proj2.pdf

‫ﺑﺴﻤﻪ ﺗﻌﺎﻟﻲ‬
‫ﺑﺴﻤﻪ ﺗﻌﺎﻟﻲ‬
‫ﻣﺒﺎﻧﻲ ﺑﺮﻧﺎﻣﻪ ﺳﺎﺯﻱ ‪C/C++‬‬
‫‪3B‬‬
‫ﺩﺍﻧ ﺸﻜﺪﻩ ﻣﻬﻨﺪﺳﻲ ﻛﺎﻣﭙﻴﻮﺗﺮ‪ ،‬ﺩﺍﻧ ﺸﮕﺎﻩ ﺻﻨﻌﺘﻲ ﺷﺮﻳﻒ‬
‫‪4B‬‬
‫ﭘﺮﻭژﻩ ﺍﻭﻝ ﺩﺭﺱ ﻣﺒﺎﻧﻲ ﺑﺮﻧﺎﻣﻪ ﻧﻮﻳﺴﻲ‬
‫ﻧﻜﺎﺕ ‪:‬‬
‫‪ ‬ﭘﺮﻭژﻩ ﻫﺎﻱ ﺧﻮﺩ ﺭﺍ ﺑﻪ ﺁﺩﺭﺱ ‪ ce153.fall.89@gmail.com‬ﺍﺭﺳﺎﻝ ﻛﻨﻴﺪ ‪.‬‬
‫‪0B‬‬
‫‪0T‬‬
‫‪0T‬‬
‫‪ ‬ﭘﺮﻭژﻩ ﻫﺎ ﻋﻼﻭﻩ ﺑﺮ ﺍﺭﺳﺎﻝ‪ ،‬ﺑﻪ ﺻﻮﺭﺕ ﺣﻀﻮﺭﻱ ﻫﻢ ﺗﺤﻮﻳﻞ ﮔﺮﻓﺘﻪ ﻣﻲ ﺷﻮﻧﺪ ﺑﻨﺎﺑﺮﺍﻳﻦ ﺑﺎﻳﺪ ﺗﺴﻠﻂ ﻛﺎﻣﻞ ﺑﺮ‬
‫‪1B‬‬
‫ﺭﻭﻱ ﭘﺮﻭژﻩ ﻫﺎﻱ ﺧﻮﺩ ﺩﺍﺷﺘﻪ ﺑﺎﺷﻴﺪ‪.‬‬
‫‪Modified Pac-Man‬‬
‫ﺑﺮﻧﺎﻣﻪ ﺷﻤﺎ ﺑﺎﻳﺪ ﻣﺘﺸﻜﻞ ﺍﺯ ‪ 3‬ﺑﺨﺶ ﺯﻳﺮ ﺑﺎﺷﺪ‪:‬‬
‫‪5B‬‬
‫‪ .1‬ﺻﻔﺤﻪ ﺍﻱ ﺑﻪ ﺍﺑﻌﺎﺩ ‪ 20‬ﺩﺭ ‪ ،20‬ﻫﺮ ﻛﺪﺍﻡ ﺍﺯ ﺧﺎﻧﻪ ﻫﺎﻱ ﺍﻳﻦ ﺻﻔﺤﻪ ﻣﻲ ﺗﻮﺍﻧﻨﺪ ﺩﻳﻮﺍﺭ ﺑﺎﺷﻨﺪ‪.‬‬
‫‪6B‬‬
‫‪ .2‬ﭼﻬﺎﺭ ﺷﺒﺢ ﺳﺮﮔﺮﺩﺍﻥ ﻛﻪ ﻫﻤﻮﺍﺭﻩ ﺑﻪ ﺩﻧﺒﺎﻝ ﺑﺎﺯﻳﻜﻦ ﻣﻲ ﺭﻭﻧﺪ‪:‬‬
‫‪7B‬‬
‫‪Blinky, Pinky, Inky, Clyde‬‬
