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#include<iostream>using namespace std;const int rows = 8;const int cols = 8;char chessboard[rows][cols];void setBoard(char chessboard[][cols]);void printBoard(char chessboard[][cols]);void setBoard(char chessboard[][cols]) {for(int i = 0; i < rows; i++) {for(int j = 0; j < cols; j++) {if(i % 2 == 0 && j % 2 == 0) {chessboard[i][j] = 'x';} else {if(i % 2 != 0 && j % 2 == 1) {chessboard[i][j] = 'x';} else {chessboard[i][j] = '-';}}}}return;}void printBoard(char chessboard[][cols]) {for(int i = 0; i < rows; i++) {for(int j = 0; j < cols; j++) {cout << chessboard[i][j] << " ";}cout << endl;}return;}int main(int argc, char const *argv[]){setBoard(chessboard);printBoard(chessboard);return 0;}
#include <iostream>#include <cstring>#include <unistd.h>#include <sys/utsname.h>int main() {char newHostname[] = "newhostname"; // Replace with the desired hostnameif (sethostname(newHostname, strlen(newHostname)) == 0) {std::cout << "Hostname set to: " << newHostname << std::endl;// Optionally, update the /etc/hostname file to make the change permanentFILE *hostnameFile = fopen("/etc/hostname", "w");if (hostnameFile != NULL) {fprintf(hostnameFile, "%s\n", newHostname);fclose(hostnameFile);} else {perror("Failed to update /etc/hostname");}} else {perror("Failed to set hostname");}return 0;}
#include <iostream>using namespace std;int main {cout << 1;}
//Leif Messinger//Finds all sets of 5 5 letter words that don't have duplicate letters in either themselves or each other.//First it reads the words in and puts them in groups of their bitmasks//After that, we recurse on each group. Before doing that, we remove the group from the set of other groups to check it against.#include <cstdio> //getchar, printf#include <cassert> //assert#include <vector>#include <set>#include <algorithm> //std::copy_if#include <iterator> //std::back_inserter#define CHECK_FOR_CRLF true#define MIN_WORDS 5#define MAX_WORDS 5#define WORD_TOO_LONG(len) (len != 5)const unsigned int charToBitmask(const char bruh){assert(bruh >= 'a' && bruh <= 'z');return (1 << (bruh - 'a'));}void printBitmask(unsigned int bitmask){char start = 'a';while(bitmask != 0){if(bitmask & 1){putchar(start);}bitmask >>= 1;++start;}}//Pointer needs to be deletedconst std::set<unsigned int>* getBitmasks(){std::set<unsigned int>* bitmasksPointer = new std::set<unsigned int>;std::set<unsigned int>& bitmasks = (*bitmasksPointer);unsigned int bitmask = 0;unsigned int wordLength = 0;bool duplicateLetters = false;for(char c = getchar(); c >= 0; c = getchar()){if(CHECK_FOR_CRLF && c == '\r'){continue;}if(c == '\n'){if(!(WORD_TOO_LONG(wordLength) || duplicateLetters)) bitmasks.insert(bitmask);bitmask = 0;wordLength = 0;duplicateLetters = false;continue;}if((bitmask & charToBitmask(c)) != 0) duplicateLetters = true;bitmask |= charToBitmask(c);++wordLength;}return bitmasksPointer;}void printBitmasks(const std::vector<unsigned int>& bitmasks){for(unsigned int bruh : bitmasks){printBitmask(bruh);putchar(','); putchar(' ');}puts("");}//Just to be clear, when I mean "word", I mean a group of words with the same letters.void recurse(std::vector<unsigned int>& oldBitmasks, std::vector<unsigned int> history, const unsigned int currentBitmask){//If there's not enough words leftif(oldBitmasks.size() + (-(history.size())) + (-MIN_WORDS) <= 0){//If there's enough wordsif(history.size() >= MIN_WORDS){//Print the listprintBitmasks(history);}return;//To make it faster, we can stop it after 5 words too}else if(history.size() >= MAX_WORDS){//Print the listprintBitmasks(history);return;}//Thin out the array with only stuff that matches the currentBitmask.std::vector<unsigned int> newBitmasks;std::copy_if(oldBitmasks.begin(), oldBitmasks.end(), std::back_inserter(newBitmasks), [¤tBitmask](unsigned int bruh){return (bruh & currentBitmask) == 0;});while(newBitmasks.size() > 0){//I know this modifies 'oldBitmasks' too. It's intentional.//This makes it so that the word is never involved in any of the child serches or any of the later searches in this while loop.const unsigned int word = newBitmasks.back(); newBitmasks.pop_back();std::vector<unsigned int> newHistory = history;newHistory.push_back(word);recurse(newBitmasks, newHistory, currentBitmask | word);}}int main(){const std::set<unsigned int>* bitmasksSet = getBitmasks();std::vector<unsigned int> bitmasks(bitmasksSet->begin(), bitmasksSet->end());delete bitmasksSet;recurse(bitmasks, std::vector<unsigned int>(), 0);return 0;}
#define NUM_BITS 8#include <iostream>struct Number{int num : NUM_BITS;Number(){}Number(const int& bruh){num = bruh;}operator int() const { return num; }Number& operator=(const int& bruh){num = bruh;return (*this);}};using namespace std;bool isNegative(const int& num){//This gets the bitwise and of num and 10000000000000000000000000000000//This implicit casts to bool, which means (num & (1 << 31)) != 0return (num & (1 << 31));}void printBinaryNumber(const int& num, const int numBits){for(int i = numBits; i > 0; --i){//8..1int bitMask = 1 << (i-1);if(num & bitMask){ //Test the bitcout << '1';}else{cout << '0';}}}void printCarryBits(const int& a, const int& b, const int numBits){int answer = 0;bool carry = false;for(int i = 0; i < numBits; ++i){//8..1int bitMask = 1 << i;bool aBit = a & bitMask;bool bBit = b & bitMask;if(aBit && bBit || aBit && carry || bBit && carry){ //Carry bit is true nextif(carry)answer |= bitMask;carry = true;}else{if(carry)answer |= bitMask;carry = false;}}printBinaryNumber(answer, 8);}void printBorrowBits(const int& a, const int& b, const int numBits){int answer = 0;bool carry = false;for(int i = 0; i < numBits; ++i){//8..1int bitMask = 1 << i;bool aBit = a & bitMask;bool bBit = b & bitMask;if((!(aBit ^ carry)) && bBit){ //Carry bit is true nextif(carry)answer |= bitMask;carry = true;}else{if(carry)answer |= bitMask;carry = false;}}printBinaryNumber(answer, 8);}void doProblem(const int& a, const int& b, const char& sign, const int& result, const int& numBits){if(sign == '+'){cout << ' '; printCarryBits(a, b, numBits); cout << endl;}else{cout << ' '; printBorrowBits(a, b, numBits); cout << endl;}cout << ' '; printBinaryNumber(a, numBits); cout << endl;cout << sign; printBinaryNumber(b, numBits); cout << endl;cout << "----------" << endl;cout << ""; printBinaryNumber(result, numBits + 1); cout << " = " << result;cout << endl;}int main(){Number a = 0b110;Number b = 0b011;cout<< a << endl << b << endl;doProblem(a, b, '+', a + b, NUM_BITS);doProblem(a, b, '-', a - b, NUM_BITS);doProblem(-a, b, '+', -a + b, NUM_BITS);doProblem(a, b, '-', -a - b, NUM_BITS);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;}