火箭扫雷d的发射原理是什么

火箭扫雷d的发射原理是什么,第1张

扫雷时,乘员按下发射按钮,火箭发动机点火,高压燃气通过5个喷管向后喷出,将火箭扫雷d沿导轨向前方推离发射架。扫雷d飞行0.86秒时,火箭发动机燃料消耗完毕,发动机熄火,结束主动段飞行,此时扫雷d达到最大飞行速度,扫雷d进入滑翔飞行阶段,继续向雷场飞去。在火箭发动机点火的同时,安装在扫雷d头部和尾部的热电池被激活,1.5秒时热电池开始工作,起动开仓延期雷管(点火),再过2秒,延期雷管引爆爆炸螺栓,爆炸螺栓的爆炸能量对战斗部形成强大的前推力,对火箭部形成后推力使火箭部和战斗部分离。同时,火箭部上的4个垂直尾翼在扭簧作用下旋转成风阻板,产生强大的空气阻力使火箭部急剧减速,与战斗部加速分离,此时,装在战斗部内的32个串联的药包(绳的尾端栓在火箭部上)被拉出,随后被一快(战斗部)一慢(火箭部)两个飞行d体展开、抻直(药包空中层直长度约为120-130米)并继续飞行(见"火箭扫雷车扫雷过程示意图")。这时,在空中飞行的爆破带宛如一条当空飞舞的彩练,可谓美不胜收。在爆破带飞行过程中,其头、尾引信保险被解脱处于待击发状态,当爆破带的头部或尾部引信着地、其余药包还处于空中状态时(高约5~8米),爆破带凌空爆炸,产生强大的冲击波将地雷引爆,当采取地爆方式时,头、尾引信在一定的时间内延时引爆爆破带(头部引信引爆时间为6秒,尾部引信引爆时间为15秒)。

我有源代码:绝对可以通过,不过比较简单而已,对学生而言应该可以了吧,这是以前写的:

一下两个文件放在一个包里就行了

/

This class defines a class that contains some useful

attributions and some methods to set or get these attributions

/

import javaxswingJButton;

public class ExButton extends JButton

{

//if the button is a mine,the isMine will be true

private boolean isMine;

//to check if a button has been visited is useful

//when using the recursion in the Game class

private boolean isVisited;

//the row number of the button

int btnRowNumber;

//the column number of the button

int btnColumnNumber;

//the mines around a button

int minesAround=0;

public void setIndex(int btnRowNumber,int btnColumnNumber)

{

thisbtnRowNumber=btnRowNumber;

thisbtnColumnNumber=btnColumnNumber;

}

public int getRowNumber()

{

return thisbtnRowNumber;

}

public int getColumnNumber()

{

return thisbtnColumnNumber;

}

public void setVisited(boolean isVisited)

{

thisisVisited=isVisited;

}

public boolean getVisited()

{

return thisisVisited;

}

public void setMine(boolean isMine)

{

thisisMine=isMine;

}

public boolean getMine()

{

return thisisMine;

}

//the attribute of minesAround add one each

//time a mine is put down around the button

public void addMinesAround()

{

thisminesAround++;

}

public int getMinesAround()

{

return thisminesAround;

}

}

-------------------------------------------------

/

File Name: Gamejava

Author: Tian Wei Student Number: Email: xiangchensuiyue@163com

Assignment number: #4

Description: In this program ,a frame will be created which contains

ten "mines"When you click a button ,it will present the

number of mines around or a message of losing the game

(if the button is a mine)You can make a right click to

sign a dengerous button as wellWhen all the mines have

been signed ,a message box of winning the game will jump

to the screenAnd the the message of the time you used in

the gameMore over,you can click the button on the bottom

to restart the game

/

import javaxswing;

import javaawt;

import javaawtevent;

import javautil;

import javautilRandom;

import javautilTimer;

public class Game extends JFrame{

//define some menber variables

private long minute=0,second=0;//take down time used int the game

private ExButton[][] btn;//two-dimension array present the buttons

private JLabel label;

private JButton restart;//restart button

private int minesRemained;//remained mines that you have not signed

private boolean thisTry=true;

private JLabel timeUsed=new JLabel ();

private Random rand=new Random();

private final int ROWS,COLUMNS;

private final int MINES;

// the constuctor

public Game(int rows,int columns,int mines)

{

super("Find mines");

thisROWS=rows;

thisCOLUMNS=columns;

thisMINES=mines;

minesRemained=MINES;

Timer timer=new Timer();//Timer's object to timer the game

timerschedule(new MyTimer(), 0, 1000);//do the function every second

Container container=getContentPane();

containersetLayout(new BorderLayout());

