程序运行不了......

ding1188 2007-11-28 06:57:42
程序编译能通过,可就是不能运行...望高手解答,跪谢
//SeqList.h
#ifndef SEQLIST_H
#define SEQLIST_H
#include<iostream>
using namespace std;
const int maxSize=20;
template<class T>class SeqList
{
private:
T data[maxSize];
int len;
public:
SeqList();
~SeqList();
int Length()const;//返回线性表的长度
T Get(int i)const;//返回第i个数据元素
int Locate(T&item)const;//返回item在表中的位置
int Insert(const T&item,int i);//在序号i前插入item,成功返回1,否则返回0
int Insert(const T&item);//在表尾插入item,成功返回1,否则返回0
T Delete(const int&i);//删除序号为i的元素,并返回
int Empty();//表为空返回1,否则返回0
void Clear();//把表清空
};
template<class T>SeqList<T>::SeqList()
{
len=0;
}
template<class T>SeqList<T>::~SeqList()
{
}
template<class T>int SeqList<T>::Length()const
{
return len;
}
template<class T>T SeqList<T>::Get(int i)const
{
if(i>=1&&i<=len)return data[i-1];
return NULL;
}
template<class T>int SeqList<T>::Locate(T&item)const
{
for(int i=1;i<len;i++)
{
if(data[i-1]==item)break;
}
if(i>len)return 0;
return i;
}
template<class T>int SeqList<T>::Insert(const T&item,int i)
{
if(len==maxSize) return 0;
if(i<1||i>len+1)return 0;
for(int j=len;j>=i;j--)
data[j]=data[j-1];
data[i-1]=item;
len++;
return 1;
}
template<class T>int SeqList<T>::Insert(const T&item)
{
if(len>maxSize)return 0;
data[len]=item;
len++;
return 1;
}
template<class T>T SeqList<T>::Delete(const int &i)
{
if(len==0)return NULL;
if(i<1||i>len)return NULL;
T t=data[i-1];
for(int j=i;j<len;j++)
data[j-1]=data[j];
len--;
return i;
}
template<class T>int SeqList<T>::Empty()
{
if(len==0)return 1;
return 0;
}
template<class T>void SeqList<T>::Clear()
{
len=0;
}
#endif


//Graph.h
#include<iostream>
#include"SeqList.h"
using namespace std;
const int MaxVertexes=20;
template<class VertexT,class ArcT>class Graph
{
private:
SeqList<VertexT>Vertexes;//存储顶点的信息
ArcT Arcs[MaxVertexes][MaxVertexes];//存储边的信息
int CurrentNumArcs;//当前的边数
int FindVertex(SeqList<VertexT>&L,const VertexT&v)
{return L.Locate(v);}//查找顶点v是否存在
int GetVertexPos(const VertexT&v)
{return FindVertex(Vertex,v);}//取顶点v在数组中的位置
public:
Graph(int num=MaxVertexes);
int IsEmpty()const{return Vertex.Empty();}
int NUmberOfVertexes()const{return Vertexes.Length();}
int NUmberOfArcs(){return CurrentNumArcs;}
VertexT GetValue(VertexT v);//取图中顶点v的值,如果不存在,返回空
ArcT GetWeight(VertexT v1,VertexT v2);//返回边(v1,v2)上的权
int GetFirstNeighbor(VertexT v);//取顶点v的第一个邻接点的序号,如果不存在返回-1
int GetNextNeighbor(VertexT v1,VertexT v2);//取图中顶点v1的在v2之后的下一个邻接点的序号,如果不存在,返回-1
int InsertVertex(VertexT& v);//在图中插入v,成功返回1,否则返回0
int InsertArc(VertexT v1,VertexT v2);//在图中插入依次依附于顶点v1和v2的边,成功返回1,否则返回0
void DeleteVertex(VertexT v);//删除顶点v及依附与v的边
void DeleteArc(VertexT v1,VertexT v2);//在图中删除依附与顶点v1和v2的边
void DepthFirstSearch();//深度优先遍历
void DFS(int v,int num[]);
};
template<class VertexT,class ArcT>Graph<VertexT,ArcT>::Graph(int num)
{
for(int i=0;i<num;i++)
{
for(int j=0;i<num;j++)
Arcs[i][j]=0;
}
CurrentNumArcs=0;
}
template<class VertexT,class ArcT>VertexT Graph<VertexT,ArcT>::GetValue(VertexT v)
{
int i=Vertexes.Locate(v);
if(i)
return NULL;
else
return Vertexes.Get(i);
}
template<class VertexT,class ArcT>ArcT Graph<VertexT,ArcT>::GetWeight(VertexT v1,VertexT v2)
{
int i,j;
i=Vertexes.Locate(v1);
j=Vertexes.Locate(v2);
if(i||j)
return NULL;
else
return Arcs[i][j];
}
template<class VertexT,class ArcT>int Graph<VertexT,ArcT>::GetFirstNeighbor(VertexT v)
{
int j=Vertexes.Locate(v)
if(j)
return -1;
else
for(i=0;i<Vertexes.Length();i++)
{
if(Arcs[j][i]==1)
return i;
}
}
template<class VertexT,class ArcT>int Graph<VertexT,ArcT>::GetNextNeighbor(VertexT v1,VertexT v2)
{
int i,j;
i=Vertexes.Locate(v1);
j=Vertexes.Locate(v2);
if(i||j)
return -1;
else
for(int k=v2+1;k<Vertexes.Length();k++)
if(Arcs[i][k]==1)
return k;
}
template<class VertexT,class ArcT>int Graph<VertexT,ArcT>::InsertVertex(VertexT &v)
{
return Vertexes.Insert(v);
}
template<class VertexT,class ArcT>int Graph<VertexT,ArcT>::InsertArc(VertexT v1,VertexT v2)
{
int i,j;
i=Vertexes.Locate(v1);
j=Vertexes.Locate(v2);
if(i||j)
return 0;
Arcs[i][j]=1;
CurrentNumArcs++;
return 1;
}
