C - Bouncing Ball

本文探讨了一种针对移动游戏关卡设计的优化算法,旨在确保玩家能够通过指定的跳跃规则完成关卡。算法涉及对现有平台布局进行修改,包括添加和移除平台,并限制了操作时间和次数。通过动态规划方法,可以减少计算时间并找到最少的修改时间,使得关卡可通过给定的跳跃周期。该算法在保证关卡可玩性的前提下,实现了高效优化。
				C - Bouncing Ball 

C. Bouncing Ball
time limit per test
1 second
memory limit per test
256 megabytes
input
standard input
output
standard output

You’re creating a game level for some mobile game. The level should contain some number of cells aligned in a row from left to right and numbered with consecutive integers starting from 1

, and in each cell you can either put a platform or leave it empty.

In order to pass a level, a player must throw a ball from the left so that it first lands on a platform in the cell p
, then bounces off it, then bounces off a platform in the cell (p+k), then a platform in the cell (p+2k), and so on every k-th platform until it goes farther than the last cell. If any of these cells has no platform, you can’t pass the level with these p and k

.

You already have some level pattern a1
, a2, a3, …, an, where ai=0 means there is no platform in the cell i, and ai=1 means there is one. You want to modify it so that the level can be passed with given p and k. In x seconds you can add a platform in some empty cell. In y seconds you can remove the first cell completely, reducing the number of cells by one, and renumerating the other cells keeping their order. You can’t do any other operation. You can not reduce the number of cells to less than p

.

Illustration for the third example test case. Crosses mark deleted cells. Blue platform is the newly added.

What is the minimum number of seconds you need to make this level passable with given p
and k

?
Input

The first line contains the number of test cases t
(1≤t≤100

). Description of test cases follows.

The first line of each test case contains three integers n
, p, and k (1≤p≤n≤105, 1≤k≤n

) — the number of cells you have, the first cell that should contain a platform, and the period of ball bouncing required.

The second line of each test case contains a string a1a2a3…an
(ai=0 or ai=1

) — the initial pattern written without spaces.

The last line of each test case contains two integers x
and y (1≤x,y≤104

) — the time required to add a platform and to remove the first cell correspondingly.

The sum of n
over test cases does not exceed 105

.
Output

For each test case output a single integer — the minimum number of seconds you need to modify the level accordingly.

It can be shown that it is always possible to make the level passable.

思路:首先按照暴力的思路,我们可以从0个删除一直到删除n-p个数,然后每次求一个min,(对于每一次从删除后的第一个数开始每隔k个数pattern为0则加上x,再加上相应的删除的个数*k)。但这会毫无疑问会TLE,我们观察一下可以发现这是因为我们每一次都对后面的所有需要加pattern求了一次,但其实我们可以反复利用已经求到的总和。所以只需对所有的(0,1,2,3…k-1)求一次总和,后面可反复利用,细节见代码。

Code

#include<iostream>
#include<string>
#include<map>
#include<algorithm>
#include<memory.h>
#include<cmath>
#define pii pair<int,int>
#define FAST ios::sync_with_stdio(false),cin.tie(0),cout.tie(0)
using namespace std;
typedef long long ll;
const int Max = 2e5 + 5;
int lst[Max];
ll sec[Max];


int main()
{
	int t;cin >> t;
	while (t--)
	{
		int n, p, k;
		cin >> n >> p >> k;
		for (int i = 1;i <= n;i++)
		{
			char u;cin >> u;
			lst[i] = u - '0';
		}
		int x, y;cin >> x >> y;
		for (int i = 0;i <= k - 1;i++)
		{
			int d = p+i;
			while (d <= n)
			{
				if (lst[d] == 0)sec[i]+=x;
				d += k;
			}
		}
		ll ans = 1e18 + 5;
		for (int i = p;i<= n;i++)
		{
			ans = min(ans, sec[(i - p) % k] + (i - p) * y);
			if (lst[i] == 0)sec[(i - p) % k] -= x;
		}
		cout << ans << endl;
	}
}

#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’
最新发布
08-09
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