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#include <iostream>using namespace std;int main() {const int ROW_SIZE = 2;const int COLUMN_SIZE = 5; //establish all variablesint matrix[ROW_SIZE][COLUMN_SIZE];int minVal;for (int i = 0; i < ROW_SIZE; ++i) // for loop to ask user to enter data.{for (int h = 0; h < COLUMN_SIZE; ++h) {cout << "Enter data for row #" << i + 1 << " and column #" << h + 1 << ": ";cin >> matrix[i][h];}}cout << "You entered: " << endl;for (int i = 0; i < ROW_SIZE; ++i) //for statements to output the array neatly{for (int h = 0; h < COLUMN_SIZE; ++h) {cout << matrix[i][h] << "\t";}cout << endl;}cout << "Minimum for each row is: {";for (int i = 0; i < ROW_SIZE; i++) //for statements to find the minimum in each row{minVal = matrix[i][0];for (int h = 0; h < COLUMN_SIZE; h++) {if (matrix[i][h] < minVal) // if matrix[i][h] < minVal -> minVal = matrix[i][h];{minVal = matrix[i][h];}}cout << minVal << ", ";}cout << "}" << endl;cout << "Minimum for each column is: {";for (int i = 0; i < COLUMN_SIZE; i++) //for statements to find the minimum in each column{minVal = matrix[0][i];for (int h = 0; h < ROW_SIZE; h++) {if (matrix[h][i] < minVal) //replaces minVal with array index for that column that is lowest{minVal = matrix[h][i];}}cout << minVal << ", ";}cout << "}" << endl;return 0;}
#include <iostream>#include <vector>#include <utility>#include <algorithm>#include <chrono>using namespace std;#include <stdio.h>#include <Windows.h>int nScreenWidth = 120; // Console Screen Size X (columns)int nScreenHeight = 40; // Console Screen Size Y (rows)int nMapWidth = 16; // World Dimensionsint nMapHeight = 16;float fPlayerX = 14.7f; // Player Start Positionfloat fPlayerY = 5.09f;float fPlayerA = 0.0f; // Player Start Rotationfloat fFOV = 3.14159f / 4.0f; // Field of Viewfloat fDepth = 16.0f; // Maximum rendering distancefloat fSpeed = 5.0f; // Walking Speedint main(){// Create Screen Bufferwchar_t *screen = new wchar_t[nScreenWidth*nScreenHeight];HANDLE hConsole = CreateConsoleScreenBuffer(GENERIC_READ | GENERIC_WRITE, 0, NULL, CONSOLE_TEXTMODE_BUFFER, NULL);SetConsoleActiveScreenBuffer(hConsole);DWORD dwBytesWritten = 0;// Create Map of world space # = wall block, . = spacewstring map;map += L"#########.......";map += L"#...............";map += L"#.......########";map += L"#..............#";map += L"#......##......#";map += L"#......##......#";map += L"#..............#";map += L"###............#";map += L"##.............#";map += L"#......####..###";map += L"#......#.......#";map += L"#......#.......#";map += L"#..............#";map += L"#......#########";map += L"#..............#";map += L"################";auto tp1 = chrono::system_clock::now();auto tp2 = chrono::system_clock::now();while (1){// We'll need time differential per frame to calculate modification// to movement speeds, to ensure consistant movement, as ray-tracing// is non-deterministictp2 = chrono::system_clock::now();chrono::duration<float> elapsedTime = tp2 - tp1;tp1 = tp2;float fElapsedTime = elapsedTime.count();// Handle CCW Rotationif (GetAsyncKeyState((unsigned short)'A') & 0x8000)fPlayerA -= (fSpeed * 0.75f) * fElapsedTime;// Handle CW Rotationif (GetAsyncKeyState((unsigned short)'D') & 0x8000)fPlayerA += (fSpeed * 0.75f) * fElapsedTime;// Handle Forwards movement & collisionif (GetAsyncKeyState((unsigned short)'W') & 0x8000){fPlayerX += sinf(fPlayerA) * fSpeed * fElapsedTime;;fPlayerY += cosf(fPlayerA) * fSpeed * fElapsedTime;;if (map.c_str()[(int)fPlayerX * nMapWidth + (int)fPlayerY] == '#'){fPlayerX -= sinf(fPlayerA) * fSpeed * fElapsedTime;;fPlayerY -= cosf(fPlayerA) * fSpeed * fElapsedTime;;}}// Handle backwards movement & collisionif (GetAsyncKeyState((unsigned