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  • Mastermind-Python-Turtle
  • 策划者 该程序对应于一个游戏,该游戏包括在正确位置猜出“ k”个数字的“ n”个(用户给出“ k”)。 策划2 现在每三个尝试都会获得一个提示。它使您可以继续播放,只要用户希望。 (工作正在进行中)
  • MasterMind-MM44_Game 该程序由SARTHAK JAIN制作此文件包含MasterMindMasterMind44棋盘游戏的完整工作程序。
  • Master Mind文件的注释
  • Jogo Mastermind 简历:掌握核心能力和核心能力的合作伙伴。
  • Mastermind-源码

    2021-03-13 07:25:02
    Mastermind
  • 策划者 策划游戏模拟器和求解器
  • 在面向对象程序设计部分,我接受了将经典棋盘游戏Mastermind转换为命令行游戏的挑战。 我最初希望通过Flask将此原始Python版本集成到我的网站中。 由于Github不支持Flask,因此我决定学习Javascript,并使用D3.js...
  • mastermind-开源

    2021-04-26 21:07:05
    破译游戏策划者的Python实现,包括gui和auto-solver。
  • [Tkinter 教程13] Mastermind 游戏

    千次阅读 2017-03-07 22:04:44
    Mastermind 游戏本章我们演示一个进阶例子. 我们用 Tkinter 编写了 “Bulls and Cows” 游戏. 这个游戏也被称作 “Cows and Bulls” 或者 “Pigs and Bulls” 或者 “Bulls and Cleots”, 是一个古老的益智解谜游戏,...

    原系列地址: Python Tkinter

    Mastermind 游戏

    本章我们演示一个进阶例子. 我们用 Tkinter 编写了 “Bulls and Cows” 游戏. 这个游戏也被称作 “Cows and Bulls” 或者 “Pigs and Bulls” 或者 “Bulls and Cleots”, 是一个古老的益智解谜游戏, 由两名玩家参与. 早在19世纪, 人们就在用铅笔和纸来玩这个游戏了. Mordecai Meirowitz 在 1970 年发明的 Mastermind 游戏正是受到这个游戏的启发. Mastermind 和 Bulls and Cows 在基本理念上是一样的, 但 Mastermind 被盒装出售, 其中还包含了一个解谜棋盘和一些标记解谜和反馈的标签. Mastermind 使用颜色作为谜题信息, 而 Bulls and Cows 则是用数字做谜题信息.
    这个游戏的算法在我们的 Python 进阶教程中的 “Mastermind / Bulls and Cows” 一文内有详细阐释.

    这里写图片描述

    实现代码

    from tkinter import *
    from tkinter.messagebox import *
    import random
    
    from combinatorics import all_colours
    
    def inconsistent(p, guesses):
       """ the function checks, if a permutation p, i.e. a list of 
    colours like p = ['pink', 'yellow', 'green', 'red'] is consistent
    with the previous colours. Each previous colour permuation guess[0]
    compared (check()) with p has to return the same amount of blacks 
    (rightly positioned colours) and whites (right colour at wrong 
    position) as the corresponding evaluation (guess[1] in the 
    list guesses) """
       for guess in guesses:
          res = check(guess[0], p)
          (rightly_positioned, permutated) = guess[1]
          if res != [rightly_positioned, permutated]:
             return True # inconsistent
       return False # i.e. consistent
    
    def answer_ok(a):
       """ checking of an evaulation given by the human player makes 
    sense. 3 blacks and 1 white make no sense for example. """
       (rightly_positioned, permutated) = a
       if (rightly_positioned + permutated > number_of_positions) \
           or (rightly_positioned + permutated < len(colours) - number_of_positions):
          return False
       if rightly_positioned == 3 and permutated == 1:
          return False
       return True
    
    def get_evaluation():
       """ get evaluation from entry fields """
       rightly_positioned = int(entryWidget_both.get())
       permutated = int(entryWidget_only_colours.get())
       return (rightly_positioned, permutated)
    
    def new_evaluation(current_colour_choices):
       """ This funtion gets an evaluation of the current guess, checks 
    the consistency of this evaluation, adds the guess together with
    the evaluation to the list of guesses, shows the previous guesses 
    and creates a ne guess """
       rightly_positioned, permutated = get_evaluation()
       if rightly_positioned == number_of_positions:
          return(current_colour_choices, (rightly_positioned, permutated))
    
