コード例 #1
0
ファイル: sum_array.c プロジェクト: oDevilo/C
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;
}
コード例 #2
0
ファイル: SummingArrayContents.c プロジェクト: Mo2meN-Ali/x86
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;
}
コード例 #3
0
ファイル: 3DHouse_final.c プロジェクト: Girish281195/3D-House
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();
}