我用Python 2.6制作了一款游戏。我还使用cx_Freeze 4.3将其变为可执行文件。当我在计算机上运行可执行文件时,它想出了这个:
Microsoft Visual C++ Runtime Library
Program: C:\Users\smm\Desktop\asteroid shower 1.4.5\asteroid.exe
This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.
我不明白这里发生了什么。我尝试解决问题,但没有运气。然后我在谷歌搜索运行时错误,它说它可能是兼容性。我在windows vista上用windows 7 python 2.6的下载版本编写了原始脚本。我这样做是因为windows vista没有上网所以我在windows 7笔记本电脑上下载了python,pygame和cx_freeze .msi文件。然后我将文件传输到桌面windows vista。这是问题吗?或者脚本?当它仍然是一个python脚本时,我不认为它是剧本,因为我可以玩游戏。它虽然有点长......我运行的是带有python 2.6,pygame 2.6和cx_freeze 4.3的Windows 7。谢谢,如果你能帮助我:)。
# By Sandy Goetjens
# Asteroid Shower V1.4.5
import pygame, random, sys, time
from pygame.locals import *
WINDOWWIDTH = 600
WINDOWHEIGHT = 600
RED = (255, 0, 0)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
BLUE = (0, 0, 255)
TEXTCOLOR = WHITE
BACKGROUNDCOLOR = BLACK
FPS = 40
ASTEROIDCIRCLESPEED = 1
ASTEROIDMINSIZE = 10
ASTEROIDMAXSIZE = 40
ASTEROIDMINSPEED = 1
ASTEROIDMAXSPEED = 8
ADDNEWASTEROIDRATE = 10
PLAYERMOVERATE = 5
TOKENSIZE = 20
TOKENSPEED = 8
ADDNEWTOKENRATE = 6
BULLETSPEED = 3
BULLETFIRETIME = 1000
BULLETSIZE = 20
GHOSTSIZE = 20
GHOSTSPEED = 5
ADDNEWGHOSTRATE = 8
HEALTHSIZE = 20
HEALTHSPEED = 10
ADDNEWHEALTHRATE = 9
EYEBALLSIZE = 20
EYEBALLSPEED = 15
ADDNEWARROWRATE = 5
ARROWSIZE = 10
ARROWSPEED = 18
ADDNEWDUSTRATE = 8
DUSTSIZE = 12
DUSTSPEED = 16
ADDNEWEYEBALLRATE = 10
GHOSTSIZE = 20
GHOSTSPEED = 10
ADDNEWGHOSTRATE = 15
NEWASTEROIDSPEED = 30
def terminate():
pygame.quit()
sys.exit()
def waitForPlayerToPressKey():
while True:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
if event.type == KEYDOWN:
if event.key == K_ESCAPE: # pressing escape quits
terminate()
return
def playerHasHitHealth(playerRect, healths):
for h in healths:
if playerRect.colliderect(h['rect']):
return True
return False
def drawAsteroidRotation(ASTEROIDCIRCLESPEED, rotation, asteroids):
for a in asteroids:
left = leftCordinOfAsteroid
pygame.draw.rect(windowSurface, WHITE, (left, ASTEROIDSIZE, ASTEROIDSIZE))
pygame.display.update()
def asteroidAnimation(asteroids):
for rotation in asteroids(ASTEROIDCIRCLESPEED):
drawAsteroidRotation(ASTEROIDCIRCLESPEED, rotation, asteroids)
def bulletHasHitAsteroid(bulletRect, asteroids):
for b in bullets:
if bulletRect.colliderect(b['rect']):
bombExplosion.play()
return True
bombExplosion.stop()
return False
def playerHasHitToken(playerRect, tokens):
for t in tokens:
if playerRect.colliderect(t['rect']):
return True
return False
def playerHasHitBaddie(playerRect, asteroids):
for a in asteroids:
if playerRect.colliderect(a['rect']):
return True
return False
def playerHasHitGhost(playerRect, ghosts):
for g in ghosts:
if playerRect.colliderect(g['rect']):
return True
return False
def playerHasHitEyeball(playerRect, eyeballs):
for e in eyeballs:
if playerRect.colliderect(e['rect']):
return True
return False
def playerHasHitArrow(playerRect, arrows):
for r in arrows:
if playerRect.colliderect(r['rect']):
return True
return False
def playerHasHitDust(playerRect, dusts):
for d in dusts:
if playerRect.colliderect(d['rect']):
return True
return False
def asteroidHasHitBullet(baddieRect, bullets):
for a in asteroids:
if asteroidRect.collierect(a['rect']):
return True
return False
def drawText(text, font, surface, x, y):
font = pygame.font.Font(None, 48)
