本文目录一览:
- 1、亚德客气缸sc与jsi的区别
- 2、excel公式设置 已知和,求相加的加数的个数
- 3、EXCEL:如果一行H、I、J、K列任意一列有数字则本行G列填1,若没有则本行G列填0,怎么实现?
- 4、哪位高手能帮我做一下HTML的网页啊!快点的 谢谢了
- 5、不知如何实现H1.I1.J1列中有两个重复数字时,将其自动填充到D1.E1.F1中,要能下拉填充的。如下图:
亚德客气缸sc与jsi的区别
亚德客气缸sc与jsi的区别外形尺寸不同。
SGC是ISO标准,SC是亚德客标准,两者的按照尺寸不一样,另外,相同行程情况下,SC整体尺寸比SGC要小一点!
标准不一样
SC:ISO15552标准
SE:ISO6431标准
SU:亚得客标准,比iso的短,紧凑
SC:亚得客标准,比su的多了支柱
标准气缸适用在各行各业,标准气缸是指气缸的功能和规格是普遍使用的、结构容易制造的、制造厂通常作为通用产品供应市场的气缸。
标准气缸SU、SC和SI都是比较常用的标准气缸。动作型式都为双动型;缓冲型式是可调缓冲,缓冲调节平稳;安装固定形式也都一样。
excel公式设置 已知和,求相加的加数的个数
在H1输入公式:
=LOOKUP(1,0/(SUBTOTAL(9,OFFSET(A1,,,,ROW($1:$5)))=G1),ROW($1:$5))
在I1输入公式:
=G1-SUM(OFFSET(A1,,,,H1))
两公式向下填充即可,详见下图:
EXCEL:如果一行H、I、J、K列任意一列有数字则本行G列填1,若没有则本行G列填0,怎么实现?
在G列第1个单元格输入: “=IF((H1+I1+J1+K1)0,1,0)” 即可(不用引号)。
哪位高手能帮我做一下HTML的网页啊!快点的 谢谢了
你想做个什么样子的呢!
我有代码!你按代码操作吧!
htmlheadmeta http-equiv=Content-Type content=”text/html;charset=gb2312″title
OBJECT classid=clsid:CFCDAA03-8BE4-11cf-B84B-0020AFBBCCFA height=60 width=352
param name=”_ExtentX” value=”9313″
param name=”_ExtentY” value=”1588″
param name=”AUTOSTART” value=”-1″
param name=”SHUFFLE” value=”0″
param name=”PREFETCH” value=”0″
param name=”NOLABELS” value=”0″
param name=”SRC” value=””;
param name=”CONTROLS” value=”ControlPanel,StatusBar”
param name=”CONSOLE” value=”Clip1″
param name=”LOOP” value=”-1″
param name=”NUMLOOP” value=”0″
param name=”CENTER” value=”0″
param name=”MAINTAINASPECT” value=”0″
param name=”BACKGROUNDCOLOR” value=”#000000″/OBJECT
html
head
meta http-equiv=”Content-Type” content=”text/html; charset=gb2312″
meta name=”GENERATOR” content=”Microsoft FrontPage 6.0″
meta name=”ProgId” content=”FrontPage.Editor.Document”
title网页特效|Linkweb.cn/Js|—制作人:杜纯中(俄罗斯方块)/title
style
TD{width: 20; height: 20}
/style
/head
body bgcolor=”#000000″ text=”#0099FF” link=”#0099FF” vlink=”#0099FF” alink=”#0099FF” style=”line-height: 150%”
script
document.body.innerHTML += ‘DIV id=”stage” style=”position: absolute; top: 0; left: 0;”/DIV’ //游戏场地
document.body.innerHTML += ‘div id=”element_stage” style=”position: absolute; top: 3; left: 500; width: 159; height: 152″/div’;//预显表
document.body.innerHTML += ‘div id=”obj_stage” style=”position: absolute; top: 0; left: 132; display: block; z-index: 100″/div’;//活动层
var element_html = ‘table id=”element_table” border=”1″ width=”100%” height=”100%” bordercolor=”#000000″ cellspacing=”0″ cellpadding=”0″‘;
var obj_html = ‘table id=”obj_table” border=”1″ bordercolor=”#000000″ cellspacing=”0″ cellpadding=”0″‘;
for(h=0;h=4;h++) //——-生成预显表 和 活动层——-//
{
element_html += “tr”;
obj_html += “tr”;
for(w=0;w=4;w++)
{
element_html += “td bgcolor=\”\” value=\”0\”/td”;
obj_html += “td bgcolor=\”\” value=\”0\”/td”;
