVector.z=-m_pSphereState->vVector.z;
};
inline void ContradictoryXv()
{
m_pSphereState->vVector.x=-m_pSphereState->vVector.x;
};
void MirrorVAoubtAxis(D3DXVECTOR3 &n);
inline void ReceSphereVelocity(float percent)
{
m_pSphereState->v=m_pSphereState->v*percent;
};
inline float CheckSphereEnergy()
{
return m_pSphereState->v;
};
inline void SetSphereVelocityDir(const D3DXVECTOR3 &vDir)
{
m_pSphereState->vVector=vDir;
};
inline void SetSphereVelocity(const float &velocity)
{
m_pSphereState->v=velocity;
};
inline void GetSphereVelocityDir(D3DXVECTOR3 &vDir)
{
vDir=m_pSphereState->vVector;
};
inline float GetSphereVelocity()
{
return m_pSphereState->v;
};
inline void SetSphereStateToFalse()
{
m_bSphereInUse=FALSE;
};
inline void SetSphereStateToTrue()
{
m_bSphereInUse=TRUE;
};
inline BOOL GetSphereState()
{
return m_bSphereInUse;
};
void SetSphereVelocityAt_Y_NegativeAxis();
inline float GetSpherePosAt_Y_Axis()
{
return m_pSphereState->sVector.y;
};
private:
BOOL CreateIndexBuffer();
BOOL UpdateVertices();
BOOL CreateVertexBuffer();
void TransformSphere();
void TransformSphereForUser();
void UpdateSpherePosition();
void FrictionReseVelocity();
LPDIRECT3DDEVICE8 m_pD3DDevice;
LPDIRECT3DVERTEXBUFFER8 m_pVertexBuffer;
LPDIRECT3DTEXTURE8 m_pTexture;
D3DMATERIAL8 m_matMaterial;
LPDIRECT3DINDEXBUFFER8 m_pIndexBuffer;
int m_iRings;
int m_iSegments;
float m_fTotalDis;
D3DXVECTOR3 m_vecSphereRotationAxis;
BOOL m_bSphereInUse;
DWORD m_dwNumOfVertices;
DWORD m_dwNumOfIndices;
DWORD m_dwNumOfPolygons;
};#endif

⑺ 求C语言编写的壁球小游戏的源代码,谢谢。

速度和 接板 长度不能改

所以比较难玩

#include "graphics.h"
#include "stdio.h"
#include "conio.h" /*所需的头文件*/

int on; /*声明具有开关作用的全局变量*/
static int score; /*声明静态的记分器变量*/

/* 定义开始界面函数*/

int open()
{
setviewport(100,100,500,380,1); /*设置图形窗口区域*/
setcolor(4); /*设置作图色*/
rectangle(0,0,399,279); /*以矩形填充所设的图形窗口区域*/
setfillstyle(SOLID_FILL,7); /*设置填充方式*/
floodfill(50,50,4); /*设置填充范围*/
setcolor(8);
settextstyle(0,0,9); /*文本字体设置*/
outtextxy(90,80,"BALL"); /*输出文本内容*/
settextstyle(0,0,1);
outtextxy(110,180,"version 1.0");
outtextxy(110,190,"made by ddt");
setcolor(128);
settextstyle(0,0,1);
outtextxy(120,240,"Press any key to continue......");
}

/*定义退出界面函数*/
int quitwindow()
{
char s[100]; /*声明用于存放字符串的数组*/
setviewport(100,150,540,420,1);
setcolor(YELLOW);
rectangle(0,0,439,279);
setfillstyle(SOLID_FILL,7);
floodfill(50,50,14);
setcolor(12);
settextstyle(0,0,8);
outtextxy(120,80,"End");
settextstyle(0,0,2);
outtextxy(120,200,"quit? Y/N");
sprintf(s,"Your score is:%d",score);/*格式化输出记分器的值*/
outtextxy(120,180,s);
on=1; /*初始化开关变量*/
}

/*主函数*/
main()
{
int gdriver,gmode;
gdriver=DETECT; /*设置图形适配器*/
gmode=0; /*设置图形模式*/
registerbgidriver(EGAVGA_driver);/* 注册BGI驱动后可以不需要.BGI文件的支持运行 */
initgraph(&gdriver,&gmode,"");
setbkcolor(14);
open(); /*调用开始界面函数*/
getch(); /*暂停*/

while(1) /*此大循环体控制游戏的反复重新进行*/
{
int driver,mode,l=320,t=400,r,a,b,dl=5,n,x=200,y=400,r1=10,dx=-2,dy=-2;/*初始化小球相关参数*/
int left[100],top[100],right[100],bottom[100],i,j,k,off=1,m,num[100][100];/*方砖阵列相关参数*/
static int pp;
static int phrase; /*一系列起开关作用的变量*/
int oop=15;
pp=1;
score=0;
driver=DETECT;
mode=VGA;
registerbgidriver(EGAVGA_driver);
initgraph(&driver,&mode,"");
setbkcolor(10);
cleardevice(); /*图形状态下清屏*/
clearviewport(); /*清除现行图形窗口内容*/
b=t+6;
r=l+60;
setcolor(1);
rectangle(0,0,639,479);
setcolor(4);
rectangle(l,t,r,b);
setfillstyle(SOLID_FILL,1);
floodfill(l+2,t+2,4);

for(i=0,k=0;i<=6;i++) /*此循环绘制方砖阵列*/
{
top[i]=k;
bottom[i]=top[i]+20;
k=k+21;
oop--;
for(j=0,m=0;j<=7;j++)
{
left[j]=m;
right[j]=left[j]+80;
m=m+81;
setcolor(4);
rectangle(left[j],top[i],right[j],bottom[i]);
setfillstyle(SOLID_FILL,j+oop);
floodfill(left[j]+1,top[i]+1,4);
num[i][j]=pp++;
}
}