template<class VertexT,class ArcT> void Graph<VertexT,ArcT>::DeleteVertex(VertexT v)
{
int k=Vertexes.Locate(v);
for(int i=0;i<Vertexes.Length();i++)
{
if(Arcs[i][k]!=0)CurrentNumArcs--;
if(Arcs[k][i]!=0)CurrentNumArcs--;
}
for(i=v+1;i<Vertexes.Length();i++)
for(int j=0;j<Vertexes.Length();j++)
{
Arcs[i-1][j]=Arcs[i][j];
Arcs[j][i-1]=Arcs[j][i];
}
for(i=0;i<Vertexes.Length();i++)
{
Arcs[i][Vertexes.Length()-1]=0;
Arcs[Vertexes.Length()-1][i]=0;
}
Vertexes.Delete(k);
}
template<class VertexT,class ArcT> void Graph<VertexT,ArcT>::DeleteArc(VertexT v1,VertexT v2)
{
int i,j;
i=Vertexes.Locate(v1);
j=Vertexes.Locate(v2);
if(i||j)
return ;
Arcs[i][j]=0;
CurrentNumArcs--;
}
template<class VertexT,class ArcT> void Graph<VertexT,ArcT>::DepthFirstSearch()
{
int num[MaxVertexes];
for(int i=0;i<Vertexes.Length();i++)
num[i]=0;
for( i=0;i<Vertexes.Length();i++)
{
if(num[i]==0)
DFS(i,num);
}
}
template<class VertexT,class ArcT> void Graph<VertexT,ArcT>::DFS(int v,int num[])
{
int NextV[MaxVertexes]={0};
num[v]=1;
int j=0;
for(int i=0;i<Vertexes.Length();i++)
{
if(Arcs[v][i]==1)
{
NextV[j]=i;
j++;
}
}
for(j=0;NextV[j];j++)
{
if(num[NextV[j]]==0)
{
cout<<Vertexes.Get(v)<<"----"<<Vertexes.Get(NextV[j])<<endl;
DFS(NextV[j],num);
}
}
}
//main.cpp
#include<iostream>
#include"Graph.h"
using namespace std;
void main()
{
Graph<char,int>graph;
int temp;
char temp1,temp2;
cout<<"请输入插入的顶点数:";
cin>>temp;
cout<<endl;
cout<<"请输入顶点的值(字符):";
for(int i=0;i<temp;i++)
{
cin>>temp1;
graph.InsertVertex(temp1);
}
cout<<"请输入边的条数:";
cin>>temp;
cout<<endl;
cout<<"请输入插入边的起点和结尾:";
for(i=0;i<temp;i++)
{
cin>>temp1>>temp2;
graph.InsertArc(temp1,temp2);
}
graph.DepthFirstSearch();

}
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yuyunliuhen 2007-11-28
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好长好长 ^_^
ding1188 2007-11-28
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三楼,能写一下在那里改了吗????谢谢
ryfdizuo 2007-11-28
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template <class VertexT,class ArcT>
Graph <VertexT,ArcT>::Graph(int num)
{
for(int i=0;i <num;i++)
{
for(int j=0;i <num;j++)
Arcs[i][j]=0;
}
CurrentNumArcs=0;
}
构造函数里面写错了;
for(int j=0; i<num; j++)
越界了
ding1188 2007-11-28
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楼上你什么意思啊????
ckt 2007-11-28
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#ifndef SEQLIST_H
#define SEQLIST_H
#include <iostream>
using namespace std;
const int maxSize=20;
template <class T> class SeqList
{
private:
T data[maxSize];
int len;
public:
SeqList();
~SeqList();
int Length()const;//返回线性表的长度
T Get(int i)const;//返回第i个数据元素
int Locate(T&item)const;//返回item在表中的位置
int Insert(const T&item,int i);//在序号i前插入item,成功返回1,否则返回0
int Insert(const T&item);//在表尾插入item,成功返回1,否则返回0
T Delete(const int&i);//删除序号为i的元素,并返回
int Empty();//表为空返回1,否则返回0
void Clear();//把表清空
};
template <class T> SeqList <T> ::SeqList()
{
len=0;
}
template <class T>
SeqList <T> ::~SeqList()
{
}
template <class T>
int SeqList <T> ::Length()const
{
return len;
}
template <class T> T
SeqList <T> ::Get(int i)const
{
if(i>=1&&i <=len)
return data[i-1];
return NULL;
}
template <class T>
int SeqList <T> ::Locate(T&item)const
{
for(int i=1;i <len;i++)
{
if(data[i-1]==item)break;
}
if(i> len)return 0;
return i;
}
template <class T>
int SeqList <T> ::Insert(const T&item,int i)
{
if(len==maxSize) return 0;
if(i <1 ||i> len+1)return 0;
for(int j=len;j> =i;j--)
data[j]=data[j-1];
data[i-1]=item;
len++;
return 1;
}
template <class T>
int SeqList <T> ::Insert(const T&item)
{
if(len> maxSize)return 0;
data[len]=item;
len++;
return 1;
}
template <class T>
T SeqList <T> ::Delete(const int &i)
{
if(len==0)return NULL;
if(i <1 | |i> len)return NULL;
T t=data[i-1];
for(int j=i;j <len;j++)
data[j-1]=data[j];
len--;
return i;
}
template <class T> int SeqList <T> ::Empty()
{
if(len==0)return 1;
return 0;
}
template <class T> void SeqList <T> ::Clear()
{
len=0;
}
#endif


//Graph.h
#include <iostream>
#include"SeqList.h"
using namespace std;
const int MaxVertexes=20;
template<class VertexT,class ArcT>
class Graph
{
private:
