I am trying to make a game on the console using C++. At the moment, I have three functions in the main.
int main() {
...
while (!level1 && !player.dead) {
drowing(l1_map);
PlayerMovements(empty, l1_map);
Enemy1Movements(enemy1, l1_map, lastloc);
cls();
}
}
The first function draws the map:
void drowing(char l1_map[26][50]) {
for (unsigned int i = 0; i < 26; i++) {
cout << endl;
for (unsigned int x = 0; x < 50; x++) {
if (x == 0) {
cout << " ";
}
//Draws the map and change colours;
//player
if (l1_map[i][x] == player.character) {
if (l1_map[player.locX][player.locY] == l1_map[enemy1.locX][enemy1.locY]) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 252);
cout << l1_map[i][x];
}
if (l1_map[player.locX][player.locY] != l1_map[enemy1.locX][enemy1.locY]) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 250);
cout << l1_map[i][x];
}
}//wall
else if (l1_map[i][x] == wall) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 128);
cout << l1_map[i][x];
}//enemy
else if (l1_map[i][x] == enemy1.character) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 252);
cout << l1_map[i][x];
}//empty space
else if (l1_map[i][x] == 32) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 509);
cout << l1_map[i][x];
}//key1
else if (l1_map[i][x] == key1.character && !key1.picked) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 509);
cout << l1_map[i][x];
}//key2
else if (l1_map[i][x] == key2.character && !key1.picked) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 253);
cout << l1_map[i][x];
}//key3
else if (l1_map[i][x] == key3.character && !key1.picked) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 253);
cout << l1_map[i][x];
}//doors1
else if (l1_map[i][x] == doors1.character) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 253);
cout << l1_map[i][x];
}//doors2
else if (l1_map[i][x] == doors2.character) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 240);
cout << l1_map[i][x];
}//doors3
else if (l1_map[i][x] == doors3.character) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 240);
cout << l1_map[i][x];
}//doors4
else if (l1_map[i][x] == doors3.character) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 240);
cout << l1_map[i][x];
}//exit
else if (l1_map[i][x] == get_out1.character && !get_out1.open) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 139);
cout << l1_map[i][x];
}
else
{
cout << l1_map[i][x];
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 15);
}
}
}
}
Second function allows player to move on the map using keyboard arrows:
void PlayerMovements(char& empty, char l1_map[26][50]) {
char awall = 219;
if (_kbhit()) {
switch ((_getch())) { //what button is pressed;
// move up
case 72:
if (l1_map[player.locX - 1][player.locY] != wall && l1_map[player.locX - 1][player.locY] != '[') {
player.locX--;
if (l1_map[player.locX + 1][player.locY] == player.character) {
l1_map[player.locX + 1][player.locY] = empty;
}
if (key3.locX == player.locX && key3.locY == player.locY) {
l1_map[key3.locX][key3.locY] = ' ';
}
}
break;
//move down
case 80:
if (l1_map[player.locX + 1][player.locY] != wall && l1_map[player.locX + 1][player.locY] != '[') {
player.locX++;
if (l1_map[player.locX - 1][player.locY] == player.character) {
l1_map[player.locX - 1][player.locY] = empty;
}
}
break;
case 75:
//left
if (l1_map[player.locX][player.locY - 1] != wall && l1_map[player.locX][player.locY - 1] != '[') {
player.locY--;
if (l1_map[player.locX][player.locY + 1] == player.character) {
l1_map[player.locX][player.locY + 1] = empty;
}
}
break;
case 77: // player moves right
if (l1_map[player.locX][player.locY + 1] != wall && l1_map[player.locX][player.locY + 1] != '[') {
player.locY++;
