- 寫檔 關檔 讀檔
2. 最原始的Hello World檔案再加上 開檔、寫檔及關檔的程式
#include <stdio.h>
int main()
{
FILE * fout = fopen("file.txt","w+"); ///開啟檔案,write+順便新增
printf("Hello World\n");
fprintf(fout, "Hello World\n"); ///印出來 寫出來
fclose(fout); ///關閉檔案
}
3. 在開新檔(Week14-2)
4. 除了開檔、關檔外,現在再加入讀檔
#include <stdio.h>
int main()
{
FILE * fout = fopen("file2.txt","w+");
fprintf(fout, "angle %d\n", 999);
fclose(fout);
FILE * fin = fopen("file2.txt", "r");
char line[200]; /// 宣告字串
int a; /// 宣告整數a
fscanf(fin, "%s %d", line, &a);
printf("讀到了字串%s 及整數%d", line, a);
fclose(fin);
}
5. 開啟新專案6. 貼上上週最後一個檔案的程式碼
7. 加上 開檔 寫檔的函式, 執行移動後會出現一堆數字
#include <GL/glut.h>
#include <stdio.h> ///為了 printf , fprintf, fopen, fclose
float angle[20], oldX=0; ///角度歸零
int angleID=0; ///0為第0個關節...以此類推
FILE * fout = NULL;
void myWrite(){
if(fout==NULL) fout= fopen("file.txt", "w+");
for(int i=0; i<20; i++){
printf("%.2f ", angle[i]);
fprintf(fout, "%.2f ", angle[i]);
}
printf("\n");
fprintf(fout, "\n");
///少了fclose,因為不想印一行就結束,要多行一點
}
void keyboard(unsigned char key, int x, int y)
{
if(key == '0') angleID=0;
if(key == '1') angleID=1;
if(key == '2') angleID=2;
if(key == '3') angleID=3;
}
void mouse(int button, int state, int x, int y)
{
oldX= x;
}
void motion(int x, int y)
{
angle[angleID] += (x-oldX);
myWrite();
oldX= x;
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1, 1, 1); ///白色的
glRectf(0.3, 0.5, -0.3, -0.2); ///身體
glPushMatrix(); ///右半邊
glTranslatef(0.3, 0.4, 0);
glRotatef(angle[0], 0, 0, 1);
glTranslatef(-0.3, -0.4, 0);
glColor3f(1, 0, 0); ///紅色
glRectf(0.3, 0.5, 0.8, 0.3); ///手臂
glPushMatrix();
glTranslatef(0.8, 0.4, 0);/// 3. 把手肘掛在關節上
glRotatef(angle[1], 0, 0, 1);/// 2. 旋轉
glTranslatef(-0.8, -0.4, 0);/// 1. 把手肘旋轉中心放到中間
glColor3f(0, 1, 0);
glRectf(0.8, 0.5, 1.1, 0.3);/// 再畫手肘
glPopMatrix();
glPopMatrix();
glPushMatrix(); ///左半邊
glTranslatef(-0.3, 0.4, 0);
glRotatef(angle[2], 0, 0, 1);
glTranslatef(0.3, -0.4, 0);
glColor3f(1, 0, 0); ///紅色
glRectf(-0.3, 0.5, -0.8, 0.3); ///手臂
glPushMatrix();
glTranslatef(-0.8, 0.4, 0);/// 3. 把手肘掛在關節上
glRotatef(angle[3], 0, 0, 1);/// 2. 旋轉
glTranslatef(0.8, -0.4, 0);/// 1. 把手肘旋轉中心放到中間
glColor3f(0, 1, 0);
glRectf(-0.8, 0.5, -1.1, 0.3);/// 再畫手肘
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week14_TRT_angle_write");
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display); ///不放Idle
glutMainLoop();
}
#include <GL/glut.h>
#include <stdio.h> ///為了 printf , fprintf, fopen, fclose
float angle[20], oldX=0; ///角度歸零
int angleID=0; ///0為第0個關節...以此類推
FILE * fout = NULL, * fin = NULL;
void myWrite(){
if(fout==NULL) fout= fopen("file.txt", "w+");
for(int i=0; i<20; i++){
printf("%.2f ", angle[i]);
fprintf(fout, "%.2f ", angle[i]);
}
printf("\n");
fprintf(fout, "\n");
///少了fclose,因為不想印一行就結束,要多行一點
}
void myRead()
