int main()
{
    int init=0,n_inputs=3;
    int arr[4][3]={{1,2,3},{1,1,3},{3,2,3},{3,3,3}},temp[50],expr_len,lex_type;
    char expr[50];

    while(1)
    {
        take_expr(expr);
        lex_type=change_expr_type(expr,n_inputs,temp);
        expr_len=strlen(expr);
        if(match(init,arr,temp,n_inputs,expr_len))
        {
            printf("ACCEPTED\t");
            if(lex_type==1)
                printf("Type: Identifier\n");
            else if(lex_type==2)
                printf("Type: Number\n");
        }
        else
            printf("INVALID\n");

        check_escape();
    }

    return 0;
}
Exemple #2
0
static void
console_putc(char c)
{

	if (check_escape(c))
		return;

	switch (c) {
	case '\n':
		new_line();
		return;
	case '\r':
		pos_x = 0;
		return;
	case '\b':
		if (pos_x == 0)
			return;
		pos_x--;
		return;
	}

	vram[pos_y * cols + pos_x] = c | (attrib << 8);
	pos_x++;
	if (pos_x >= cols) {
		pos_x = 0;
		pos_y++;
		if (pos_y >= rows) {
			pos_y = rows - 1;
			scroll_up();
		}
	}
}
Exemple #3
0
int main(void)
{
    bool b_done=false;
    bool done=false;
    srand(time(NULL));
    initXWindows();
    init_opengl();
    //declare game object
    Game game;
    game.n=0;

    //declare a box shape
    game.box[0].width = BOX_WIDTH;
    game.box[0].height = BOX_HEIGHT;
    game.box[0].center.x = WINDOW_WIDTH/7;
    game.box[0].center.y = WINDOW_HEIGHT - WINDOW_HEIGHT/7;

    game.box[1].width = BOX_WIDTH;
    game.box[1].height = BOX_HEIGHT;
    game.box[1].center.x = 2*WINDOW_WIDTH/7;
    game.box[1].center.y = WINDOW_HEIGHT - 2*(WINDOW_HEIGHT/7);

    game.box[2].width = BOX_WIDTH;
    game.box[2].height = BOX_HEIGHT;
    game.box[2].center.x = 3*WINDOW_WIDTH/7;
    game.box[2].center.y = WINDOW_HEIGHT - 3*(WINDOW_HEIGHT/7);

    game.box[3].width = BOX_WIDTH;
    game.box[3].height = BOX_HEIGHT;
    game.box[3].center.x = 4*WINDOW_WIDTH/7;
    game.box[3].center.y = WINDOW_HEIGHT - 4*(WINDOW_HEIGHT/7);

    game.box[4].width = BOX_WIDTH;
    game.box[4].height = BOX_HEIGHT;
    game.box[4].center.x = 5*WINDOW_WIDTH/7;
    game.box[4].center.y = WINDOW_HEIGHT - 5*(WINDOW_HEIGHT/7);

    game.circle.radius = CIRCLE_RADIUS;
    game.circle.center.x = WINDOW_WIDTH;
    game.circle.center.y = -80;

    while(XPending(dpy)) {
       XEvent e;
       XNextEvent(dpy, &e);
       b_done = check_b(&e);
          if (b_done){
              break;
          }
    }
    //start animation
    while(!done) {
        while(XPending(dpy)) {
           XEvent e;
           XNextEvent(dpy, &e);
           done = check_escape(&e);
        }
        doMakeParticles(&game);
        movement(&game);
        render(&game);
        glXSwapBuffers(dpy, win);    
    }
    cleanupXWindows();
    return 0;
}