if (l1_map[player.locX][player.locY - 1] = player.character) {
l1_map[player.locX][player.locY - 1] = empty;
}
}
break;
}
}
}
Third function is the enemy that moves up and down:
int Enemy1Movements(enemy& enemy1, char l1_map[26][50], char& lastloc) {
//this_thread::sleep_for(chrono::milliseconds(500));
char empty = ' ';
bool ValidUp = false;
bool ValidDown = false;
bool ValidLeft = false;
bool ValidRight = false;
if (l1_map[enemy1.locX + 1][enemy1.locY] != wall && l1_map[enemy1.locX + 1][enemy1.locY] != '-') {
ValidDown = true;
}
if (l1_map[enemy1.locX - 1][enemy1.locY] != wall && l1_map[enemy1.locX - 1][enemy1.locY] != '-') {
ValidUp = true;
}
if (l1_map[enemy1.locX][enemy1.locY - 1] != wall && l1_map[enemy1.locX - 1][enemy1.locY] != '-') {
ValidLeft = true;
}
if (l1_map[enemy1.locX][enemy1.locY + 1] != wall && l1_map[enemy1.locX + 1][enemy1.locY] != '-') {
ValidRight = true;
}
////enemy move up and down
//////////////////////////
if (lastloc != 'u' && ValidDown) {
enemy1.locX++;
lastloc = 'd';
if (l1_map[enemy1.locX - 1][enemy1.locY] == enemy1.character) {
l1_map[enemy1.locX - 1][enemy1.locY] = 32;
}
}
else if (lastloc == 'd' && ValidUp) {
enemy1.locX--;
lastloc = 'u';
if (l1_map[enemy1.locX + 1][enemy1.locY] == enemy1.character) {
l1_map[enemy1.locX + 1][enemy1.locY] = 32;
}
}
else {
if (ValidUp) {
enemy1.locX--;
lastloc = 'u';
if (l1_map[enemy1.locX + 1][enemy1.locY] == enemy1.character) {
l1_map[enemy1.locX + 1][enemy1.locY] = 32;
}
}
else {
enemy1.locX++;
lastloc = 'd';
if (l1_map[enemy1.locX - 1][enemy1.locY] == enemy1.character) {
l1_map[enemy1.locX - 1][enemy1.locY] = 32;
}
}
}
return NULL;
}
What I am tryng to achieve:
I need to slow down the EnemyMovemens() function, because the enemy moves to fast. Or to make PlayerMovements() function independent from other functions.
The Problem:
I have tried to use threads. Functions like this_thread::sleep_for() and Sleep(). To put them in EnemyMovements() function. In that case, it slow down all app and my player moves very slowly.
I dont need a code, because I love to learn by myself. I just need a guidance what direction to move now.
OS: Win 10
The basic problem is that you don't having any timing in your game loop so everything is happening at the same speed. There are some good articles online that discuss game timing loops, this one for instance: http://www.koonsolo.com/news/dewitters-gameloop/ walks you through the steps from the approach you're using now to the better approach of separating your game update timing from your display timing.
That article doesn't tell you how to slow your enemy down relative to your player - one approach is to have a enemySpeed variable and use something like:
// outside main loop
int enemySlowness = 20; // adjust this as needed
int enemyMoveTimer = 0;
...
if (++enemyMoveTimer > enemySlowness)
{
Enemy1Movements(enemy1, l1_map, lastloc);
enemyMoveTime = 0;
}
There are problems with this approach, but coupled with some idea from that article should get you on the right track.
Related
I'm doing a console checkers in C++. The problem is I can't refer to methods of forward-declared class.
Here's a header of Board class.
#define BOARD_H
#include "Square.h"
#include <vector>
#include <map>
class Man;
typedef std::vector<Square*> Column;
class Board
{
const int BOARD_SIZE = 8;
std::vector<Column> squares;
std::map<Location, Square*> locationSquareMap; //still kinda secret for me
public:
Board();
~Board();
//Board(Board& board);
void printBoard();
std::map<Location, Square*> getLocationSquareMap();
};
#endif
And it's implementation.
Here (printBoard()) I try to access man object via pointer, but I cannot do this because of incomplete type error.
