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      ENGG1110代做、代寫c/c++語言編程
      ENGG1110代做、代寫c/c++語言編程

      時間:2024-11-20  來源:合肥網hfw.cc  作者:hfw.cc 我要糾錯



      ENGG1110 Project
      Changelog
      Rev. Date Description
      v1.2 2024/11/11 P.10 [5.2 2(b)] Fixed Printout typo of printGameBoard()
      P.13 [5.5.1.1/
      5.5.1.3] 
      Fixed the wrong error message output 
      (extra \n)
      P.15 [5.5.4] Fixed typo in “No Match found!” output
      v1.1 2024/11/06 P.5 [4] Fixed the wrong coloring of matching 
      candies in first round.
      P.14 [5.5.2] Added the checking of empty cells for 
      Target cell at swap.
      P.14 [5.5.4] Added clarification on how 
      findAndRemoveMatch() checking order.
      P.22 [6.3.2] Added clarification on how the cascade 
      matching checking order.
      P.25 [8] Elaborated the grading specification.
      ENGG1110 Project
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      ENGG1110 Problem Solving by Programming
      The Chinese University of Hong Kong
      2024-2025 Term 1
      Project
      Due Date: 2024/12/04 (Wed) 23:59
      1. Introduction
      Candy Crush is a popular match-three puzzle game in the world, originally released in 
      2012 for Facebook and later adapted for mobile platforms.
      In the basic gameplay, the gameboard consists of a grid filled with various types of 
      candies, each represented by different shapes and colors. The player’s goal is to create 
      matches of three or more identical candies by swapping adjacent one. When a match is 
      made, the matched candies are cleared from the gameboard, and new candies will fall 
      down to fill the empty spaces. This sometimes leads to “chain reactions”, where new 
      matches are automatically created as the board refills.
      Figure 1. Sample Gameplay. Snapshots from 
      In this project, you will develop a Candy Crush game using the C programming 
      language. The project is structured in two phases: Part I focuses on implementing the 
      basic version of the game, while Part II builds upon the first part by adding advanced 
      features and additional gameplay mechanics.
      You are required to complete the given source code main.c without modifying any 
      existing code (except otherwise specified) or introducing new libraries. Marks will be 
      deducted from every modification.
      ENGG1110 Project
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      2. Program Flow
      Part I 
      ENGG1110 Project
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      Part II
      ENGG1110 Project
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      3. Suggested Project Schedule
      Part I (60%)
      Week 10 InitGameBoard(), printGameBoard()
      Week 11 AskForSwap()- Input/Validation, swap()
      Week 12 FindAndRemoveMatch(), isGameOver()
      Part II (40%)
      Week 13/14 File I/O, applyGravity, fillEmpty(),Cascade
      Week 14 Cascade
      ENGG1110 Project
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      4. Sample Runs for Part I
      The following shows several examples of inputs and the resulting candy clearings. User 
      inputs are indicated by bold, highlighted underlined text. The matches found by the 
      function are in red font.
      =====
      New Round:
      =====
      Enter the coordinate (row, column) of the candy:5 2
      Enter the direction to swap (U for Up, D for Down, L for Left, R 
      for Right):L
      Vertical Match found at column 2!
      =====
      Enter the coordinate (row, column) of the candy:0 2
      Enter the direction to swap (U for Up, D for Down, L for Left, R 
      for Right):D
      Horizontal Match found at row 1!
      =====
      =====
      New Round:
      =====
      Enter the coordinate (row, column) of the candy:0 0
      Enter the direction to swap (U for Up, D for Down, L for Left, R 
      for Right):L
      Move Out of Bound.
      Please try again.
      =====
      New Round:
      =====
      Enter the coordinate (row, column) of the candy:1 2
      Empty Cell Selected.
      Please try again.
      =====
      New Round:
      =====
      Enter the coordinate (row, column) of the candy:4 5
      Enter the direction to swap (U for Up, D for Down, L for Left, R 
      for Right):D
      Horizontal Match found at row 4!