       if not answer_ok((rightly_positioned, permutated)):
          print("Input Error: Sorry, the input makes no sense")
          return(current_colour_choices, (-1, permutated))
       guesses.append((current_colour_choices, (rightly_positioned, permutated)))
       view_guesses()
    
       current_colour_choices = create_new_guess() 
       show_current_guess(current_colour_choices)
       if not current_colour_choices:
          return(current_colour_choices, (-1, permutated))
       return(current_colour_choices, (rightly_positioned, permutated))
    
    
    def check(p1, p2):
       """ check() calcualtes the number of bulls (blacks) and cows (whites)
    of two permutations """
       blacks = 0
       whites = 0
       for i in range(len(p1)):
          if p1[i] == p2[i]:
              blacks += 1
          else:
             if p1[i] in p2:
                 whites += 1
       return [blacks, whites] 
    
    def create_new_guess():
       """ a new guess is created, which is consistent to the 
    previous guesses """
       next_choice = next(permutation_iterator) 
       while inconsistent(next_choice, guesses):
          try:
             next_choice = next(permutation_iterator)
          except StopIteration:
             print("Error: Your answers were inconsistent!")
             return ()
       return next_choice
    
    
    def new_evaluation_tk():
       global current_colour_choices
       res = new_evaluation(current_colour_choices)
       current_colour_choices = res[0]
    
    def show_current_guess(new_guess):
        row = 1 
        Label(root, text="   New Guess:   ").grid(row=row, 
                                           column=0, 
                                           columnspan=4)
        row +=1
        col_count = 0
        for c in new_guess:
             print(c)
             l = Label(root, text="    ", bg=c)
             l.grid(row=row,column=col_count,  sticky=W, padx=2)
             col_count += 1
    
    def view_guesses():
        row = 3
        Label(root, text="Old Guesses").grid(row=row, 
                                             column=0, 
                                             columnspan=4)
        Label(root, text="c&p").grid(row=row, 
                                     padx=5, 
                                     column=number_of_positions + 1)
        Label(root, text="p").grid(row=row, 
                                   padx=5, 
                                   column=number_of_positions + 2)
        # dummy label for distance:
        Label(root, text="         ").grid(row=row,  
                                           column=number_of_positions + 3)
    
    
        row += 1
        # vertical dummy label for distance:
        Label(root, text="             ").grid(row=row,  
                                           column=0,
                           columnspan=5)
    
        for guess in guesses:
          guessed_colours = guess[0]
          col_count = 0
          row += 1
          for c in guessed_colours:
             print(guessed_colours[col_count])
             l = Label(root, text="    ", bg=guessed_colours[col_count])
             l.grid(row=row,column=col_count,  sticky=W, padx=2)
             col_count += 1
          # evaluation:
          for i in (0,1):
            l = Label(root, text=str(guess[1][i]))
            l.grid(row=row,column=col_count + i + 1, padx=2)
    
    
    
    if __name__ == "__main__":
       colours = ["red","green","blue","yellow","orange","pink"]
       guesses = []             
       number_of_positions = 4
    
       permutation_iterator = all_colours(colours, number_of_positions)
       current_colour_choices = next(permutation_iterator)
    
       new_guess = (current_colour_choices, (0,0) )
    
       row_offset = 1
       root = Tk()
       root.title("Mastermind")
       root["padx"] = 30
       root["pady"] = 20   
    
       entryLabel = Label(root)
       entryLabel["text"] = "Completely Correct:"
       entryLabel.grid(row=row_offset, 
                    sticky=E,
                    padx=5, 
                    column=number_of_positions + 4)
       entryWidget_both = Entry(root)
       entryWidget_both["width"] = 5
       entryWidget_both.grid(row=row_offset, column=number_of_positions + 5)
    
       entryLabel = Label(root)
       entryLabel["text"] = "Wrong Position:"
       entryLabel.grid(row=row_offset+1, 
                    sticky=E, 
                    padx=5,
                    column= number_of_positions + 4)
       entryWidget_only_colours = Entry(root)
       entryWidget_only_colours["width"] = 5
       entryWidget_only_colours.grid(row=row_offset+1, column=number_of_positions + 5)
    
    
    
       submit_button = Button(root, text="Submit", command=new_evaluation_tk)
       submit_button.grid(row=4,column=number_of_positions + 4)
    
       quit_button = Button(root, text="Quit", command=root.quit)
       quit_button.grid(row=4,column=number_of_positions + 5)
       show_current_guess(current_colour_choices)
    
    
       root.mainloop()

    译者注: 不打算翻译这篇文章中提到的那篇进阶教程了…

    译者水平有限, 如有疏漏, 欢迎指正.
    已获得原作者授权. 原文地址: Mastermind in TK.