SeqList <VertexT> Vertexes;//存储顶点的信息
ArcT Arcs[MaxVertexes][MaxVertexes];//存储边的信息
int CurrentNumArcs;//当前的边数
int FindVertex(SeqList <VertexT> &L,const VertexT&v)
{return L.Locate(v);}//查找顶点v是否存在
int GetVertexPos(const VertexT&v)
{return FindVertex(Vertex,v);}//取顶点v在数组中的位置
public:
Graph(int num = MaxVertexes);
int IsEmpty()const{return Vertex.Empty();}
int NUmberOfVertexes()const{return Vertexes.Length();}
int NUmberOfArcs(){return CurrentNumArcs;}
VertexT GetValue(VertexT v);//取图中顶点v的值,如果不存在,返回空
ArcT GetWeight(VertexT v1,VertexT v2);//返回边(v1,v2)上的权
int GetFirstNeighbor(VertexT v);//取顶点v的第一个邻接点的序号,如果不存在返回-1
int GetNextNeighbor(VertexT v1,VertexT v2);//取图中顶点v1的在v2之后的下一个邻接点的序号,如果不存在,返回-1
int InsertVertex(VertexT& v);//在图中插入v,成功返回1,否则返回0
int InsertArc(VertexT v1,VertexT v2);//在图中插入依次依附于顶点v1和v2的边,成功返回1,否则返回0
void DeleteVertex(VertexT v);//删除顶点v及依附与v的边
void DeleteArc(VertexT v1,VertexT v2);//在图中删除依附与顶点v1和v2的边
void DepthFirstSearch();//深度优先遍历
void DFS(int v,int num[]);
};
template <class VertexT,class ArcT>
Graph <VertexT,ArcT>::Graph(int num)
{
for(int i = 0; i < num; i++)
{
for(int j = 0; j < num;j++)
Arcs[i][j]=0;
}
CurrentNumArcs=0;
}
template <class VertexT,class ArcT>
VertexT Graph <VertexT,ArcT>::GetValue(VertexT v)
{
int i=Vertexes.Locate(v);
if(i)
return NULL;
else
return Vertexes.Get(i);
}
template <class VertexT,class ArcT>
ArcT Graph <VertexT,ArcT>::GetWeight(VertexT v1,VertexT v2)
{
int i,j;
i=Vertexes.Locate(v1);
j=Vertexes.Locate(v2);
if(i | |j)
return NULL;
else
return Arcs[i][j];
}
template <class VertexT,class ArcT>
int Graph <VertexT,ArcT> ::GetFirstNeighbor(VertexT v)
{
int j=Vertexes.Locate(v)
if(j)
return -1;
else
for(i=0;i <Vertexes.Length();i++)
{
if(Arcs[j][i]==1)
return i;
}
}
template <class VertexT,class ArcT>
int Graph <VertexT,ArcT>::GetNextNeighbor(VertexT v1,VertexT v2)
{
int i,j;
i=Vertexes.Locate(v1);
j=Vertexes.Locate(v2);
if(i | |j)
return -1;
else
for(int k=v2+1;k <Vertexes.Length();k++)
if(Arcs[i][k]==1)
return k;
}
template <class VertexT,class ArcT>
int Graph <VertexT,ArcT>::InsertVertex(VertexT &v)
{
return Vertexes.Insert(v);
}
template <class VertexT,class ArcT>
int Graph <VertexT,ArcT> ::InsertArc(VertexT v1,VertexT v2)
{
int i,j;
i=Vertexes.Locate(v1);
j=Vertexes.Locate(v2);
if(i ||j)
return 0;
Arcs[i][j]=1;
CurrentNumArcs++;
return 1;
}
template <class VertexT,class ArcT>
void Graph <VertexT,ArcT> ::DeleteVertex(VertexT v)
{
int k=Vertexes.Locate(v);
for(int i=0;i <Vertexes.Length();i++)
{
if(Arcs[i][k]!=0)CurrentNumArcs--;
if(Arcs[k][i]!=0)CurrentNumArcs--;
}
for(i=v+1;i <Vertexes.Length();i++)
for(int j=0;j <Vertexes.Length();j++)
{
Arcs[i-1][j]=Arcs[i][j];
Arcs[j][i-1]=Arcs[j][i];
}
for(i=0;i <Vertexes.Length();i++)
{
Arcs[i][Vertexes.Length()-1]=0;
Arcs[Vertexes.Length()-1][i]=0;
}
Vertexes.Delete(k);
}
template<class VertexT,class ArcT>
void Graph <VertexT,ArcT> ::DeleteArc(VertexT v1,VertexT v2)
{
int i,j;
i=Vertexes.Locate(v1);
j=Vertexes.Locate(v2);
if(i | |j)
return ;
Arcs[i][j]=0;
CurrentNumArcs--;
}
template<class VertexT,class ArcT>
void Graph <VertexT,ArcT> ::DepthFirstSearch()
{
int num[MaxVertexes];
for(int i=0;i <Vertexes.Length();i++)
num[i]=0;
for( i=0;i <Vertexes.Length();i++)
{
if(num[i]==0)
DFS(i,num);
}
}
template<class VertexT,class ArcT>
void Graph <VertexT,ArcT>::DFS(int v,int num[])
{
int NextV[MaxVertexes]={0};
num[v]=1;
int j=0;
for(int i=0;i <Vertexes.Length();i++)
{
if(Arcs[v][i]==1)
{
NextV[j]=i;
j++;
}
}
for(j=0;NextV[j];j++)
{
if(num[NextV[j]]==0)
{
cout <<Vertexes.Get(v) <<"----" <<Vertexes.Get(NextV[j]) <<endl;
DFS(NextV[j],num);
}
}
}
//main.cpp
#include <iostream>
#include"Graph.h"
using namespace std;
void main()
{
Graph <char,int> graph;
int temp;
char temp1,temp2;
cout <<"请输入插入的顶点数:";
cin>> temp;
cout <<endl;
cout << "请输入顶点的值(字符):";
for(int i=0;i <temp;i++)
{
cin>> temp1;
graph.InsertVertex(temp1);
}
cout <<"请输入边的条数:";
cin>> temp;
cout <<endl;
cout <<"请输入插入边的起点和结尾:";
for(i=0;i <temp;i++)
{
cin>> temp1>> temp2;
graph.InsertArc(temp1,temp2);
}
graph.DepthFirstSearch();
}

ding1188 2007-11-28
