show_three.cpp

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#include <windows.h> 
#include "show_three.h"


#if defined (WIN32)
 #define IS_WIN32 TRUE
#else
 #define IS_WIN32 FALSE
#endif

#define IS_NT      IS_WIN32 && (BOOL)(GetVersion() < 0x80000000)
#define IS_WIN32S  IS_WIN32 && (BOOL)(!(IS_NT) && (LOBYTE(LOWORD(GetVersion()))<4))
#define IS_WIN95   (BOOL)(!(IS_NT) && !(IS_WIN32S)) && IS_WIN32

HINSTANCE hInst;   // current instance

LPCTSTR lpszAppName  = "MyApp";
LPCTSTR lpszTitle    = "Tip 1277";

BOOL RegisterWin95( CONST WNDCLASS* lpwc );

int APIENTRY WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance,
                      LPTSTR lpCmdLine, int nCmdShow)
{
   MSG      msg;
   HWND     hWnd;
   WNDCLASS wc;

   // Register the main application window class.
   //............................................
   wc.style         = CS_HREDRAW | CS_VREDRAW;
   wc.lpfnWndProc   = (WNDPROC)WndProc;      
   wc.cbClsExtra    = 0;                     
   wc.cbWndExtra    = 0;                     
   wc.hInstance     = hInstance;             
   wc.hIcon         = LoadIcon( hInstance, lpszAppName );
   wc.hCursor       = LoadCursor(NULL, IDC_ARROW);
   wc.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
   wc.lpszMenuName  = lpszAppName;             
   wc.lpszClassName = lpszAppName;             

   if ( IS_WIN95 )
   {
      if ( !RegisterWin95( &wc ) )
         return( FALSE );
   }
   else if ( !RegisterClass( &wc ) )
      return( FALSE );

   hInst = hInstance;

   // Create the main application window.
   //....................................
   hWnd = CreateWindow( lpszAppName,
                        lpszTitle,   
                        WS_OVERLAPPEDWINDOW,
                        CW_USEDEFAULT, 0,
                        CW_USEDEFAULT, 0, 
                        NULL,             
                        NULL,             
                        hInstance,        
                        NULL              
                      );

   if ( !hWnd )
      return( FALSE );

   ShowWindow( hWnd, nCmdShow );
   UpdateWindow( hWnd );        

   while( GetMessage( &msg, NULL, 0, 0) )  
   {
      TranslateMessage( &msg );
      DispatchMessage( &msg ); 
   }

   return( msg.wParam );
}


BOOL RegisterWin95( CONST WNDCLASS* lpwc )
{
   WNDCLASSEX wcex;

   wcex.style         = lpwc->style;
   wcex.lpfnWndProc   = lpwc->lpfnWndProc;
   wcex.cbClsExtra    = lpwc->cbClsExtra;
   wcex.cbWndExtra    = lpwc->cbWndExtra;
   wcex.hInstance     = lpwc->hInstance;
   wcex.hIcon         = lpwc->hIcon;
   wcex.hCursor       = lpwc->hCursor;
   wcex.hbrBackground = lpwc->hbrBackground;
   wcex.lpszMenuName  = lpwc->lpszMenuName;
   wcex.lpszClassName = lpwc->lpszClassName;

   // Added elements for Windows 95.
   //...............................
   wcex.cbSize = sizeof(WNDCLASSEX);
   wcex.hIconSm = LoadImage(wcex.hInstance, lpwc->lpszClassName,
                            IMAGE_ICON, 16, 16,
                            LR_DEFAULTCOLOR );
   
   return RegisterClassEx( &wcex );
}

LRESULT CALLBACK WndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
{
static HWND hText = NULL;
static HWND hEdit = NULL;
static HWND hBtn  = NULL;

   switch ( uMsg )
   {
      case WM_COMMAND :
              switch( LOWORD( wParam ) )
              {
                 case IDM_TEST :
                        hText = CreateWindow( "STATIC", "Static Text",
                                              WS_CHILD | WS_VISIBLE | SS_LEFT,
                                              10, 10, 100, 15,
                                              hWnd,
                                              (HMENU)IDC_TEXT,
                                              hInst, NULL );

                        hEdit = CreateWindow( "EDIT", "",
                                              WS_CHILD | WS_VISIBLE |
                                                ES_LEFT | WS_BORDER,
                                              110, 8, 100, 20,
                                              hWnd,
                                              (HMENU)IDC_EDIT,
                                              hInst, NULL );

