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纠正上帖:wc.hIconSm = NULL; 应改为 wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wc.hIconSm = NULL;
应改为
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
关于自己是否适合编程的很简单的测试: 在报纸或杂志上随便找一段约1000字的文章,在Word中输入一遍。输完后再参考下面答案: A里面有10处以上文字或标点错误 B里面没有文字或标点错误并敢为此跟人打赌 C里面没有文字或标点错误并且字体和排版完全与原稿一致 D打印在半透明的纸上和原稿重叠在一起检查一模一样,且自我感觉很有成就感 A不适合编程(理由:打字准确度偏低、粗心大意) B初级程序员(理由:打字准确度很高、认真细致、自信、理解全角半角概念) C高级程序员(理由:在B的基础上理解字体和排版也是电脑打印的重要因素、但相比D还不够偏执、精益求精、结果可验证) D软件项目经理(理由:能针对项目给出令人信服的细致到极点的需求说明和典型测试用例。用户几乎挑不出毛病。专业!) 如果想从A变成B的话,到我的资源http://download.csdn.net/detail/zhao4zhong1/4084259里面下载“适合程序员的键盘练习”wc.lpszClassName = "mainWindowClass"; HWND window = CreateWindow(" mianWindowClass",
将我的代码放在VS2015里的C/C++ Windows Application项目中,项目属性中选择使用多字节字符集。
wc.lpszClassName = "mainWindowClass";
HWND window = CreateWindow(" mianWindowClass",
关于自己是否适合编程的很简单的测试:
在报纸或杂志上随便找一段约1000字的文章,在Word中输入一遍。输完后再参考下面答案:
A里面有10处以上文字或标点错误
B里面没有文字或标点错误并敢为此跟人打赌
C里面没有文字或标点错误并且字体和排版完全与原稿一致
D打印在半透明的纸上和原稿重叠在一起检查一模一样,且自我感觉很有成就感
A不适合编程(理由:打字准确度偏低、粗心大意)
B初级程序员(理由:打字准确度很高、认真细致、自信、理解全角半角概念)
C高级程序员(理由:在B的基础上理解字体和排版也是电脑打印的重要因素、但相比D还不够偏执、精益求精、结果可验证)
D软件项目经理(理由:能针对项目给出令人信服的细致到极点的需求说明和典型测试用例。用户几乎挑不出毛病。专业!)
如果想从A变成B的话,到我的资源http://download.csdn.net/detail/zhao4zhong1/4084259里面下载“适合程序员的键盘练习”
仅供参考:(vc6编译没错版)#include<windows.h> #include<d3d9.h> #include<time.h> #include<iostream> using namespace std; #pragma comment(lib,"gdi32.lib") #pragma comment(lib,"user32.lib") #pragma comment(lib, "d3d9.lib") #pragma comment(lib,"d3dx9.lib") const string Apptitle = "DirectX Surface Program "; #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000 ) ? 1: 0) #define screenw 1024 #define screenh 768 LPDIRECT3D9 d3d = NULL; LPDIRECT3DDEVICE9 d3ddev = NULL; LPDIRECT3DSURFACE9 backbuffer = NULL; LPDIRECT3DSURFACE9 surface = NULL; bool gameover = false; bool game_init(HWND hwnd) { d3d = Direct3DCreate9(D3D_SDK_VERSION); if (d3d == NULL) { MessageBox(hwnd, "error creqating d3d", "error", MB_OK); return false; } D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp, sizeof(d3dpp)); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferCount = 1; d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; d3dpp.BackBufferWidth = screenw; d3dpp.BackBufferHeight = screenh; d3dpp.hDeviceWindow = hwnd; d3d->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev ); if (!d3ddev) { MessageBox(hwnd, "error creating d3ddev ", " error", MB_OK); return false; } srand((unsigned int)time(NULL)); d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); HRESULT result = d3ddev->CreateOffscreenPlainSurface( 100, 100, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &surface, NULL ); if (result != D3D_OK) return false; return true; } void game_run(HWND hwnd) { if (!d3ddev) return; if (d3ddev->BeginScene()) { int r = rand() % 255; int g = rand() % 255; int b = rand() % 255; d3ddev->ColorFill(surface, NULL, D3DCOLOR_XRGB(r, g, b)); RECT rect; rect.left = rand() % screenw/2; rect.right = rect.left + rand() % screenw / 2 ; rect.top = rand() % screenh; rect.bottom = rect.top + rand() % screenh / 2; d3ddev->StretchRect(surface, NULL, backbuffer, &rect, D3DTEXF_NONE); d3ddev->EndScene(); d3ddev->Present(NULL, NULL, NULL, NULL); } if (KEY_DOWN(VK_ESCAPE)) PostMessage(hwnd, WM_DESTROY, 0, 0); } void game_end(HWND hwnd) { if (surface) surface->Release(); if (d3ddev) d3ddev->Release(); if (d3d) d3d->Release(); } LRESULT WINAPI WinProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) { switch (msg) { case WM_DESTROY: gameover = true; PostQuitMessage(0); return 0; } return DefWindowProc(hwnd, msg, wparam, lparam); } int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hprevinstance, LPSTR lpcmdline, int ncmdshow) { WNDCLASSEX wc; wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = (WNDPROC)WinProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hinstance; wc.hIconSm = NULL; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH); wc.lpszMenuName = NULL; wc.lpszClassName = "mainWindowClass"; wc.hIconSm = NULL; RegisterClassEx(&wc); HWND window = CreateWindow("mainWindowClass", Apptitle.c_str(), WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, screenw, screenh, (HWND)NULL, (HMENU)NULL, hinstance, (LPVOID)NULL); if (!window ) { MessageBox(window, " window error", "error", MB_OK); return 0; } ShowWindow(window, ncmdshow); UpdateWindow(window); if (!game_init(window)) { MessageBox(window, " init error", "error", MB_OK); return 0; } MSG msg; while (!gameover) { if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } game_run(window); } game_end(window); return msg.wParam; }
