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Big O(n^2) Ascending Sort

1 like • Nov 18, 2022
C++
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Critques

aedrarian
0 likes • Feb 4, 2021
C++
#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.";
}

Get Coefficient

AustinLeath
0 likes • Nov 18, 2022
C++
#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
cin >> coeff; //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!
}

SAM 5 words with bitmaps

ThiccDaddyLOAF
0 likes • Oct 23, 2022
C++
//Leif Messinger
//Finds all sets of 5 5 letter words that don't have duplicate letters in either themselves or each other.
//First it reads the words in and puts them in groups of their bitmasks
//After that, we recurse on each group. Before doing that, we remove the group from the set of other groups to check it against.
#include <cstdio> //getchar, printf
#include <cassert> //assert
#include <vector>
#include <set>
#include <algorithm> //std::copy_if
#include <iterator> //std::back_inserter
#define CHECK_FOR_CRLF true
#define MIN_WORDS 5
#define MAX_WORDS 5
#define WORD_TOO_LONG(len) (len != 5)
const unsigned int charToBitmask(const char bruh){
assert(bruh >= 'a' && bruh <= 'z');
return (1 << (bruh - 'a'));
}
void printBitmask(unsigned int bitmask){
char start = 'a';
while(bitmask != 0){
if(bitmask & 1){
putchar(start);
}
bitmask >>= 1;
++start;
}
}
//Pointer needs to be deleted
const std::set<unsigned int>* getBitmasks(){
std::set<unsigned int>* bitmasksPointer = new std::set<unsigned int>;
std::set<unsigned int>& bitmasks = (*bitmasksPointer);
unsigned int bitmask = 0;
unsigned int wordLength = 0;
bool duplicateLetters = false;
for(char c = getchar(); c >= 0; c = getchar()){
if(CHECK_FOR_CRLF && c == '\r'){
continue;
}
if(c == '\n'){
if(!(WORD_TOO_LONG(wordLength) || duplicateLetters)) bitmasks.insert(bitmask);
bitmask = 0;
wordLength = 0;
duplicateLetters = false;
continue;
}
if((bitmask & charToBitmask(c)) != 0) duplicateLetters = true;
bitmask |= charToBitmask(c);
++wordLength;
}
return bitmasksPointer;
}
void printBitmasks(const std::vector<unsigned int>& bitmasks){
for(unsigned int bruh : bitmasks){
printBitmask(bruh);
putchar(','); putchar(' ');
}
puts("");
}
//Just to be clear, when I mean "word", I mean a group of words with the same letters.
void recurse(std::vector<unsigned int>& oldBitmasks, std::vector<unsigned int> history, const unsigned int currentBitmask){
//If there's not enough words left
if(oldBitmasks.size() + (-(history.size())) + (-MIN_WORDS) <= 0){
//If there's enough words
if(history.size() >= MIN_WORDS){
//Print the list
printBitmasks(history);
}
return;
//To make it faster, we can stop it after 5 words too
}else if(history.size() >= MAX_WORDS){
//Print the list
printBitmasks(history);
return;
}
//Thin out the array with only stuff that matches the currentBitmask.
std::vector<unsigned int> newBitmasks;
std::copy_if(oldBitmasks.begin(), oldBitmasks.end(), std::back_inserter(newBitmasks), [&currentBitmask](unsigned int bruh){
return (bruh & currentBitmask) == 0;
});
while(newBitmasks.size() > 0){
//I know this modifies 'oldBitmasks' too. It's intentional.
//This makes it so that the word is never involved in any of the child serches or any of the later searches in this while loop.
const unsigned int word = newBitmasks.back(); newBitmasks.pop_back();
std::vector<unsigned int> newHistory = history;
newHistory.push_back(word);
recurse(newBitmasks, newHistory, currentBitmask | word);
}
}
int main(){
const std::set<unsigned int>* bitmasksSet = getBitmasks();
std::vector<unsigned int> bitmasks(bitmasksSet->begin(), bitmasksSet->end());
delete bitmasksSet;
recurse(bitmasks, std::vector<unsigned int>(), 0);
return 0;
}

Command line game

CodeCatch
0 likes • Nov 19, 2022
C++
#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;
}

minimum matrix values

AustinLeath
0 likes • Nov 18, 2022
C++
#include <iostream>
using namespace std;
int main() {
const int ROW_SIZE = 2;
const int COLUMN_SIZE = 5; //establish all variables
int matrix[ROW_SIZE][COLUMN_SIZE];
int minVal;
for (int i = 0; i < ROW_SIZE; ++i) // for loop to ask user to enter data.
{
for (int h = 0; h < COLUMN_SIZE; ++h) {
cout << "Enter data for row #" << i + 1 << " and column #" << h + 1 << ": ";
cin >> matrix[i][h];
}
}
cout << "You entered: " << endl;
for (int i = 0; i < ROW_SIZE; ++i) //for statements to output the array neatly
{
for (int h = 0; h < COLUMN_SIZE; ++h) {
cout << matrix[i][h] << "\t";
}
cout << endl;
}
cout << "Minimum for each row is: {";
for (int i = 0; i < ROW_SIZE; i++) //for statements to find the minimum in each row
{
minVal = matrix[i][0];
for (int h = 0; h < COLUMN_SIZE; h++) {
if (matrix[i][h] < minVal) // if matrix[i][h] < minVal -> minVal = matrix[i][h];
{
minVal = matrix[i][h];
}
}
cout << minVal << ", ";
}
cout << "}" << endl;
cout << "Minimum for each column is: {";
for (int i = 0; i < COLUMN_SIZE; i++) //for statements to find the minimum in each column
{
minVal = matrix[0][i];
for (int h = 0; h < ROW_SIZE; h++) {
if (matrix[h][i] < minVal) //replaces minVal with array index for that column that is lowest
{
minVal = matrix[h][i];
}
}
cout << minVal << ", ";
}
cout << "}" << endl;
return 0;
}

