Arduino 项目笔记 | Arduino LED Memory Game 颜色记忆游戏机

news2024/11/24 5:45:10

成果展示

颜色记忆游戏机 | Arduino DIY


1. 线路链连接

在这里插入图片描述

1.1 原理图

在这里插入图片描述

1.2 PCB

在这里插入图片描述
免费PCB打样
Arduino LED Memory Game 颜色记忆机资料下载

1.3 烧录 Bootloader

在这里插入图片描述

在这里插入图片描述
第二部分:Burn bootloader

2. 程序实现



#define NOTE_B0 31
#define NOTE_C1 33
#define NOTE_CS1 35
#define NOTE_D1 37
#define NOTE_DS1 39
#define NOTE_E1 41
#define NOTE_F1 44
#define NOTE_FS1 46
#define NOTE_G1 49
#define NOTE_GS1 52
#define NOTE_A1 55
#define NOTE_AS1 58
#define NOTE_B1 62
#define NOTE_C2 65
#define NOTE_CS2 69
#define NOTE_D2 73
#define NOTE_DS2 78
#define NOTE_E2 82
#define NOTE_F2 87
#define NOTE_FS2 93
#define NOTE_G2 98
#define NOTE_GS2 104
#define NOTE_A2 110
#define NOTE_AS2 117
#define NOTE_B2 123
#define NOTE_C3 131
#define NOTE_CS3 139
#define NOTE_D3 147
#define NOTE_DS3 156
#define NOTE_E3 165
#define NOTE_F3 175
#define NOTE_FS3 185
#define NOTE_G3 196
#define NOTE_GS3 208
#define NOTE_A3 220
#define NOTE_AS3 233
#define NOTE_B3 247
#define NOTE_C4 262
#define NOTE_CS4 277
#define NOTE_D4 294
#define NOTE_DS4 311
#define NOTE_E4 330
#define NOTE_F4 349
#define NOTE_FS4 370
#define NOTE_G4 392
#define NOTE_GS4 415
#define NOTE_A4 440
#define NOTE_AS4 466
#define NOTE_B4 494
#define NOTE_C5 523
#define NOTE_CS5 554
#define NOTE_D5 587
#define NOTE_DS5 622
#define NOTE_E5 659
#define NOTE_F5 698
#define NOTE_FS5 740
#define NOTE_G5 784
#define NOTE_GS5 831
#define NOTE_A5 880
#define NOTE_AS5 932
#define NOTE_B5 988
#define NOTE_C6 1047
#define NOTE_CS6 1109
#define NOTE_D6 1175
#define NOTE_DS6 1245
#define NOTE_E6 1319
#define NOTE_F6 1397
#define NOTE_FS6 1480
#define NOTE_G6 1568
#define NOTE_GS6 1661
#define NOTE_A6 1760
#define NOTE_AS6 1865
#define NOTE_B6 1976
#define NOTE_C7 2093
#define NOTE_CS7 2217
#define NOTE_D7 2349
#define NOTE_DS7 2489
#define NOTE_E7 2637
#define NOTE_F7 2794
#define NOTE_FS7 2960
#define NOTE_G7 3136
#define NOTE_GS7 3322
#define NOTE_A7 3520
#define NOTE_AS7 3729
#define NOTE_B7 3951
#define NOTE_C8 4186
#define NOTE_CS8 4435
#define NOTE_D8 4699
#define NOTE_DS8 4978

#define CHOICE_OFF      0 //Used to control LEDs
#define CHOICE_NONE     0 //Used to check buttons
#define CHOICE_RED  (1 << 0)
#define CHOICE_GREEN    (1 << 1)
#define CHOICE_BLUE (1 << 2)
#define CHOICE_YELLOW   (1 << 3)

#define LED_RED     10
#define LED_GREEN   3
#define LED_BLUE    13
#define LED_YELLOW  5

// Button pin definitions
#define BUTTON_RED    9
#define BUTTON_GREEN  2
#define BUTTON_BLUE   12
#define BUTTON_YELLOW 6

