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//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;
}
#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;
}
#include <iostream>
#include <vector>
#include <limits>

#define DEBUG_TRIAL false

class 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_TRIAL
                std::cout << "Start: " << start << ". End: " << end << ". Floors Left: " << floorsLeft() << ". Middle Index: " << middle() << std::endl;
            #endif
            
            drops++;
            bool cracked = height >= BREAKING_HEIGHT;
            if(cracked) --eggs;
            
            //Update the record
            record[height] = (height >= BREAKING_HEIGHT)? 'X' : 'O';
            
            #if DEBUG_TRIAL
                //Print the record
                std::cout << record << std::endl;
            #endif
        
            return cracked;
        }
        
        size_t nowWhat(){
            if(foundAnswer()){
                return drops;
            }else if(eggs <= 0){ //Ran out of eggs
                throw "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 breaks
            if(drop(middle())){
                end -= (floorsLeft()/2UL);
            }else{ //egg doesn't crack
                start += (floorsLeft()/2UL);
            }
            
            return nowWhat();
        }
        
        //returns the amount of drops needed to find the answer
        size_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 answer
size_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 results
            std::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 drops
    stats.mean = static_cast<double>(totaldrops) / HEIGHT;
    
    return stats;
}

//Benchmarks a single building height from 1 egg to MAX_EGGS
void 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_HEIGHT
void benchmark(const size_t MAX_HEIGHT){
    const size_t MAX_EGGS = 2;
    //Test every building
    for (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 <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();
      }
   }
}