‫‪8B‬‬
‫‪ .3‬ﺑﺎﺯﻳﻜﻦ ﺍﺻﻠﻲ ﻛﻪ ﺑﺎﻳﺪ ﺗﻤﺎﻡ ﻧﻘﻄﻪ ﻫﺎﻱ ﺍﻣﺘﻴﺎﺯﻱ ﻣﻮﺟﻮﺩ ﺭﺍ ﺟﻤﻊ ﺁﻭﺭﻱ ﻛﻨﺪ‪.‬‬
‫‪9B‬‬
‫ﭘﻴﺎﺩﻩ ﺳﺎﺯﻱ‬
‫ﺍﺯ ﻭﺭﻭﺩﻱ ‪ 400‬ﻋﺪﺩ ﻧﺸﺎﻧﮕﺮ ﺻﻔﺤﻪ ﻱ ﺑﺎﺯﻱ ﺩﺭﻳﺎﻓﺖ ﻛﻨﻴﺪ‪ ،‬ﻣﻘﺪﺍﺭ ﺻﻔﺮ ﻧﺸﺎﻧﮕﺮ ﺩﻳﻮﺍﺭ‪ ،‬ﻋﺪﺩ‬
‫‪10B‬‬
‫ﻳﻚ ﻧﺸﺎﻧﮕﺮ ﻧﻘﻄﻪ ﻫﺎﻱ ﺍﻣﺘﻴﺎﺯﻱ ﻭ ﻋﺪﺩ ﺩﻭ ﻧﺸﺎﻧﮕﺮ ﻣﺤﻞ ﺷﺮﻭﻉ ﺷﺒﺢ ﻫﺎﺳﺖ‪ ،‬ﻋﺪﺩ ﺳﻪ ﻫﻢ‬
‫ﻧﻘﻄﻪ ﺍﻱ ﺭﺍ ﺗﻌﻴﻴﻦ ﻣﻲ ﻛﻨﺪ ﻛﻪ ﺑﺎﺯﻳﻜﻦ ﺍﺯ ﺁﻧﺠﺎ ﺷﺮﻭﻉ ﺑﻪ ﺑﺎﺯﻱ ﻣﻲ ﻛﻨﺪ‪.‬‬
‫ﺩﻗﺖ ﻛﻨﻴﺪ ﻛﻪ ﺗﻌﺪﺍﺩ ﺩﻭ ﻣﻮﺭﺩ ﺁﺧﺮ‪ ،‬ﻣﺤﻞ ﺷﺮﻭﻉ ﺑﺎﺯﻳﻜﻦ ﻭ ﺷﺒﺢ ﻫﺎ‪ ،‬ﺑﻴﺸﺘﺮ ﺍﺯ ﻳﻚ ﻧﻴﺴﺖ ﻭ ﻣﻲ‬
‫ﺗﻮﺍﻧﻴﺪ ﻓﺮﺽ ﻛﻨﻴﺪ ﺩﺭ ﻭﺭﻭﺩﻱ ﻓﻘﻂ ﻳﻚ ﻧﻘﻄﻪ ﺷﺮﻭﻉ ﺑﺮﺍﻱ ﺑﺎﺯﻳﻜﻦ ﻭ ﻳﻚ ﻧﻘﻄﻪ ﺷﺮﻭﻉ ﻫﻢ ﺑﺮﺍﻱ‬
‫ﺷﺒﺢ ﻫﺎ ﺩﺍﺩﻩ ﻣﻲ ﺷﻮﺩ‪.‬‬
‫ﺑﺎﺯﻱ‬
‫ﺑﺎ ﻭﺍﺭﺩ ﻛﺮﺩﻥ ﻫﺮ ﻳﻚ ﺍﺯ ﺣﺮﻭﻑ ﺯﻳﺮ ﺑﺎﺯﻳﻜﻦ ﻳﻚ ﺣﺮﻛﺖ ﺍﻧﺠﺎﻡ ﻣﻲ ﺩﻫﺪ‪:‬‬
‫‪12B‬‬
‫‪Move‬‬
‫‪14B‬‬
‫‪Char‬‬
‫‪13B‬‬
‫‪U‬‬
‫‪Up‬‬
‫‪15B‬‬
