/** @mainpage
<h1> TinyXML </h1>
TinyXML is a simple, small, C++ XML parser that can be easily
integrated into other programs.
<h2> What it does. </h2>
In brief, TinyXML parses an XML document, and builds from that a
Document Object Model (DOM) that can be read, modified, and saved.
XML stands for "eXtensible Markup Language." It allows you to create
your own document markups. Where HTML does a very good job of marking
documents for browsers, XML allows you to define any kind of document
markup, for example a document that describes a "to do" list for an
organizer application. XML is a very structured and convenient format.
All those random file formats created to store application data can
all be replaced with XML. One parser for everything.
The best place for the complete, correct, and quite frankly hard to
read spec is at <a href="http://www.w3.org/TR/2004/REC-xml-20040204/">
http://www.w3.org/TR/2004/REC-xml-20040204/</a>. An intro to XML
(that I really like) can be found at
<a href="http://skew.org/xml/tutorial/">http://skew.org/xml/tutorial</a>.
There are different ways to access and interact with XML data.
TinyXML uses a Document Object Model (DOM), meaning the XML data is parsed
into a C++ objects that can be browsed and manipulated, and then
written to disk or another output stream. You can also construct an XML document
from scratch with C++ objects and write this to disk or another output
stream.
TinyXML is designed to be easy and fast to learn. It is two headers
and four cpp files. Simply add these to your project and off you go.
There is an example file - xmltest.cpp - to get you started.
TinyXML is released under the ZLib license,
so you can use it in open source or commercial code. The details
of the license are at the top of every source file.
TinyXML attempts to be a flexible parser, but with truly correct and
compliant XML output. TinyXML should compile on any reasonably C++
compliant system. It does not rely on exceptions or RTTI. It can be
compiled with or without STL support. TinyXML fully supports
the UTF-8 encoding, and the first 64k character entities.
<h2> What it doesn't do. </h2>
TinyXML doesn't parse or use DTDs (Document Type Definitions) or XSLs
(eXtensible Stylesheet Language.) There are other parsers out there
(check out www.sourceforge.org, search for XML) that are much more fully
featured. But they are also much bigger, take longer to set up in
your project, have a higher learning curve, and often have a more
restrictive license. If you are working with browsers or have more
complete XML needs, TinyXML is not the parser for you.
The following DTD syntax will not parse at this time in TinyXML:
@verbatim
<!DOCTYPE Archiv [
<!ELEMENT Comment (#PCDATA)>
]>
@endverbatim
because TinyXML sees this as a !DOCTYPE node with an illegally
embedded !ELEMENT node. This may be addressed in the future.
<h2> Tutorials. </h2>
For the impatient, here is a tutorial to get you going. A great way to get started,
but it is worth your time to read this (very short) manual completely.
- @subpage tutorial0
<h2> Code Status. </h2>
TinyXML is mature, tested code. It is very stable. If you find
bugs, please file a bug report on the sourceforge web site
(www.sourceforge.net/projects/tinyxml). We'll get them straightened
out as soon as possible.
There are some areas of improvement; please check sourceforge if you are
interested in working on TinyXML.
<h2> Related Projects </h2>
TinyXML projects you may find useful! (Descriptions provided by the projects.)
<ul>
<li> <b>TinyXPath</b> (http://tinyxpath.sourceforge.net). TinyXPath is a small footprint
XPath syntax decoder, written in C++.</li>
<li> <b>TinyXML++</b> (http://code.google.com/p/ticpp/). TinyXML++ is a completely new
interface to TinyXML that uses MANY of the C++ strengths. Templates,
exceptions, and much better error handling.</li>
</ul>
<h2> Features </h2>
<h3> Using STL </h3>
TinyXML can be compiled to use or not use STL. When using STL, TinyXML
uses the std::string class, and fully supports std::istream, std::ostream,
operator<<, and operator>>. Many API methods have both 'const char*' and
'const std::string&' forms.
