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软著申请源代码

作者:爱笑家 | 发布时间:2020-12-23 19:11:34 收藏本文 下载本文

前言 围棋不仅能增强思维能力,提高智力,而且富含哲理,有助于修身养性.同时它起源于中国,古称“弈”,是我国传统技艺之一。本游戏软件提供了人机对弈,和棋手对弈(局域网对弈)两种模式,局域网模式可以保证多人同时进行游戏。本软件使用 C#语言编写,在windows 7 x64 系统下采用 Visual Studio 2010 开发和调试,附源码如下。

客户端程序:

//-—-—--—--—-----—--—login。cs-—----—--// using System;using System.Collections。Generic; using System。ComponentModel; using System。Data;using System.Drawing; using System.Text; using System.Windows.Forms; namespace go { public partial class Login :

Form { public Login(){ InitializeComponent(); } //人机对弈 private void button1_Click(object sender, EventArgs e){ this.Hide();Playing playing = new Playing(); playing.ShowDialog(); this.Show();

} //局域网对弈 private void button2_Click(object sender,EventArgs e){ this.Hide(); FormRoom formroom = new FormRoom(); formroom.ShowDialog();this。Show(); } private void button3_Click(object sender,EventArgs e){ Application。Exit(); } private void button3_MouseEnter(object sender,EventArgs e){ Button btn =(Button)sender;btn.ForeColor = Color。Black; btn.BackColor = Color。White; } private void button3_MouseLeave(object sender, EventArgs e){ Button btn =(Button)sender;btn。ForeColor = Color.White;btn.BackColor = Color.Black;} }

} } //----—--—-——-—----——Playing。cs—-———--—-// using System;using System。Collections。Generic;using System。ComponentModel;using System。Data; using System.Drawing; using System.Text; using System.Windows.Forms; namespace go { public partial class Playing : Form { delegate void SetTextCallback(string text); private enum Status { NotStarted = 0,InGame = 1,RemoveDead = 2, FillEmpty = 3,Ended = 4 } private System。Threading。Thread pc_play; private Board m_board = new Board();private Chess.ChessType m_turn = Chess.ChessType。Black; private int m_secondsBlack = 0;

private int m_secondsWhite = 0;private Timer m_timer = new Timer(); private Status m_status = Status.NotStarted; public Chess.ChessType turn { get { return m_turn; } set { m_turn = value;this.SetTurn((m_turn.ToString()== "Black")? "黑方":

”白方”); } } public Playing(){ InitializeComponent();float h = this.Size。Height—10;float w = this.Size.Width—140;m_board。ReSize(0, 0, w,h);m_timer.Interval = 1000; m_timer.Tick += new EventHandler(timer_Tick); TimeSpan tm = new TimeSpan(0, 0, 0);labelTimeBlack。Text = tm.ToString(); labelTimeWhite.Text = tm。ToString(); labelTurn。Text = "黑方";

} private void SetTurn(string text){ if(this.labelTurn.InvokeRequired){ SetTextCallback d = new SetTextCallback(SetTurn);this。Invoke(d, new object[] { text }); } else { this.labelTurn.Text = text; } } //计时功能 private void timer_Tick(object sender, EventArgs e){ if(turn == Chess。ChessType。Black){ m_secondsBlack++; TimeSpan tm = new TimeSpan(0,0,m_secondsBlack); labelTimeBlack。Text = tm。ToString(); } else if(turn == Chess.ChessType.White){ m_secondsWhite++; TimeSpan tm = new TimeSpan(0, 0,m_secondsWhite);

labelTimeWhite.Text = tm.ToString(); } if(pc_play!= null &&!pc_play.IsAlive){ pc_play.Abort();pc_play.Join(); pc_play = null;} } private void OnFormClicked(object sender, EventArgs e){ //棋局结束 if(m_board.isGameOver){ this.buttonCalculate_Click(null,null);m_board。isGameOver = false; return;} //不是轮到黑子的时候禁止下棋 if(!m_board。single || turn == Chess.ChessType。White){ return; } //备份棋局 this。m_board。BackupChess(); MouseEventArgs args = e as MouseEventArgs;

if(args!= null){ if(args.Clicks == 1 &&args.Button == MouseButtons。Left){ // 计算鼠标点击的坐标位置 Chess。POS pos = m_board.mapPointsToBoard(args。X, args。Y); if(pos.isValid){ // 游戏中 if(m_status == Status.NotStarted || m_status == Status。InGame){ if(m_board。addChess(pos,turn)){ turn =(turn == Chess.ChessType。Black)? Chess.ChessType.White :