‫‪16B‬‬
‫‪Down‬‬
‫‪18B‬‬
‫‪D‬‬
‫‪17B‬‬
‫‪Left‬‬
‫‪L‬‬
‫‪20B‬‬
‫‪Right‬‬
‫‪19B‬‬
‫‪2B‬‬
‫‪R‬‬
‫‪21B‬‬
‫ﺑﻌﺪ ﺍﺯ ﮔﺮﻓﺘﻦ ﻳﻜﻲ ﺍﺯ ﻛﺎﺭﺍﻛﺘﺮﻫﺎﻱ ﻓﻮﻕ ﺍﺯ ﻭﺭﻭﺩﻱ‪ ،‬ﺑﺎﻳﺪ ﺩﺭ ﺻﻮﺭﺕ ﺍﻣﻜﺎﻥ ﺣﺮﻛﺖ ﻣﺮﺑﻮﻁ ﺑﺮﺍﻱ‬
‫ﺑﺎﺯﻳﻜﻦ ﺍﻧﺠﺎﻡ ﺷﻮﺩ‪ .‬ﺩﺭ ﺻﻮﺭﺗﻲ ﻛﻪ ﺣﺮﻛﺖ ﻧﺎﻣﻮﻓﻖ ﺑﻮﺩ ﺑﺎﻳﺪ ﻋﺒﺎﺭﺕ ﺯﻳﺮ ﭼﺎپ ﺷﻮﺩ‪:‬‬
‫‪23B‬‬
‫‪1B‬‬
‫‪No Move‬‬
‫‪24B‬‬
‫ﺩﺭ ﺻﻮﺭﺗﻲ ﻛﻪ ﻣﺤﻞ ﺟﺪﻳﺪ ﺑﺎﺯﻳﻜﻦ ﻳﻜﻲ ﺍﺯ ﻧﻘﺎﻁ ﺍﻣﺘﻴﺎﺯﻱ ﺑﻮﺩ‪ ،‬ﺑﺎﻳﺪ ﺍﻣﺘﻴﺎﺯ ﺑﺎﺯﻳﻜﻦ ﺑﻪ ﺍﻧﺪﺍﺯﻩ‬
‫‪25B‬‬
‫ﻳﻚ ﻋﺪﺩ ﺍﻓﺰﺍﻳﺶ ﻳﺎﺑﺪ ﻭ ﺧﺎﻧﻪ ﻱ ﻣﻮﺟﻮﺩ ﺑﻪ ﻳﻚ ﺧﺎﻧﻪ ﻱ ﺧﺎﻟﻲ ﺗﺒﺪﻳﻞ ﺷﻮﺩ‪.‬‬
‫ﺑﻌﺪ ﺍﺯ ﮔﺮﻓﺘﻦ ﺣﺮﻛﺖ ﺑﻌﺪﻱ ﺍﺯ ﻭﺭﻭﺩﻱ‪ ،‬ﭼﻪ ﺣﺮﻛﺖ ﻣﻮﻓﻖ ﺁﻣﻴﺰ ﺑﻮﺩ ﻳﺎ ﻧﻪ‪ ،‬ﺩﺭ ﺻﻮﺭﺗﻲ ﻛﻪ ﺗﻌﺪﺍﺩ‬
‫‪26B‬‬
‫ﺷﺒﺢ ﻫﺎ ﻛﻤﺘﺮ ﺍﺯ ‪ 4‬ﺑﻮﺩ‪ ،‬ﺑﻪ ﻃﻮﺭ ﺗﺼﺎﺩﻓﻲ ﻳﻜﻲ ﺍﺯ ﺷﺒﺢ ﻫﺎ ﺍﺯ ﻧﻘﻄﻪ ﺷﺮﻭﻉ ﺷﺒﺢ ﻫﺎ ﻭﺍﺭﺩ ﺑﺎﺯﻱ‬
