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1、核準(zhǔn)通過,歸檔資料。未經(jīng)允許,請勿外傳!9JWKffwvG#tYM*Jg&6a*CZ7H$dq8KqqfHVZFedswSyXTy#&QA9wkxFyeQ!djs#XuyUP2kNXpRWXmA&UE9aQGn8xp$R#m_uXNum = ADVANCE_XNUM;m_uYNum = ADVANCE_YNUM;m_uMineNum = ADVANCE_MINENUM;SetCheckedLevel();InitGame();Invalidate();SizeWindow();(2) 雷區(qū)大小的自定義實現(xiàn)首先新建一個自定義雷區(qū)對話框資源(IDD_DLG_CUSTOM),然后添加高度、寬度、雷數(shù)
2、三個靜態(tài)文本控件和三個對應(yīng)的(IDC_HEIGHT)、(IDC_WIDTH) 、(IDC_NUMBER)編輯框控件,最后將OK和Cancel按鈕分別改名為“確定”和“取消”。結(jié)果如圖4。圖4 自定義雷區(qū)接著為該對話框創(chuàng)建CDlgCustom類,然后為三個編輯控件分別添加關(guān)聯(lián)變量m_uHeight、m_uNumber、m_uWidth,最后為OK按鈕創(chuàng)建命令消息處理函數(shù)OnOK(),代碼如下所示。void CDlgCustom:OnOK() UpdateData();if (m_uWidth 30) m_uWidth = 30;if (m_uHeight 24) m_uHeight = 24;i
3、f (m_uNumber m_uWidth * m_uHeight) m_uNumber = m_uWidth * m_uHeight - 1;CMineWnd *pMine = (CMineWnd*)AfxGetMainWnd();pMine-SetCustom(m_uWidth, m_uHeight, m_uNumber);/ TODO: Add extra validation hereCDialog:OnOK();(3) 使用幫助的實現(xiàn)由于Windows 自帶有掃雷游戲,所以直接調(diào)用它的使用手。為“使用幫助”菜單選項創(chuàng)建命令消息處理函數(shù)OnMemuHelpUse(),代碼如下所示。顯示
4、結(jié)果如圖5所示。void CMineWnd:OnMemuHelpUse() ShellExecute(NULL,open,1.txt,NULL,NULL,SW_SHOW); 圖5 使用幫助(4) 以往的記錄每一次游戲破記錄則將有關(guān)信息保存下來。顯示結(jié)果如圖6所示。圖6 以往記錄(5) 掃雷英雄榜的實現(xiàn)首先創(chuàng)建兩個對話框模板,一個用作當(dāng)用戶勝利結(jié)束游戲并打破歷史記錄后彈出的簽名記錄對話框模板IDD_DLG_NEWRECORD,另外一個是用以顯示以往最高的游戲記錄的對話框模板IDD_DLG_HERO。如圖7和圖8所示。圖7 記錄對話框圖8 排行榜然后為IDD_DLG_HERO對話框模板創(chuàng)建CDlg
5、Hero類,分別為編輯框控件添加關(guān)聯(lián)變量m_szBHolder、m_szBRecord、m_szEHolder、m_szERecord、m_szIHolder、m_szIRecord,并將Cancel按鈕的ID和標(biāo)題分別改為IDC_RESET和重新計分,三個靜態(tài)文本標(biāo)題設(shè)置為初級記錄、中級記錄、高級記錄,最后為重新計分按鈕創(chuàng)建命令消息處理函數(shù)OnReset()和其他成員函數(shù)。對IDD_DLG_NEWRECORD對話框模板類似處理。3.3布雷,掃雷核心算法的設(shè)計與實現(xiàn)(1) 算法的設(shè)計把整個雷區(qū)看成一個二維數(shù)組,aij周圍的雷個數(shù)是由如下8個雷區(qū)決定的(如果超出邊界,應(yīng)該再加以判斷):ai-1j
6、-1, ai-1j, ai-1j+1,ai, aij+1,ai+1 j-1, ai+1j, ai+1j+1,在被展開時,檢查周圍的雷數(shù)是否與周圍標(biāo)示出來的雷數(shù)相等,如果相等則展開周圍未標(biāo)示的雷區(qū)。這樣新的雷區(qū)展開又觸發(fā)這個事件,就這樣遞歸下去,一直蔓延到不可展開的雷區(qū)。(2) 核心算法的實現(xiàn)整個游戲程序包含3個階段:布雷、掃雷過程和結(jié)果(并不是操作結(jié)果展示,而是在掃雷過程中,玩家通過與游戲交互后的操作結(jié)果展示)。首先定義雷方塊的數(shù)據(jù)結(jié)構(gòu),具體描述如下所示。typedef struct UINT uRow; /所在雷區(qū)二維數(shù)組的行UINT uCol; /所在雷區(qū)二位數(shù)組的列UINT uState