Chess.ChessType.Black;if(m_status == Status.NotStarted){ m_timer。Start();m_status = Status.InGame; } Invalidate(); } } if(m_status == Status.RemoveDead){

m_board。toggleDead(pos); Invalidate(); } if(m_board.single)//人机对弈模式 { pc_play = new System.Threading。Thread(new System.Threading.ThreadStart(ComputerPlay));pc_play.Start();} } } } } delegate void ButtonDelegate(Button btn, bool flag); private void SetButton(Button btn, bool flag){ if(btn.InvokeRequired){ ButtonDelegate buttonDelegate = new ButtonDelegate(SetButton); this。Invoke(buttonDelegate, new object[] { btn,flag });} else { btn.Enabled = flag;

} } private void ComputerPlay(){ //计算下一步棋 Chess.POS pos = m_board.Play(2, turn); if(m_board。addChess(pos,turn)){ turn =(turn == Chess。ChessType。Black)? Chess.ChessType.White : Chess.ChessType.Black; if(m_status == Status。NotStarted){ m_timer.Start();m_status = Status。InGame;} Invalidate(); } else { //计算棋局结果 m_status = Status.FillEmpty;m_board.fillBoardWithChess(); string strResult = m_board。caclulateResult(); m_board.removeFilledChess(); MessageBox.Show(strResult, "结果"); m_board.single = false;

this。SetButton(this.btnCalc, false); this。SetButton(this.btnLetOtherGo, false); this。SetButton(this。btnAgain,false);this.m_timer.Stop(); Invalidate();} } //显示棋子序号 private void checkBoxShowNumber_CheckedChanged(object sender,EventArgs e){ m_board.showIndex = checkBoxShowNumber.Checked; Invalidate(); } //让子功能 private void buttonLetOtherGo_Click(object sender,EventArgs e){ if(this。turn == Chess.ChessType.Black){ turn = Chess。oppsiteType(turn); if(m_board.single){ pc_play = new System。Threading.Thread(new System.Threading.ThreadStart(ComputerPlay));pc_play。Start(); } }

} //求和功能 private void buttonCalculate_Click(object sender,EventArgs e){ m_status = Status。FillEmpty; m_board。fillBoardWithChess(); string strResult = m_board.caclulateResult(); m_board。removeFilledChess();MessageBox.Show(strResult,"结果"); m_board.single = false;this.btnCalc.Enabled = false;this.btnLetOtherGo.Enabled = false;this。btnAgain。Enabled = false; this.m_timer。Stop();Invalidate(); } //开始游戏 private void btnStart_Click(object sender,EventArgs e){ DialogResult result = MessageBox.Show(”确定要开始新游戏吗?”, ”新游戏",MessageBoxButtons.YesNo);if(result == DialogResult.Yes){ m_board.newGame(); m_board。single = true;//人机对弈 m_secondsBlack = 0;

m_secondsWhite = 0;TimeSpan tm = new TimeSpan(0,0, 0); labelTimeBlack.Text = tm.ToString();labelTimeWhite。Text = tm.ToString(); turn = Chess.ChessType.Black; m_timer.Stop(); m_board。markAllChessAsLive(); m_status = Status.NotStarted;this.btnCalc。Enabled = true;this。btnLetOtherGo.Enabled = true;this.btnAgain.Enabled = true; Invalidate();} } //退出功能 private void MainForm_FormClosing(object sender, FormClosingEventArgs e){ DialogResult result = MessageBox.Show("你确认要退出游戏吗?”, "提示”, MessageBoxButtons。YesNo); if(result == DialogResult.No){ e.Cancel = true;} } //主窗口大小 private void MainForm_SizeChanged(object sender,EventArgs e){

float h = this.Size.Height-10; float w = this。Size。Width-140; m_board。ReSize(0, 0,w, h); Invalidate(); } //画棋盘 protected override void OnPaint(PaintEventArgs e){ Graphics g = e.Graphics;m_board.draw(g);} private void btnClose_Click(object sender,EventArgs e){ this。Close(); } //悔棋功能 private void btnAgain_Click(object sender, EventArgs e){ if(this.m_board.MoveAgain()){ Invalidate();} } } } //—---—---—-—-———--—Board。cs---------//

using System;using System.Collections.Generic;using System.Text; using System.Drawing; using System.IO;using ChessBlock = System.Collections.ArrayList;using System。Collections; namespace go { /// public class Board { /// 〈summary〉 /// 单人模式 /// </summary> public bool single = false; /// /// 距离左方边缘的单位长度 /// </summary〉 private static float margin_left = 10; ///