#include "Board.h"
Board::Board()
{ //white black
for (int row = 0; row < BOARD_SIZE; row++)
{
squares.push_back(Column());
for (int column = 0; column < BOARD_SIZE; column++)
{
Location currentLocation(File(column), row);
SquareColor currentSquareColor = SquareColor::WHITE;
if ((column + row) % 2 == 0) //lol the bug was here, forgot about brackets
{
currentSquareColor = SquareColor::BLACK;
}
Square* currentSquare = new Square(currentLocation, currentSquareColor);
locationSquareMap.insert(std::make_pair(currentSquare->getLocation(), currentSquare));
squares.at(row).push_back(currentSquare);
}
}
}
Board::~Board()
{
}
void Board::printBoard()
{
for (int i = squares.size() - 1; i != -1; i--)
{
for (int g = squares.at(i).size() - 1; g != -1; g--)
{
std::cout << *(squares.at(i).at(g)) << std::endl;
}
}
std::cout << " ";
for (int i = 0; i < BOARD_SIZE; i++)
{
switch (File(i))
{
case File::A : std::cout << "A "; break;
case File::B : std::cout << "B "; break;
case File::C : std::cout << "C "; break;
case File::D : std::cout << "D "; break;
case File::E : std::cout << "E "; break;
case File::F : std::cout << "F "; break;
case File::G : std::cout << "G "; break;
case File::H : std::cout << "H "; break;
default: std::cout << " "; break;
}
}
std::cout << std::endl << std::endl;
for (int i = squares.size() - 1; i != -1; i--)
{
std::cout << i << " ";
for(int g = 0; g < squares.at(i).size(); g++)
{
Man* currentMan;
if (squares.at(i).at(g)->getIsOccupied())
{
currentMan = squares.at(i).at(g)->getCurrentMan();
//currentMan-> can't refer to methods
}
else
{
std::cout << "_ ";
}
}
std::cout << std::endl;
}
}
std::map<Location, Square*> Board::getLocationSquareMap()
{
return locationSquareMap;
}
Man's header:
#ifndef MAN_H
#define MAN_H
#include "ManColorEnum.cpp"
#include "Square.h"
#include <iostream>
#include <string>
#include <vector>
#include "LocationFactory.h"
#include "Board.h"
class Man
{
ManColor color;
Square* currentSquare;
bool isKing;
public:
Man(ManColor color, Square* square);
~Man();
//Man(Man& man);
Square* getCurrentSquare();
void setCurrentSquare(Square* square);
bool getIsKing();
void setIsKing();
ManColor getColor();
void makeMove(Square* square);
std::vector<Location> getValidMoves(Board* board);
friend std::ostream& operator<<(std::ostream& ostream, const Man& man);
};
#endif
Man's .cpp file:
#include "Man.h"
Man::Man(ManColor color, Square* square)
{
this->color = color;
this->currentSquare = square;
this->isKing = false;
}
Man::~Man()
{
//dtor
}
ManColor Man::getColor()
{
return color;
}
std::vector<Location> Man::getValidMoves(Board* board)
{
std::vector<Location> moveCandidates{};
if (!isKing)
{
Location currentLocation = this->currentSquare->getLocation();
std::map<Location, Square*> squareMap = board->getLocationSquareMap();
moveCandidates.push_back(LocationFactory::createLocation(currentLocation, 1, 1)); //move one right forward
moveCandidates.push_back(LocationFactory::createLocation(currentLocation, -1, 1)); //move one left forward
moveCandidates.push_back(LocationFactory::createLocation(currentLocation, 2, 2)); //capture forward right
moveCandidates.push_back(LocationFactory::createLocation(currentLocation, -2, 2)); //capture forward left
moveCandidates.push_back(LocationFactory::createLocation(currentLocation, 2, -2)); //capture backwards right
moveCandidates.push_back(LocationFactory::createLocation(currentLocation, -2, -2)); //capture backwards left
//TODO have to capture
for (int i = 0; i < moveCandidates.size(); i++)
{
//here I filter for moves to exist on the board
if (squareMap.count(moveCandidates.at(i)) == 0)
{
moveCandidates.erase(moveCandidates.begin() + i);
}
//here I filter occupied squares
if (squareMap[moveCandidates.at(i)]->getIsOccupied())
{
moveCandidates.erase(moveCandidates.begin() + i);
}
//here I filter capture moves
File currentFile = moveCandidates.at(i).getFile();
int currentRank = moveCandidates.at(i).getRank();
Square* preSquare = nullptr;
for (std::map<Location, Square*>::iterator it = squareMap.begin(); it != squareMap.end(); it++)
{
//check capture forward right
if (int(it->first.getFile()) == int(currentFile) + 2 && it->first.getRank() == currentRank + 2)
{
for (std::map<Location, Square*>::iterator itr = squareMap.begin(); itr != squareMap.end(); itr++)