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for(int j=0; i <num; j++)
改为for(int j=0; j<num; j++)后,还是不能运行.
直接出现press any key to continue
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Android中运行仿真器环境............................................................................................................................21 2.3.1. 建立Android虚拟设备.......................................................................................................................21 2.3.2. 运行虚拟设备........................................................................................................................................22 2.3.3. 使用Android中的工具.......................................................................................................................23 2.3.4. 使用logcat.............................................................................................................................................24 2.3.5. 使用仿真器控制....................................................................................................................................25 2.3.6. 命令行工具adb、mksdcard等..........................................................................................................26 2.3.7. 使用设备控制........................................................................................................................................28 2.4 Android中建立工程........................................................................................................................................29 2.4.1. 建立工程................................................................................................................................................29 2.4.2. 查看和编辑各个文件............................................................................................................................31 2.4.3. 运行工程................................................................................................................................................33 第二篇 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5.1.1.应用程序的组成部分...........................................................................................................................47 5.1.2.应用程序的生命周期...........................................................................................................................48 5.2 应用程序包含的各个文件.............................................................................................................................50 5.3 使用am工具启动Android应用程序........................................................................................................51 2 www.linuxidc.com 第三篇Android的UI系统实现.....................................................................................................................................53 第6章 UI的基本外形和控制........................................................................................................................................53 6.1 控件和基本事件的响应.................................................................................................................................53 6.1.1.事件响应方法.......................................................................................................................................54 6.1.2.第二种响应方法...................................................................................................................................56 6.1.3.第三种响应方法...................................................................................................................................57 6.2 键盘事件的响应...............................................................................................................................................57 6.3 运动事件的处理...............................................................................................................................................59 6.4 屏幕间的跳转和事件的传递...........................................................................................................................62 6.4.1.