ball

ball
这 题 主 要 运 用 一 个 很 巧 妙 的 转 换 , 显 然 , 求 期 望 , 由 于 n 和 m , 所 以 我 们 应 该 用 二 维 数 组 维 护 x 2 的 期 望 这题主要运用一个很巧妙的转换,显然,求期望,由于n和m,所以我们应该用二维数组维护x^2的期望 nmx2
但 x 2 的 期 望 不 好 求 , 以 我 们 考 虑 补 足 贡 献 , 再 引 入 一 个 新 的 量 ( x ) 的 期 望 但x^2的期望不好求,以我们考虑补足贡献,再引入一个新的量(x)的期望 x2x

定义f[i][j]为前i个,颜色为j的期望个数x,g[i][j]为前i,颜色为j的期望个数平方x^2

前置知识

1. 期 望 有 实 际 意 义 , 实 际 意 义 只 像 物 理 中 的 F , G . . . . . . . 一 样 有 实 际 意 义 , 而 不 是 像 数 学 中 的 方 程 的 解 x 一 样 1. 期望有实际意义,实际意义只像物理中的F,G.......一样有实际意义,而不是像数学中的方程的解x一样 1.FG.......x

先 预 处 理 出 p [ i ] [ j ] 表 示 第 i 个 为 j 的 概 率 先预处理出p[i][j]表示第i个为j的概率 p[i][j]ij

	for(int i=1;i<=n;i++){
			for(int j=1;j<=m;j++){
				p[i][j]=(double)a[i][j]/sum[i];
			}
		}

f [ i ] [ j ] = f [ i − 1 ] [ j ] + p [ i ] [ j ] ( 即 已 经 有 f [ i − 1 ] [ j ] 个 , 有 p [ i ] [ j ] 的 几 率 多 一 个 没 有 其 它 有 贡 献 的 情 况 ) f[i][j]=f[i-1][j]+p[i][j](即已经有f[i-1][j]个,有p[i][j]的几率多一个没有其它有贡献的情况) f[i][j]=f[i1][j]+p[i][j]f[i1][j]p[i][j]
g [ i ] [ j ] = g [ i − 1 ] [ j ] + ( ) , 即 原 来 有 的 平 方 可 以 保 留 , 然 后 考 虑 本 次 的 a i , j , 所 以 肯 定 要 乘 一 个 概 率 p , 贡 献 为 2 ∗ f [ i − 1 ] [ j ] + 1 , 因 为 ( x + 1 ) 2 等 于 x 2 + 2 ∗ x + 1 , x 2 = x 2 , 即 多 选 一 个 的 贡 献 为 2 ∗ x + 1 g[i][j]=g[i-1][j]+(),即原来有的平方可以保留,然后考虑本次的a_{i,j},所以肯定要乘一个概率p,贡献为2*f[i-1][j]+1,因为(x+1)^2等于x^2+2*x+1,x^2=x^2,即多选一个的贡献为2*x+1 g[i][j]=g[i1][j]+(),aij,p2f[i1][j]+1x+12x2+2x+1,x2=x2,2x+1

#include<cstdio>
#include<cstring>
using namespace std;

const int N=1010;
int n,m,a[N][N],sum[N];
double p[N][N],g[N][N],f[N][N]; 
int main(){
	while(~scanf("%d%d",&n,&m)){
		memset(sum,0,sizeof(sum));
		for(int i=1;i<=n;i++){
			for(int j=1;j<=m;j++){
				scanf("%d",&a[i][j]);
				sum[i]=sum[i]+a[i][j];
			}
		}
		for(int i=1;i<=n;i++){
			for(int j=1;j<=m;j++){
				p[i][j]=(double)a[i][j]/sum[i];
			}
		}
	    for(int j=1;j<=m;j++){f[1][j]=p[1][j];g[1][j]=p[1][j];}
	    for(int i=2;i<=n;i++){
	    	for(int j=1;j<=m;j++){
	    	   f[i][j]=f[i-1][j]+p[i][j];
	    	   g[i][j]=g[i-1][j]+p[i][j]*(2*f[i-1][j]+1);
			}
	    }
	    double ans=0;
	    for(int j=1;j<=m;j++){ans+=g[n][j];}
	    printf("%.2lf\n",ans);
	}
}
#define UNICODE #define _UNICODE #include <windows.h> #include <math.h> #include <wchar.h> #include “aip_common.h” // Constants for window dimensions, gravity, and animation #define U4_SIM_WINDOW_WIDTH 600U #define U4_SIM_WINDOW_HEIGHT 500U #define U1_SIM_BALL_RADIUS 10U #define S8_SIM_GRAVITY 0.0008 #define S8_SIM_REBOUND_FACTOR 0.5 #define U4_SIM_GROUND_Y (U4_SIM_WINDOW_HEIGHT - 150U) // UI control IDs and Timer ID #define U2_CTRL_HEIGHT_INPUT 201U #define U2_CTRL_REBOUNDS_INPUT 202U #define