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#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;}
#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 <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;}
//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 -1if(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 < nauto 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 currListif(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 casesint currSum = getSum(currList);if(currSum > n)return;else if(currSum == n){//Check to make sure no duplicatesfor(auto list : *sumsList){if(list == currList)return;}sumsList->push_back(currList);return;}//Recur when currSum < nauto 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++;}}}
#include <iostream>using namespace std;/* Function: get_coeffParameters: double& coeff, int pos passed from bb_4acReturn: type is void so no return, but does ask for user to input data that establishes what a b and c are.*/void get_coeff(double& coeff, int pos) {char position;if(pos == 1) {position = 'a';} else if(pos == 2) { //a simple system to determine what coefficient the program is asking for.position = 'b';} else {position = 'c';}cout << "Enter the co-efficient " << position << ":"; //prompt to input coeffcoeff = 5; //input coeff}/* Function: bb_4acParameters: no parameters passed from main, but 3 params established in function, double a, b, c.Return: b * b - 4 * a * c*/double bb_4ac() {double a, b, c; //coefficients of a quadratic equationget_coeff(a, 1); // call function 1st timeget_coeff(b, 2); // call function 2nd timeget_coeff(c, 3); // call function 3rd timereturn b * b - 4 * a * c; //return b * b - 4 * a * c}int main() {cout << "Function to calculate the discriminant of the equation. . . " << endl;double determinate = bb_4ac(); //assign double determinate to bb_4ac functioncout << "The discriminant for given values is: " << determinate << endl; //output the determinate!}
/*Algorithm:Step 1: Get radius of the cylinder from the user and store in variable rStep 2: Get height of the cylinder from the user and store in variable hStep 3: Multiply radius * radius * height * pi and store in vStep 4: Display the volume*/#include <iostream>using namespace std;int main(){float r; //define variable for radiusfloat h; //define variable for heightfloat v;float pi;pi=3.1416;cout<<"Enter radius:";cin>>r;cout<<"Enter height:";cin>>h;v=r*r*h*pi; //compute volumecout<<"Radius:"<<r<<"\tHeight:"<<h<<endl; //display radius and heightcout<<"\n************************\n";cout<<"Volume:"<<v<<endl;//display volumereturn 0;}