// Buzzer pin definitions
#define BUZZER1  4
#define BUZZER2  7

// Define game parameters
#define ROUNDS_TO_WIN      13 //Number of rounds to succesfully remember before you win. 13 is do-able.
#define ENTRY_TIME_LIMIT   3000 //Amount of time to press a button before game times out. 3000ms = 3 sec

#define MODE_MEMORY  0
#define MODE_BATTLE  1
#define MODE_BEEGEES 2

// Game state variables
byte gameMode = MODE_MEMORY; //By default, let's play the memory game
byte gameBoard[32]; //Contains the combination of buttons as we advance
byte gameRound = 0; //Counts the number of succesful rounds the player has made it through

void setup()
{
  //Setup hardware inputs/outputs. These pins are defined in the hardware_versions header file

  //Enable pull ups on inputs
  pinMode(BUTTON_RED, INPUT_PULLUP);
  pinMode(BUTTON_GREEN, INPUT_PULLUP);
  pinMode(BUTTON_BLUE, INPUT_PULLUP);
  pinMode(BUTTON_YELLOW, INPUT_PULLUP);

  pinMode(LED_RED, OUTPUT);
  pinMode(LED_GREEN, OUTPUT);
  pinMode(LED_BLUE, OUTPUT);
  pinMode(LED_YELLOW, OUTPUT);

  pinMode(BUZZER1, OUTPUT);
  pinMode(BUZZER2, OUTPUT);

  //Mode checking
  gameMode = MODE_MEMORY; // By default, we're going to play the memory game

  // Check to see if the lower right button is pressed
  if (checkButton() == CHOICE_YELLOW) play_beegees();

  // Check to see if upper right button is pressed
  if (checkButton() == CHOICE_GREEN)
  {
    gameMode = MODE_BATTLE; //Put game into battle mode

    //Turn on the upper right (green) LED
    setLEDs(CHOICE_GREEN);
    toner(CHOICE_GREEN, 150);

    setLEDs(CHOICE_RED | CHOICE_BLUE | CHOICE_YELLOW); // Turn on the other LEDs until you release button

    while(checkButton() != CHOICE_NONE) ; // Wait for user to stop pressing button

    //Now do nothing. Battle mode will be serviced in the main routine
  }

  play_winner(); // After setup is complete, say hello to the world
}

void loop()
{
  attractMode(); // Blink lights while waiting for user to press a button

  // Indicate the start of game play
  setLEDs(CHOICE_RED | CHOICE_GREEN | CHOICE_BLUE | CHOICE_YELLOW); // Turn all LEDs on
  delay(1000);
  setLEDs(CHOICE_OFF); // Turn off LEDs
  delay(250);

  if (gameMode == MODE_MEMORY)
  {
    // Play memory game and handle result
    if (play_memory() == true) 
      play_winner(); // Player won, play winner tones
    else 
      play_loser(); // Player lost, play loser tones
  }

  if (gameMode == MODE_BATTLE)
  {
    play_battle(); // Play game until someone loses

    play_loser(); // Player lost, play loser tones
  }
}

//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
//The following functions are related to game play only

// Play the regular memory game
// Returns 0 if player loses, or 1 if player wins
boolean play_memory(void)
{
  randomSeed(millis()); // Seed the random generator with random amount of millis()

  gameRound = 0; // Reset the game to the beginning

  while (gameRound < ROUNDS_TO_WIN) 
  {
    add_to_moves(); // Add a button to the current moves, then play them back

    playMoves(); // Play back the current game board

    // Then require the player to repeat the sequence.
    for (byte currentMove = 0 ; currentMove < gameRound ; currentMove++)
    {
      byte choice = wait_for_button(); // See what button the user presses

      if (choice == 0) return false; // If wait timed out, player loses

      if (choice != gameBoard[currentMove]) return false; // If the choice is incorect, player loses
    }

    delay(1000); // Player was correct, delay before playing moves
  }

  return true; // Player made it through all the rounds to win!
}

// Play the special 2 player battle mode
// A player begins by pressing a button then handing it to the other player
// That player repeats the button and adds one, then passes back.
// This function returns when someone loses
boolean play_battle(void)
{
  gameRound = 0; // Reset the game frame back to one frame

  while (1) // Loop until someone fails 
  {
    byte newButton = wait_for_button(); // Wait for user to input next move
    gameBoard[gameRound++] = newButton; // Add this new button to the game array