U2_CTRL_SUBMIT_BUTTON 203U #define U4_SIM_TIMER_ID 101U // Ball structure typedef struct { S8 S8_X_POSITION; S8 S8_Y_POSITION; S8 S8_VERTICAL_VELOCITY; S8 S8_CURRENT_HEIGHT; U2 U2_REBOUNDS_COUNT; U2 U2_MAX_REBOUNDS; U1 U1_SIM_ACTIVE; U1 U1_IS_FALLING; S8 S8_INITIAL_WAIT_TIME_MS; S8 S8_TOTAL_DISTANCE; } ST_SIM_BALL; // Global variables ST_SIM_BALL ST_SIM_BALL_INSTANCE = {0}; HWND HWND_CTRL_HEIGHT_INPUT; HWND HWND_CTRL_REBOUNDS_INPUT; HWND HWND_CTRL_SUBMIT_BUTTON; HWND HWND_SIM_MAIN_WINDOW = NULL; HWND HWND_RESULT_WINDOW = NULL; U4 U4_LAST_SIM_TICK_TIME = 0; S8 S8_SIM_REBOUND_HEIGHTS[100] = {0}; S8 S8_SIM_CUMULATIVE_DISTANCES[100] = {0}; // Function prototypes void FP_SIM_INITIALIZE_BALL(S8 S8_INITIAL_HEIGHT_METERS, U2 U2_MAX_REBOUNDS); void FP_SIM_UPDATE_BALL(U4 U4_DELTA_TIME_MS); void FP_SIM_RENDER_SCENE(HDC hdc); LRESULT CALLBACK FP_RESULTS_WINDOW_PROC(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam); void FP_DISPLAY_SIMULATION_RESULTS(HINSTANCE HINSTANCE_CURRENT); LRESULT CALLBACK FP_MAIN_WINDOW_PROC(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam); /* ------------------------------------------------------------------ Initialize ball properties ------------------------------------------------------------------ */ void FP_SIM_INITIALIZE_BALL(S8 S8_INITIAL_HEIGHT_METERS, U2 U2_MAX_REBOUNDS) { if (S8_INITIAL_HEIGHT_METERS <= 0 || U2_MAX_REBOUNDS <= 0) return; S8 S8_INITIAL_HEIGHT_PIXELS = S8_INITIAL_HEIGHT_METERS * 2.0; ST_SIM_BALL_INSTANCE.S8_X_POSITION = U4_SIM_WINDOW_WIDTH / 2.0; ST_SIM_BALL_INSTANCE.S8_Y_POSITION = U4_SIM_GROUND_Y - S8_INITIAL_HEIGHT_PIXELS; ST_SIM_BALL_INSTANCE.S8_VERTICAL_VELOCITY = 0; ST_SIM_BALL_INSTANCE.S8_CURRENT_HEIGHT = S8_INITIAL_HEIGHT_PIXELS; ST_SIM_BALL_INSTANCE.U2_REBOUNDS_COUNT = 0; ST_SIM_BALL_INSTANCE.U2_MAX_REBOUNDS = U2_MAX_REBOUNDS; ST_SIM_BALL_INSTANCE.U1_SIM_ACTIVE = TRUE; ST_SIM_BALL_INSTANCE.U1_IS_FALLING = FALSE; ST_SIM_BALL_INSTANCE.S8_INITIAL_WAIT_TIME_MS = 2000.0; ST_SIM_BALL_INSTANCE.S8_TOTAL_DISTANCE = 0.0; for (U2 U2_I = 0; U2_I < 100; U2_I++) { S8_SIM_REBOUND_HEIGHTS[U2_I] = 0; S8_SIM_CUMULATIVE_DISTANCES[U2_I] = 0; } } /* ------------------------------------------------------------------ Update ball physics ------------------------------------------------------------------ */ void FP_SIM_UPDATE_BALL(U4 U4_DELTA_TIME_MS) { if (!ST_SIM_BALL_INSTANCE.U1_SIM_ACTIVE) return; if (ST_SIM_BALL_INSTANCE.S8_INITIAL_WAIT_TIME_MS > 0) { ST_SIM_BALL_INSTANCE.S8_INITIAL_WAIT_TIME_MS -= U4_DELTA_TIME_MS; if (ST_SIM_BALL_INSTANCE.S8_INITIAL_WAIT_TIME_MS <= 0) { ST_SIM_BALL_INSTANCE.S8_INITIAL_WAIT_TIME_MS = 0; ST_SIM_BALL_INSTANCE.U1_IS_FALLING = TRUE; } return; } if (ST_SIM_BALL_INSTANCE.U1_IS_FALLING) { ST_SIM_BALL_INSTANCE.S8_VERTICAL_VELOCITY += S8_SIM_GRAVITY * U4_DELTA_TIME_MS; ST_SIM_BALL_INSTANCE.S8_Y_POSITION += ST_SIM_BALL_INSTANCE.S8_VERTICAL_VELOCITY * U4_DELTA_TIME_MS; if (ST_SIM_BALL_INSTANCE.S8_Y_POSITION >= U4_SIM_GROUND_Y - U1_SIM_BALL_RADIUS) { ST_SIM_BALL_INSTANCE.S8_Y_POSITION = U4_SIM_GROUND_Y - U1_SIM_BALL_RADIUS; ST_SIM_BALL_INSTANCE.U1_IS_FALLING = FALSE; S8_SIM_CUMULATIVE_DISTANCES[ST_SIM_BALL_INSTANCE.U2_REBOUNDS_COUNT] = ST_SIM_BALL_INSTANCE.S8_TOTAL_DISTANCE + ST_SIM_BALL_INSTANCE.S8_CURRENT_HEIGHT; S8_SIM_REBOUND_HEIGHTS[ST_SIM_BALL_INSTANCE.U2_REBOUNDS_COUNT] = ST_SIM_BALL_INSTANCE.S8_CURRENT_HEIGHT * S8_SIM_REBOUND_FACTOR; ST_SIM_BALL_INSTANCE.S8_TOTAL_DISTANCE += ST_SIM_BALL_INSTANCE.S8_CURRENT_HEIGHT; ST_SIM_BALL_INSTANCE.U2_REBOUNDS_COUNT++; if (ST_SIM_BALL_INSTANCE.U2_REBOUNDS_COUNT < ST_SIM_BALL_INSTANCE.U2_MAX_REBOUNDS) { ST_SIM_BALL_INSTANCE.S8_CURRENT_HEIGHT *= S8_SIM_REBOUND_FACTOR; ST_SIM_BALL_INSTANCE.S8_VERTICAL_VELOCITY = -sqrt(2.0 * S8_SIM_GRAVITY * ST_SIM_BALL_INSTANCE.S8_CURRENT_HEIGHT); } else { ST_SIM_BALL_INSTANCE.U1_SIM_ACTIVE = FALSE; } } } else { ST_SIM_BALL_INSTANCE.S8_Y_POSITION += ST_SIM_BALL_INSTANCE.S8_VERTICAL_VELOCITY * U4_DELTA_TIME_MS; ST_SIM_BALL_INSTANCE.S8_VERTICAL_VELOCITY += S8_SIM_GRAVITY * U4_DELTA_TIME_MS; if (ST_SIM_BALL_INSTANCE.S8_VERTICAL_VELOCITY >= 0) { ST_SIM_BALL_INSTANCE.U1_IS_FALLING = TRUE; } } } /* ------------------------------------------------------------------ Render simulation scene ------------------------------------------------------------------ */ void FP_SIM_RENDER_SCENE(HDC hdc) { // Draw ground HPEN HPEN_GROUND = CreatePen(PS_SOLID, 2, RGB(0, 128, 0)); HPEN HPEN_OLD = (HPEN)SelectObject(hdc, HPEN_GROUND); MoveToEx(hdc, 0, U4_SIM_GROUND_Y, NULL); LineTo(hdc, U4_SIM_WINDOW_WIDTH, U4_SIM_GROUND_Y); SelectObject(hdc, HPEN_OLD); DeleteObject(HPEN_GROUND); // Draw ball HBRUSH HBRUSH_BALL = CreateSolidBrush(RGB(139, 69, 19)); HBRUSH HBRUSH_OLD = (HBRUSH)SelectObject(hdc, HBRUSH_BALL); Ellipse(hdc, (int)(ST_SIM_BALL_INSTANCE.S8_X_POSITION - U1_SIM_BALL_RADIUS), (int)(ST_SIM_BALL_INSTANCE.S8_Y_POSITION - U1_SIM_BALL_RADIUS), (int)(ST_SIM_BALL_INSTANCE.S8_X_POSITION + U1_SIM_BALL_RADIUS), (int)(ST_SIM_BALL_INSTANCE.S8_Y_POSITION + U1_SIM_BALL_RADIUS)); SelectObject(hdc, HBRUSH_OLD); DeleteObject(HBRUSH_BALL); } /* ------------------------------------------------------------------ Result window procedure ------------------------------------------------------------------ */ LRESULT CALLBACK FP_RESULTS_WINDOW_PROC(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch (msg) { case WM_PAINT: { PAINTSTRUCT ps; HDC hdc = BeginPaint(hwnd, &ps); wchar_t WSTRING_BUFFER[256]; U2 U2_OFFSET = 10; HFONT HFONT_RESULT = CreateFontW(18, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_SWISS, L"Arial"); HFONT HFONT_OLD = (HFONT)SelectObject(hdc, HFONT_RESULT); swprintf(WSTRING_BUFFER, 256, L"Total Travel Distance: %.2f meters", ST_SIM_BALL_INSTANCE.S8_TOTAL_DISTANCE / 2.0); TextOutW(hdc, 10, U2_OFFSET, WSTRING_BUFFER, wcslen(WSTRING_BUFFER)); U2_OFFSET += 20; for (U2 U2_I = 0; U2_I < ST_SIM_BALL_INSTANCE.U2_REBOUNDS_COUNT; U2_I++) { swprintf(WSTRING_BUFFER, 256, L"Rebound %d Height: %.2f meters", U2_I + 1, S8_SIM_REBOUND_HEIGHTS[U2_I] / 2.0); TextOutW(hdc, 10, U2_OFFSET, WSTRING_BUFFER, wcslen(WSTRING_BUFFER)); U2_OFFSET += 20; swprintf(WSTRING_BUFFER, 256, L"Cumulative Distance: %.2f meters", S8_SIM_CUMULATIVE_DISTANCES[U2_I] / 2.0); TextOutW(hdc, 10, U2_OFFSET, WSTRING_BUFFER, wcslen(WSTRING_BUFFER)); U2_OFFSET += 20; } SelectObject(hdc, HFONT_OLD); DeleteObject(HFONT_RESULT); EndPaint(hwnd, &ps); return 0; } case WM_DESTROY: HWND_RESULT_WINDOW = NULL; return 0; default: return DefWindowProc(hwnd, msg, wParam, lParam); } return 0; } /* ------------------------------------------------------------------ Display simulation results ------------------------------------------------------------------ */ void FP_DISPLAY_SIMULATION_RESULTS(HINSTANCE HINSTANCE_CURRENT) { if (HWND_RESULT_WINDOW != NULL) { InvalidateRect(HWND_RESULT_WINDOW, NULL, TRUE); return; } const wchar_t CLASS_NAME[] = L"ResultWindow"; WNDCLASS WNDCLASS_RESULTS = {0}; WNDCLASS_RESULTS.lpfnWndProc = FP_RESULTS_WINDOW_PROC; WNDCLASS_RESULTS.hInstance = HINSTANCE_CURRENT; WNDCLASS_RESULTS.lpszClassName = CLASS_NAME; WNDCLASS_RESULTS.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1); RegisterClass(&WNDCLASS_RESULTS); HWND_RESULT_WINDOW = CreateWindow(CLASS_NAME, L"Simulation Results", WS_OVERLAPPEDWINDOW | WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT, 800, 600, NULL, NULL, HINSTANCE_CURRENT, NULL); ShowWindow(HWND_RESULT_WINDOW, SW_SHOW); UpdateWindow(HWND_RESULT_WINDOW); } /* ------------------------------------------------------------------ Main window procedure ------------------------------------------------------------------ */ LRESULT CALLBACK