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C++ CCRANDOM_0_1函数代码示例

本文整理汇总了C++中CCRANDOM_0_1函数的典型用法代码示例。如果您正苦于以下问题:C++ CCRANDOM_0_1函数的具体用法?C++ CCRANDOM_0_1怎么用?C++ CCRANDOM_0_1使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了CCRANDOM_0_1函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: CCRANDOM_0_1

void StaticFunc::buttonSound()
{
	int iTemp = CCRANDOM_0_1()* 100;
	if(iTemp < 25)
	{
		iTemp = 1;
	}
	else if(iTemp < 50)
	{
		iTemp = 1;
	}
	else if(iTemp < 75)
	{
		iTemp = 1;
	}
	else 
	{
		iTemp = 1;
	}
	char cSoundBtn[20]; 
	sprintf(cSoundBtn,"music/button%d.mp3",iTemp);
	playSound(cSoundBtn);
}
开发者ID:Waylon1991,项目名称:jinlongfish,代码行数:23,代码来源:StaticFunc.cpp

示例2: switch

void Enemy::update(float time)
{
    switch (type)
    {
        case 0:
        {
            this->setPosition(this->getPosition()+Point(0, -3));
            break;
        }
        case 1:
        {
            if(isActed){break;}
            isActed=true;
            this->runAction(Sequence::create(MoveTo::create(0.8, World::getWorldScene()->getPlayer()->getPosition()),DelayTime::create(1),MoveTo::create(0.6, this->getPosition()), NULL));
            break;
        }
        case 2:
        {
            this->setPosition(this->getPosition()+Point(CCRANDOM_0_1()*10-5, -3));
            break;
        }
    }
    
    if(this->getPositionY()<-this->getContentSize().height)
    {
        this->getParent()->removeChild(this,true);
        World::getWorldScene()->getEnemyArray().eraseObject(this);
    }
    Player* player=World::getWorldScene()->getPlayer();
    if(!player->isDead)
    {
        if(player->boundingBox().intersectsRect(this->boundingBox()))
        {
            player->downHp();
        }
    }
}
开发者ID:2011conquer,项目名称:AirPlane,代码行数:37,代码来源:Enemy.cpp

示例3: switch

int GameGlobals::GetNumVerticesForFormation(EEnemyFormation type)
{
	switch(type)
	{
	case E_FORMATION_RANDOM_EASY:
//		CCLOG("E_FORMATION_RANDOM_EASY");
		return (int)(1 + CCRANDOM_0_1() * 5);
	case E_FORMATION_RANDOM_MEDIUM:
//		CCLOG("E_FORMATION_RANDOM_MEDIUM");
		return (int)(5 + CCRANDOM_0_1() * 10);
	case E_FORMATION_RANDOM_HARD:
//		CCLOG("E_FORMATION_RANDOM_HARD");
		return (int)(10 + CCRANDOM_0_1() * 15);
	case E_FORMATION_VERTICAL_EASY:
//		CCLOG("E_FORMATION_VERTICAL_EASY");
		return 6;
	case E_FORMATION_VERTICAL_MEDIUM:
//		CCLOG("E_FORMATION_VERTICAL_MEDIUM");
		return 10;
	case E_FORMATION_VERTICAL_HARD:
//		CCLOG("E_FORMATION_VERTICAL_HARD");
		return 14;
	case E_FORMATION_HORIZONTAL_EASY:
//		CCLOG("E_FORMATION_HORIZONTAL_EASY");
		return 10;
	case E_FORMATION_HORIZONTAL_MEDIUM:
//		CCLOG("E_FORMATION_HORIZONTAL_MEDIUM");
		return 14;
	case E_FORMATION_HORIZONTAL_HARD:
//		CCLOG("E_FORMATION_HORIZONTAL_HARD");
		return 20;
	case E_FORMATION_POLYGON_EASY:
//		CCLOG("E_FORMATION_POLYGON_EASY");
		return (5 + (int)(CCRANDOM_0_1() * 6));
	case E_FORMATION_POLYGON_MEDIUM:
//		CCLOG("E_FORMATION_POLYGON_MEDIUM");
		return 2 * (5 + (int)(CCRANDOM_0_1() * 5));
	case E_FORMATION_POLYGON_HARD:
//		CCLOG("E_FORMATION_POLYGON_HARD");
		return 3 * (5 + (int)(CCRANDOM_0_1() * 4));
	}

