Just to provide background, I'm trying to write a function in C++ that takes a vector of ints and a particular int, and removes all of the elements of the vector in place that match the particular int, while returning the number of times it appears.
I'm not asking for help solving the problem. I am stuck trying to figure out why the wrong elements are being erased. Here is the code:
int removeElement(vector<int>& nums, int val) {
int output = 0;
int i = 0;
while (i < nums.size()) {
cout << nums[i] << " " << i << " " << (nums[i] == val) << "\n";
if (nums[i] == val) {
nums.erase(nums.begin() + i);
output+=1;
}
else {
i += 1;
}
}
cout << "---------------\n";
return output;
}
Here is what I'm using to test it:
int main() {
vector<int> firstOne = {3,2,2,3};
cout << removeElement(firstOne,2) << "\n";
firstOne = {3,2,2,3};
cout << removeElement(firstOne,3) << "\n";
}
The output is supposed to be {3,3} and then {2,2} but it's {3,3} twice. Not only that, but the whole thing crashes when I try to test it with a vector with only 2 elements. I suspect there is a gap in my understanding of how vectors work. Can anyone explain to me what I'm doing wrong?
It is better to use erase-remove idiom
int removeElement(vector<int>& nums, int val) {
int output = 0;
int i = 0;
// remove if moves elements "to be removed" in the end
auto newend = std::remove_if(nums.begin(), nums.end(), [&](int element){
cout << element << " " << i << " " << (element == val) << "\n";
i++;
if(element == val) {
output++;
return true; // if true, element will be removed
}
return false; // if false, element will not be removed
});
nums.erase(newend, nums.end());
cout << "---------------\n";
return output;
}
Besides the problems suggested in the comments that you just fixed, your code works fine. You are also not updating output anywhere so the function always returns 0 instead of the number of times the int appears in the passed vector. I edited your function a little and it's good to go:
int removeElement(vector<int>& nums, int val) {
int output = 0;
int i = 0;
while (i < nums.size()) {
cout << nums[i] << " " << i << " " << (nums[i] == val) << "\n";
if (nums[i] == val) {
nums.erase(nums.begin() + i);
output++;
}
else {
i += 1;
}
}
cout << "---------------\n";
return output;
}
So I am making a textbased RPG and I wanted to have multiple enemy encounter at once. So I modified my function that determines whether an object of the class Monster, to fill in the Monster(s) into an array of the class monster and set the objects bool to true, as you can see here:
Monster * Map::checkRandomEncounter()
{
Monster* monster = new Monster[3];
for (int i = 0; i < 3; i++)
{
int roll = Random(0, 20);
if (roll <= 5)
{
//No encounter
return 0;
}
else if (roll > 6 && roll < 10)
{
monster[i] = Monster();
monster[i].giveID("Orc", 10, 8, 200, 100, 1, "Short Sword", 2, 7);
monster[i].isFilled();
std::cout << "You encounter an Orc!" << std::endl;
std::cout << "Prepare for battle!" << std::endl;
std::cout << std::endl;
}
else if (roll >= 11 && roll <= 15)
{
monster[i] = Monster();
monster[i].giveID("Goblin", 6, 6, 100, 75, 0, "Dagger", 1, 5);
monster[i].isFilled();
std::cout << "You encounter a Goblin!" << std::endl;
std::cout << "Prepare for battle!" << std::endl;
std::cout << std::endl;
}
else if (roll >= 16 && roll <= 19)
{
monster[i] = Monster();
monster[i].giveID("Ogre", 20, 12, 500, 200, 2, "Club", 3, 8);
monster[i].isFilled();
std::cout << "You encounter an Ogre!" << std::endl;
std::cout << "Prepare for battle!" << std::endl;
std::cout << std::endl;
}
else if (roll == 20)
{
monster[i] = Monster();
monster[i].giveID("Orc Lord",
25,
15,
2000,
1000,
5,
"Two Handed Sword",
5,
20);
monster[i].isFilled();
std::cout << "You encounter an Orc Lord!" << std::endl;
std::cout << "Prepare for battle!" << std::endl;
std::cout << std::endl;
}
}