{
if (int(itr->first.getFile()) == int(currentFile) + 1 && itr->first.getRank() == currentRank + 1)
{
preSquare = itr->second;
break; //check to be careful here
}
}
//if (it->second->getIsOccupied()
// || (preSquare->getIsOccupied() && preSquare->getCurrentMan()->color == color)
// || (!it->second->getIsOccupied() && !preSquare->getIsOccupied()))
//{
// moveCandidates.erase(moveCandidates.begin() + i);
// break; //check to be careful here
//}
}
//check capture backward right
else if (int(it->first.getFile()) == int(currentFile) + 2 && it->first.getRank() == currentRank - 2)
{
for (std::map<Location, Square*>::iterator itr = squareMap.begin(); itr != squareMap.end(); itr++)
{
if (int(itr->first.getFile()) == int(currentFile) + 1 && itr->first.getRank() == currentRank - 1)
{
preSquare = itr->second;
break;
}
}
}
//check capture forward left
else if (int(it->first.getFile()) == int(currentFile) -2 && it->first.getRank() == currentRank + 2)
{
for (std::map<Location, Square*>::iterator itr = squareMap.begin(); itr != squareMap.end(); itr++)
{
if (int(itr->first.getFile()) == int(currentFile) - 1 && itr->first.getRank() == currentRank + 1)
{
preSquare = itr->second;
break;
}
}
}
//check capture backwards left
else if (int(it->first.getFile()) == int(currentFile) - 2 && it->first.getRank() == currentRank - 2)
{
for (std::map<Location, Square*>::iterator itr = squareMap.begin(); itr != squareMap.end(); itr++)
{
if (int(itr->first.getFile()) == int(currentFile) - 1 && itr->first.getRank() == currentRank - 1)
{
preSquare = itr->second;
break;
}
}
}
if (it->second->getIsOccupied()
|| (preSquare->getIsOccupied() && preSquare->getCurrentMan()->color == color)
|| (!it->second->getIsOccupied() && !preSquare->getIsOccupied()))
{
moveCandidates.erase(moveCandidates.begin() + i);
break; //check to be careful here
}
}
}
}
return moveCandidates;
}
Square* Man::getCurrentSquare()
{
return currentSquare;
}
void Man::setCurrentSquare(Square* square)
{
this->currentSquare = square;
}
bool Man::getIsKing()
{
return isKing;
}
void Man::setIsKing()
{
isKing = true;
}
void Man::makeMove(Square* square)
{
this->currentSquare->reset();
this->currentSquare = square;
}
std::ostream& operator<<(std::ostream& ostream, const Man& man)
{
std::string colorStr;
switch (man.color)
{
case ManColor::BLACK: colorStr = "BLACK"; break;
case ManColor::WHITE: colorStr = "WHITE"; break;
default: colorStr = "COLOR";
}
return std::cout << "Man { color=" << colorStr << " } " << std::endl;
}
Put forward class declarations in header files and include headers in source files.
while( !q.is_empty() )
{
loc = q.remove_from_front();
//cout << loc.row << " " << loc.col << endl;
if( (loc.row-1) >= 0) //north
{
loc2.row = loc.row-1;
loc2.col = loc.col;
if(maze[loc2.row][loc2.col] != '#' && visited[loc2.row][loc2.col] == false)
{
visited[loc2.row][loc2.col] = true;
q.add_to_back(loc2);
//loc = predecessor[loc.row][loc.col];
predecessor[loc2.row][loc2.col] = loc;
if(maze[loc2.row][loc2.col] == 'F')
{
result = 1;
maze[loc2.row][loc2.col] = '*';
break;
}
}
}
if(loc.col-1 >= 0) //West
{
loc2.row = loc.row;
loc2.col = loc.col-1;
if(maze[loc2.row][loc2.col] != '#' && visited[loc2.row][loc2.col] == false)
{
visited[loc2.row][loc2.col] = true;
q.add_to_back(loc2);
//loc = predecessor[loc.row][loc.col];
predecessor[loc2.row][loc2.col] = loc;
if(maze[loc2.row][loc2.col] == 'F')
{
result = 1;
maze[loc2.row][loc2.col] = '*';
break;
}
}
}
if(loc.row+1 < rows) //South
{
loc2.row = loc.row+1;
loc2.col = loc.col;
if(maze[loc2.row][loc2.col] != '#' && visited[loc2.row][loc2.col] == false)
{
visited[loc2.row][loc2.col] = true;
q.add_to_back(loc2);
// loc = predecessor[loc.row][loc.col];
predecessor[loc2.row][loc2.col] = loc;
if(maze[loc2.row][loc2.col] == 'F')
{
result = 1;
maze[loc2.row][loc2.col] = '*';
break;
}
}
}
if(loc.col+1 < cols) //East
{
loc2.row = loc.row;
loc2.col = loc.col+1;
if(maze[loc2.row][loc2.col] != '#' && visited[loc2.row][loc2.col] == false)
{
visited[loc2.row][loc2.col] = true;
q.add_to_back(loc2);
//loc = predecessor[loc.row][loc.col];
predecessor[loc2.row][loc2.col] = loc;
if(maze[loc2.row][loc2.col] == 'F')
{
result = 1;
maze[loc.row][loc.col] = '*';
break;
}
}
}
}
if(result == 1)
{
while()
{
//not sure...