      =====
      Enter the coordinate (row, column) of the candy:2 3
      Enter the direction to swap (U for Up, D for Down, L for Left, R 
      for Right):R
      Horizontal Match found at row 2!
      =====
      Enter the coordinate (row, column) of the candy:0 4
      Enter the direction to swap (U for Up, D for Down, L for Left, R 
      for Right):R
      Horizontal Match found at row 0!
      =====
      New Round:
      =====
      ENGG1110 Project
      Enter the coordinate (row, column) of the candy:1 5
      Enter the direction to swap (U for Up, D for Down, L for Left, R 
      for Right):U
      Horizontal Match found at row 1!
      =====
      Game Over! No more possible moves.
      ENGG1110 Project
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      5. Detailed Program Design Flow – Part I
      In this project, you are required to follow exactly the output format specified. Using 
      other output formats will jeopardize your mark.
      This program will
      1. Read and initialize the game board from source 
      2. Display the game board
      3. Allow the player to select a candy to swap
      a. The player can only swap two candies at a time
      b. The player will choose a candy by entering the coordinates (row, column)
      c. The player will also input a direction (U for Up, D for Down, L for Left, R for 
      Right) to specify where to swap the selected candy.
      4. Find and remove matches
      a. After each swap, check for matches of three or more identical candies in 
      a row or column.
      b. If a match is found, display a message indicating the match’s location, 
      remove the matched candies, and update the game board.
      5. Check for a game-over condition
      a. Check if no further matches are possible on the gameboard.
      b. If the board has no possible moves left, display the message and end the 
      game.
      5.1. Header files, Functions, and Variable Declarations
      At the beginning of the main.c file, we include two headers, <stdio.h> and 
      <stdlib.h>.
      No other header files or library are allowed in the project. 
      We define several macros after the header line. Macros are identifiers defined by 
      #define, which are replaced by their value before compilation. The first two are H and W. 
      #define H 6 // height
      #define W 6 // width
      H is the height of the game board, while W is its width. Therefore, our Candy Crush game 
      board is a 6x6 square. In our test cases, we do not have any test cases with varying board 
      size. You may try it if you are interested. 
      Each cell on the game board stores a candy, with different types of candies represented 
      by numbers. To assist in converting these numbers into their corresponding candy 
      representations, the following global variable is provided.
      char candies[] = {'*', '#', '@', '%'};
      ENGG1110 Project
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      No other global variables are permitted. All variables you define must be declared 
      within functions and passed as parameters or return values as necessary. Violations of 
      this rule will result in a deduction of marks.
      Also, there are a number of helper functions declared in the project. You can add new 
      functions to aid your work, but you CANNOT modify (function signatures – function 
      names, return type, parameters), or delete the given functions.
      5.2. Main Function
      The main function is given to control the game flow. 
      There are some local variables already declared for you. You can declare your own local 
      variables for your use.
      Variables Usages
      int board[H][W] Stores the candies on the game board.
      The main function controls the gameplay as follows:
      1. Call initGameBoard() to load the initial game board.
      2. Enter the main game loop. The loop should continue until the game is over. Here 
      are the tasks in the loop.
      a. The loop should start by printing five equal signs (=====) as a separator 
      for each round, as follows:
      =====
      New Round:
      b. Then, call printGameBoard() to display the current game board.
      =====
      c. Call askForSwap() to execute the swapping logic. If the askForSwap() 
      returns zero (0), indicating the swapping is unsuccessful. In this case, 
      print the following error message:
      Please try again.\n
      ENGG1110 Project
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      d. Call isGameOver() to check if any moves are possible. If no valid moves 
      remain, display a game over message and exit the game loop. In this case, 
      print the following error message:
      Game Over! No more possible moves.\n
      ENGG1110 Project
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      5.3. Initializing Game Board
      The main() function will first call the initGameBoard() function, which initializes the 
      board[] array for the later gameplay. In Part I, the content of the array should be read 
      from another hard-coded arrays – board_samples[]. 
      5.4. Print Game Board
      The given printGameBoard() is useful throughout the program to show the current 
      game board status to the user. You are required to implement this function and print the 
      game board on the screen based on the following format, where ␣ represents a space 
      character that should appear as an actual space in the program output.