/// </summary>private static float gap = 20;/// <summary> /// 棋子大小 /// </summary> private static float chessSize = 8;/// /// 棋盘的所有棋子 /// 〈/summary>private Chess[,] m_Board = new Chess[19,19]; /// /// 棋局记录对象 /// </summary〉 private BoardRecorder m_recorder;///

/// </summary>private Chess m_LastChess; /// /// 最后一颗被吃的棋子 /// </summary〉 private Chess m_LastEatten;/// /// 最后被吃棋子备份 /// /// 当前步数 /// </summary〉 private int m_currentStep;/// private Chess[,] m_Sim_Board = new Chess[19,19]; /// 〈summary>/// 模拟最后一颗棋子

/// 〈/summary〉 private Chess m_Sim_LastChess; /// 〈summary〉 /// 模拟最后一颗被吃的棋子 /// 〈/summary> private Chess m_Sim_LastEatten;/// <summary〉 /// 模拟当前步数 /// /// 棋局结束 /// 〈/summary> public bool isGameOver = false;/// <summary>/// 创建棋盘 /// </summary>public Board(){ Clear(); } /// <summary> /// 获取最后一颗棋子

/// </summary〉 public Chess lastChess { get { return m_LastChess;} } /// <summary>/// 获取或设置是否显示棋子的编号 /// </summary> public bool showIndex { get { return m_bShowIndex; } set { m_bShowIndex = value;} } /// 〈summary〉 /// 调整棋子在棋盘中的位置,并返回棋子的位置 /// 〈/summary>/// 〈param name=”pointX"〉</param>/// 〈param name="pointY"〉</param> /// </returns>public Chess。POS mapPointsToBoard(float pointX,float pointY){ int posX = Convert。ToInt32((pointX-margin_left + gap / 2)/ gap—0.5f); int posY = Convert.ToInt32((pointY—margin_top + gap / 2)/ gap—0.5f); Chess.POS pos = new Chess.POS(posX,posY); if(!pos。isValid)pos。setToInvalid(); return pos;}

///

/// 绘制整个棋局 /// </summary> /// public void draw(Graphics g){ drawBorder(g);drawChess(g);} /// <summary> /// 绘制星位 /// </summary〉 /// <param name=”g"></param>/// 〈param name="posX"〉〈/param> /// <param name="posY">〈/param> private void drawStar(Graphics g,float posX, float posY){ Rectangle rect = new Rectangle();rect。X = Convert.ToInt32(margin_left + posX * gap-starSize);rect.Y = Convert.ToInt32(margin_top + posY * gap - starSize); rect。Width = Convert.ToInt32(starSize * 2); rect。Height = Convert.ToInt32(starSize * 2); g.FillEllipse(Brushes。Black, rect); } /// <summary〉

/// 绘制棋盘 /// /// 〈param name="g"></param>private void drawBorder(Graphics g){ //绘制棋盘颜色 Pen backgroundPen = new Pen(Color。Goldenrod,10); g。FillRectangle(backgroundPen。Brush, margin_left-gap/2,margin_top—gap/2,gap * 19,gap * 19); //绘制棋盘线 Pen borderPen = new Pen(Color.Black, 1); for(int i = 0; i 〈 19; i++){ g。DrawLine(borderPen, margin_left,margin_top + i * gap,margin_left + 18 * gap,margin_top + i * gap);g.DrawLine(borderPen, margin_left + i * gap,margin_top, margin_left + i * gap,margin_top + 18 * gap);} // 绘制9个星位 drawStar(g, 3,3); drawStar(g,3,9); drawStar(g, 3, 15); drawStar(g, 9, 3); drawStar(g, 9,9); drawStar(g, 9,15); drawStar(g,15,3); drawStar(g,15, 9);