7、; /當(dāng)前狀態(tài)UINT uAttrib; /方塊屬性UINT uOldState; /歷史狀態(tài) MINEWND;/ 雷方塊結(jié)構(gòu)體然后定義雷方塊的狀態(tài)類別和屬性類別。A 布雷隨即獲取一個狀態(tài)為非雷的點,將它的屬性標(biāo)志為雷,重復(fù)這樣的工作,直到布下足夠的雷為止,其流程如圖9所示。開始生成隨機(jī)的雷方塊的坐標(biāo)(x,y)判斷(x,y)區(qū)域是否已經(jīng)布下雷在(x,y)區(qū)域布雷,修改狀態(tài)數(shù)據(jù)判斷是否布下所有雷結(jié)束否是是否圖9 布雷流程在CMineWnd類中添加游戲的布雷模塊的處理函數(shù),該函數(shù)的實現(xiàn)如下。void CMineWnd:LayMines(UINT row, UINT col)/埋下隨機(jī)種子srand
8、( (unsigned)time( NULL ) );UINT i, j;for(UINT index = 0; index uRow, m_pOldMine-uCol);if (m_uGameState = GS_WAIT)m_uBtnState = BUTTON_NORMAL;Invalidate();ReleaseCapture();return;/假若周圍已經(jīng)標(biāo)識的雷周圍真正的雷數(shù),拓展if (m_pOldMine-uState != STATE_FLAG)OpenAround(m_pOldMine-uRow, m_pOldMine-uCol);if (ErrorAroundFlag(
9、m_pOldMine-uRow, m_pOldMine-uCol)Dead(m_pOldMine-uRow, m_pOldMine-uCol);ReleaseCapture();return;else /如果游戲尚未開始,點擊左鍵啟動游戲if (m_uGameState = GS_WAIT) if (m_uTimer)KillTimer(ID_TIMER_EVENT);m_uTimer = 0;m_uSpendTime = 1;Invalidate();if (m_bSoundful) sndPlaySound(LPCTSTR)LockResource(m_pSndClock), SND_ME
10、MORY | SND_ASYNC | SND_NODEFAULT);/啟動定時器m_uTimer = SetTimer(ID_TIMER_EVENT, 1000, NULL);/布雷LayMines(m_pOldMine-uRow, m_pOldMine-uCol);/改變游戲狀態(tài)為運行/GS_RUNm_uGameState = GS_RUN;if (m_pOldMine-uOldState = STATE_NORMAL)/當(dāng)該雷區(qū)域為正常未作標(biāo)記才打開/如果該區(qū)域為雷,則死亡if (IsMine(m_pOldMine-uRow, m_pOldMine-uCol) Dead(m_pOldMin
11、e-uRow, m_pOldMine-uCol);ReleaseCapture();return;/不是雷的時候,獲取其周圍的雷數(shù)目around = GetAroundNum(m_pOldMine-uRow, m_pOldMine-uCol);/ 如果為空白區(qū)域,拓展,否則打開該區(qū)域(顯示周圍有多少雷數(shù))if (around = 0) ExpandMines(m_pOldMine-uRow, m_pOldMine-uCol);else DrawDownNum(m_pOldMine, around);else if (m_pOldMine-uOldState = STATE_DICEY)/標(biāo)志為
12、“?”問號的時候m_pOldMine-uState = STATE_DICEY;/判斷是否為勝利if (Victory()Invalidate();ReleaseCapture();return;break;case GS_VICTORY:case GS_DEAD:ReleaseCapture();return;default :break;m_uBtnState = BUTTON_NORMAL;Invalidate();else /點擊非雷區(qū)域if (m_uGameState = GS_WAIT | m_uGameState = GS_RUN)m_uBtnState = BUTTON_NOR
13、MAL;InvalidateRect(rcBtn);ReleaseCapture();CWnd:OnLButtonUp(nFlags, point);在函數(shù)體的開始部分,先用rcBtn和rcMineArea兩個矩形變量存儲游戲的用戶提示區(qū)域位置中的笑臉圖區(qū)域以及雷區(qū)域的位置。利用接口函數(shù)PtInRect()判斷當(dāng)前鼠標(biāo)的位置(由參數(shù)point攜帶鼠標(biāo)當(dāng)前位置信息)是否在這兩個區(qū)域內(nèi),如果檢測到鼠標(biāo)左鍵點擊并釋放在笑臉圖的按鈕區(qū)域rcBtn上,則調(diào)用初始化函數(shù)重新開始游戲,如果檢測到鼠標(biāo)左鍵點擊并釋放在雷區(qū)域rcMineArea,假若當(dāng)前游戲狀態(tài)處于已初始化完成但尚未開始的狀態(tài)GS_WAIT時,
