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#include <iostream>#include <vector>#include <limits>#define DEBUG_TRIAL falseclass Trial{public:const size_t HEIGHT;std::string record;//Breaking height is the index of the floor, so 0 is the bottom floor, height-1 is the top floor.//Eggs is the eggs remaining.//Start is the bottom floor.//End is one above the top floor.const size_t BREAKING_HEIGHT;size_t eggs;size_t start;size_t end;size_t floorsLeft(){return (end-start);}size_t middle(){return start + (floorsLeft()/2UL);}size_t drops = 0;Trial(const size_t BREAKING_HEIGHT, size_t eggs, size_t start, size_t end): BREAKING_HEIGHT(BREAKING_HEIGHT), eggs(eggs), start(start), end(end), HEIGHT(end), record(end, '_'){record[BREAKING_HEIGHT] = 'B'; //Marking the breaking point}bool foundAnswer(){return ((record[0] == 'X') || (record.find("OX")!=std::string::npos));}//returns true if the egg broke.//height is the index of the floor, so 0 is the bottom floor, height-1 is the top floor.bool drop(size_t height){#if DEBUG_TRIALstd::cout << "Start: " << start << ". End: " << end << ". Floors Left: " << floorsLeft() << ". Middle Index: " << middle() << std::endl;#endifdrops++;bool cracked = height >= BREAKING_HEIGHT;if(cracked) --eggs;//Update the recordrecord[height] = (height >= BREAKING_HEIGHT)? 'X' : 'O';#if DEBUG_TRIAL//Print the recordstd::cout << record << std::endl;#endifreturn cracked;}size_t nowWhat(){if(foundAnswer()){return drops;}else if(eggs <= 0){ //Ran out of eggsthrow "Algorithm failed! No more eggs!";return 1UL;}else if(eggs > 1){return wrecklessSearch();}else{return safeSearch();}}size_t safeSearch(){if(drop(start)){--end;}else{++start;}return nowWhat();}size_t wrecklessSearch(){//If the egg breaksif(drop(middle())){end -= (floorsLeft()/2UL);}else{ //egg doesn't crackstart += (floorsLeft()/2UL);}return nowWhat();}//returns the amount of drops needed to find the answersize_t search(){return nowWhat();}};//Height is the height of the building in floors.//Breaking height is the index of the floor, so 0 is the bottom floor, height-1 is the top floor.//Eggs is the eggs given.//returns the amount of drops needed to find the answersize_t search(const size_t height, const size_t BREAKING_HEIGHT, size_t eggs){Trial trial(BREAKING_HEIGHT, eggs, 0, height);return trial.search();}class TrialStats {public:size_t min = std::numeric_limits<size_t>::max();size_t max = 0;double mean = -1.0;void printStats(){// Print the resultsstd::cout << "Minimum drops: " << min << std::endl;std::cout << "Maximum drops: " << max << std::endl;std::cout << "Mean drops: " << mean << std::endl;}};//Benchmarks all the possible breaking points of a single building height with a number of eggs.TrialStats trial(const size_t HEIGHT, const size_t eggs){TrialStats stats;int totaldrops = 0;//Test every possible breaking point//Breaking height is the index of the floor, so 0 is the bottom floor, height-1 is the top floor.for (int breakingHeight = 0; breakingHeight < HEIGHT; ++breakingHeight) {size_t drops = search(HEIGHT, breakingHeight, eggs);stats.min = std::min(stats.min, drops);stats.max = std::max(stats.max, drops);totaldrops += drops;}// Calculate the mean number of dropsstats.mean = static_cast<double>(totaldrops) / HEIGHT;return stats;}//Benchmarks a single building height from 1 egg to MAX_EGGSvoid testTower(const size_t height, const size_t MAX_EGGS){//Drop every amount of eggs that you'd need.for (int eggs = 1; eggs <= MAX_EGGS; ++eggs) {std::cout << "Building height: " << height << ". Num eggs: " << eggs << std::endl;TrialStats stats = trial(height, eggs);stats.printStats();std::cout << std::endl << std::endl;}}//Benchmarks all buildings from 0 to MAX_HEIGHTvoid benchmark(const size_t MAX_HEIGHT){const size_t MAX_EGGS = 2;//Test every buildingfor (size_t height = 1; height <= MAX_HEIGHT; ++height) {testTower(height, std::min(height, MAX_EGGS));}}int main() {constexpr size_t MAX_HEIGHT = 36;benchmark(MAX_HEIGHT);return 0;}
#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 <bits/stdc++.h>#define MAXSIZE 50000#define INF 100000using namespace std;vector<int> adj[MAXSIZE]; //Adjacency Listbool visited[MAXSIZE]; //Checks if a node is visited or not in BFS and DFSbool isConnected = true; //Checks if the input graph is connected or notint dist[MAXSIZE], discover[MAXSIZE], finish[MAXSIZE]; //Distance for BFS, in time and out time for DFSint t = 1; //Time used for DFSint u, v, i, j, k, N = 0;stack<int> st; //Stack for TopSortmultiset<pair<int, int>> s; //collection of pairs to sort by distancepair<int, int> current; //pointer variable to a position in the multisetvoid BFS(){queue<int> q; //queue for BFSq.push(1); //pushing the sourcedist[1] = 0; //assign the distance of source as 0visited[1] = 1; //marking as visitedwhile(!q.empty()){u = q.front();q.pop();for(i=0; i < adj[u].size(); i++){v = adj[u][i]; //Adjacent vertexif(!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 connectedwhile(!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 visitedmemset(visited, 0, sizeof visited);}void dfsSearch(int s){visited[s] = 1; //marking it visiteddiscover[s] = t++; //assigning and incrementing timeint 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 calledfinish[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 multisets.erase(s.begin()); //erases the first object in multiseti = 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 printfor(i=1;i<=N;i++){if(visited[i]){continue;}dfsSearch(i);}cout<<"Topological Sort results:"<<endl;//print sorted results from DFSwhile(!st.empty()){i = st.top();st.pop();cout << i << endl;}//declare blocks of memory as visitedmemset(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 linecout << "Enter the exact name of your input file [case sensitive]: ";cin >> input;ifstream inputFile(input); //Read the input file//checks if the ifstream cannot openif(inputFile.fail()){cout << endl << "No input files matching that name. Terminating..." << endl;return 0;}//Read until the end of filewhile(!inputFile.eof()){getline(inputFile, str); //read the current lineif(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 stringsss >> num; //read the line numstringstream(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 verticessort(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 remainfor(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 selectioncin >> 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.}}}
#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;}
#include <iostream>using namespace std;main{cout << "No tabbing. That's very sad :(\n";cout << "No in-editor highlighting either :(((\n";cout << "Descriptions might be niice too.";}
/*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;}