Skip to main content

SAM 5 words with bitmaps

Oct 23, 2022LeifMessinger
Loading...

More C++ Posts

C++ SigFigs

Sep 7, 2022LeifMessinger

0 likes • 0 views

#include <iostream>
#include <cstring>
int main(int argc, char** argv){
//With decimal
if(strstr(argv[1], ".") != nullptr){
int i = 0;
//Skip i to first non 0 digit
while(argv[1][i] < '1' || argv[1][i] > '9') ++i;
//If digit comes before decimal
if((argv[1] + i) < strstr(argv[1], ".")){ //Good example of pointer arithmetic
std::cout << strlen(argv[1] + i) - 1 << std::endl; //Another good example
}else{
//If digit is after decimal
std::cout << strlen(argv[1] + i) << std::endl;
}
}else{
//Without decimal
int m = 0;
int i = 0;
while(argv[1][i] < '1' || argv[1][i] > '9') ++i; //In case of some number like 0045
for(; argv[1][i] != '\0'; ++i){
if(argv[1][i] >= '1' && argv[1][i] <= '9') m = i + 1;
}
std::cout << m << std::endl;
}
return 0;
}

BFS/DFS/TopSort

Apr 30, 2021rlbishop99

0 likes • 4 views

#include <bits/stdc++.h>
#define MAXSIZE 50000
#define INF 100000
using namespace std;
vector<int> adj[MAXSIZE]; //Adjacency List
bool visited[MAXSIZE]; //Checks if a node is visited or not in BFS and DFS
bool isConnected = true; //Checks if the input graph is connected or not
int dist[MAXSIZE], discover[MAXSIZE], finish[MAXSIZE]; //Distance for BFS, in time and out time for DFS
int t = 1; //Time used for DFS
int u, v, i, j, k, N = 0;
stack<int> st; //Stack for TopSort
multiset<pair<int, int>> s; //collection of pairs to sort by distance
pair<int, int> current; //pointer variable to a position in the multiset
void BFS()
{
queue<int> q; //queue for BFS
q.push(1); //pushing the source
dist[1] = 0; //assign the distance of source as 0
visited[1] = 1; //marking as visited
while(!q.empty())
{
u = q.front();
q.pop();
for(i=0; i < adj[u].size(); i++)
{
v = adj[u][i]; //Adjacent vertex
if(!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 connected
while(!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 visited
memset(visited, 0, sizeof visited);
}
void dfsSearch(int s)
{
visited[s] = 1; //marking it visited
discover[s] = t++; //assigning and incrementing time
int 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 called
finish[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 multiset
s.erase(s.begin()); //erases the first object in multiset
i = 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 print
for(i=1;i<=N;i++)
{
if(visited[i])
{
continue;
}
dfsSearch(i);
}
cout<<"Topological Sort results:"<<endl;
//print sorted results from DFS
while(!st.empty())
{
i = st.top();
st.pop();
cout << i << endl;
}
//declare blocks of memory as visited
memset(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 line
cout << "Enter the exact name of your input file [case sensitive]: ";
cin >> input;
ifstream inputFile(input); //Read the input file
//checks if the ifstream cannot open
if(inputFile.fail())
{
cout << endl << "No input files matching that name. Terminating..." << endl;
return 0;
}
//Read until the end of file
while(!inputFile.eof())
{
getline(inputFile, str); //read the current line
if(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 strings
ss >> num; //read the line num
stringstream(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 vertices
sort(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 remain
for(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 selection
cin >> 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.
}
}
}

Two Letter Combinations

Nov 18, 2022AustinLeath

0 likes • 0 views

#include <iostream>
#include <fstream>
#include <string>
#include <cstring>
using namespace std;
//This program makes a new text file that contains all combinations of two letters.
// aa, ab, ..., zy, zz
int main(){
string filename = "two_letters.txt";
ofstream outFile;
outFile.open(filename.c_str());
if(!outFile.is_open()){
cout << "Something's wrong. Closing..." << endl;
return 0;
}
for(char first = 'a'; first <= 'z'; first++){
for(char second = 'a'; second <= 'z'; second++){
outFile << first << second << " ";
}
outFile << endl;
}
return 0;
}