	return 0;
}
开发者ID:karanseq,项目名称:InverseUniverse,代码行数:44,代码来源:GameGlobals.cpp

示例4: an

void Bat::spawnBat2(cocos2d::Layer * layer)
{
    auto Bat=cocos2d::Sprite::create("Spike.png");
    Bat->setScale(0.5, 0.5);
    auto ran=CCRANDOM_0_1();
    auto posi_x=ran*(visibleSize.width/2)+origin.x+visibleSize.width/2;
    auto posi_y=origin.y+visibleSize.height+Bat->getContentSize().height;
    /*
     Vector<SpriteFrame*> an(4);
     an.pushBack(SpriteFrame::create("Bat (1).png", Rect(0,0,174,118)));
     an.pushBack(SpriteFrame::create("Bat (2).png", Rect(0,0,174,118)));
     an.pushBack(SpriteFrame::create("Bat (3).png", Rect(0,0,174,118)));
     an.pushBack(SpriteFrame::create("Bat (4).png", Rect(0,0,174,118)));
     auto ann=Animation::createWithSpriteFrames(an,0.1f);
     auto anim_ll=Animate::create(ann);
     auto anim_l=RepeatForever::create(anim_ll);
     Bat->runAction(anim_l);
     */
    auto size=Bat->getContentSize();
    //size.width=size.width*0.8;
    //size.height=size.height*0.8;
    auto body=cocos2d::PhysicsBody::createCircle(size.height/4);
    
    body->setDynamic(false);
    body->setCollisionBitmask(BAT_COLLISION_BITMASK);
    body->setContactTestBitmask(BAT_CONTACT_BITMASK);
    Bat->setPhysicsBody(body);
    
    Bat->setPosition(Point(posi_x,posi_y));
    layer->addChild(Bat,102);
    auto move_dis=visibleSize.height+Bat->getContentSize().height+130;
    auto move_duration=BAT_SPEED*move_dis;
    auto FireBall_move=cocos2d::MoveBy::create(move_duration,Point(0,-move_dis));
    Bat->runAction(Sequence::create(FireBall_move,RemoveSelf::create(true),nullptr));
    
}
开发者ID:Noctiz-Jin,项目名称:Halloween-Candy-Rush-Night,代码行数:36,代码来源:Bat.cpp

示例5: menuRandomFormation

void HelloWorld::menuRandomFormation(bool isPlayer)
{
	int start  = 0;
	int end = 20;

	if(isPlayer)
	{
		// Label index is 0 - 19
	}
	else
	{
		// Label index is 20 -39
		start = 20;
		end = 39;
	}

	for(int i = start; i < end; i++)
	{
		int a = (int)(CCRANDOM_0_1() * 999999);
		int r =  a % 3 + 1;
		_menuLabels.at(i)->setString(Resources::getInstance()->getStringSquadType((SquadType)r));
	}

}
开发者ID:kopkong,项目名称:DesignDocs,代码行数:24,代码来源:HelloWorldScene.cpp

示例6: abs

bool Soldier::haloSkillTrigger()
{
    Level* level = dynamic_cast<Level*>(this->getParent());
    if (level == NULL)
    {
        return false;
    }
    
    Miao* miao = level->miao;
    if (miao == NULL)
    {
        return false;
    }
    
    float distance = abs(miao->getPositionY() - this->getPositionY());
    if (miao->getHaloRadius() < distance)
    {
        return false;
    }
    
    float randValue = CCRANDOM_0_1()*100;
    haloSkillTriggerResult = randValue >= 0 && randValue < haloSkillRate;
    return haloSkillTriggerResult;
}
开发者ID:huangmaowwm,项目名称:miwu,代码行数:24,代码来源:Soldier.cpp