return monster;
}
The function above will be called in my main function, which looks like this:
int main()
{
srand(time(0));
Map gameMap;
Player mainPlayer;
mainPlayer.createClass();
//Beginn adventure
bool done = false;
while (done == false)
{
// Each Loop Cycle outputs player pos and selection menu
gameMap.printPlayerPos();
int selection = 1;
std::cout << "1) Move 2) Rest 3) View Stats 4) Quit: ";
std::cin >> selection;
Monster* monster = 0;
switch (selection)
{
case 1: // Move the player
gameMap.movePlayer();
if (gameMap.getPlayerXPos() == 2
&& gameMap.getPlayerYPos() == 3)
{
std::cout << "You see a store nearby !" << std::endl;
}
if (gameMap.getPlayerXPos() == 2
&& gameMap.getPlayerYPos() == 4)
{
Store store;
store.enter();
store.showInventory(mainPlayer);
}
//Check for a random encounter
//returns a null pointer if no encounter happened
monster = gameMap.checkRandomEncounter();
//'monster' not null, start battle script
if (monster != 0)
{
//Loop until a break statement
for (int i = 0; i < 3; i++)
{
//Display Hitpoints
mainPlayer.displayHitPoints();
monster[i].displayHitPoints();
std::cout << std::endl;
//Players turn to attack first
**bool runAway = mainPlayer.attack(monster, mainPlayer);** // Crash happening in this area
if (runAway) // Player flees
{
break;
}
if (monster[i].isDead())
{
mainPlayer.victory(monster->getXPReward(),
monster->getGoldReward());
mainPlayer.levelUp(mainPlayer);
}
break;
//Monster attacks
monster[i].attack(mainPlayer);
if (mainPlayer.isDead())
{
mainPlayer.gameOver();
done = true;
break;
}
}
//Pointer to Monster must destroy created instance of Monster
//to make sure that there is no Memory leak
}
delete monster;
monster = 0;
break;
case 2: // resting
mainPlayer.rest();
monster = gameMap.checkRandomEncounter();
//'monster' not null, start battle script
monster = gameMap.checkRandomEncounter();
//'monster' not null, start battle script
if (monster != 0)
{
//Loop until a break statement
for (int i = 0; i < 3; i++)
{
//Display Hitpoints
mainPlayer.displayHitPoints();
monster[i].displayHitPoints();
std::cout << std::endl;
//Players turn to attack first
bool runAway = mainPlayer.attack(monster, mainPlayer);
if (runAway) // Player flees
{
break;
}
if (monster[i].isDead())
{
mainPlayer.victory(monster->getXPReward(),
monster->getGoldReward());
mainPlayer.levelUp(mainPlayer);
}
break;
//Monster attacks
monster[i].attack(mainPlayer);
if (mainPlayer.isDead())
{
mainPlayer.gameOver();
done = true;
break;
}
}
//Pointer to Monster must destroy created instance of Monster
//to make sure that there is no Memory leak
}
delete monster;
monster = 0;
break;
case 3: // viewing stats
mainPlayer.viewStats();
break;
case 4: // quitting
done = true;
break;
}
}
return 0;
}
and finally the last puzzle piece, the function where the player attacks the Monster(s):
bool Player::attack(Monster Monster[], Player& Player)
{
int ArmorBefore = 0;
int Roll = 0;
int selection = 1;
int i;
if (Monster[0].isFilled() == true)
{
i = 0;
}
else if (Monster[1].isFilled() == true)
{
i = 1;
}
else if (Monster[2].isFilled() == true)
{
i = 2;
}
if (Monster[i].isFilled() == true)
{
std::cout << "1) Attack 2) Run 3) Cast Spell 4) Use Item: ";
std::cin >> selection;
std::cout << std::endl;
switch (selection)
{
case 1: // Player fights
std::cout << " You attack an " << Monster[i].getName()
<< " with a " << mWeapon.mName << std::endl;
if (Random(0, 20) < mAccuracy) // Player hits Monster
{
int damage = Random(mWeapon.mDamageRange);
int totalDamage = damage - Monster[i].getArmor();
if (totalDamage <= 0) // Armor is equal or higher than player atk
{
std::cout << "Your attack failed to penetrate "
<< Monster[i].getName() << "'s armor !"
<< std::endl;
return false;
}
else // Attack is higher than Monsters armor
{
std::cout << "You hit " << Monster[i].getName()
<< " for " << totalDamage << " damage !"
