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//Constant prefix notation solver using bruh//Could make it infix or postfix later#include<string>#include<vector>#include<iostream>std::vector<long double> bruhBuff;long double operator ""bruh(long double a){bruhBuff.push_back(a);return a;}long double operator ""bruh(const char op){if(bruhBuff.size() < 2) throw "Bruh weak";long double b = bruhBuff.back();bruhBuff.pop_back();long double a = bruhBuff.back();bruhBuff.pop_back();switch(op){case (int)('+'):return a + b;case (int)('-'):return a - b;case (int)('*'):return a * b;case (int)('/'):return a / b;}return 69l;}int main(){1.0bruh;2.0bruh;std::cout << '+'bruh << std::endl;return 0;}
#include <iostream>#include <fstream>#include <string>#include <cstring>using namespace std;//This program makes a new text file that contains all combinations of two letters.// aa, ab, ..., zy, zzint main(){string filename = "two_letters.txt";ofstream outFile;outFile.open(filename.c_str());if(!outFile.is_open()){cout << "Something's wrong. Closing..." << endl;return 0;}for(char first = 'a'; first <= 'z'; first++){for(char second = 'a'; second <= 'z'; second++){outFile << first << second << " ";}outFile << endl;}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 <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;}
/*Good morning! Here's your coding interview problem for today.This problem was asked by Stripe.Given an array of integers, find the first missing positive integer in linear time and constant space. In other words, find the lowest positive integer that does not exist in the array. The array can contain duplicates and negative numbers as well.For example, the input [3, 4, -1, 1] should give 2. The input [1, 2, 0] should give 3.You can modify the input array in-place.*/#include <iostream>using namespace std;int calcMissing(int* input, int size){int sum = 0;int n = 1; //add one to account for missing valuefor(int i = 0; i < size; i++){if(input[i] > 0){sum += input[i];n++;}}//If no numbers higher than 0, answer is 1if(sum == 0)return 1;return (n*(n+1)/2) - sum; //Formula is expectedSum - actualSum/* expectedSum = n*(n+1)/2, the formula for sum(1, n) */}int main(){cout << calcMissing(new int[4]{3, 4, -1, 1}, 4) << endl;cout << calcMissing(new int[3]{1, 2, 0}, 3) << endl;//No positive numberscout << calcMissing(new int[1]{0}, 1) << endl;}
#include <iostream>#include <vector>#include <limits>#define DEBUG_TRIAL falseclass Trial{public:const size_t HEIGHT;std::string record;//Breaking height is the index of the floor, so 0 is the bottom floor, height-1 is the top floor.//Eggs is the eggs remaining.//Start is the bottom floor.//End is one above the top floor.const size_t BREAKING_HEIGHT;size_t eggs;size_t start;size_t end;size_t floorsLeft(){return (end-start);}size_t middle(){return start + (floorsLeft()/2UL);}size_t drops = 0;Trial(const size_t BREAKING_HEIGHT, size_t eggs, size_t start, size_t end): BREAKING_HEIGHT(BREAKING_HEIGHT), eggs(eggs), start(start), end(end), HEIGHT(end), record(end, '_'){record[BREAKING_HEIGHT] = 'B'; //Marking the breaking point}bool foundAnswer(){return ((record[0] == 'X') || (record.find("OX")!=std::string::npos));}//returns true if the egg broke.//height is the index of the floor, so 0 is the bottom floor, height-1 is the top floor.bool drop(size_t height){#if DEBUG_TRIALstd::cout << "Start: " << start << ". End: " << end << ". Floors Left: " << floorsLeft() << ". Middle Index: " << middle() << std::endl;#endifdrops++;bool cracked = height >= BREAKING_HEIGHT;if(cracked) --eggs;//Update the recordrecord[height] = (height >= BREAKING_HEIGHT)? 'X' : 'O';#if DEBUG_TRIAL//Print the recordstd::cout << record << std::endl;#endifreturn cracked;}size_t nowWhat(){if(foundAnswer()){return drops;}else if(eggs <= 0){ //Ran out of eggsthrow "Algorithm failed! No more eggs!";return 1UL;}else if(eggs > 1){return wrecklessSearch();}else{return safeSearch();}}size_t safeSearch(){if(drop(start)){--end;}else{++start;}return nowWhat();}size_t wrecklessSearch(){//If the egg breaksif(drop(middle())){end -= (floorsLeft()/2UL);}else{ //egg doesn't crackstart += (floorsLeft()/2UL);}return nowWhat();}//returns the amount of drops needed to find the answersize_t search(){return nowWhat();}};//Height is the height of the building in floors.//Breaking height is the index of the floor, so 0 is the bottom floor, height-1 is the top floor.//Eggs is the eggs given.//returns the amount of drops needed to find the answersize_t search(const size_t height, const size_t BREAKING_HEIGHT, size_t eggs){Trial trial(BREAKING_HEIGHT, eggs, 0, height);return trial.search();}class TrialStats {public:size_t min = std::numeric_limits<size_t>::max();size_t max = 0;double mean = -1.0;void printStats(){// Print the resultsstd::cout << "Minimum drops: " << min << std::endl;std::cout << "Maximum drops: " << max << std::endl;std::cout << "Mean drops: " << mean << std::endl;}};//Benchmarks all the possible breaking points of a single building height with a number of eggs.TrialStats trial(const size_t HEIGHT, const size_t eggs){TrialStats stats;int totaldrops = 0;//Test every possible breaking point//Breaking height is the index of the floor, so 0 is the bottom floor, height-1 is the top floor.for (int breakingHeight = 0; breakingHeight < HEIGHT; ++breakingHeight) {size_t drops = search(HEIGHT, breakingHeight, eggs);stats.min = std::min(stats.min, drops);stats.max = std::max(stats.max, drops);totaldrops += drops;}// Calculate the mean number of dropsstats.mean = static_cast<double>(totaldrops) / HEIGHT;return stats;}//Benchmarks a single building height from 1 egg to MAX_EGGSvoid testTower(const size_t height, const size_t MAX_EGGS){//Drop every amount of eggs that you'd need.for (int eggs = 1; eggs <= MAX_EGGS; ++eggs) {std::cout << "Building height: " << height << ". Num eggs: " << eggs << std::endl;TrialStats stats = trial(height, eggs);stats.printStats();std::cout << std::endl << std::endl;}}//Benchmarks all buildings from 0 to MAX_HEIGHTvoid benchmark(const size_t MAX_HEIGHT){const size_t MAX_EGGS = 2;//Test every buildingfor (size_t height = 1; height <= MAX_HEIGHT; ++height) {testTower(height, std::min(height, MAX_EGGS));}}int main() {constexpr size_t MAX_HEIGHT = 36;benchmark(MAX_HEIGHT);return 0;}