‫ﻣﻲ ﺷﻮﺩ‪ .‬ﺩﺭ ﻫﻨﮕﺎﻡ ﻭﺭﻭﺩ ﻫﺮﻳﻚ ﺍﺯ ﺷﺒﺢ ﻫﺎ ﺑﺎﻳﺪ ﻋﺒﺎﺭﺕ ﻣﻨﺎﺳﺐ ﻧﻤﺎﻳﺶ ﺩﺍﺩﻩ ﺷﻮﺩ‪:‬‬
‫‪Blinky Entered Game‬‬
‫‪27B‬‬
‫ﻋﻼﻭﻩ ﺑﺮ ﺍﻳﻦ ﺗﻤﺎﻡ ﺷﺒﺢ ﻫﺎﻱ ﻣﻮﺟﻮﺩ ﺩﺭ ﺑﺎﺯﻱ ﺑﻪ ﻃﻮﺭ ﺗﺼﺎﺩﻓﻲ ﻳﺎ ﻫﻮﺷﻤﻨﺪ ﺑﺎﻳﺪ ﻳﻚ ﺣﺮﻛﺖ‬
‫‪28B‬‬
‫ﺍﻧﺠﺎﻡ ﺩﻫﻨﺪ‪ ،‬ﺣﺮﻛﺖ ﺷﺒﺢ ﻫﺎ ﺑﺴﺘﻪ ﺑﻪ ﻧﻮﻉ ﺑﺎﺯﻱ ﺍﻧﺘﺨﺎﺏ ﺷﺪﻩ ﺩﺭ ﺍﺑﺘﺪﺍﻱ ﺑﺎﺯﻱ ﻣﻲ ﺑﺎﺷﺪ‪.‬‬
‫ﺑﺎﻳﺪ ﻛﺎﺭﺑﺮ ﺑﺘﻮﺍﻧﺪ ﺑﺎﺯﻱ ﺭﺍ ﺩﺭ ‪ 3‬ﻧﻮﻉ ﺯﻳﺮ ﺍﺟﺮﺍ ﻛﻨﺪ‪:‬‬
‫‪29B‬‬
‫‪Hard,Medium,Easy‬‬
‫‪30B‬‬
‫ﺣﺮﻛﺖ ﺷﺒﺢ ﻫﺎ ﺑﺎ ﺗﻮﺟﻪ ﺑﻪ ﺍﻳﻨﻜﻪ ﻛﺪﺍﻡ ﻳﻚ ﺍﺯ ﺍﻳﻦ ‪ 3‬ﻧﻮﻉ ﺍﻧﺘﺨﺎﺏ ﺷﺪﻩ ﺍﺳﺖ‪ ،‬ﺑﺎﻳﺪ ﻫﻮﺷﻤﻨﺪ‬
‫ﺑﺎﺷﺪ‪.‬‬
‫ﺩﺭ ﻧﻮﻉ ‪Easy‬ﺷﺒﺢ ﻫﺎ ﻓﻘﻂ ﺑﻪ ﻃﻮﺭ ﺗﺼﺎﺩﻓﻲ ﺩﺭ ﻳﻚ ﺟﻬﺖ ﺣﺮﻛﺖ ﻣﻲ ﻛﻨﻨﺪ ﻭ ﻫﻴﭽﮕﻮﻧﻪ‬
‫ﻫﻮﺷﻤﻨﺪﻱ ﻧﺪﺍﺭﻧﺪ‪.‬‬
‫ﺩﺭ ﻧﻮﻉ ‪Medium‬ﺷﺒﺢ ﻫﺎ ﺑﻪ ﺳﻤﺘﻲ ﺣﺮﻛﺖ ﻣﻲ ﻛﻨﻨﺪ ﻛﻪ ﺑﻪ ﺑﺎﺯﻳﻜﻦ ﻧﺰﺩﻳﻜﺘﺮ ﺷﻮﻧﺪ‪.‬‬
‫‪3B‬‬
‫ﻓﺎﺻﻠﻪ ﺷﺒﺢ ﺍﺯ ﺑﺎﺯﻳﻜﻦ ﺑﻪ ﺍﻳﻦ ﺷﻜﻞ ﻣﺤﺎﺳﺒﻪ ﻣﻲ ﺷﻮﺩ‪:‬‬
‫‪34B‬‬