<< std::endl;
// Subtract dmg from Monsters hp
Monster[i].takeDamage(totalDamage);
return false;
}
}
else // Player Misses
{
std::cout << "You miss !" << std::endl;
}
std::cout << std::endl;
return false;
break;
case 2: // Player runs with a 25% chance
Roll = Random(1, 4);
if (Roll == 1) // Success
{
std::cout << "You run away !" << std::endl;
return true; // <- Return out of the function
}
else
{
std::cout << "You failed to escape !" << std::endl;
return false;
}
case 3: // Casting Spell
{
int SpellSelect;
// Spells for the Fighter
if (Player.mClassName == "Fighter")
{
std::cout << std::endl;
std::cout << "1) Shield 2) Mighty Blow: ";
std::cin >> SpellSelect;
if (SpellSelect == 1)
{
if (Player.mMagicPoints >= 10) // checks for player mana
{
std::cout << "You cast a mighty shield!"
<< std::endl;
ArmorBefore = Player.mArmor;
Player.shield(Player);
Player.mMagicPoints -= 10;
}
else
{
std::cout << "Not enough Mana" << std::endl;
break;
}
}
else
{
if (Player.mMagicPoints >= 5) // casting Mighty Blow
{
int damage = Random(mMightyBlow.mDamageRange);
std::cout
<< "You strike with all your might ! and Deal "
<< damage << " damage !" << std::endl;
Monster[i].takeDamage(damage);
Player.mMagicPoints -= 5;
return false;
}
else
{
std::cout << "Not enough Mana" << std::endl;
return false;
}
}
}
//Spells for the Wizard
else if (Player.mClassName == "Wizard")
{
std::cout << "1) Fireball";
std::cin >> SpellSelect;
if (Player.mMagicPoints >= 45)
{
int damage = Random(mFireball.mDamageRange);
std::cout << "You cast a Fireball and deal " << damage
<< " damage !" << std::endl;
Monster[i].takeDamage(damage);
Player.mMagicPoints -= 45;
return false;
}
else
{
std::cout << "Not enough Mana" << std::endl;
return false;
}
}
// Spells for the Cleric
else if (Player.mClassName == "Cleric")
{
std::cout << "1) Magic Missile";
std::cin >> SpellSelect;
if (Player.mMagicPoints >= 35)
{
int damage = Random(mMagicMissile.mDamageRange);
std::cout << "You cast a Magic Missile and deal "
<< damage << " damage !" << std::endl;
Monster[i].takeDamage(damage);
Player.mMagicPoints -= 35;
}
else
{
std::cout << "Not enough Mana" << std::endl;
return false;
}
}
}
case 4: // using Item
int invSlot;
std::cout << "1) HP Potion: ";
std::cin >> invSlot;
if (invSlot == 1) // Potion slot
{
if (mHPot.mAmount.size() > 0)
{
std::cout << "You used a Potion and healed for 5 HP !"
<< std::endl;
int currentSize = mHPot.mAmount.size();
mHPot.mAmount.resize(currentSize - 1);
Player.mHitPoints += 5;
if (Player.mHitPoints > Player.mMaxHitPoints)
{
Player.mHitPoints = Player.mMaxHitPoints;
}
return false;
}
else
{
std::cout << "You have no Potions!" << std::endl;
return false;
}
}
else // wrong slot
{
std::cout << "No Item found!" << std::endl;
return false;
}
}
// Clearing stat boosts
if (Player.shield(Player) == true)
{
Player.mArmor = ArmorBefore;
}
}
return false;
}
When I run the game, I sometimes have the problem, that after filling in a Monster in a slot of the array, no battle will be triggered. And if a battle will be triggered, I get a crash with an error report every time, which says:
_CrtlValidHeadPointer(block)
I guess that something with my pointer is not functioning well.... but since I am a beginner I am pretty much stuck. I would be very grateful for some enlightenment :)
This place can potentially call undefined behavior and crash:
int i;
if (Monster[0].isFilled() == true)
{
i = 0;
}
else if (Monster[1].isFilled() == true)
{
i = 1;
}
else if (Monster[2].isFilled() == true)
{
i = 2;
}
/*else // one of solutions
break;*/
//"i" can be unset! and can have any value from INT_MIN to INT_MAX!
