怎么做网站的浏览栏搭建一个网站平台需要多少钱
写程序是一个循序渐进的过程,一开始都是加加减减,修修补补,这和我们做企业做创新的原理都是一样的,没有一蹴而就的成功,最近看了周鸿祎的《我的互联网方法论》蛮有启发,分享给大家几句摘抄:
1.所有的颠覆式创新都不是敲锣打鼓来的,而是隐藏在一片噪声里。
2.颠覆式创新,就像自然界的新陈代谢一样,不断把老的、旧的公司从行业中挤出去。所以,这种颠覆式创新已经成为美国硅谷的一个象征。破坏和颠覆,都是强调打破原有的平衡,建立新秩序。但这两个词在中文里都是贬义词,因为中国文化崇尚平衡、稳定、和谐。一说颠覆式创新,我们的潜意识就会觉得是反动的东西,就不由自主地想到阶级敌人搞破坏。我有些时候受邀给一些单位讲互联网里的颠覆式创新。讲完后,有的领导就过来跟我握手说:小周,讲得挺好的嘛,只不过以后不要讲颠覆、讲破坏,影响社会和谐。
3.我不赞成企业大张旗鼓地搞创新,非要巨额投入资金,非要设立创新研究院,非要做一个整套的创新战略。我觉得休克式疗法的创新很难成功,我主张把创新从神坛上拉下来,从一些细微点上进行持续创新,这样反而更有效。
4.乔布斯有一天给谷歌高管打电话,说苹果iOS有一个谷歌地图图标,放大多少倍之后,第三行一个像素颜色不对,他认为这影响了iOS的美观。这就是对细节的一种坚持。
下面我们来看一个贪吃蛇的实现代码:
主要有两个大的步骤:
1.界面的绘制
2.蛇的绘制
主要代码:
// Snake.cpp : 定义应用程序的入口点。
//#include "stdafx.h"
#include "Snake.h"
#include <vector>
#include<time.h>#define MAX_LOADSTRING 100
//定义游戏区 和 控制区大小
#define BOUND_SIZE 10
#define SNACK_SIZE 10
#define GAME_WIDTH 80
#define GAME_HEIGHT 60
#define INFO_WIDTH 30
#define INFO_HEIGHT GAME_HEIGHT#define MAX_NODE 80 //蛇的最大长度 80 节#define MY_TIMER 1 //定时器ID
#define DEFAULT_INTERVAL 200 //定义贪食蛇的默认移动速度 500毫秒移动一节
#define PAUSE_ID 1std::vector<POINT> vSnake;
UCHAR g_ucSnakeLen = 4;
UCHAR g_ucSnakeHead = 4; //vSnack[g_ucSnakeHead-1] 表示蛇头的坐标
UCHAR g_ucSnakeTail = 0; //vSnack[g_ucSnakeTail] 表示蛇尾的坐标
UINT32 g_uiInterval = DEFAULT_INTERVAL; //移动速度
POINT g_ptDirect = {1, 0}; //移动方向,每次x+1, y不变
POINT g_ptFoodPos;BOOL g_bState = TRUE; //游戏是否结束
BOOL g_bNeedFood = TRUE; //是否要投放食物
BOOL g_bPause = FALSE; //暂停// 全局变量:
HINSTANCE hInst; // 当前实例
TCHAR szTitle[MAX_LOADSTRING]; // 标题栏文本
TCHAR szWindowClass[MAX_LOADSTRING]; // 主窗口类名// 此代码模块中包含的函数的前向声明:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM);int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,_In_opt_ HINSTANCE hPrevInstance,_In_ LPTSTR lpCmdLine,_In_ int nCmdShow)
{UNREFERENCED_PARAMETER(hPrevInstance);UNREFERENCED_PARAMETER(lpCmdLine);// TODO: 在此放置代码。MSG msg;HACCEL hAccelTable;// 初始化全局字符串LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);LoadString(hInstance, IDC_SNAKE, szWindowClass, MAX_LOADSTRING);MyRegisterClass(hInstance);// 执行应用程序初始化: if (!InitInstance (hInstance, nCmdShow)){return FALSE;}hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_SNAKE));// 主消息循环: while (GetMessage(&msg, NULL, 0, 0)){if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg)){TranslateMessage(&msg);DispatchMessage(&msg);}}return (int) msg.wParam;
}//
// 函数: MyRegisterClass()
//
// 目的: 注册窗口类。
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{WNDCLASSEX wcex;wcex.cbSize = sizeof(WNDCLASSEX);wcex.style = CS_HREDRAW | CS_VREDRAW;wcex.lpfnWndProc = WndProc;wcex.cbClsExtra = 0;wcex.cbWndExtra = 0;wcex.hInstance = hInstance;wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_SNAKE));wcex.hCursor = LoadCursor(NULL, IDC_ARROW);wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);wcex.lpszMenuName = MAKEINTRESOURCE(IDC_SNAKE);wcex.lpszClassName = szWindowClass;wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));return RegisterClassEx(&wcex);
}//
// 函数: InitInstance(HINSTANCE, int)
//
// 目的: 保存实例句柄并创建主窗口
//
// 注释:
//
// 在此函数中,我们在全局变量中保存实例句柄并
// 创建和显示主程序窗口。
