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MulanPSL-2.0

ChineseChess

1. 介绍

前段时间在网上看到有人在用qt做象棋,心血来潮准备自己也实现一下,先看一波效果图(项目存在一些瑕疵):

效果图

2. 使用说明

  • app文件夹

    已经发布好的程序,点击exe文件即可运行

  • src文件夹

    (本人环境:win10 + Qt5.99 + MSVC2017)

    源目录文件,使用qt打开 ChineseChess.pro文件,构建运行即可(可能存在一些版本差异,环境问题)

3. 类关系图

类图

本程序较为简单,设计上分为四个没有继承关系的类:

  • Widget:界面类;负责界面重绘,鼠标点击和按钮点击事件响应,并创建棋子,控制类,计算类等
  • ChessPiece:棋子类;包含棋子的属性:id, 所在行列, 是否是红方阵营, 是否死亡
  • Control:控制类;包括棋子走棋方法:是否可以走棋, 保存走棋路径等等
  • Computer:电脑计算类;运用最大最小值算法求得最优走棋

类包含图

4. 用到的技术手段

4.1 界面计算分离

由于博弈树会很大,如果将所有的计算都放在widget类中计算会出现卡界面问题;所以通过类的设计,分为widget和computer两个类,通过棋子这个中间变量来进行通信

4.2 线程

使用多线程来实现界面计算分离,使得计算最优走棋时不会出现卡界面问题

4.3 定时器

定义定时器,timeout连接槽函数,更新各方等待时间

5. Qt开发象棋过程问题记录

5.1 问题 1. 在初次开发中存在内存泄漏问题

问题描述:在初次开发中,出现运行后电脑卡机现象

解决: 一般出现运行程序电脑卡机现象,是大量内存泄漏导致的;回顾程序,大量使用堆内存的地方就是博弈树vector保存路径;查看后发现在使用该vector时,只是removeLast,并未真正释放申请的堆内存,然后delete,解决。

5.2 问题 2. 类设计糟糕,使得计算和界面未分离

问题描述:由于时间关系,在类的设计上显得糟糕,计算机计算类直接继承于界面类,导致计算量大时,存在卡界面问题

解决: 花时间将项目重写,对项目进行功能分割,使得项目分为:界面类,控制类,棋子类,电脑计算类;从而使得计算和界面分离

5.3 问题 3. 重写项目后,效率降低了十倍

问题描述:重写项目后,发现计算效率差了十倍,花了两天业余时间,通过不断缩小范围qDebug,还是找不到问题

解决: 无奈就又开始重写,最后发现是因为原来项目中使用原始数组来存储棋子,但是新的项目使用QVector存储棋子,原因就在这里,不清楚为什么使用QVector的效率这么低,最后还是换成了数组存储。

5.4 问题 4. 信号和槽连接问题

问题描述:自定义类和继承自QWidget的类使用信号和槽通信,发现连接不上

QObject::connect: No such slot QObject::startComputerSlot() in ..\ChineseChess\widget.cpp:34
QObject::connect:  (sender name:   'Widget')
QObject::connect: No such signal QObject::sendComputerBestStep(Step *) in ..\ChineseChess\widget.cpp:35
QObject::connect:  (receiver name: 'Widget')

解决: 这个问题以前有遇到过; 在自定义的类中,使用信号和槽,需要继承自QObject类,并且在类头添加 Q_OBJECT

5.5 问题 5. 使用线程之后,界面频繁重绘

问题描述:将项目重写一遍后,做好了界面和计算分离,可以添加线程使得计算时不会卡界面;但是在添加线程后会出现界面频繁重绘问题( 现象就是棋子会频繁跳动)

解决: 虽然还不清楚为什么添加线程后会出现这样的问题,但是可以知道线程和界面唯一的联系就是棋子变量,所以只需要在线程中做一份棋子变量的拷贝,让其在线程计算中使用即可

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简介

使用Qt、C++开发的简单人机象棋 用到多线程技术,使得计算与界面分离,避免出现卡界面的情况 展开 收起
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