textobj = font.render(text, 10, TEXTCOLOR)
textrect = textobj.get_rect()
textrect.topleft = (x, y)
surface.blit(textobj, textrect)
def version(font, windowSurface, versionbackgroundImage):
while True:
windowSurface.blit(versionBackgroundImage, (0, 0))
drawText('Buy the full game to play more', font, windowSurface, (WINDOWWIDTH / 3) - 200, (WINDOWHEIGHT / 3) - 200)
drawText('levels!! Plus bonus', font, windowSurface, (WINDOWWIDTH / 3) - 200, (WINDOWHEIGHT / 3) - 150)
drawText('updates and new game', font, windowSurface, (WINDOWWIDTH / 3) - 200, (WINDOWHEIGHT / 3) - 100)
drawText('releases!! Presented', font, windowSurface, (WINDOWWIDTH / 3) - 200, (WINDOWHEIGHT / 3) - 50)
drawText('by Desert Labotories', font, windowSurface, (WINDOWWIDTH / 3) - 200, (WINDOWHEIGHT / 3) - 0)
pygame.display.update()
waitForPlayerToPressKey()
return
def Credits(font, windowSurface, creditbackgroundImage):
while True:
windowSurface.blit(creditBackgroundImage, (0, 0))
drawText('Created by Sandy Goetjens', font, windowSurface, (WINDOWWIDTH / 3) - 150, (WINDOWHEIGHT / 3) + 50)
drawText('Presented by Desert Labortories', font, windowSurface, (WINDOWWIDTH / 3) - 150, (WINDOWHEIGHT / 3) + 100)
pygame.display.update()
waitForPlayerToPressKey()
return
def waitForPlayerToEnterKeys():
while True:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
if event.type == KEYDOWN:
if event.key == K_ESCAPE: # pressing escapes quits
terminate()
if event.key == K_c:
Credits(font, windowSurface, creditBackgroundImage)
if event.key == K_x:
version(font, windowSurface, versionBackgroundImage)
return
def Level3(font, windowSurface, level):
while True:
drawText('Buy the full version to', font, windowSurface, (WINDOWWIDTH / 3) - 150, (WINDOWHEIGHT / 3))
drawText('continue playing!', font, windowSurface, (WINDOWWIDTH / 3) - 150, (WINDOWHEIGHT / 3) + 50)
drawText('8 new and challenging levels!', font, windowSurface, (WINDOWWIDTH / 3) - 150, (WINDOWHEIGHT / 3 + 100))
pygame.display.update()
waitForPlayerToPressKey()
return
def Level1(font, windowSurface, level, applauseSound):
while True:
applauseSound.play()
drawText('LEVEL 1 completed!', font, windowSurface, (WINDOWWIDTH / 3) - 100, (WINDOWHEIGHT / 3))
drawText('Press a key to continue.', font, windowSurface, (WINDOWWIDTH / 3) - 100, (WINDOWHEIGHT / 3) + 50)
drawText('By Sandy Goetjens.', font, windowSurface, (WINDOWWIDTH / 3) - 100, (WINDOWHEIGHT / 3) + 150)
drawText('RATE US ON FACEBOOK', font, windowSurface, (WINDOWWIDTH / 3) - 100, (WINDOWHEIGHT / 3) + 200)
drawText('Entering BLUE LANDS', font, windowSurface, (WINDOWWIDTH / 3) - 100, (WINDOWHEIGHT / 3) + 250)
pygame.display.update()
applauseSound.stop()
for event in pygame.event.get():
if event.type == QUIT:
terminate()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
terminate()
if True:
level = 2
kilometres = 3000
return
# set up pygame, the window, and the mouse cursor
pygame.init()
global level, kilometres
mainClock = pygame.time.Clock()
windowSurface = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_icon(pygame.image.load('asteroid.icon'))
pygame.display.set_caption('Asteroid Shower Demo V1.4.5')
pygame.mouse.set_visible(False)
# set up fonts
font = pygame.font.SysFont(None, 48)
# set up sounds
gameOverSound = pygame.mixer.Sound('gameover.wav')