      First, print a line of five equal signs (=====) as a separator. Then, display the game board 
      with row and column numbers labeled. Each cell should be separated by spaces and 
      vertical bars to clearly distinguish rows and columns.
      =====
      There are two types of elements displayed on the grid:
      • Candies: Use the candies[] character array to convert the numerical 
      values stored in board[][] into the corresponding candy symbols.
      • Empty Space: Display the space character (' '), which is stored in 
      board[][] as ASCII ** (space).
      It is crucial that your output format follows the example exactly, including the number 
      of spaces and any other formatting details, as the program will be graded using an 
      autograder. Any deviation in the format could result in a loss of marks.
      5.5. Ask for input for swapping
      The main function will call askForSwap() to handle the game action. The swapping 
      logic will be implemented inside this function. This function will return an integer to 
      indicate whether the swapping is successful or not. (Details of return value)
      ENGG1110 Project
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      5.5.1. User Input 
      5.5.1.1. Coordinates
      The function should first ask the users for input two integers for the coordinates first:
      Enter the coordinate (row, column) of the candy:
      After receiving the user input, validate the input based on numerical correctness. You 
      can assume the user will only input integers. Ensure that the coordinates are within the 
      valid game board range. If the coordinates input is out of bounds, output the following 
      error message and return zero (0).
      Coordinates Out of Bound.\n
      5.5.1.2. Empty Cells
      Then, the function should check whether the selected cell is empty or not. If the cell is 
      empty, output the following error message and return zero (0).
      Empty Cell Selected.\n
      5.5.1.3. Direction to Swap
      After the coordinates are valid, the game should ask for the direction:
      Enter the direction to swap (U for Up, D for Down, L for Left, R 
      for Right):
      You can assume that the user will input one character only. This input should be 
      validated to ensure it is correct – i.e. Upper case and should be one of the four 
      possibilities (U,D,L,R).If the direction is incorrect, output the following error message 
      and return zero (0).
      Wrong Direction Input.\n
      5.5.2. Valid Swapping Check
      When attempting to move a candy, the program should validate that the move stays 
      within the boundaries of the game board, For example, the candy at position (0, 0) 
      cannot be swapped to the left, as it is already at the left boundary of the board
      If the move is out of bounds, output the following error message and return zero (0).
      Move Out of Bound.\n
      ENGG1110 Project
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      In addition, the program should also check the Target cell (e.g. if swapping (1,3) to the 
      left, Target cell is (1,2)) is empty. In this case, output the following error message and 
      return zero (0).
      Empty Cell Selected.\n
      5.5.3. Execute Swap
      If the input validations pass, the swap action is performed by calling the swap() 
      function. You should implement the swap() to take the board, the starting coordinate, 
      the target coordinate, and the direction as arguments. The function will then swap the 
      selected candies in the specified direction. For example, if the direction is U (up), the 
      candy at (row,col) will be swapped with the candy directly above it at (row-1, col). 
      Similarly, if the direction is L (Left), the candy at (row, col) will be swapped with the 
      candy to the left (row,col-1). After the swap, you may use printGameBoard() to 
      inspect the result, but remember to remove this call after completing your inspection.
      5.5.4. Find and Remove Matches
      After the swapping, the findAndRemoveMatch() function is called to locate any 
      matches involving the candy at both the target position and the original position, as a 
      match may form in either direction. The function checks the neighboring cells around 
      each of these positions to detect any sequence of three or more identical candies 
      horizontally or vertically.
      To facilitate auto-grading and maintain consistency, you should check the matches in 
      the following order.
      1. Order of Checks: When checking for matches, start with the Target Position
      (where swap has just placed a new candy). After completing all the checks and 
      removal at the Target Position, move to the Start Position (the original cell where 
      the candy was swapped from) and perform the same operations. 
      For example, swapping (1,2) downwards: Target Position is (2,2); and the Start 
      Position is (1,2).
