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//===============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 debuggingbool fillBuffer();bool bufferEmpty();void printBufferEmpty();std::string getBuffer();size_t bufferLength();void printBufferStats();//Intbool hasNextInt();int nextInt();//Wordbool hasNextWord();std::string nextWord();//Linebool hasNextLine();//Whitespacesize_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 readsize_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 filledreturn "";}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;}
/*Algorithm:Step 1: Get radius of the cylinder from the user and store in variable rStep 2: Get height of the cylinder from the user and store in variable hStep 3: Multiply radius * radius * height * pi and store in vStep 4: Display the volume*/#include <iostream>using namespace std;int main(){float r; //define variable for radiusfloat h; //define variable for heightfloat v;float pi;pi=3.1416;cout<<"Enter radius:";cin>>r;cout<<"Enter height:";cin>>h;v=r*r*h*pi; //compute volumecout<<"Radius:"<<r<<"\tHeight:"<<h<<endl; //display radius and heightcout<<"\n************************\n";cout<<"Volume:"<<v<<endl;//display volumereturn 0;}
//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 deletedconst 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 leftif(oldBitmasks.size() + (-(history.size())) + (-MIN_WORDS) <= 0){//If there's enough wordsif(history.size() >= MIN_WORDS){//Print the listprintBitmasks(history);}return;//To make it faster, we can stop it after 5 words too}else if(history.size() >= MAX_WORDS){//Print the listprintBitmasks(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), [¤tBitmask](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;}
#include <iostream>#include <cstring>int main(int argc, char** argv){//With decimalif(strstr(argv[1], ".") != nullptr){int i = 0;//Skip i to first non 0 digitwhile(argv[1][i] < '1' || argv[1][i] > '9') ++i;//If digit comes before decimalif((argv[1] + i) < strstr(argv[1], ".")){ //Good example of pointer arithmeticstd::cout << strlen(argv[1] + i) - 1 << std::endl; //Another good example}else{//If digit is after decimalstd::cout << strlen(argv[1] + i) << std::endl;}}else{//Without decimalint m = 0;int i = 0;while(argv[1][i] < '1' || argv[1][i] > '9') ++i; //In case of some number like 0045for(; argv[1][i] != '\0'; ++i){if(argv[1][i] >= '1' && argv[1][i] <= '9') m = i + 1;}std::cout << m << std::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 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>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;}