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Stock Options Analyzer

Nov 18, 2022AustinLeath
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C++ Scanner

Jul 16, 2024LeifMessinger

0 likes • 13 views

//===============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 debugging
bool fillBuffer();
bool bufferEmpty();
void printBufferEmpty();
std::string getBuffer();
size_t bufferLength();
void printBufferStats();
//Int
bool hasNextInt();
int nextInt();
//Word
bool hasNextWord();
std::string nextWord();
//Line
bool hasNextLine();
//Whitespace
size_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 read
size_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 filled
return "";
}
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;
}

CSCE 1040 Lab 9

Nov 18, 2022AustinLeath

0 likes • 2 views

#include <iostream>
#include "PlaylistNode.h"
using namespace std;
void PrintMenu(string title);
int main() {
string plTitle;
cout << "Enter playlist's title:" << endl;
getline(cin, plTitle);
PrintMenu(plTitle);
return 0;
}
void PrintMenu(string title) {
Playlist list;
string id;
string sname;
string aname;
int length;
int oldPos;
int newPos;
char choice;
while(true) {
cout << endl << title << " PLAYLIST MENU" << endl;
cout << "a - Add song" << endl;
cout << "d - Remove song" << endl;
cout << "c - Change position of song" << endl;
cout << "s - Output songs by specific artist" << endl;
cout << "t - Output total time of playlist (in seconds)" << endl;
cout << "o - Output full playlist" << endl;
cout << "q - Quit" << endl << endl;
cout << "Choose an option:" << endl;
cin >> choice;
cin.ignore();
if (choice == 'q') {
exit(1);
}
else if (choice == 'a') {
cout << "\nADD SONG" << endl;
cout << "Enter song's unique ID: ";
cin >> id;
cin.ignore();
cout << "Enter song's name: ";
getline(cin,sname);
cout << "Enter artist's name: ";
getline(cin,aname);
cout << "Enter song's length (in seconds): ";
cin >> length;
list.AddSong(id, sname, aname, length);
}
else if (choice == 'd') {
cout << "\nREMOVE SONG" << endl;
cout << "Enter song's unique ID: ";
cin >> id;
list.RemoveSong(id);
}
else if (choice == 'c') {
cout << "\nCHANGE POSITION OF SONG" << endl;
cout << "Enter song's current position: ";
cin >> oldPos;
cout << "Enter new position for song: ";
cin >> newPos;
list.ChangePosition(oldPos, newPos);
}
else if (choice == 's') {
cout << "\nOUTPUT SONGS BY SPECIFIC ARTIST" << endl;
cout << "Enter artist's name: ";
getline(cin, aname);
list.SongsByArtist(aname);
}
else if (choice == 't') {
cout << "\nOUTPUT TOTAL TIME OF PLAYLIST (IN SECONDS)" << endl;
cout << "Total time: " << list.TotalTime() << " seconds" << endl;
}
else if (choice == 'o') {
cout << endl << title << " - OUTPUT FULL PLAYLIST" << endl;
list.PrintList();
}
else {
cout << "Invalid menu choice! Please try again." << endl;
}
}
}

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;
}

minimum matrix values

Nov 18, 2022AustinLeath

0 likes • 4 views

#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;
}

sum function

Sep 3, 2023AustinLeath

0 likes • 10 views

#include "stdio.h"
#include <stdlib.h>
int main (int argCount, char** args) {
int a = atoi(args[1]);
int b = atoi(args[2]);
unsigned int sum = 0;
unsigned int p = 1;
for (unsigned int i = 1; i < b; i++) {
p = p * i;
}
// (b!, (1 + b)!, (2 + b)!, ..., (n + b)!)
for (unsigned int i = 0; i < a; i++) {
p = p * (i + b);
sum = sum + p;
}
printf("y: %u\n", sum);
return 0;
}

Untitled

Apr 15, 2025hasnaoui1

0 likes • 4 views

int main()