short)'S') & 0x8000){fPlayerX -= sinf(fPlayerA) * fSpeed * fElapsedTime;;fPlayerY -= cosf(fPlayerA) * fSpeed * fElapsedTime;;if (map.c_str()[(int)fPlayerX * nMapWidth + (int)fPlayerY] == '#'){fPlayerX += sinf(fPlayerA) * fSpeed * fElapsedTime;;fPlayerY += cosf(fPlayerA) * fSpeed * fElapsedTime;;}}for (int x = 0; x < nScreenWidth; x++){// For each column, calculate the projected ray angle into world spacefloat fRayAngle = (fPlayerA - fFOV/2.0f) + ((float)x / (float)nScreenWidth) * fFOV;// Find distance to wallfloat fStepSize = 0.1f; // Increment size for ray casting, decrease to increasefloat fDistanceToWall = 0.0f; // resolutionbool bHitWall = false; // Set when ray hits wall blockbool bBoundary = false; // Set when ray hits boundary between two wall blocksfloat fEyeX = sinf(fRayAngle); // Unit vector for ray in player spacefloat fEyeY = cosf(fRayAngle);// Incrementally cast ray from player, along ray angle, testing for// intersection with a blockwhile (!bHitWall && fDistanceToWall < fDepth){fDistanceToWall += fStepSize;int nTestX = (int)(fPlayerX + fEyeX * fDistanceToWall);int nTestY = (int)(fPlayerY + fEyeY * fDistanceToWall);// Test if ray is out of boundsif (nTestX < 0 || nTestX >= nMapWidth || nTestY < 0 || nTestY >= nMapHeight){bHitWall = true; // Just set distance to maximum depthfDistanceToWall = fDepth;}else{// Ray is inbounds so test to see if the ray cell is a wall blockif (map.c_str()[nTestX * nMapWidth + nTestY] == '#'){// Ray has hit wallbHitWall = true;// To highlight tile boundaries, cast a ray from each corner// of the tile, to the player. The more coincident this ray// is to the rendering ray, the closer we are to a tile// boundary, which we'll shade to add detail to the wallsvector<pair<float, float>> p;// Test each corner of hit tile, storing the distance from// the player, and the calculated dot product of the two raysfor (int tx = 0; tx < 2; tx++)for (int ty = 0; ty < 2; ty++){// Angle of corner to eyefloat vy = (float)nTestY + ty - fPlayerY;float vx = (float)nTestX + tx - fPlayerX;float d = sqrt(vx*vx + vy*vy);float dot = (fEyeX * vx / d) + (fEyeY * vy / d);p.push_back(make_pair(d, dot));}// Sort Pairs from closest to farthestsort(p.begin(), p.end(), [](const pair<float, float> &left, const pair<float, float> &right) {return left.first < right.first; });// First two/three are closest (we will never see all four)float fBound = 0.01;if (acos(p.at(0).second) < fBound) bBoundary = true;if (acos(p.at(1).second) < fBound) bBoundary = true;if (acos(p.at(2).second) < fBound) bBoundary = true;}}}// Calculate distance to ceiling and floorint nCeiling = (float)(nScreenHeight/2.0) - nScreenHeight / ((float)fDistanceToWall);int nFloor = nScreenHeight - nCeiling;// Shader walls based on distanceshort nShade = ' ';if (fDistanceToWall <= fDepth / 4.0f) nShade = 0x2588; // Very closeelse if (fDistanceToWall < fDepth / 3.0f) nShade = 0x2593;else if (fDistanceToWall < fDepth / 2.0f) nShade = 0x2592;else if (fDistanceToWall < fDepth) nShade = 0x2591;else nShade = ' '; // Too far awayif (bBoundary) nShade = ' '; // Black it outfor (int y = 0; y < nScreenHeight; y++){// Each Rowif(y <= nCeiling)screen[y*nScreenWidth + x] = ' ';else if(y > nCeiling && y <= nFloor)screen[y*nScreenWidth + x] = nShade;else // Floor{// Shade floor based on distancefloat b = 1.0f - (((float)y -nScreenHeight/2.0f) / ((float)nScreenHeight / 2.0f));if (b < 0.25) nShade = '#';else if (b < 0.5) nShade = 'x';else if (b < 0.75) nShade = '.';else if (b < 0.9) nShade = '-';else nShade = ' ';screen[y*nScreenWidth + x] = nShade;}}}// Display Statsswprintf_s(screen, 40, L"X=%3.2f, Y=%3.2f, A=%3.2f FPS=%3.2f ", fPlayerX, fPlayerY, fPlayerA, 1.0f/fElapsedTime);// Display Mapfor (int nx = 0; nx < nMapWidth; nx++)for (int ny = 0; ny < nMapWidth; ny++){screen[(ny+1)*nScreenWidth + nx] = map[ny * nMapWidth + nx];}screen[((int)fPlayerX+1) * nScreenWidth + (int)fPlayerY] = 'P';// Display Framescreen[nScreenWidth * nScreenHeight - 1] = '\0';WriteConsoleOutputCharacter(hConsole, screen, nScreenWidth * nScreenHeight, { 0,0 }, &dwBytesWritten);}return 0;}