FP_MAIN_WINDOW_PROC(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch (msg) { case WM_CREATE: { // Create input controls CreateWindow(L"STATIC", L"Initial Height (meters):", WS_VISIBLE | WS_CHILD, 20, U4_SIM_WINDOW_HEIGHT - 140, 170, 30, hwnd, NULL, NULL, NULL); HWND_CTRL_HEIGHT_INPUT = CreateWindow(L"EDIT", L"100", WS_VISIBLE | WS_CHILD | WS_BORDER | ES_NUMBER, 190, U4_SIM_WINDOW_HEIGHT - 140, 100, 30, hwnd, (HMENU)U2_CTRL_HEIGHT_INPUT, NULL, NULL); CreateWindow(L"STATIC", L"Max Rebounds:", WS_VISIBLE | WS_CHILD, 20, U4_SIM_WINDOW_HEIGHT - 100, 170, 30, hwnd, NULL, NULL, NULL); HWND_CTRL_REBOUNDS_INPUT = CreateWindow(L"EDIT", L"10", WS_VISIBLE | WS_CHILD | WS_BORDER | ES_NUMBER, 190, U4_SIM_WINDOW_HEIGHT - 100, 100, 30, hwnd, (HMENU)U2_CTRL_REBOUNDS_INPUT, NULL, NULL); HWND_CTRL_SUBMIT_BUTTON = CreateWindow(L"BUTTON", L"Submit", WS_VISIBLE | WS_CHILD, 310, U4_SIM_WINDOW_HEIGHT - 120, 100, 40, hwnd, (HMENU)U2_CTRL_SUBMIT_BUTTON, NULL, NULL); // Initialize default ball position ST_SIM_BALL_INSTANCE.S8_X_POSITION = U4_SIM_WINDOW_WIDTH / 2.0; ST_SIM_BALL_INSTANCE.S8_Y_POSITION = U4_SIM_GROUND_Y - 50; SetTimer(hwnd, U4_SIM_TIMER_ID, 10, NULL); return 0; } case WM_COMMAND: { if (LOWORD(wParam) == U2_CTRL_SUBMIT_BUTTON) { wchar_t HEIGHT_BUFFER[32], REBOUNDS_BUFFER[32]; // Get input values GetWindowText(HWND_CTRL_HEIGHT_INPUT, HEIGHT_BUFFER, 32); double HEIGHT_VALUE = _wtof(HEIGHT_BUFFER); GetWindowText(HWND_CTRL_REBOUNDS_INPUT, REBOUNDS_BUFFER, 32); int REBOUNDS_VALUE = _wtoi(REBOUNDS_BUFFER); // Validate inputs if (HEIGHT_VALUE <= 0 || HEIGHT_VALUE > 150) { MessageBox(hwnd, L"Height out of range! (0-150 meters)", L"Invalid Input", MB_ICONERROR); return 0; } if (REBOUNDS_VALUE <= 0 || REBOUNDS_VALUE > 100) { MessageBox(hwnd, L"Rebound count must be between 1-100", L"Invalid Input", MB_ICONERROR); return 0; } // Stop current simulation KillTimer(hwnd, U4_SIM_TIMER_ID); // Initialize new simulation FP_SIM_INITIALIZE_BALL(HEIGHT_VALUE, REBOUNDS_VALUE); // Record start time U4_LAST_SIM_TICK_TIME = GetTickCount(); // Restart timer SetTimer(hwnd, U4_SIM_TIMER_ID, 10, NULL); // Force redraw InvalidateRect(hwnd, NULL, TRUE); } return 0; } case WM_TIMER: { if (wParam == U4_SIM_TIMER_ID) { // Calculate time delta U4 CURRENT_TIME = GetTickCount(); U4 DELTA_TIME = (U4_LAST_SIM_TICK_TIME == 0) ? 