randomize()有了stdlib.h和time.h怎么还是不行呢?

fiveyes 2001-10-05 02:52:00
我在程序开头包含了stdlib.h和time.h,可是运行到randomize()这一行时还是给出错误提示说这个函数未声明,这是怎么回事呢?
这一行是这样的:
randomize();
如果去掉了这一行,程序就没问题了,底下的rand()也没问题。
请帮帮忙!
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fiveyes 2001-10-06
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非常感谢大家的帮助!
后来我经过试验,确实如大家所说的那样:
我在Borland TurboC++3.0和Borland C++Builder4.0以及Microsoft VC++6.0上分别运行了我的程序,结果在Borland的两个C++上都能正常运行,而在VC++6.0上就不行。(我最初就是在VC++6.0上运行这个程序的,然而我这个程序来自一本叫《Borland C++4编程技巧与实例》的书)......
陈硕 2001-10-05
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randomize()不是ANSI C的内容,需要初始化随机数,用(VC / BC通吃):

long seed;
seed = time(NULL);
srand(seed);
蚊子王 2001-10-05
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rand在VC中应该还是有的。
蚊子王 2001-10-05
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兄弟,你是否用VC了,VC中没有。
想用则用TC/BC吧
rick1126 2001-10-05
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rand, randomize没有 ==> VC.
maquanjun 2001-10-05
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随机数的函数在tc和vc里不一样,你是用的哪种?如果是vc查查msdn,如果是tc查查书
randomize确实不一定有的
#include #include <stdlib.h> #include #include #include #include #define G 9.8 /*重力加速度*/ #define PI 3.141593 /*圆周率*/ #define L1 60 /*小屋运动的范围*/ #define T1 100 #define R1 200 #define B1 450 #define AMD1 5 /*修订数*/ #define AMD2 1.78 /*修订数*/ /*鼠标信息宏定义*/ #define WAITING 0xff00 #define LEFTPRESS 0xff01 #define LEFTCLICK 0xff10 #define LEFTDRAG 0xff19 #define RIGHTPRESS 0xff02 #define RIGHTCLICK 0xff20 #define RIGHTDRAG 0xff2a #define MIDDLEPRESS 0xff04 #define MIDDLECLICK 0xff40 #define MIDDLEDRAG 0xff4c #define MOUSEMOVE 0xff08 int Keystate; int MouseExist; int MouseButton; int MouseX; int MouseY; int up[16][16],down[16][16],mouse_draw[16][16],pixel_save[16][16]; void MouseMath()/*计算鼠标的样子*/ { int i,j,jj,k; long UpNum[16]={ 0x3fff,0x1fff,0x0fff,0x07ff, 0x03ff,0x01ff,0x00ff,0x007f, 0x003f,0x00ff,0x01ff,0x10ff, 0x30ff,0xf87f,0xf87f,0xfc3f }; long DownNum[16]={ 0x0000,0x7c00,0x6000,0x7000, 0x7800,0x7c00,0x7e00,0x7f00, 0x7f80,0x7e00,0x7c00,0x4600, 0x0600,0x0300,0x0300,0x0180 }; for(i=0;i<16;i++) { j=jj=15; while(UpNum[i]!=0) { up[i][j]=UpNum[i]%2; j--; UpNum[i]/=2; } while(DownNum[i]!=0) { down[i][jj--]=DownNum[i]%2; DownNum[i]/=2; } for(k=j;k>=0;k--) up[i][k]=0; for(k=jj;k>=0;k--) down[i][k]=0; for(k=0;k<16;k++)/*四种组合方式*/ { if(up[i][k]==0&&down;[i][k]==0) mouse_draw[i][k]=1; else if(up[i][k]==0&&down;[i][k]==1) mouse_draw[i][k]=2; else if(up[i][k]==1&&down;[i][k]==0) mouse_draw[i][k]=3; else mouse_draw[i][k]=4; } } mouse_draw[1][2]=4;/*特殊点*/ } /*鼠标光标显示*/ void MouseOn() { int x=MouseX,y=MouseY; int i,j; int color; for(i=0;i<16;i++)/*画鼠标*/ { for(j=0;j<16;j++) { pixel_save[i][j]=getpixel(x+j,y+i);/*保存原来的颜色*/ if(mouse_draw[i][j]==1) putpixel(x+j,y+i,0); else