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#include <iostream>
#include "PlaylistNode.h"
using namespace std;
void PrintMenu(string title);

int main() {
   string plTitle;
   cout << "Enter playlist's title:" << endl;
   getline(cin, plTitle);
   PrintMenu(plTitle);
   return 0;
}

void PrintMenu(string title) {
   Playlist list;
   string id;
   string sname;
   string aname;
   int length;
   int oldPos;
   int newPos;
   char choice;
   
   while(true) {
      cout << endl << title << " PLAYLIST MENU" << endl;
      cout << "a - Add song" << endl;
      cout << "d - Remove song" << endl;
      cout << "c - Change position of song" << endl;
      cout << "s - Output songs by specific artist" << endl;
      cout << "t - Output total time of playlist (in seconds)" << endl;
      cout << "o - Output full playlist" << endl;
      cout << "q - Quit" << endl << endl;
      
      cout << "Choose an option:" << endl;
      cin >> choice;
      cin.ignore();
      
      if (choice == 'q') {
         exit(1);
      }
      else if (choice == 'a') {
         cout << "\nADD SONG" << endl;
         cout << "Enter song's unique ID: ";
         cin >> id;
         cin.ignore();
         cout << "Enter song's name: ";
         getline(cin,sname);
         cout << "Enter artist's name: ";
         getline(cin,aname);
         cout << "Enter song's length (in seconds): ";
         cin >> length;
         list.AddSong(id, sname, aname, length);
      }
      else if (choice == 'd') {
         cout << "\nREMOVE SONG" << endl;
         cout << "Enter song's unique ID: ";
         cin >> id;
         list.RemoveSong(id);
      }
      else if (choice == 'c') {
         cout << "\nCHANGE POSITION OF SONG" << endl;
         cout << "Enter song's current position: ";
         cin >> oldPos;
         cout << "Enter new position for song: ";
         cin >> newPos;
         list.ChangePosition(oldPos, newPos);
      }
      else if (choice == 's') {
         cout << "\nOUTPUT SONGS BY SPECIFIC ARTIST" << endl;
         cout << "Enter artist's name: ";
         getline(cin, aname);
         list.SongsByArtist(aname);
      }
      else if (choice == 't') {
         cout << "\nOUTPUT TOTAL TIME OF PLAYLIST (IN SECONDS)" << endl;
         cout << "Total time: " << list.TotalTime() << " seconds" << endl;
      }
      else if (choice == 'o') {
         cout << endl << title << " - OUTPUT FULL PLAYLIST" << endl;
         list.PrintList();
      }
      else {
         cout << "Invalid menu choice! Please try again." << endl;
      }
   }
}
#include <iostream>
int main(){
    const char* const hello = "Hello, world!";
    
    const char* bruh = hello;
    
    char* const yeet = hello;
    
    std::cout << bruh << std::endl;
    
    std::cout << yeet << std::endl;
    
    return 0;
}

/*
    Place your bets!
    
    Will the program:
    a.) Print "Hello, world!" twice?
    b.) Compile error on line 5 (bruh initialize line) because the pointer gets implicit cast to non-const?
    c.) Compile error on line 7 (yeet initialize line) because the char gets implicit cast to non-const?
    d.) Both b and c?
    e.) Compile error line 11 (print yeet) because the pointer is constant and can't be incremented
    f.) Print "Hello, world!" then print the pointer address in hexadecimal
    g.) Both b and e?
    h.) Both c and e?
    i.) B, c, and e?
    
*/

// The answer is in this base 64 string:
// T25seSBjLikKVGhlIGNvbXBpbGVyIGRvZXNuJ3QgYXBwcmVjaWF0ZSB5b3UgbWFraW5nIHRoZSBjaGFyYWN0ZXJzIHRoZSBwb2ludGVyIHJlZmVycyB0byBub24tY29uc3QsIGJ1dCBpdCdzIGZpbmUgd2l0aCB5b3UgY29weWluZyBhIGNvbnN0YW50IHZhbHVlLCBpLmUuIHRoZSBwb2ludGVyLCB0byBhIG5vbi1jb25zdGFudCB2YXJpYWJsZS4KSWYgeW91IHJlcGxhY2UgdGhhdCBsaW5lIHdpdGggY2hhciogY29uc3QgeWVldCA9IGNvbnN0X2Nhc3Q8Y2hhciogY29uc3Q+KGhlbGxvKTsgSXQnbGwgcHJpbnQgIkhlbGxvLCB3b3JsZCEiIHR3aWNlLCB3aGljaCBpcyB2ZXJ5IHN0cmFuZ2UgY29uc2lkZXJpbmcgdGhhdCB5ZWV0IGlzIGEgY29uc3QgcG9pbnRlciwgc28geW91J2QgdGhpbmsgaXQgd291bGQgcHJpbnQgYXMgYSBoZXhhZGVjaW1hbCBiZWNhdXNlIGlmIHlvdSB0cnkgdG8gKCsreWVldCkgd2hpbGUgbG9vcGluZyB0aHJvdWdoIHRoZSBzdHJpbmcsIHlvdSdkIGdldCBhbiBlcnJvciwgYmVjYXVzZSBpdCdzIGNvbnN0IGFuZCBjYW4ndCBiZSBjaGFuZ2VkLgpJbnN0ZWFkIG9mIHVzaW5nIGEgdGVtcGxhdGUgZnVuY3Rpb24gZm9yIG9zdHJlYW06Om9wZXJhdG9yPDwsIHRoZXkgbWFrZSBpdCBhIGZ1bmN0aW9uIHRoYXQgdGFrZXMgdHlwZSBjb25zdCBjaGFyKiwgYW5kIEMrKyBoYXMgbm8gcHJvYmxlbXMgcHJvbW90aW5nIGEgdmFyaWFibGUgdG8gY29uc3RhbnQgd2hlbiBpbXBsaWNpdCBjYXN0aW5nLCBhbmQgaXQgaGFzIG5vIHByb2JsZW1zIGltcGxpY2l0IGNhc3RpbmcgdGhlIGNvbnN0IHBvaW50ZXIgdG8gYSBub3JtYWwgcG9pbnRlciBiZWNhdXNlIGl0J3MgbWFraW5nIGEgY29weS4gVGhlIHBvaW50ZXIgZ2V0cyBjb3BpZWQgYmVjYXVzZSB0aGUgcG9pbnRlciBpcyBwYXNzZWQgYnkgdmFsdWUsIG5vdCByZWZlcmVuY2Uu
#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;
}
#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;
}