示例7: crossover

void CGenetic::crossover(const std::vector<int> &mum, const std::vector<int> &dad,
                         std::vector<int> &baby1, std::vector<int> &baby2)
{
    if (CCRANDOM_0_1() > m_fCrossoverRate || mum == dad)
    {
        baby1 = mum;
        baby2 = dad;
        return;
    }
    baby1.resize(m_iChromoLength);
    baby2.resize(m_iChromoLength);
    int cp = random(0, m_iChromoLength - 1);
    int i;
    for (i=0; i<cp; ++i)
    {
        baby1[i] = mum[i];
        baby2[i] = dad[i];
    }
    for (i=cp; i<m_iChromoLength; ++i)
    {
        baby2[i] = mum[i];
        baby1[i] = dad[i];
    }
}
开发者ID:ctxdegithub,项目名称:LearnGA,代码行数:24,代码来源:Genetic.cpp

示例8: autoCreateEnemy

void HWorld::autoCreateEnemy(float time)//创建敌人---1秒调用一次
{
    
    
    
        int random=CCRANDOM_0_1()*10;
        
        int randomType;
        
        const char *name;
        if (random>=0&&random<=2)
        {
            randomType=0;
            name="enemy_bug.png";
        }else if(random>=3&&random<=6)
        {
            randomType=1;
            name="enemy_duck.png";
        }else if(random>=7&&random<=10)
        {
            randomType=2;
            name="enemy_pig.png";
        }
        
        
        
        
        HEnemy *enemy=NULL;//防止循环时再次调用同样的指针
        enemy=HEnemy::createEnemy(name, randomType);//创建一个怪物精灵
        
        arrayEnemy->pushBack(enemy);//将怪物精灵放入数组
        
        this->addChild(enemy);//将怪物精灵添加到world层中
        
    
}
开发者ID:sd6292295,项目名称:SelfGame,代码行数:36,代码来源:HWorld.cpp

示例9: Point

void GameScene::startDrop(float dt,Sprite* em,bool isMoving){
    auto winsize = Director::getInstance()->getWinSize();

    FiniteTimeAction *actionMove = MoveTo::create(dt, Point(em->getPosition().x, -winsize.height+em->getContentSize().height*.5));
    FiniteTimeAction *actionMoveDone = CallFuncN::create([&](Node* node){
        for (auto sp : curWave){
            sp->removeFromParent();
        }
        auto scene = StartScene::scene();
        auto transition=TransitionFade::create(1.0f,scene);
        Director::getInstance()->replaceScene(transition);
    });

    if (isMoving) {
        Sequence *emyAction = Sequence::create(actionMove,actionMoveDone, NULL);
        emyAction->setTag(DropActionTag);
        em->runAction(emyAction);
    }else{
        DelayTime *delay = DelayTime::create(CCRANDOM_0_1()*1.5f);
        Sequence *emyAction = Sequence::create(delay,actionMove,actionMoveDone, NULL);
        emyAction->setTag(DropActionTag);
        em->runAction(emyAction);
    }
}
开发者ID:comrade110,项目名称:MagicDeffence,代码行数:24,代码来源:GameScene.cpp

示例10: CCRANDOM_0_1

void Article::initParam()
{
	int randInt = CCRANDOM_0_1() * 4;
	//随机纹理
	if (randInt == 0)
		this->setTexture(SD_STRING("article_path_texture"));
	else
		this->setTexture(SD_STRING("article_path_texture_1")); 

	this->getBody()->SetSleepingAllowed(true);	//允许物理休眠

	this->getFixture()->SetRestitution(SD_FLOAT("article_float_restitution"));	//弹力
	this->getFixture()->SetFriction(SD_FLOAT("article_float_friction"));	//摩擦力

	int boxWidth = this->getBodyBoundingBoxWidth();
	int boxHeight = this->getBodyBoundingBoxHeight();

	b2MassData mass;
	mass.mass = SD_FLOAT("article_float_mass");
	mass.I = SD_FLOAT("article_float_i");
	//todo
	mass.center = this->getBody()->GetLocalCenter();

	this->getBody()->SetMassData(&mass);

	this->setType(TYPE_ARTICLE);
	this->setMask(	//碰撞类型
		TYPE_ARTICLE |
		TYPE_BRICK |
		TYPE_HERO |
		TYPE_MONSTER |
		TYPE_WEAPON
		);
	this->setHp(SD_INT("article_int_hp"));