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{HWND hWnd;hInst = hInstance; // 将实例句柄存储在全局变量中hWnd = CreateWindow(szWindowClass, szTitle, WS_SYSMENU | WS_MINIMIZEBOX,CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);if (!hWnd){return FALSE;}ShowWindow(hWnd, nCmdShow);UpdateWindow(hWnd);return TRUE;
}VOID InitSnack() //初始化蛇,设定蛇的起始位置
{int i;vSnake.clear();vSnake.resize(MAX_NODE); g_ucSnakeTail = 0;g_ucSnakeHead = 4;g_ucSnakeLen = 4;g_uiInterval = DEFAULT_INTERVAL;for (i = 0; i < g_ucSnakeLen; i++){//初始化蛇的各个节点vSnake[i].x = i;vSnake[i].y = 1;}
}POINT &GetSnakeNode(int index) //获取蛇节点位置:倒数第几个节点
{int i = g_ucSnakeTail + index;if (i >= MAX_NODE){i -= MAX_NODE;}return vSnake[i];
}VOID DrawSnake(HDC hdc)
{int i;POINT ptNode;HBRUSH hBrush = (HBRUSH)GetStockObject(WHITE_BRUSH);SelectObject(hdc, hBrush);for (i = 0; i < g_ucSnakeLen; i++){//从蛇尾开始画ptNode = GetSnakeNode(i);Rectangle(hdc, ptNode.x * SNACK_SIZE + BOUND_SIZE,ptNode.y * SNACK_SIZE + BOUND_SIZE,(ptNode.x + 1) * SNACK_SIZE + BOUND_SIZE,(ptNode.y + 1) * SNACK_SIZE + BOUND_SIZE);}
}//移动蛇坐标
VOID RefreshSnake()
{//采用翻滚的形式 比如,vSnake[0], vSnake[1],vSnake[2] vSnake[3] 表示蛇的话//移动一节后,vSnake[1],vSnake[2] vSnake[3] vSnake[4] 表示蛇//vSnake[MAX_NODE -1 ] 后,蛇头存入 vSnake[0]POINT ptNewHead; //新的蛇头位置POINT ptNode;int i;ptNewHead.x = GetSnakeNode(g_ucSnakeLen - 1).x + g_ptDirect.x;ptNewHead.y = GetSnakeNode(g_ucSnakeLen - 1).y + g_ptDirect.y;if (!g_bNeedFood && ptNewHead.x == g_ptFoodPos.x && ptNewHead.y == g_ptFoodPos.y){//吃到食物了vSnake[g_ucSnakeHead] = ptNewHead;g_ucSnakeHead++;if (g_ucSnakeHead == MAX_NODE) g_ucSnakeHead = 0;g_ucSnakeLen++;if (g_ucSnakeLen == MAX_NODE){//赢了,事实上,我们不应该等到这个时候才判断赢了g_bState = FALSE;return;}g_bNeedFood = TRUE;return;}if (ptNewHead.x < 0 || ptNewHead.x >= GAME_WIDTH || ptNewHead.y < 0 || ptNewHead.y >= GAME_HEIGHT){//蛇撞墙了g_bState = FALSE;return;}for (i = 1; i < g_ucSnakeLen; i++){ptNode = GetSnakeNode(i);if (ptNode.x == ptNewHead.x && ptNode.y == ptNewHead.y){//蛇撞到自己了g_bState = FALSE;return;}}vSnake[g_ucSnakeHead].x = ptNewHead.x;vSnake[g_ucSnakeHead].y = ptNewHead.y;//新的蛇头g_ucSnakeHead++;if (g_ucSnakeHead == MAX_NODE) g_ucSnakeHead = 0;g_ucSnakeTail++;if (g_ucSnakeTail == MAX_NODE) g_ucSnakeTail = 0;return;
}VOID DrawFood(HDC hdc)
{int x, y;POINT ptNode; int i;HBRUSH hBrush = (HBRUSH)GetStockObject(BLACK_BRUSH);if (!g_bNeedFood){SelectObject(hdc, hBrush);Ellipse(hdc, BOUND_SIZE + g_ptFoodPos.x * SNACK_SIZE, BOUND_SIZE + g_ptFoodPos.y * SNACK_SIZE,BOUND_SIZE + (g_ptFoodPos.x + 1) * SNACK_SIZE, BOUND_SIZE + (g_ptFoodPos.y + 1) * SNACK_SIZE);return;}srand(time(0)); //随机数种子//获取随机坐标,不能是蛇的位置while (1){x = rand() % GAME_WIDTH;y = rand() % GAME_HEIGHT;for (i = 0; i < g_ucSnakeLen; i++){ptNode = GetSnakeNode(i);if (ptNode.x == x && ptNode.y == y){break;}}if (i == g_ucSnakeLen) //一直没有break,表示不重复{break;}}g_bNeedFood = FALSE;g_ptFoodPos.x = x;g_ptFoodPos.y = y;SelectObject(hdc, hBrush);Ellipse(hdc, BOUND_SIZE + x * SNACK_SIZE, BOUND_SIZE + y * SNACK_SIZE,BOUND_SIZE + (x + 1) * SNACK_SIZE, BOUND_SIZE + (y + 1) * SNACK_SIZE);return;
}