14、則打開計時器,并且調(diào)用LayMines()函數(shù)進(jìn)行布雷,然后修改游戲狀態(tài)為GS_RUN進(jìn)入游戲。接著判斷點擊在小方塊的狀態(tài)是否被用于通過右鍵標(biāo)記(可以標(biāo)記為雷或者未知,此時游戲規(guī)則規(guī)定左鍵點擊不生效),如果未標(biāo)記,該狀態(tài)為普通狀態(tài)STATE_NORMAL時,先通過IsMine()檢測是否點中地雷而失敗地結(jié)束游戲,如果是,則調(diào)用函數(shù)Dead()來進(jìn)行失敗后的工作處理,反之對它進(jìn)行打開顯示與拓展操作。先通過GetAroundNum()函數(shù)獲取當(dāng)前小方塊相鄰的8個位置的雷數(shù)。如果當(dāng)前小方塊相鄰區(qū)域的雷數(shù)為0,則可以向8個方向進(jìn)行拓展,并顯示該方塊區(qū)域,直到不可拓展為止;如果當(dāng)前小方塊相鄰區(qū)域的雷數(shù)不
15、為0,則顯示該方塊區(qū)域的相鄰雷數(shù),用作提供用戶對其他位置的信息判斷的提示。拓展操作的實現(xiàn)代碼如下。void CMineWnd:ExpandMines(UINT row, UINT col)UINT i, j;UINT minRow = (row = 0) ? 0 : row - 1;UINT maxRow = row + 2;UINT minCol = (col = 0) ? 0 : col - 1;UINT maxCol = col + 2;UINT around = GetAroundNum(row, col);/顯示該區(qū)域的方塊狀態(tài)m_pMinesrowcol.uState = 15 -
16、 around;m_pMinesrowcol.uOldState = 15 - around;/ “打開”該區(qū)域,重繪DrawSpecialMine(row, col);/對周圍一個雷都沒有的空白區(qū)域if (around = 0)for (i = minRow; i maxRow; i+) for (j = minCol; j uRow, m_pNewMine-uCol);elseswitch(m_pNewMine-uState) /普通狀態(tài)case STATE_NORMAL:m_pNewMine-uState = STATE_FLAG;m_pNewMine-uOldState = STATE
17、_FLAG;m_nLeaveNum-;break;/標(biāo)記狀態(tài)case STATE_FLAG:m_pNewMine-uState = STATE_DICEY;m_pNewMine-uOldState = STATE_DICEY;m_nLeaveNum+;break;/未知狀態(tài)case STATE_DICEY:m_pNewMine-uState = STATE_NORMAL;m_pNewMine-uOldState = STATE_NORMAL;break;default: break;Invalidate();CWnd:OnRButtonDown(nFlags, point);3.4 繪圖界面的
18、設(shè)計(1)雷區(qū)、笑臉模塊的繪制添加三個位圖資源如圖13所示。 圖13 位圖的繪制ID分別為ID_BTN_COLOR、ID_MINE_COLOR、ID_NUM_COLOR,并分別添加三個位圖類型的變量,然后調(diào)用LoadBitmap(UINT nIDResource)函數(shù)來實現(xiàn)位圖資源與變量的關(guān)聯(lián)并添加函數(shù)DrawButton()、DrawMineArea()、DrawNumber()分別實現(xiàn)笑臉按鈕、雷區(qū)、數(shù)字圖像(計時器數(shù)字和剩余雷數(shù)數(shù)字)的繪圖。繪制雷區(qū)的函數(shù)DrawMineArea()的實現(xiàn)代碼如下。繪制笑臉按鈕的函數(shù)實現(xiàn)類似。void CMineWnd:DrawMineArea(CPai
19、ntDC &dc)CDC dcMemory; /用作內(nèi)存設(shè)備 /源設(shè)備dcMemory.CreateCompatibleDC(&dc); /使得這個設(shè)備與dc兼容 /dc是目標(biāo)設(shè)備dcMemory.SelectObject(m_bmpMine); /將內(nèi)存設(shè)備與位圖資源關(guān)聯(lián)for (UINT i = 0; im_uYNum; i+) for (UINT j = 0; jm_uXNum; j+) /根據(jù)ij區(qū)域的雷方塊狀態(tài)拷貝相應(yīng)的圖像到ij雷區(qū)的特定區(qū)域dc.StretchBlt(MINEAREA_FRAME_X+16*j, MINEAREA_FRAME_Y+16*i, 16, 16, &dc