#include<windows.h>
#include<d3d9.h>
#include<time.h>
#include<iostream>
using namespace std;
#pragma comment(lib,"gdi32.lib")
#pragma comment(lib,"user32.lib")
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib,"d3dx9.lib")
const string Apptitle = "DirectX Surface Program ";
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000 ) ? 1: 0)
#define screenw 1024
#define screenh 768
LPDIRECT3D9 d3d = NULL;
LPDIRECT3DDEVICE9 d3ddev = NULL;
LPDIRECT3DSURFACE9 backbuffer = NULL;
LPDIRECT3DSURFACE9 surface = NULL;
bool gameover = false;
bool game_init(HWND hwnd) {
d3d = Direct3DCreate9(D3D_SDK_VERSION);
if (d3d == NULL) {
MessageBox(hwnd, "error creqating d3d", "error", MB_OK);
return false;
}
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferCount = 1;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = screenw;
d3dpp.BackBufferHeight = screenh;
d3dpp.hDeviceWindow = hwnd;
d3d->CreateDevice(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &d3ddev
);
if (!d3ddev) {
MessageBox(hwnd, "error creating d3ddev ", " error", MB_OK);
return false;
}
srand((unsigned int)time(NULL));
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
HRESULT result = d3ddev->CreateOffscreenPlainSurface(
100, 100,
D3DFMT_X8R8G8B8,
D3DPOOL_DEFAULT,
&surface,
NULL
);
if (result != D3D_OK) return false;
return true;
}
void game_run(HWND hwnd) {
if (!d3ddev) return;
if (d3ddev->BeginScene()) {
int r = rand() % 255;
int g = rand() % 255;
int b = rand() % 255;
d3ddev->ColorFill(surface, NULL, D3DCOLOR_XRGB(r, g, b));
RECT rect;
rect.left = rand() % screenw/2;
rect.right = rect.left + rand() % screenw / 2 ;
rect.top = rand() % screenh;
rect.bottom = rect.top + rand() % screenh / 2;
d3ddev->StretchRect(surface, NULL, backbuffer, &rect, D3DTEXF_NONE);
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
}
if (KEY_DOWN(VK_ESCAPE))
PostMessage(hwnd, WM_DESTROY, 0, 0);
}
void game_end(HWND hwnd) {
if (surface) surface->Release();
if (d3ddev) d3ddev->Release();
if (d3d) d3d->Release();
}
LRESULT WINAPI WinProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) {
switch (msg) {
case WM_DESTROY:
gameover = true;
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hwnd, msg, wparam, lparam);
}
int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hprevinstance, LPSTR lpcmdline, int ncmdshow) {
WNDCLASSEX wc;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)WinProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hinstance;
wc.hIconSm = NULL;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = "mainWindowClass";
wc.hIconSm = NULL;
RegisterClassEx(&wc);
HWND window = CreateWindow("mainWindowClass", Apptitle.c_str(), WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
screenw, screenh, (HWND)NULL, (HMENU)NULL, hinstance, (LPVOID)NULL);
if (!window ) {
MessageBox(window, " window error", "error", MB_OK);
return 0;
}
ShowWindow(window, ncmdshow);
UpdateWindow(window);
if (!game_init(window)) {
MessageBox(window, " init error", "error", MB_OK);
return 0;
}
MSG msg;
while (!gameover) {
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
game_run(window);
}
game_end(window);
return msg.wParam;
}
关于自己是否适合编程的很简单的测试: 在报纸或杂志上随便找一段约1000字的文章,在Word中输入一遍。输完后再参考下面答案: A里面有10处以上文字或标点错误 B里面没有文字或标点错误并敢为此跟人打赌 C里面没有文字或标点错误并且字体和排版完全与原稿一致 D打印在半透明的纸上和原稿重叠在一起检查一模一样,且自我感觉很有成就感 A不适合编程(理由:打字准确度偏低、粗心大意) B初级程序员(理由:打字准确度很高、认真细致、自信、理解全角半角概念) C高级程序员(理由:在B的基础上理解字体和排版也是电脑打印的重要因素、但相比D还不够偏执、精益求精、结果可验证) D软件项目经理(理由:能针对项目给出令人信服的细致到极点的需求说明和典型测试用例。用户几乎挑不出毛病。专业!) 如果想从A变成B的话,到我的资源http://download.csdn.net/detail/zhao4zhong1/4084259里面下载“适合程序员的键盘练习”wc.lpszClassName = "mainWindowClass"; HWND window = CreateWindow(" mianWindowClass",