//Jpanel in the Container

JPanel jpanel=new JPanel();

jpanelsetLayout(new GridLayout(ROWS,COLUMNS));

restart=new JButton("click me to restart the game");

JPanel jpanel2=new JPanel();

//Another JPanel in the Container

jpanel2setLayout(new FlowLayout());

jpanel2add(timeUsed);

jpanel2add(restart);

ButtonListener restartHandler=new ButtonListener();

restartaddActionListener(restartHandler);

containeradd(jpanel2,BorderLayoutSOUTH);

btn=new ExButton[ROWS+2][COLUMNS+2];

//initialize the buttons

for(int i=0;i<=ROWS+1;i++)

{

for(int j=0;j<=COLUMNS+1;j++)

{

btn[i][j]=new ExButton();

btn[i][j]addMouseListener(new MouseClickHandler());

btn[i][j]setIndex(i,j);

btn[i][j]setVisited(false);

}

}

for(int i=1;i<=ROWS;i++)

for(int j=1;j<=COLUMNS;j++)

jpaneladd(btn[i][j]);

containeradd(jpanel,BorderLayoutCENTER);

JPanel jpanel3=new JPanel ();

label=new JLabel();

labelsetText("Mines remaining "+MINES);

jpanel3add(label);

containeradd(jpanel3,BorderLayoutNORTH );

thisaddMines();

thisaddMinesAround();

}

//randomly put ten mines

private void addMines()

{

for(int i=1;i<=MINES;i++)

{

int raInt1=randnextInt(ROWS);

int raInt2=randnextInt(COLUMNS);

if((raInt1==0)||(raInt2==0)||btn[raInt1][raInt2]getMine())

i--;

else

btn[raInt1][raInt2]setMine(true);

}

}

//take down the mines around a button

private void addMinesAround()

{

for(int i=1;i<=ROWS;i++)

{

for(int j=1;j<=COLUMNS;j++)

{

if(btn[i][j]getMine())

{

btn[i][j-1]addMinesAround();

btn[i][j+1]addMinesAround();

btn[i-1][j-1]addMinesAround();

btn[i-1][j]addMinesAround();

btn[i-1][j+1]addMinesAround();

btn[i+1][j-1]addMinesAround();

btn[i+1][j]addMinesAround();

btn[i+1][j+1]addMinesAround();

}

}

}

}

//if a button clicked is a empty one,then use a recursion

//to find all the empty buttons around

private void checkEmpty(ExButton button)

{

buttonsetVisited(true);

int x=buttongetRowNumber();

int y=buttongetColumnNumber();

buttonsetBackground(Colorwhite);

if((buttongetMinesAround()==0)&&(x>=1)&&(x<=ROWS)

&&(y>=1)&&(y<=COLUMNS))

{

if(!btn[x][y-1]getVisited())

checkEmpty(btn[x][y-1]);

if(!btn[x][y+1]getVisited())

checkEmpty(btn[x][y+1]);

if(!btn[x-1][y]getVisited())

checkEmpty(btn[x-1][y]);

if(!btn[x+1][y]getVisited())

checkEmpty(btn[x+1][y]);

if(!btn[x-1][y-1]getVisited())

checkEmpty(btn[x-1][y-1]);

if(!btn[x-1][y+1]getVisited())

checkEmpty(btn[x-1][y+1]);

if(!btn[x+1][y-1]getVisited())

checkEmpty(btn[x+1][y-1]);

if(!btn[x+1][y+1]getVisited())

checkEmpty(btn[x+1][y+1]);

}

else if(buttongetMinesAround()>0)

buttonsetText(""+buttongetMinesAround());

}

//the main function

public static void main(String args[])

{

String rows,columns,mines;

int rowNumber,columnNumber,mineNumber;

rows=JOptionPaneshowInputDialog("Enter the rows of the game");

columns=JOptionPaneshowInputDialog("Enter the columns of the game");

mines=JOptionPaneshowInputDialog("Enter the mines of the game");

rowNumber=IntegerparseInt(rows);

columnNumber=IntegerparseInt(columns);

mineNumber=IntegerparseInt(mines);

Game frame=new Game(rowNumber,columnNumber,mineNumber);

framesetTitle("Find Mines");

framesetDefaultCloseOperation(JFrameEXIT_ON_CLOSE);

framesetLocation(220, 80);

framesetSize(600, 600 );

framesetVisible(true);

}

//there are three inner class below

//The first inner class is used to do the mouse listener's

//functionWhen you click a button ,it will present the

//number of mines around or a message of losing the game

//(if the button is a mine)You can make a right click to

//sign a dengerous button as wellWhen ten mines have been

//signed,it will check whether all the signed ones are mines

private class MouseClickHandler extends MouseAdapter

{

public void mouseClicked(MouseEvent event)