}
element_html += “/tr”;
obj_html += “/tr”;
}
element_html += “/table”;
obj_html += “/table”;
element_stage.innerHTML = element_html;
obj_stage.innerHTML = obj_html;
document.body.innerHTML +=’p align=”right”第 span id=”game_number”1/span 局/pp align=”right”消除行数brspan id=”game_line”0/span/pp align=”right”游戏得分brspan id=”game_score”0/span/pp align=”right” /pp align=”right”a href=”javascript:;” value=”0″ onclick=”If_play(this.value)”点开 我始/a /p ‘
var map = new Array( //地图
“111000000000000111”,”111000000000000111″,”111000000000000111″,”111000000000000111″,”111000000000000111″,
“111000000000000111”,”111000000000000111″,”111000000000000111″,”111000000000000111″,”111000000000000111″,
“111000000000000111”,”111000000000000111″,”111000000000000111″,”111000000000000111″,”111000000000000111″,
“111000000000000111”,”111000000000000111″,”111000000000000111″,”111000000000000111″,”111000000000000111″,
“222222222222222222”,”222222222222222222″
);
//————-L————// //演员表
var L1 = new Array(“0000″,”1000″,”1000″,”1100”);
var L2 = new Array(“0000″,”0000″,”0010″,”1110”);
var L3 = new Array(“0000″,”0110″,”0010″,”0010”);
var L4 = new Array(“0000″,”1110″,”1000″,”0000”);
//————-L————-//
//————-J————//
var J1 = new Array(“0000″,”0010″,”0010″,”0110”);
var J2 = new Array(“0000″,”0000″,”1110″,”0010”);
var J3 = new Array(“0000″,”1100″,”1000″,”1000”);
var J4 = new Array(“0000″,”0000″,”1000″,”1110”);
//————-J————-//
//————-Z————//
var Z1 = new Array(“0000″,”0000″,”1100″,”0110”);
var Z2 = new Array(“0000″,”0100″,”1100″,”1000”);
var Z3 = new Array(“0000″,”0000″,”1100″,”0110”);
var Z4 = new Array(“0000″,”0100″,”1100″,”1000”);
//————-Z————-//
//————-S————//
var S1 = new Array(“0000″,”0000″,”0110″,”1100”);
var S2 = new Array(“0000″,”0100″,”0110″,”0010”);
var S3 = new Array(“0000″,”0000″,”0110″,”1100”);
var S4 = new Array(“0000″,”0100″,”0110″,”0010”);
//————-S————-//
//————-T————//
var T1 = new Array(“0000″,”0000″,”0100″,”1110”);
var T2 = new Array(“0000″,”0010″,”0110″,”0010”);
var T3 = new Array(“0000″,”1110″,”0100″,”0000”);
var T4 = new Array(“0000″,”1000″,”1100″,”1000”);
//————-T————-//
//————-M————//
var M1 = new Array(“0000″,”0000″,”1100″,”1100”);
var M2 = new Array(“0000″,”0000″,”1100″,”1100”);
var M3 = new Array(“0000″,”0000″,”1100″,”1100”);
var M4 = new Array(“0000″,”0000″,”1100″,”1100”);
//————-M————-//
//————-I————//
var I1 = new Array(“1000″,”1000″,”1000″,”1000”);
var I2 = new Array(“0000″,”0000″,”0000″,”1111”);
var I3 = new Array(“0010″,”0010″,”0010″,”0010”);
var I4 = new Array(“0000″,”0000″,”0000″,”1111”);
//————-I————-//
//————-演员位置表————-//
var players = new Array(“I”,”J”,”T”,”L”,”Z”,”S”,”M”);
//—-生成地图——–//