    // Then require the player to repeat the sequence.
    for (byte currentMove = 0 ; currentMove < gameRound ; currentMove++)
    {
      byte choice = wait_for_button();

      if (choice == 0) return false; // If wait timed out, player loses.

      if (choice != gameBoard[currentMove]) return false; // If the choice is incorect, player loses.
    }

    delay(100); // Give the user an extra 100ms to hand the game to the other player
  }

  return true; // We should never get here
}

// Plays the current contents of the game moves
void playMoves(void)
{
  for (byte currentMove = 0 ; currentMove < gameRound ; currentMove++) 
  {
    toner(gameBoard[currentMove], 150);

    // Wait some amount of time between button playback
    // Shorten this to make game harder
    delay(150); // 150 works well. 75 gets fast.
  }
}

// Adds a new random button to the game sequence, by sampling the timer
void add_to_moves(void)
{
  byte newButton = random(0, 4); //min (included), max (exluded)

  // We have to convert this number, 0 to 3, to CHOICEs
  if(newButton == 0) newButton = CHOICE_RED;
  else if(newButton == 1) newButton = CHOICE_GREEN;
  else if(newButton == 2) newButton = CHOICE_BLUE;
  else if(newButton == 3) newButton = CHOICE_YELLOW;

  gameBoard[gameRound++] = newButton; // Add this new button to the game array
}

//The following functions control the hardware

// Lights a given LEDs
// Pass in a byte that is made up from CHOICE_RED, CHOICE_YELLOW, etc
void setLEDs(byte leds)
{
  if ((leds & CHOICE_RED) != 0)
    digitalWrite(LED_RED, HIGH);
  else
    digitalWrite(LED_RED, LOW);

  if ((leds & CHOICE_GREEN) != 0)
    digitalWrite(LED_GREEN, HIGH);
  else
    digitalWrite(LED_GREEN, LOW);

  if ((leds & CHOICE_BLUE) != 0)
    digitalWrite(LED_BLUE, HIGH);
  else
    digitalWrite(LED_BLUE, LOW);

  if ((leds & CHOICE_YELLOW) != 0)
    digitalWrite(LED_YELLOW, HIGH);
  else
    digitalWrite(LED_YELLOW, LOW);
}

// Wait for a button to be pressed. 
// Returns one of LED colors (LED_RED, etc.) if successful, 0 if timed out
byte wait_for_button(void)
{
  long startTime = millis(); // Remember the time we started the this loop

  while ( (millis() - startTime) < ENTRY_TIME_LIMIT) // Loop until too much time has passed
  {
    byte button = checkButton();

    if (button != CHOICE_NONE)
    { 
      toner(button, 150); // Play the button the user just pressed

      while(checkButton() != CHOICE_NONE) ;  // Now let's wait for user to release button

      delay(10); // This helps with debouncing and accidental double taps

      return button;
    }

  }

  return CHOICE_NONE; // If we get here, we've timed out!
}

// Returns a '1' bit in the position corresponding to CHOICE_RED, CHOICE_GREEN, etc.
byte checkButton(void)
{
  if (digitalRead(BUTTON_RED) == 0) return(CHOICE_RED); 
  else if (digitalRead(BUTTON_GREEN) == 0) return(CHOICE_GREEN); 
  else if (digitalRead(BUTTON_BLUE) == 0) return(CHOICE_BLUE); 
  else if (digitalRead(BUTTON_YELLOW) == 0) return(CHOICE_YELLOW);

  return(CHOICE_NONE); // If no button is pressed, return none
}

// Light an LED and play tone
// Red, upper left:     440Hz - 2.272ms - 1.136ms pulse
// Green, upper right:  880Hz - 1.136ms - 0.568ms pulse
// Blue, lower left:    587.33Hz - 1.702ms - 0.851ms pulse
// Yellow, lower right: 784Hz - 1.276ms - 0.638ms pulse
void toner(byte which, int buzz_length_ms)
{
  setLEDs(which); //Turn on a given LED