      2. Horizontal Matches: Starting for the given cell, if it is not empty (‘ ’), check to 
      the left (if any) to see if there are three or more consecutive identical candies in 
      the same row. Then check the right direction (if any).
      ENGG1110 Project
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      3. Vertical Matches: From the given cell, if it is not empty (‘ ’), check upwards (if 
      any) to see if there are three or more consecutive identical candies in the same 
      column. Then check the bottom direction (if any).
      If a match is found in the horizontal/vertical direction, output the corresponding 
      message on the screen and indicate the row and column where the match occurred.
      Horizontal Match found at row <Row Index>!\n
      e.g. Horizontal Match found at row 1!
      Vertical Match found at col <Column Index>!\n
      e.g. Vertical Match found at column 1!
      After finding the match, the game should remove the matching candies from the game 
      board. This is the intermediate status of the board after the removal.
      Enter the coordinate of the candy you want to swap:5 1
      Enter the direction to swap (U for Up, D for Down, L for Left, R 
      for Right):R
      Vertical Match found at col 2!
      If the swap yields no matches, you should restore the game board to the previous status 
      (before the swap), print the message “No Match found!\n”, and return zero (0). Here is 
      the example:
      ENGG1110 Project
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      5| % | @ | # | * | % | % |
      Enter the coordinate of the candy you want to swap:0 0
      Enter the direction to swap (U for Up, D for Down, L for Left, R 
      for Right):R
      No Match found!
      In this function, you should return one (1) to the caller – i.e. AskForSwap() function.
      5.6. Game Over Checking
      As the game progresses, there will be eventually no more matches in the game board.
      you should implement isGameOver() to check the whole board to see if there is at 
      least one potential match or not.
      You can try swapping each candy with its right neighbour (if any) and its bottom 
      neighbour (if any). After the swap, matches may be formed in any four directions (Up, 
      Down, Left, Right). Therefore, you will implement a helper function isMatching() to
      do the checking. This function will do a simple checking to see if there is at least one 
      match-three that can be formed by the given cell in any of the directions. It shall return 
      one (1) if there is at least one match; If there is no match found, return zero (0).
      You may need to call it twice to check both the original position and swapped position 
      for any potential matches.
      After each check, immediately undo the swap to restore the board to its original state.
      If a match is found during any swap, return one (1); If no matches are possible after all 
      check, return zero (0). The main function will check this status and 
      The following input can be used to check the game over status:
      Below shows the last game round:
      Enter the coordinate (row, column) of the candy:0 5
      Enter the direction to swap (U for Up, D for Down, L for Left, R 
      for Right):D
      Horizontal Match found at row 1!
      Game Over! No more possible moves.
      The main() function will handle this, print out the error message, 
      Game Over! No more possible moves.\n
      and will eventually terminate the game loop.
      ** End of Part I **
      ENGG1110 Project
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      6. Detailed Program Design Flow – Part II
      In the part, we will extend the work of Part I to enhance the program functionality. Make 
      a copy of your source code of Part I. You will need to submit another source code for 
      Part II.
      6.1. Main Function
      In the main function, three more variables are introduced for the next section.
      int stacks[100] stores the extra candies, which are used 
      to fill empty spaces after matched 
      candies are removed. Maximum 100 
      candies can be stored.
      numCandies Represents the total number of candies 
      available in the stacks[] array for 
      refilling the board.
      current Acts as a pointer or counter that keeps 
      track of the current candy being used 
      from stacks[] to refill the board during 
      gameplay. The current variable will be 
      initialized to 0 and will be incremented as 
      each candy is used during gameplay.
      6.2. Read board and stacks from file
      Previously in Part I the game board and stacks are read from hard-coded arrays for 
      easier debugging. Now let’s extend the function to file I/O and give us flexibility to 
      replace the game board to a different initial status.
      The main() function will first call the initGameBoardFromFile() function, which 
      initializes these arrays. The contents of the arrays should be read from a file named 
      “board.txt”. Finally the function should return the number of candies in the stack, 
      which will be stored in the numCandies variable in the main function.
