c之番外

1 指针
int i;         定义整型变量 i。
int *p;      p为指向整型数据的指针变量。
int a[n];     定义整型数组a,它有n个元素。
int *p[n];     定义指针数组p,它由n个指向整型数据的指针元素组成。
int (*p)[n];     p为指向含n个元素的一维数组的指针变量。
int f();        f 为一个返回整型的函数。
int *p();     p为一个返回指针的函数,该指针指向整型数据。
int (*p)();     p为指向函数的指针,该函数返回一个整型值。
int **p;      p是一个指针变量,它又指向另外一个指针变量,该指针变量指向整型数据。

指针的长度在一个系统中是固定的 32位系统中是4

2 指针与数组

int a[2][3]={{1,2,3},{4,5,6}};

2.1 数组名为a 数组名a的值是一个指针常量 类型是指向元素类型的指针 一维数组指向第一个元素 多维数组 指向第一个数组 详细解释在<c和指针>数组-一维数组-数组名 多维数组-数组名
2.2 遍历数组
int main(){
         int a[2][3]={{1,2,3},{4,5,6}};
         int j,i=0;
         for(;i<2;i++){
            for(j=0;j<3;j++)
                printf("==>%d\n",*(*(a+i)+j));    //a[i][j]=>*(a[i]+j)=>*(*(a+i)+j)     a是指向二维数组中的第一个数组  a+1指向第二个数组
         }
         //第二种遍历方式
         //获得数组长度的常用方法
         int len=sizeof(a)/sizeof(a[0][0]);
         //获得数组的首地址
         int *p=a[0];
         for(i=0;i<len;i++)
             printf("==>%d\n",*(p++));
         return 0;
 }

3 预处理和宏定义
#include     包含一个源代码文件
#define     定义宏
#undef     取消已定义的宏
#if     如果给定条件为真,则编译下面代码
#ifdef     如果宏已经定义,则编译下面代码
#ifndef     如果宏没有定义,则编译下面代码
#elif     如果前面的#if给定条件不为真,当前条件为真,则编译下面代码
#endif     结束一个#if……#else条件编译块

#表示直接替换

#define stringer( x ) printf(#x "\n")

stringer( "In quotes when printed to the screen" );
输出:"In quotes when printed to the screen"

##表示连接符#define VAR(num) v##num

VAR(0)会扩展为v0

#define 宏定义 如果定义变量 优先用typedef
4 结构体中的字节对齐
struct my_struct {
    char a;
    double b;
}ms;

如果打印sizeof(ms) 在window中为16 在linux中应该是12

5 内存分配

malloc 分配制定大小的内存 返回void * 类型的指针 内存大小单位字节

free 释放内存

calloc 与malloc功能类似 但是他会把分配的内存初始化为0

realloc 修改已分配的内存大小

主要问题应该就是内存泄露了

6 枚举、共用体、位段
7、 回调函数
//t.h
#ifndef TEST
#define TEST

//定义一个函数指针
typedef void (*A)();
//用于函数指针传参
void setCB(A cb);

void start();

#endif


//t.cpp
#include "t.h"
#include <thread>
//定义函数指针变量 用于存储
A c;
void setCB(A cb) {
	c = cb;
}

void f1() {
	for(;;) {
		std::this_thread::sleep_for(std::chrono::milliseconds(10));
		printf("==>111\n");
		//执行回调函数
		c();
	}
}

void start() {
	std::thread t2(f1);
	t2.join();
}

//main.cpp
#include <stdio.h>
#include "t.h"