}
开发者ID:253627764,项目名称:BadGame,代码行数:36,代码来源:Article.cpp

示例11: CCRANDOM_0_1

void GameEnemy::chooseflytype()
{
    type = CCRANDOM_0_1() * 5;
	switch(type){
	case 0:
	   mysprite->initWithFile("gplayer.png");
	   bezierTo1 = CCBezierTo::actionWithDuration(5, bezier1);
	   mysprite->runAction(bezierTo1);
	   break;
    case 1:
	   mysprite->initWithFile("gplayer.png");
	   bezierTo1 = CCBezierTo::actionWithDuration(5, bezier2);
	   mysprite->runAction(bezierTo1);
	   break;
	case 2:
	   mysprite->initWithFile("gplayer.png");
	   actionTo1 = CCMoveTo::actionWithDuration(2, CCPointMake(30,300));
	   actionTo2 = CCMoveTo::actionWithDuration(2, CCPointMake(800,150));
	   actionTo3 = CCMoveTo::actionWithDuration(1, CCPointMake(400,-20));
	   mysprite->runAction(CCSequence::actions(actionTo1,actionTo2,actionTo3,NULL));
	   break;
	case 3:
	   mysprite->initWithFile("gplayer.png");
	   actionTo1 = CCMoveTo::actionWithDuration(2, CCPointMake(800,300));
	   actionTo2 = CCMoveTo::actionWithDuration(2, CCPointMake(30,150));
	   actionTo3 = CCMoveTo::actionWithDuration(1, CCPointMake(400,-20));
	   mysprite->runAction(CCSequence::actions(actionTo1,actionTo2,actionTo3,NULL));
	   break;
	case 4:
	   mysprite->initWithFile("gplayer.png");
	   actionTo1 = CCMoveTo::actionWithDuration(5, CCPointMake(122,-20));
	   mysprite->runAction(actionTo1);
	   break;
	}
	mysprite->setRotation(90);
}
开发者ID:awater,项目名称:flyshoot,代码行数:36,代码来源:GameEnemy.cpp

示例12: rand

void LevelFifteen::callbackC(Node* sender)
{

	auto visibleSize = Director::getInstance()->getVisibleSize();

	auto pictureName = 1 + rand() % 27;

	auto str = String::createWithFormat("%d.png", pictureName)->getCString();
	auto ballTwo2 = Sprite::createWithSpriteFrameName(str);
	ballTwo2->setPosition(Vec2(visibleSize.width / 2.0f, visibleSize.height - 90));

	PhysicsBody* ballBodyTwo = nullptr;
	if (pictureName <= 9)
	{
		ballBodyTwo = PhysicsBody::createBox(ballTwo2->getContentSize(), PHYSICSBODY_MATERIAL_DEFAULT);
	}
	else if (pictureName > 9 && pictureName <= 18)
	{
		ballBodyTwo = PhysicsBody::createCircle(ballTwo2->getContentSize().width / 2.0f, PHYSICSBODY_MATERIAL_DEFAULT);
	}
	else if (pictureName > 18 && pictureName <= 21)
	{
		Vec2 vec[] = {
			Vec2(-22.50000, 22.00000),
			Vec2(24.00000, 10.00000),
			Vec2(-10.00000, -24.00000)
		};
		ballBodyTwo = PhysicsBody::createPolygon(vec, 3);
	}
	else if (pictureName > 21 && pictureName <= 24)
	{
		Vec2 vec[] = {
			Vec2(-15.50000, 15.00000),
			Vec2(15.50000, 6.00000),
			Vec2(-7.00000, -15.50000)
		};
		ballBodyTwo = PhysicsBody::createPolygon(vec, 3);
	}
	else if (pictureName > 24 && pictureName <= 27)
	{
		Vec2 vec[] = {
			Vec2(-8.00000, 8.00000),
			Vec2(7.50000, 3.00000),
			Vec2(-4.00000, -7.50000)
		};
		ballBodyTwo = PhysicsBody::createPolygon(vec, 3);
	}