  //Play the sound associated with the given LED
  switch(which) 
  {
  case CHOICE_RED:
    buzz_sound(buzz_length_ms, 1136); 
    break;
  case CHOICE_GREEN:
    buzz_sound(buzz_length_ms, 568); 
    break;
  case CHOICE_BLUE:
    buzz_sound(buzz_length_ms, 851); 
    break;
  case CHOICE_YELLOW:
    buzz_sound(buzz_length_ms, 638); 
    break;
  }

  setLEDs(CHOICE_OFF); // Turn off all LEDs
}

// Toggle buzzer every buzz_delay_us, for a duration of buzz_length_ms.
void buzz_sound(int buzz_length_ms, int buzz_delay_us)
{
  // Convert total play time from milliseconds to microseconds
  long buzz_length_us = buzz_length_ms * (long)1000;

  // Loop until the remaining play time is less than a single buzz_delay_us
  while (buzz_length_us > (buzz_delay_us * 2))
  {
    buzz_length_us -= buzz_delay_us * 2; //Decrease the remaining play time

    // Toggle the buzzer at various speeds
    digitalWrite(BUZZER1, LOW);
    digitalWrite(BUZZER2, HIGH);
    delayMicroseconds(buzz_delay_us);

    digitalWrite(BUZZER1, HIGH);
    digitalWrite(BUZZER2, LOW);
    delayMicroseconds(buzz_delay_us);
  }
}

// Play the winner sound and lights
void play_winner(void)
{
  setLEDs(CHOICE_GREEN | CHOICE_BLUE);
  winner_sound();
  setLEDs(CHOICE_RED | CHOICE_YELLOW);
  winner_sound();
  setLEDs(CHOICE_GREEN | CHOICE_BLUE);
  winner_sound();
  setLEDs(CHOICE_RED | CHOICE_YELLOW);
  winner_sound();
}

// Play the winner sound
// This is just a unique (annoying) sound we came up with, there is no magic to it
void winner_sound(void)
{
  // Toggle the buzzer at various speeds
  for (byte x = 250 ; x > 70 ; x--)
  {
    for (byte y = 0 ; y < 3 ; y++)
    {
      digitalWrite(BUZZER2, HIGH);
      digitalWrite(BUZZER1, LOW);
      delayMicroseconds(x);

      digitalWrite(BUZZER2, LOW);
      digitalWrite(BUZZER1, HIGH);
      delayMicroseconds(x);
    }
  }
}

// Play the loser sound/lights
void play_loser(void)
{
  setLEDs(CHOICE_RED | CHOICE_GREEN);
  buzz_sound(255, 1500);

  setLEDs(CHOICE_BLUE | CHOICE_YELLOW);
  buzz_sound(255, 1500);

  setLEDs(CHOICE_RED | CHOICE_GREEN);
  buzz_sound(255, 1500);

  setLEDs(CHOICE_BLUE | CHOICE_YELLOW);
  buzz_sound(255, 1500);
}

// Show an "attract mode" display while waiting for user to press button.
void attractMode(void)
{
  while(1) 
  {
    setLEDs(CHOICE_RED);
    delay(100);
    if (checkButton() != CHOICE_NONE) return;

    setLEDs(CHOICE_BLUE);
    delay(100);
    if (checkButton() != CHOICE_NONE) return;

    setLEDs(CHOICE_GREEN);
    delay(100);
    if (checkButton() != CHOICE_NONE) return;

    setLEDs(CHOICE_YELLOW);
    delay(100);
    if (checkButton() != CHOICE_NONE) return;
  }
}


