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#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;/*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>#include "PlaylistNode.h"using namespace std;void PrintMenu(string title);int main() {string plTitle;cout << "Enter playlist's title:" << endl;getline(cin, plTitle);PrintMenu(plTitle);return 0;}void PrintMenu(string title) {Playlist list;string id;string sname;string aname;int length;int oldPos;int newPos;char choice;while(true) {cout << endl << title << " PLAYLIST MENU" << endl;cout << "a - Add song" << endl;cout << "d - Remove song" << endl;cout << "c - Change position of song" << endl;cout << "s - Output songs by specific artist" << endl;cout << "t - Output total time of playlist (in seconds)" << endl;cout << "o - Output full playlist" << endl;cout << "q - Quit" << endl << endl;cout << "Choose an option:" << endl;cin >> choice;cin.ignore();if (choice == 'q') {exit(1);}else if (choice == 'a') {cout << "\nADD SONG" << endl;cout << "Enter song's unique ID: ";cin >> id;cin.ignore();cout << "Enter song's name: ";getline(cin,sname);cout << "Enter artist's name: ";getline(cin,aname);cout << "Enter song's length (in seconds): ";cin >> length;list.AddSong(id, sname, aname, length);}else if (choice == 'd') {cout << "\nREMOVE SONG" << endl;cout << "Enter song's unique ID: ";cin >> id;list.RemoveSong(id);}else if (choice == 'c') {cout << "\nCHANGE POSITION OF SONG" << endl;cout << "Enter song's current position: ";cin >> oldPos;cout << "Enter new position for song: ";cin >> newPos;list.ChangePosition(oldPos, newPos);}else if (choice == 's') {cout << "\nOUTPUT SONGS BY SPECIFIC ARTIST" << endl;cout << "Enter artist's name: ";getline(cin, aname);list.SongsByArtist(aname);}else if (choice == 't') {cout << "\nOUTPUT TOTAL TIME OF PLAYLIST (IN SECONDS)" << endl;cout << "Total time: " << list.TotalTime() << " seconds" << endl;}else if (choice == 'o') {cout << endl << title << " - OUTPUT FULL PLAYLIST" << endl;list.PrintList();}else {cout << "Invalid menu choice! Please try again." << endl;}}}
//Constant prefix notation solver using bruh//Could make it infix or postfix later#include<string>#include<vector>#include<iostream>std::vector<long double> bruhBuff;long double operator ""bruh(long double a){bruhBuff.push_back(a);return a;}long double operator ""bruh(const char op){if(bruhBuff.size() < 2) throw "Bruh weak";long double b = bruhBuff.back();bruhBuff.pop_back();long double a = bruhBuff.back();bruhBuff.pop_back();switch(op){case (int)('+'):return a + b;case (int)('-'):return a - b;case (int)('*'):return a * b;case (int)('/'):return a / b;}return 69l;}int main(){1.0bruh;2.0bruh;std::cout << '+'bruh << std::endl;return 0;}
/*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 solutionsThis requires the following file named data.dat that is a space separated file, or similar formatted file:----START FILE----3 5 1 12 3 3 25 54 4 21 3 3 31 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 valfor(int x = 1; x < wall.at(y).size(); x++) //Skip the first bc data doesn't need changewall.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 wallint 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 posif(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>using namespace std;const int rows = 8;const int cols = 8;char chessboard[rows][cols];void setBoard(char chessboard[][cols]);void printBoard(char chessboard[][cols]);void setBoard(char chessboard[][cols]) {for(int i = 0; i < rows; i++) {for(int j = 0; j < cols; j++) {if(i % 2 == 0 && j % 2 == 0) {chessboard[i][j] = 'x';} else {if(i % 2 != 0 && j % 2 == 1) {chessboard[i][j] = 'x';} else {chessboard[i][j] = '-';}}}}return;}void printBoard(char chessboard[][cols]) {for(int i = 0; i < rows; i++) {for(int j = 0; j < cols; j++) {cout << chessboard[i][j] << " ";}cout << endl;}return;}int main(int argc, char const *argv[]){setBoard(chessboard);printBoard(chessboard);return 0;}