如何把这个里面的中文转换成英文并且不报错
时间: 2024-10-20 20:08:32 浏览: 23
C语言实现进制转换函数的实例详解
将代码中的中文注释和字符串转换为英文时,需要注意以下几点:
1. **注释**:将所有的中文注释翻译成英文。
2. **字符串**:将所有的中文字符串(包括按钮文本和提示信息)翻译成英文,并确保使用正确的字符编码。
以下是修改后的代码示例:
```cpp
#include <graphics.h>
#include <vector>
#include <iostream>
#include <windows.h>
#include <string>
#include <cstdlib>
#include <fstream>
#include <thread>
#include <atomic>
#include <memory>
#include <mutex>
using namespace std;
const int CELL_SIZE = 20; // Size of a single cell
int ROWS; // Number of rows
int COLS; // Number of columns
vector<vector<bool>> grid; // Grid state
vector<vector<vector<bool>>> history; // Record each state
atomic<bool> isGameRunning(false); // Game status flag
atomic<bool> checkPatterns(false); // Control whether to detect patterns
int stepCount = 0; // Simulation step counter
std::mutex mtx; // Mutex for thread safety
// Resource management - Graphics initialization and shutdown
struct GraphGuard {
GraphGuard(int width, int height) {
initgraph(width, height);
}
~GraphGuard() {
closegraph();
}
};
// Draw the grid
void drawGrid() {
setcolor(WHITE);
for (int i = 0; i <= COLS; ++i) {
line(i * CELL_SIZE, 0, i * CELL_SIZE, ROWS * CELL_SIZE);
}
for (int j = 0; j <= ROWS; ++j) {
line(0, j * CELL_SIZE, COLS * CELL_SIZE, j * CELL_SIZE);
}
}
// Draw cells
void drawCells() {
for (int y = 0; y < ROWS; ++y) {
for (int x = 0; x < COLS; ++x) {
if (grid[y][x]) {
setfillcolor(WHITE);
fillrectangle(x * CELL_SIZE + 1, y * CELL_SIZE + 1, (x + 1) * CELL_SIZE - 1, (y + 1) * CELL_SIZE - 1);
} else {
setfillcolor(BLACK);
fillrectangle(x * CELL_SIZE + 1, y * CELL_SIZE + 1, (x + 1) * CELL_SIZE - 1, (y + 1) * CELL_SIZE - 1);
}
}
}
}
// Calculate the next generation of cell states
void nextGeneration() {
vector<vector<bool>> newGrid = grid; // Create the next generation grid
for (int y = 0; y < ROWS; ++y) {
for (int x = 0; x < COLS; ++x) {
int aliveNeighbors = 0;
for (int dy = -1; dy <= 1; ++dy) {
for (int dx = -1; dx <= 1; ++dx) {
if (dx == 0 && dy == 0) continue; // Skip itself
int nx = x + dx, ny = y + dy;
if (nx >= 0 && ny >= 0 && nx < COLS && ny < ROWS && grid[ny][nx]) {
aliveNeighbors++;
}
}
}
// Apply Conway's Game of Life rules
if (grid[y][x]) {
newGrid[y][x] = (aliveNeighbors == 2 || aliveNeighbors == 3);
} else {
newGrid[y][x] = (aliveNeighbors == 3);
}
}
}
grid = newGrid; // Update the grid
history.push_back(grid); // Record the current state
stepCount++; // Increment the step counter
}
// Randomly generate live cells
void randomizeCells(int count) {
grid.assign(ROWS, vector<bool>(COLS, false)); // Clear the grid
for (int i = 0; i < count; ++i) {
int x = rand() % COLS;
int y = rand() % ROWS;
grid[y][x] = true; // Randomly set live cells
}
}
// Check button clicks
bool isStartButtonClicked(int x, int y) {
return x >= 10 && x <= 90 && y >= ROWS * CELL_SIZE + 10 && y <= ROWS * CELL_SIZE + 40; // START button area
}
bool isStopButtonClicked(int x, int y) {
return x > 90 && x <= 170 && y >= ROWS * CELL_SIZE + 10 && y <= ROWS * CELL_SIZE + 40; // STOP button area
}
bool isRestartButtonClicked(int x, int y) {
return x > 170 && x <= 250 && y >= ROWS * CELL_SIZE + 10 && y <= ROWS * CELL_SIZE + 40; // RESTART button area
}
bool isRandomButtonClicked(int x, int y) {
return x > 250 && x <= 330 && y >= ROWS * CELL_SIZE + 10 && y <= ROWS * CELL_SIZE + 40; // RANDOM button area
}
bool isSaveButtonClicked(int x, int y) {
return x > 410 && x <= 490 && y >= ROWS * CELL_SIZE + 10 && y <= ROWS * CELL_SIZE + 40; // SAVE button area
}
bool isLoadButtonClicked(int x, int y) {