if (Monster[i].isFilled() == true) //potentially index over array
{
Also there are memory leaks and undefined behavior with memory management:
Monster* monster = new Monster[3];
...
delete monster
must be delete [] monster
but it is recommended to use smart pointers, vector, array, etc, for memory management
I am trying to return integer from the following method in c++:
int check_for_chef(string str1,string str2,int M,int N)
{
if ( N == -1 )
{
cout << "I am returning 1." <<endl;
return 1;
}
else if ( N > M )
{
cout << " I am returning 0." <<endl;
return 0;
}
else
{
if ( str1[M] == str2[N])
{
location[N] = M;
cout << "location is: "<<location[N]<<endl;
check_for_chef(str1,str2,M - 1, N - 1);
}
else
{
check_for_chef(str1,str2,M - 1, N);
}
}
}
But, what I am getting while returning is :
Returned value is: 35668224
Whole code is here:
#include <iostream>
#include <string>
using namespace std;
int location[4];
int check_for_chef(string str1,string str2,int M,int N)
{
if ( N == -1 )
{
cout << "I am returning 1." <<endl;
return 1;
}
else if ( N > M )
{
cout << " I am returning 0." <<endl;
return 0;
}
else
{
if ( str1[M] == str2[N])
{
location[N] = M;
cout << "location is: "<<location[N]<<endl;
check_for_chef(str1,str2,M - 1, N - 1);
}
else
{
check_for_chef(str1,str2,M - 1, N);
}
}
}
int main()
{
int count = 0;
string original_string;
cin >> original_string;
string chef = "CHEF";
int M = original_string.size();
int N = 4;
while ( 1 )
{
cout << "Returned value is: " << check_for_chef(original_string,chef,M - 1, N - 1);
cout << " i am in while."<<endl;
count++;
original_string.erase(location[3],1);
cout << "the original_string : " << original_string <<endl;
original_string.erase(location[2],1);
cout << "the original_string : " << original_string <<endl;
original_string.erase(location[1],1);
cout << "the original_string : " << original_string <<endl;
original_string.erase(location[0],1);
cout << "the original_string : " << original_string <<endl;
cout << "the original_string : " << original_string <<endl;
M = original_string.size();
cout << "size is :" << M <<endl;
if ( M < N )
break;
}
cout << count <<endl;
}
Please help me to solve this problem.
I don't see two more return in the code
I have added in the commented lines below:
int check_for_chef(string str1,string str2,int M,int N)
{
if ( N == -1 )
{
cout << "I am returning 1." <<endl;
return 1;
}
else if ( N > M )
{
cout << " I am returning 0." <<endl;
return 0;
}
else
{
if ( str1[M] == str2[N])
{
location[N] = M;
cout << "location is: "<<location[N]<<endl;
return check_for_chef(str1,str2,M - 1, N - 1); // here 1st RETURN
}
else
{
return check_for_chef(str1,str2,M - 1, N); // here 2nd RETURN
}
}
}
Your code does not return anything expicitly in the else branch.
Values in x84 usually are returned via EAX register, so if you do not return anything - it behaves like an uninitialized variable.
there. I am trying to get collision and compare times in Hash search. Yet it doesn't work out. Can anyone point out what the problem is? Thanks very much. Here is my code.