When STL support is compiled out, no STL files are included whatsoever. All
the string classes are implemented by TinyXML itself. API methods
all use the 'const char*' form for input.
Use the compile time #define:
TIXML_USE_STL
to compile one version or the other. This can be passed by the compiler,
or set as the first line of "tinyxml.h".
Note: If compiling the test code in Linux, setting the environment
variable TINYXML_USE_STL=YES/NO will control STL compilation. In the
Windows project file, STL and non STL targets are provided. In your project,
It's probably easiest to add the line "#define TIXML_USE_STL" as the first
line of tinyxml.h.
<h3> UTF-8 </h3>
TinyXML supports UTF-8 allowing to manipulate XML files in any language. TinyXML
also supports "legacy mode" - the encoding used before UTF-8 support and
probably best described as "extended ascii".
Normally, TinyXML will try to detect the correct encoding and use it. However,
by setting the value of TIXML_DEFAULT_ENCODING in the header file, TinyXML
can be forced to always use one encoding.
TinyXML will assume Legacy Mode until one of the following occurs:
<ol>
<li> If the non-standard but common "UTF-8 lead bytes" (0xef 0xbb 0xbf)
begin the file or data stream, TinyXML will read it as UTF-8. </li>
<li> If the declaration tag is read, and it has an encoding="UTF-8", then
TinyXML will read it as UTF-8. </li>
<li> If the declaration tag is read, and it has no encoding specified, then TinyXML will
read it as UTF-8. </li>
<li> If the declaration tag is read, and it has an encoding="something else", then TinyXML
will read it as Legacy Mode. In legacy mode, TinyXML will work as it did before. It's
not clear what that mode does exactly, but old content should keep working.</li>
<li> Until one of the above criteria is met, TinyXML runs in Legacy Mode.</li>
</ol>
What happens if the encoding is incorrectly set or detected? TinyXML will try
to read and pass through text seen as improperly encoded. You may get some strange results or
mangled characters. You may want to force TinyXML to the correct mode.
You may force TinyXML to Legacy Mode by using LoadFile( TIXML_ENCODING_LEGACY ) or
LoadFile( filename, TIXML_ENCODING_LEGACY ). You may force it to use legacy mode all
the time by setting TIXML_DEFAULT_ENCODING = TIXML_ENCODING_LEGACY. Likewise, you may
force it to TIXML_ENCODING_UTF8 with the same technique.
For English users, using English XML, UTF-8 is the same as low-ASCII. You
don't need to be aware of UTF-8 or change your code in any way. You can think
of UTF-8 as a "superset" of ASCII.
UTF-8 is not a double byte format - but it is a standard encoding of Unicode!
TinyXML does not use or directly support wchar, TCHAR, or Microsoft's _UNICODE at this time.
It is common to see the term "Unicode" improperly refer to UTF-16, a wide byte encoding
of unicode. This is a source of confusion.
For "high-ascii" languages - everything not English, pretty much - TinyXML can
handle all languages, at the same time, as long as the XML is encoded
in UTF-8. That can be a little tricky, older programs and operating systems
tend to use the "default" or "traditional" code page. Many apps (and almost all
modern ones) can output UTF-8, but older or stubborn (or just broken) ones
still output text in the default code page.
For example, Japanese systems traditionally use SHIFT-JIS encoding.
Text encoded as SHIFT-JIS can not be read by TinyXML.
A good text editor can import SHIFT-JIS and then save as UTF-8.
The <a href="http://skew.org/xml/tutorial/">Skew.org link</a> does a great
job covering the encoding issue.