}
}
This is my BFS algorithm and the main reason I asked this question is because the other questions similar to my own question tends to be done with vectors. I haven't learn vectors yet. What I am trying to do is to print the shortest path using '' characters to display it on valid elements. It should be in bounds, no walls visited (walls are '#' characters), and no element should be visited twice. I know that if I set my predecessor 2D array correctly, the shortest path should be displayed correctly. However, I am not sure if I did set it up correctly and how to actually fill in that path with '' characters...
void Map::Movement()
{
int ch;
switch (ch = _getch())
{
case KEY_W: //up
if (Player::posy != 1)
{
if (AboveM == false)
{
Player::posy--;
DisplayMap();
}
}
break;
case KEY_S: //down
if (Player::posy != 20)
{
if (BelowM == false)
{
Player::posy++;
DisplayMap();
}
}
break;
case KEY_A: //left
if (Player::posx != 1)
{
if (LeftM == false)
{
Player::posx--;
DisplayMap();
}
}
break;
case KEY_D: //right
if (Player::posx != 20)
{
if (RightM == false)
{
Player::posx++;
DisplayMap();
}
}
break;
I can't for the life of me figure out where to put this so that the borders for the mob will work correctly (first question I know it isn't asked well since I haven't added the rest of the code but it should be simple to figure out)I've been putting it every place I could think of the last week or so as well as trying out everything else I could that would run I either get weird random errors or it runs as if the monster as no borders at all.
if ((Player::posy = Enemy::enemyBuild::posy) && (Player::posx = Enemy::enemyBuild::posx +1))
{
bool RightM = true;
}
if ((Player::posy = Enemy::enemyBuild::posy) && (Player::posx = Enemy::enemyBuild::posx -1))
{
bool LeftM = true;
}
if ((Player::posx = Enemy::enemyBuild::posx) && (Player::posy = Enemy::enemyBuild::posy +1))
{
bool BelowM = true;
}
if ((Player::posx = Enemy::enemyBuild::posx) && (Player::posy = Enemy::enemyBuild::posy -1))
{
bool AboveM = true;
}
I'm pretty green at C++, and I have to make an infix to postfix calculator that supports sin() and cos(), and it has to be a 2 variable function, something like z=3x*sin(3+4y), I already got the parser from infix to postfix, but I don't know how to implement sin and cos, I've been told that I could set them as operator, like +, -, /, etc. and to set a specific token for them, like "s" for sin() and "c" for cos() but I don't exactly know how, and I don't know either how to implement the variables x & y, I know that this is not something I should be asking, but I'm just tired and desperate.