pygame.mixer.music.load('background.mid')
bombExplosion = pygame.mixer.Sound('explosion-01.wav')
warnSound = pygame.mixer.Sound('alarm02.wav')
applauseSound = pygame.mixer.Sound('applause2.wav')
# set up images
playerImage = pygame.image.load('player.png')
playerRect = playerImage.get_rect()
baddieImage = pygame.image.load('asteroid.png')
baddieRect = baddieImage.get_rect()
tokenImage = pygame.image.load('tokens.png')
bulletImage = pygame.image.load('bullet.png')
bulletRect = bulletImage.get_rect()
ghostImage = pygame.image.load('ghosts.png')
healthImage = pygame.image.load('health.png')
eyeballImage = pygame.image.load('eyeball.png')
arrowImage = pygame.image.load('arrow.png')
dustImage = pygame.image.load('dust.png')
versionBackgroundImage = pygame.image.load('background.png')
creditBackgroundImage = pygame.image.load('creditsbackground.png')
creditsPage = pygame.image.load('credits.png')
desertLabs = pygame.image.load('desert labs.png')
# show the "Start" screen
windowSurface.blit(creditsPage, (0, 0))
pygame.time.wait(1000)
drawText('Asteroid Shower ', font, windowSurface, (WINDOWWIDTH / 3), (WINDOWHEIGHT / 4 - 100))
drawText('Press a key to start.', font, windowSurface, (WINDOWWIDTH / 3) - 30, (WINDOWHEIGHT / 4 - 50))
pygame.display.update()
waitForPlayerToEnterKeys()
level = 0
bullet = 50
token = 0
topScore = 0
while True:
# set up the start of the game
tokens = []
asteroids = []
bullets = []
eyeballs = []
arrows = []
dusts = []
ghosts = []
healths = []
score = 0
health = 100
kilometres = 2500
playerRect.topleft = (WINDOWWIDTH / 2, WINDOWHEIGHT - 50)
moveLeft = moveRight = moveUp = moveDown = False
reverseCheat = slowCheat = False
asteroidAddCounter = 0
ghostAddCounter = 0
tokenAddCounter = 0
healthAddCounter = 0
eyeballAddCounter = 0
arrowAddCounter = 0
dustAddCounter = 0
pygame.mixer.music.play(-1, 0.0)
while True: # the game loop runs while the game part is playing
score += 1 # increase score
kilometres -= 1 # decrease kilomteres
if level == 0:
if kilometres == 0:
level = 2
kilometres = 3000
Level1(font, windowSurface, level, applauseSound)
# Go to level 3 title
if level == 2 and kilometres == 0:
Level3(font, windowSurface, level)
for event in pygame.event.get():
if event.type == QUIT:
terminate()
if event.type == KEYDOWN:
if event.key == ord('z'):
reverseCheat = True
if event.key == ord('x'):
slowCheat = True
if event.key == K_LEFT or event.key == ord('a'):
moveRight = False
moveLeft = True
if event.key == K_RIGHT or event.key == ord('d'):
moveLeft = False
moveRight = True
if event.key == K_UP or event.key == ord('w'):
moveDown = False
moveUp = True
if event.key == K_DOWN or event.key == ord('s'):
moveUp = False
moveDown = True
if event.key == K_z:
if token > 500:
token -= 500
if bullet < 200:
bullet += 50
if event.key == K_x:
if token > 600:
token -= 600
if event.type == KEYUP:
if event.key == ord('z'):
reverseCheat = False
score = 0
if event.key == ord('x'):
slowCheat = False
score = 0
if event.key == K_ESCAPE:
terminate()
if event.key == K_LEFT or event.key == ord('a'):
moveLeft = False
if event.key == K_RIGHT or event.key == ord('d'):
moveRight = False
if event.key == K_UP or event.key == ord('w'):
moveUp = False
if event.key == K_DOWN or event.key == ord('s'):
moveDown = False
if event.type == MOUSEMOTION:
