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Two Letter Combinations

Nov 18, 2022AustinLeath
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Daily: Cutting a Wall

Dec 20, 2021aedrarian

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/*
Good morning! Here's your coding interview problem for today.
This problem was asked by LinkedIn.
A wall consists of several rows of bricks of various integer lengths and uniform height. Your goal is to find a vertical line going from the top to the bottom of the wall that cuts through the fewest number of bricks. If the line goes through the edge between two bricks, this does not count as a cut.
For example, suppose the input is as follows, where values in each row represent the lengths of bricks in that row:
[[3, 5, 1, 1],
[2, 3, 3, 2],
[5, 5],
[4, 4, 2],
[1, 3, 3, 3],
[1, 1, 6, 1, 1]]
The best we can we do here is to draw a line after the eighth brick, which will only require cutting through the bricks in the third and fifth row.
Given an input consisting of brick lengths for each row such as the one above, return the fewest number of bricks that must be cut to create a vertical line.
AUTHORS NOTE:
Makes following assumptions:
- Each row is same length
- Data is in file called "data.dat" and formatted in space-separated rows
- The cuts at the beginning and end of the wall are not solutions
This requires the following file named data.dat that is a space separated file, or similar formatted file:
----START FILE----
3 5 1 1
2 3 3 2
5 5
4 4 2
1 3 3 3
1 1 6 1 1
----END FILE----
*/
#include <algorithm>
#include <iostream>
#include <fstream>
#include <map>
#include <sstream>
#include <string>
#include <vector>
using namespace std;
int main()
{
vector<vector<int>> wall;
ifstream in;
in.open("data.dat");
if(!in.good())
{
cout << "ERROR: File failed to open properly.\n";
}
/* Get input from space separated file */
string line;
while(!in.eof())
{
getline(in, line);
int i;
vector<int> currv;
stringstream strs(line);
while(strs >> i)
currv.push_back(i);
wall.push_back(currv);
}
/* Convert each value from "length of brick" to "position at end of brick" */
for(int y = 0; y < wall.size(); y++)
{
wall.at(y).pop_back(); //Delet last val
for(int x = 1; x < wall.at(y).size(); x++) //Skip the first bc data doesn't need change
wall.at(y).at(x) += wall.at(y).at(x-1);
}
/* Check output. COMMENT OUT */
// for(auto row : wall)
// {
// for(int pos : row)
// cout << pos << " ";
// cout << endl;
// }
/* Determine which ending position is most common, and cut there */
//Exclude final position, which will be the size of the wall
int mode = -1;
int amt = -1;
vector<int> tried;
for(auto row : wall)
{
for(int pos : row) //For each pos in the wall
{
//Guard. If pos is contained in the list, skip pos
if(find(tried.begin(), tried.end(), pos) != tried.end())
continue;
tried.push_back(pos);
/* Cycle through each row to see if it contains the pos */
int curramt = 0;
for(auto currrow : wall)
{
if( find( currrow.begin(), currrow.end(), pos ) != currrow.end() )
curramt++;
}
//cout << pos << " " << curramt << endl;
if(curramt > amt)
{
amt = curramt;
mode = pos;
}
}
}
cout << "Please cut at position " << mode << endl;
cout << "This will cut through " << (wall.size() - amt) << " bricks." << endl;
return 0;
}

Simple Greedy sort C++

Jun 30, 2023Iceman_71

0 likes • 7 views

#include <iostream>
using namespace std;
int main()
{
int arr[] = {5, 1, 4, 20, 10, 2, 13, 11, 6, 21};
int greed[] = {0, 0, 0, 0};
int k = 0;
int i;
int set_index;
while (k < 4)
{
i = 0;
while (i < 10)
{
if (arr[i] > greed[k])
{
greed[k] = arr[i];
set_index = i;
}
i++;
}
arr[set_index] = 0;
k++;
}
cout << greed[0] << " " << greed[1] << " " << greed[2] << " " << greed[3] << endl;
}