‫ﻓﺮﺽ ﻛﻨﻴﺪ ﻧﻘﻄﻪ ﻱ ﺷﻤﺎﺭﻩ ‪ 1‬ﻣﻜﺎﻥ ﺷﺒﺢ ﻭ ﻧﻘﻄﻪ ﺷﻤﺎﺭﻩ ﻣﻜﺎﻥ ﺑﺎﺯﻳﻜﻦ ﺑﺎﺷﺪ‪.‬‬
‫‪35B‬‬
‫‪32B‬‬
‫‪31B‬‬
‫ﺩﺭ ﻧﻮﻉ ‪Hard‬ﺷﺒﺢ ﻫﺎ ﻧﺰﺩﻳﻜﺘﺮﻳﻦ ﻣﺴﻴﺮ ﺭﺍ ﺑﻪ ﺳﻤﺖ ﺑﺎﺯﻳﻜﻦ ﻳﺎﻓﺘﻪ ﻭ ﺳﭙﺲ ﺩﺭ ﺍﻳﻦ ﻣﺴﻴﺮ ﺑﻪ‬
‫‪36B‬‬
‫ﺳﻤﺖ ﺑﺎﺯﻳﻜﻦ ﺣﺮﻛﺖ ﻣﻲ ﻛﻨﻨﺪ‪.‬‬
‫ﺗﻔﺎﻭﺕ ‪Medium‬ﺑﺎ‪Hard‬ﺩﺭ ﺍﻳﻦ ﺍﺳﺖ ﻛﻪ ﺩﺭ ﻧﻮﻉ ‪Medium‬ﻓﻘﻂ ﺣﺮﻛﺖ ﺑﻌﺪﻱ ﺭﺍ ﺑﺮﺭﺳﻲ‬
‫‪37B‬‬
‫‪ Hard‬ﺑﺎﻳﺪ ﻛﻞ ﻣﺴﻴﺮ ﺑﺮﺭﺳﻲ ﺷﻮﺩ‪ .‬ﺑﺮﺍﻱ‬
‫‌‬
‫ﻣﻲ ﻛﻨﺪ ﻛﻪ ﺁﻳﺎ ﻧﺰﺩﻳﻜﺘﺮ ﻣﻲ ﺷﻮﺩ ﻳﺎ ﻧﻪ ﻭﻟﻲ ﺩﺭ ﻧﻮﻉ‬
‫ﻧﻤﻮﻧﻪ ﻳﻚ ﺣﺮﻛﺖ ﻣﻤﻜﻦ ﺍﺳﺖ ﺷﺒﺢ ﺭﺍ ﺑﻪ ﺑﺎﺯﻳﻜﻦ ﻧﺰﺩﻳﻜﺘﺮ ﻛﻨﺪ ﻭﻟﻲ ﺩﺭ ﺍﻧﺘﻬﺎ ﺑﻪ ﻣﺴﻴﺮ ﺑﻦ‬
‫ﺑﺴﺖ ﻣﻨﺘﻬﻲ ﺷﻮﺩ‪.‬‬
‫‪ Hard‬ﺍﺧﺘﻴﺎﺭﻱ ﺍﺳﺖ ﻭ ﻧﻤﺮﻩ ﻱ ﺍﺿﺎﻓﻪ ﺑﻪ ﺁﻥ ﺗﻌﻠﻖ ﻣﻲ ﮔﻴﺮﺩ‪.‬‬
‫‌‬
‫ﭘﻴﺎﺩﻩ ﺳﺎﺯﻱ‬
‫‪38B‬‬
‫ﺩﺭ ﺻﻮﺭﺗﻲ ﻛﻪ ﻳﻚ ﺷﺒﺢ ﺩﺭ ﺣﺮﻛﺖ ﺑﻌﺪﻱ ﺧﻮﺩ ﺑﻪ ﻣﻜﺎﻥ ﺑﺎﺯﻳﻜﻦ ﺭﺳﻴﺪ‪ ،‬ﺑﺎﺯﻱ ﺗﻤﺎﻡ ﻣﻲ ﺷﻮﺩ ﻭ‬
‫‪39B‬‬