    展开全文
  • 适用于 Pythonista 的类似于 Mastermind 的游戏 游戏是不言自明的。 彩色方形响应表示正确位置的正确卡片。 白色方块响应表示正确的卡片不在正确的位置。 您正在与使用最佳公平策略的 Pythonista 对战。 您可以通过...
  • 已获原作者授权....Mastermind 游戏 本章我们演示一个进阶例子. 我们用 Tkinter 编写了 "Bulls and Cows" 游戏. 这个游戏也被称作 "Cows and Bulls" 或者 "Pigs and Bulls" 或者 "Bulls and Cleots", 是一个古...
        
    已获原作者授权. 原系列地址: Python Tkinter

    Mastermind 游戏

    本章我们演示一个进阶例子. 我们用 Tkinter 编写了 "Bulls and Cows" 游戏. 这个游戏也被称作 "Cows and Bulls" 或者 "Pigs and Bulls" 或者 "Bulls and Cleots", 是一个古老的益智解谜游戏, 由两名玩家参与. 早在19世纪, 人们就在用铅笔和纸来玩这个游戏了. Mordecai Meirowitz 在 1970 年发明的 Mastermind 游戏正是受到这个游戏的启发. Mastermind 和 Bulls and Cows 在基本理念上是一样的, 但 Mastermind 被盒装出售, 其中还包含了一个解谜棋盘和一些标记解谜和反馈的标签. Mastermind 使用颜色作为谜题信息, 而 Bulls and Cows 则是用数字做谜题信息.
    这个游戏的算法在我们的 Python 进阶教程中的 "Mastermind / Bulls and Cows" 一文内有详细阐释.

    实现代码

    from tkinter import *
    from tkinter.messagebox import *
    import random
    
    from combinatorics import all_colours
    
    def inconsistent(p, guesses):
       """ the function checks, if a permutation p, i.e. a list of 
    colours like p = ['pink', 'yellow', 'green', 'red'] is consistent
    with the previous colours. Each previous colour permuation guess[0]
    compared (check()) with p has to return the same amount of blacks 
    (rightly positioned colours) and whites (right colour at wrong 
    position) as the corresponding evaluation (guess[1] in the 
    list guesses) """
       for guess in guesses:
          res = check(guess[0], p)
          (rightly_positioned, permutated) = guess[1]
          if res != [rightly_positioned, permutated]:
             return True # inconsistent
       return False # i.e. consistent
    
    def answer_ok(a):
       """ checking of an evaulation given by the human player makes 
    sense. 3 blacks and 1 white make no sense for example. """
       (rightly_positioned, permutated) = a
       if (rightly_positioned + permutated > number_of_positions) \
           or (rightly_positioned + permutated < len(colours) - number_of_positions):
          return False
       if rightly_positioned == 3 and permutated == 1:
          return False
       return True
    
    def get_evaluation():
       """ get evaluation from entry fields """
       rightly_positioned = int(entryWidget_both.get())
       permutated = int(entryWidget_only_colours.get())
       return (rightly_positioned, permutated)
    
    def new_evaluation(current_colour_choices):
       """ This funtion gets an evaluation of the current guess, checks 
    the consistency of this evaluation, adds the guess together with
    the evaluation to the list of guesses, shows the previous guesses 
    and creates a ne guess """
       rightly_positioned, permutated = get_evaluation()
       if rightly_positioned == number_of_positions:
          return(current_colour_choices, (rightly_positioned, permutated))
        
       if not answer_ok((rightly_positioned, permutated)):
          print("Input Error: Sorry, the input makes no sense")
          return(current_colour_choices, (-1, permutated))
       guesses.append((current_colour_choices, (rightly_positioned, permutated)))
       view_guesses()
        
       current_colour_choices = create_new_guess() 
       show_current_guess(current_colour_choices)
       if not current_colour_choices:
          return(current_colour_choices, (-1, permutated))
       return(current_colour_choices, (rightly_positioned, permutated))
    