0 : (CURRENT_TIME - U4_LAST_SIM_TICK_TIME); U4_LAST_SIM_TICK_TIME = CURRENT_TIME; if (ST_SIM_BALL_INSTANCE.U1_SIM_ACTIVE) { // Update ball physics FP_SIM_UPDATE_BALL(DELTA_TIME); // Redraw only the necessary area RECT UPDATE_RECT = { 0, 0, U4_SIM_WINDOW_WIDTH, U4_SIM_GROUND_Y + U1_SIM_BALL_RADIUS }; InvalidateRect(hwnd, &UPDATE_RECT, TRUE); } else { // Simulation complete - show results KillTimer(hwnd, U4_SIM_TIMER_ID); FP_DISPLAY_SIMULATION_RESULTS( (HINSTANCE)GetWindowLongPtr(hwnd, GWLP_HINSTANCE) ); } } return 0; } case WM_PAINT: { PAINTSTRUCT ps; HDC hdc = BeginPaint(hwnd, &ps); // Clear background RECT rect; GetClientRect(hwnd, &rect); FillRect(hdc, &rect, (HBRUSH)(COLOR_WINDOW+1)); // Draw simulation elements FP_SIM_RENDER_SCENE(hdc); // Display initial wait state if (ST_SIM_BALL_INSTANCE.S8_INITIAL_WAIT_TIME_MS > 0) { wchar_t STATUS[100]; swprintf(STATUS, 100, L"Initial state: %.1f seconds remaining", ST_SIM_BALL_INSTANCE.S8_INITIAL_WAIT_TIME_MS / 1000.0); HFONT HFONT_STATUS = CreateFont(18, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, L"Arial"); HFONT HFONT_OLD = (HFONT)SelectObject(hdc, HFONT_STATUS); TextOut(hdc, 20, 20, STATUS, wcslen(STATUS)); SelectObject(hdc, HFONT_OLD); DeleteObject(HFONT_STATUS); } EndPaint(hwnd, &ps); return 0; } case WM_DESTROY: { KillTimer(hwnd, U4_SIM_TIMER_ID); PostQuitMessage(0); return 0; } default: return DefWindowProc(hwnd, msg, wParam, lParam); } return 0; } /* ------------------------------------------------------------------ Application entry point ------------------------------------------------------------------ */ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { const wchar_t CLASS_NAME[] = L"BouncingBallSimulation"; WNDCLASS WNDCLASS_MAIN = {0}; WNDCLASS_MAIN.lpfnWndProc = FP_MAIN_WINDOW_PROC; WNDCLASS_MAIN.hInstance = hInstance; WNDCLASS_MAIN.lpszClassName = CLASS_NAME; WNDCLASS_MAIN.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); if (!RegisterClass(&WNDCLASS_MAIN)) { return 0; } // Calculate window size including non-client area RECT rect = {0, 0, U4_SIM_WINDOW_WIDTH, U4_SIM_WINDOW_HEIGHT}; AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, TRUE); int WIDTH = rect.right - rect.left; int HEIGHT = rect.bottom - rect.top; // Create main window HWND_SIM_MAIN_WINDOW = CreateWindow( CLASS_NAME, L"Bouncing Ball Simulation", WS_OVERLAPPEDWINDOW | WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT, WIDTH, HEIGHT, NULL, NULL, hInstance, NULL ); if (!HWND_SIM_MAIN_WINDOW) { return 0; } // Main message loop MSG MSG_SIM_LOOP; while (GetMessage(&MSG_SIM_LOOP, NULL, 0, 0)) { TranslateMessage(&MSG_SIM_LOOP); DispatchMessage(&MSG_SIM_LOOP); } return (int)MSG_SIM_LOOP.wParam; } 就在源代码上修改编码规范,刚刚的代码又逻辑不通了’
08-09
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