c语言表白代码

时间: 2023-08-24 21:20:15 浏览: 28
以下是一个简单的 C 语言表白代码: ``` #include <stdio.h> int main() { printf("我喜欢你,愿意做你的男(女)朋友。\n"); return 0; } ``` 当你运行这个程序时,屏幕上会输出一句话:“我喜欢你,愿意做你的男(女)朋友。”,这就是一个简单的 C 语言表白代码了。
相关问题

c语言表白代码立体爱心

C语言表白代码立体爱心,让我们来看一下实现的方法吧!首先,我们需要使用C语言中的图形库来绘制爱心图案。在C语言中,常用的图形库有graphics.h和GLUT库。这里我们选择使用graphics.h来实现。 首先,我们需要在代码中引入graphics.h库: #include <graphics.h> 然后,我们需要初始化图形界面,创建一个图形窗口: int gd=DETECT,gm; initgraph(&gd,&gm,""); 之后,我们可以使用C语言中的绘图函数绘制爱心形状。绘制爱心的方法可以通过一系列的线段绘制来实现,简单来说就是通过绘制一个倒置的V形和两个弧线来得到。 这里我们以绘制一个红色的立体爱心为例: setcolor(RED); setfillstyle(SOLID_FILL,RED); // 绘制爱心的上半部分 line(320,340,380,260); line(320,340,260,260); circle(290,240,30); circle(380,240,30); // 绘制爱心的下半部分 ellipse(335,380,5,175,30,80); ellipse(345,380,5,175,30,80); ellipse(327,375,-40,220,5,60); ellipse(353,375,-40,220,5,60); fill(); 最后,我们需要在程序执行完毕后关闭图形界面,释放相关资源: closegraph(); 通过以上的代码,我们就可以在C语言的图形界面中绘制出一个立体的红色爱心。当我们编译和运行程序后,就可以看到屏幕上出现了这个立体爱心图案。这样,我们就用C语言实现了一个表白代码,向心爱的人展示了自己浓浓的爱意。

c语言表白代码流星雨

哇,表白代码,听起来很浪漫!以下是一段使用C语言编写的表白代码:"流星雨": ```c #include <stdio.h> int main() { printf("亲爱的,你是我生命中最美的流星雨\n"); printf("无论是闪烁的星光还是坠落的流星\n"); printf("都无法与你的魅力相比\n"); printf("每一次与你相遇都是我生命中最美好的瞬间\n"); printf("愿我们的爱情像流星雨一样绚烂而持久\n"); printf("我爱你,永远爱你!\n"); return 0; } ``` 你可以将这段代码复制到一个C编译器中运行,然后将结果分享给你心爱的人。祝福你们的爱情如同流星雨般绚烂而持久!