{

//get the button that been clicked

ExButton eventButton=new ExButton();

eventButton=(ExButton)eventgetSource();

eventButtonsetVisited(true);

//when it is a right click

if(eventisMetaDown())

{

if(eventButtongetText()=="#")

{

minesRemained++;

eventButtonsetText("");

}

else

{

if((eventButtongetBackground()==Colorwhite)||

(eventButtongetText()!=""))

{

//do nothing

}

else

{

minesRemained--;

eventButtonsetText("#");

}

}

labelsetText("Mines remaining "+minesRemained);

//check if all the signed buttons are mines

if(minesRemained==0)

{

for(int i=1;i<=ROWS;i++)

for(int j=1;j<=COLUMNS;j++)

{

if(btn[i][j]getMine()&&btn[i][j]getText()!="#")

thisTry=false;

if(!btn[i][j]getMine()&&btn[i][j]getText()=="#")

thisTry=false;

}

if(thisTry)

{

//win the game

JOptionPaneshowMessageDialog(null, "You succeed" +

" in this experience!");

JOptionPaneshowMessageDialog(null, "Time used:"+

timeUsedgetText());

}

else//you have wrongly signed one or more mines

JOptionPaneshowMessageDialog(null, "You have wrongly " +

"signed one or more mines,please check it and go on!");

}

}

else if(eventisAltDown())

{

//do nothing

}

else

{//normally click(left click)

if(eventButtongetText()=="#")

{

//do nothing

}

else if(eventButtongetMine())

{

//lose the game

JOptionPaneshowMessageDialog(null, "What a pity!" +

"You failed!" );

//show all the mines to the loser

for(int i=1;i<=ROWS;i++)

for(int j=1;j<=COLUMNS;j++)

{

if(btn[i][j]getMine())

btn[i][j]setBackground(ColorBLACK);

}

JOptionPaneshowMessageDialog(null, "Time used: 0"+

minute+":"+second);

}

else

{

if(eventButtongetMinesAround()==0)

{

//call the function to find all the empty buttons around

checkEmpty(eventButton);

}

else

eventButtonsetText(""+eventButtongetMinesAround());

}

}

}

}

//The second class is to listen to the button which used to

//restart the gameIn this class,it will dispose the old frame

//and create a new one(Of course,the mines's position have

//been changed)

private class ButtonListener implements ActionListener

{

public void actionPerformed (ActionEvent e)

{

//what to dispose is the object of Game class

Gamethisdispose();

//the same code as in the main function

Game frame=new Game(ROWS,COLUMNS,MINES);

framesetTitle("Find Mines");

framesetDefaultCloseOperation(JFrameEXIT_ON_CLOSE);

framesetSize(600, 600 );

//make sure the frame is at the center of the screen

framesetLocation(220, 80);

framesetVisible(true);

}

}

//The last class is the class that will be used in the

//Timer's object timerIt should inherit the class TimerTask

//It is the task that the Timer will do every second

private class MyTimer extends TimerTask

{

public void run()

{

second+=1;

minute+=second/60;

second=second%60;

//change the text of the time used in the game

timeUsedsetText("Time used 0"+minute+":"+second);

}

}

}//end of the class Game

一种无需人帮助而安全地清除被埋藏在地面之下的地雷的扫雷自动机。该扫雷自动机的工作能安全而可靠地清除地雷而与地雷现场的地面情况无关。两圆柱形机体(11,11)可转动地并共轴线地连接在一起,以组成外机身(10)。

在该外机身(10)里设有一用于通过两机体(11,11)的彼此独立的转动来运行外机身(10)的主体(20)。沿着外机身(10)的运行方向前、后延伸的诸导向杆(40)连接于主体(20)的诸侧面。在机体(11,11)的外围面上安装有多个用柔性材料制成并从该外围面上的多个位置伸出的探头(30,30)。在爬坡时,诸导向杆(40)的后端与地面接触,提高了爬坡能力。当通过凹坑时,诸探头(30,30)与地面接触,不会有任何地雷未被接触到而被遗漏。

1打开扫雷游戏;2开始游戏,点开一块;3在没有点中雷而结束游戏之前的任何一个时刻,按下 开始键+D(开始键就是左边ctrl和alt中间的那个键);4这个时候你会发现游戏窗口变成了最小化在屏幕最下面的任务栏里;5在任务栏里选中扫雷,让它成为原先大小的当前工作窗口;