# If the mouse moves, move the player where the cursor is.
playerRect.move_ip(event.pos[0] - playerRect.centerx, event.pos[1] - playerRect.centery)
if token > 0:
if event.type == MOUSEBUTTONUP:
# If player clicks mouse bullets will fire
if bullet > 0:
bullet -= 1
newBullet = {'rect': pygame.Rect(random.randint(0, WINDOWWIDTH-BULLETSIZE), 0 - BULLETSIZE, BULLETSIZE, BULLETSIZE),
'speed': (BULLETSPEED),
'surface':pygame.transform.scale(bulletImage, (BULLETSIZE, BULLETSIZE)),
}
bullets.append(newBullet)
# Add new tokens at the top of the screen, if needed
if not reverseCheat and not slowCheat:
tokenAddCounter += 1
if tokenAddCounter == ADDNEWTOKENRATE:
tokenAddCounter = 0
newToken = {'rect': pygame.Rect(random.randint(0, WINDOWWIDTH-TOKENSIZE), 0 - TOKENSIZE, TOKENSIZE, TOKENSIZE),
'speed': (TOKENSPEED),
'surface':pygame.transform.scale(tokenImage, (TOKENSIZE, TOKENSIZE)),
}
tokens.append(newToken)
if level == 0:
# Add new baddies at the top of the screen, if needed.
if not reverseCheat and not slowCheat:
asteroidAddCounter += 1
if asteroidAddCounter == ADDNEWASTEROIDRATE:
asteroidAddCounter = 0
asteroidSize = random.randint(ASTEROIDMINSIZE, ASTEROIDMAXSIZE)
newAsteroid = {'rect': pygame.Rect(random.randint(0, WINDOWWIDTH-asteroidSize), 0 - asteroidSize, asteroidSize, asteroidSize),
'speed': random.randint(ASTEROIDMINSPEED, ASTEROIDMAXSPEED),
'surface':pygame.transform.scale(baddieImage, (asteroidSize, asteroidSize)),
}
asteroids.append(newAsteroid)
if level == 0:
if not reverseCheat and not slowCheat:
ghostAddCounter += 1
if ghostAddCounter == ADDNEWGHOSTRATE:
ghostAddCounter = 0
newGhost = {'rect': pygame.Rect(random.randint(0, WINDOWWIDTH-GHOSTSIZE), 0 - GHOSTSIZE, GHOSTSIZE, GHOSTSIZE),
'speed': (GHOSTSPEED),
'surface': pygame.transform.scale(ghostImage, (GHOSTSIZE, GHOSTSIZE)),
}
ghosts.append(newGhost)
if health < 50:
if not reverseCheat and not slowCheat:
healthAddCounter += 1
if healthAddCounter == ADDNEWHEALTHRATE:
healthAddCounter = 0
newHealth = {'rect': pygame.Rect(random.randint(0, WINDOWWIDTH-HEALTHSIZE), 0 - HEALTHSIZE, HEALTHSIZE, HEALTHSIZE),
'speed': (HEALTHSPEED),
'surface': pygame.transform.scale(healthImage, (HEALTHSIZE, HEALTHSIZE)),
}
healths.append(newHealth)
if level == 2:
if not reverseCheat and not slowCheat:
eyeballAddCounter += 1
if eyeballAddCounter == ADDNEWEYEBALLRATE:
eyeballAddCounter = 0
newEyeball = {'rect': pygame.Rect(random.randint(0, WINDOWWIDTH-EYEBALLSIZE), 0 - EYEBALLSIZE, EYEBALLSIZE, EYEBALLSIZE),
'speed': (EYEBALLSPEED),
'surface': pygame.transform.scale(eyeballImage, (EYEBALLSIZE, EYEBALLSIZE)),
}
eyeballs.append(newEyeball)
if level == 2:
if not reverseCheat and not slowCheat:
arrowAddCounter += 1
if arrowAddCounter == ADDNEWARROWRATE:
arrowAddCounter = 0
newArrow = {'rect': pygame.Rect(random.randint(0, WINDOWWIDTH-ARROWSIZE), 0 - ARROWSIZE, ARROWSIZE, ARROWSIZE),
'speed': (ARROWSPEED),
'surface': pygame.transform.scale(arrowImage, (ARROWSIZE, ARROWSIZE)),
}
arrows.append(newArrow)
if level == 2:
if not reverseCheat and not slowCheat:
dustAddCounter += 1
if dustAddCounter == ADDNEWDUSTRATE:
dustAddCounter = 0
newDust = {'rect': pygame.Rect(random.randint(0, WINDOWWIDTH-DUSTSIZE), 0 - DUSTSIZE, DUSTSIZE, DUSTSIZE),
'speed': (DUSTSPEED),
'surface': pygame.transform.scale(dustImage, (DUSTSIZE, DUSTSIZE)),
}
dusts.append(newDust)