HashSerch.cpp
#include <cstring>
#include <iostream>
#include <iomanip>
using namespace std;
const int TOTAL=32; //32 keywords
const int MAXLEN=10; //length of keyword
const int HASHLEN=41; //length of HASH table
const char* KeyWords[TOTAL] =
{
"auto","double","int","struct","break","else","long","switch",
"case","enum","register","typedef","char","extern","return","union",
"const","float","short","unsigned","continue","for","signed","void",
"default","goto","sizeof","volatile","do","if","while","static",
};
class HASH
{
public:
char keyword[MAXLEN];
int count; //occurrence number
int con; //collision times
};
HASH HS[HASHLEN];
//declaration
int isLetter(char ch);
int isKeyWords(char *word);
int FindHX(char *keyword); //search Hash table
int CreatHX(char *keyword); //create Hash table
int GetFreePos(int key); //get free position when having collision
void ResetHX();
int GetKey(char *keyword); //get Hash value of keywords
int ShowHashTable(int key); //show search results
int isLetter(char ch)
{
if( (ch>='a'&&ch<='z')||(ch>='A'&&ch<='Z') ) return 1;
else return 0;
}
int FindHX(char *keyword, int &cmp_count) //search Hash table
{
int key,find,tem=0;
if(!isKeyWords(keyword)) return -1;
key=GetKey(keyword);
if(strcmp(HS[key].keyword,keyword)==0)
{
cmp_count++;
return key;
}
for(find=key+1;find<HASHLEN;find++) //if keyword exsits
{
cmp_count++; //count compare times
tem++; //count collision times
if(strcmp(HS[find].keyword,keyword)==0)
{
HS[find].con=tem;
return find;
}
}
for(find=0;find<key;find++)
{
cmp_count++;
tem++;
if(strcmp(HS[find].keyword,keyword)==0)
{
HS[find].con=tem;
return find;
}
}
return -1;
}
int CreatHX(char *keyword) //create Hash table
{
int key;
if(!isKeyWords(keyword)) return -1;
key=GetKey(keyword); //get Hash value of keywords
if(strlen(HS[key].keyword)>0) //if the keyword exists
{
if(strcmp(HS[key].keyword,keyword)==0) //if equals to position in Hash table
{
HS[key].count++;
return 1;
}
key=FindHX(keyword, cmp_count); //not equal
if(key<0)
{
key=GetFreePos(GetKey(keyword));
if(key<0) return -1;
strcpy(HS[key].keyword,keyword); //insert keyword into Hash table
}
if(key<0) return -1;
HS[key].count++;
}
else //if position is empty, insert keyword
{
strcpy(HS[key].keyword,keyword);
HS[key].count++;
}
return 1;
}
int GetFreePos(int key) //get free position
{
int find,tem=0;
if(key<0||key>=HASHLEN) return -1;
for(find=key+1;find<HASHLEN;find++) //positions afterwards
{
tem++;
if(strlen(HS[find].keyword)==0)
{
HS[find].con=tem;
return find;
}
}
for(find=0;find<key;find++) //position forewards
{
tem++;
if(strlen(HS[find].keyword)==0)
{
HS[find].con=tem;
return find;
}
}
return -1; //Hash table is full
}
void ResetHX()
{
int i;
for(i=0;i<HASHLEN;i++)
{
strcpy(HS[i].keyword,"");
HS[i].count=0;
HS[i].con=0;
}
}
int GetKey(char *keyword) //get Hash value of keywords
{
//Hash(Key)=[(initial letter)*100+(tail letter)] Mod 41
return ( keyword[0]*100+keyword[strlen(keyword)-1] ) % 41;
}
int isKeyWords(char *word)
{
int i;
for(i=0;i<TOTAL;i++)
if(strcmp(word,KeyWords[i])==0) return 1;
return 0;
}
int ShowHashTable(int key) //show results
{
int hash_count = 0;
if(key < 0 || key >= HASHLEN)
{
cout << "Error! Invalid key word!" << endl;
return 0;
}
if(strlen(HS[key].keyword) == 0)
{
cout << "[" << key << "]" << setw(12) << "N/A" << endl;
return 0;
}
cout << "[" << key << "]" << setw(12) << HS[key].keyword << setw(12) << "Count: " << HS[key].count << endl;
hash_count++;
return hash_count;
}
main.cpp
#include <iostream>
#include <cstring>
#include "HashSearch.h"
extern HASH HS[MAXLEN];
using namespace std;
int hash_count = 0;
for(int i = 0; i < HASHLEN; i++)
{
hash_count = hash_count + ShowHashTable(i);
}
cout << "Amount of key words: " << hash_count << endl << endl;
int conf_count = 0;
cout << setiosflags(ios::left) << setw(15) << "[Index]" << setiosflags(ios::left) << setw(20)
<< "[KeyWords]" << setiosflags(ios::left) << setw(20) << "[Conflicts]" << endl;
for(int i = 0; i < HASHLEN; i++)
{
if(strlen(HS[i].keyword) > 0)
{
int key = Hash(HS[i].keyword);
if(key != i)
{
conf_count++;
//cout << HS[i].con << endl;
cout << setiosflags(ios::left) << setw(15) << i << setiosflags(ios::left) << setw(25)
<< HS[i].keyword << setiosflags(ios::left) << setw(20) << HS[i].con << endl;
}
}
}
if(conf_count == 0)
cout << "No conflicts!" << endl;
else
cout << "Amount of conflict keywords: " << conf_count << endl << endl;
I first imported a source txt file and created a Hash table. It seems that all goes well. But when I want to get the compare times and collision times, the variable HS.con(to count collision times) and cmp_count(to count compare times) don't accumulate correctly. The value stays 0 if watching in debug mode. And how can I get correct count?