	//是否设置物体为静态
	//ballBodyTwo->setDynamic(false);
	ballBodyTwo->getShape(0)->setRestitution(1.0f);
	ballBodyTwo->getShape(0)->setFriction(0.0f);
	ballBodyTwo->getShape(0)->setDensity(1.0f);

	ballBodyTwo->setGravityEnable(false);
	ballBodyTwo->setCategoryBitmask(2);// 分类掩码
	ballBodyTwo->setCollisionBitmask(1 | 2 | 4 | 8);// 碰撞掩码
	ballBodyTwo->setContactTestBitmask(1 | 8);// 接触测试掩码
	ballBodyTwo->addMass(1000.0f);


	int flag = CCRANDOM_0_1() * 2;
	auto num = 0;
	switch (flag)
	{
	case 0:
		num = -1;
		break;
	case 1:
		num = 1;
		break;
	default:
		break;
	}
	auto force1 = Vec2(CCRANDOM_0_1()*10000.0f*num, -300000.0f);
	ballBodyTwo->applyImpulse(force1);
	ballTwo2->setPhysicsBody(ballBodyTwo);
	this->addChild(ballTwo2);

}
开发者ID:xianglin-love,项目名称:threeColor,代码行数:81,代码来源:LevelFifteen.cpp

示例13: addChild

bool LevelFifteen::init()
{
	if (!Layer::init())
	{
		return false;
	}

	// 用于解决刚体穿透问题
	this->scheduleUpdate();
	// 计时器
	this->schedule(schedule_selector(LevelFifteen::timeCounter), 1.0f);

	auto visibleSize = Director::getInstance()->getVisibleSize();
	auto origin = Director::getInstance()->getVisibleOrigin();

	// 加载背景贴图
	auto spriteBg = Sprite::create("background.png");
	spriteBg->setAnchorPoint(Vec2::ZERO);
	spriteBg->setPosition(Vec2::ZERO);
	addChild(spriteBg);

	// 将资源加载到精灵帧缓存
	SpriteFrameCache::getInstance()->addSpriteFramesWithFile("threeColor.plist");

	ballOne = Sprite::createWithSpriteFrameName("hero.png");
	ballOne->setPosition(visibleSize.width / 2.0f, visibleSize.height / 2.0f);
	auto ballBodyOne = PhysicsBody::createCircle(ballOne->getContentSize().width / 2, PHYSICSBODY_MATERIAL_DEFAULT);
	//是否设置物理为静态
	//ballBodyOne->setDynamic(false);
	//设置物理的恢复力
	ballBodyOne->getShape(0)->setRestitution(0.5f);
	//设置物体的摩擦力
	ballBodyOne->getShape(0)->setFriction(0.0f);
	ballBodyOne->getShape(0)->setDensity(0.3f);
	// 设置质量 质量等于密度乘以面积
	//ballBodyOne->getShape(0)->setMass(5000);
	// 设置物体是否受重力系数影响
	ballBodyOne->setGravityEnable(true);

	ballBodyOne->setCategoryBitmask(1);// 分类掩码
	ballBodyOne->setCollisionBitmask(1 | 2 | 4 | 8);// 碰撞掩码
	ballBodyOne->setContactTestBitmask(2);// 接触测试掩码

	// 把物体添加到精灵
	ballOne->setPhysicsBody(ballBodyOne);
	this->addChild(ballOne);


	// 创建抢食者(黑色)
	Sprite* black = nullptr;
	PhysicsBody* blackBody = nullptr;
	Vec2 arrBlack[] =
	{
		Vec2(-34.00000, -32.50000),
		Vec2(-15.00000, 36.00000),
		Vec2(35.00000, -15.00000)
	};
	int indexBlack = CCRANDOM_0_1() * 3;
	switch (indexBlack)
	{
	case 0:
	{
			  black = Sprite::createWithSpriteFrameName("black1.png");
			  blackBody = PhysicsBody::createBox(black->getContentSize(), PHYSICSBODY_MATERIAL_DEFAULT);
	}
		break;
	case 1:
	{
			  black = Sprite::createWithSpriteFrameName("black2.png");
			  blackBody = PhysicsBody::createCircle(black->getContentSize().width / 2.0f, PHYSICSBODY_MATERIAL_DEFAULT);
	}
		break;
	case 2:
	{
			  black = Sprite::createWithSpriteFrameName("black3.png");
			  blackBody = PhysicsBody::createPolygon(arrBlack, 3, PHYSICSBODY_MATERIAL_DEFAULT);
	}
		break;
	default:
		break;
	}
	black->setPosition(visibleSize.width / 2.0f, visibleSize.height / 2.0f);
	blackBody->setDynamic(true);
	blackBody->setGravityEnable(false);
	blackBody->setCategoryBitmask(8);
	blackBody->setCollisionBitmask(1 | 2 | 4 | 8);
	blackBody->setContactTestBitmask(2);
	black->setPhysicsBody(blackBody);
	this->addChild(black);