这个绝对成功 是减少时间的 不是全部扫出来的 只要你能全部扫出来 就能以很少的时间的

首先电脑是不存在随机这样东西因为电脑所用到的随机也不可能是完全的随机吧怎么也是有个初始条件的吧至于那个初始条件能不能模拟那就是另一回事了

纯粹数学上的话应该把开了的区域和没开的区域分开开了的区域和没开的区域之间的没开的第一行叫做他们的边界

这样把扫雷分成三部分开了的区域叫做A区然后没开的区域的第一行叫做边界叫做B区剩下的没开的区域就叫C区

那么很明显

(1)B区的雷数受A区的数字影响也就是B区的雷有各种各样的分布但是每种分布都有各自的概率这个概率可以由A区的数字分布非常准确的求得

(2)然后没开的雷数减去B区的雷数就是C区的雷数C区的雷数除以C区的格子数便是C区开出雷的概率因此C区的概率分布要由B区的概率分布来决定C区的开出雷的概率是等概率分布

(3)你每打开一个格子A区的雷的概率分布便会变化一次因此你需要不断的去更新你的概率分布

以上是从雷的概率分布去讨论的

以下是从你已经掌握了足够的技巧然后你能够充分的去利用这些技巧最终你是否能成功完成这个游戏来讨论

首先雷的分布是各种各样的有些雷的分布是可以推出来的而有些雷是不能推出来的是一个死角那样的分布因此就需要讨论各种雷的分布组合找出各种死角分布的雷很明显

(1)四个角落出现死角分布的雷的概率是最多的而其中的某个格子出现雷的概率是最高的这个概率能通过具体分析来求得是一个具体的概率用P1来表示因此你第一个开的地方应该是出现死角分布概率最高的格子第二个开的格子是死角分布第二高的格子这样就能提高你以后完成这个游戏的概率

(2)理论上四个角落是对称的你开完四个角落之后死角的组合就会又再次发生变化你需要重新去讨论然后求得最可能出现死角的分布的格子而这个概率可以根据分类来准确求得用P2来表示

(3)理论上根据对称的原理也是开四个角落中的某个格子

(4)如此类推你用这个方法不踩到雷的概率是P=(1-P1)(1-P2)(1-P3)(1-PN)

(5)当1-P>PN的时候你就应该放弃继续用这个方法来提高你的成功率

#include

#include

#include

using namespace std;

int map[12][12]; // 为避免边界的特殊处理,故将二维数组四周边界扩展1

int derection[3] = { 0, 1, -1 }; //方向数组

int calculate ( int x, int y )

{

int counter = 0;

for ( int i = 0; i < 3; i++ )

for ( int j = 0; j < 3; j++ )

if ( map[ x+derection[i]][ y+derection[j] ] == 9 )

counter++; // 统计以(x,y)为中心的四周的雷数目

return counter;

}

void game ( int x, int y )

{

if ( calculate ( x, y ) == 0 )

{

map[x][y] = 0;

for ( int i = 0; i < 3; i++ )

{ // 模拟游戏过程,若点到一个空白,则系统自动向外扩展

for ( int j = 0; j < 3; j++ )

if ( x+derection[i] <= 9 && y+derection[j] <= 9 && x+derection[i] >= 1 && y+derection[j] >= 1

&& !( derection[i] == 0 && derection[j] == 0 ) && map[x+derection[i]][y+derection[j]] == -1 )

game( x+derection[i], y+derection[j] ); // 条件比较多,一是不可以让两个方向坐标同时为0,否则

递归调用本身!

} //二是递归不能出界三是要保证不返回调用。

}

else

map[x][y] = calculate(x,y);

}

void print ()

{

for ( int i = 1; i < 10; i++ )

{

for ( int j = 1; j < 10; j++ )

{

if ( map[i][j] == -1 || map[i][j] == 9 )

cout << "#";

else

cout <> x >> y )

{

if ( map[x][y] == 9 )

{

cout << "GAME OVER" <> ch;

cout << "\n\n";

} while ( ch == 'Y' );

return 0;

}

额,是这样的,初级扫雷是有1秒钟完成的几率的,不过那全是靠运气的,至于中高级则不可能1秒完成,除非用了作弊器。在这里顺便说一下作弊器,作弊器是可以标记雷区 标记非雷区 和自动扫雷,前两个顾名思义,就是将雷区和非雷区显示出来,而自动扫雷则可以直接完成扫雷,这样也就是说完成扫雷的时间就是1秒了。 还有一种方法就是调自定义扫雷。在自定义扫雷在扫雷中的开始处点击"自定义"便可调成,只要你把长和宽都调大点,你一点,就会有一大片地方暗下来(就是被点中的样子),你只要清理一下剩下的地方就可以了。你说的肯定是以上几种中的一种,至于是哪种,你就自己判断下吧。

回答完毕,谢谢。

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