跳转的方法...........................................................................................................................................62 6.4.2.带有返回值的跳转...............................................................................................................................63 6.5菜单的使用........................................................................................................................................................66 6.6弹出对话框........................................................................................................................................................67 6.6.1. 提示信息和两个按钮的对话框............................................................................................................68 6.6.2. 提示信息和三个按钮的对话框............................................................................................................69 6.6.3. 列表项对话框........................................................................................................................................70 6.6.4. 单选项和按钮对话框............................................................................................................................70 6.6.5. 复选项和按钮对话框............................................................................................................................71 6.6.6. 文本的按键对话框(使用布局文件)................................................................................................72 6.7 样式的设置.......................................................................................................................................................74 6.7.1.预定样式对话框...................................................................................................................................74 6.7.2.自定义样式对话框...............................................................................................................................74 6.7.3.窗口透明样式示例...............................................................................................................................75 第7章控件(Widget)的使用.....................................................................................................................................78 7.1 Android中控件的层次结构.........................................................................................................................78 7.2 基本控件的使用.............................................................................................................................................79 7.2.1.普通按钮...............................................................................................................................................79 7.2.2.图像区域...............................................................................................................................................80 7.2.3.图像按钮...............................................................................................................................................82 7.2.4.进度条...................................................................................................................................................83 7.2.5.多种控件...............................................................................................................................................85 7.3 自定义的视图...................................................................................................................................................86 第8章视图组(ViewGroup)和布局(Layout)的使用...........................................................................................89 8.1 Android的屏幕元素体系................................................................................................................................89 8.2 几种独立使用的视图组...................................................................................................................................90 8.2.1.网页视图...............................................................................................................................................90 8.2.2.旋转按钮...............................................................................................................................................91 8.2.3.