Wing Project 1

Oct 31, 2021aedrarian

0 likes • 1 view

//Get data file at https://codecatch.net/post.php?postID=91e87d73
//Iteration 1 of Wing Project. Solution breaks down around n=35
#include <iostream>
#include <fstream>
#include <string>
#include <vector>
#include <map>
using namespace std;
int getSum(map<int, int> list);
void readData(map<int, float>* data);
void lowestPrice();
void findSums(int n, vector<map<int, int>>* sumsList, map<int, float>* data);
//void findSum(map<int, int> currList, int x, int n, vector<map<int, int>>* sumsList);
void findSum(map<int, int> currList, int x, int n, vector<map<int, int>>* sumsList, map<int, float>* data);
float getPrice(map<int, int> set, map<int, float>* data);
template <typename S>
ostream& operator<<(ostream& os, const vector<S>& vector)
{
// Printing all the elements using <<
for (auto element : vector) {
os << element << " ";
}
return os;
}
bool operator==(map<int, int> m1, map<int, int> m2)
{
if(m1.size() != m2.size())
return false;
bool ret = true;
for(auto it = m1.begin(); it !=m1.end() && ret; it++)
{
if(ret && m1.count(it->first) != m2.count(it->first))
ret = false;
if(ret && m1.count(it->first) == 1)
{
if(m1.at(it->first) != m2.at(it->first))
ret = false;
}
}
return ret;
}
int main()
{
map<int, float> data;
readData(&data);
vector<map<int, int>> *sumsList;
sumsList = new vector<map<int, int>>;
findSums(40, sumsList, &data);
for(auto el : *sumsList)
{
for(auto it = el.begin(); it != el.end(); it++)
{
cout << it->first << "->" << it->second << " ";
}
cout << getPrice(el, &data) << endl;
}
return 0;
}
/* Returns the price of wings given a set of numbers of wings to buy.
* Returns -1 if the set contains a number that is not possible to buy.
*/
float getPrice(map<int, int> set, map<int, float>* data)
{
float price = 0;
for(auto it = set.begin(); it != set.end(); it++)
{
//If data doesn't contain an element of set, return -1
if(data->count(it->first) == 0)
return -1;
price += data->at(it->first) * it->second; //pricePerPacket * qtyOfPackets
}
return price;
}
/* Adds the elements of list.
* Suppose mapping is <num, qty>.
* Returns sum(num*qty)
*/
int getSum(map<int, int> list)
{
int sum = 0;
for(auto it = list.begin(); it != list.end(); it++)
sum += it->first * it->second;
return sum;
}
void findSums(int n, vector<map<int, int>>* sumsList, map<int, float>* data)
{
map<int, int> currList;
//Recur when currSum < n
auto it = data->begin();
while(it->first <= n && it != data->end())
{
findSum(currList, it->first, n, sumsList, data);
it++;
}
}
void findSum(map<int, int> currList, int x, int n, vector<map<int, int>>* sumsList, map<int, float>* data)
{
//Append x to currList
if(currList.count(x) == 0)
currList.emplace(x, 1);
else
{
int val = 1+ currList.at(x);
currList.erase(x);
currList.emplace(x, val);
}
//Determine current sum, check for return cases
int currSum = getSum(currList);
if(currSum > n)
return;
else if(currSum == n)
{
//Check to make sure no duplicates
for(auto list : *sumsList)
{
if(list == currList)
return;
}
sumsList->push_back(currList);
return;
}
//Recur when currSum < n
auto it = data->begin();
while(it->first <= n-x && it != data->end())
{
findSum(currList, it->first, n, sumsList, data);
it++;
}
}
void readData(map<int, float>* data)
{
ifstream file ("./data", ifstream::in);
if(file.is_open())
{
int i = 0;
while(!file.eof())
{
float wings, price;
string skipnl;
file >> wings;
file >> price;
data->emplace(wings, price);
getline(file, skipnl);
i++;
}
}
}

