我正在尝试STM32f4
发现,我尝试在SYSTICK
处理程序中使用延迟(基于EXTI_IRQ
),但我发现EXTI
systick
处理程序被触发extern volatile int del ;
void EXTI0_IRQHandler(void) {
if (EXTI_GetITStatus(EXTI_Line0) != RESET ) {
/* Do your stuff when PD0 is changed */
del=1000 ;
while(del)
{
//do something
}
/* Clear interrupt flag */
EXTI_ClearITPendingBit(EXTI_Line0);
}
}
处理程序没有触发,这是我的代码:
void SysTick_Handler(void)
{
if (del--)
;
}
和systick处理程序:
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.util.Scanner;
/**
* Tic-Tac-Toe: Two-player Graphics version with Simple-OO
*/
@SuppressWarnings("serial")
public class TTTGraphics2P extends JFrame {
// Named-constants for the game board
public static final int ROWS = 3; // ROWS by COLS cells
public static final int COLS = 3;
// Named-constants of the various dimensions used for graphics drawing
public static final int CELL_SIZE = 100; // cell width and height (square)
public static final int CANVAS_WIDTH = CELL_SIZE * COLS; // the drawing canvas
public static final int CANVAS_HEIGHT = CELL_SIZE * ROWS;
public static final int GRID_WIDTH = 8; // Grid-line's width
public static final int GRID_WIDHT_HALF = GRID_WIDTH / 2; // Grid-line's half-width
// Symbols (cross/nought) are displayed inside a cell, with padding from border
public static final int CELL_PADDING = CELL_SIZE / 6;
public static final int SYMBOL_SIZE = CELL_SIZE - CELL_PADDING * 2; // width/height
public static final int SYMBOL_STROKE_WIDTH = 8; // pen's stroke width
// Use an enumeration (inner class) to represent the various states of the game
public enum GameState {
PLAYING, DRAW, CROSS_WON, NOUGHT_WON
}
private GameState currentState; // the current game state
// Use an enumeration (inner class) to represent the seeds and cell contents
public enum Seed {
EMPTY, CROSS, NOUGHT
}
private Seed currentPlayer; // the current player
private Seed[][] board ; // Game board of ROWS-by-COLS cells
private DrawCanvas canvas; // Drawing canvas (JPanel) for the game board
private JLabel statusBar; // Status Bar
/** Constructor to setup the game and the GUI components */
public TTTGraphics2P() {
canvas = new DrawCanvas(); // Construct a drawing canvas (a JPanel)
canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT));
// The canvas (JPanel) fires a MouseEvent upon mouse-click
canvas.addMouseListener(new MouseAdapter() {
@Override
public void mouseClicked(MouseEvent e) { // mouse-clicked handler
int mouseX = e.getX();
int mouseY = e.getY();
// Get the row and column clicked
int rowSelected = mouseY / CELL_SIZE;
int colSelected = mouseX / CELL_SIZE;
if (currentState == GameState.PLAYING) {
if (rowSelected >= 0 && rowSelected < ROWS && colSelected >= 0
&& colSelected < COLS && board[rowSelected][colSelected] == Seed.EMPTY) {
board[rowSelected][colSelected] = currentPlayer; // Make a move
updateGame(currentPlayer, rowSelected, colSelected); // update state
// Switch player
currentPlayer = (currentPlayer == Seed.CROSS) ? Seed.NOUGHT : Seed.CROSS;
}
} else { // game over
initGame(); // restart the game
}
// Refresh the drawing canvas
repaint(); // Call-back paintComponent().
}
});
// Setup the status bar (JLabel) to display status message
statusBar = new JLabel(" ");
statusBar.setFont(new Font(Font.DIALOG_INPUT, Font.BOLD, 15));
statusBar.setBorder(BorderFactory.createEmptyBorder(2, 5, 4, 5));
Container cp = getContentPane();
cp.setLayout(new BorderLayout());
cp.add(canvas, BorderLayout.CENTER);
cp.add(statusBar, BorderLayout.PAGE_END); // same as SOUTH
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
pack(); // pack all the components in this JFrame
setTitle("Tic Tac Toe");
setVisible(true); // show this JFrame
board = new Seed[ROWS][COLS]; // allocate array
initGame(); // initialize the game board contents and game variables
}
/** Initialize the game-board contents and the status */
public void initGame() {
for (int row = 0; row < ROWS; ++row) {
for (int col = 0; col < COLS; ++col) {
board[row][col] = Seed.EMPTY; // all cells empty
}
}
currentState = GameState.PLAYING; // ready to play
currentPlayer = Seed.CROSS; // cross plays first
}
/** Update the currentState after the player with "theSeed" has placed on
(rowSelected, colSelected). */
public void updateGame(Seed theSeed, int rowSelected, int colSelected) {
if (hasWon(theSeed, rowSelected, colSelected)) { // check for win
currentState = (theSeed == Seed.CROSS) ? GameState.CROSS_WON : GameState.NOUGHT_WON;
} else if (isDraw()) { // check for draw
currentState = GameState.DRAW;
}
// Otherwise, no change to current state (still GameState.PLAYING).
