C++ :: Add Small Function To Allow To Pause Game?
Dec 4, 2013
I am trying to add a small function to allow me to pause the game I am making. I measure the time elapsed using the following algorithm:
1. USE ""clock_t begin=clock();"" FOR SYSTEM TIME OF GAME BEGINNING.
2. USE ""cout<<(clock()-begin)/CLOCKS_PER_SEC;"" TO DISPLAY TIME ELAPSED IN SECONDS.
Now, if I want to pause, I would want to subtract the 'paused' time from the total time elapsed.Say,
clock_t pause, resume;
{
pause=clock();
.
.
.
resume=clock();
}
Then I would do cout<<(clock()-begin-(resume-pause))/CLOCKS_PER_SEC;
This, though is what I want, works only once(I can pause only once). I can use arrays of resume and pause, but it would still limit the number of times I can pause.
What I am looking for is a way to pause any number of times.
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Jan 20, 2014
I know there has to be a system call for a pause function. I simply want the program to pause for a few seconds before executing the next line of code. I do NOT want the user to enter a keypress, just pause the output or code execution for a few seconds.
system (pause); waits for keypress right? I just want it to wait 3 seconds before proceeding. I know it should take an argument for milliseconds right? Also, this is for a homework assignment I have already completed, just doll'in it up a bit for extra credit...maybe...
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Feb 19, 2013
I mean on the executable file. It just displays the results and quickly flashes away, cin.get() has no effect and system("PAUSE") is undeclared.
I never found a single sure way to pause effectively. Is there a method that works all the time? Sometimes cin.get() gets skipped even in the code itself. The IDE I am using is Code Blocks if that matters any.
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Oct 2, 2013
I want to monitor a text file. So far what I have is the program reads and prints the names in the file to standard out. When the program reaches the end of the file, it closes.
I want the program to stay active and continue to print names as they are saved to the text file.
I was toying with FindFirstChangeNotification function, but it seems that returns a handle so I'm back to the drawing board.
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Oct 25, 2013
So i have to use these prototype functions to run loops and to pause the program, the only problem is after i select a loop option and enter a number of dots to print in the loop it goes into an infinite loop and why, also when i try using the 4 option to exit it still asks me how many dots i want to print.
Code:
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
int pause(char *);
int getInt(char *);
void whileFunction(int);
void doWhileFunction(int);
void forFunction(int);
[Code] .....
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Nov 7, 2013
I would like to have my program pause at a certain screen but not to have the "Press any key to continue..." message or the press of a button. In my program, the code looks similar to this:
for(;;)
{
cout
cin
cout
cin
...
//
here, I want to have a pause to view what the for loop has come up with but to not have a message display or a button press needed. At the end of the loop, I want it to pause before looping again. IS this possible?
If so, how can I implement it into my program?
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Feb 2, 2014
I know there has to be a system call to pause (not system("pause") execution of a program for a few seconds. I would like to give the illusion that my program is 'thinking' rather than just spit out the result as soon as the user has hit the enter key.
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Mar 27, 2014
I am writing an application that needs to temporarily disable the Play/Pause button that appears on multimedia keyboards.
Normally, a key can be blocked quite easily by installing a low level keyboard hook (WH_KEYBOARD_LL) where the KeyboardProc intercepts the key (in this case VK_MEDIA_PLAY_PAUSE) and returns a "1" instead of calling CallNextHookEx. I have tried this with other keys (including the Windows key VK_LWIN) and this works perfectly. I also have no problems with this method under Windows 7 where all keys, including VK_MEDIA_PLAY_PAUSE get blocked.
Windows 8 is a different story. When my application has input focus, everything works as expected, meaning the VK_MEDIA_PLAY_PAUSE key gets blocked and no other application responds to it. However, when my application loses focus, my hook procedure gets called (this was verified by sending out a OutputDebugString) but other applications respond to key even though I return a "1". As soon as my app gets focus again, everything is block as it should.
After some investigation, I found that the multimedia keys not only generate keystrokes but also generate WM_APPCOMMAND messages so I added ShellProc (WH_SHELL) hook with the following hook procedure:
LRESULT __declspec(dllexport)__stdcall CALLBACK ShellProc(int nCode,WPARAM wParam,LPARAM lParam) {
// Do we have to handle this message?
if (nCode == HSHELL_APPCOMMAND) {
OutputDebugStringX(">>>>> HSHELL_APPCOMMAND");
[code]....
This procedure is only getting called when my app has input focus. Whenever I have input focus and return "1" the Play/Pause command gets blocked. As soon as I lose focus the procedure does not get called/hooked.
As I have mentioned, the code works for other keys, just not the multimedia keys.
Alternatively, another way of blocking the multimedia keyboards Play/Pause button?
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Jan 3, 2014
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I need to be able to declare sizes that are even much larger than the abovementioned size.
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Do I have to use something other than arrays?
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The reason I get this very small number, is because I am multiplying together thousands of numbers, all of which are around 0.0001 in value. So, one way to do this would be to store all these individual values as simply their order of magnitude (e.g. -4) and then instead of multiplying the numbers, I would just add up their orders of magnitude. However, I am wondering whether there is a way in C++ to do this without me having to change the way I store my data - I still would like to keep the original values if possible.
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The below code is just the divde part.
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[Code] .....
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using System;
using System.Collections.Generic;
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[Code].....
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Code:
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char * pForeName;
char * pSurName;
};
If I allocate memory like this:
Code:
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Code:
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Code:
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Apr 20, 2013
I was trying to look up solution for this for quite a while already but found nothing. I am writing a simple console based turn based RPG game for my class project. I was trying to have a member function attack() in class of the player character, which affects the component called health of the class Enemy. both this classes are inherited from the base class Unit. I tried to pass the object of type enemy as an argument to the function attack, but the function call gives me Error: too many arguments in function call. Here's the code for classes:
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class Unit {
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[Code] ....
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[code]....
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Code:
#include <iostream>
#include <ctime>
#include <cstdlib>
using namespace std;
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[Code] .....
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Dec 21, 2014
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Nov 7, 2013
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#include <cstdlib>
#include <time.h>
#include <conio.h>
using namespace std;
class Dice {
[Code] ....
Every time the roll_dice function get call twice for the same object, i receive the same dice values.
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Feb 27, 2015
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There will of course be sub menus to each option, but we will get to that later.
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void LoadMap();
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[Code] ....
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