Say I want to leave a program running and it stops when I press F9 for instance, I'm looking for something like (and note this is just a generalization).
I am asking for input for a char by using the _getch() function. The thing is that when a key is pressed multiple times it screws the program because it executes every single key that is entered.
I am asking for the user to enter a letter that will determine an action to be used in battle, like attack, magic, "use item", etc.
char option; cout<<"Enter your choice for battle: "; option=getch(); if(option=='a') //Executes an attack else if(option=='b') //Opens magic menu else if(option=='c') //Opens item menu
Suppose the user enters a character, then the program executes an action by the enemy monster. This is where the problem arises, if the user entered multiple keys or if he enters input during the time the monster attacks, the next time it is the user's turn it will execute the first attack automatically because it keeps reading the input.
I want to know how to cut it off, so that it doesn't ruin the program like that.
I am trying to cout just the first 5 characters the user enters into a string. I'm not sure how I can discard or not show the rest of the characters they try to enter after 5.
#include <iostream> #include <string> using namespace std; int main() { string random; cout << "Enter any word." << endl; cin >> random; cout << random; //want to ignore everything after first 5 characters entered. return 0; }
The number of parameters to this function is variable It has all types of variables, function calls, etc.
The code has thousands of these lines
There is now a need for a special version of the compile that will remove a lot of the code, among others is the logging.
Can I somehow #define the "logthis" name into something that'll remove all actual calls to the code. including the actual parameters/expressions to the call.
I can't afford to add #ifdef/#endif around each of the calls because there are too many of them, and because that'll cause some undisired side effects in our code conformance tests.
Code: #define logthis __noop
comes close, that removes the call, but it still causes the compiler to evaluate and validate all the parameters to the logthis function, which doesn't work because in this case, removing the logging headers also removes other members of the class that get used as part of the parameters to logthis()
if I could define logthis into // resulting in all the rest of the line being comments, but that doesn't work.
Preferably I'd like something to be portable, but I'll take a solution that only works on visual studio as well.
So i have this program that takes in user input and stores them into an array and then prints them, removes duplicates, and sorts in ascending order. The user can also stop by inputting a sentinel value (in this case -1). But i am also supposed to ignore any negative value besides -1. When i input any other negative value into the program it messes up. How would i go about ignoring the negative values?
Code: #include<stdio.h> int main() { int input, nums[20], i, j, k, temp, count=0, count2=0; for(i=0;i<20;i++)
I know I can use -isystem path to mark a path as containing system headers which shouldn't be included when generating warnings, and this works, but it doesn't work when the warnings are generated by instantiating templates from the library in my source code. Is there any way to ignore these template-instantiation-generated warnings too?
how I can ignore strings from being entered by the user. When the use enter's a string it always evaluates it as even. I though I might use a cin.ignore(); but I am unaware of how to use it.
#include <iostream> using namespace std; int main() { cout << "Enter a number: "; int num = 0;
I've written a simple program, which asks the user to respond to a YES or NO question using the character Y/y for YES and the character N/n for NO. The foundation of this program is based around several IF statements implemented to aid in finding the ASCII value of the character entered before invoking the corresponding cout statement that informs the user which character they entered. My Question: How should a program be written to deal with ignoring case sensitivity in regards to the users' input?
Here is my amateurish attempt,
Code: #include <iostream> using namespace std; int main()
[Code] .....
The following are IF statements written for the program to determine whether the user answered YES or NO. The program then performs the cout statement that contains the corresponding character to the ASCII value found.
I need to run some operation if a key from keyboard is pressed. so I go with
Code: c=getchar();
to get it read. yet the user could press a key anytime; so I'd need some if-loop. no plans on how it'd look like though...I suppose something like this below wouldn't work right?
how can I allow pressing some keys on the keyboard in C++? I mean, when you are in the console and you are only allowed to press numbers before pressing enter, for example.
I am trying to get my keyboard input into a function, so that I can call a function like updatebuttons() and set global variables to 0 if the button is not down at the moment and 1 if it is. It seems simple, but I can't seem to get it to work right; I am not use to working outside of windows, so I am still a beginner with SDL.
I'm not finished with this code, but I am stuck on this one glitch. This is what I have so far, and it's not working.
Code: int main() { /*Please input an n value greater than zero. Otherwise, exit the program by entering a carriage return*/ printf("Please input an n value greater than zero. Otherwise, exit the program by entering a carriage return "); int summation = 0, x, y; scanf("%d", y); for (y == x; summation <= M_E && x <= 34; x++)
How to move a character (an arrow or any other character) on screen using keyboard? I'm actually a beginner and have only wrote simple (starter's) programs in C++. It would be great without using any external library which is not included in C++ by default (in other words, using plain C++).
I have a problem where I need to add the ability to input numbers into a calculator program through either a form button press or keyboard press. I have the button press working fine though I can't seem to get the program to start with the cursor active in the textbox for keyboard input. I've use this.ActiveControl = result; "result" being the textbox. Though the issue here is the program starts off with the cursor active but only for the first instance of keyboard inputs.
Perhaps its the way I wrote the program but is there a way I can achieve this? I found a way to write this calc by having a single event for all button presses, opposed from an event for 1-9. Not sure if this is a good approach but here is some of the code.
I would like to know how to press a key as if it had been pressed on the keyboard in a program. I would also like to know how to read input from a xbox 360 controller. I want to know how to do this so that I can add joystick support to a few mmos that I play that do not already have it.