return x > 490 && x <= 570 && y >= ROWS * CELL_SIZE + 10 && y <= ROWS * CELL_SIZE + 40; // LOAD button area
}
bool isSearchButtonClicked(int x, int y) {
return x > 570 && x <= 650 && y >= ROWS * CELL_SIZE + 10 && y <= ROWS * CELL_SIZE + 40; // SEARCH button area
}
bool isBlinkerButtonClicked(int x, int y) {
return x > 650 && x <= 730 && y >= ROWS * CELL_SIZE + 10 && y <= ROWS * CELL_SIZE + 40; // BLINKER button area
}
bool isToadButtonClicked(int x, int y) {
return x > 730 && x <= 810 && y >= ROWS * CELL_SIZE + 10 && y <= ROWS * CELL_SIZE + 40; // TOAD button area
}
// Reset the game
void resetGame() {
grid.assign(ROWS, vector<bool>(COLS, false)); // Clear all cells
isGameRunning = false; // Set the game to stopped state
stepCount = 0; // Reset the step counter
}
// Check if there are any live cells
bool hasAliveCells() {
for (const auto& row : grid) {
for (bool cell : row) {
if (cell) {
return true; // If there are live cells, return true
}
}
}
return false; // Otherwise, return false
}
// Check if the Blinker pattern exists
bool isBlinker() {
for (int i = 0; i < ROWS - 2; ++i) {
for (int j = 0; j < COLS - 2; ++j) {
// Vertical state
if (grid[i][j + 1] && grid[i + 1][j + 1] && grid[i + 2][j + 1]) {
return true;
}
// Horizontal state
if (grid[i + 1][j] && grid[i + 1][j + 1] && grid[i + 1][j + 2]) {
return true;
}
}
}
return false;
}
// Check if the Toad pattern exists
bool isToad() {
for (int i = 0; i < ROWS - 2; ++i) {
for (int j = 0; j < COLS - 2; ++j) {
// First state:
// O O O
// O O O
if (grid[i][j] && grid[i][j + 1] && grid[i + 1][j] && grid[i + 1][j + 1]) {
return true;
}
// Second state:
// O O
// O .
// O O
if (grid[i][j] && grid[i][j + 1] && grid[i + 1][j + 1] && grid[i + 1][j + 2]) {
return true;
}
}
}
return false;
}
// Detect patterns (independently check Blinkers and Toads)
bool detectPatterns() {
// Rename function to avoid conflicts
return isBlinker() || isToad(); // Detect Blinkers and Toads
}
// Save the grid to a file
void saveToFile(const string& filename) {
ofstream file(filename);
for (const auto& row : grid) {
for (bool cell : row) {
file << (cell ? '1' : '0');
}
file << '\n';
}
file.close();
}
// Load the grid from a file
void loadFromFile(const string& filename) {
ifstream file(filename);
if (file.is_open()) {
for (int y = 0; y < ROWS; y++) {
for (int x = 0; x < COLS; x++) {
char c;
file >> c;
if (y >= 0 && y < ROWS && x >= 0 && x < COLS) { // Boundary check
grid[y][x] = (c == '1');
}
}
}
file.close();
}
}
// Game loop
void gameLoop() {
while (isGameRunning) {
std::lock_guard<std::mutex> lock(mtx);
nextGeneration(); // Calculate the next generation
// Check patterns (if needed)
if (checkPatterns.load()) {
if (detectPatterns()) {
// Ensure the correct function is called
isGameRunning = false; // Stop the game
cout << "Pattern found, evolution steps: " << stepCount << endl; // Print the number of evolution steps
}
}
Sleep(300); // Pause for 300 milliseconds to observe changes
}
}
// Main function
int main() {
cout << "Please enter the number of rows (at least 35): ";
cin >> ROWS;
cout << "Please enter the number of columns (at least 35): ";
cin >> COLS;
if (ROWS < 35 || COLS < 35) {
cout << "The number of rows and columns must be at least 35!" << endl;
return 1;
}
grid.assign(ROWS, vector<bool>(COLS, false));
GraphGuard guard(COLS * CELL_SIZE, ROWS * CELL_SIZE + 50); // Use resource management class
// Main loop
while (true) {
drawGrid();
drawCells();
// Draw buttons section
setfillcolor(RED);
