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Heapify a vector

Nov 19, 2022CodeCatch
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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;
}

Bit arithmetic + and -

Sep 1, 2023LeifMessinger

0 likes • 2 views

#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)) != 0
return (num & (1 << 31));
}
void printBinaryNumber(const int& num, const int numBits){
for(int i = numBits; i > 0; --i){
//8..1
int bitMask = 1 << (i-1);
if(num & bitMask){ //Test the bit
cout << '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..1
int bitMask = 1 << i;
bool aBit = a & bitMask;
bool bBit = b & bitMask;
if(aBit && bBit || aBit && carry || bBit && carry){ //Carry bit is true next
if(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..1
int bitMask = 1 << i;
bool aBit = a & bitMask;
bool bBit = b & bitMask;
if((!(aBit ^ carry)) && bBit){ //Carry bit is true next
if(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;
}

set hostname syscall

Oct 7, 2023AustinLeath

0 likes • 12 views

#include <iostream>
#include <cstring>
#include <unistd.h>
#include <sys/utsname.h>
int main() {
char newHostname[] = "newhostname"; // Replace with the desired hostname
if (sethostname(newHostname, strlen(newHostname)) == 0) {
std::cout << "Hostname set to: " << newHostname << std::endl;
// Optionally, update the /etc/hostname file to make the change permanent
FILE *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;
}

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++;
}
}
}

Get Coefficient

Nov 18, 2022AustinLeath

0 likes • 4 views

#include <iostream>
using namespace std;
/* Function: get_coeff
Parameters: double& coeff, int pos passed from bb_4ac
Return: 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 coeff
coeff = 5; //input coeff
}
/* Function: bb_4ac
Parameters: 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 equation
get_coeff(a, 1); // call function 1st time
get_coeff(b, 2); // call function 2nd time
get_coeff(c, 3); // call function 3rd time
return 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 function
cout << "The discriminant for given values is: " << determinate << endl; //output the determinate!
}

Compute Volume of Cylinder

Nov 18, 2022AustinLeath

0 likes • 0 views

/*
Algorithm:
Step 1: Get radius of the cylinder from the user and store in variable r
Step 2: Get height of the cylinder from the user and store in variable h
Step 3: Multiply radius * radius * height * pi and store in v
Step 4: Display the volume
*/
#include <iostream>
using namespace std;
int main()
{
float r; //define variable for radius
float h; //define variable for height
float v;
float pi;
pi=3.1416;
cout<<"Enter radius:";
cin>>r;
cout<<"Enter height:";
cin>>h;
v=r*r*h*pi; //compute volume
cout<<"Radius:"<<r<<"\tHeight:"<<h<<endl; //display radius and height
cout<<"\n************************\n";
cout<<"Volume:"<<v<<endl;//display volume
return 0;
}