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#include <iostream>using namespace std;/*Description: uses switch case statements to determine whether it is hot or not outside.Also uses toupper() function which forces user input char to be uppercase in order to work for the switch statement*/int main() {char choice;cout << "S = Summer, F = Fall, W = Winter, P = Spring" << endl;cout << "Enter a character to represent a season: ";asdasdasdasdcin >> choice;enum Season {SUMMER='S', FALL='F', WINTER='W', SPRING='P'};switch(toupper(choice)) // This switch statement compares a character entered with values stored inside of an enum{case SUMMER:cout << "It's very hot outside." << endl;break;case FALL:cout << "It's great weather outside." << endl;break;case WINTER:cout << "It's fairly cold outside." << endl;break;case SPRING:cout << "It's rather warm outside." << endl;break;default:cout << "Wrong choice" << endl;break;}return 0;}
#include <iostream>#include <cstring>int main(int argc, char** argv){//With decimalif(strstr(argv[1], ".") != nullptr){int i = 0;//Skip i to first non 0 digitwhile(argv[1][i] < '1' || argv[1][i] > '9') ++i;//If digit comes before decimalif((argv[1] + i) < strstr(argv[1], ".")){ //Good example of pointer arithmeticstd::cout << strlen(argv[1] + i) - 1 << std::endl; //Another good example}else{//If digit is after decimalstd::cout << strlen(argv[1] + i) << std::endl;}}else{//Without decimalint m = 0;int i = 0;while(argv[1][i] < '1' || argv[1][i] > '9') ++i; //In case of some number like 0045for(; argv[1][i] != '\0'; ++i){if(argv[1][i] >= '1' && argv[1][i] <= '9') m = i + 1;}std::cout << m << std::endl;}return 0;}
//===============Header File==================#include <iostream>#include <sstream> //stringbuf#include <utility> //exchange//Couple rules://Characters given through the getter functions have to be removed from the buffer.//This is so that bufferEmpty() == buffer.in_avail() > 0 basically always.//skipWhitespace doesn't remove the text from the buffer, but it does return the number of characters.//nextWord will trim whitespace before the word//nextInt will trim non-numbers before the number//hasNextInt and hasNextWord will trim the whitespace. If you think you need it, you should get nextWhitespace before doing any of those.//Whitespace after a word or an int is left on the buffer.//nextWhitespace will (get and) remove whitespace until the end of the line, including the newline character, but stops before the next line.//nextWhitespace won't read the next line when called before the end of the line, and it won't prompt the user for the next line if interactive.//If nextWhitespace is called after reading the end of the line, then it will read a new line into the buffer, which will prompt the user.//It acts like nextLine, but if there's something non-whitespace on the current line it stops there.class Scanner {public:std::stringbuf buffer;std::istream& input;Scanner(std::istream& in = std::cin) : buffer(), input(in) {}//Buffer debuggingbool fillBuffer();bool bufferEmpty();void printBufferEmpty();std::string getBuffer();size_t bufferLength();void printBufferStats();//Intbool hasNextInt();int nextInt();//Wordbool hasNextWord();std::string nextWord();//Linebool hasNextLine();//Whitespacesize_t skipWhitespace(); //Prob should be private, but I don't believe in that private shit.bool hasNextWhitespace();std::string nextWhitespace();std::string nextWhitespaceAll();std::string nextLine();};//===============Source File==================bool Scanner::fillBuffer() { //Returns if it had to get the next line from the input.const bool badInput = input.eof() || input.bad();const bool shouldFillBuffer = bufferEmpty() && !badInput;if (shouldFillBuffer) {std::string line;if (std::getline(input, line)) {buffer.str(buffer.str() + line + "\n");}}return shouldFillBuffer;}bool Scanner::bufferEmpty(){return buffer.str() == "";}void Scanner::printBufferEmpty(){std::cout << "The buffer is " << (bufferEmpty()? "" : "not") << " empty." << std::endl;}std::string Scanner::getBuffer(){return buffer.str();}size_t Scanner::bufferLength(){return buffer.str().length();}void Scanner::printBufferStats(){if(bufferEmpty()){std::cout << "The buffer is \"\"" << std::endl;return;}std::cout << "The length of the buffer is " << bufferLength() << std::endl;if(buffer.sgetc() == '\r'){std::cout << "The buffer is \\r\\n" << std::endl;}else if(buffer.sgetc() == '\n'){std::cout << "The buffer is \\n" << std::endl;}}bool Scanner::hasNextInt() {return hasNextWord() && (std::isdigit(buffer.sgetc()) || buffer.sgetc() == '-');}int Scanner::nextInt() {if (!hasNextInt()) { //Will fill the buffer if not filled. Will also trim whitespace.return 0;}std::string num;size_t charactersRead = 0;while (buffer.in_avail() > 0 && (std::isdigit(buffer.sgetc()) || buffer.sgetc() == '-')) {num += buffer.sbumpc();++charactersRead;}buffer.str(buffer.str().erase(0, charactersRead));return std::stoi(num);}bool Scanner::hasNextWord() {nextWhitespaceAll();return buffer.in_avail() > 0;}std::string Scanner::nextWord() {if (!hasNextWord()) { //Will fill the buffer if not filled. Will also trim whitespace.return "";}std::string word;size_t charactersRead = 0;while (buffer.in_avail() > 0 && !std::isspace(buffer.sgetc())) {word += buffer.sbumpc();++charactersRead;}buffer.str(buffer.str().erase(0, charactersRead));return word;}bool Scanner::hasNextLine() {return (!bufferEmpty()) || fillBuffer();}size_t Scanner::skipWhitespace() { //Returns characters readsize_t charactersRead = 0;while (buffer.in_avail() > 0 && std::isspace(buffer.sgetc())) {buffer.sbumpc();++charactersRead;}return charactersRead;}bool Scanner::hasNextWhitespace(){fillBuffer();return buffer.in_avail() > 0 && std::isspace(buffer.sgetc());}std::string Scanner::nextWhitespace() {if (!hasNextWhitespace()) { //Will fill the buffer if not filledreturn "";}const size_t charactersRead = skipWhitespace();std::string whitespace = buffer.str().substr(charactersRead);buffer.str(buffer.str().erase(0, charactersRead));return whitespace;}std::string Scanner::nextWhitespaceAll(){std::string whitespace;while(hasNextWhitespace()){std::string gottenWhiteSpace = nextWhitespace();whitespace += gottenWhiteSpace;}return whitespace;}std::string Scanner::nextLine(){if (!hasNextLine()) {return "";}fillBuffer();//Swap out the old buffer with an empty buffer, and get the old buffer as a variable.std::string line = std::exchange(buffer, std::stringbuf()).str();//Remove the newline.if(line[line.length() - 1] == '\n' || line[line.length() - 1] == '\r' ) line.pop_back();if(line[line.length() - 1] == '\r' || line[line.length() - 1] == '\n' ) line.pop_back();return line;}//=================Word and Int test=================while(bruh.hasNextInt() || bruh.hasNextWord()){std::cout << "started loop" << std::endl;if(bruh.hasNextInt()){std::cout << "Int: " << bruh.nextInt() << " " << std::endl;}else{std::cout << "Word: " << bruh.nextWord() << " " << std::endl;}bruh.nextWhitespace();}//===================Line test======================for(int count = 1; bruh.hasNextLine(); ++count){std::string line = bruh.nextLine();std::cout << "Line " << count << ": " << line << std::endl;}
#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>#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;}
//Leif Messinger//Compile with C++ 20#include <iostream>#include <ranges>#include <vector>#include <functional>#include <cctype> //toupper#include <cxxabi.h>template <typename T>void printType(){std::cout << abi::__cxa_demangle(typeid(T).name(), NULL, NULL, NULL) << std::endl;}template <typename T>class Slicer{public:T begin_;T end_;T trueEnd;Slicer(T begin, T end): begin_(begin), end_(begin), trueEnd(end){}template<typename U>Slicer(U&& vec) : begin_(vec.begin()), end_(vec.begin()), trueEnd(vec.end()){}Slicer& finish(){begin_ = end_;end_ = trueEnd;return (*this);}Slicer& to(long int index){begin_ = end_;if(index > 0){end_ = (begin_ + index);}else{index *= -1;end_ = (trueEnd - index);}return (*this);}Slicer& operator[](long int index){return to(index);}T begin(){return this->begin_;}T end(){return this->end_;}Slicer& operator()(std::function<void(decltype(*begin_))> func) {for(decltype(*begin_) thing : (*this)){func(thing);}return (*this);}};static_assert(std::ranges::range< Slicer<std::vector<int>::const_iterator> >);int main(){std::string vec = "abcdefghijklmnopqrstuvwxyz";Slicer<std::string::const_iterator> bruh(vec);//printType<decltype(bruh)>();bruh.to(3)([](char yeet){std::cout << yeet;}).to(-1)([](char yeet){std::cout << char(std::toupper(yeet));}).finish()([](char yeet){std::cout << yeet << yeet << yeet << yeet << yeet;});std::cout << std::endl << std::endl;int arr[] = {1, 2, 3, 4, 5, 6, 7, 8};Slicer<int*> arrSlicer(arr, arr + (sizeof(arr)/sizeof(int)));std::cout << "[";arrSlicer.to(-1)([](int yeet){std::cout << yeet << ", ";}).finish()([](int yeet){std::cout << yeet << "]" << std::endl;});return 0;}