Here's the code I have. I'm using Ubuntu 11:
#include <iostream>
#include <cmath>
#include <cstdlib>
#include <string>
#define MAX_SIZE 20
using namespace std;
template<class T> class Stack
{
private:
T item[MAX_SIZE];
int top;
public:
Stack()
{
top = -1;
}
void push(T data)
{
if(!this->is_full())
item[++top] = data;
else
{
cout << "Stack Error" << endl;
exit(10);
}
}
T pop()
{
if(!this->is_empty())
{
return item[top--];
}
else
{
cout << "Stack is Empty" << endl;
exit(11);
}
}
int size()
{
return top + 1;
}
bool is_empty()
{
if(top == -1)
return true;
else
return false;
}
bool is_full()
{
if(top == MAX_SIZE - 1)
return true;
else
return false;
}
void display()
{
for(int i = 0; i < this->size(); i++)
{
cout << item[i] << " ";
}
cout << endl;
}
T return_top()
{
return item[top];
}
};
class Convert
{
private:
bool num_flag;
bool two_digit_flag;
public:
Convert();
string return_with_bracket(string infix);
void to_Postfix(string infix,char postfix[]);
bool prcd(char op1, char op2);
int isOperand(char op);
int isOperator(char op);
bool return_flag()
{
return num_flag;
}
};
Convert::Convert()
{
this->num_flag = false;
this->two_digit_flag = false;
}
string Convert::return_with_bracket(string infix)
{
return("(" + infix + ")");
}
bool Convert::prcd(char op1, char op2)
{
if((op1 == '+' || op1 == '-' || op1 == '*' || op1 == '/') && op2 == '(')
return true;
if(op1=='+' && op2=='+')
return true;
if(op1=='-' && op2=='-')
return false;
if(op1=='-' && op2=='+')
return false;
if(op1=='+' && op2=='-')
return false;
if(op1=='/' && op2=='/')
return false;
if(op1=='/' && (op2=='-' || op2=='+'))
return true;
if(op1=='*' && (op2=='+' || op2=='-'))
return true;
if((op1 == '-' || op1 == '+') && (op2 =='*' || op2 == '/'))
return false;
if((op1 == '$' || op1 == '+') && (op2 =='*' || op2 == '/' || op2=='-'))
return true;
if((op1 == '-' || op1 == '+' || op1 =='*' || op1 == '/')&& op2=='^')
return false;
if(op1 == '^' && ( op2 == '+' || op2 =='*' || op2 == '/' || op2=='-'))
return false;
}
int Convert::isOperand(char op)
{
return(op >= '0' && op <= '9');
}
int Convert::isOperator(char op)
{
return(op =='+' || op =='-' || op == '/' || op =='*' || op =='^');
}
void Convert::to_Postfix(string infix, char postfix[])
{
int position, outpos=0;
char c;
int count = 0;
char temp;
char stacktop;
Stack<char> stack;
for(position = 0; (c = infix[position]) != '\0'; position++)
{
if(this->isOperand(c))
{
postfix[outpos++] = c;
this->num_flag = true;
count++;
if(count >= 2)
{
this->two_digit_flag = true;
}
}
else if(this->isOperator(c))
{
count = 0;
if(isOperator(infix[position]) && isOperator(infix[position + 1]))
{
cout << " '\' aMissing argument in between " << infix[position] << " and " << infix[position + 1] << " in column " << position + 1 << endl;
exit(9);
}
if(this->prcd(c, stacktop))
{
stacktop = stack.return_top();
stack.push(c);
stacktop = c;
}
else
{
while(true)
{
temp = stack.pop();
postfix[outpos++] = temp;
stacktop = stack.return_top();
if(prcd(c, stacktop) || stacktop == '(')
break;
}
stack.push(c);
stacktop = stack.return_top();
}
}
else if(c == '(')
{
count = 0;
stack.push(c);
stacktop = stack.return_top();
}
else if(c == ')')
{
count = 0;
while(1)
{
if(stack.size() == 0)
{
cout << "Warning!! Number of ')' is greater than '('" << endl;
exit(2);
}
temp = stack.pop();
if(temp != '(')
{
postfix[outpos++] = temp;
}
else
{
break;
}
}
stacktop = stack.return_top();
}
else
{
cout << "Invalid input";
exit(3);
}
if(infix[position] == ')' && infix[position + 1] == '(')
{
stack.push('*');
stacktop = stack.return_top();
}
}
if(stack.size() != 0)
{
cout << "Warning!!Number of '(' is greater than ')'" << endl;
// exit(6);
}
if(!this->return_flag())
{
cout << "You must Enter Numeric value for calculation" << endl;
cout << "This program cannot perform operations on variables";
exit(5);
}
if(this->two_digit_flag)
{
cout << "Sory! Althoug u may have entered right string" << endl;
cout << "this program is only for single digit operation" << endl;
exit(8);
}
postfix[outpos] = '\0';
}
class Evaluate
{
public:
double eval(char expr[], Convert &);
double oper(int symb, double op1, double op2);