‫ﻋﺒﺎﺭﺕ ﺯﻳﺮ ﻧﻤﺎﻳﺶ ﺩﺍﺩﻩ ﻣﻲ ﺷﻮﺩ‪:‬‬
‫‪Blinky Caught Pac Man‬‬
‫‪40B‬‬
‫‪Game Over‬‬
‫‪41B‬‬
‫ﺳﭙﺲ ﺩﺭ ﺧﻂ ﺑﻌﺪ ﺍﻣﺘﻴﺎﺯ ﺑﺎﺯﻳﻜﻦ ﺑﺎﻳﺪ ﻧﻤﺎﻳﺶ ﺩﺍﺩﻩ ﺷﻮﺩ‪ .‬ﺍﻣﺘﻴﺎﺯ ﺑﺮﺍﺑﺮ ﺑﺎ ﺗﻌﺪﺍﺩ ﻧﻘﺎﻁ ﺍﻣﺘﻴﺎﺯﻱ‬
‫‪42B‬‬
‫ﺍﺳﺖ ﻛﻪ ﺑﺎﺯﻳﻜﻦ ﺍﺯ ﺭﻭﻱ ﺁﻥ ﻫﺎ ﺭﺩ ﺷﺪﻩ ﺍﺳﺖ‪.‬‬
‫‪150 :Score‬‬
‫‪43B‬‬
‫ﺑﺮﻧﺎﻣﻪ ﺷﻤﺎ ﺍﺿﺎﻓﻪ ﺑﺮ ﮔﺮﻓﺘﻦ ﻳﻚ ﻛﺎﺭﺍﻛﺘﺮ ﻧﺸﺎﻧﺸﮕﺮ ﺣﺮﻛﺖ ﺑﻌﺪﻱ‪ ،‬ﺑﺎﻳﺪ ﺑﺘﻮﺍﻧﺪ ﻭﺭﻭﺩﻱ ﻫﺎﻱ ﺯﻳﺮ‬
‫ﺭﺍ ﻧﻴﺰ ﺩﺭﻳﺎﻓﺖ ﻛﻨﺪ‪:‬‬
‫‪4B‬‬
‫ﭼﺎپ ﺻﻔﺤﻪ ﻧﻤﺎﻳﺶ‬
‫ﻫﻤﻴﺸﻪ ﺗﻤﺎﻡ ﺻﻔﺤﻪ ﺭﺍ ﺑﺎﻳﺪ ﭼﺎپ ﻛﻨﻴﺪ‪ ،‬ﻣﻜﺎﻥ ﺑﺎﺯﻳﻜﻦ ﺑﺎ ‪M‬ﻭ ﻣﻜﺎﻥ ﺷﺒﺢ ﻫﺎ ﺑﺎﻳﺪ ﺑﻪ ﺻﻮﺭﺕ‬
‫‪45B‬‬
‫ﻛﺎﺭﺍﻛﺘﺮ ﺍﻭﻝ ﺍﺳﻢ ﺁﻥ ﻫﺎ ﻧﻤﺎﻳﺶ ﺩﺍﺩﻩ ﺷﻮﺩ‪B,P,I,C:‬‬
‫ﺧﺎﻧﻪ ﻫﺎﻱ ﺧﺎﻟﻲ ﺑﺎﻳﺪ ﺑﺎ ‪ E‬ﻭ ﺧﺎﻧﻪ ﻫﺎﻱ ﺍﻣﺘﻴﺎﺯﻱ ﺑﺎ ‪Y‬ﻧﻤﺎﻳﺶ ﺩﺍﺩﻩ ﻣﻲ ﺷﻮﻧﺪ‪ .‬ﺩﻳﻮﺍﺭ ﻫﻢ ﺑﺎ‬
‫‪46B‬‬
‫‪W‬ﻧﻤﺎﻳﺶ ﺩﺍﺩﻩ ﻣﻲ ﺷﻮﺩ‪.‬‬
‫‪pos x‬‬
‫‪ print‬ﮔﻔﺘﻪ‬
‫‌‬