相关推荐

### 回答1: 好的,以下是一段简单的C语言表白代码: c #include <stdio.h> int main() { char name[20]; printf("请输入你心仪的TA的名字:"); scanf("%s", name); printf("亲爱的%s,\n", name); printf("我很喜欢你,愿意和你一起分享人生的点点滴滴。\n"); printf("愿我们能够携手走过这段美好的时光!\n"); return 0; } 代码中首先使用printf函数提示用户输入TA的名字,然后使用scanf函数读入名字并存储在字符数组name中。接着使用printf函数输出表白的话语,其中通过格式化字符串将TA的名字插入到输出文本中。最后返回0表示程序正常结束。 当用户运行程序并输入TA的名字后,程序会输出一段简单的表白话语,以表达自己的心意。 ### 回答2: #include <stdio.h> int main() { printf("亲爱的,我用代码向你表白:\n"); printf("当我看见你的时候,我的心情就像是走进了一个循环,一切变得美好而幸福。\n"); printf("你就像是一个全局变量,无论我身在何处,我都能感受到你的存在。\n"); printf("每次与你的相遇,都让我感到无比的快乐和激动,就像是执行了一段高效的递归。\n"); printf("你的微笑是我最喜欢的函数,调用它就能让我感受到无尽的温暖和幸福。\n"); printf("与你一起编写程序,就像是在为我们的未来构建一个完美的数据结构。\n"); printf("我相信你是我一辈子的配偶,就像是头文件与源文件相互依赖,无法分离。\n"); printf("没有你,我的世界就像是一段没有结束的注释,失去了意义和明确的目标。\n"); printf("今天,我在这段代码中加入了一句话:I love you!\n"); printf("这是我对你最真实的感受,我愿意用代码的方式将我的爱传达给你。\n"); printf("希望你能接受这份爱,让我们的生命一起编译,运行,直到永远!\n"); return 0; } ### 回答3: 当然可以帮您写一段C语言的表白代码。以下是一个简单的示例: c #include <stdio.h> int main() { printf("我想对你说:\n"); printf(" *** *** ******* ********\n"); printf(" ** ** ** ** ** ** \n"); printf(" ** **** ** ******* ** \n"); printf("** ** ** ** \n"); printf("** ** ******* ** \n"); printf("** ** ** ** \n"); printf("** ** ******* ** \n"); printf("\n你愿意接受我的表白吗?\n"); return 0; } 运行以上代码会在命令行界面上显示一段特殊字符组成的表白图案,并询问对方是否接受表白。你可以将这段代码复制到任何支持C语言编译运行的编译器中,如 GCC、MinGW 等。请注意修改第一个 printf 函数中的表白内容,使其适应您的具体情况。祝你好运!
<!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)
<!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)
<!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)
### 回答1: 在 C 语言中,可以使用字符串和输出函数 printf 来编写表白代码。 例如,可以使用下面的代码来打印一条表白的信息: #include <stdio.h> int main(void) { printf("亲爱的,我一直都很喜欢你。\n"); printf("我想和你在一起,永远不分开。\n"); return 0; } 在这段代码中,首先使用 #include 指令来包含 stdio.h 头文件。这个头文件包含了 printf 函数的声明。 然后是 main 函数的定义。main 函数是程序的入口,当程序运行时,系统首先调用 main 函数。 在 main 函数中,使用 printf 函数来打印表白的信息。 最后,在 main 函数的末尾使用 return 语句来退出程序。 请注意,在 C 语言中,字符串必须用双引号括起来。 希望这些信息能帮到你! ### 回答2: #include<stdio.h> #include<string.h> int main() { char name[50]; printf("请输入你的名字:"); scanf("%s", name); printf("\n"); printf("亲爱的%s,我喜欢你很久了。\n", name); printf("你的笑容像是春天的阳光,温暖了我的心。\n"); printf("每次和你聊天,我都变得开心起来,感觉时间过得太快了。\n"); printf("我想和你一起度过更多的时光,和你一起分享快乐和烦恼。\n"); printf("能否成为你的恋人,我真的很期待。\n"); printf("如果你也喜欢我,请回复一句话让我知道。\n"); printf("谢谢你,%s。\n", name); return 0; } 这段代码用C语言写了一个简单的表白程序。程序开始时,会要求用户输入自己的名字。然后,程序会输出一段表白的话语,其中包括了对对方的喜欢、对对方笑容的赞美以及想要和对方在一起的愿望,最后询问对方是否也喜欢自己。程序最后会感谢对方,并使用对方输入的名字作结尾。 ### 回答3: 下面是一个简单的用C语言写的表白代码: c #include <stdio.h> int main() { printf("==== 表白程序 ====\n"); printf("请输入你喜欢的人的姓名:"); char name[50]; fgets(name, sizeof(name), stdin); printf("请输入你的名字:"); char yourName[50]; fgets(yourName, sizeof(yourName), stdin); printf("\n"); printf("亲爱的%s,\n", name); printf("我是%s,我喜欢你很久了。\n", yourName); printf("你是如此的聪明、可爱,我无法用言语形容我的感受。\n"); printf("我想对你说:我爱你!\n"); printf("如果你愿意接受我的爱,请回答我吧。\n"); return 0; } 这个程序首先会提示你输入你喜欢的人的姓名和你的名字,然后输出一段表白的话,最后等待你的回答。你可以根据自己的需要修改输出的内容和表白的形式。

最新推荐

使用C语言编写圣诞表白程序

圣诞节快到了,让我们用C语言制作一个圣诞表白程序吧,下面通过本文学习下实现代码

甲基环己烷,全球前4强生产商排名及市场份额.pdf

甲基环己烷,全球前4强生产商排名及市场份额

mingw64安装包(gcc/g++...)