20、Memory, 0, 16*m_pMinesij.uState, 16, 16, SRCCOPY);(2)3D效果外殼模塊的繪制首先調(diào)用FillSolidRect()在框架的左部和頂部分別繪制2個小白條,這樣看起來有點立體的,然后調(diào)用Draw3dRect()在笑臉以及計時顯示區(qū)域周圍繪上一個較小的3D邊框,最后在雷區(qū)周圍繪上一個較大的3D邊框。3D效果外殼繪制結(jié)果顯示如圖16。(3) 數(shù)字模塊的繪制數(shù)字圖像的繪制不是由鼠標(biāo)事件觸發(fā)的,而是由系統(tǒng)時間觸發(fā)的。首先在CMineWnd類中添加定時器標(biāo)識的成員變量m_uTimer和一個記錄游戲開始直到目前所花費的時間的成員變量m_uSpendTime。
21、接著在游戲的開始函數(shù)布下時間種子,時間間隔為1000us,然后選擇到預(yù)定時間間隔后發(fā)送Windows命令消息函數(shù)WM_TIMER。接著在CMineWnd類中找到對應(yīng)的消息WM_TIMER,并為其添加重寫函數(shù)OnTimer(),該函數(shù)首先判斷這次的WM_TIMER命令是否為所布下的時間種子到時而產(chǎn)生的,如果是則讓使用的時間變量m_uSpendTime自增,然后通知系統(tǒng)重繪圖像。雷區(qū)、笑臉按鈕、3D效果外殼和數(shù)字圖像的繪制都是在OnPaint()函數(shù)中實現(xiàn)的。其函數(shù)代碼如下所示。void CMineWnd:OnPaint() CPaintDC dc(this); /創(chuàng)建一個CPaintDC類型的用
22、以屏幕顯示的dc設(shè)備 /參數(shù)是指向當(dāng)前框架窗口CDC dcMemory;/ 內(nèi)存設(shè)備CBitmap bitmap;/創(chuàng)建臨時的位圖資源if (!dc.IsPrinting() /判斷不是使用打印機(jī)來進(jìn)行繪制工作/ 使內(nèi)存設(shè)備與dc設(shè)備兼容if (dcMemory.CreateCompatibleDC(&dc)/ 使得bitmap與實際顯示的dc設(shè)備兼容if(bitmap.CreateCompatibleBitmap(&dc,m_rcClient.right,m_rcClient.bottom)/ 內(nèi)存設(shè)備選擇物件位圖dcMemory.SelectObject(&bitmap);/繪制背景框dc
23、Memory.FillRect(&m_rcClient, &m_brsBG);DrawButton(CPaintDC&) dcMemory);/笑臉按鈕繪圖DrawNumber(CPaintDC&) dcMemory);/數(shù)字圖像繪圖DrawShell(CPaintDC&) dcMemory);/3D效果外殼繪圖DrawMineArea(CPaintDC&) dcMemory);/雷區(qū)繪圖/ 將內(nèi)存設(shè)備的內(nèi)容拷貝到實際屏幕顯示的設(shè)備dc.BitBlt(m_rcClient.left, m_rcClient.top, m_rcClient.right, m_rcClient.bottom, &d
24、cMemory, 0, 0, SRCCOPY);bitmap.DeleteObject();4 異常處理繪圖過程大多放在OnDraw()或OnPaint()函數(shù)中,OnDraw()在進(jìn)行屏幕顯示時是由OnPaint()進(jìn)行調(diào)用的。當(dāng)窗口因為某種原因需要重繪時,總是先用背景色將顯示區(qū)清除,然后才調(diào)用OnPaint(),而背景色往往與繪圖內(nèi)容反差很大,這樣在短時間內(nèi)背景色和顯示圖形的交替出現(xiàn),使得顯示窗口看起來會閃。對此可以使用內(nèi)存設(shè)備環(huán)境來解決。用戶可以把要顯示的圖形先在內(nèi)存中繪制好,然后再一次性的將內(nèi)存中的圖形一個點一個點的覆蓋到屏幕上去。在內(nèi)存中繪圖時,內(nèi)存中的圖像數(shù)據(jù)只作標(biāo)識而沒有顯示效果
25、。當(dāng)貼到屏幕上時,由于內(nèi)存中最終的圖形與屏幕上顯示圖形差別很小,所以看起來就不會閃了。 結(jié) 論畢業(yè)設(shè)計是本科學(xué)習(xí)階段一次非常難得的理論與實際相結(jié)合的機(jī)會,通過這次比較完整的一個游戲的開發(fā),我擺脫了單純的理論學(xué)習(xí)狀態(tài),和實際設(shè)計的結(jié)合鍛煉了我的綜合運用所學(xué)的專業(yè)基礎(chǔ)知識,解決問題的能力,同時也提高我查閱文獻(xiàn)資料、對程序整體的把握等其他能力與水平,而且通過對整體的掌控,對局部的取舍,以及對細(xì)節(jié)的斟酌處理,都使我的能力得到了鍛煉,經(jīng)驗得到了豐富。這些都我們都希望通過畢業(yè)設(shè)計所能達(dá)到的目標(biāo)。在畢業(yè)設(shè)計過程中,在導(dǎo)師王老師的帶領(lǐng)下,不斷地對源程序進(jìn)行改進(jìn)與完善,增加了一些以往掃雷游戲所沒有的功能。并且在