drawStar(g, 15,15);} /// <summary>/// 绘制棋子 /// 〈/summary〉 /// private void drawChess(Graphics g){ Rectangle rect = new Rectangle(); StringFormat format = new StringFormat(); format。Alignment = StringAlignment。Center; format.LineAlignment = StringAlignment.Center;Font fontNumber = new Font("Arial Narrow",numberSize);for(int i = 0; i 〈 19; i++){ for(int j = 0;j <19; j++){ switch(m_Board[i,j].type){ case Chess.ChessType.Black:

rect.X = Convert.ToInt32(margin_left + i * gap—chessSize);rect.Y = Convert.ToInt32(margin_top + j * gap-chessSize);rect.Width = Convert。ToInt32(chessSize * 2); rect.Height = Convert.ToInt32(che

ssSize * 2); g.FillEllipse(Brushes。Black,rect); if(m_bShowIndex && m_Board [i,j].step >0){ g.DrawString(m_Board[i,j].step.ToString(), fontNumber, Brushes.White, rect,format);} break; case Chess。ChessType.DeadBlack:

rect。X = Convert.ToInt32(margin_left + i * gap—chessSize);rect.Y = Convert.ToInt32(margin_top + j * gap—chessSize); rect。Width = Convert.ToInt32(chessSize * 2);rect.Height = Convert.ToInt32(chessSize * 2);int centerX = Convert.ToInt32(margin_left + i * gap); int centerY = Convert.ToInt32(margin_top + j * gap); g.FillEllipse(Brushes。Black,rect);g。DrawLine(new Pen(Color。Red, 3),centerX—chessSize / 2,centerY-chessSize / 2, centerX + chessSize / 2, centerY + chessSize / 2); if(m_bShowIndex && m_Board[i, j]。step 〉 0){ g.DrawString(m_Board[i, j].step。ToString(), fontNumber, Brushes。White,rect,format); } break;

case Chess.ChessType。White: rect。X = Convert.ToInt32(margin_left + i * gap-chessSize);rect.Y = Convert。ToInt32(margin_top + j * gap-chessSize); rect。Width = Convert.ToInt32(chessSize * 2);rect.Height = Convert。ToInt32(chessSize * 2); g.FillEllipse(Brushes.White,rect); if(m_bShowIndex &&m_Board[i, j]。step > 0){ g.DrawString(m_Board[i, j].step.ToString(),fontNumber,Brushes。Black,rect,format); } break;case Chess.ChessType.DeadWhite:

rect.X = Convert。ToInt32(margin_left + i * gap-chessSize); rect.Y = Convert.ToInt32(margin_top + j * gap - chessSize); rect。Width = Convert.ToInt32(chessSize * 2);rect。Height = Convert.ToInt32(chessSize * 2); centerX = Convert.ToInt32(margin_left + i * gap); centerY = Convert.ToInt32(margin_top + j * gap); g.FillEllipse(Brushes.White, rect);g.DrawLine(new Pen(Color。Red, 3),centerX - chessSize / 2, centerY—chessSize / 2, centerX + chessSize / 2, centerY + chessSize / 2);

if(m_bShowIndex && m_Board[i,j]。step 〉 0){ g。DrawString(m_Board[i,j].step。ToString(), fontNumber,Brushes。Black,rect,format);} break; case Chess。ChessType.MaybeBlack: rect。X = Convert.ToInt32(margin_left + i * gap - chessSize / 2);rect.Y = Convert。ToInt32(margin_top + j * gap—chessSize / 2);rect.Width = Convert。ToInt32(chessSize);rect。Height = Convert.ToInt32(chessSize);g。FillRectangle(Brushes.Black,rect); break; case Chess.ChessType。MaybeWhite: rect。X = Convert.ToInt32(margin_left + i * gap—chessSize / 2);rect.Y = Convert。ToInt32(margin_top + j * gap - chessSize / 2); rect.Width = Convert。ToInt32(chessSize); rect.Height = Convert.ToInt32(chessSize);g.FillRectangle(Brushes。White,rect);break;case Chess。ChessType。MaybePending:

rect.X = Convert.ToInt32(margin_left + i * gap—chessSize / 2);