MinGW,全称Minimalist GNU for Windows,是一个可自由使用和自由发布的Windows特定头文件和使用GNU工具集导入库的集合,允许你在GNU/Linux和Windows平台生成本地的Windows程序而不需要第三方C运行时(C Runtime)库。 MinGW是一组包含文件和端口库,其功能是允许控制台模式的程序使用微软的标准C运行时(C Runtime)库(MSVCRT.DLL)。这个库在所有的NT OS上有效,在所有的Windows 95发行版以上的Windows OS有效。使用基本运行时,你可以使用GCC写控制台模式的符合美国标准化组织(ANSI)程序,可以使用微软提供的C运行时(C Runtime)扩展,与基本运行时相结合,就可以有充分的权利既使用CRT(C Runtime)又使用Windows API功能。 MinGW又称mingw32,是将GCC编译器和GNU Binutils移植到Win32平台下的产物,包括一系列头文件(Win32 API)、库和可执行文件。

WMPMediaSharing.dll

WMPMediaSharing

“传智杯”web前端应用创意挑战赛 参赛作品,用于展示项目源码

“传智杯”web前端应用创意挑战赛 参赛作品,用于展示项目源码 本项目为前后端分离项目 ## back 后端 >本版本为开发版本,小程序上线版本的后端为https协议 创建依赖包 ```javascript npm i ``` 启动后端项目 ```javascript node index.js ``` ## front前端 1. 本项目使用uniapp编写,请在HBuilder X里打开; 2. 本项目使用了Vant Weapp组件包,需要手动添加; >本项目使用的vant组件版本为1.10.6 * 在项目中创建一个文件叫wxcomponents,该文件需与page文件平级 ![image](https://raw.githubusercontent.com/lbs12219/canteen-vis/main/images/image1.png) * 在该网站“[https://github.com/youzan/vant-weapp/releases](https://github.com/youzan/vant-weapp/releases)”里下载van

市建设规划局gis基础地理信息系统可行性研究报告.doc

市建设规划局gis基础地理信息系统可行性研究报告.doc

"REGISTOR:SSD内部非结构化数据处理平台"

REGISTOR:SSD存储裴舒怡,杨静,杨青,罗德岛大学,深圳市大普微电子有限公司。公司本文介绍了一个用于在存储器内部进行规则表达的平台REGISTOR。Registor的主要思想是在存储大型数据集的存储中加速正则表达式(regex)搜索,消除I/O瓶颈问题。在闪存SSD内部设计并增强了一个用于regex搜索的特殊硬件引擎,该引擎在从NAND闪存到主机的数据传输期间动态处理数据为了使regex搜索的速度与现代SSD的内部总线速度相匹配,在Registor硬件中设计了一种深度流水线结构,该结构由文件语义提取器、匹配候选查找器、regex匹配单元(REMU)和结果组织器组成。此外,流水线的每个阶段使得可能使用最大等位性。为了使Registor易于被高级应用程序使用,我们在Linux中开发了一组API和库,允许Registor通过有效地将单独的数据块重组为文件来处理SSD中的文件Registor的工作原

要将Preference控件设置为不可用并变灰java完整代码

以下是将Preference控件设置为不可用并变灰的Java完整代码示例: ```java Preference preference = findPreference("preference_key"); // 获取Preference对象 preference.setEnabled(false); // 设置为不可用 preference.setSelectable(false); // 设置为不可选 preference.setSummary("已禁用"); // 设置摘要信息,提示用户该选项已被禁用 preference.setIcon(R.drawable.disabled_ico

基于改进蚁群算法的离散制造车间物料配送路径优化.pptx

基于改进蚁群算法的离散制造车间物料配送路径优化.pptx

海量3D模型的自适应传输

为了获得的目的图卢兹大学博士学位发布人:图卢兹国立理工学院(图卢兹INP)学科或专业:计算机与电信提交人和支持人:M. 托马斯·福吉奥尼2019年11月29日星期五标题:海量3D模型的自适应传输博士学校:图卢兹数学、计算机科学、电信(MITT)研究单位:图卢兹计算机科学研究所(IRIT)论文主任:M. 文森特·查维拉特M.阿克塞尔·卡里尔报告员:M. GWendal Simon,大西洋IMTSIDONIE CHRISTOPHE女士,国家地理研究所评审团成员:M. MAARTEN WIJNANTS,哈塞尔大学,校长M. AXEL CARLIER,图卢兹INP,成员M. GILLES GESQUIERE,里昂第二大学,成员Géraldine Morin女士,图卢兹INP,成员M. VINCENT CHARVILLAT,图卢兹INP,成员M. Wei Tsang Ooi,新加坡国立大学,研究员基于HTTP的动态自适应3D流媒体2019年11月29日星期五,图卢兹INP授予图卢兹大学博士学位,由ThomasForgione发表并答辩Gilles Gesquière