};
double Evaluate::oper(int symb, double op1, double op2)
{
switch(symb)
{
case '+': return (op1 + op2);
case '-': return (op1 - op2);
case '*': return (op1 * op2);
case '/': return (op1 / op2);
case '^': return (pow(op1, op2));
}
}
double Evaluate::eval(char expr[], Convert &convert)
{
int c, position;
char temp1;
int count = 0;
double opnd1, opnd2, value;
Stack<double> stack;
for(position = 0; (c = expr[position]) != '\0'; position++)
{
if(convert.isOperand(c))
{
temp1 = double(c - '0');
stack.push(temp1);
}
else
{
opnd2 = stack.pop();
if(stack.size() == 0)
{
cout << "This program cannot process unary operation";
exit(1);
}
opnd1 = stack.pop();
value = oper(c, opnd1, opnd2);
stack.push(value);
}
}
if(stack.size() >= 2)
{
cout << "Sory! this program cannot calculate this" << endl;
cout << "Enter +, *, /, - or ^ between bracket" << endl;
exit(4);
}
return (stack.pop());
}
int main()
{
Convert convert;
Evaluate evaluate;
string bracketted_infix;
char infix[50], postfix[50];
char choice;
while(1)
{
cout << "Enter string: ";
cin >> infix;
cout << endl;
cout << "Entered String: " << infix << endl;
bracketted_infix = convert.return_with_bracket(infix);
convert.to_Postfix(bracketted_infix, postfix);
cout << "Equivalent Postfix string: " << postfix << endl;
cout << "RESULT: ";
cout << evaluate.eval(postfix, convert);
cout << "\nCalculate another string?(y/n) ";
cin >> choice;
cout << endl;
if(choice == 'n')
break;
}
return 0;
}
So here's my problem:
I'm supposed to write a c++ program that checks a string to be balanced. So far I have the code working to make sure that it has the same number of ('s and )'s (the same with ['s and {'s). The problem is that this works for almost everything, but it doesn't work for strings where the {'s, ('s and ['s all get mixed up.
For example: "{ { [ ( ) ] } ( ) }" comes back as balanced (true) as it should. However, "{ ( [ ] } )" comes back true, but it shouldn't.
What are some ideas in the logic and/or code that would check for when they're out of order?
Thanks for any help!
In case it helps, my code follows:
bool ExpressionManager::isBalanced(string expression)
{
//remove whitespace
string edited;
for(int i = 0; i < expression.length(); i++)
{
if(expression[i] == ' ')
{
continue;
}
else
{
edited += expression[i];
}
}
expression = edited;
//set up brckets
string brackets;
for(int i = 0; i < expression.length(); i++)
{
if (expression.at(i)=='(')
{
brackets += expression.at(i);
}
if (expression.at(i)=='[')
{
brackets += expression.at(i);
}
if (expression.at(i)=='{')
{
brackets += expression.at(i);
}
if (expression.at(i)=='}')
{
brackets += expression.at(i);
}
if (expression.at(i)==']')
{
brackets += expression.at(i);
}
if (expression.at(i)==')')
{
brackets += expression.at(i);
}
}
int parenbal = 0;
int brackbal = 0;
int mustachebal = 0;
for (int i = 0; i<(brackets.size());i++)
{
if(brackets[i]=='(')
parenbal++;
if(brackets[i]=='[')
brackbal++;
if(brackets[i]=='{')
mustachebal++;
if(brackets[i]==')')
parenbal--;
if(brackets[i]==']')
brackbal--;
if(brackets[i]=='}')
mustachebal--;
}
bool isbalanced = false;
if ((mustachebal==0)&&(brackbal==0)&&(parenbal==0))
{
isbalanced = true;
}
//check for brackets mixed up with other stuff.
return isbalanced;
}
If you employ a Stack to store those tokens, then you are always looking for the closing-counterpart corresponding to the one on the top of the stack or an open-token.
The flow would be
If the token is an open token, push it onto the stack.
If the token is a close token, check if the top of the stack is the corresponding open-token. If it is, then pop the stack as you found them balanced. If it is not, then it's an error.
Seems more like a homework assignment. So I would comment accordingly and allow you to learn a few things.
Always initialize your variables. strings are not initialized in your code.
You do not iterate over the string three time, you can check the string only once.
Use if-else if-else structure instead of if-if-if structure.
Always use brackets braces
Be consistent with your usage, either use at() or [], but dont mix them in code.