‫ﺑﻪ ﺟﺎﻱ‪x‬ﻣﻲ ﺗﻮﺍﻥ ﻫﺮﻳﻚ ﺍﺯ ﻛﺎﺭﺍﻛﺘﺮﻫﺎﻱ ﺷﺒﺢ ﻫﺎ ﻭ ﺑﺎﺯﻳﻜﻦ ﺭﺍ ﻛﻪ ﺩﺭ ﻗﺴﻤﺖ‬
‫‪47B‬‬
‫ﺷﺪ‪ ،‬ﻗﺮﺍﺭ ﺩﺍﺩ‪ ،‬ﺩﺭ ﺧﺮﻭﺟﻲ ﺑﺎﻳﺪ ﻣﻜﺎﻥ ﺁﻥ ﺑﻪ ﺍﻳﻦ ﺻﻮﺭﺕ ﻧﺸﺎﻥ ﺩﺍﺩﻩ ﺷﺪ‪:‬‬
‫)‪(12,15‬‬
‫‪48B‬‬
‫ﻛﻪ ﻧﺸﺎﻧﺸﮕﺮ ﺳﻄﺮ ‪ 12‬ﺍﻡ ﻭ ﺳﺘﻮﻥ‪15‬ﺍﻡ ﺍﺳﺖ‪.‬‬
‫‪49B‬‬
‫ﺍﻣﺘﻴﺎﺯ ﻛﻨﻮﻧﻲ ﺑﺎﺯﻳﻜﻦ ﺭﺍ ﺩﺭ ﻫﻤﻴﺸﻪ ﺩﺭ ﺯﻳﺮ ﺻﻔﺤﻪ ﺑﺎﺯﻱ ﭼﺎپ ﻛﻨﻴﺪ‪.‬‬
‫‪50B‬‬
‫ﻧﻤﺮﻩ ﺍﻣﺘﻴﺎﺯﻱ‪ :‬ﮔﺮﺍﻓﻴﻚ‬
‫ﺩﺭ ﺻﻮﺭﺗﻲ ﻛﻪ ﺑﺎﺯﻱ ﺭﺍ ﺑﻪ ﺻﻮﺭﺕ ﮔﺮﺍﻓﻴﻜﻲ ﭘﻴﺎﺩﻩ ﺳﺎﺯﻱ ﻛﻨﻴﺪ‪ ،‬ﻧﻤﺮﻩ ﺍﻣﺘﻴﺎﺯﻱ ﺩﺭﻳﺎﻓﺖ ﺧﻮﺍﻫﻴﺪ‬
‫‪51B‬‬
‫ﻛﺮﺩ‪.‬‬
‫ﺩﺭ ﭘﻴﺎﺩﻩ ﺳﺎﺯﻱ ﮔﺮﺍﻓﻴﻚ ﻣﻮﺍﺭﺩ ﺯﻳﺮ ﺭﺍ ﺑﺎﻳﺪ ﺩﺭ ﻧﻈﺮ ﺑﮕﻴﺮﻳﺪ‪:‬‬
‫‪52B‬‬
‫‪ .1‬ﺑﻪ ﺟﺎﻱ ﻛﺎﺭﺍﻛﺘﺮﻫﺎﻱ ﮔﻔﺘﻪ ﺷﺪﻩ ﺑﺎﻳﺪ ﻛﻠﻴﺪ ﻫﺎﻱ ﺍﺷﺎﺭﻩ ﮔﺮ ﺟﻬﺖ ﺣﺮﻛﺖ ﺑﺎﺯﻳﻜﻦ ﺭﺍ ﺗﻌﻴﻴﻦ‬
‫‪53B‬‬
‫ﻛﻨﻨﺪ‪.‬‬
‫ﺍﻣﺘﻴﺎﺯ ﺑﺎﺯﻳﻜﻦ ﻫﻤﻮﺍﺭﻩ ﻧﺸﺎﻥ ﺩﺍﺩﻩ ﺷﻮﺩ‪.‬‬
‫‪2B‬‬
‫‪0.‬‬
‫ﺷﺎﺩ ﺑﺎﺷﻴﺪ ﻭ ﮐﻤﺘﺮ ﻏﺮ ﺑﺰﻧﻴﺪ ‪‬‬
‫‪54B‬‬