// Notes in the melody. Each note is about an 1/8th note, "0"s are rests.
int melody[] = {
  NOTE_G4, NOTE_A4, 0, NOTE_C5, 0, 0, NOTE_G4, 0, 0, 0,
  NOTE_E4, 0, NOTE_D4, NOTE_E4, NOTE_G4, 0,
  NOTE_D4, NOTE_E4, 0, NOTE_G4, 0, 0,
  NOTE_D4, 0, NOTE_E4, 0, NOTE_G4, 0, NOTE_A4, 0, NOTE_C5, 0};

int noteDuration = 115; // This essentially sets the tempo, 115 is just about right for a disco groove :)
int LEDnumber = 0; // Keeps track of which LED we are on during the beegees loop

// Do nothing but play bad beegees music
// This function is activated when user holds bottom right button during power up
void play_beegees()
{
  //Turn on the bottom right (yellow) LED
  setLEDs(CHOICE_YELLOW);
  toner(CHOICE_YELLOW, 150);

  setLEDs(CHOICE_RED | CHOICE_GREEN | CHOICE_BLUE); // Turn on the other LEDs until you release button

  while(checkButton() != CHOICE_NONE) ; // Wait for user to stop pressing button

  setLEDs(CHOICE_NONE); // Turn off LEDs

  delay(1000); // Wait a second before playing song

  digitalWrite(BUZZER1, LOW); // setup the "BUZZER1" side of the buzzer to stay low, while we play the tone on the other pin.

  while(checkButton() == CHOICE_NONE) //Play song until you press a button
  {
    // iterate over the notes of the melody:
    for (int thisNote = 0; thisNote < 32; thisNote++) {
      changeLED();
      tone(BUZZER2, melody[thisNote],noteDuration);
      // to distinguish the notes, set a minimum time between them.
      // the note's duration + 30% seems to work well:
      int pauseBetweenNotes = noteDuration * 1.30;
      delay(pauseBetweenNotes);
      // stop the tone playing:
      noTone(BUZZER2);
    }
  }
}

// Each time this function is called the board moves to the next LED
void changeLED(void)
{
  setLEDs(1 << LEDnumber); // Change the LED

  LEDnumber++; // Goto the next LED
  if(LEDnumber > 3) LEDnumber = 0; // Wrap the counter if needed
}





待改进地方:

  1. 锂电池充电电路TP4056;
  2. 电源开关;
  3. 单片机芯片尺寸小一点、便宜点的封装和型号(TSSOP20封装);
  4. 外壳设计

参考资料

  • [1] 【YouTube】https://www.youtube.com/watch?v=Tcp_6L80kY0&ab_channel=ViralScience-ThehomeofCreativity

  • [2] 【B站】Arduino颜色记忆游戏机,你能过几关?

  • [3] 【YouTube】 HOW TO MAKE LED MEMORY GAME USING ARDUINO

  • [4] KiCad #学习笔记02#|国产在线电路设计软件立创EDA (Arduino UNO 单片机最小系统电路原理图)

  • [5] 【烧录bootloader报错!】 Yikes Invalid device signature.Double check connections and try again, or use -F to over 原因是芯片坏了!;还有端口号灰色是因为忘记安装串口驱动了!

  • [6] Yikes! Invalid device signature. Fail to burn bootloader and read fuses

  • [7] 【YouTube】SOLVED !!! 1E 95 0F or Yikes Invalid Device Signature Error of Arduino Bootloader : Atmega 328 U

本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如若转载,请注明出处:http://www.coloradmin.cn/o/845635.html

如若内容造成侵权/违法违规/事实不符,请联系多彩编程网进行投诉反馈,一经查实,立即删除!