PlaylistNode.cpp (lab 9)

AustinLeath
0 likes • Nov 18, 2022
C++
#include <string>
#include <iostream>
#include "PlaylistNode.h"
using namespace std;
PlaylistNode::PlaylistNode() {
uniqueID = "none";
songName = "none";
artistName = "none";
songLength = 0;
nextNodePtr = 0;
}
PlaylistNode::PlaylistNode(string uniqueID_, string songName_, string artistName_, int songLength_) {
uniqueID = uniqueID_;
songName = songName_;
artistName = artistName_;
songLength = songLength_;
nextNodePtr = 0;
}
void PlaylistNode::InsertAfter(PlaylistNode* ptr) {
this->SetNext(ptr->GetNext());
ptr->SetNext(this);
}
void PlaylistNode::SetNext(PlaylistNode* ptr) {
nextNodePtr = ptr;
}
string PlaylistNode::GetID() {
return uniqueID;
}
string PlaylistNode::GetSongName() {
return songName;
}
string PlaylistNode::GetArtistName() {
return artistName;
}
int PlaylistNode::GetSongLength() {
return songLength;
}
PlaylistNode* PlaylistNode::GetNext() {
return nextNodePtr;
}
void PlaylistNode::PrintPlaylistNode() {
cout << "Unique ID: " << uniqueID << endl;
cout << "Song Name: " << songName << endl;
cout << "Artist Name: " << artistName << endl;
cout << "Song Length (in seconds): " << songLength << endl;
}
Playlist::Playlist() {
head = tail = 0;
}
void Playlist::AddSong(string id, string songname, string artistname, int length) {
PlaylistNode* n = new PlaylistNode(id, songname, artistname, length);
if (head == 0) {
head = tail = n;
}
else {
n->InsertAfter(tail);
tail = n;
}
}
bool Playlist::RemoveSong(string id) {
if (head == NULL) {
cout << "Playlist is empty" << endl;
return false;
}
PlaylistNode* curr = head;
PlaylistNode* prev = NULL;
while (curr != NULL) {
if (curr->GetID() == id) {
break;
}
prev = curr;
curr = curr->GetNext();
}
if (curr == NULL) {
cout << "\"" << curr->GetSongName() << "\" is not found" << endl;
return false;
}
else {
if (prev != NULL) {
prev ->SetNext(curr->GetNext());
}
else {
head = curr->GetNext();
}
if (tail == curr) {
tail = prev;
}
cout << "\"" << curr->GetSongName() << "\" removed." << endl;
delete curr;
return true;
}
}
bool Playlist::ChangePosition(int oldPos, int newPos) {
if (head == NULL) {
cout << "Playlist is empty" << endl;
return false;
}
PlaylistNode* prev = NULL;
PlaylistNode* curr = head;
int pos;
if (head == NULL || head == tail) {
return false;
}
for (pos = 1; curr != NULL && pos < oldPos; pos++) {
prev = curr;
curr = curr->GetNext();
}
if (curr != NULL) {
string currentSong = curr->GetSongName();
if (prev == NULL) {
head = curr->GetNext();
}
else {
prev->SetNext(curr->GetNext());
}
if (curr == tail) {
tail = prev;
}
PlaylistNode* curr1 = curr;
prev = NULL;
curr = head;
for (pos = 1; curr != NULL && pos < newPos; pos++) {
prev = curr;
curr = curr->GetNext();
}
if (prev == NULL) {
curr1->SetNext(head);
head = curr1;
}
else {
curr1->InsertAfter(prev);
}
if (curr == NULL) {
tail = curr1;
}
cout << "\"" << currentSong << "\" moved to position " << newPos << endl;
return true;
}
else {
cout << "Song's current position is invalid" << endl;
return false;
}
}
void Playlist::SongsByArtist(string artist) {
if (head == NULL) {
cout << "Playlist is empty" << endl;
}
else {
PlaylistNode* curr = head;
int i = 1;
while (curr != NULL) {
if (curr->GetArtistName() == artist) {
cout << endl << i << "." << endl;
curr->PrintPlaylistNode();
}
curr = curr->GetNext();
i++;
}
}
}
int Playlist::TotalTime() {
int total = 0;
PlaylistNode* curr = head;
while (curr != NULL) {
total += curr->GetSongLength();
curr = curr->GetNext();
}
return total;
}
void Playlist::PrintList() {
if (head == NULL) {
cout << "Playlist is empty" << endl;
}
else {
PlaylistNode* curr = head;
int i = 1;
while (curr != NULL) {
cout << endl << i++ << "." << endl;
curr->PrintPlaylistNode();
curr = curr->GetNext();
}
}
}