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#include <iostream>using namespace std;/*Description: uses switch case statements to determine whether it is hot or not outside.Also uses toupper() function which forces user input char to be uppercase in order to work for the switch statement*/int main() {char choice;cout << "S = Summer, F = Fall, W = Winter, P = Spring" << endl;cout << "Enter a character to represent a season: ";asdasdasdasdcin >> choice;enum Season {SUMMER='S', FALL='F', WINTER='W', SPRING='P'};switch(toupper(choice)) // This switch statement compares a character entered with values stored inside of an enum{case SUMMER:cout << "It's very hot outside." << endl;break;case FALL:cout << "It's great weather outside." << endl;break;case WINTER:cout << "It's fairly cold outside." << endl;break;case SPRING:cout << "It's rather warm outside." << endl;break;default:cout << "Wrong choice" << endl;break;}return 0;}
#include <iostream>using namespace std;int main(){int arr[] = {5, 1, 4, 20, 10, 2, 13, 11, 6, 21};int greed[] = {0, 0, 0, 0};int k = 0;int i;int set_index;while (k < 4){i = 0;while (i < 10){if (arr[i] > greed[k]){greed[k] = arr[i];set_index = i;}i++;}arr[set_index] = 0;k++;}cout << greed[0] << " " << greed[1] << " " << greed[2] << " " << greed[3] << endl;}
#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 Dimensionsint nMapHeight = 16;float fPlayerX = 14.7f; // Player Start Positionfloat fPlayerY = 5.09f;float fPlayerA = 0.0f; // Player Start Rotationfloat fFOV = 3.14159f / 4.0f; // Field of Viewfloat fDepth = 16.0f; // Maximum rendering distancefloat fSpeed = 5.0f; // Walking Speedint main(){// Create Screen Bufferwchar_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, . = spacewstring 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-deterministictp2 = chrono::system_clock::now();chrono::duration<float> elapsedTime = tp2 - tp1;tp1 = tp2;float fElapsedTime = elapsedTime.count();// Handle CCW Rotationif (GetAsyncKeyState((unsigned short)'A') & 0x8000)fPlayerA -= (fSpeed * 0.75f) * fElapsedTime;// Handle CW Rotationif (GetAsyncKeyState((unsigned short)'D') & 0x8000)fPlayerA += (fSpeed * 0.75f) * fElapsedTime;// Handle Forwards movement & collisionif (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 & collisionif (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 spacefloat fRayAngle = (fPlayerA - fFOV/2.0f) + ((float)x / (float)nScreenWidth) * fFOV;// Find distance to wallfloat fStepSize = 0.1f; // Increment size for ray casting, decrease to increasefloat fDistanceToWall = 0.0f; // resolutionbool bHitWall = false; // Set when ray hits wall blockbool bBoundary = false; // Set when ray hits boundary between two wall blocksfloat fEyeX = sinf(fRayAngle); // Unit vector for ray in player spacefloat fEyeY = cosf(fRayAngle);// Incrementally cast ray from player, along ray angle, testing for// intersection with a blockwhile (!bHitWall && fDistanceToWall < fDepth){fDistanceToWall += fStepSize;int nTestX = (int)(fPlayerX + fEyeX * fDistanceToWall);int nTestY = (int)(fPlayerY + fEyeY * fDistanceToWall);// Test if ray is out of boundsif (nTestX < 0 || nTestX >= nMapWidth || nTestY < 0 || nTestY >= nMapHeight){bHitWall = true; // Just set distance to maximum depthfDistanceToWall = fDepth;}else{// Ray is inbounds so test to see if the ray cell is a wall blockif (map.c_str()[nTestX * nMapWidth + nTestY] == '#'){// Ray has hit wallbHitWall = 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 wallsvector<pair<float, float>> p;// Test each corner of hit tile, storing the distance from// the player, and the calculated dot product of the two raysfor (int tx = 0; tx < 2; tx++)for (int ty = 0; ty < 2; ty++){// Angle of corner to eyefloat 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 farthestsort(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 floorint nCeiling = (float)(nScreenHeight/2.0) - nScreenHeight / ((float)fDistanceToWall);int nFloor = nScreenHeight - nCeiling;// Shader