}
/** Return true if it is a draw (i.e., no more empty cell) */
public boolean isDraw() {
for (int row = 0; row < ROWS; ++row) {
for (int col = 0; col < COLS; ++col) {
if (board[row][col] == Seed.EMPTY) {
return false; // an empty cell found, not draw, exit
}
}
}
return true; // no more empty cell, it's a draw
}
/** Return true if the player with "theSeed" has won after placing at
(rowSelected, colSelected) */
public boolean hasWon(Seed theSeed, int rowSelected, int colSelected) {
return (board[rowSelected][0] == theSeed // 3-in-the-row
&& board[rowSelected][1] == theSeed
&& board[rowSelected][2] == theSeed
|| board[0][colSelected] == theSeed // 3-in-the-column
&& board[1][colSelected] == theSeed
&& board[2][colSelected] == theSeed
|| rowSelected == colSelected // 3-in-the-diagonal
&& board[0][0] == theSeed
&& board[1][1] == theSeed
&& board[2][2] == theSeed
|| rowSelected + colSelected == 2 // 3-in-the-opposite-diagonal
&& board[0][2] == theSeed
&& board[1][1] == theSeed
&& board[2][0] == theSeed);
}
/**
* Inner class DrawCanvas (extends JPanel) used for custom graphics drawing.
*/
class DrawCanvas extends JPanel {
@Override
public void paintComponent(Graphics g) { // invoke via repaint()
super.paintComponent(g); // fill background
setBackground(Color.WHITE); // set its background color
// Draw the grid-lines
g.setColor(Color.LIGHT_GRAY);
for (int row = 1; row < ROWS; ++row) {
g.fillRoundRect(0, CELL_SIZE * row - GRID_WIDHT_HALF,
CANVAS_WIDTH-1, GRID_WIDTH, GRID_WIDTH, GRID_WIDTH);
}
for (int col = 1; col < COLS; ++col) {
g.fillRoundRect(CELL_SIZE * col - GRID_WIDHT_HALF, 0,
GRID_WIDTH, CANVAS_HEIGHT-1, GRID_WIDTH, GRID_WIDTH);
}
// Draw the Seeds of all the cells if they are not empty
// Use Graphics2D which allows us to set the pen's stroke
Graphics2D g2d = (Graphics2D)g;
g2d.setStroke(new BasicStroke(SYMBOL_STROKE_WIDTH, BasicStroke.CAP_ROUND,
BasicStroke.JOIN_ROUND)); // Graphics2D only
for (int row = 0; row < ROWS; ++row) {
for (int col = 0; col < COLS; ++col) {
int x1 = col * CELL_SIZE + CELL_PADDING;
int y1 = row * CELL_SIZE + CELL_PADDING;
if (board[row][col] == Seed.CROSS) {
g2d.setColor(Color.RED);
int x2 = (col + 1) * CELL_SIZE - CELL_PADDING;
int y2 = (row + 1) * CELL_SIZE - CELL_PADDING;
g2d.drawLine(x1, y1, x2, y2);
g2d.drawLine(x2, y1, x1, y2);
} else if (board[row][col] == Seed.NOUGHT) {
g2d.setColor(Color.BLUE);
g2d.drawOval(x1, y1, SYMBOL_SIZE, SYMBOL_SIZE);
}
}
}
// Print status-bar message
if (currentState == GameState.PLAYING) {
statusBar.setForeground(Color.BLACK);
if (currentPlayer == Seed.CROSS) {
statusBar.setText("X's Turn");
} else {
statusBar.setText("O's Turn");
}
} else if (currentState == GameState.DRAW) {
statusBar.setForeground(Color.RED);
statusBar.setText("It's a Draw! Click to play again.");
} else if (currentState == GameState.CROSS_WON) {
statusBar.setForeground(Color.RED);
statusBar.setText("'X' Won! Click to play again.");
} else if (currentState == GameState.NOUGHT_WON) {
statusBar.setForeground(Color.RED);
statusBar.setText("'O' Won! Click to play again.");
}
}
}
/** The entry main() method */
public static void main(String[] args) {
Scanner input = new Scanner(System.in);
System.out.println("Input the number of rows");
int userInputNumber = ROWS;
// Run GUI codes in the Event-Dispatching thread for thread safety
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
new TTTGraphics2P(); // Let the constructor do the job
}
});
}
}
那么我该如何解决这个问题呢。