簡單小練習:
用Hello World練習輸出
#include <stdio.h>
int main(){
FILE * fout = fopen("05163021.txt","w+");
///FILE *檔案指標 fout = 開啟("檔名.txt", 寫檔案+加檔案)
printf("Hello World\n");
fprintf(fout,"Hello world\n");
}
除了cpp檔、執行檔外,還多了一個txt檔
執行結果:
裡面存著Hello World 寫檔成功~ ヽ(・×・´)ゞ
也可以同時輸入很多數字 (,,・ω・,,)
#include <stdio.h>
float angle = 0,angle2 = 10,angle3 = 90;
int main(){
FILE * fout = fopen("05163021.txt","w+");
fprintf(fout,"%.3f %.3f %.3f\n",angle,angle2,angle3);
}
執行結果:
寫檔大成功~ ヽ(・×・´)ゞ
嘗試存glut專案的數值
#include <GL/glut.h>
#include <stdio.h>
FILE * fout=NULL; ///檔案一開始是空的 NULL
float angle=0;
int oldX=0;
void mouse(int button,int state,int x,int y)
{
oldX=x;
}
void motion(int x,int y) ///用滑鼠改變關節的 angle
{
angle+=x-oldX; ///角度稍微增減,以前教過的大象放入法
oldX=x; ///把舊的更新成新的
if(fout==NULL) ///一開始是空指標,所以會進來if(...)
{
fout=fopen("output.txt","w+"); ///第一節交的開檔
///之後不再是空指標了
}
fprintf(fout,"%.3f\n",angle); ///把角度印到檔案裡
printf("%.3f\n",angle); ///把角度印出來
glutPostRedisplay(); ///重複畫面
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutSolidTeapot(0.3); ///正中間,當成身體的茶壼
glPushMatrix();
glTranslatef(0.4, 0,0); ///掛上去
glRotatef(angle, 0,0,1); ///旋轉
glTranslatef(0.4, 0,0); ///把柄放中間
glutSolidTeapot(0.3); ///右邊,當成手臂的茶壼
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glClearColor(1,1,1,1);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop();
return EXIT_SUCCESS;
}
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