	//创建一个盒子,用来碰撞
	auto edgeSpace = Sprite::create();
	auto boundBody = PhysicsBody::createEdgeBox(visibleSize, PHYSICSBODY_MATERIAL_DEFAULT, 3);
	boundBody->getShape(0)->setFriction(0.0f);
	boundBody->getShape(0)->setRestitution(1.0f);

	edgeSpace->setPhysicsBody(boundBody);
	edgeSpace->setPosition(Vec2(visibleSize.width / 2, visibleSize.height / 2));
	this->addChild(edgeSpace);
	edgeSpace->setTag(0);
//.........这里部分代码省略.........
开发者ID:xianglin-love,项目名称:threeColor,代码行数:101,代码来源:LevelFifteen.cpp

示例14: log

bool Bug1174Layer::init()
{
    if (BugsTestBase::init())
    {
//         // seed
//         std::srand(0);

        Vec2 A,B,C,D,p1,p2,p3,p4;
        float s,t;
        
        int err=0;
        int ok=0;
        
        //
        // Test 1.
        //
        log("Test1 - Start");
        for( int i=0; i < 10000; i++)
        {
            // A | b
            // -----
            // c | d
            float ax = CCRANDOM_0_1() * -5000;
            float ay = CCRANDOM_0_1() * 5000;

            // a | b
            // -----
            // c | D
            float dx = CCRANDOM_0_1() * 5000;
            float dy = CCRANDOM_0_1() * -5000;

            // a | B
            // -----
            // c | d
            float bx = CCRANDOM_0_1() * 5000;
            float by = CCRANDOM_0_1() * 5000;
            
            // a | b
            // -----
            // C | d
            float cx = CCRANDOM_0_1() * -5000;
            float cy = CCRANDOM_0_1() * -5000;
            
            A = Vec2(ax,ay);
            B = Vec2(bx,by);
            C = Vec2(cx,cy);
            D = Vec2(dx,dy);
            if( Vec2::isLineIntersect( A, D, B, C, &s, &t) ) {
                if( check_for_error(A, D, B, C, s, t) )
                    err++;
                else
                    ok++;
            }
        }
        log("Test1 - End. OK=%i, Err=%i", ok, err);

        //
        // Test 2.
        //
        log("Test2 - Start");
        
        p1 = Vec2(220,480);
        p2 = Vec2(304,325);
        p3 = Vec2(264,416);
        p4 = Vec2(186,416);
        s = 0.0f;
        t = 0.0f;
        if( Vec2::isLineIntersect(p1, p2, p3, p4, &s, &t) )
            check_for_error(p1, p2, p3, p4, s,t );

        log("Test2 - End");

        
        //
        // Test 3
        //
        log("Test3 - Start");
        
        ok=0;
        err=0;
        for( int i=0;i<10000;i++)
        {
            // A | b
            // -----
            // c | d
            float ax = CCRANDOM_0_1() * -500;
            float ay = CCRANDOM_0_1() * 500;
            p1 = Vec2(ax,ay);
            
            // a | b
            // -----
            // c | D
            float dx = CCRANDOM_0_1() * 500;
            float dy = CCRANDOM_0_1() * -500;
            p2 = Vec2(dx,dy);
            
            
            //////
            
            float y = ay - ((ay - dy) /2.0f);
//.........这里部分代码省略.........
开发者ID:kakyoism,项目名称:cocos2dx-IntegrationDemo,代码行数:101,代码来源:Bug-1174.cpp

示例15: CCRANDOM_0_1

void RenderTextureSave::clearImage(cocos2d::CCObject *pSender)
{
	m_pTarget->clear(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1());
}
开发者ID:BGCX261,项目名称:zombieswarmer-svn-to-git,代码行数:4,代码来源:RenderTextureTest.cpp


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