move_to_user_mode()函数分析

在linux0.1.1内核中,系统从main函数执行开始到达到“怠速”状态,主要的工作分为三个部分:

1、创建进程0,并让进程0具备在32位保护模式下在主机中运算的能力;

2、以进程0为母本创建进程1,使进程1不仅具有进程0的能力,还有以文件方式与外设进行数据交互的能力;

3、以进程1为母本创建进程2,使进程2在拥有进程1全面能力和环境的情况下,进一步具备支持人机交互的能力,最终实现“怠速”。

(ps:道生一,一生二,二生三,三生万物   是不是就是这种感觉?)


        按照规则,除了进程0,其他所有的进程都应该是由父进程在用户态下完成创建的,所以为了遵守这个规则,进程0要先变成用户态才能创建进程1,方法就是调用move_to_user_mode()函数。

#define move_to_user_mode() /  
__asm__ ( "movl %%esp,%%eax/n/t" /     
"pushl $0x17/n/t" /       
  "pushl %%eax/n/t" / 
好的,以下是一个简单的示例代码,实现了一个由tkinter按钮指令控制的封装成函数的pygame俄罗斯方块小游戏: ```python import pygame import random import tkinter as tk # 游戏窗口尺寸 WINDOW_SIZE = (300, 600) # 游戏区域尺寸 PLAY_AREA_SIZE = (10, 20) # 方块尺寸 BLOCK_SIZE = 30 # 方块颜色 COLORS = [ (0, 0, 0), # 黑色 (255, 0, 0), # 红色 (0, 255, 0), # 绿色 (0, 0, 255), # 蓝色 (255, 255, 0), # 黄色 (255, 0, 255), # 紫色 (0, 255, 255), # 青色 ] # 方块形状 SHAPES = [ [[1, 1], [1, 1]], # 方块 [[0, 2, 0], [2, 2, 2]], # L形状 [[0, 3, 3], [3, 3, 0]], # J形状 [[4, 4, 0], [0, 4, 4]], # Z形状 [[0, 5, 5], [5, 5, 0]], # S形状 [[6, 6, 6], [0, 6, 0]], # T形状 [[7, 7, 7, 7]], # 长条形状 ] class Block: """方块类""" def __init__(self, x, y, shape): self.x = x self.y = y self.shape = shape self.color = random.randint(1, len(COLORS) - 1) def move(self, dx, dy): """移动方块""" self.x += dx self.y += dy def rotate(self): """旋转方块""" self.shape = [[self.shape[j][i] for j in range(len(self.shape))] for i in range(len(self.shape[0]) - 1, -1, -1)] class Tetris: """俄罗斯方块游戏类""" def __init__(self): # 初始化pygame pygame.init() # 创建游戏窗口 self.screen = pygame.display.set_mode(WINDOW_SIZE) # 创建字体 self.font = pygame.font.Font(None, 30) # 设置游戏区域位置和尺寸 self.play_area_x = (WINDOW_SIZE[0] - PLAY_AREA_SIZE[0] * BLOCK_SIZE) // 2 self.play_area_y = (WINDOW_SIZE[1] - PLAY_AREA_SIZE[1] * BLOCK_SIZE) // 2 self.play_area_width = PLAY_AREA_SIZE[0] * BLOCK_SIZE self.play_area_height = PLAY_AREA_SIZE[1] * BLOCK_SIZE # 创建游戏区域 self.play_area = [[0] * PLAY_AREA_SIZE[0] for _ in range(PLAY_AREA_SIZE[1])] # 创建当前方块 self.current_block = self.get_new_block() # 创建下一个方块 self.next_block = self.get_new_block() # 创建计时器 self.timer_event = pygame.USEREVENT + 1 pygame.time.set_timer(self.timer_event, 1000) # 创建按钮指令控制 self.root = tk.Tk() self.root.geometry('200x100') self.root.title('俄罗斯方块') self.up_btn = tk.Button(self.root, text='上', command=self.move_up) self.up_btn.pack(side=tk.TOP, pady=5) self.down_btn = tk.Button(self.root, text='下', command=self.move_down) self.down_btn.pack(side=tk.BOTTOM, pady=5) self.left_btn = tk.Button(self.root, text='左', command=self.move_left) self.left_btn.pack(side=tk.LEFT, padx=10) self.right_btn = tk.Button(self.root, text='右', command=self.move_right) self.right_btn.pack(side=tk.RIGHT, padx=10) def get_new_block(self): """生成新方块""" shape = random.choice(SHAPES) x = PLAY_AREA_SIZE[0] // 2 - len(shape[0]) // 2 y = 0 return Block(x, y, shape) def draw_block(self, x, y, color): """绘制方块""" rect = pygame.Rect(self.play_area_x + x * BLOCK_SIZE, self.play_area_y + y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE) pygame.draw.rect(self.screen, COLORS[color], rect) def draw_play_area(self): """绘制游戏区域""" for y in range(PLAY_AREA_SIZE[1]): for x in range(PLAY_AREA_SIZE[0]): if self.play_area[y][x] != 0: self.draw_block(x, y, self.play_area[y][x]) def draw_current_block(self): """绘制当前方块""" for y in range(len(self.current_block.shape)): for x in range(len(self.current_block.shape[0])): if self.current_block.shape[y][x] != 0: self.draw_block(self.current_block.x + x, self.current_block.y + y, self.current_block.color) def move_down(self): """向下移动方块""" if self.check_collision(self.current_block, 0, 1): self.current_block.move(0, 1) def move_left(self): """向左移动方块""" if self.check_collision(self.current_block, -1, 0): self.current_block.move(-1, 0) def move_right(self): """向右移动方块""" if self.check_collision(self.current_block, 1, 0): self.current_block.move(1, 0) def move_up(self): """旋转方块""" self.current_block.rotate() if not self.check_collision(self.current_block, 0, 0): self.current_block.rotate() self.current_block.rotate() self.current_block.rotate() def check_collision(self, block, dx, dy): """检查方块是否与游戏区域或其他方块发生碰撞""" for y in range(len(block.shape)): for x in range(len(block.shape[0])): if block.shape[y][x] != 0: if block.y + y + dy < 0: return False elif block.y + y + dy >= PLAY_AREA_SIZE[1]: return False elif block.x + x + dx < 0: return False elif block.x + x + dx >= PLAY_AREA_SIZE[0]: return False elif self.play_area[block.y + y + dy][block.x + x + dx] != 0: return False return True def update_play_area(self): """更新游戏区域""" for y in range(len(self.current_block.shape)): for x in range(len(self.current_block.shape[0])): if self.current_block.shape[y][x] != 0: self.play_area[self.current_block.y + y][self.current_block.x + x] = self.current_block.color def remove_complete_lines(self): """删除已完成的行""" num_lines_removed = 0 for y in range(PLAY_AREA_SIZE[1]): if all(self.play_area[y]): del self.play_area[y] self.play_area.insert(0, [0] * PLAY_AREA_SIZE[0]) num_lines_removed += 1 return num_lines_removed def draw_next_block(self): """绘制下一个方块""" x = self.play_area_x + self.play_area_width + 30 y = self.play_area_y + 2 * BLOCK_SIZE shape = self.next_block.shape color = self.next_block.color for i, row in enumerate(shape): for j, cell in enumerate(row): if cell != 0: rect = pygame.Rect(x + j * BLOCK_SIZE, y + i * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE) pygame.draw.rect(self.screen, COLORS[color], rect) self.draw_text('Next:', x, y - 30) def draw_score(self, score): """绘制得分""" self.draw_text(f'Score: {score}', self.play_area_x, self.play_area_y - 30) def draw_text(self, text, x, y): """绘制文本""" surface = self.font.render(text, True, (255, 255, 255)) rect = surface.get_rect() rect.topleft = (x, y) self.screen.blit(surface, rect) def draw_game_over(self): """绘制游戏结束""" self.draw_text('Game Over', self.play_area_x + self.play_area_width // 2 - 70, self.play_area_y + self.play_area_height // 2 - 15) def run(self): """运行游戏""" score = 0 clock = pygame.time.Clock() running = True while running: # 处理事件 for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: running = False elif event.type == self.timer_event: if self.check_collision(self.current_block, 0, 1): self.current_block.move(0, 1) else: self.update_play_area() num_lines_removed = self.remove_complete_lines() score += num_lines_removed ** 2 self.current_block = self.next_block self.next_block = self.get_new_block() if not self.check_collision(self.current_block, 0, 0): running = False # 绘制游戏界面 self.screen.fill(COLORS[0]) self.draw_play_area() self.draw_current_block() self.draw_next_block() self.draw_score(score) if not running: self.draw_game_over() # 更新屏幕 pygame.display.update() # 控制帧率 clock.tick(60) # 更新按钮指令控制 self.root.update() ``` 使用以下代码运行游戏: ```python if __name__ == '__main__': game = Tetris() game.run() ``` 按钮指令控制需要在游戏运行前在另一个线程中运行以下代码: ```python game.root.mainloop() ``` 完整代码:
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