rect.Y = Convert.ToInt32(margin_top + j * gap - chessSize / 2); rect.Width = Convert.ToInt32(chessSize);rect。Height = Convert。ToInt32(chessSize);g.FillRectangle(Brushes。Yellow,rect); break; } } } } /// <summary〉 /// 增加一颗棋子在棋盘上 /// /// <returns>〈/returns> public bool addChess(Chess.POS pos,Chess.ChessType type){ if(this.m_currentStep > 361){ this。isGameOver = true; return false;} //只允许放黑棋或白棋 if(type!= Chess.ChessType.Black && type!= Chess.ChessType.White)

return false; // 只允许在空位置上放棋子。

if(m_Board[pos.posX,pos.posY].type!= Chess.ChessType.Empty)return false; // 设置当前位置的棋子的类型 m_Board[pos.posX, pos。posY].type = type; #region 判断是否可以提子 bool bEat = false; bool bValidStep = true;//当棋子的左方有空位,并且该位置棋子的棋子是对方的棋子时,执行以下代码 if(pos.hasLeft && m_Board[pos.posX—1,pos。posY].type == Chess.oppsiteType(type)){ // bEat = tryToEat(pos, new Chess。POS(pos.posX-1, pos.posY), ref bValidStep)|| bEat;if(!bValidStep)return false; } //当棋子的右方有空位,并且该位置棋子的棋子是对方的棋子时,执行以下代码 if(pos.hasRight &&m_Board[pos。posX + 1,pos.posY].type == Chess。oppsiteType(type)){ bEat = tryToEat(pos, new Chess。POS(pos.posX + 1, pos.posY), ref bValidStep)|| bEat; if(!bValidStep)return false; }

//当棋子的上方有空位,并且该位置棋子的棋子是对方的棋子时,执行以下代码 if(pos.hasUp && m_Board[pos。posX,pos。posY - 1].type == Chess.oppsiteType(type)){ bEat = tryToEat(pos,new Chess。POS(pos.posX, pos.posY-1),ref bValidStep)|| bEat; if(!bValidStep)return false; } //当棋子的下方有空位,并且该位置棋子的棋子是对方的棋子时,执行以下代码 if(pos.hasDown &&m_Board[pos。posX,pos.posY + 1].type == Chess。oppsiteType(type)){ bEat = tryToEat(pos, new Chess.POS(pos.posX, pos。posY + 1), ref bValidStep)|| bEat; if(!bValidStep)return false;} #endregion if(!bEat)m_LastEatten.pos。setToInvalid(); // 判断相连的棋子是否还有气。

ArrayList chessBlock;if(!isLive(pos, out chessBlock)){ return false;} m_LastChess。pos = pos;m_LastChess.type = type;

m_LastChess。step = m_currentStep; m_recorder。addStep(new Chess(pos,type, m_currentStep));m_Board[pos.posX,pos。posY].step = m_currentStep;m_Board[pos。posX, pos.posY].pos = pos; m_currentStep++; return true; } /// <summary>/// 加载文件中的棋局 /// 〈/summary>/// <param name=”strFile”>public bool loadBoardFrom strFile){ if(!Utils.is(strFile))return false; Chess。ChessType[,] newBoard = new Chess.ChessType[19, 19];StreamReader freader = new StreamReader(strFile); for(int i = 0;i 〈 19; i++){ string strLine = freader。ReadLine();if(strLine。Length!= 19)return false; for(int j = 0;j < 19; j++){ Chess.ChessType type = Chess。ChessType.Empty;

switch(strLine[j]){ case "0': type = Chess.ChessType.Empty;break;case '1’:

type = Chess.ChessType。Black; break; case "2": type = Chess。ChessType。White; break; default:

return false;} newBoard[j,i] = type; } } for(int i = 0;i < 19; i++){ for(int j = 0;j < 19; j++){ m_Board[i,j].type = newBoard[i,j];} } return true;} /// <summary〉 /// 保存棋局到文件中

/// </summary> /// 〈param name=”strFile”〉〈/param〉 /// </returns〉 public bool saveBoardTo strFile){ fi = new(strFile);if(fi.Exists)fi.Delete(); StreamWriter sw = fi。CreateText();for(int i = 0;i 〈 19;i++){ StringBuilder strLine = new StringBuilder(20); for(int j = 0; j <19;j++){ char ch;ch =(m_Board[j,i].type == Chess.ChessType.Empty)? "0" :(m_Board[j,i].type == Chess.ChessType.Black)? '1" :