      ENGG1110 Project
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      Below is an example of the expected format for “board.txt”:
      • First Line: Contains two integers representing the game board dimensions – the 
      number of rows r and columns c.
      • Next r Lines: A grid of r x c integers representing the initial game board. Each 
      integer corresponds to a candy type.
      • Following Line: Contains a single integer n, which corresponds to numCandies
      and represents the total number of extra candies in the stacks[].
      • Final Line: A list of n integers, each representing an extra candy that will be used 
      to fill the board when matches are removed.
      Please ensure that the file is read correctly, and handle file operations properly. If an 
      error occurs (e.g., the file cannot be opened), output the following message and 
      terminate the program with an exit code of -1.
      Failed to open board.txt!\n
      6.3. Applying Gravity
      There will be empty cells after the candy’s removal.
      You should implement the gravity algorithm in the applyGravity() function for 
      simulating “gravity”. The main() function will call this function if the swapping is 
      successful – i.e. the return value of askForSwap() is non-zero.
      In this function, implement the gravity feature to shift candies downwards into empty 
      spaces. 
      Starting from the bottom of the each column, the function should upward to find empty 
      spaces (represented by ASCII ** ‘ ’). When such empty space is detected, shift any 
      ENGG1110 Project
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      candies above it down by one row . Repeat this process until each column has no empty 
      space remaining below any candies.
      At the end of the applyGravity(), call printGameBoard() to output the game board.
      In this example, the candies at the top of column 2 should fall down to fill the empty 
      spaces below. and the result should look like this:
      At this point, you do not have to do the match checking. 
      6.3.1. Fill Empty Spaces
      After candies are removed from the board, empty spaces will be left behind, which need 
      to be refilled after applying the gravity. The main function will call fillEmpty() to fill 
      these spaces using the candies stored in the stacks[] array after applying the gravity. 
      You can track the current position in the array using the current variable, which 
      indicates where the next candy should be retrieved from.
      As you retrieve candies from the array, fill the empty spaces from bottom-to-top, left-to -
      -right manner to simulate the real candy crush. 
      At last, call printGameBoard() to show the board status.
      Here is the status after the candy removal, just before the gravity application and candy 
      refill.
      ENGG1110 Project
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      After calling fillEmpty() in the main() function, you should see the following:
      Once the original candies have fallen to the bottom (highlighted in yellow above), any 
      remaining empty spaces are refilled sequentially using candies from the stacks[] array.
      The current variable in the parameter keeps track of the position in stacks[] from where 
      the next candy should be drawn. Each time after the candies is drawn, current is 
      incremented to point to next candies.
      Here is the example of how current variable works with the stacks[]. After the 
      beginning of the game, the current variable is set to zero (0) to indicate the candy drawn 
      next is the first item in the stack.
       current = 0
      1 2 3 3 2 1 1 0
      After one candy is drawn for refill, the current variable is incremented to one (1) such 
      that next candy drawn is the second item in the stacks[].
        current = 1
      1 2 3 3 2 1 1 0
      In the game, this is the array that helps you to convert the number to the candy 
      representation.
      char candies[] = {'*', '#', '@', '%'};
      With this array, you can observe that the empty cells are filled with “#”, “@” and “%” 
      from bottom to top, which is 1,2,3 in the stacks array respectively.
      The process will continue until all the candies in the stack are exhausted. When filling 
      the candy, if the number of candies remaining in the stacks[] is less than the number of 
      empty spaces on the board, the game will be unable to fill all spaces. In this case, the 
      game should display an error message and terminate the program with an exit code of -
      1. 
      No more candies available.
      ENGG1110 Project
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      This check will naturally handle both cases: if stacks[] is exhausted during normal game 
      play, or if stack[] is empty from the very beginning, as both conditions would trigger the 
      same error and exit the program at this point.
      If multiple columns contain empty spaces, fill these spaces in a bottom-to-top order 
      within each column, moving from the leftmost column to the rightmost column. Here is 
      the example of the case of filling in multiple column spaces. The number in red italic 
      and brackets indicates the filling sequence.