26、編寫的過程中,各種組件的運用,各種算法的應(yīng)用,各種控件的利用我都是隨著畢業(yè)設(shè)計的不斷深入而不斷熟悉并逐步掌握的。和老師以及同學(xué)們的溝通交流跟使我對程序整體的規(guī)劃與設(shè)計有了新的認(rèn)識也對自己提出了新的要求。提高是有限的但也是全面的,正是這次設(shè)計讓我積累了許多實際經(jīng)驗,也必然會讓我在未來的工作學(xué)習(xí)中表現(xiàn)出更高的應(yīng)變能力和理解能力。順利如期的完成本次畢業(yè)設(shè)計給了我很大的信心,但是也讓我看到了自己許多的不足,學(xué)習(xí)其實就是一個不斷完善的過程,正視自己的不足之處,在以后的工作和學(xué)習(xí)中不斷的彌補這些不足之處,在以后的工作中也要保持同樣的態(tài)度,不斷完善自己。致 謝經(jīng)過幾個月的不懈努力,我的畢業(yè)設(shè)計終于完成了。在
27、這里,首先要感謝的就是我的指導(dǎo)老師王留洋。在這次的畢業(yè)設(shè)計過程中,從醞釀、選題、撰寫到定稿,我遇到了許許多多的問題,有許許多多的地方需要改善,王老師總是耐心的幫我分析,并憑借他多年的工作經(jīng)驗給我提供合理的解決方案,讓我更好地完成掃雷游戲的編寫。在此,要向我的指導(dǎo)老師王留洋老師表示最誠摯的敬意和最衷心的感謝。同時我也要感謝大學(xué)期間所有教導(dǎo)過我的老師們,是他們傳授給我方方面面的知識,拓寬了我的知識面,培養(yǎng)了我的功底,對畢業(yè)設(shè)計的完成不無裨益。我還要感謝和自己生活在一起的同學(xué)們,并不是所有的問題都得麻煩王老師,在有些問題上同學(xué)給了我很大的幫助。另外還要感謝計算機(jī)工程學(xué)院所提供的優(yōu)良的實驗環(huán)境,讓我很
28、好的鍛煉了自己的實踐能力。最后我還要感謝班主任這四年來對我的關(guān)心和培養(yǎng),對我的學(xué)習(xí)和成長有著極為積極的作用。還有感謝陪伴了我的同學(xué)們,他們不僅在畢業(yè)設(shè)計上,而且在生活上給了我很大的幫助,正是由于有了他們的鼓勵和幫助,我才能在遇到困難的時候堅持下來,在此衷心的感謝他們。參 考 文 獻(xiàn)吳乃玲.C+程序設(shè)計.北京:人民郵電出版社,2008鄺玲輝. 應(yīng)用系統(tǒng)開發(fā).北京:人民郵電出版社,2007羅齊.物流系統(tǒng)功能與構(gòu)建戰(zhàn)略分析.上海 200433 2003年第10期夏邦貴,郭勝等.Sql Server數(shù)據(jù)庫開發(fā)入門與范例解析.北京:機(jī)械工業(yè)出版社,2004閃四清.數(shù)據(jù)庫原理與應(yīng)用教程.北京:清華大學(xué)出版
29、社,2004甘仞初. 信息系統(tǒng)開發(fā).北京:經(jīng)濟(jì)科學(xué)出版社,2000陳禹.信息系統(tǒng)分析與設(shè)計.北京:電子工業(yè)出版社,2005 黃梯云.管理信息系統(tǒng).北京:高等教育出版社,1999方美琪.軟件開發(fā)工具.北京:經(jīng)濟(jì)科學(xué)出版社,200210. 王珊.數(shù)據(jù)組織與管理.北京:經(jīng)濟(jì)科學(xué)出版社,1996ag an employment tribunal clai Emloyment tribunals sort out disagreements between employers and employees. You may need to make a claim to an employment tri
30、bunal if: you dont agree with the disciplinary action your employer has taken against you your employer dismisses you and you think that you have been dismissed unfairly. For more informu, take advice from one of the organisations listed underFur ther help. Employment tribunals are less formal than
31、some other courts, but it is still a legal process and you will need to give evidence under an oath or affirmation. Most people find making a claim to an employment tribunal challenging. If you are thinking about making a claim to an employment tribunal, you should get help straight away from one of
