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#include <bits/stdc++.h>
#define MAXSIZE 50000
#define INF 100000

using namespace std;

vector<int> adj[MAXSIZE]; //Adjacency List

bool visited[MAXSIZE]; //Checks if a node is visited or not in BFS and DFS
bool isConnected = true; //Checks if the input graph is connected or not

int dist[MAXSIZE], discover[MAXSIZE], finish[MAXSIZE]; //Distance for BFS, in time and out time for DFS
int t = 1; //Time used for DFS
int u, v, i, j, k, N = 0;

stack<int> st; //Stack for TopSort

multiset<pair<int, int>> s; //collection of pairs to sort by distance
pair<int, int> current; //pointer variable to a position in the multiset

void BFS()
{
	queue<int> q; //queue for BFS
	q.push(1); //pushing the source
	dist[1] = 0; //assign the distance of source as 0
	visited[1] = 1; //marking as visited
	
	while(!q.empty())
	{
	u = q.front();
	q.pop();

	for(i=0; i < adj[u].size(); i++)
	{
	v = adj[u][i]; //Adjacent vertex

	if(!visited[v]) //if not visited, update the distance and push onto queue
	{
	visited[v] = 1;
	dist[v] = dist[u]+1;
	q.push(v);
	}

	}

	}
	
	for(i = 1; i <= N; i++)
	{
	s.insert(make_pair(dist[i], i)); //for sorted distance
	}
	
	cout << "BFS results:" << endl;
	
	//prints BFS results and checks if the graph is connected
	while(!s.empty())
	{
	current = *s.begin(); 
	s.erase(s.begin());

	i = current.second; 
	j = current.first;

	if(j == INF) //if any infinite value, graph is not connected
	{
	cout << i << " INF" << endl;
	isConnected = false;
	}
	else
	{
	cout << i << " " << j << endl;
	}

	}

	//marks blocks of memory as visited
	memset(visited, 0, sizeof visited);
}


void dfsSearch(int s)
{
	visited[s] = 1; //marking it visited
	discover[s] = t++; //assigning and incrementing time

	int i, v;

	for(i = 0; i < adj[s].size(); i++)
	{
	v = adj[s][i];

	if(!visited[v]) //if vertex is not visited then visit, else continue
	{
	dfsSearch(v);
	}

	}

	st.push(s); //pushed onto stack for TopSort if it was called
	finish[s] = t++; //out time
}

void DFS()
{

	for(i = 1; i <= N; i++)
	{
	if(visited[i]) //if visited continue, else visit it with DFS
	{
	continue;
	}

	dfsSearch(i); //embedded function to actually perform DFS
	}

	for(i=1;i<=N;i++)
	{
	s.insert(make_pair(discover[i], i)); //minheap for sorted discovery time
	}
	
	cout << "DFS results:" << endl;

	while(!s.empty()) //Prints DFS results as long as the multiset is not empty
	{
	current = *s.begin(); //duplicates the pointer to first object in the multiset
	s.erase(s.begin()); //erases the first object in multiset

	i = current.second;
	cout << i << " " << discover[i] << " " << finish[i] << endl; //prints discover times and finish times
	}

}

void TopSort()
{
	//call DFS so we can have a sorted stack to print
	for(i=1;i<=N;i++)
	{
	if(visited[i])
	{
	continue;
	}

	dfsSearch(i);
	}

	cout<<"Topological Sort results:"<<endl;

	//print sorted results from DFS
	while(!st.empty())
	{
	i = st.top(); 
	st.pop();

	cout << i << endl;
	}

	//declare blocks of memory as visited
	memset(visited, 0, sizeof visited);

}


int main()
{
	string str, num, input;
	int selection, connectedChoice = 0;


	//get to input any file, more freedom than declaring file in command line
	cout << "Enter the exact name of your input file [case sensitive]: ";
	cin >> input;
	
	ifstream inputFile(input); //Read the input file

	//checks if the ifstream cannot open
	if(inputFile.fail())
	{
	cout << endl << "No input files matching that name. Terminating..." << endl;
	return 0;
	}

	//Read until the end of file
	while(!inputFile.eof())
	{
	getline(inputFile, str); //read the current line

	if(str == "")
	{
	continue;
	}

	if(!isdigit(str[0])) //checks to see if the first item in a line is a digit or not
	{
	cout << "Invalid file format. You have a line beginning with a non-digit. Terminating..." << endl;
	return 0;
	}

	stringstream ss;
	ss << str; //convert the line to stream of strings
	
	ss >> num; //read the line num
	stringstream(num) >> u;
	
	while(!ss.eof())
	{
	ss>>num;
	if(stringstream(num) >> v)
	{
	adj[u].push_back(v); //read the adjacent vertices
	}
	}

	N++; //calculate the number of vertices
	sort(adj[u].begin(), adj[u].end()); //sort the adjacency list in case it is not sorted
	}
	