    
    def check(p1, p2):
       """ check() calcualtes the number of bulls (blacks) and cows (whites)
    of two permutations """
       blacks = 0
       whites = 0
       for i in range(len(p1)):
          if p1[i] == p2[i]:
              blacks += 1
          else:
             if p1[i] in p2:
                 whites += 1
       return [blacks, whites] 
    
    def create_new_guess():
       """ a new guess is created, which is consistent to the 
    previous guesses """
       next_choice = next(permutation_iterator) 
       while inconsistent(next_choice, guesses):
          try:
             next_choice = next(permutation_iterator)
          except StopIteration:
             print("Error: Your answers were inconsistent!")
             return ()
       return next_choice
    
    
    def new_evaluation_tk():
       global current_colour_choices
       res = new_evaluation(current_colour_choices)
       current_colour_choices = res[0]
    
    def show_current_guess(new_guess):
        row = 1 
        Label(root, text="   New Guess:   ").grid(row=row, 
                                           column=0, 
                                           columnspan=4)
        row +=1
        col_count = 0
        for c in new_guess:
             print(c)
             l = Label(root, text="    ", bg=c)
             l.grid(row=row,column=col_count,  sticky=W, padx=2)
             col_count += 1
    
    def view_guesses():
        row = 3
        Label(root, text="Old Guesses").grid(row=row, 
                                             column=0, 
                                             columnspan=4)
        Label(root, text="c&p").grid(row=row, 
                                     padx=5, 
                                     column=number_of_positions + 1)
        Label(root, text="p").grid(row=row, 
                                   padx=5, 
                                   column=number_of_positions + 2)
        # dummy label for distance:
        Label(root, text="         ").grid(row=row,  
                                           column=number_of_positions + 3)
    
    
        row += 1
        # vertical dummy label for distance:
        Label(root, text="             ").grid(row=row,  
                                           column=0,
                           columnspan=5)
    
        for guess in guesses:
          guessed_colours = guess[0]
          col_count = 0
          row += 1
          for c in guessed_colours:
             print(guessed_colours[col_count])
             l = Label(root, text="    ", bg=guessed_colours[col_count])
             l.grid(row=row,column=col_count,  sticky=W, padx=2)
             col_count += 1
          # evaluation:
          for i in (0,1):
            l = Label(root, text=str(guess[1][i]))
            l.grid(row=row,column=col_count + i + 1, padx=2)
    
    
    
    if __name__ == "__main__":
       colours = ["red","green","blue","yellow","orange","pink"]
       guesses = []                
       number_of_positions = 4
    
       permutation_iterator = all_colours(colours, number_of_positions)
       current_colour_choices = next(permutation_iterator)
    
       new_guess = (current_colour_choices, (0,0) )
    
       row_offset = 1
       root = Tk()
       root.title("Mastermind")
       root["padx"] = 30
       root["pady"] = 20   
    
       entryLabel = Label(root)
       entryLabel["text"] = "Completely Correct:"
       entryLabel.grid(row=row_offset, 
                    sticky=E,
                    padx=5, 
                    column=number_of_positions + 4)
       entryWidget_both = Entry(root)
       entryWidget_both["width"] = 5
       entryWidget_both.grid(row=row_offset, column=number_of_positions + 5)
    
       entryLabel = Label(root)
       entryLabel["text"] = "Wrong Position:"
       entryLabel.grid(row=row_offset+1, 
                    sticky=E, 
                    padx=5,
                    column= number_of_positions + 4)
       entryWidget_only_colours = Entry(root)
       entryWidget_only_colours["width"] = 5
       entryWidget_only_colours.grid(row=row_offset+1, column=number_of_positions + 5)
    
    
    
       submit_button = Button(root, text="Submit", command=new_evaluation_tk)
       submit_button.grid(row=4,column=number_of_positions + 4)
    
       quit_button = Button(root, text="Quit", command=root.quit)
       quit_button.grid(row=4,column=number_of_positions + 5)
       show_current_guess(current_colour_choices)
    
    
       root.mainloop()