//this code may help you check string for balanced brackets with no
//repeated brackets,paranthesis or braces (e.g. [2*{3/(1+2)}].Note: no repeatance of
//brackets
#include <iostream.h>
#include <conio.h>
#include "IntStack.h"
#include <stdio.h>
void main(void)
{
char bracket[20];
gets (bracket);
char arr[6];
int i=0;
while(i<20)
{
switch(bracket[i])
{
case '[':
{
arr[0]=1;
break;
}
case '{':
{
arr[1]=2;
break;
}
case '(':
{
arr[2]=3;
break;
}
case ')':
{
arr[3]=3;
break;
}
case '}':
{
arr[4]=2;
break;
}
case ']':
{
arr[5]=1;
break;
}
default:
cout<<"";
}
i++;
}
if(arr[3]==arr[2])
cout<<"";
else
cout<<" ) or ( is missing "<<endl;
if(arr[1]==arr[4])
cout<<"";
else
cout<<" } or { is missing "<<endl;
if(arr[5]==arr[0])
cout<<"";
else
cout<<" ] or [ is missing"<<endl;
}
void check_brackets (string bituy)
{
int flag = 1
int count[6] = {0, 0, 0, 0, 0, 0};
stack<char> barstack;
for (int i = 0; i < bituy.length(); i++)
{
if (bituy[i] == '{')
count[0]++;
else if (bituy[i] == '}')
count[1]++;
else if (bituy[i] == '(')
count[2]++;
else if (bituy[i] == ')')
count[3]++;
else if (bituy[i] == '[')
count[4]++;
else if (bituy[i] == ']')
count[5]++;
}
for (int i = 0; i < 6; i += 2)
{
if (count[i] != count[i+1])
{
cout << "Wrong Syntax!" << endl;
flag = 0;
break;
}
}
if (flag)
{
for (int i = 0; i < bituy.length(); i++)
{
if (bituy[i] == '{' || bituy[i] == '(' || bituy[i] == '[')
barstack.push(bituy[i]);
else
{
if ((barstack.top() == '{' && bituy[i] == '}') || (barstack.top() == '(' && bituy[i] == ')') || (barstack.top() == '[' && bituy[i] == ']'))
barstack.pop();
else
{
cout << "Wrong Syntax!" << endl;
flag = 0;
break;
}
}
}
}
if (flag)
cout << "No Errors!" << endl;
}
#include<bits/stdc++.h>
using namespace std;
bool isBalance(char n[],int size){
int i,count=0;
//int size=strlen(n);
for(i=0;i<size;i++){
if(n[i]=='{'||n[i]=='['||n[i]=='('){
count ++;
}
else if(n[i]=='}'||n[i]==']'||n[i]==')'){
count --;
}
else return -1;
}
if(count==0)
return true;
else
return false;
}
int main(){
char n[1000];
gets(n);
int size=strlen(n);
bool result=isBalance(n,size);
if(result==true)
cout<<"Balance";
else
cout<<"Not Balance";
return 0;
}
//bracket Chaecker program
void bracket_checker()
{
int i=0;
char d;
char ch;
int count=0;
char *s = new char[21];
fstream out;
out.open("brace.txt",ios::in);
while(out>>d)
{
if(d =='}'|| d ==')' || d == '{' || d =='(')
{
s[i]=d;
i++;
}
}
if (i % 2 != 0)
cout <<"\ninvalid braces";
else if (( s[0] == '}' || s[0]==')' || s[0]==']') || (s[i]=='{' || s[i]=='(' || s[i]=='[' ))
cout <<"\n invalid braces";
else
{
for(int a=0; a<i; a++)
{
if (s[a] == '(' || s[a] == '{' || s[a] =='[' )
push1(s[a]);
if((s[a]=='(' && (s[a+1]=='{' || s[a+1]=='}')) || (s[a]=='[' && (s[a+1]=='{' || s[a+1]=='}')))
break;
else
if (s[a] == ')' || s[a] == '}' )
{
if (head != NULL)
{
ch = pop1();
if( ch == '{' && s[a] == '}' || ch == '(' && s[a] == ')' || ch=='[' && s[a]==']')
cout <<" ";
else
break;
}
else
break;
}
}
if(head==NULL)
cout <<" valid";
else
cout <<"In Valid";
}
}