fillrectangle(10, ROWS * CELL_SIZE + 10, 90, ROWS * CELL_SIZE + 40);
setcolor(WHITE);
outtextxy(20, ROWS * CELL_SIZE + 15, "START");
setfillcolor(YELLOW);
fillrectangle(90, ROWS * CELL_SIZE + 10, 170, ROWS * CELL_SIZE + 40);
outtextxy(100, ROWS * CELL_SIZE + 15, "STOP");
setfillcolor(BLUE);
fillrectangle(170, ROWS * CELL_SIZE + 10, 250, ROWS * CELL_SIZE + 40);
outtextxy(180, ROWS * CELL_SIZE + 15, "RESTART");
setfillcolor(GREEN);
fillrectangle(250, ROWS * CELL_SIZE + 10, 330, ROWS * CELL_SIZE + 40);
outtextxy(260, ROWS * CELL_SIZE + 15, "RANDOM");
setfillcolor(RGB(128, 255, 0)); // New color for Toad
fillrectangle(330, ROWS * CELL_SIZE + 10, 410, ROWS * CELL_SIZE + 40); // Toad button area
outtextxy(340, ROWS * CELL_SIZE + 15, "TOAD"); // Toad button
setfillcolor(MAGENTA);
fillrectangle(410, ROWS * CELL_SIZE + 10, 490, ROWS * CELL_SIZE + 40);
outtextxy(420, ROWS * CELL_SIZE + 15, "SAVE");
setfillcolor(RGB(255, 128, 0));
fillrectangle(490, ROWS * CELL_SIZE + 10, 570, ROWS * CELL_SIZE + 40);
outtextxy(500, ROWS * CELL_SIZE + 15, "LOAD");
setfillcolor(RGB(255, 0, 255)); // New color
fillrectangle(570, ROWS * CELL_SIZE + 10, 650, ROWS * CELL_SIZE + 40);
outtextxy(580, ROWS * CELL_SIZE + 15, "SEARCH"); // New button
// BLINKER button
setfillcolor(RGB(0, 255, 255)); // New color
fillrectangle(650, ROWS * CELL_SIZE + 10, 730, ROWS * CELL_SIZE + 40);
outtextxy(660, ROWS * CELL_SIZE + 15, "BLINKER"); // New BLINKER button
// Draw simulation step display
setfillcolor(DARKGRAY);
fillrectangle(COLS * CELL_SIZE - 120, ROWS * CELL_SIZE - 60, COLS * CELL_SIZE - 10, ROWS * CELL_SIZE - 10);
setcolor(WHITE);
char stepText[50];
sprintf(stepText, "Simulation Steps: %d", stepCount);
outtextxy(COLS * CELL_SIZE - 115, ROWS * CELL_SIZE - 55, stepText);
MOUSEMSG m;
if (MouseHit()) {
m = GetMouseMsg();
if (m.uMsg == WM_LBUTTONDOWN) {
int x = m.x;
int y = m.y;
int gridX = x / CELL_SIZE; // Convert to grid coordinates
int gridY = y / CELL_SIZE;
if (isStartButtonClicked(m.x, m.y)) {
if (!isGameRunning) {
if (hasAliveCells()) {
isGameRunning = true;
checkPatterns.store(false); // Do not check patterns
thread(gameLoop).detach(); // Start game logic thread
} else {
outtextxy(20, ROWS * CELL_SIZE + 70, "Please set at least one cell.");
}
}
} else if (isStopButtonClicked(m.x, m.y) && isGameRunning) {
isGameRunning = false;
} else if (isRestartButtonClicked(m.x, m.y)) {
resetGame();
} else if (isSearchButtonClicked(m.x, m.y)) {
// Check SEARCH button click
if (!isGameRunning) {
checkPatterns.store(true); // Enable pattern detection
isGameRunning = true; // Start evolving
thread(gameLoop).detach(); // Start game logic thread
}
} else if (isBlinkerButtonClicked(m.x, m.y)) {
// Check BLINKER button click
if (!isGameRunning) {
checkPatterns.store(true); // Enable pattern detection
isGameRunning = true; // Start evolving
thread(gameLoop).detach(); // Start game logic thread
}
} else if (isToadButtonClicked(m.x, m.y)) {
// Check TOAD button click
if (!isGameRunning) {
checkPatterns.store(true); // Enable pattern detection
isGameRunning = true; // Start evolving
thread(gameLoop).detach(); // Start game logic thread
}
} else if (isRandomButtonClicked(m.x, m.y)) {
int numCells;
cout << "Please enter the number of cells to randomly generate (more than 25): ";
cin >> numCells;
if (numCells > 25 && numCells <= ROWS * COLS) {
randomizeCells(numCells);
} else {
cout << "The number of cells must be between 26 and " << ROWS * COLS << "!" << endl;
}
} else if (isSave
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