I have never experienced anything like this. I was using a cout statement to help me debug a small program, and once I was satisfied with my code I commented out the cout. Now, the code no longer works. Below is the code with the cout commented out.
The intent of this program is to test the two hard coded boolean two dimensional arrays for having an odd number of true statements on each row. Thus, the first array should return true and the second array should return false. With the cout statement commented out both instead return false.
#include <iostream>
using namespace std;
template <size_t size_y>
bool findEvenDegrees(bool mapArray[][size_y])
{
bool returnValue;
for (int x=0; x<size_y; x++)
{
int result = 0;
for (int y=0; y<size_y; y++)
{
result = result + mapArray[x][y];
//the line below causes the problem
cout << mapArray[x][y] << "\t" << result << "\t" << x << endl;
}
if (result%2 == 1)
{
returnValue = false;
break;
}
}
if (returnValue== false)
{
return returnValue;
}
else
{
return true;
}
}
int main()
{
bool array1[][6] =
{
{false,true,true,false,false,false},
{true,false,false,true,false,false},
{true,false,false,true,false,false},
{false,true,true,false,true,true},
{false,false,false,true,false,true},
{false,false,false,true,true,false}
};
bool array2[][8] =
{
{false,true,true,false,false,false,false,false},
{true,false,false,true,false,false,false,false},
{true,false,false,true,false,false,false,false},
{false,true,true,false,true,false,false,false},
{false,false,false,true,false,true,true,false},
{false,false,false,false,false,true,false,true},
{false,false,false,false,true,false,false,true},
{false,false,false,false,false,true,true,false}
};
bool answer1 = findEvenDegrees(array1);
bool answer2 = findEvenDegrees(array2);
if (answer1 == true)
{
cout << "Array 1 has a even degree for every switch." << endl;
}
else
{
cout << "Array 1 has a odd degree for at least one switch." << endl;
}
if (answer2 == true)
{
cout << "Array 2 has a even degree for every switch.";
}
else
{
cout << "Array 2 has a odd degree for at least one switch.";
}
return 0;
}
You never initialize returnValue. If it happens to start out as false it will stay that way and the function will return false.
First, I cleaned up your code a little, and arrived at:
#include <iostream>
template <size_t S>
bool findEvenDegrees(bool (&themap)[S][S]) {
for( bool(&row)[S]: themap ) {
bool is_degree_odd = false;
for( auto col: row )
is_degree_odd ^= col;
if( is_degree_odd )
return false;
}
return true;
}
int main()
{
using std::cout;
using std::endl;
bool array1[6][6] = {
{false,true,true,false,false,false},
{true,false,false,true,false,false},
{true,false,false,true,false,false},
{false,true,true,false,true,true},
{false,false,false,true,false,true},
{false,false,false,true,true,false}
};
cout << "Array 1 has an "
<< (findEvenDegrees(array1) ? "even degree for every" : "odd degree for at least one")
<< " switch." << endl;
bool array2[8][8]= {
{false,true,true,false,false,false,false,false},
{true,false,false,true,false,false,false,false},
{true,false,false,true,false,false,false,false},
{false,true,true,false,true,false,false,false},
{false,false,false,true,false,true,true,false},
{false,false,false,false,false,true,false,true},
{false,false,false,false,true,false,false,true},
{false,false,false,false,false,true,true,false}
};
cout << "Array 2 has an "
<< (findEvenDegrees(array2) ? "even degree for every" : "odd degree for at least one")
<< " switch." << endl;
return 0;
}
In the process of cleaning it up, I eliminated the if(result%2 == 1) { resultValue = true; break; }, by effectively returning when I found the first odd-degree row. As I eliminated the resultValue variable, I also killed the "unitialized" bug mentioned by #sth.