function get_color(color_value)
{
if(color_value==”1″||color_value==”2″)
return “#000080”;
else
return “#000000”;
}
var map_html = ‘table id=”map_table” border=”1″ cellspacing=”0″ cellpadding=”0″ bgcolor=”#000000″ bordercolor=”#000000″‘;
for(h=0;hmap.length;h++)
{
map_html+=”tr”
for(w=0;wmap[0].length;w++)
{
map_html+=”td value=\””+map[h].charAt(w)+”\” bgcolor=\””+get_color(map[h].charAt(w))+”\””
}
map_html +=”/tr”
}
map_html+=”/table”
stage.innerHTML = map_html
//—-生成地图——–//
/****************************************** 上面是准备的代码****************************************************/
function Y_X(y,x) //设置角的对象
{
this.x = x;
this.y = y;
}
var game_l_u_angle = new Y_X(0,6); //方快初始 左上角 和 右上角 的 x y 坐标
var game_r_d_angle = new Y_X(3,9);
var left_up_angle = new Y_X(game_l_u_angle.y,game_l_u_angle.x); //现在的 左上角的 x y 坐标
var right_down_angle = new Y_X(game_r_d_angle.y,game_r_d_angle.x); //现在的 右上角 的 x y 坐标
var block_color_1 = “#0099FF”; //现在的方块的颜色
var block_color_0 = “”; //背景颜色
var map_color_1 = “#000080”; //map 背景颜色 1
var map_color_0 = “#000000”; //背景颜色 0
var block_width = “22”; //方块 的 边长
var block_height = “20”;
var game_speed = 540 //游戏速度
var game_max_speed = Math.floor(game_speed/20);
var SHAPES = new Array(“I”,”M”,”Z”,”J”,”T”,”S”,”L”); // 方块形状数组
var shape_now = SHAPES[returnONE(6)]; //现在的方块形状
var shape_will = SHAPES[returnONE(6)]; //将来的方块形状
var shape_num = 1;
var obj_start_left = 132; //方块起始位置
var obj_start_top = 0;
var can_move_block = false; //设置用户是否可以移动方块
var can_play = false; //游戏的开始
var one_score = 10; //一个的得分
var block_score = 4*one_score //一个方块的得分
var line_score = 12*one_score //一行的得分
/*******************************************上面是数据********************下面是具体运行 函数************************/
//————返回任意数——————–//
function returnONE(JSnum){
JSnum = Math.round(JSnum*Math.random()*100/100);
return JSnum;
}
//————–返回最高———————–//
function return_TOP()
{
var block_value = “”;
for(h=0;h4;h++)
{
for(w=0;w4;w++)
{
block_value = obj_table.rows(h).cells(w).value;
if(block_value==”1″)
return (h + left_up_angle.y)
}
}
}
//———设置 obj 显示 指定 的 type+num 方块 ———–//
function set_block(obj,type,num)
{
var block = eval(type+num); //获得 指定 方块
var block_value = “”;
var block_color = “”;
for(h=0;hblock.length;h++)
{
for(w=0;wblock[0].length;w++)
{
block_value = block[h].charAt(w);
block_color = eval(“block_color_” + block_value );
with(obj.rows(h).cells(w))
{
bgColor = block_color;
value = block_value;
}
}
}
}
//————-使 obj 相对移动————–//
function move_block_by(x,y)
{
left_up_angle.x += x;
left_up_angle.y += y;
right_down_angle.x += x;
right_down_angle.y += y;
obj_stage.style.pixelLeft = left_up_angle.x * block_width;
