I'm just having a bit of troubles on getting my code to work from this psuedo code - It has been asked for the object to be set at at least a height of 30 units (in the y property). -
#include <iostream>
#include <Windows.h>
#include <conio.h>
using namespace std;
struct Player {
float position ;
float velocity ;
Write a program that computes how many feet an object falls in 1 second, 2 seconds, etc., up to 12 seconds.
1.Have a procedure called FallingDistance which has one input parameter, seconds, and one output parameter, distance. 2. Compute the distance in feet an object falls using this formula: d = ½ gt2 (where g = 32.2) 3. The main program should call FallingDistance within a loop which passes the values 1 through 12 as arguments. 4. Print a table with seconds and falling distance in feet.
In C++, the procedure is called a function. Instead of using an output parameter, your C++ function FallingDistance should return a result of type double. This is what I created:
#include <iostream> #include <cmath> #include <string> using namespace std; const double g =32.2; double fallingDistance(double);
#include <iostream> #include <vector> #include <string> #include <map> using namespace std; struct bop { string realname; //real name
[Code] ....
Okay, so first thing's first. The program will not compile due to lines 39-45. If I were to change those pointers into regular objects, it will not change the values of my class object. So what is the right way to do this?
I want the user to be able to input the # of employers/programmers into the system. But I cannot do that with an array of classes because when declaring an array; the array size must be constant.
Are the objects in both vectors the same instance of the object? Like if I called vectorOne[0].setValue(somethingDifferent); would the value be changed for the object in both vectorOne and vectorTwo? If not, how do I make sure that I only have one instance of the object I'm trying to store in multiple vectors?
I was getting errors and I looked into the error and it told me to fix it by adding Code: { } in my case statements. I did, it compiled but fell through the whole thing. Lets say I enter 1, it outputs the was not found 5 times in a row.
Code: void addressbook::EditNameOrDate() { std::cout << "Enter 1 to Edit the contacts First Name: " << " "; std::cout << "Enter 2 to Edit the contacts Last Name: " << " "; std::cout << "Enter 3 to Edit the contacts Street Address: " << "
Im developing a game where i need 18 animated images to fall into view from the top of the screen with 14 of type A visible and 4 of type B. I then need to be able to drag these items off screen or into a basket at the bottom of the screen.
My current issues are:
I cant seem to drag the images off screen or to the basket when they are animated.I cant make the images fall randomly with delay between them.I was able to make the 18 appear, but not as listed above in the description with 14 of type A and 4 of type B.
void armazenaFA( std::vector <int> &vFA) // this function only knows about vFA { vsFA[n] [m]= simTime().dbl(); OR vsFA[n].push_back(simTime().dbl()); }
This is probably a very basic question, but I need to create two vectors and then loop through the vectors and output each pair that is found.
The user will input min1 and max1 with step1 for the first vector and min2 and max2 and step2 for the second vector. Then the loops will go through and return the combinations will return each pair of the two vectors.
So if I input min1=1 and max1=10 and step1=1 and same for vector two the return would be:
[1,1] [1,2] . . . [10,10]
This is for part of a homework assignment, but I can't continue on the assignment without first getting this simple part to work.
will copy constructor does object initialization using another already created object? I understand that it can be applied for object initialization and not for assignment.Is it correct?
I have a method to take a Tile object and make an instances of it based on some data from the original object. Than it is suppose to manipulate the a specific instance and save the results. The first loop through it works but it changes all instance as well as the base.
public static int recurse(int count, Tile[,] b,Huristic h,int check) { if (check==1) { boardState.Add(B)/>; return check; } if (check == 0)
this function will return a temporary integer now void fun1(const int & num); this function can receive from myfun().BUT void fun2(int & num); this function cannot receive from myfun() Why is that, Moreover what is lifetime of a temporary object like one returned in myfun() ???
I am using the above code to retrive an item selected by user,But this line is giving an exception "Null Reference Exception, Object reference not set to an instance of an object"
In Visual Studio 2010 C++ I have a series of existing text objects The text properties names are item1_lbl, item2_lbl, item3_lbl, ….
Based on a selection I want to change an object. I generate the name of the object I want to change in a string so from this string is there a way to get a pointer to the correct text object that is same name?
I want to add 2 vectors to print out so that there on the same line. What I am trying to make is an inventory system that will use 2 vectors to keep the pounds of the item and list the 2 vectors on one line.
(I am using Microsoft Visual C++ 2010 Express)
Like this:
0. empty 0 1. empty 0 2. empty 0
etc...
Right now it looks like this:
0. empty 0. 0
The code:
#include "stdafx.h" #include <iostream> #include <vector> #include <string> #include <fstream> #include <cmath> using namespace std; int main() { vector<string> inv;
I have a vector I want to add book titles to, then i want to print my updated vector. This is best I have come up with but the program fails at the getline line. why?
string book; cout << "Enter book to add: "<< endl; getline(cin, book); books.push_back(book); for(int i = 0; i < books.size(); ++i) { cout << i+1 << ". " << books[i] << endl; }
I'm trying to figure out how I can create a vertex array object at offset of a vertex buffer object.I've created the buffer object. I'd like the "texs" idnex data to start at the texture coordinate content of the vertex_t structure.
Type definitions:
struct vertex_t { vector3d_t position; float s; // Texture coordinate s float t; // Texture coordinate t };
Code so far:
// How do I make this start at a certain spot of the VBO?! glVertexAttribPointer(texs, 2, GL_FLOAT, GL_FALSE, sizeof(vector3d_t), nullptr; //...
I'm trying to make it like a game. You would fire your gun, then have the option of reloading. If you run out of ammo and try to fire...it will automatically come out of your cache. Anyone who played a 3rd or first person shooter knows what I mean. I thought vectors would be the best course of actions since they can remove and add elements with ease. One of the many problems I have is subtracting the Hand Guns current ammo (size) from its maximum (capacity) to see how much to A. push_back into the clip and B. pop_back out of the cache. Can size() and capacity even be subtracted? Here's the code with what I believe to be all the possibilities.
#include<iostream> #include<vector> using namespace std; int main(int argc,char** argv) { vector<int> HG_cache (36,1); vector<int> HG_clip (12,1); char user_input;