# Move the player around.
if moveLeft and playerRect.left > 0:
playerRect.move_ip(-1 * PLAYERMOVERATE, 0)
if moveRight and playerRect.right < WINDOWWIDTH:
playerRect.move_ip(PLAYERMOVERATE, 0)
if moveUp and playerRect.top > 0:
playerRect.move_ip(0, -1 * PLAYERMOVERATE)
if moveDown and playerRect.bottom < WINDOWHEIGHT:
playerRect.move_ip(0, PLAYERMOVERATE)
# Move the mouse cursor to match the player.
pygame.mouse.set_pos(playerRect.centerx, playerRect.centery)
# Move the baddies down.
for a in asteroids:
if not reverseCheat and not slowCheat:
a['rect'].move_ip(0, a['speed'])
elif reverseCheat:
a['rect'].move_ip(0, -5)
elif slowCheat:
a['rect'].move_ip(0, 1)
# Delete baddies that have fallen past the bottom.
for a in asteroids[:]:
if a['rect'].top > WINDOWHEIGHT:
asteroids.remove(a)
for g in ghosts:
if not reverseCheat and not slowCheat:
g['rect'].move_ip(0, g['speed'])
elif reverseCheat:
g['rect'].move_ip(0, -5)
elif slowCheat:
g['rect'].move_ip(0, 1)
# Delete each ghost that have fallen past the bottom
for g in ghosts[:]:
if g['rect'].top > WINDOWHEIGHT:
ghosts.remove(g)
# Move the tokens down
for t in tokens:
if not reverseCheat and not slowCheat:
t['rect'].move_ip(0, t['speed'])
elif reverseCheat:
t['rect'].move_ip(0, -5)
elif slowCheat:
t['rect'].move_ip(0, 1)
# Delete each token that have fallen past the bottom
for t in tokens[:]:
if t['rect'].top > WINDOWHEIGHT:
tokens.remove(t)
# Move bullets down
for b in bullets:
if not reverseCheat and not slowCheat:
b['rect'].move_ip(0, b['speed'])
elif reverseCheat:
b['rect'].move_ip(0, -5)
elif slowCheat:
b['rect'].move_ip(0, 1)
for b in bullets[:]:
if b['rect'].top > WINDOWHEIGHT:
bullets.remove(b)
# Move health down
for h in healths:
if not reverseCheat and not slowCheat:
h['rect'].move_ip(0, h['speed'])
elif reverseCheat:
h['rect'].move_ip(0, -5)
elif slowCheat:
h['rect'].move_ip(0, -1)
for h in healths[:]:
if h['rect'].top > WINDOWHEIGHT:
healths.remove(h)
# Move eyeballs down
for e in eyeballs:
if not reverseCheat and not slowCheat:
e['rect'].move_ip(0, e['speed'])
elif reverseCheat:
e['rect'].move_ip(0, -5)
elif slowCheat:
e['rect'].move_ip(0, -1)
for e in eyeballs[:]:
if e['rect'].top > WINDOWHEIGHT:
eyeballs.remove(e)
for r in arrows:
if not reverseCheat and not slowCheat:
r['rect'].move_ip(0, r['speed'])
elif reverseCheat:
r['rect'].move_ip(0, -5)
elif slowCheat:
r['rect'].move_ip(0, -1)
for r in arrows[:]:
if r['rect'].top > WINDOWHEIGHT:
arrows.remove(r)
for d in dusts:
if not reverseCheat and not slowCheat:
d['rect'].move_ip(0, d['speed'])
elif reverseCheat:
d['rect'].move_ip(0, -5)
elif slowCheat:
d['rect'].move_ip(0, -1)
for d in dusts[:]:
if d['rect'].top > WINDOWHEIGHT:
dusts.remove(d)