    译者注: 不打算翻译这篇文章中提到的那篇进阶教程了...
    全系列:
    [译][Tkinter 教程01] 入门: Label 控件
    [译][Tkinter 教程02] Message 控件
    [译][Tkinter 教程03] Button 控件
    [译][Tkinter 教程04] Variable 类
    [译][Tinkter 教程05] Radiobutton 控件
    [译][Tkinter 教程06] Checkbox 控件
    [译][Tkinter 教程07] Entry 控件
    [译][Tkinter 教程08] Canvas 图形绘制
    [译][Tkinter 教程09] Scale 控件
    [译][Tkinter 教程10] Text 控件
    [译][Tkinter 教程11] 对话框和消息框
    [译][Tkinter 教程12] 布局管理 (Pack Place Grid)
    [译][Tkinter 教程13] Mastermind 游戏
    [译][Tkinter 教程14] menu 菜单
    [译][Tkinter 教程15] event 事件绑定
    译者水平有限, 如有疏漏, 欢迎指正.
    已获得原作者授权. 原文地址: Mastermind in TK.
    展开全文
  • Master_Mind_Game 在Master Mind游戏中,四种不同的颜色处于不同的位置。 我们仅获得关于它们彼此之间立场的某些陈述。 目的是找到每种颜色的确切位置。
  • 一 为什么用思维导图的形式学习python资料? 1)用思维导图的形式整理知识点,使得整体框架清晰明了,帮助大脑理清知识点之间的关系。 2)方便复习,清晰的结构,有助于快速记忆。 3)只有构成体系的知识才能熟练...

     

     

    一 为什么用思维导图的形式学习python资料?

    1)用思维导图的形式整理知识点,使得整体框架清晰明了,帮助大脑理清知识点之间的关系。

    2)方便复习,清晰的结构,有助于快速记忆。

    3)只有构成体系的知识才能熟练掌握,熟练运用。然后逐渐得心应手。或许你曾经面对考试的时候,有这样的感觉:这个题目到底考的是课本上哪一章章节知识点? 这就是没有理解各章节知识点的关系,进而没有形成这门课程的总体框架。就像是在大脑里没有形成知识的索引体系。

     

    二 分享一个Python思维导图的资料

    其主要内容如下:

    1)语言概述:主要介绍编程习惯以及语言规范。

    2)数据内容,介绍如何装数据,以及这些之间的特点与差别

    3)流程控制,即 if for while break 等的用法

    4)常用的库介绍,主要包括,numpy, math等

     

     

    1, 语言概述:主要介绍编程习惯以及语言规范。

     

    2, 数据内容,介绍如何装数据,以及这些之间的特点与差别

     

    3, 流程控制,即 if for while break 等的用法

     

    4,常用的库介绍,主要包括,numpy, math等

     

    想要学习的小伙伴,可以找我领取思维导图,评论区回复“学习”,我会统一分享给大家的,有什么问题欢迎大家评论区留言讨论,支持小编的,关注一下,每天分享干货知识,带你走上人生巅峰~

    展开全文
  • 讲解:program、Java,c/c++、PythonWeb|RProject Part 6 Working Procedures1. Module to be importedFor the message box to work, another module has to be imported into the program. It is the ...