obj_stage.style.pixelTop = left_up_angle.y * block_height;
}
//—————判断 是否 可以 移动 或变形 ————-//
function If_can_move(l_x,l_y,r_x,r_y) //用于常规判断
{
var obj_value = “”;
var map_value = “”;
var checker = 0;
for(obj_h=0,h=l_y;h=r_y;h++,obj_h++)
{
for(obj_w=0,w=l_x;w=r_x;w++,obj_w++)
{
obj_value = obj_table.rows(obj_h).cells(obj_w).value;
map_value = map_table.rows(h).cells(w).value
checker = parseInt(obj_value)+parseInt(map_value);
if(map_value==”2″)
{
if(checker2)
return false;
}
else
{
if(checker1)
return false;
}
}
}
return true;
}
function test_block(){} //用来生成载block value 的 测试对象
var tester = null;
function If_can_move_test(l_x,l_y,r_x,r_y) //用于变形判断
{
var obj_value = “”;
var map_value = “”;
var checker = 0;
for(obj_h=0,h=l_y;h=r_y;h++,obj_h++)
{
for(obj_w=0,w=l_x;w=r_x;w++,obj_w++)
{
obj_value = eval(“tester.value_”+obj_h+”_”+obj_w);
map_value = map_table.rows(h).cells(w).value
checker = parseInt(obj_value) + parseInt(map_value);
if(map_value==”2″)
{
if(checker2)
return false;
}
else
{
if(checker1)
return false;
}
}
}
return true;
}
//————–设置背景颜色———————-//
function set_map_bgcolor(l_x,l_y,r_x,r_y)
{
var obj_value = “”;
for(obj_h=0,h=l_y;h=r_y;h++,obj_h++)
{
for(obj_w=0,w=l_x;w=r_x;w++,obj_w++)
{
obj_value = obj_table.rows(obj_h).cells(obj_w).value;
if(obj_value==”1″)
{
with(map_table.rows(h).cells(w))
{
value = obj_value;
bgColor = eval(“block_color_”+obj_value);
}
}
}
}
}
//—————消除 行 ——————————–//
function delete_line(l_y,r_y)
{
var value_1_num = 0; //为 1 的块数
var can_delete_num = map[0].length; //可以删除的 value = 1 的 block 的总数
var can_delete = true;
var the_block_value = “”; //现在的block的value
for(h=l_y;h=r_y;h++)
{
for(w=0;wcan_delete_num;w++)
{
the_block_value = map_table.rows(h).cells(w).value
if(the_block_value==”0″||the_block_value==”2″)
{
can_delete = false;
}
}
if(can_delete) //如果全部为1的话
{
map_table.deleteRow(h);
map_table.insertRow(0);
for(w=0;wmap[0].length;w++)
{
map_table.rows(0).insertCell();
map_table.rows(0).cells(w).value = map[0].charAt(w);
map_table.rows(0).cells(w).bgColor = eval(“map_color_”+map[0].charAt(w));
}
game_line.innerText = “”+ (parseInt(game_line.innerText) + 1) + “”;
game_score.innerText = “”+ (parseInt(game_score.innerText) + line_score) + “”;
}
can_delete = true;
}
}
//————–方块 移动 主进程 down —————-//
function down_block()
{
if(!can_play)
return;
var check_l_y = left_up_angle.y + 1;
var check_r_y = right_down_angle.y + 1;
var judger = If_can_move(left_up_angle.x,check_l_y,right_down_angle.x,check_r_y);
if(judger)
{
move_block_by(0,1);
setTimeout(“down_block()”,game_speed)
}
else
{
can_move_block = false;
var block_top = return_TOP();
if(block_top=(game_l_u_angle.y+2))
{
if(confirm(“游戏结束,是否继续?”))
