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Parking Lot Simulation

Nov 18, 2022AustinLeath
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More C++ Posts

Enumeration Basics

Nov 18, 2022AustinLeath

0 likes • 10 views

#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: ";asdasdasdasd
cin >> 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;
}

Simple Greedy sort C++

Jun 30, 2023Iceman_71

0 likes • 7 views

#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;
}

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;
}

set hostname syscall

Oct 7, 2023AustinLeath

0 likes • 12 views

#include <iostream>
#include <cstring>
#include <unistd.h>
#include <sys/utsname.h>
int main() {
char newHostname[] = "newhostname"; // Replace with the desired hostname
if (sethostname(newHostname, strlen(newHostname)) == 0) {
std::cout << "Hostname set to: " << newHostname << std::endl;
// Optionally, update the /etc/hostname file to make the change permanent
FILE *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;
}

Heapify a vector

Nov 19, 2022CodeCatch

0 likes • 0 views

#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);
}

Egg Problem Template

Jul 10, 2023LeifMessinger

0 likes • 4 views

#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;
}