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;
}

Infection Simulation

Nov 18, 2022AustinLeath

0 likes • 2 views

/*
this program will simulate the spreading of a disease through a
grid of people, starting from a user-defined person. It will count
the number of turns taken before everyone on the grid is immunized
to the disease after having caught it once.
This program will user the SIR model (Susceptible, Infectious, Recovered)
and cellular automata to simulate the people in the grid.
*/
#include <iostream>
using namespace std;
/* Any and all global variables */
const int SIZE = 8; //Size of the square person array
/* Any and all functions */
void gridDefaultify(char[][SIZE], int);
//Purpose: Sets each item in the person array to 's'
//Parameters: A square, two-dimensional array
// The size of that array's bounds
void gridDisplay(char[][SIZE], int);
//Purpose: Formats and prints the information in the person grid
//Parameters: A square, two-dimensional array
// The value of the current day
void nextTurn(char[][SIZE], char[][SIZE], int&);
//Purpose: Updates the grid of people, and the current day
//Parameters: Two square, two-dimensional arrays
// A reference to the current day (so that it can be updated)
int countInfected(char[][SIZE], int);
//Purpose: Counts the number of infectious people on the grid
//Parameters: A square, two-dimensional array
// The size of that array's bounds
int main(){
int currentDay = 0; //Infection begins on day 0, and ends one day after the last person is Recovered
char gridCurrent[SIZE][SIZE]; //Grid of all people
char gridUpdate[SIZE][SIZE]; //Where the user chooses to start the infection
int xToInfect;
int yToInfect; //Set of coordinates for the initial infection position, given by user
//Initializes the grids to all 's'
gridDefaultify(gridCurrent, SIZE);
gridDefaultify(gridUpdate, SIZE);
//The below block gets the initial infection coordinates from the user
cout << "Please enter a location to infect: ";
while(true){
cin >> xToInfect >> yToInfect;
xToInfect--;
yToInfect--;
if(xToInfect < 0 || yToInfect < 0 || xToInfect >= SIZE || yToInfect >= SIZE){
cout << "Those coordinates are outside the bounds of this region." << endl;
cout << "Please enter another location to infect: ";
continue;
} else {
gridCurrent[xToInfect][yToInfect] = 'i';
break;
}
}
//Displays the initial state of the grid
gridDisplay(gridCurrent, currentDay);
//The below block will display and update the grid until the infection is done.
while(true){
nextTurn(gridCurrent, gridUpdate, currentDay);
gridDisplay(gridCurrent, currentDay);
if(countInfected(gridCurrent, SIZE) == 0) break; //Once there are no more infected, the game is done
}
//Displays the number of days taken for the infection to end
cout << "It took " << currentDay + 1 << " days for the outbreak to end";
cout << endl;
return 0;
}
void gridDefaultify(char arr[][SIZE], int arrSize){
for(int x = 0; x < arrSize; x++){
for(int y = 0; y < arrSize; y++){
arr[x][y] = 's'; //Sets all items in the passed-in array to 's'
}
}
return;
}
void gridDisplay(char arr[][SIZE], int day){
cout << "Day " << day << endl; //Prints the current day
for(int x = 0; x < SIZE; x++){
for(int y = 0; y < SIZE; y++){
cout << arr[x][y] <<" "; //Prints the array's contents
}
cout << endl; //Formats with newlines
}
cout << endl; //Some spacing
return;
}
void nextTurn(char today[][SIZE], char update[][SIZE], int& day){
day++; //Updates the day
int xCheck; //X coordinate to be checked
int yCheck; //Y coordinate to be checked
for(int x = 0; x < SIZE; x++){
for(int y = 0; y < SIZE; y++){
//Sets all 'i' to 'r' in the new grid
if(today[x][y] == 'i' || today[x][y] == 'r'){
update[x][y] = 'r'; //Updates all infectious to recovered, and keeps current recovered
}
if(today[x][y] == 's'){ // If the person is susceptible...
for(int xCheck = x-1; xCheck <= x+1; xCheck++){ // Check all x coordinates around the person
for(int yCheck = y-1; yCheck <= y+1; yCheck++){ // Check all y coordinates around the person
if(xCheck == x && yCheck == y){
// Don't check at the person because there is no need to check there
} else {
if(xCheck >= 0 && yCheck >= 0 && xCheck < SIZE && yCheck < SIZE){ // Make sure the checked coordinates are in bounds
if(today[xCheck][yCheck] == 'i'){ //Is the person at the checked coordinates infected?
update[x][y] = 'i'; //If so, update the 's' to 'i' in the new grid
}
}
}
}
}
}
}
}
for(int x = 0; x < SIZE; x++){
for(int y = 0; y < SIZE; y++){
today[x][y] = update[x][y]; //Updates today's grid with the new values
}
}
}
int countInfected(char arr[][SIZE], int arrSize){
int count = 0;
for(int x = 0; x < arrSize; x++){
for(int y = 0; y < arrSize; y++){
if(arr[x][y] == 'i') count++; //Increments count for each infected person in the grid
}
}
return count;
}

Hash Table Example

Nov 18, 2022AustinLeath

0 likes • 0 views

using namespace std;
class Hash
{
int BUCKET; // No. of buckets
// Pointer to an array containing buckets
list<int> *table;
public:
Hash(int V); // Constructor
// inserts a key into hash table
void insertItem(int x);
// deletes a key from hash table
void deleteItem(int key);
// hash function to map values to key
int hashFunction(int x) {
return (x % BUCKET);
}
void displayHash();
};
Hash::Hash(int b)
{
this->BUCKET = b;
table = new list<int>[BUCKET];
}
void Hash::insertItem(int key)
{
int index = hashFunction(key);
table[index].push_back(key);
}
void Hash::deleteItem(int key)
{
// get the hash index of key
int index = hashFunction(key);
// find the key in (inex)th list
list <int> :: iterator i;
for (i = table[index].begin();
i != table[index].end(); i++) {
if (*i == key)
break;
}
// if key is found in hash table, remove it
if (i != table[index].end())
table[index].erase(i);
}
// function to display hash table
void Hash::displayHash() {
for (int i = 0; i < BUCKET; i++) {
cout << i;
for (auto x : table[i])
cout << " --> " << x;
cout << endl;
}
}
// Driver program
int main()
{
// array that contains keys to be mapped
int a[] = {15, 11, 27, 8, 12};
int n = sizeof(a)/sizeof(a[0]);
// insert the keys into the hash table
Hash h(7); // 7 is count of buckets in
// hash table
for (int i = 0; i < n; i++)
h.insertItem(a[i]);
// delete 12 from hash table
h.deleteItem(12);
// display the Hash table
h.displayHash();
return 0;
}