BFS/DFS/TopSort

Apr 30, 2021rlbishop99

0 likes • 4 views

#include <bits/stdc++.h>
#define MAXSIZE 50000
#define INF 100000
using namespace std;
vector<int> adj[MAXSIZE]; //Adjacency List
bool visited[MAXSIZE]; //Checks if a node is visited or not in BFS and DFS
bool isConnected = true; //Checks if the input graph is connected or not
int dist[MAXSIZE], discover[MAXSIZE], finish[MAXSIZE]; //Distance for BFS, in time and out time for DFS
int t = 1; //Time used for DFS
int u, v, i, j, k, N = 0;
stack<int> st; //Stack for TopSort
multiset<pair<int, int>> s; //collection of pairs to sort by distance
pair<int, int> current; //pointer variable to a position in the multiset
void BFS()
{
queue<int> q; //queue for BFS
q.push(1); //pushing the source
dist[1] = 0; //assign the distance of source as 0
visited[1] = 1; //marking as visited
while(!q.empty())
{
u = q.front();
q.pop();
for(i=0; i < adj[u].size(); i++)
{
v = adj[u][i]; //Adjacent vertex
if(!visited[v]) //if not visited, update the distance and push onto queue
{
visited[v] = 1;
dist[v] = dist[u]+1;
q.push(v);
}
}
}
for(i = 1; i <= N; i++)
{
s.insert(make_pair(dist[i], i)); //for sorted distance
}
cout << "BFS results:" << endl;
//prints BFS results and checks if the graph is connected
while(!s.empty())
{
current = *s.begin();
s.erase(s.begin());
i = current.second;
j = current.first;
if(j == INF) //if any infinite value, graph is not connected
{
cout << i << " INF" << endl;
isConnected = false;
}
else
{
cout << i << " " << j << endl;
}
}
//marks blocks of memory as visited
memset(visited, 0, sizeof visited);
}
void dfsSearch(int s)
{
visited[s] = 1; //marking it visited
discover[s] = t++; //assigning and incrementing time
int i, v;
for(i = 0; i < adj[s].size(); i++)
{
v = adj[s][i];
if(!visited[v]) //if vertex is not visited then visit, else continue
{
dfsSearch(v);
}
}
st.push(s); //pushed onto stack for TopSort if it was called
finish[s] = t++; //out time
}
void DFS()
{
for(i = 1; i <= N; i++)
{
if(visited[i]) //if visited continue, else visit it with DFS
{
continue;
}
dfsSearch(i); //embedded function to actually perform DFS
}
for(i=1;i<=N;i++)
{
s.insert(make_pair(discover[i], i)); //minheap for sorted discovery time
}
cout << "DFS results:" << endl;
while(!s.empty()) //Prints DFS results as long as the multiset is not empty
{
current = *s.begin(); //duplicates the pointer to first object in the multiset
s.erase(s.begin()); //erases the first object in multiset
i = current.second;
cout << i << " " << discover[i] << " " << finish[i] << endl; //prints discover times and finish times
}
}
void TopSort()
{
//call DFS so we can have a sorted stack to print
for(i=1;i<=N;i++)
{
if(visited[i])
{
continue;
}
dfsSearch(i);
}
cout<<"Topological Sort results:"<<endl;
//print sorted results from DFS
while(!st.empty())
{
i = st.top();
st.pop();
cout << i << endl;
}
//declare blocks of memory as visited
memset(visited, 0, sizeof visited);
}
int main()
{
string str, num, input;
int selection, connectedChoice = 0;
//get to input any file, more freedom than declaring file in command line
cout << "Enter the exact name of your input file [case sensitive]: ";
cin >> input;
ifstream inputFile(input); //Read the input file
//checks if the ifstream cannot open
if(inputFile.fail())
{
cout << endl << "No input files matching that name. Terminating..." << endl;
return 0;
}
//Read until the end of file
while(!inputFile.eof())
{
getline(inputFile, str); //read the current line
if(str == "")
{
continue;
}
if(!isdigit(str[0])) //checks to see if the first item in a line is a digit or not
{
cout << "Invalid file format. You have a line beginning with a non-digit. Terminating..." << endl;
return 0;
}
stringstream ss;
ss << str; //convert the line to stream of strings
ss >> num; //read the line num
stringstream(num) >> u;
while(!ss.eof())
{
ss>>num;
if(stringstream(num) >> v)
{
adj[u].push_back(v); //read the adjacent vertices
}
}
N++; //calculate the number of vertices
sort(adj[u].begin(), adj[u].end()); //sort the adjacency list in case it is not sorted
}
//creates arbitrary values for distance, will check later if INF remain
for(i = 1; i <= N; i++)
{
dist[i] = INF;
}
cout << endl << "Valid Input file loaded!" << endl;
while(selection != 4)
{
cout << "************************************************" << endl;
cout << "What type of analysis would you like to perform?" << endl;
cout << "1: Breadth-First Search" << endl;
cout << "2: Depth-First Search" << endl;
cout << "3: Topological Sort" << endl;
cout << "4: Quit" << endl;
cout << "************************************************" << endl;
//read user input and execute selection
cin >> selection;
switch(selection)
{
case 1:
cout << endl;
BFS();
cout << endl;
cout << "Would you like to know if the graph is connected?" << endl;
cout << "1: Yes" << endl;
cout << "Any other key: No" << endl;
cin >> connectedChoice;
switch(connectedChoice)
{
case 1:
if(!isConnected)
{
cout << "The graph is not connected." << endl << endl;
}
else
{
cout << "The graph is connected!" << endl << endl;
}
break;
default:
break;
}
break;
case 2:
cout << endl;
DFS();
cout << endl;
break;
case 3:
cout << endl;
TopSort();
cout << endl;
break;
case 4:
return 0;
default:
cout << endl << "Invalid selection." << endl; //loops the selection prompt until a valid selection is input.
}
}
}

