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Quellcode in folgende Tags einfügen: [c]Code...[/c].

Folgende Tags sind möglich:
as3
bash
c
cpp
csharp
coldfusion
diff
erlang
groovy
java
javafx
javascript
delphi
pascal
perl
php
powershell
python
ruby
shell
text
vb
vbnet
scala
sql
css
xml
html
xhtml
xslt

Man kann auch einzelne Zeilen markieren:
[c highlight_lines="2,4"]Code...[/c]
…ergibt folgendes Ergebnis:
[c highlight_lines=“2,4″]
int i;
for (i = 0; i < frame_length; i++) { RFD = frame_content[i]; } return SUCCESS; [/c] ...und es gibt eine Menge weiterer Features.

State Machine in C: Vorlage

Kleine Vorlage wie man eine State Machine in C realisieren kann.

Datei bla.c:

[c]
#include „typedef.h“
#include „state_fkt.h“
#include „change_state_fkt.h“

volatile STATES current_state = STATE_1;
volatile STATES next_state = STATE_1;

int main(void)
{
while (1)
{
// If state changed
if (next_state != current_state)
{
char Interrupts = Interrupt_Register;
Interrupt_Register = off; // IRQ off
exit_current_state(current_state); // Clean up old state
enter_next_state(next_state); // Setup new state
current_state = next_state; // Switch to next state
Interrupt_Register = Interrupts; // IRQ old state
}

// Execute state
switch (current_state)
{
case STATE_1:
fkt_state1();
break;

case STATE_2:
fkt_state2();
break;

case STATE_…:
fkt_state…();
break;

default:
break;
}
}
}
[/c]

Datei typedef.h:

[c]
#ifndef typedef_H
#define typedef_H

typedef enum
{
STATE_1,
STATE_2,
STATE_…
} STATES;

#endif
[/c]

Datei state_fkt.h:

[c]
void fkt_state1(void);
void fkt_state2(void);
void fkt_state…(void);
[/c]

Datei state_fkt.c:

[c]
#include „typedef.h“

extern volatile STATES current_state;
extern volatile STATES next_state;

void fkt_state1(void)
{
// Do magic…

next_state = STATE_2;
}

void fkt_state2(void)
{
// Do magic…

next_state = STATE_…;
}

void fkt_state…(void)
{
// Do magic…

next_state = STATE_…;
}
[/c]

Datei change_state_fkt.h:

[c]
void enter_next_state(STATES next_state);
void exit_current_state(STATES current_state);
[/c]

Datei change_state_fkt.c:

[c]
#include „typedef.h“

void enter_next_state(STATES next_state)
{
switch (next_state)
{

case STATE_1:
// Do magic…
break;

case STATE_2:
// Do magic…
break;

case STATE_…:
// Do magic…
break;

default:
break;
}
}

void exit_current_state(STATES current_state)
{
switch (current_state)
{
case STATE_1:
// Do magic…
break;

case STATE_2:
// Do magic…
break;

case STATE_…:
// Do magic…
break;

default:
break;
}
}
[/c]