while(1) /*此循环控制整个动画*/
{
while(!kbhit())
{
x=x+dx; /*小球运动的圆心变量控制*/
y=y+dy;
if(x+r1>r||x+r1<r)
{ phrase=0;}
if((x-r1<=r||x+r1<=r)&&x+r1>=l)
{
if(y<t)
phrase=1;
if(y+r1>=t&&phrase==1)
{dy=-dy;y=t-1-r1;}
}

if(off==0)
continue;

for(i=0;i<=6;i++) /*此循环用于判断、控制方砖阵列的撞击、擦除*/

for(j=0;j<=7;j++)
{
if((x+r1<=right[j]&&x+r1>=left[j])||(x-r1<=right[j]&&x-r1>=left[j]))
{
if(( y-r1>top[i]&&y-r1<=bottom[i])||(y+r1>=top[i]&&y+r1<=bottom[i] ))
{
if(num[i][j]==0)
{continue; }
setcolor(10);
rectangle(left[j],top[i],right[j],bottom[i]);
setfillstyle(SOLID_FILL,10);
floodfill(left[j]+1,top[i]+1,10);
dy=-dy;
num[i][j]=0;
score=score+10;
printf("%d\b\b\b",score);
}
}
if((y+r1>=top[i]&&y+r1<=bottom[i])||(y-r1>=top[i]&&y-r1<=bottom[i]))
{
if((x+r1>=left[j]&&x+r1<right[j])||(x-r1<=right[j]&&x-r1>left[j]))
{
if(num[i][j]==0)
{ continue;}
setcolor(10);
rectangle(left[j],top[i],right[j],bottom[i]);
setfillstyle(SOLID_FILL,10);
floodfill(left[j]+1,top[i]+1,10);
dx=-dx;
num[i][j]=0;
score=score+10;
printf("%d\b\b\b",score);
}
}
}

if(x+r1>639) /*控制小球的弹射范围*/
{dx=-dx;x=638-r1;}
if(x<=r1)
{dx=-dx;x=r1+1;}
if(y+r1>=479)
{off=0;quitwindow();break;}
if(y<=r1)
{dy=-dy;y=r1+1;}
if(score==560)
{off=0;quitwindow();break;}
setcolor(6);
circle(x,y,r1);
setfillstyle(SOLID_FILL,14);
floodfill(x,y,6);
delay(1000);
setcolor(10);
circle(x,y,r1);
setfillstyle(SOLID_FILL,10);
floodfill(x,y,10);
}

a=getch();
setcolor(10);
rectangle(l,t,r,b);
setfillstyle(SOLID_FILL,10);
floodfill(l+2,t+2,10);
if(a==77&&l<=565) /*键盘控制设定*/
{dl=20;l=l+dl;}
if(a==75&&l>=15)
{dl=-20;l=l+dl;}
if(a=='y'&&on==1)
break;
if(a=='n'&&on==1)
break;
if(a==27)
{quitwindow();off=0;}
r=l+60;
setcolor(4);
rectangle(l,t,r,b);
setfillstyle(SOLID_FILL,1);
floodfill(l+5,t+5,4);
delay(100);
}
if(a=='y'&&on==1) /*是否退出游戏*/
{break;}
if(a=='n'&&on==1)
{ continue;}
}
closegraph();

}

你不是要求在TC里运行么
C++和C不同的
如果要在C++里
你前面要写函数的声明的
C里就不用

修改过了,试一试吧。
我这里可以
一闪而过那个是图形界面的问题
驱动没安装好

⑻ 10个球如何组成14组,每组5个球

10个球组成14组数巧,每组汪并5个球使用排列组合办法。编号1,2,3,4,5,6,7,8,9,10得薯陵键十个球,5个奇数,5个偶数,5个数全为奇数,这样的取法有1种,5个数,3个奇数,2个偶数,这样的取法有C(5,3)*C(5,2)=100,5个数,1个奇数,4个偶数,这样的取法有C(5,1)*C(5,4)=25,共有126种组合办法。

⑼ 袋中有10个球,分别有号码1-10,从中任取3个球,问取出的球最大号码小于5的概率

取出的球最大号码小于5的概率1/210。

解:因为从10个球中任取三个球的次数为C(10,3)=840种。

要使取出的球的最大号码小于5,那么只能从号码为1、2、3、4的四个球中任取三个球,

则从号码为1、2、3、4的四个球中任取三个球的次数为C(4,3)=4种。

所以取出的球最手旦大号码小于5的概率P=C(3,4)/C(3,10)=4/840=1/210。

即取出的球最大号码小于5的概率1/210。

(9)十个球源码扩展阅读:

1、排列的分类

(1)全排列

从n个不同元素取出m个不同元素的排列中,当m=n时,这个排列称为全排列。n个元素的全排列的个数记为Pn。

(2)选排列

从n个不同元素取出m个不同元素的差伏排列中,当m<n时,这个排列称为选排列。n个元素的全排列的个数记为P(m,n)。

2、排虚薯携列的公式

(1)全排列公式

Pn=n*(n-1)*(n-2)*...*3*2*1=n!

(2)选排列公式

P(m,n)=n*(n-1)*(n-2)*...*(n-m+1)=(n*(n-1)*(n-2)*...*3*2*1)/((n-m)*(n-m-1)*...*3*2*1)

=n!/(n-m)!

参考资料来源:网络-排列组合

参考资料来源:网络-概率

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