int main() { int marbles[SIZE]={20,10,5,39,4,16,19,26,31,20}; long anwser; anwser=sump(marbles,marbles+SIZE); printf("The total number of marbles is %ld.\n",anwser); return 0; }
int main(void) { int marbles[SIZE] = { 20, 10, 5, 39, 4, 16, 19, 26, 31, 20 }; long answer= 0; answer= sum(marbles, SIZE); printf("sum(): The total number of marbles is %ld.\n", answer); printf("The size of marbles is %u bytes from main().\n", sizeof (marbles)); putchar('\n'); answer= sump(marbles, &marbles[SIZE]); printf("sump(): The total number of marbles is %ld\n", answer); system("pause"); return 0; }
void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); GLfloat mat_ambient[] = { 0.7, 0.7, 0.7, 1.0 }; GLfloat mat_diffuse[] = { 0.5, 0.5, 0.5, 1.0 }; GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat mat_shininess[] = { 50.0 }; GLfloat lightintensity[] = { 1, 1, 1, 1.0 }; GLfloat lightposition[] = { 2.0, 2.0, 2.0, 1.0 }; GLfloat lightposition2[] = { -2.0, -2.0, -2.0, 1.0 }; glClearColor(0.5, 0.5, 0.5, 0.0); switch (back) { case 1: glClearColor(1.0, 0.0, 0.0, 0.0); break; case 2: glClearColor(0.0, 0.0, 1.0, 0.0); break; case 3: glClearColor(0.0, 1.0, 0.0, 0.0); break; case 4: glClearColor(0.0, 0.0, 0.0, 0.0); break; } 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, mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, lightposition); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightintensity); glLightfv(GL_LIGHT0, GL_SPECULAR, mat_specular); glLightfv(GL_LIGHT1, GL_POSITION, lightposition2); glLightfv(GL_LIGHT1, GL_DIFFUSE, lightintensity); glLightfv(GL_LIGHT1, GL_SPECULAR, mat_specular); if (lightflag) glEnable(GL_LIGHTING); else glDisable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glEnable(GL_COLOR_MATERIAL); if (orthoflag) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-1, 1, -1, 1, -20, 20); glMatrixMode(GL_MODELVIEW); } else { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 10.0); glMatrixMode(GL_MODELVIEW); } glLoadIdentity(); gluLookAt(viewer[0], viewer[1], viewer[2], 0, 0, 0, 0, 1, 0); glRotatef(theta[0], 1, 0, 0); glRotatef(theta[1], 0, 1, 0); glRotatef(theta[2], 0, 0, 1); house(v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]); htop(h[0], h[1], h[2], h[3], h[4]); tv(t[0], t[1], t[2], t[3]); tvs(ts[0], ts[1], ts[2], ts[3], ts[4], ts[5], ts[6], ts[7]); grass(); sofa1(); rainwater(); sump(); table(); teapot(); tree(); compound(); window(); housefront(hfrt[0], hfrt[1], hfrt[2], hfrt[3]); fan(f[0], f[1], f[2], f[3], f[4], f[5]); fblade(fb[0], fb[1], fb[2], fb[3], fb[4], fb[5], fb[6], fb[7], fb[8], fb[9], fb[10], fb[11], fb[12], fb[13], fb[14], fb[15]); glEnable(GL_DEPTH_TEST); glutSwapBuffers(); }