I usually use codeblocks until my professor gave me a project in which it was mandatory to use turbo c++ so how can I create the timer effect in turbo???
E.g. if i want to print 1 2 3 4.... in a gap of 2 seconds how will I do it in turbo c++?
I am trying to create a five second timer that allows a value to be entered in that span of time. However, if a value is not entered within the five seconds, the timer ends and a value will no longer be able to be entered. I am trying to create a math test that has a five second time limit for equations to be answered.
I want to add a count down timer to my testing software 1hr and 30min
Its a 32bit console application, I want the countdown timer outputted above each question on the right side, timer only needs to output the time left at the top of each question so a live outputted timer is not important.
Questions are not random generated.
Also how to output "out of time" if the timer reaches 0 and for the test to end, I think branching is involved not too sure.
I already have, std::srand( std::time(0) ) ; at the start of the test to randomly generate the answer order.
A sequence point in a C program is defined as "Any point in a program's execution at which it is gauranteed that all side effects of previous evaluations will have been performed and no side effects from subsequent evaluations have yet been performed."
that should pass the value decided by the min function to an ofstream object, filewriter, that call the put method to print chars in a tga image file. When I open the file, all I see it is a huge black screen. You may be thinking that the values of blue,green and red are all zero but it is not the case.
With this code:
if (x==50 && y==50) { cout << "Min BGR: " << endl; cout << min (blue*255.0f,255.0f) << ' ' << min (green*255.0f,255.0f) << ' ' << min (red*255.0f,255.0f) << ' ' << x << ' ' << y << endl;
The brief is to write a program that implements a musically-interesting or musically-useful audio effect/process in C without external libraries other than those prescribed (PortMedia/PortMIDI/PortSMF/PortAudio, Libsndfile).
// this program gives random number output #include <iostream> #include <cstdlib>// contains function protype for rand #include <iomanip>// for setw using namespace std;
[code]....
what is the effect on output of program of different numbers input to the int data type named seed*/
Im trying to make a reaction game. I have a grafic that comes up, and the timer starts and when i hit the grafic the timer stops. But my problem is that the Timer doesn't reset.
how to produce a period signal that lasts 0.100 ms that is 35% red and 65% green using a bi-colour LED and the timer module?
while(ReadTimer0() < (unsigned int)165)
Its using this: OpenTimer0(TIMER_INT_OFF & T0_SOURCE_INT & T0_16BIT & T0_PS_1_32);
So does that mean that the period signal is 165 * 32 * 4/32 = 660 = 66%? I really just need to know how to calculate the period signal to produce 35% red and 65% green..
I'm creating a game in which i.need player to.answer.my question within 10 seconds...
So I need a code for this timer... I don't want code to be paused by sleep or delay functions.. But I need that it waits.for 10 seconds.. and if user types answer in between.. it.reads it
And if player.doesn't answers it within 10 sec.. it displays a message
I need to set a timer but still have the program processing info. I have looked into using sleep but when using this all processing stops to my knowledge. I tried to use the settimer method but was having some issues since I am not using a dialog based interface.
I have some value in process memory (not my process). I have address of this value and want to execute function or smth else on changing this value. I think to use timers but I think they are too slow - low resolution(I read smth from 10 to 50 ms) and uses CPU too much. Can you offer me some other solution with not very much cpu usage but with checking variable value nearly 1 to 5 ms.
My game runs in a while loop, as you can see in the code below. I need a timer, which won't stop this loop or freeze it, but it will wait, until timer is over and executes code without interfering with the while or for loop.
In an assignment where they were asked to write a simple alarm that went off every 12 hours. This seemed mildly interesting so I gave it a go. The alarm actually goes off every minute (to have it go off every hour, or every 12, or some other interval more cogs, shafts and pinions would need to be added to the mechanism).
Code: /* A simple "stopwatch" that prints an alarm message every minute. * * 2-Nov-2013 * */ #include <stdio.h> #include <stdbool.h> #include <time.h>
I have attached a circuit diagram below, which has been tested. Currently you have to manually push the switch to change the brightness of the bulbs. I want to program a chip to automate this.
Over 90 days the chip will output a high signal in replace of the switch every set period of time (say once every 1.5days). I can use any chip but the smaller the better!
It's based off of deWitter's 4th game loop. [URL]....
However, there's one major flaw. If the update() function takes a long time to execute, the timer slows down, a "second" doesn't last 1000 milliseconds, and the fps counter spits out numbers like 100 and 120 when the limit should be 60. Is there a way to make a timer that always runs with constant speed no matter how long the update function takes?
I have a code which basically produces the RSSI value in a command prompt window once i run it but i want to add a function to it which would let the RSSI reproduce itself (once every 5 seconds or something) once its run without having to physically compile it every time.
using System; using System.Collections.Generic; using System.ComponentModel;