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Parking Lot Simulation

Nov 18, 2022AustinLeath
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More C++ Posts

Stock Options Analyzer

Nov 18, 2022AustinLeath

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#include <iostream>
#include <cmath>
#include <string.h>
using namespace std;
int main() {
string tickerName;
int numOfContracts;
float currentOptionValue;
cout << "Enter a stock ticker: ";
getline(cin, tickerName);
cout << "Enter the current number of " << tickerName << " contracts you are holding: ";
cin >> numOfContracts;
cout << "Enter the current price of the option: ";
cin >> currentOptionValue;
cout << "The value of your " << tickerName << " options are: $" << (currentOptionValue * 100.00) * (numOfContracts);
cout << endl;
return 0;
}

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;
}

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;
}

Daily: Find missing array value

Dec 24, 2021aedrarian

3 likes • 21 views

/*
Good morning! Here's your coding interview problem for today.
This problem was asked by Stripe.
Given an array of integers, find the first missing positive integer in linear time and constant space. In other words, find the lowest positive integer that does not exist in the array. The array can contain duplicates and negative numbers as well.
For example, the input [3, 4, -1, 1] should give 2. The input [1, 2, 0] should give 3.
You can modify the input array in-place.
*/
#include <iostream>
using namespace std;
int calcMissing(int* input, int size)
{
int sum = 0;
int n = 1; //add one to account for missing value
for(int i = 0; i < size; i++)
{
if(input[i] > 0)
{
sum += input[i];
n++;
}
}
//If no numbers higher than 0, answer is 1
if(sum == 0)
return 1;
return (n*(n+1)/2) - sum; //Formula is expectedSum - actualSum
/* expectedSum = n*(n+1)/2, the formula for sum(1, n) */
}
int main()
{
cout << calcMissing(new int[4]{3, 4, -1, 1}, 4) << endl;
cout << calcMissing(new int[3]{1, 2, 0}, 3) << endl;
//No positive numbers
cout << calcMissing(new int[1]{0}, 1) << endl;
}

SAM 5 words with bitmaps

Oct 23, 2022LeifMessinger

0 likes • 1 view

//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

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;
}