if(mouse_draw[i][j]==2) putpixel(x+j,y+i,15); } } } /*隐藏鼠标*/ void MouseOff() { int i,j,x,y,color; x=MouseX; y=MouseY; for(i=0;i<16;i++)/*原位置异或消去*/ for(j=0;j<16;j++) { if(mouse_draw[i][j]==3||mouse_draw[i][j]==4) continue; color=getpixel(x+j,y+i); putpixel(x+j,y+i,color^color); putpixel(x+j,y+i,pixel_save[i][j]); } } /*鼠标状态值初始化*/ void MouseReset() { _AX=0x00; geninterrupt(0x33); } /*设置鼠标左右边界 lx:左边界 rx:右边界 */ void MouseSetX(int lx,int rx) { _CX=lx; _DX=rx; _AX=0x07; geninterrupt(0x33); } /*设置鼠标上下边界 uy:上边界 dy:下边界 */ void MouseSetY(int uy,int dy) { _CX=uy; _DX=dy; _AX=0x08; geninterrupt(0x33); } /*设置鼠标当前位置 x:横向坐标 y:纵向坐标 */ void MouseSetXY(int x,int y) { _CX=x; _DX=y; _AX=0x04; geninterrupt(0x33); } /*获取鼠标按下键的信息*/ /*是否按下左键 返回值: 1=按下 0=释放*/ int LeftPress() { _AX=0x03; geninterrupt(0x33); return(_BX&1); } /*是否按下中键 返回值同上 */ int MiddlePress() { _AX=0x03; geninterrupt(0x33); return(_BX&4); } /*是否按下右键 返回值同上 */ int RightPress() { _AX=0x03; geninterrupt(0x33); return(_BX&2); } /*获取鼠标当前位置*/ void MouseGetXY() { _AX=0x03; geninterrupt(0x33); MouseX=_CX; MouseY=_DX; } /*鼠标按键情况,返回0表示只移动,返回1表示左右键同时按下,2表示只按了左键,3表示只按了右键*/ int MouseStatus() { int x,y; int status; int press=0; int i,j,color; status=0;/*默认鼠标没有移动*/ x=MouseX; y=MouseY; while(x==MouseX&&y==MouseY&&status;==0&&press;==0) { if(LeftPress()&&RightPress;()) press=1; else if(LeftPress()) press=2; else if(RightPress()) press=3; MouseGetXY(); if(MouseX!=x||MouseY!=y) status=1; } if(status)/*移动情况才重新显示鼠标*/ { for(i=0;i<16;i++)/*原位置异或消去*/ for(j=0;j<16;j++) { if(mouse_draw[i][j]==3||mouse_draw[i][j]==4) continue; color=getpixel(x+j,y+i); putpixel(x+j,y+i,color^color); putpixel(x+j,y+i,pixel_save[i][j]); } MouseOn();/*新位置显示*/ } if(press!=0)/*有按键的情况*/ return press; return 0;/*只移动的情况*/ } /*定义玩家的结构体*/ struct Ren{ int x,y; int life; int color; int lr;/*1表示左,2表示右。*/ }; /*绘制游戏界面*/ void Desktop() { setcolor(14); line(320,0,320,480); rectangle(L1-20,T1-40,R1+20,B1+10); rectangle(640-(R1+20),(T1-40),640-(L1-20),B1+10); outtextxy(25,20,"P1"); outtextxy(345,20,"P2"); } /*把一个数字n转换成字符串,并存储在a中,带符号+-*/ void numtostr(int n,char a[5]) { int w,e; e=n; n=abs(n); a[3]=(n)+'0'; w=n/10; a[2]=(w)+'0'; w=w/10; a[1]=(w)+'0'; a[4]='\0'; if(e<0) a[0]='-'; else a[0]='+'; } /*把速度和角度装换成字符串输出*/ void AngleSpeed(double s,double angle) { int ss,aa; char zzs[5],zza[5]; int left,top,right,bottom; left=275; top=50; right=left+90; bottom=top+10; ss=(int)(s); aa=(int)((angle)*180/PI); numtostr(ss,zzs); numtostr(aa,zza); setfillstyle(1,15); setcolor(10); bar(left,top,right,bottom); outtextxy(left+5,top+3,zzs); outtextxy((left+right)/2+5,top+3,zza); circle(right-6,top+3,2); } /*实现人机对抗的函数*/ void Fire (int a[4],double *v,double *angle,int n)/*a数组存放对射的两点,v和angle存放机器射击的角度和速度,n表式机器射击的准确度*/ { int t; double vx,vy; double sx,sy; int