文本切换器...........................................................................................................................................93 8.2.4.图像切换器...........................................................................................................................................94 8.3 作为简单容器使用的视图组...........................................................................................................................95 8.3.1.单选按钮组...........................................................................................................................................95 8.3.2.使用滚动条...........................................................................................................................................96 8.4 布局(Layout)..............................................................................................................................................99 8.4.1.基本的布局内容...................................................................................................................................99 8.4.2.线性布局(LinearLayout).............................................................................................................100 8.4.3.相对布局(RelativeLayout)...........................................................................................................101 8.4.4.表单布局(Table Layout)..............................................................................................................103 8.5 网格(Grid)视图组...................................................................................................................................103 3 www.linuxidc.com 8.6 列表(List)视图组....................................................................................................................................107 8.7 使用Tab组织UI.........................................................................................................................................109 第9章 2D图形接口的使用.........................................................................................................................................113 9.1 使用2D图形接口的程序结构。..................................................................................................................113 9.2 图像、图形、文本的基本绘制.....................................................................................................................114 9.3 文本的对齐方式.............................................................................................................................................116 9.4 使用路径效果(PathEffect).....................................................................................................................118 9.5 剪裁效果.........................................................................................................................................................119 9.6 记录绘制的过程.............................................................................................................................................121 9.7 动画效果.........................................................................................................................................................123 第10章 OpenGL 3D图形的使用................................................................................................................................125 10.1 使用OpenGL图形接口的程序结构。.....................................................................................................125 10.2 基本的绘制...................................................................................................................................................126 10.3 渲染器的实现...............................................................................................................................................127 10.4 3D动画效果的实现......................................................................................................................................129

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