The test file "utf8test.xml" is an XML containing English, Spanish, Russian,
and Simplified Chinese. (Hopefully they are trans
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PokerTH.rar_pokerTH_pokerth.rar_porkerth_probablyly7_qt4
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PokerTH是一个扑克牌游戏,它是用C++/QT4编写的。可以和最多6个计算机对手对局,或者通过网络与其他玩家对局。此引擎适用于Linux,Windows和MacOSX。
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PokerTH.rar_pokerTH_pokerth.rar_porkerth_probablyly7_qt4 (611个子文件)
pokerth.1 567B
libircclient.c 27KB
dcc.c 23KB
colors.c 9KB
portable.c 3KB
sockets.c 3KB
utils.c 3KB
daemon.c 2KB
errors.c 1KB
ChangeLog 4KB
ChangeLog~ 4KB
pokerth_download_libs.cmd 12KB
pokerth_build.cmd 3KB
COPYING 18KB
netpacket.cpp 151KB
localplayer.cpp 150KB
gametableimpl.cpp 124KB
arraydata.cpp 64KB
clientstate.cpp 46KB
log.cpp 46KB
servergamestate.cpp 41KB
serverlobbythread.cpp 41KB
startwindowimpl.cpp 36KB
tinyxml.cpp 36KB
tinyxmlparser.cpp 35KB
settingsdialogimpl.cpp 35KB
clientthread.cpp 28KB
configfile.cpp 24KB
servergamethread.cpp 24KB
gamelobbydialogimpl.cpp 23KB
localhand.cpp 18KB
guiwrapper.cpp 17KB
cardsvalue.cpp 17KB
selectavatardialogimpl.cpp 15KB
avatarmanager.cpp 15KB
ircthread.cpp 14KB
session.cpp 12KB
sessionmanager.cpp 11KB
joinnetworkgamedialogimpl.cpp 11KB
clientplayer.cpp 10KB
serverguiwrapper.cpp 10KB
senderthread.cpp 10KB
lobbychat.cpp 8KB
localbero.cpp 8KB
game.cpp 8KB
startnetworkgamedialogimpl.cpp 8KB
clienthand.cpp 7KB
servermanager.cpp 7KB
serveracceptthread.cpp 7KB
localberopreflop.cpp 7KB
localboard.cpp 7KB
mychancelabel.cpp 6KB
createinternetgamedialogimpl.cpp 6KB
clientbero.cpp 6KB
chattools.cpp 6KB
pokerth_server.cpp 5KB
createnetworkgamedialogimpl.cpp 5KB
mycardspixmaplabel.cpp 5KB
downloadhelper.cpp 5KB
pokerth.cpp 5KB
socket_helper.cpp 5KB
thread.cpp 4KB
newgamedialogimpl.cpp 4KB
chat.cpp 4KB
playerdata.cpp 4KB
sessiondata.cpp 4KB
receiverhelper.cpp 4KB
mylefttabwidget.cpp 4KB
myrighttabwidget.cpp 4KB
socket_startup_cmn.cpp 3KB
changecompleteblindsdialogimpl.cpp 3KB
crypthelper.cpp 3KB
aboutpokerthimpl.cpp 3KB
clientboard.cpp 3KB
convhelper.cpp 3KB
localberopostriver.cpp 3KB
manualblindsorderdialogimpl.cpp 3KB
localenginefactory.cpp 3KB
clientenginefactory.cpp 3KB
sdlplayer.cpp 3KB
resolverthread.cpp 3KB
mysetlabel.cpp 3KB
loghelper_server.cpp 3KB
tools.cpp 3KB
socket_helper.cpp 3KB
zlib_compress.cpp 3KB
stylesheetreader.cpp 3KB
connecttoserverdialogimpl.cpp 3KB
socket_startup.cpp 3KB
tinystr.cpp 3KB
convhelper.cpp 2KB
nonqttoolswrapper.cpp 2KB
qttoolswrapper.cpp 2KB
changehumanplayernamedialogimpl.cpp 2KB
nonqthelper.cpp 2KB
clientcontext.cpp 2KB
loghelper_client.cpp 2KB
pokerthexception.cpp 2KB
socket_helper_cmn.cpp 2KB
myavatarlabel.cpp 2KB
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