Command line game

Nov 19, 2022CodeCatch

0 likes • 1 view

#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 Dimensions
int nMapHeight = 16;
float fPlayerX = 14.7f; // Player Start Position
float fPlayerY = 5.09f;
float fPlayerA = 0.0f; // Player Start Rotation
float fFOV = 3.14159f / 4.0f; // Field of View
float fDepth = 16.0f; // Maximum rendering distance
float fSpeed = 5.0f; // Walking Speed
int main()
{
// Create Screen Buffer
wchar_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, . = space
wstring 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-deterministic
tp2 = chrono::system_clock::now();
chrono::duration<float> elapsedTime = tp2 - tp1;
tp1 = tp2;
float fElapsedTime = elapsedTime.count();
// Handle CCW Rotation
if (GetAsyncKeyState((unsigned short)'A') & 0x8000)
fPlayerA -= (fSpeed * 0.75f) * fElapsedTime;
// Handle CW Rotation
if (GetAsyncKeyState((unsigned short)'D') & 0x8000)
fPlayerA += (fSpeed * 0.75f) * fElapsedTime;
// Handle Forwards movement & collision
if (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 & collision
if (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 space
float fRayAngle = (fPlayerA - fFOV/2.0f) + ((float)x / (float)nScreenWidth) * fFOV;
// Find distance to wall
float fStepSize = 0.1f; // Increment size for ray casting, decrease to increase
float fDistanceToWall = 0.0f; // resolution
bool bHitWall = false; // Set when ray hits wall block
bool bBoundary = false; // Set when ray hits boundary between two wall blocks
float fEyeX = sinf(fRayAngle); // Unit vector for ray in player space
float fEyeY = cosf(fRayAngle);
// Incrementally cast ray from player, along ray angle, testing for
// intersection with a block
while (!bHitWall && fDistanceToWall < fDepth)
{
fDistanceToWall += fStepSize;
int nTestX = (int)(fPlayerX + fEyeX * fDistanceToWall);
int nTestY = (int)(fPlayerY + fEyeY * fDistanceToWall);
// Test if ray is out of bounds
if (nTestX < 0 || nTestX >= nMapWidth || nTestY < 0 || nTestY >= nMapHeight)
{
bHitWall = true; // Just set distance to maximum depth
fDistanceToWall = fDepth;
}
else
{
// Ray is inbounds so test to see if the ray cell is a wall block
if (map.c_str()[nTestX * nMapWidth + nTestY] == '#')
{
// Ray has hit wall
bHitWall = 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 walls
vector<pair<float, float>> p;
// Test each corner of hit tile, storing the distance from
// the player, and the calculated dot product of the two rays
for (int tx = 0; tx < 2; tx++)
for (int ty = 0; ty < 2; ty++)
{
// Angle of corner to eye
float 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 farthest
sort(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 floor
int nCeiling = (float)(nScreenHeight/2.0) - nScreenHeight / ((float)fDistanceToWall);
int nFloor = nScreenHeight - nCeiling;
// Shader walls based on distance
short nShade = ' ';
if (fDistanceToWall <= fDepth / 4.0f) nShade = 0x2588; // Very close
else 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 away
if (bBoundary) nShade = ' '; // Black it out
for (int y = 0; y < nScreenHeight; y++)
{
// Each Row
if(y <= nCeiling)
screen[y*nScreenWidth + x] = ' ';
else if(y > nCeiling && y <= nFloor)
screen[y*nScreenWidth + x] = nShade;
else // Floor
{
// Shade floor based on distance
float 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 Stats
swprintf_s(screen, 40, L"X=%3.2f, Y=%3.2f, A=%3.2f FPS=%3.2f ", fPlayerX, fPlayerY, fPlayerA, 1.0f/fElapsedTime);
// Display Map
for (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 Frame
screen[nScreenWidth * nScreenHeight - 1] = '\0';
WriteConsoleOutputCharacter(hConsole, screen, nScreenWidth * nScreenHeight, { 0,0 }, &dwBytesWritten);
}
return 0;
}

GCD using Stein's Algorithm

Jun 30, 2023Iceman_71

1 like • 7 views

// Iterative C++ program to
// implement Stein's Algorithm
//#include <bits/stdc++.h>
#include <bitset>
using namespace std;
// Function to implement
// Stein's Algorithm
int gcd(int a, int b)
{
/* GCD(0, b) == b; GCD(a, 0) == a,
GCD(0, 0) == 0 */
if (a == 0)
return b;
if (b == 0)
return a;
/*Finding K, where K is the
greatest power of 2
that divides both a and b. */
int k;
for (k = 0; ((a | b) & 1) == 0; ++k)
{
a >>= 1;
b >>= 1;
}
/* Dividing a by 2 until a becomes odd */
while ((a & 1) == 0)
a >>= 1;
/* From here on, 'a' is always odd. */
do
{
/* If b is even, remove all factor of 2 in b */
while ((b & 1) == 0)
b >>= 1;
/* Now a and b are both odd.
Swap if necessary so a <= b,
then set b = b - a (which is even).*/
if (a > b)
swap(a, b); // Swap u and v.
b = (b - a);
} while (b != 0);
/* restore common factors of 2 */
return a << k;
}
// Driver code
int main()
{
int a = 12, b = 780;
printf("Gcd of given numbers is %d\n", gcd(a, b));
return 0;
}