#include <iostream>using namespace std;/*Description: uses switch case statements to determine whether it is hot or not outside.Also uses toupper() function which forces user input char to be uppercase in order to work for the switch statement*/int main() {char choice;cout << "S = Summer, F = Fall, W = Winter, P = Spring" << endl;cout << "Enter a character to represent a season: ";asdasdasdasdcin >> choice;enum Season {SUMMER='S', FALL='F', WINTER='W', SPRING='P'};switch(toupper(choice)) // This switch statement compares a character entered with values stored inside of an enum{case SUMMER:cout << "It's very hot outside." << endl;break;case FALL:cout << "It's great weather outside." << endl;break;case WINTER:cout << "It's fairly cold outside." << endl;break;case SPRING:cout << "It's rather warm outside." << endl;break;default:cout << "Wrong choice" << endl;break;}return 0;}
#include <iostream>#include <cstring>int main(int argc, char** argv){//With decimalif(strstr(argv[1], ".") != nullptr){int i = 0;//Skip i to first non 0 digitwhile(argv[1][i] < '1' || argv[1][i] > '9') ++i;//If digit comes before decimalif((argv[1] + i) < strstr(argv[1], ".")){ //Good example of pointer arithmeticstd::cout << strlen(argv[1] + i) - 1 << std::endl; //Another good example}else{//If digit is after decimalstd::cout << strlen(argv[1] + i) << std::endl;}}else{//Without decimalint m = 0;int i = 0;while(argv[1][i] < '1' || argv[1][i] > '9') ++i; //In case of some number like 0045for(; argv[1][i] != '\0'; ++i){if(argv[1][i] >= '1' && argv[1][i] <= '9') m = i + 1;}std::cout << m << std::endl;}return 0;}
#include "stdio.h"#include <stdlib.h>int main (int argCount, char** args) {int a = atoi(args[1]);int b = atoi(args[2]);unsigned int sum = 0;unsigned int p = 1;for (unsigned int i = 1; i < b; i++) {p = p * i;}// (b!, (1 + b)!, (2 + b)!, ..., (n + b)!)for (unsigned int i = 0; i < a; i++) {p = p * (i + b);sum = sum + p;}printf("y: %u\n", sum);return 0;}
using namespace std;class Hash{int BUCKET; // No. of buckets// Pointer to an array containing bucketslist<int> *table;public:Hash(int V); // Constructor// inserts a key into hash tablevoid insertItem(int x);// deletes a key from hash tablevoid deleteItem(int key);// hash function to map values to keyint hashFunction(int x) {return (x % BUCKET);}void displayHash();};Hash::Hash(int b){this->BUCKET = b;table = new list<int>[BUCKET];}void Hash::insertItem(int key){int index = hashFunction(key);table[index].push_back(key);}void Hash::deleteItem(int key){// get the hash index of keyint index = hashFunction(key);// find the key in (inex)th listlist <int> :: iterator i;for (i = table[index].begin();i != table[index].end(); i++) {if (*i == key)break;}// if key is found in hash table, remove itif (i != table[index].end())table[index].erase(i);}// function to display hash tablevoid Hash::displayHash() {for (int i = 0; i < BUCKET; i++) {cout << i;for (auto x : table[i])cout << " --> " << x;cout << endl;}}// Driver programint main(){// array that contains keys to be mappedint a[] = {15, 11, 27, 8, 12};int n = sizeof(a)/sizeof(a[0]);// insert the keys into the hash tableHash h(7); // 7 is count of buckets in// hash tablefor (int i = 0; i < n; i++)h.insertItem(a[i]);// delete 12 from hash tableh.deleteItem(12);// display the Hash tableh.displayHash();return 0;}