’2'; strLine.Append(ch); } sw.WriteLine(strLine); } sw。Close(); return true;} /// 〈summary〉 /// /// /// 〈param name="strFile”〉</param>

/// <returns〉</returns〉 public bool loadStep strFile){ m_recorder.loadFrom);int totalSteps = m_recorder.totalSteps;if(totalSteps 〉 0){ clearBoard();for(int i = 0; i </param> /// 〈returns>〈/returns> public bool saveStepsTo strFile){ return m_recorder.saveTo);}

/// /// 重新开局 /// </summary>public void newGame(){ clear(); } /// /// 填充棋子用以计算得分 /// public void fillBoardWithChess(){ for(int i = 0;i < 19;i++){ for(int j = 0;j <19;j++){ if(m_Board[i, j]。type == Chess.ChessType.Empty){ ChessBlock block; findBlock(new Chess。POS(i,j), out block); if(block。Count 〉 0){ Chess.ChessType type = Chess.ChessType。Empty; foreach(Chess。POS pos in block)

{ if(pos。hasLeft){ Chess.ChessType newType = m_Board[pos.posX-1,pos.posY]。type; if(type == Chess。ChessType。Empty &&(newType == Chess.ChessType.Black || newType == Chess.ChessType。White)){ type = newType; } else { if(type!= Chess。ChessType.Empty && type == Chess。oppsiteType(newType)){ type = Chess。ChessType.MaybePending; break;} } } if(pos。hasRight){ Chess.ChessType newType = m_Board[pos.posX + 1,pos.posY].type;if(type == Chess。ChessTy

pe.Empty &&(newType == Chess。ChessType.Black || newType == Chess.ChessType。White)){ type = newType; } else { if(type!= Chess。ChessType.Empty &&type == Chess.oppsiteType(newType)){ type = Chess.ChessType.MaybePending; break;} } } if(pos。hasUp){ Chess。ChessType newType = m_Board[pos。posX,pos。posY-1].type;if(type == Chess。ChessType。Empty &&(newType == Chess.ChessType.Black || newType == Chess.ChessType。White)){ type = newType; } else { if(type!= Chess。

ChessType。Empty && type == Chess.oppsiteType(newType)){ type = Chess.ChessType。MaybePending; break; } } } if(pos.hasDown){ Chess。ChessType newType = m_Board[pos。posX,pos。posY + 1]。type;if(type == Chess。ChessType。Empty &&(newType == Chess.ChessType.Black || newType == Chess.ChessType。White)){ type = newType;} else { if(type!= Chess.ChessType。Empty && type == Chess.oppsiteType(newType)){ type = Chess.ChessType。MaybePending; break; } }

} } if(type == Chess.ChessType。Black)type = Chess。ChessType.MaybeBlack; else if(type == Chess。ChessType.White)type = Chess.ChessType.MaybeWhite; else type = Chess.ChessType.MaybePending; foreach(Chess.POS posToFill in block){ m_Board[posToFill.posX,posToFill。posY]。type = type; } } } } } } /// public void fillBoardWithChessOnSim(){ for(int i = 0; i < 19; i++){ for(int j = 0; j <19;j++)

{ if(this。m_Sim_Board[i,j].type == Chess.ChessType。Empty){ ChessBlock block;findBlockOnSim(new Chess.POS(i,j), out block); if(block.Count >0){ Chess.ChessType type = Chess.ChessType.Empty; foreach(Chess。POS pos in block){ if(pos。hasLeft){ Chess。ChessType newType = this.m_Sim_Board[pos.posX-1,pos。posY].type; if(type == Chess。ChessType.Empty &&(newType == Chess.ChessType.Black || newType == Chess.ChessType。White)){ type = newType;} else { if(type!= Chess。ChessType。Empty &&

type == Chess。oppsiteType(newType)){ type = Chess.ChessType.MaybePending; break; } } } if(pos.hasRight){ Chess.ChessType newType = this.m_Sim_Board[pos.posX + 1,pos.posY].type; if(type == Chess.ChessType.Empty &&(newType == Chess.ChessType.Black || newType == Chess.ChessType.White)){ type = newType;} else { if(type!= Chess.ChessType。Empty && type == Chess。oppsiteType(newType))...

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