m; m=12*4/n; randomize(); m=random(m)-m/2; t=20; sx=(double)(a[2]-a[0]); sy=(double)(a[3]-a[1]); vx=sx/(double)(t); vy=(sy-0.5*PI*(double)(t*t))/(double)(t); *angle=atan((-vy)/vx); *v=sqrt(vx*vx+vy*vy); *v=(*v)*(AMD2+0.01*(double)(m)); AngleSpeed(*v,*angle); } /*绘制生命线的函数*/ void LifePicture(int life,int color,int location) { char lm[5]; int l,t,r,b; l=50; t=20; r=l+200; b=t+10; numtostr(life,lm); setfillstyle(1,color); setcolor(15); if(location==1||location==3) { bar(l,t,r,b); setfillstyle(1,4); bar(l,t+(b-t)/4,l+life,t+3*(b-t)/4); setfillstyle(1,color); bar(r+10,t,r+50,b); outtextxy(r+10+5,t+2,lm); } else { l=320+50; r=l+200; bar(l,t,r,b); setfillstyle(1,4); bar(l,t+(b-t)/4,l+life,t+3*(b-t)/4); setfillstyle(1,color); bar(r+10,t,r+50,b); outtextxy(r+10+5,t+2,lm); } } /*绘制小屋的函数*/ void RenPicture(int x,int y,int color) { setcolor(color); setwritemode(1); line(x,y-40,x-10,y-30);/*画头*/ line(x,y-40,x+10,y-30); line(x-10,y-30,x+10,y-30); line(x-5,y-30,x-5,y-10);/*画脖子*/ line(x+5,y-30,x+5,y-10); line(x-20,y-10,x+20,y-10);/*画身子*/ line(x-20,y+10,x+20,y+10); line(x-20,y-10,x-20,y+10); line(x+20,y-10,x+20,y+10); } /*绘制箭的函数*/ void PictureBullets (int wx,int wy,int tx,int ty) { setcolor(RED); line(wx,wy,tx,ty); line(wx-1,wy-1,tx,ty); line(wx+1,wy+1,tx,ty); } /*绘制小屋上箭的函数*/ void InitialArrow (int x,int y,int a[4]) { int addx,addy; addx=(a[2]-a[0])/6; addy=(a[3]-a[1])/6; PictureBullets(x+addx,y+addy,x,y); } /*判断点qx,qy在直线的什么位置*/ int PointPlace(int qx,int qy,int x1,int y1,int x2,int y2)/*返回0表示在直线上,当斜率存在时:1表示在直线的上面,2表示在直线的下面,当斜率不存在时:3表示在左面,4表示在右面*/ { int s; if(x1==x2) { if(qxx1) return 4; else return 0; } else { s=(int)(((double)(y1-y2))/((double)(x1-x2))*((double)(qx-x1))+(double)(y1)); if(qys) return 2; else return 0; } } /*根据两点坐标计算出两点距离和斜率。*/ void DistanceAngle (int twoxy1[4],double *distance,double *angle) { double a,b; if(twoxy1[0]!=twoxy1[2]) { a=(double)((double)((double)twoxy1[3]-(double)twoxy1[1])/(double)((double)twoxy1[0]-(double)twoxy1[2])); *angle=atan(a); if(twoxy1[0]640-1) { return 0; } PictureBullets (lx+xx[0],ly-xy[0],lx+xx[1],ly-xy[1]); delay(speed2); PictureBullets (lx+xx[0],ly-xy[0],lx+xx[1],ly-xy[1]); } return 0; } /*小屋移动的函数*/ int MoveRen(struct Ren *p) { int a,k=19200,b=0,d; int q=1; randomize(); for(;q;) { if(b==1) { p->lr=3; } RenPicture(p->x,p->y,p->color); if(p->lr==3) { b=1; delay(10000); delay(10000); delay(10000); delay(10000); delay(10000); delay(10000); //sleep(1); d=random(10); if(d==0) k=19200; if(d==1) k=19712; if(d==2) k=18432; if(d==3) k=20480; if(d==4) k=7181; p->lr=1; } else { k=bioskey(0); } RenPicture(p->x,p->y,p->color); switch(k){ case 19200: /*按向左键*/ a=(p->x)-5; if(p->lr==1) { if(a>L1&&ax=a; break; } } else { if(a>640-R1&&a<640-L1) { p->x=a; break; } } break; case 19712: /*按向右键*/ a=(p->x)+5; if(p->lr==1) { if(a>L1&&ax=a; break; } } else { if(a>640-R1&&a<640-L1) { p->x=a; break; } } break; case 18432: /*按向上键*/ a=(p->y)-5; if(p->lr==1) { if(a>T1&&ay=a; break; } } else { if(a>T1&&ay=a; break; } } break; case 20480: /*按向下键*/ a=(p->y)+5; if(a>T1&&ay=a; } break; case 7181: /*enter键的扫描码*/ if(b==1) p->lr=3; q=0; break; case 283: return 0; } } RenPicture(p->x,p->y,p->color); return 1; } /*游戏开始前画面*/ int GameStar()/*返回1表示单人游戏初级,2表示单人游戏中级,3表示单人游戏高级,4表示两人对战,5表示退出游戏*/ { int q,k,h=0; for(;1;) { q=1; cleardevice();/*清屏函数*/ setcolor(15); settextstyle(0,0,5); outtextxy(100,100,"Start Game!"); settextstyle(0,0,1); outtextxy(20,300,"keys used:"); outtextxy(20,300," Arrow keys"); outtextxy(20,310," The left mouse button"); outtextxy(20,320," Enter"); outtextxy(20,330," Esc to Quit!"); setcolor(5); outtextxy(250,400,"One player!"); outtextxy(250,420,"Two players!"); outtextxy(250,440,"Quit!"); setwritemode(1); setcolor(6); rectangle(245,395+h*20,345,415+h*20); for(;q;) { setcolor(6); k=bioskey(0); sound(1000);/*响声函数*/ delay(10000); nosound(); if(k==20480) { rectangle(245,395+h*20,345,415+h*20); h=(h+1)%3; rectangle(245,395+h*20,345,415+h*20); }else if(k==7181) { if(h==0)/*单人游戏,选择等级*/ { cleardevice();/*清屏函数*/ setcolor(2); outtextxy(20,30," Esc to back!"); outtextxy(250,240,"Lower"); outtextxy(250,260,"Middle"); outtextxy(250,280,"Higher"); setcolor(4); rectangle(245,235+h*20,300,255+h*20); for(;q;) { k=bioskey(0); sound(1000);/*响声函数*/ delay(10000); nosound(); if(k==20480) { rectangle(245,235+h*20,300,255+h*20); h=(h+1)%3; rectangle(245,235+h*20,300,255+h*20); }else if(k==7181) { return h+1; }else if(k==283) { h=0; k=1; q=0; break; }else{} } } if(h==1)/*两人对抗*/ return 4; if(h==2)/*退出游戏*/ return 5; }else if(k==283) { return 5; }else {} } } } /*退出游戏画面*/ void GameOver() { cleardevice();/*清屏函数*/ setcolor(14); settextstyle(0,0,6); outtextxy(100,200,"Game Over!"); settextstyle(1,0,1); outtextxy(400,400,"Producer:ChenChen"); outtextxy(400,410," QQ:804620957"); outtextxy(400,420," Time:2010.5.28"); } /*主函数*/ void main() { int gd=DETECT,gm; int q=0,schoose=1; int out=1; int pmc=1; int cla2s=1; struct Ren ren1,ren2; initgraph(&gd;,&gm;,""); /* registerbgidriver(EGAVGA_driver);*/ cleardevice();/*清屏函数*/ MouseMath();/*计算鼠标形状,一开始必须使用,后面就不用了*/ MouseSetY(0,479); MouseSetX(0,649); MouseSetXY(100,100); for(;out;) { pmc=GameStar(); cleardevice();/*清屏函数*/ settextstyle(1,0,1);/*初始化*/ schoose=1; ren2.x=540;ren2.y=320;ren2.life=200;ren2.color=3;ren2.lr=2; if(pmc<4) { ren1.x=640-ren2.x;ren1.y=ren2.y;ren1.life=ren2.life;ren1.color=2;ren1.lr=3; cla2s=pmc; }else if(pmc==4) { ren1.x=640-ren2.x;ren1.y=ren2.y;ren1.life=ren2.life;ren1.color=2;ren1.lr=1; }else { break;} Desktop(); AngleSpeed(0,0); RenPicture(ren1.x,ren1.y,ren1.color); RenPicture(ren2.x,ren2.y,ren2.color); LifePicture(ren1.life,ren1.color,ren1.lr); LifePicture(ren2.life,ren2.color,ren2.lr); for(;ren1.life>0&&ren2;.life>0;schoose++) { if(schoose%2) { RenPicture(ren1.x,ren1.y,ren1.color); if(MoveRen(&ren1;)==0) break; q=Launch(ren1.x,ren1.y,ren2.x,ren2.y,ren1.lr,cla2s); if(q==1) ren2.life=ren2.life-40; if(q==2) ren2.life=ren2.life-20; if(q==3) ren2.life=ren2.life-10; if(ren2.life<0) ren2.life=0; LifePicture(ren2.life,ren2.color,ren2.lr); } else { RenPicture(ren2.x,ren2.y,ren2.color); if(MoveRen(&ren2;)==0) break; q=Launch(ren2.x,ren2.y,ren1.x,ren1.y,ren2.lr,cla2s); if(q==1) ren1.life=ren1.life-40; if(q==2) ren1.life=ren1.life-20; if(q==3) ren1.life=ren1.life-10; if(ren1.life<0) ren1.life=0; LifePicture(ren1.life,ren1.color,ren1.lr); } } if(ren1.liferen2.life) { settextstyle(0,0,6); setcolor(ren1.color); outtextxy(150,280,"P1 win!"); settextstyle(1,0,1); } else { settextstyle(0,0,6); setcolor(15); outtextxy(150,280,"Drew!"); settextstyle(1,0,1); } getch(); } GameOver(); getch(); closegraph(); }
You are visitor as of October 17, 1996.The Art of Assembly Language ProgrammingForward Why Would Anyone Learn This Stuff?1 What's Wrong With Assembly Language2 What's Right With Assembly Language?3 Organization of This Text and Pedagogical Concerns4 Obtaining Program Source Listings and Other Materials in This TextSection One: Machine OrganizationArt of Assembly Language: Chapter OneChapter One - Data Representation1.0 - Chapter Overview1.1 - Numbering Systems1.1.1 - A Review of the Decimal System1.1.2 - The Binary Numbering System1.1.3 - Binary Formats1.2 - Data Organization1.2.1 - Bits1.2.2 - Nibbles1.2.3 - Bytes1.2.4 - Words1.2.5 - Double Words1.3 - The Hexadecimal Numbering System1.4 - Arithmetic Operations on Binary and Hexadecimal Numbers1.5 - Logical Operations on Bits1.6 - Logical Operations on Binary Numbers and Bit Strings1.7 - Signed and Unsigned Numbers1.8 - Sign and Zero Extension1.9 - Shifts and Rotates1.10 - Bit Fields and Packed Data1.11 - The ASCII Character Set1.12 Summary1.13 Laboratory Exercises1.13.1 Installing the Software1.13.2 Data Conversion Exercises1.13.3 Logical Operations Exercises1.13.4 Sign and Zero Extension Exercises1.13.5 Packed Data Exercises1.14 Questions1.15 Programming ProjectsChapter Two - Boolean Algebra2.0 - Chapter Overview2.1 - Boolean Algebra2.2 - Boolean Functions and Truth Tables2.3 - Algebraic Manipulation of Boolean Expressions2.4 - Canonical Forms2.5 - Simplification of Boolean Functions2.6 - What Does This Have To Do With Computers, Anyway?2.6.1 - Correspondence Between Electronic Circuits and Boolean Functions2.6.2 - Combinatorial Circuits2.6.3 - Sequential and Clocked Logic2.7 - Okay, What Does It Have To Do With Programming, Then?2.8 - Generic Boolean Functions2.9 Laboratory Exercises<

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