{
if(fout!=NULL){ /// 還在讀的檔案關掉
fclose(fout);
fout=NULL;
}
if(fin==NULL) fin= fopen("file.txt", "r");
for(int i=0; i<20; i++){
fscanf(fin, "%f", &angle[i]);
}
glutPostRedisplay(); ///重畫畫面
}
void keyboard(unsigned char key, int x, int y)
{
if(key == '0') angleID=0;
if(key == '1') angleID=1;
if(key == '2') angleID=2;
if(key == '3') angleID=3;
if(key == 'r') {
myRead();
}
}
void mouse(int button, int state, int x, int y)
{
oldX= x;
}
void motion(int x, int y)
{
angle[angleID] += (x-oldX);
myWrite();
oldX= x;
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1, 1, 1); ///白色的
glRectf(0.3, 0.5, -0.3, -0.2); ///身體
glPushMatrix(); ///右半邊
glTranslatef(0.3, 0.4, 0);
glRotatef(angle[0], 0, 0, 1);
glTranslatef(-0.3, -0.4, 0);
glColor3f(1, 0, 0); ///紅色
glRectf(0.3, 0.5, 0.8, 0.3); ///手臂
glPushMatrix();
glTranslatef(0.8, 0.4, 0);/// 3. 把手肘掛在關節上
glRotatef(angle[1], 0, 0, 1);/// 2. 旋轉
glTranslatef(-0.8, -0.4, 0);/// 1. 把手肘旋轉中心放到中間
glColor3f(0, 1, 0);
glRectf(0.8, 0.5, 1.1, 0.3);/// 再畫手肘
glPopMatrix();
glPopMatrix();
glPushMatrix(); ///左半邊
glTranslatef(-0.3, 0.4, 0);
glRotatef(angle[2], 0, 0, 1);
glTranslatef(0.3, -0.4, 0);
glColor3f(1, 0, 0); ///紅色
glRectf(-0.3, 0.5, -0.8, 0.3); ///手臂
glPushMatrix();
glTranslatef(-0.8, 0.4, 0);/// 3. 把手肘掛在關節上
glRotatef(angle[3], 0, 0, 1);/// 2. 旋轉
glTranslatef(0.8, -0.4, 0);/// 1. 把手肘旋轉中心放到中間
glColor3f(0, 1, 0);
glRectf(-0.8, 0.5, -1.1, 0.3);/// 再畫手肘
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week14_TRT_angle_write");
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display); ///不放Idle
glutMainLoop();
}
9. 最好加一個警告
10. 修改工作目錄(C:\Users\user\Desktop\freeglut\bin)至程式碼的目錄
10-1 先用NotePad++來修改.cbp檔案
10-2 把檔案中所有working_dir=" ",雙引號中都改為 "."
10-3 在手動把(C:\Users\user\Desktop\freeglut\bin) 裡的freeglut.dll複製進專案目錄中 10-4 CodeBlocks 中 Reload 就可改變工作目錄了!
- 計時器
#include <GL/glut.h>
#include <stdio.h>
void timer(int t){ ///t 單位為ms 1000代表1秒
printf("鬧鐘%d, 起床了!\n", t); ///起床做事情
printf("再設下一個鬧鐘\n");
glutTimerFunc(2000, timer, t+1); ///2秒後
printf("設好鬧鐘,再繼續睡!\n");
}
void display()
{
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week_timer");
glutTimerFunc(3000, timer, 0); ///3秒後,叫timer() ///只會播一個鬧鐘
glutDisplayFunc(display);
glutMainLoop();
}
1. 加入聲音 1-1 要先將音檔放進freeglut的bin中
#include <GL/glut.h>
#include <stdio.h>
#include <mmsystem.h>
void timer(int t){ ///t 單位為ms 1000代表1秒
printf("鬧鐘%d, 起床了!\n", t);
PlaySound("do.wav", NULL, SND_ASYNC); ///發出聲音
printf("再設下一個鬧鐘\n");
glutTimerFunc(2000, timer, t+1); ///2秒後
///printf("設好鬧鐘,再繼續睡!\n");
}
void display()
{
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week_timer");
glutTimerFunc(3000, timer, 0); ///3秒後,叫timer()
glutDisplayFunc(display);
glutMainLoop();
}











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