                        hBtn = CreateWindow( "BUTTON", "Push Button",
                                             WS_CHILD | WS_VISIBLE |
                                             BS_PUSHBUTTON,
                                             50, 50, 100, 32,
                                             hWnd,
                                             (HMENU)IDC_BTN,
                                             hInst, NULL );
                        break;

                 case IDM_ABOUT :
                        DialogBox( hInst, "AboutBox", hWnd, (DLGPROC)About );
                        break;

                 case IDM_EXIT :
                        DestroyWindow( hWnd );
                        break;
              }
              break;
     
      case WM_DESTROY :
              PostQuitMessage(0);
              break;

      default :
            return( DefWindowProc( hWnd, uMsg, wParam, lParam ) );
   }

   return( 0L );
}


LRESULT CALLBACK About( HWND hDlg,          
                        UINT message,       
                        WPARAM wParam,      
                        LPARAM lParam)
{
   switch (message)
   {
       case WM_INITDIALOG:
               return (TRUE);

       case WM_COMMAND:                             
               if (   LOWORD(wParam) == IDOK        
                   || LOWORD(wParam) == IDCANCEL)   
               {
                       EndDialog(hDlg, TRUE);       
                       return (TRUE);
               }
               break;
   }

   return (FALSE);
}

### C++ 游戏代码优化与修复 #### 1. 文件结构改进 为了提高可维护性和模块化程度,建议将 `Game` 类及其依赖项分离到不同的头文件和源文件中。这不仅有助于减少编译时间,还能使项目更易于管理。 ```cpp // Card.h #ifndef CARD_H_ #define CARD_H_ class Card { public: enum Rank { ACE = 1, TWO, THREE, FOUR, FIVE, SIX, SEVEN, EIGHT, NINE, TEN, JACK, QUEEN, KING }; enum Suit { CLUBS, DIAMONDS, HEARTS, SPADES }; private: Rank m_rank; Suit m_suit; public: Card(Rank rank = ACE, Suit suit = SPADES); int GetValue() const; }; #endif // CARD_H_ ``` ```cpp // Player.h #ifndef PLAYER_H_ #define PLAYER_H_ #include "Card.h" class Player : public GenericPlayer { protected: bool IsHitting() const override; void Bust() const override; }; #endif // PLAYER_H_ ``` ```cpp // Game.h #ifndef GAME_H_ #define GAME_H_ #include <vector> #include "Deck.h" #include "Houser.h" #include "Player.h" class Game { private: Deck m_deck; Houser m_houser; std::vector<Player> m_players; public: explicit Game(const std::vector<std::string>& names); void Play(); }; std::vector<std::string> Game_Interface(); #endif // GAME_H_ ``` #### 2. 构造函数初始化列表 使用构造函数初始化列表来代替默认构造函数中的赋值操作可以提升性能并避免不必要的临时对象创建。 ```cpp // Game.cpp #include "Game.h" Game::Game(const std::vector<std::string>& names) : m_deck(), m_houser("House"), m_players(names.size()) { for (size_t i = 0; i < names.size(); ++i) { m_players[i].SetName(names[i]); } } ``` #### 3. 减少重复代码 通过引入辅助方法或继承机制消除冗余逻辑,特别是对于玩家行为的一致处理部分。 ```cpp void Game::Play() { // 初始化游戏状态... while (!m_houser.IsBusted() && !AllPlayersAreDone()) { for (auto& player : m_players) { if (!player.IsBusted()) player.Play(m_deck); } m_houser.Play(m_deck); ShowResults(); // 结束一轮后的清理工作... } } ``` #### 4. 增强错误检测与异常安全 确保所有可能引发异常的操作都得到了妥善处理,并提供有意义的信息给调用者以便于调试。 ```cpp try { game.Play(); } catch (const std::exception& e) { std::cerr << "Error during gameplay: " << e.what() << '\n'; } ``` #### 5. 性能考虑 当涉及到大量数据时(如大型牌库),应评估容器的选择以及算法效率;此外还可以利用现代C++特性如移动语义等进一步改善程序表现[^2]。 ```cpp template<typename T> using SmartPtr = std::unique_ptr<T>; SmartPtr<Deck> CreateShuffledDeck(size_t numDecks = 1) noexcept(false); ```
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