//
// 函数: WndProc(HWND, UINT, WPARAM, LPARAM)
//
// 目的: 处理主窗口的消息。
//
// WM_COMMAND - 处理应用程序菜单
// WM_PAINT - 绘制主窗口
// WM_DESTROY - 发送退出消息并返回
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{int wmId, wmEvent;PAINTSTRUCT ps;HDC hdc;RECT rect;int i;int nWinX, nWinY, nClientX, nClientY;HBRUSH hBrush;static HWND hPause;switch (message){case WM_CREATE: //创建窗口时候执行的代码GetWindowRect(hWnd, &rect); //获取窗口大小nWinX = rect.right - rect.left;nWinY = rect.bottom - rect.top;GetClientRect(hWnd, &rect); //客户区大小nClientX = rect.right - rect.left;nClientY = rect.bottom - rect.top;//修改窗口大小 客户区大小 + 边框大小 (nWinX-nClientX)MoveWindow(hWnd, 0, 0, (GAME_WIDTH + INFO_WIDTH)*SNACK_SIZE + BOUND_SIZE * 3 + (nWinX - nClientX),GAME_HEIGHT*SNACK_SIZE + BOUND_SIZE * 2 + (nWinY - nClientY), TRUE);hPause = CreateWindow(TEXT("Button"), TEXT("暂停"),WS_CHILD | WS_VISIBLE | BS_PUSHBUTTON,3 * BOUND_SIZE + GAME_WIDTH * SNACK_SIZE, 200, 200, 100,hWnd, (HMENU)PAUSE_ID, hInst, NULL);InitSnack();SetTimer(hWnd, MY_TIMER, g_uiInterval,NULL); //起一个定时器break;case WM_TIMER: //定时器到点//移动蛇RefreshSnake();if (!g_bState){KillTimer(hWnd, MY_TIMER); //停止计时器MessageBox(NULL, TEXT("你输了"), TEXT("FAIL"), MB_OK);//InitSnack();return 0;}InvalidateRect(hWnd, NULL, TRUE);break;case WM_COMMAND:wmId = LOWORD(wParam);wmEvent = HIWORD(wParam);// 分析菜单选择: switch (wmId){case PAUSE_ID:if (g_bPause){g_bPause = FALSE;SetWindowText(hPause, TEXT("暂停"));SetTimer(hWnd, MY_TIMER, g_uiInterval, NULL);}else{g_bPause = TRUE;SetWindowText(hPause, TEXT("继续"));KillTimer(hWnd, MY_TIMER);}break;case IDM_ABOUT:DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);break;case IDM_EXIT:DestroyWindow(hWnd);break;default:return DefWindowProc(hWnd, message, wParam, lParam);}break;case WM_PAINT:hdc = BeginPaint(hWnd, &ps);// TODO: 在此添加任意绘图代码...hBrush = (HBRUSH)GetStockObject(GRAY_BRUSH);SelectObject(hdc, hBrush);Rectangle(hdc, BOUND_SIZE, BOUND_SIZE, BOUND_SIZE + GAME_WIDTH*SNACK_SIZE, BOUND_SIZE + GAME_HEIGHT*SNACK_SIZE);Rectangle(hdc, BOUND_SIZE * 2 + GAME_WIDTH*SNACK_SIZE , BOUND_SIZE,BOUND_SIZE*2 + (GAME_WIDTH + INFO_WIDTH)*SNACK_SIZE,BOUND_SIZE + INFO_HEIGHT*SNACK_SIZE);DrawSnake(hdc);DrawFood(hdc);EndPaint(hWnd, &ps);break;case WM_KEYDOWN:if (!g_bState || g_bPause){break;}switch (wParam){case VK_UP: //调节方向:注意点,原来是往上或者往下的话,不做操作if (g_ptDirect.x != 0){g_ptDirect.x = 0;g_ptDirect.y = -1;}break;case VK_DOWN:if (g_ptDirect.x != 0){g_ptDirect.x = 0;g_ptDirect.y = 1;}break;case VK_LEFT:if (g_ptDirect.y != 0){g_ptDirect.x = -1;g_ptDirect.y = 0;}break;case VK_RIGHT:if (g_ptDirect.y != 0){g_ptDirect.x = 1;g_ptDirect.y = 0;}break;}break;case WM_DESTROY:KillTimer(hWnd, MY_TIMER);PostQuitMessage(0);break;default:return DefWindowProc(hWnd, message, wParam, lParam);}return 0;
}// “关于”框的消息处理程序。
INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{UNREFERENCED_PARAMETER(lParam);switch (message){case WM_INITDIALOG:return (INT_PTR)TRUE;case WM_COMMAND:if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL){EndDialog(hDlg, LOWORD(wParam));return (INT_PTR)TRUE;}break;}return (INT_PTR)FALSE;
}