# Draw the game world on the window.
windowSurface.fill(BACKGROUNDCOLOR)
if level == 2:
windowSurface.fill(BLUE)
# Draw the score top score, token, how many bombs, health and how much boss life
drawText('Score: %s' % (score), font, windowSurface, 10, 0)
drawText('Top Score: %s' % (topScore), font, windowSurface, 10, 40)
drawText('Token: %s' % (token), font, windowSurface, 10, 80)
drawText('Bombs: %s' % (bullet), font, windowSurface, 10, 120)
drawText('Km: %s' % (kilometres), font, windowSurface, 10, 160)
drawText('Health: %s' % (health), font, windowSurface, 10, 560)
# Draw the player's rectangle
windowSurface.blit(playerImage, playerRect)
# Check the score to enter the next level
# Draw each asteroid
for a in asteroids:
windowSurface.blit(a['surface'], a['rect'])
for g in ghosts:
windowSurface.blit(g['surface'], g['rect'])
# Draw each token
for t in tokens:
windowSurface.blit(t['surface'], t['rect'])
# Draw each bullet
for b in bullets:
windowSurface.blit(b['surface'], b['rect'])
# Draw each health
for h in healths:
windowSurface.blit(h['surface'], h['rect'])
# Draw each eyeball
for e in eyeballs:
windowSurface.blit(e['surface'], e['rect'])
# Draw each arrow
for r in arrows:
windowSurface.blit(r['surface'], r['rect'])
# Draw each dust
for d in dusts:
windowSurface.blit(d['surface'], d['rect'])
pygame.display.update()
# Check if any of the health have hit the player
if playerHasHitHealth(playerRect, healths):
health += 5
if health < 100:
health -= 0
healths.remove(h)
# Cheack if any of the eyeballs have hit the player
if playerHasHitEyeball(playerRect, eyeballs):
health -= 10
if health == 0:
if score > topScore:
topScore = score
break
# Check if any of the arrows have hit the player
if playerHasHitArrow(playerRect, arrows):
health -= 15
if health == 0:
if score > topScore:
topScore = score
break
# Check if any of the dusts have hit the player
if playerHasHitDust(playerRect, dusts):
health -= 5
if health == 0:
if score > topScore:
topScore = score
break
# Check if any of the bullets have hit asteroids.
if bulletHasHitAsteroid(bulletRect, asteroids):
score += 1000
if True:
for a in asteroids:
if a['rect'].colliderect:
asteroids.remove(a)
# Check if any of the tokens have hit the player.
if playerHasHitToken(playerRect, tokens):
score += 10
token += 1
# Check if any of the baddies have hit the player.
if playerHasHitBaddie(playerRect, asteroids):
health -= 5
if health == 0:
if score > topScore:
topScore = score # set new top score
break
if playerHasHitGhost(playerRect, ghosts):
health -= 10
if health == 0:
if score > topScore:
topScore = score # set new top score
break
if health == 0:
if score > topScore:
topScore = score
break
mainClock.tick(FPS)
# Stop the game and show the "Game Over" screen.
pygame.mixer.music.stop()
gameOverSound.play()
drawText('GAME OVER', font, windowSurface, (WINDOWWIDTH / 3), (WINDOWHEIGHT / 3))
drawText('Press a key to play again.', font, windowSurface, (WINDOWWIDTH / 3) - 80, (WINDOWHEIGHT / 3) + 50)
pygame.display.update()
waitForPlayerToPressKey()
gameOverSound.stop()
答案 0 :(得分:3)
运行时错误是程序运行期间故意引发的一种错误(因此名称)。例如,在python中,只有在有人写
时才会发生运行时错误raise RuntimeError
如果程序解释器没有检测到某种类型的错误,但是能够导致程序无法正常运行,则这是一种停止程序的方法。需要运行时错误的一个示例是此函数(termcolor cprint函数的包装器,它以数字作为颜色参数):
import termcolor
def coloredprint(text,color):
if color == 1:
termcolor.cprint(text,color='red')
if color == 2:
termcolor.cprint(text,color='green')
在这种情况下,如果颜色参数不是1或2,函数将无法正常运行或通知用户任何类型的错误。解决此问题并使程序更易于使用的方法是运行时错误(或更大的库将创建自己的自定义异常,这并不重要)。基本上,因为除了1或2以外的参数实际上是程序中的错误(python不会为您捕获并引发),它将引发用户诊断的错误。以下是该功能的新版本和更好版本:
import termcolor
def coloredprint(text,color):
if color == 1:
termcolor.cprint(text,color='red')
if color == 2:
termcolor.cprint(text,color='green')
else:
print "colored print function: color argument", color, "is not a viable argument, specify 1 or 0"
raise RuntimeError
现在,如果用户犯了错误,程序会将此作为错误捕获,而不是无法运行或执行意外操作,这将使诊断变得困难(并且在某些情况下可能容易受到攻击)。这就是运行时错误有用的原因。
答案 1 :(得分:-1)
运行时异常表示某些错误逻辑,导致您正在运行的程序突然终止。因为您没有编写任何逻辑来处理它们,所以导致运行时异常。