    讲解:program、Java,c/c++、PythonWeb|RProject Part 6 Working Procedures1. Module to be importedFor the message box to work, another module has to be imported into the program. It is the functionmessagebox which comes from the tkinter module. The import statement should be at the beginningof the program together with other import statements.from tkinter import messagebox2. Function new_board()Initialize a new variable to record the number of attempts by the player. Its value will be increasedby one each time the “O.K.” is clicked. This variable has to be declared as global variable using theglobal statement because it will be used in other functions, e.g. the function check_result().global chosen_image, guess_image, select_image, attemptattempt = 03. Function check_result()a) This function was created from project part 5. When the “O.K.” button is clicked, this functionwill be carried out.b) The first statement in this function is the global statement to declare that three variables areglobal variables. One is the variable for number of attempts, the second one is the variable to holdthe number of images selected and the last one is the list variable for the 3 guess images.global attempt, select_image, guess_imagec) The content of the variable for number of attempts will be increased by one to indicate theupdated number of attempts.attempt +=1d) The variable to hold the number of images selected will be initialized again (e.g. -1) so that it isready for the next attempt of guess.select_image = -1e) Move the three images under the text “Guess” to the corresponding row of attempt. This is doneby replacing the 3 blank Label widgets with 3 Label widgets with images.i) In project part 5, you have a list variable “guess_image” for 3 images guess which will berepresented by the numbers 0 to 7. You should make use of this list variable to represent theimages to be shown in the Label widgets. It is indicated as image_button[y] in the statementbelow. It is because we have used variables to represent images as image_button[y] where yis the image numbers from 0 to 7. You may refer to those Button widgets in the functionnew_board. ii) The number y will come from one of the content of the list variable guess_image and it willbe represent by guess_image[0] for the content of the first element. Then, you can use theassignment statement y = guess_image[0] to get the first number from the list variableguess_image and use it as the index number in the image_button.iii) The variable for number of attempts will be used as the row index in the grid layout so thatthe 3 Label widgets with images could be positioned correctly on the game board. The ? inthe row attribute is the starting row to show the first set of guess images. If you start to showthe first set of the 3 guess images in row 4, then ? will be 3 because index number startsfrom 0. The # in the column attribute is column to show the first guess image.iv) A for-loop is used to place the 3 Label widgets with images on the game board. The reliefattribute creates a button effect for the image labels.for x in range(3):y = guess_image[x] Label(main_window, relief=RAISED, image= image_button[y]).grid(row=attempt+?, column=x+#)f) After the three images are moved to the row of attempt, you have to reset the following widgets.i) The Label widget under “Selected image” will be reset to without any image. You shoulduse a new Label widget to replace the old one.ii) The “O.K.” Button widget will be disabled. You should use a new Button widget to replacethe old one.iii) The three Budget widgets under the text “Guess” will be reset to without any image. Youshould use 3 new Buttprogram代写、Java,c/c++编程语言调试、Pyton widgets to replace the old ones.g) The list variable” guess_image” to hold the three guess images have to be initialized again (e.g. -1) so that it is ready for the next attempt of guess.guess_image=[-1, -1, -1]h) If the number of attempts reached 10 times, a new function show_chosen_image() will beexecuted. At the same time, a message window will pop up to congratulate the player.if attempt == 10:show_chosen_image()messagebox.showinfo(Mastermind, Game over!! You have reached the maximum attempt of 10 times!)4. Function show_chosen_image()a) This new function will show the 3 chosen images at the top under the text “Result” and at thesame time, disabled all the Button widgets. It is written as a separate new function because it willbe re-use again if the player makes a correct guess of the 3 images, i.e. the player wins the game.b) There are 3 jobs for this function. For-loop may be used to accomplish the task.i) Use 3 Label widgets with images to show the 3 chosen images at the top under the text“Result”. You should use 3 new Label widgets with images to replace the old ones.ii) Disabled the 8 Button widgets under the text “Images available” using the attributestate=DISABLED. You should use 8 new Button widgets to replace the old ones.iii) Disabled the 3 Button widgets under the text “Guess”. You should use 3 new Buttonwidgets to replace the old ones.5. Othersa) By making use of the message box, you may display error message in two situations:i) When the “Image selected” Label widget is empty (i.e. without image), the buttons under“Guess images” are clicked. This is an error which can be shown by:messagebox.showerror(Error, No image selected!)ii) When two buttons under “Guess images” carry the same image, you try to choose the sameimage for the third button. This is also an error that all the 3 guess images cannot be thesame.messagebox.showwarning(Warning, Triplicate image!)b) These two statements should be placed in the functions guess_image_1() to guess_image_3()using if…elif…else statements as:def guess_image_1(): if condition1: messagebox.showerror(Error, No color selected!) elif condition2: messagebox.showwarning(Warning, Triplicate color!) else: statement to assign the content from the variable select_image to the list variable guess_image statement to show the Button widget with image if condition3: statements to activate the O.K. button return c) In the codes above, the text in bold are to be replaced by appropriate expressions or statements.When the 3 images arefilled up under the text“Guess”, the “O.K.”button can be clicked. After the “O.K.” button isclicked, the “O.K.” buttonbecomes disabled. The 3buttons under the text“Guess” and the labelunder “Selected image”are reset without images.After the “O.K.” buttonis clicked, the 3 imagesfrom the “Guess” roware copied to the row ofattempt. After 10 attempts, therow of “Result” showsthe 3 chosen images.The 8 images buttonsunder “Imagesavailable” becomedisabled.After 10 attempts, the 3buttons under “Guess”become disabled.Program Structurea) Up to now, the structure of the program is:b) The flow of functions is:Import statements(3 statements)Functions definition(14 functions)Main body of programFunction calling statements(2 statements)Variable definition statements(9 statements)Window definition statements(5 statements)new_board8 functions for the“Images available”buttonscheck_resultshow_chosen_image3 functions for the“Guess” buttons转自:http://www.daixie0.com/contents/13/4392.html

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