32、 the organisations listed underFurther help. ation about dismissal and unfair dismissal, seeDismissal. You can make a claim to an employment tribunal, even if you haventappealedagainst the disciplinary action your employer has taken against you. However, if you win your case, the tribunal may reduce
33、 any compensation awarded to you as a result of your failure to appeal. Remember that in most cases you must make an application to an employment tribunal within three months of the date when the event you are complaining about happened. If your application is received after this time limit, the tri
34、bunal will not usually accept i. If you are worried about how the time limits apply to you If you are being represented by a solicitor at the tribunal, they may ask you to sign an agreement where you pay their fee out of your compensation if you win the case. This is known as adamages-based agreemen
35、t. In England and Wales, your solicitor cant charge you more than 35% of your compensationif you win the case. You are clear about the terms of the agreement. It might be best to get advice from an experienced adviser, for example, at a Citizens Advice Bureau. To find your nearest CAB, including tho
36、se that give advice by e-mail, click onnearest CAB. For more information about making a claim to an employment tribunal, seeEmployment tribunals. The (lack of) air up there Watch m Cay man Islands-based Webb, the head of Fifas anti-racism taskforce, is in London for the Football Associations 150th a
37、nniversary celebrations and will attend Citys Premier League match at Chelsea on Sunday. I am going to be at the match tomorrow and I have asked to meet Ya ya Toure, he told BBC Sport. For me its about how he felt and I would like to speak to him first to find out what his experience was. Uefa has H
38、YPERLINK http:/www.bbc.co.uk/sport/0/football/24654499 opened disciplinary proceedings against CSKAfor the racist behaviour of their fans during HYPERLINK http:/www.bbc.co.uk/sport/0/football/24615218 Citys 2-1 win. Michel Platini, president of European footballs governing body, has also ordered an
