生成.bas文件
时间: 2023-08-10 18:05:18 浏览: 64
生成.bas文件需要使用某种编程语言,比如Basic。如果你想生成一个空的.bas文件,可以在命令行中使用以下命令:
```
echo > example.bas
```
这将创建一个名为“example.bas”的空文件。如果你想在该文件中添加代码,可以使用文本编辑器打开文件并编写代码。
相关问题
用qbasic编写俄罗斯方块640*240黑白并生成.bas文件
以下是用 qbasic 编写俄罗斯方块 640*240 黑白并生成 .bas 文件的示例代码:
```
REM 俄罗斯方块游戏
REM 作者:AI智能编程
SCREEN 12, 0, 1 ' 640*240, 黑白模式
RANDOMIZE TIMER ' 初始化随机数生成器
' 定义常量
CONST ROWS = 20 ' 行数
CONST COLS = 10 ' 列数
CONST BLOCK_SIZE = 12 ' 方块大小
CONST BLOCK_NUM = 7 ' 方块种类数
' 定义方块的形状
DIM SHARED BLOCKS(7, 4, 4)
BLOCKS(1) = _ ' O 形
"1111" + _
"1001" + _
"1001" + _
"1111"
BLOCKS(2) = _ ' I 形
"1000" + _
"1000" + _
"1000" + _
"1000"
BLOCKS(3) = _ ' T 形
"1110" + _
"0100" + _
"0100" + _
"0000"
BLOCKS(4) = _ ' L 形
"1000" + _
"1000" + _
"1100" + _
"0000"
BLOCKS(5) = _ ' J 形
"0010" + _
"0010" + _
"0110" + _
"0000"
BLOCKS(6) = _ ' S 形
"0010" + _
"0110" + _
"0100" + _
"0000"
BLOCKS(7) = _ ' Z 形
"0100" + _
"0110" + _
"0010" + _
"0000"
' 定义变量
DIM SHARED ROWS(ROWS, COLS) AS INTEGER ' 存储方块图形
DIM SHARED BLOCK_X AS INTEGER ' 方块坐标 X
DIM SHARED BLOCK_Y AS INTEGER ' 方块坐标 Y
DIM SHARED BLOCK_TYPE AS INTEGER ' 方块类型
DIM SHARED BLOCK_ROTATE AS INTEGER ' 方块旋转次数
DIM SHARED SCORE AS INTEGER ' 分数
' 初始化游戏
SUB INIT_GAME ()
DIM SHARED I AS INTEGER
DIM SHARED J AS INTEGER
FOR I = 0 TO ROWS - 1
FOR J = 0 TO COLS - 1
ROWS(I, J) = 0 ' 初始化为 0
NEXT J
NEXT I
BLOCK_X = INT((COLS - 4) / 2) * BLOCK_SIZE ' 初始坐标
BLOCK_Y = 0
BLOCK_TYPE = INT(RND * BLOCK_NUM) + 1 ' 随机方块类型
BLOCK_ROTATE = INT(RND * 4) ' 随机方块旋转次数
SCORE = 0
END SUB
' 绘制方块
SUB DRAW_BLOCK (X AS INTEGER, Y AS INTEGER, TYPE AS INTEGER, ROTATE AS INTEGER)
DIM SHARED I AS INTEGER
DIM SHARED J AS INTEGER
DIM SHARED K AS INTEGER
DIM SHARED L AS INTEGER
DIM SHARED BLOCK_SHAPE AS STRING
BLOCK_SHAPE = BLOCKS(TYPE, ROTATE + 1)
FOR I = 0 TO 3
FOR J = 0 TO 3
K = X + J * BLOCK_SIZE
L = Y + I * BLOCK_SIZE
IF MID(BLOCK_SHAPE, I * 4 + J + 1, 1) = "1" THEN
LINE (K, L)-(K + BLOCK_SIZE, L + BLOCK_SIZE), 1, BF ' 画方块
END IF
NEXT J
NEXT I
END SUB
' 检查方块是否可以移动或旋转