      6.3.2. Cascade Matching
      When the candies are refilled, new matches may form on the board. To mimic real 
      gameplay, the game should continuously check for new matches as the board refills, 
      repeating the process until the board is stable with no further matches.
      The main function will call cascade() function right after the matching process. Within 
      the function, you should call both the applyGravity() and fillEmpty() for the 
      cascade process. As a result, any previous calls to these functions in the main function 
      should be removed, as they are now called within cascade().
      In the cascade function, you are required to check if there are any matches for each 
      cell. For this, you will call findMatchAndRemove() function (developed in part I) to find 
      all matches on each non-empty cell. You can make use of the return value of 
      findMatchAndRemove() to determine whether a match is found.
      In the cascade function, repeat the process until no further matches can be found in the 
      board. In each checking round:
      1. Apply the gravity.
      2. Fill in all the empty cells on the board and get the updated value of current
      3. Print the Gameboard to show the current status
      4. Remove all matches found on the board. Starting from the top-left corner (0,0), 
      check each cell for matches in the following order:
      a. Row by Row, Column by Column: For each cell, proceed across each row 
      from left to right, then move down to the next row.
      b. Check Directions: For each cell, check for matches in the order of Left, 
      Right, Top, and Bottom
      ENGG1110 Project
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      c. Clear Matches: If a match is found, clear the matching candies 
      immediately before proceeding to the next cell.
      5. If there is any removal, output the following at the end of checking:
      Cascade Matches found!\n
      6. After the cascade checking completes with no further matches, return the 
      updated value of current to the main() function.
      Repeat these steps until no matches are left, ensuring that all cascading actions are 
      completed before returning to the main function.
      Below is the sample of a cascade matching, the matches found by the cascade function 
      are in red font.
      =====
      Cascade Matches found!
      =====
      Horizontal Match found at row 2!
      Cascade Matches found!
      ENGG1110 Project
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      7. Academic Honesty and Declaration Statement
      Attention is drawn to University policy and regulations on honesty in academic work, 
      and to the disciplinary guidelines and procedures applicable to breaches of such policy 
      and regulations. Details may be found at 
      https://www.erg.cuhk.edu.hk/erg/AcademicHonesty .
      You are required to fill in the following declaration statement as the comment at the 
      beginning of the main.c source code with your information. Assignments without the 
      properly signed declaration will not be graded.
      Tools such as software similarity measurement, AI-tool fingerprint detection, etc., might 
      be used to inspect all submissions.
      /**
      * ENGG1110 24R1 Problem Solving by Programming
      *
      * Course Project
      *
      * I declare that the project here submitted is original
      * except for source material explicitly acknowledged,
      * and that the same or closely related material has not been
      * previously submitted for another course.
      * I also acknowledge that I am aware of University policy a nd
      * regulations on honesty in academic work, and of the disciplinary
      * guidelines and procedures applicable to breaches of such
      * policy and regulations, as contained in the website.
      *
      * University Guideline on Academic Honesty:
      * https://www.cuhk.edu.hk/policy/academichonesty/
      *
      * Student Name :
      * Student ID :
      * Class/Section :
      * Date :
      */
      8. Grading Platform and Submission
      We will grade your work in Gradescope autograder. Please note that while passing the 
      test cases is necessary, it is not sufficient on its own for full marks. Additional marks will 
      be allocated based on the completeness and adherence to all requirements specified in 
      the project documentation, including code organization, functionality, and adherence 
      to the design specifications.
      ENGG1110 Project
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      Please follow the steps below to submit your work by the deadline.
      1. Rename the modified main.c for part I to main_part1.c
      2. Rename the source code for part II to main_part2.c
      3. Submit your .c file to the Gradescope.
      Please only submit the source file (.c). You may submit many times before the due date, 
      but the latest attempt will be graded.
      9. Late Submission
      The late submission penalty is as follows:
      • Within 3 days (72 hours): 10% per 24 hours
      • 3-7 days: 50% penalty
      • More than 7 days: 100% penalty (Your work will not be graded)
      NOTE: Submitting the project is crucial in PASSING the course.

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