Exemple #1
0
Object::Direction Actor::get_reference() const
{
    Direction dir;

    if (m_xref > get_front()) {
        dir = Right;
    }
    else if (m_xref < get_front()) {
        dir = Left;
    }

    return dir;
}
Exemple #2
0
void keyPress(int index, int key) {
    Queue * q = stimuli[index];
    Circle * c2 = &targetCircles[index];
    Node * head = get_front(q);
    Circle * c1;
    int i;

    if (head != NULL) {
        c1 = &(head->circle);
        if (c1->movable == TRUE) { // the circle is moving 
            if (abs(c1->y - c2->y) < RADIUS * 2.0) { // the stimuli and target are touching 
                // begin to fade or modify alpha 
                c1->invisibleStartTime = glfwGetTime();
                // fade away 

                c1->fadeAway = TRUE;
                c1->alpha = 1.0;
                for (i = 0; i < COLOR_NUM; i++) {
                    c1->colour[i] = WHITE;
                }

                // stopping 
                c1->movable = FALSE;
                // write to file 
                writeData(TRUE, key);
            } else { // the stimuli is not touching the target
                writeData(FALSE, key);
            }
        }
    } else { 
        writeData(FALSE, key);
    }
}
Exemple #3
0
Any_Type
get_front_and_dequeue(struct Queue *q) {
    Any_Type a = get_front(q);
    dequeue(q);

    return a;

}
Exemple #4
0
//5.得到队首元素
Boolean get_front_queue(Queue *queue, void **value)
{
    if(queue == NULL || is_queue_empty(queue))
    {
        return FALSE;
    }
    if(value != NULL){
        return get_front(queue->dlist, value);
    }
}
Exemple #5
0
void Hovering::move(Map *map)
{
    switch(m_action) {
        case Still:
            set_action(Move);
            break;

        case Move:
            face_reference(get_attribute("turn_width"));
            animate_move();
            if (m_dir == Right) {
                if (m_x < m_x1) {
                    set_vx(get_attribute("move_speed"));
                }
                else {
                    set_vx(0);
                }
            }
            else {
                if (m_x > m_x0) {
                    set_vx(-get_attribute("move_speed"));
                }
                else {
                    set_vx(0);
                }
            }

            if (m_attack_timer.expired(get_attribute("attack_timer"))) {
                int dist = get_attribute("attack_distance");
                int x = m_xref - get_front();
                int y = m_yref - get_y();
                if (x * x + y * y < dist * dist) {
                    fire();
                }
            }
            Body::move(map);
            break;

        case Hit:
        case HitPerish:
            set_vy(0);
            process_hit();
            Monster::move(map);
            break;

        default:
            break;
    }

    // Move bullets
    unsigned n = m_bullets.size();
    for (unsigned i = 0; i < n; i++) {
        m_bullets[i]->move(map);
    }
}
Exemple #6
0
Boolean get_top(Stack *stack, void **value)
{
    if(stack == NULL || value == NULL || is_empty(stack)){
        return FALSE;
    }
    
    get_front(stack->dlist, value);
    printf("%x \n", value);

    return TRUE;
}
Exemple #7
0
/*
void print_int(void *value);
void print_int(void *value)
{
    printf("%d ",*(int *)value);
 }
*/
int main(int argc, char **argv)
{
    int i = 0;
    int a[]={1,2,3,4,5};
    void *value;

    Dlist *dlist = NULL;
    dlist = init_dlist();
    printf("3.push_front(dlist, &a[i]);\n");
    for(i=0; i< sizeof(a)/sizeof(a[0]);++i)
    {
        push_front(dlist, &a[i]);
    }
    show_dlist(dlist, print_int);
    printf("5.pop_front(dlist);\n");
    pop_front(dlist);

    show_dlist(dlist, print_int);
    printf("4.push_back(dlist, &a[i]);\n");
    for(i=0; i< sizeof(a)/sizeof(a[0]);++i)
    {
        push_back(dlist, &a[i]);
    }
    show_dlist(dlist, print_int);
    printf("6.pop_back(dlist);\n");
    pop_back(dlist);
    show_dlist(dlist, print_int);
    
    printf("7.insert_prev(dlist, dlist->head->next->next, &a[4]);\n");
    insert_prev(dlist, dlist->head->next->next, &a[4]);
    show_dlist(dlist, print_int);

    printf("8.insert_next(dlist, dlist->head->next->next, &a[4]);\n");
    insert_next(dlist, dlist->head->next->next, &a[4]);
    show_dlist(dlist, print_int);