相关文章

在Linux上进行项目部署--手动和自动

在Linux上进行项目部署–手动和自动 文章目录 在Linux上进行项目部署--手动和自动1、手动部署项目2、通过Shell脚本自动部署项目 1、手动部署项目 1、在IDEA中开发SpringBoot项目并打成jar包 在idea中的Maven中的package&#xff08;基于Springboot项目&#xff09; 2、将jar包…

React Native连接Zebra斑马打印机通过发送CPCL指令打印(Android 和 iOS通用)

自 2015 年发布以来&#xff0c;React Native 已成为用于构建数千个移动应用程序的流行跨平台移动开发框架之一。通常&#xff0c;我们有开发人员询问如何将 Link-OS SDK 与 React Native 应用程序集成&#xff0c;以便在 Zebra 打印机上打印标签。在本教程中&#xff0c;我们将…

机器视觉赛道持续火热,深眸科技坚持工业AI视觉切入更多应用领域

随着深度学习等算法的突破、算力的不断提升以及海量数据的持续积累&#xff0c;人工智能逐渐从学术界向工业界落地。而机器视觉作为人工智能领域中一个正在快速发展的分支&#xff0c;广泛应用于工业制造的识别、检测、测量、定位等场景&#xff0c;相较于人眼&#xff0c;在精…

系统架构设计高级技能 · 软件可靠性分析与设计(三)【系统架构设计师】

系列文章目录 系统架构设计高级技能 软件架构概念、架构风格、ABSD、架构复用、DSSA&#xff08;一&#xff09;【系统架构设计师】 系统架构设计高级技能 系统质量属性与架构评估&#xff08;二&#xff09;【系统架构设计师】 系统架构设计高级技能 软件可靠性分析与设计…

记录:在 TransnormerLLM 的纯线性注意力(改)中,出现的值异常现象

实验记录 注意&#xff0c;我为了让线性注意力在 fp16-mix 中稳定训练&#xff0c;作为以下修改。 输入线性注意力前&#xff0c;q 和 k 均做了以下操作 q q / torch.norm(q, dim-1, keepdimTrue) k k / torch.norm(k, dim-1, keepdimTrue)把 SRmsNorm 替换为普通的 RmsNo…

QT6 QML CMake工程添加qml到qrc中

参考QT官方文档 前言:使用qt6.2.4 qml的CMake工程时遇到qrc中的qml文件和图片无法使用的情况,查了好久终于找到解决办法,在此记录一下 1. 新建qml.qrc资源文件 可以在目录下看到qrc文件表示新建成功 2.给qrc文件添加前缀 添加完成后如下: 3. 修改CMakeLists.txt 我需要在一个q…

『SpringBoot 源码分析』自动配置

『SpringBoot 源码分析』自动装配 基于 2.2.9.RELEASE问题&#xff1a;Spring Boot 到底是如何进行自动配置的&#xff0c;都把哪些组件进行了自动配置&#xff1f; 首先创建测试主程序 package com.lagou;SpringBootApplication//标注在类上说明这个类是SpringBoot的主配置…

PHP序列化,反序列化

一.什么是序列化和反序列化 php类与对象 类是定义一系列属性和操作的模板&#xff0c;而对象&#xff0c;就是把属性进行实例化&#xff0c;完事交给类里面的方法&#xff0c;进行处理。 <?php class people{//定义类属性&#xff08;类似变量&#xff09;,public 代表可…

【计算机网络笔记】第一章

1、计算机网络定义 计算机网络主要是由一些通用的、可编程的硬件&#xff08;包含CPU、计算机、手机、智能电器…&#xff09;互连而成的&#xff0c;而这些硬件并非专门用来实现某一特定目的&#xff08;例如&#xff0c;传送数据或视频信号&#xff09;。这些可编程的硬件能…

matplotlib库的用法——各种图的绘制

matplotlib是一个流行的Python绘图库&#xff0c;用于创建各种静态、动态、交互式可视化。以下是一些基本的用法&#xff1a; 线图 plt.plot([1, 2, 3, 4]) plt.ylabel(Some Numbers) plt.show()散点图 x [1,2,3,4,5] y [2,3,4,5,6] plt.scatter(x, y) plt.show() 条形图 …