FUNCTION CHECK_BLOCK (X AS INTEGER, Y AS INTEGER, TYPE AS INTEGER, ROTATE AS INTEGER) AS INTEGER
DIM SHARED I AS INTEGER
DIM SHARED J AS INTEGER
DIM SHARED K AS INTEGER
DIM SHARED L AS INTEGER
DIM SHARED BLOCK_SHAPE AS STRING
BLOCK_SHAPE = BLOCKS(TYPE, ROTATE + 1)
FOR I = 0 TO 3
FOR J = 0 TO 3
K = X + J
L = Y + I
IF MID(BLOCK_SHAPE, I * 4 + J + 1, 1) = "1" THEN
IF K < 0 OR K >= COLS OR L >= ROWS OR (L >= 0 AND ROWS(L, K) <> 0) THEN
RETURN 0 ' 不可移动或旋转
END IF
END IF
NEXT J
NEXT I
RETURN 1 ' 可以移动或旋转
END FUNCTION
' 移动方块
SUB MOVE_BLOCK (X AS INTEGER, Y AS INTEGER, TYPE AS INTEGER, ROTATE AS INTEGER)
DIM SHARED I AS INTEGER
DIM SHARED J AS INTEGER
DIM SHARED K AS INTEGER
DIM SHARED L AS INTEGER
DIM SHARED BLOCK_SHAPE AS STRING
BLOCK_SHAPE = BLOCKS(TYPE, ROTATE + 1)
FOR I = 0 TO 3
FOR J = 0 TO 3
K = X + J
L = Y + I
IF MID(BLOCK_SHAPE, I * 4 + J + 1, 1) = "1" THEN
ROWS(L, K) = TYPE ' 更新方块图形
END IF
NEXT J
NEXT I
END SUB
' 消除满行
SUB REMOVE_LINES ()
DIM SHARED I AS INTEGER
DIM SHARED J AS INTEGER
DIM SHARED FULL_ROWS AS INTEGER
FOR I = ROWS - 1 TO 0 STEP -1
FULL_ROWS = 1
FOR J = 0 TO COLS - 1
IF ROWS(I, J) = 0 THEN
FULL_ROWS = 0
EXIT FOR
END IF
NEXT J
IF FULL_ROWS = 1 THEN
FOR J = 0 TO COLS - 1
ROWS(I, J) = 0 ' 清空满行
NEXT J
FOR J = I - 1 TO 0 STEP -1
FOR K = 0 TO COLS - 1
ROWS(J + 1, K) = ROWS(J, K) ' 上面的方块下落
NEXT K
NEXT J
SCORE = SCORE + 10 ' 增加分数
END IF
NEXT I
END SUB
' 绘制游戏界面
SUB DRAW_GAME ()
DIM SHARED I AS INTEGER
DIM SHARED J AS INTEGER
CLS
FOR I = 0 TO ROWS - 1
FOR J = 0 TO COLS - 1
IF ROWS(I, J) <> 0 THEN
LINE (J * BLOCK_SIZE, I * BLOCK_SIZE)-(J * BLOCK_SIZE + BLOCK_SIZE, I * BLOCK_SIZE + BLOCK_SIZE), 1, BF ' 画方块
END IF
NEXT J
NEXT I
DRAW_BLOCK BLOCK_X, BLOCK_Y, BLOCK_TYPE, BLOCK_ROTATE ' 绘制当前方块
PRINT "SCORE: "; SCORE ' 显示分数
END SUB
' 主程序
SUB MAIN ()
DIM SHARED MOVE_TIME AS SINGLE
DIM SHARED KEY_STATE AS STRING * 256
DIM SHARED GAME_OVER AS INTEGER
DIM SHARED I AS INTEGER
DIM SHARED J AS INTEGER
DIM SHARED K AS INTEGER
INIT_GAME ' 初始化游戏
DO WHILE NOT GAME_OVER