{
window.location.reload();
}
else
{
return;
}
}
else
{
set_map_bgcolor(left_up_angle.x,left_up_angle.y,right_down_angle.x,right_down_angle.y) //设置背景颜色和value
game_score.innerText = “”+ (parseInt(game_score.innerText) + block_score) + “”;
if(parseInt(game_score.innerText)=(parseInt(game_number.innerText)*20000)) //如果达到过局的分数
{
game_number.innerText = “”+(parseInt(game_number.innerText)+1)+””;
game_speed = game_speed – 60;
if(game_speed =0 )
{
game_speed = 540 – (parseInt(game_number.innerText)-1)*60;
if(game_speed 0)
{
alert(“Win All”);
return;
}
}
game_max_speed = Math.floor(game_speed/20);
}
obj_stage.style.display = “none”;
delete_line(left_up_angle.y,right_down_angle.y);
shape_now = shape_will;
shape_will = SHAPES[returnONE(6)];
shape_num =1;
set_block(obj_table,shape_now,shape_num);
set_block(element_table,shape_will,shape_num);
left_up_angle.x = game_l_u_angle.x;
left_up_angle.y = game_l_u_angle.y;
right_down_angle.x = game_r_d_angle.x;
right_down_angle.y = game_r_d_angle.y;
obj_stage.style.pixelLeft = left_up_angle.x * block_width;
obj_stage.style.pixelTop = left_up_angle.y * block_height;
obj_stage.style.display = “block”;
can_move_block = true;
setTimeout(“down_block()”,game_speed);
}
}
}
//————– 获取 用户输入 方向 ————– //
function document.onkeydown()
{
if(!can_play) //如果不能玩,退出
return;
if(!can_move_block) //如果不能移动。则退出
return;
var key_code = event.keyCode;
if(key_code == 37)
{
var check_l_x = left_up_angle.x – 1;
var check_r_x = right_down_angle.x – 1;
var judger= If_can_move(check_l_x,left_up_angle.y,check_r_x,right_down_angle.y);
if(judger)
move_block_by(-1,0);
else
return;
}
if(key_code == 39)
{
var check_l_x = left_up_angle.x + 1;
var check_r_x = right_down_angle.x + 1;
var judger= If_can_move(check_l_x,left_up_angle.y,check_r_x,right_down_angle.y);
if(judger)
move_block_by(1,0);
else
return;
}
if(key_code == 38)
{
shape_num++;
if(shape_num4)
shape_num = 1;
tester = null
tester = new test_block();
var test_shape = eval(shape_now + shape_num);
for(h=0;htest_shape.length;h++)
{
for(w=0;wtest_shape[0].length;w++)
{
eval(“tester.value_”+h+”_”+w+”=test_shape[“+h+”].charAt(“+w+”)”);
}
}
var judger = If_can_move_test(left_up_angle.x,left_up_angle.y,right_down_angle.x,right_down_angle.y)
if(!judger)
{
shape_num–;
}
else
{
set_block(obj_table,shape_now,shape_num);
}
}
if(key_code == 40)
{
game_speed = game_max_speed;
}
}
function document.onkeyup()
{
game_speed = 540 – (parseInt(game_number.innerText)-1)*60;
}
//—————–游戏控制———————–////
function start_game(){ //游戏开始
can_play = true;
can_move_block =true;
set_block(obj_table,shape_now,shape_num);
set_block(element_table,shape_will,shape_num);
down_block();
}
function pause_game() //暂停 游戏
{
can_play = false;
can_move_block =false;
}
function If_play(play_value)
{
if(play_value==”0″) //如果是刚开始
{
start_game();
event.srcElement.value = “1”;
event.srcElement.innerText = “暂 停”
}
if(play_value==”1″)
{
pause_game();
event.srcElement.value = “2”;
event.srcElement.innerText = “开 始”
}
if(play_value == “2”)
{
can_play = true;
can_move_block =true;
down_block();
event.srcElement.value = “1”;
event.srcElement.innerText = “暂 停”;
}
}
/script
/body
/html
不知如何实现H1.I1.J1列中有两个重复数字时,将其自动填充到D1.E1.F1中,要能下拉填充的。如下图:
在D1中输入或复制粘贴下列公式
=IF(SUMPRODUCT(COUNTIF($H1:$J1,$H1:$J1))3,H1,””)
右拉填充,下拉填充
删除空格
原创文章,作者:小蓝,如若转载,请注明出处:https://www.506064.com/n/298235.html