39、immediate investigation into the referees actions. CSKA said they were surprised and disappointed by Toures complaint. In a statement the Russian side added: We found no racist insults from fans of CSKA. Age has reached the end of the beginning of a word. May be guilty in his seems to passing a lot
40、of different life became the appearance of the same day; May be back in the past, to oneself the paranoid weird belief disillusionment, these days, my mind has been very messy, in my mind constantly. Always feel oneself should go to do something, or write something. Twenty years of life trajectory d
41、eeply shallow, suddenly feel something, do it.一字開頭的年齡已經(jīng)到了尾聲。或許是愧疚于自己似乎把轉(zhuǎn)瞬即逝的很多個不同的日子過成了同一天的樣子;或許是追溯過去,對自己那些近乎偏執(zhí)的怪異信念的醒悟,這些天以來,思緒一直很凌亂,在腦海中不斷糾纏??傆X得自己似乎應(yīng)該去做點什么,或者寫點什么。二十年的人生軌跡深深淺淺,突然就感覺到有些事情,非做不可了。The end of our life, and can meet many things really do?而窮盡我們的一生,又能遇到多少事情是真正地非做不可? During my childhood, t
42、hink lucky money and new clothes are necessary for New Year, but as the advance of the age, will be more and more found that those things are optional; Junior high school, thought to have a crush on just means that the real growth, but over the past three years later, his writing of alumni in peace,
43、 suddenly found that isnt really grow up, it seems is not so important; Then in high school, think dont want to give vent to out your inner voice can be in the high school children of the feelings in a period, but was eventually infarction when graduation party in the throat, later again stood on th
44、e pitch he has sweat profusely, looked at his thrown a basketball hoops, suddenly found himself has already cant remember his appearance. Baumgartner the disappointing news: Mission aborted. r plays an important role in this mission. Starting at the ground, conditions have to be very calm - winds le
45、ss than 2 mph, with no precipitation or humidity and limited cloud cover. The balloon, with capsule attached, will move through the lower level of the atmosphere (the troposphere) where our day-to-day weather lives. It will climb higher than the tip of Mount Everest (5.5 miles/8.85 kilometers), drifting even higher than the cruising altitude of commercial airliners (5.6 miles/9.17 kilometers) and into the stratosphere. As he crosses the boundary layer (called the tropop
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