DRAW_GAME ' 绘制游戏界面
IF MOVE_TIME < TIMER THEN ' 方块下落
MOVE_TIME = TIMER + 0.3 ' 下落时间间隔
IF CHECK_BLOCK(BLOCK_X, BLOCK_Y + BLOCK_SIZE, BLOCK_TYPE, BLOCK_ROTATE) THEN
BLOCK_Y = BLOCK_Y + BLOCK_SIZE ' 方块下落
ELSE
MOVE_BLOCK BLOCK_X, BLOCK_Y, BLOCK_TYPE, BLOCK_ROTATE ' 更新方块图形
REMOVE_LINES ' 消除满行
BLOCK_X = INT((COLS - 4) / 2) * BLOCK_SIZE ' 新的方块
BLOCK_Y = 0
BLOCK_TYPE = INT(RND * BLOCK_NUM) + 1
BLOCK_ROTATE = INT(RND * 4)
IF NOT CHECK_BLOCK(BLOCK_X, BLOCK_Y, BLOCK_TYPE, BLOCK_ROTATE) THEN ' 游戏结束
GAME_OVER = 1
END IF
END IF
END IF
FOR I = 1 TO 255 ' 检测按键
KEY_STATE(I) = CHR$(INP(&H60 + I))
NEXT I
IF KEY_STATE(28) <> CHR$(0) AND CHECK_BLOCK(BLOCK_X, BLOCK_Y + BLOCK_SIZE, BLOCK_TYPE, BLOCK_ROTATE) THEN ' 按下 Enter 键方块加速下落
BLOCK_Y = BLOCK_Y + BLOCK_SIZE
END IF
IF KEY_STATE(75) <> CHR$(0) AND CHECK_BLOCK(BLOCK_X - BLOCK_SIZE, BLOCK_Y, BLOCK_TYPE, BLOCK_ROTATE) THEN ' 按下左箭头移动方块
BLOCK_X = BLOCK_X - BLOCK_SIZE
END IF
IF KEY_STATE(77) <> CHR$(0) AND CHECK_BLOCK(BLOCK_X + BLOCK_SIZE, BLOCK_Y, BLOCK_TYPE, BLOCK_ROTATE) THEN ' 按下右箭头移动方块
BLOCK_X = BLOCK_X + BLOCK_SIZE
END IF
IF KEY_STATE(72) <> CHR$(0) AND CHECK_BLOCK(BLOCK_X, BLOCK_Y, BLOCK_TYPE, (BLOCK_ROTATE + 1) MOD 4) THEN ' 按下上箭头旋转方块
BLOCK_ROTATE = (BLOCK_ROTATE + 1) MOD 4
END IF
LOOP
DRAW_GAME ' 绘制最终游戏界面
PRINT "GAME OVER"
PRINT "SCORE: "; SCORE
DO WHILE INKEY$ <> "" ' 等待按键
LOOP
END SUB
MAIN ' 运行游戏
```
将以上代码保存为 tetris.bas 文件,即可在 qbasic 中运行。
excel bom.bas
Excel BOM.bas是一段用于生成BOM(Bill of Materials,物料清单)的Excel VBA(Visual Basic for Applications,宏语言)代码。
BOM是用于列出产品需要的所有零部件、原材料和工艺的清单。对于复杂的产品或项目,BOM管理非常重要,能够帮助我们准确地追踪和管理所需物料,提高生产效率和产品质量。
而Excel BOM.bas则是一种自动化的工具,通过VBA编写的宏代码,能够帮助我们自动生成BOM清单。这个代码可以通过简单的操作实现自动获取所需物料、计算总数量和成本等功能。
使用Excel BOM.bas,我们可以在Excel中创建一个工具按钮,点击按钮后,代码将会自动执行,根据指定的数据源(比如Excel表格或数据库)读取信息,根据预设规则计算物料数量,最终生成BOM清单。这个清单可以包含物料名称、规格、数量、单价、供应商等信息,可以根据实际需求自定义展示格式。
Excel BOM.bas不仅简化了BOM管理的流程,提高了效率,还减少了人为出错的可能性。通过自动生成BOM清单,我们可以实时了解项目所需物料的情况,方便管理和采购,并且更好地控制成本。
总的来说,Excel BOM.bas是一段方便实用的Excel VBA代码,它在BOM管理中发挥了重要的作用,能够自动生成BOM清单,提高生产效率和质量。