    printf("9.remove_dlist_node(dlist, dlist->head->next->next->next);\n");
    remove_dlist_node(dlist, dlist->head->next->next->next);
    show_dlist(dlist, print_int);
   
    get_front(dlist, &value);
    printf("\n11.get_front:\n");
    print_int(value);

    get_tail(dlist, &value);
    printf("\n12.get_tail:\n");
    print_int(value);

    printf("\n13.get_dlist_count:\n");
    printf("%d \n",get_dlist_count(dlist));
    destroy_dlist(&dlist);
    return 0;
}
Exemple #8
0
void Actor::face_reference(int width)
{
    const Sprite *spr = get_sprite();
    int check_width;

    if (!width) {
        check_width = spr->get_width();
    }
    else {
        check_width = width;
    }

    if (abs(m_xref - get_front()) < check_width) {
        set_dir();
    }
    else if (m_xref > get_front()) {
        set_dir(Right);
    }
    else if (m_xref < get_front()) {
        set_dir(Left);
    }
}
Exemple #9
0
int
main()
{
    int	data=0, op=0;
    queue_t *q = malloc(sizeof(queue_t));
    printf("Size of Queue :");
    scanf("%d", &q->size);

    init_queue(q, 2);

    while(1)
    {
	printf("Enqueue	    -	1 \nDequeue	-   2 \nExit	-   3\n");
	scanf("%d", &op);

	switch(op)
	{
	    case 1: 
	    {
		node_t *node = malloc(sizeof(node_t));
		 printf("Data :");
		scanf("%d", &data);
		node->data = data;
		node->left = NULL;
		node->right = NULL;
		enqueue(q, node);

		print_queue(q);
		break;
	    }

	    case 2: 
	    {
		node_t *node = get_front(q);
		if(node == NULL)
		    printf("Empty Queue\n");
		dequeue(q);
		printf("Dequeing node : %d\n", node?node->data:0);
		break;
	    }

	    case 3: 
	    {
		print_queue(q);
		exit(0);
	    }
	}
    }
    return 0;
}
Exemple #10
0
void get_front( Vec<Expr> &front, Expr inst ) {
    if ( inst->op_id == inst->cur_op_id )
        return;
    inst->op_id = inst->cur_op_id;

    int nb_id = 0;
    for( Expr ch : inst->inp )
        if ( ch )
            nb_id += not ch->when->always( false );
    for( Expr ch : inst->dep )
        if ( ch )
            nb_id += not ch->when->always( false );

    if ( nb_id ) {
        for( Expr ch : inst->inp )
            if ( ch and not ch->when->always( false ) )
                get_front( front, ch );
        for( Expr ch : inst->dep )
            if ( ch and not ch->when->always( false ) )
                get_front( front, ch );
    } else
        front << inst;
}
Exemple #11
0
void Erupter::move(Map *map)
{
    Monster::move(map);

    switch(m_action) {
        case Still:
            if (m_attack_timer.check(get_attribute("attack_timer"))) {
                m_attack_timer.reset();
                int dist = get_attribute("attack_distance");
                int x = m_xref - get_front();
                int y = m_yref - get_y();
                if (x * x + y * y < dist * dist) {
                    m_attack_timer.reset();
                    fire();
                }
            }
            break;

        case MediumAttack:
            if (m_anim_timer.expired(get_attribute("treshold"))) {
                m_attack_timer.reset();
                reset_attack();
            }
            break;

        default:
            break;
    }

    // Move bullets
    std::vector<GravityBullet*> remove;

    for (std::list<GravityBullet*>::iterator it = m_bullets.begin();
         it != m_bullets.end();
         ++it) {
        GravityBullet *bullet = (*it);
        bullet->move(map);
        if (!bullet->get_moving()) {
            remove.push_back(bullet);
        }
    }

    for (int i = 0; i < remove.size(); i++) {
        GravityBullet *bullet = remove[i];
        m_bullets.remove(bullet);
        delete bullet;
    }
}
Exemple #12
0
void Dancer::move(Map *map)
{
    Monster::move(map);

    switch(m_action) {
        case Still:
            set_action(Move);
            break;

        case Move:
            face_reference(get_attribute("turn_width"));
            animate_move();