浅析 String

浅析String 一、创建字符串二、字符串与常量池三、字符串的不可变性四、字符串的拼接五、StringBuilder和StringBuffer 一、创建字符串 //三种常用的构造字符串的方式public static void main(String[] args) {String str1 "hello";String str2 new String("w…

Effective Java笔记(26)请不要使用原生态类型

首先介绍一些术语 。 声明中具有一个或者多个类型参数&#xff08; type parameter &#xff09;的类或者接口&#xff0c;就是泛型&#xff08; generic &#xff09;类或者接口 。 例如&#xff0c;List 接口就只有单个类型参数 E &#xff0c;表示列表的元素类型 。这个接口…

码云 Gitee + Jenkins 配置教程

安装jdk 安装maven 安装Jenkins https://blog.csdn.net/minihuabei/article/details/132151292?csdn_share_tail%7B%22type%22%3A%22blog%22%2C%22rType%22%3A%22article%22%2C%22rId%22%3A%22132151292%22%2C%22source%22%3A%22minihuabei%22%7D 插件安装 前往 Manage Jen…

聊聊汽车电子的话题

当谈到汽车电子时&#xff0c;有许多有趣的话题可以探讨。以下是一些可能感兴趣的话题&#xff1a; 自动驾驶技术&#xff1a;自动驾驶技术正变得越来越先进&#xff0c;它们如何在汽车中实现&#xff1f;它们将如何改变我们的交通方式以及对道路安全的影响&#xff1f; 电动汽…

【LeetCode每日一题】——85.最大矩形

文章目录 一【题目类别】二【题目难度】三【题目编号】四【题目描述】五【题目示例】六【题目提示】七【解题思路】八【时间频度】九【代码实现】十【提交结果】 一【题目类别】 矩阵 二【题目难度】 困难 三【题目编号】 85.最大矩形 四【题目描述】 给定一个仅包含 0 …

【Java split】split() 函数分割空字符串后数组长度为1的原因以及规避措施(105)

问题现象: import java.util.ArrayList; import java.util.Arrays; import java.util.List;public class test06 {public static void main(String[] args) {// Java split()函数 分割空字符串长度为1的解释&#xff1b;String s2 "";String[] arr2 s2.split(&quo…

[SWPUCTF 2022 新生赛]numgame

这道题有点东西网页一段计算框&#xff0c;只有加和减数字&#xff0c;但是永远到大不了20&#xff0c;页面也没啥特别的&#xff0c;准备看源码&#xff0c;但是打不开&#xff0c;我以为是环境坏掉了&#xff0c;看wp别人也这样&#xff0c;只不过大佬的开发者工具可以打开&a…

elementUi select下拉框触底加载异步分页数据

在Element UI中&#xff0c;可以通过监听select下拉框的visible-change事件来实现触底加载下一页的效果。 方式一&#xff1a;利用elementUi的事件 具体步骤如下&#xff1a; 首先&#xff0c;在select组件中设置&#xff1a;visible-change"handleVisibleChange"…

Unity之获取用户地理位置

1.直接利用三方API获取&#xff1a; 1.1 利用bilibili的api 【未知稳定性】 public void Awake() {StartCoroutine(GetLocationInfoNew());}/// <summary>/// 利用bilibili的接口通过ip直接获取城市信息/// </summary>IEnumerator GetLocationInfoNew() {//UnityW…

在 Linux 上以 All-in-One 模式安装 KubeSphere

官方文档&#xff1a;https://www.kubesphere.io/zh/docs/v3.3/quick-start/all-in-one-on-linux/ 操作系统 最低配置 Ubuntu&#xff1a; 16.04,18.04, 20.04, 22.04 2 核 CPU&#xff0c;4 GB 内存&#xff0c;40 GB 磁盘空间Debian Buste&#xff1a;Stretch 2 核 CPU&am…