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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C :: System Call For A Pause Function

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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C++ :: How To Pause After Outputting Results

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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C++ :: How To Pause Program Until File Changes Are Made

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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C :: Using Prototype Functions To Run Loops And To Pause The Program?

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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C++ :: System (PAUSE) Without Message Or Button Press

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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C :: System Call To Pause Execution Of Program For Few Seconds

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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Visual C++ :: Blocking Keyboard Play / Pause Button In Windows 8?

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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C :: Using Small Buffer With Sprintf Causes Overflow?

Jan 3, 2014

Code:
char buffer1[10];
char buffer2[10] = "something";
sprintf(buffer1, "with %s", buffer2);

In a statement like the one above, is there a threat/leak or does it only truncate the string that is loaded into buffer1?

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May 16, 2013

Suppose my file a.txt has "ABC" written in it. Now I want to write a small b before capital B in the file. How will I do it. I've tried to do it but i'm having problems.

1. When opened in app mode seekp doesn't work.
2. When opened normally previous written data is erased.

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C# :: EMGU - Small Symbol Detection

Sep 16, 2014

I am trying to find the best way to detect a small symbol such as :

Just for testing features I tried to load these into SURF example that comes with EMGU and it does not pick it up... And I think the technology used for SURF is better for objects with more details and color gradients...

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C Sharp :: Array Size Limitation Is Too Small

Mar 24, 2013

I am having difficulty with arrays because of the limitation of the size of the arrays that I can declare. I need sizes that are very large and windows or C# does not allow me to create bigger than the following for example:

public static int[] gaPoints = new int[20000000000000000000 + 1];

I get an error message saying that "integral size is too large".

I need to be able to declare sizes that are even much larger than the abovementioned size.

How can I circumvent this problem?

Do I have to use something other than arrays?

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C++ :: Storing Very Small Numbers - But Only Order Of Magnitude

Feb 9, 2013

I want to store a very small number - too small for even a long double. However, I don't need the number to be stored very precisely - in fact, all I really need is the order of magnitude of the number. For example, the number 5.205849034425 X 10^-381 can just be stored as an integer of -381 for my purposes. I don't really care about the precision of the 5.205849034425 part.

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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C++ :: Merge Sort Only Works Fine For Small Numbers

Apr 10, 2013

Whenever I try to call merge sort on large numbers say n=10000000. It gives an error. It works fine for small numbers, even though I have declared my Lists on the heap.

The below code is just the divde part.

List<long>* Merge(List<long> *ParentList) {
if((ParentList)->Length==1) {
return ParentList;

[Code] .....

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C# :: Small Program That Will Create Multiples Of The Previous Line?

Apr 4, 2015

Im trying to do a small program that will create multiples of the previous line *2, and spit out the anwser in seperate lines (as many times as the user wants)

Example if i wrote it in a bad way

2
4
8
16
32
etc.

At this time my code looks likes this, now im planing to get my hands on the IF statment

using System;
using System.Collections.Generic;
using System.Linq;

[Code].....

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I've finished my series of tutorials and built a investment calculator with QT, now that's finished and I wanted to create a small radio that allows to retrieve audio from an URL. I wanted to use Juce but I'm clueless about it, I know how to program but I've never touched external libraries?

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May 21, 2012

I have been writing a program to generate pairs of RSA keys using small prime numbers. I have been using mpz_invert() to get a value for d for the private key. On small prime numbers it calculates the correct value, but on larger primes it calculates incorrect values.

I'm assuming there must be an upper limit to the values the mpz_invert() function can handle? If so, what is this limit to avoid erroneous values?

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C++ :: Size Of Process Grows Larger For Lots Of Small Memory Allocations

Jun 21, 2013

Why the size of a process grows larger in size for lots of small memory allocations. For example, say I have this struct, which is 16 bytes (for a 32 bit build):

Code:
struct Person {
int iID;
int iAge;
char * pForeName;
char * pSurName;
};

If I allocate memory like this:

Code:
LPBYTE lpB = new BYTE[sizeof(Person) * 1000000];

Then my process grows to 16,48KB in size, which is what I expected. However if I allocate memory like this:

Code:
Person * lpPerson;
for(int i = 0; i < 1000000; ++i)
lpPerson = new Person;

Then the process grows to 78,656KB, which I don't understand.

Additionally, I was surprised to find a vector acts more similarly to the first example. This code:

Code:
Person temp = { 0 };
std::vector<Person> people;
for(int i = 0; i < 1000000; ++i)
people.push_back(temp);

Only increases the process memory to 16,892.

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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:

#include <iostream>
#include <cstdlib>
#include <ctime>
#include <string>
using namespace std;

class Unit {
protected: int power, intellect;

[Code] ....

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May 16, 2014

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int randomNum (int min, int max) {
return min + rand () % (max - min + 1);
} int singleTurn (int holdValue) {
int totalRoll = 0;
int score = 0;
do {
score = randomNum(1,6);

[code]....

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Nov 27, 2014

i have a project where i create a dice game, the user rolls 2 dice and the computer roles 2 dice. the player that wins 3 out of 5 rolls wins the game. I have completed the requirements, but i wanted to create a pass by value function for "void Dice()", I'm not too sure how that works?

Code:

#include <iostream>
#include <ctime>
#include <cstdlib>
using namespace std;
//creating my variables and their values
int compinput;

[Code] .....

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I'm working on my first video game. So far I have a few classes in the game starting with the Game class which includes a list of GameObjects (another class). There are several classes that inherit from GameObjects used to implement things like bullets, explosions, various enemy types, etc.

The game essentially iterates through the list of GameObjects to update/render them. I would like to provide access to the Game's list of GameObjects inside another class (like the Bullet class) so I can put new objects on the list. For example, when a bullet hits, I want to add an explosion to the Game's GameObject list it can be updated/rendered.

How this should be setup? I was considering adding a pointer to the Game or GameObject list to the GameObject class (and methods to access it), but I was wondering if there is a better way to set this up?

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Nov 7, 2013

#include <iostream>
#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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Mar 10, 2014

How i can set if health 0 game end?

#include <Windows.h>
#include <iostream>
#include <BluetoothAPIs.h>
#include <ws2bth.h>
bool Move(int xadj, int yadj);

void LoadMap();
void DrawScreen();

[Code] ....

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