//实现回调函数
void ccc() {
	printf("==>cb\n");
}

int main() {
	//将函数传参 用于回调
	setCB(ccc);
	start();
	return 0;
}

//ubuntu下编译:
//g++ -std=c++11 -o test ./t.cpp ./main.cpp -lpthread
``` <!DOCTYPE html> <html> <head> <title></title> </head> <style> * { padding: 0; margin: 0; } html, body { height: 100%; padding: 0; margin: 0; background: #000; } canvas { position: absolute; width: 100%; height: 100%; } .aa { position: fixed; left: 50%; bottom: 10px; color: #ccc; } </style> <body> <canvas id="pinkboard"></canvas> <script> /* * Settings */ var settings = { particles: { length: 500, // maximum amount of particles duration: 2, // particle duration in sec velocity: 100, // particle velocity in pixels/sec effect: -0.75, // play with this for a nice effect size: 30 // particle size in pixels } }; /* * RequestAnimationFrame polyfill by Erik M?ller */ (function () { var b = 0; var c = ["ms", "moz", "webkit", "o"]; for (var a = 0; a < c.length && !window.requestAnimationFrame; ++a) { window.requestAnimationFrame = window[c[a] + "RequestAnimationFrame"]; window.cancelAnimationFrame = window[c[a] + "CancelAnimationFrame"] || window[c[a] + "CancelRequestAnimationFrame"]; } if (!window.requestAnimationFrame) { window.requestAnimationFrame = function (h, e) { var d = new Date().getTime(); var f = Math.max(0, 16 - (d - b)); var g = window.setTimeout(function () { h(d + f); }, f); b = d + f; return g; }; } if (!window.cancelAnimationFrame) { window.cancelAnimationFrame = function (d) { clearTimeout(d); }; } })(); /* * Point class */ var Point = (function () { function Point(x, y) { this.x = typeof x !== "undefined" ? x : 0; this.y = typeof y !== "undefined" ? y : 0; } Point.prototype.clone = function () { return new Point(this.x, this.y); }; Point.prototype.length = function (length) { if (typeof length == "undefined") return Math.sqrt(this.x * this.x + this.y * this.y); this.normalize(); this.x *= length; this.y *= length; return this; }; Point.prototype.normalize = function () { var length = this.length(); this.x /= length; this.y /= length; return this; }; return Point; })(); /* * Particle class */ var Particle = (function () { function Particle() { this.position = new Point(); this.velocity = new Point(); this.acceleration = new Point(); this.age = 0; } Particle.prototype.initialize = function (x, y, dx, dy) { this.position.x = x; this.position.y = y; this.velocity.x = dx; this.velocity.y = dy; this.acceleration.x = dx * settings.particles.effect; this.acceleration.y = dy * settings.particles.effect; this.age = 0; }; Particle.prototype.update = function (deltaTime) { this.position.x += this.velocity.x * deltaTime; this.position.y += this.velocity.y * deltaTime; this.velocity.x += this.acceleration.x * deltaTime; this.velocity.y += this.acceleration.y * deltaTime; this.age += deltaTime; }; Particle.prototype.draw = function (context, image) { function ease(t) { return --t * t * t + 1; } var size = image.width * ease(this.age / settings.particles.duration); context.globalAlpha = 1 - this.age / settings.particles.duration; context.drawImage( image, this.position.x - size / 2, this.position.y - size / 2, size, size ); }; return Particle; })(); /* * ParticlePool class */ var ParticlePool = (function () { var particles, firstActive = 0, firstFree = 0, duration = settings.particles.duration; function ParticlePool(length) { // create and populate particle pool particles = new Array(length); for (var i = 0; i < particles.length; i++) particles[i] = new Particle(); } ParticlePool.prototype.add = function (x, y, dx, dy) { particles[firstFree].initialize(x, y, dx, dy); // handle circular queue firstFree++; if (firstFree == particles.length) firstFree = 0; if (firstActive == firstFree) firstActive++; if (firstActive == particles.length) firstActive = 0; }; ParticlePool.prototype.update = function (deltaTime) { var i; // update active particles if (firstActive < firstFree) { for (i = firstActive; i < firstFree; i++) particles[i].update(deltaTime); } if (firstFree < firstActive) { for (i = firstActive; i < particles.length; i++) particles[i].update(deltaTime); for (i = 0; i < firstFree; i++) particles[i].update(deltaTime); } // remove inactive particles while ( particles[firstActive].age >= duration && firstActive != firstFree ) { firstActive++; if (firstActive == particles.length) firstActive = 0; } }; ParticlePool.prototype.draw = function (context, image) { // draw active particles if (firstActive < firstFree) { for (i = firstActive; i < firstFree; i++) particles[i].draw(context, image); } if (firstFree < firstActive) { for (i = firstActive; i < particles.length; i++) particles[i].draw(context, image); for (i = 0; i < firstFree; i++) particles[i].draw(context, image); } }; return ParticlePool; })(); /* * Putting it all together */ (function (canvas) { var context = canvas.getContext("2d"), particles = new ParticlePool(settings.particles.length), particleRate = settings.particles.length / settings.particles.duration, // particles/sec time; // get point on heart with -PI <= t <= PI function pointOnHeart(t) { return new Point( 160 * Math.pow(Math.sin(t), 3), 130 * Math.cos(t) - 50 * Math.cos(2 * t) - 20 * Math.cos(3 * t) - 10 * Math.cos(4 * t) + 25 ); } // creating the particle image using a dummy canvas var image = (function () { var canvas = document.createElement("canvas"), context = canvas.getContext("2d"); canvas.width = settings.particles.size; canvas.height = settings.particles.size; // helper function to create the path function to(t) { var point = pointOnHeart(t); point.x = settings.particles.size / 2 + (point.x * settings.particles.size) / 350; point.y = settings.particles.size / 2 - (point.y * settings.particles.size) / 350; return point; } // create the path context.beginPath(); var t = -Math.PI; var point = to(t); context.moveTo(point.x, point.y); while (t < Math.PI) { t += 0.01; // baby steps! point = to(t); context.lineTo(point.x, point.y); } context.closePath(); // create the fill context.fillStyle = "#ea80b0"; context.fill(); // create the image var image = new Image(); image.src = canvas.toDataURL(); return image; })(); // render that thing! function render() { // next animation frame requestAnimationFrame(render); // update time var newTime = new Date().getTime() / 1000, deltaTime = newTime - (time || newTime); time = newTime; // clear canvas context.clearRect(0, 0, canvas.width, canvas.height); // create new particles var amount = particleRate * deltaTime; for (var i = 0; i < amount; i++) { var pos = pointOnHeart(Math.PI - 2 * Math.PI * Math.random()); var dir = pos.clone().length(settings.particles.velocity); particles.add( canvas.width / 2 + pos.x, canvas.height / 2 - pos.y, dir.x, -dir.y ); } // update and draw particles particles.update(deltaTime); particles.draw(context, image); } // handle (re-)sizing of the canvas function onResize() { canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight; } window.onresize = onResize; // delay rendering bootstrap setTimeout(function () { onResize(); render(); }, 10); })(document.getElementById("pinkboard")); </script> </body> </html> ``` ![示例图片](https://devbit-static.oss-cn-beijing.aliyuncs.com/devbit-static/img/heart.png)
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