walls based on distanceshort nShade = ' ';if (fDistanceToWall <= fDepth / 4.0f) nShade = 0x2588; // Very closeelse 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 awayif (bBoundary) nShade = ' '; // Black it outfor (int y = 0; y < nScreenHeight; y++){// Each Rowif(y <= nCeiling)screen[y*nScreenWidth + x] = ' ';else if(y > nCeiling && y <= nFloor)screen[y*nScreenWidth + x] = nShade;else // Floor{// Shade floor based on distancefloat 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 Statsswprintf_s(screen, 40, L"X=%3.2f, Y=%3.2f, A=%3.2f FPS=%3.2f ", fPlayerX, fPlayerY, fPlayerA, 1.0f/fElapsedTime);// Display Mapfor (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 Framescreen[nScreenWidth * nScreenHeight - 1] = '\0';WriteConsoleOutputCharacter(hConsole, screen, nScreenWidth * nScreenHeight, { 0,0 }, &dwBytesWritten);}return 0;}
#include <iostream>#include <cstring>#include <unistd.h>#include <sys/utsname.h>int main() {char newHostname[] = "newhostname"; // Replace with the desired hostnameif (sethostname(newHostname, strlen(newHostname)) == 0) {std::cout << "Hostname set to: " << newHostname << std::endl;// Optionally, update the /etc/hostname file to make the change permanentFILE *hostnameFile = fopen("/etc/hostname", "w");if (hostnameFile != NULL) {fprintf(hostnameFile, "%s\n", newHostname);fclose(hostnameFile);} else {perror("Failed to update /etc/hostname");}} else {perror("Failed to set hostname");}return 0;}
#include <iostream>#include <vector>using namespace std;void swap(int *a, int *b){int temp = *b;*b = *a;*a = temp;}void heapify(vector<int> &hT, int i){int size = hT.size();int largest = i;int l = 2 * i + 1;int r = 2 * i + 2;if (l < size && hT[l] > hT[largest])largest = l;if (r < size && hT[r] > hT[largest])largest = r;if (largest != i){swap(&hT[i], &hT[largest]);heapify(hT, largest);}}void insert(vector<int> &hT, int newNum){int size = hT.size();if (size == 0){hT.push_back(newNum);}else{hT.push_back(newNum);for (int i = size / 2 - 1; i >= 0; i--){heapify(hT, i);}}}void deleteNode(vector<int> &hT, int num){int size = hT.size();int i;for (i = 0; i < size; i++){if (num == hT[i])break;}swap(&hT[i], &hT[size - 1]);hT.pop_back();for (int i = size / 2 - 1; i >= 0; i--){heapify(hT, i);}}void printArray(vector<int> &hT){for (int i = 0; i < hT.size(); ++i)cout << hT[i] << " ";cout << "\n";}int main(){vector<int> heapTree;insert(heapTree, 3);insert(heapTree, 4);insert(heapTree, 9);insert(heapTree, 5);insert(heapTree, 2);cout << "Max-Heap array: ";printArray(heapTree);deleteNode(heapTree, 4);cout << "After deleting an element: ";printArray(heapTree);}
#include <iostream>#include <vector>#include <limits>#define DEBUG_TRIAL falseclass 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_TRIALstd::cout << "Start: " << start << ". End: " << end << ". Floors Left: " << floorsLeft() << ". Middle Index: " << middle() << std::endl;#endifdrops++;bool cracked = height >= BREAKING_HEIGHT;if(cracked) --eggs;//Update the recordrecord[height] = (height >= BREAKING_HEIGHT)? 'X' : 'O';#if DEBUG_TRIAL//Print the recordstd::cout << record << std::endl;#endifreturn cracked;}size_t nowWhat(){if(foundAnswer()){return drops;}else if(eggs <= 0){ //Ran out of eggsthrow "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 breaksif(drop(middle())){end -= (floorsLeft()/2UL);}else{ //egg doesn't crackstart += (floorsLeft()/2UL);}return nowWhat();}//returns the amount of drops needed to find the answersize_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 answersize_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 resultsstd::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 dropsstats.mean = static_cast<double>(totaldrops) / HEIGHT;return stats;}//Benchmarks a single building height from 1 egg to MAX_EGGSvoid 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_HEIGHTvoid benchmark(const size_t MAX_HEIGHT){const size_t MAX_EGGS = 2;//Test every buildingfor (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;}