	//creates arbitrary values for distance, will check later if INF remain
	for(i = 1; i <= N; i++)
	{
	dist[i] = INF;
	}

	cout << endl << "Valid Input file loaded!" << endl;

	while(selection != 4)
	{
	cout << "************************************************" << endl;
	cout << "What type of analysis would you like to perform?" << endl;
	cout << "1: Breadth-First Search" << endl;
	cout << "2: Depth-First Search" << endl;
	cout << "3: Topological Sort" << endl;
	cout << "4: Quit" << endl;
	cout << "************************************************" << endl;
	
	//read user input and execute selection
	cin >> selection;

	switch(selection)
	{
	case 1:
	cout << endl;
	BFS();
	cout << endl;
	cout << "Would you like to know if the graph is connected?" << endl;
	cout << "1: Yes" << endl;
	cout << "Any other key: No" << endl;
	cin >> connectedChoice;

	switch(connectedChoice)
	{
	case 1:
	if(!isConnected)
	{
	cout << "The graph is not connected." << endl << endl;
	}
	else
	{
	cout << "The graph is connected!" << endl << endl;
	}
	break;
	default:
	break;
	}
	break;
	case 2:
	cout << endl;
	DFS();
	cout << endl;
	break;
	case 3:
	cout << endl;
	TopSort();
	cout << endl;
	break;
	case 4:
	return 0;
	default:
	cout << endl << "Invalid selection." << endl; //loops the selection prompt until a valid selection is input.
	}

	}
	
}
/*
Good morning! Here's your coding interview problem for today.

This problem was asked by LinkedIn.

A wall consists of several rows of bricks of various integer lengths and uniform height. Your goal is to find a vertical line going from the top to the bottom of the wall that cuts through the fewest number of bricks. If the line goes through the edge between two bricks, this does not count as a cut.

For example, suppose the input is as follows, where values in each row represent the lengths of bricks in that row:

[[3, 5, 1, 1],
	[2, 3, 3, 2],
	[5, 5],
	[4, 4, 2],
	[1, 3, 3, 3],
	[1, 1, 6, 1, 1]]

The best we can we do here is to draw a line after the eighth brick, which will only require cutting through the bricks in the third and fifth row.

Given an input consisting of brick lengths for each row such as the one above, return the fewest number of bricks that must be cut to create a vertical line.

AUTHORS NOTE:
Makes following assumptions:
- Each row is same length
- Data is in file called "data.dat" and formatted in space-separated rows
- The cuts at the beginning and end of the wall are not solutions

This requires the following file named data.dat that is a space separated file, or similar formatted file:
----START FILE----
3 5 1 1
2 3 3 2
5 5
4 4 2
1 3 3 3
1 1 6 1 1
----END FILE----
*/

#include <algorithm>
#include <iostream>
#include <fstream>
#include <map>
#include <sstream>
#include <string>
#include <vector>
using namespace std;

int main()
{
	vector<vector<int>> wall;

	ifstream in;
	in.open("data.dat");
	if(!in.good())
	{
	cout << "ERROR: File failed to open properly.\n";
	}

	/* Get input from space separated file */
	string line;
	while(!in.eof())
	{
	getline(in, line);

	int i;
	vector<int> currv;
	stringstream strs(line);
	while(strs >> i)
	currv.push_back(i);
	wall.push_back(currv);
	}

	

	/* Convert each value from "length of brick" to "position at end of brick" */
	for(int y = 0; y < wall.size(); y++)
	{
	wall.at(y).pop_back(); //Delet last val
	for(int x = 1; x < wall.at(y).size(); x++) //Skip the first bc data doesn't need change
	wall.at(y).at(x) += wall.at(y).at(x-1);
	}

	/* Check output. COMMENT OUT */
	// for(auto row : wall)
	// {
	// for(int pos : row)
	// cout << pos << " ";
	// cout << endl;
	// }

	/* Determine which ending position is most common, and cut there */
	//Exclude final position, which will be the size of the wall

	int mode = -1;
	int amt = -1;
	vector<int> tried;
	for(auto row : wall)
	{
	for(int pos : row) //For each pos in the wall
	{
	//Guard. If pos is contained in the list, skip pos
	if(find(tried.begin(), tried.end(), pos) != tried.end())
	continue;
	tried.push_back(pos);

	/* Cycle through each row to see if it contains the pos */
	int curramt = 0;
	for(auto currrow : wall)
	{
	if( find( currrow.begin(), currrow.end(), pos ) != currrow.end() )
	curramt++;
	}
	//cout << pos << " " << curramt << endl; 

	if(curramt > amt)
	{
	amt = curramt;
	mode = pos;
	}
	}
	}

	cout << "Please cut at position " << mode << endl;
	cout << "This will cut through " << (wall.size() - amt) << " bricks." << 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;
}