            if (m_attack_timer.check(get_attribute("attack_timer"))) {
                int dist = get_attribute("attack_distance");
                int x = m_xref - get_front();
                int y = m_yref - get_y();
                if (x * x + y * y < dist * dist) {
                    m_attack_timer.reset();
                    set_jump(map);
                    if (get_reference() == Right) {
                        set_speed(get_attribute("jump_forward"),
                                  -get_attribute("jump_speed"));
                    }
                    else {
                        set_speed(-get_attribute("jump_forward"),
                                  -get_attribute("jump_speed"));
                    }
                }
            }
            else {
                if (m_dir == Right) {
                    set_vx(get_attribute("move_speed"));
                }
                else {
                    set_vx(-get_attribute("move_speed"));
                }
            }
            break;

        default:
            break;
    }
}
Exemple #13
0
void Player::process_messages(int _size) {
    long long size = (long long)_size << 32;
    long long offset = 0;
    
    Message next_msg;
    Message msg;
    
    while (!rt_messages.empty()) {
        msg = rt_messages.pop();
        msg.timestamp = 0;
        handle_message(msg);
    }
    
    MessageQueue &queue = get_front();
    
    if (!playing) {
        read_position = queue.position;
        return;
    }
    
    while (size) {
        long long delta = size;
        
        if (!queue.empty()) {
            next_msg = queue.peek();
            delta = std::min(next_msg.timestamp - queue.read_samples, size);
            if (delta < 0) {
                // drop
                queue.pop();
                delta = 0;
            } if (delta < size) {
                msg = queue.pop();
                read_position = msg.frame;
                msg.timestamp = offset;
                handle_message(msg);
            }
        }

        queue.read_samples += delta;
        
        size -= delta;
        offset += delta;
    }
}
void bfs(int size, int matrix[size][size], int visited[size], int vertex) {

  QUEUEPTR queue = create_queue();
  queue = enqueue(queue, vertex);

  visited[vertex] = 1;
  int front, i;

  while(!is_queue_empty(queue)) {
    front = get_front(queue);
    printf("Vertex %d touched.", front);
    queue = dequeue(queue);

    for(i = 0; i < size; i++) {
      if(matrix[front][i] && !visited[i]) {
        visited[i] = 1;
        queue = enqueue(queue, i);
      }
    }
  }
}
int main(){
	int n;
	scanf("%d", &n);
	while(n--){
		char input[100];
		scanf("%s", input);
		if(strcmp(input, "push") == 0){
			int tmp;
			scanf("%d", &tmp);
			enqueue(tmp);
		}
		else if(strcmp(input, "pop") == 0){
			if(!empty())
				printf("%d\n", dequeue());
			else
				printf("%d\n", -1);

		}
		else if(strcmp(input, "size") == 0){
			printf("%d\n", get_size());
		}
		else if(strcmp(input, "empty") == 0){
			printf("%d\n", empty());
		}
		else if(strcmp(input, "front") == 0){
			if(!empty())
				printf("%d\n", get_front());
			else
				printf("%d\n", -1);
		}
		else if(strcmp(input, "back") == 0){
			if(!empty())
				printf("%d\n", get_back());
			else
				printf("%d\n", -1);
		}
	}

	return 0;
}
void print_ttob(TreeNode *pRoot)
{
	if(pRoot == NULL)
	{
		return ;
	}
	push(pRoot);
	TreeNode *pTemp = NULL;
	while(!empty())
	{
		pTemp = get_front();
		pop();
		printf("%d ",pTemp->iVal);
		if(pTemp->pLeft)
		{
			push(pTemp->pLeft);
		}
		if(pTemp->pRight)
		{
			push(pTemp->pRight);
		}
	}
	printf("\n");
}
Exemple #17
0
Inst *Codegen_C::scheduling( Vec<Expr> out ) {
    // update inst->when
    for( Expr inst : out )
        inst->update_when( BoolOpSeq( True() ) );

    // get the front
    ++Inst::cur_op_id;
    Vec<Expr> front;
    for( Expr inst : out )
        get_front( front, inst );
    ++Inst::cur_op_id;
    for( Expr inst : front )
        inst->op_id = Inst::cur_op_id;

    // go to the roots
    Inst *beg = 0, *end;
    ++Inst::cur_op_id;
    while ( front.size() ) {
        // try to find an instruction with the same condition set or an inst that is not going to write anything
        Inst *inst = 0;
        for( int i = 0; i < front.size(); ++i ) {
            if ( front[ i ]->when->always( false ) ) {
                front.remove_unordered( i-- );
                continue;
            }
            if ( front[ i ]->when->always( true ) ) {
                inst = front[ i ].inst;
                front.remove_unordered( i );
                break;
            }
        }

        // if not possible to do more without a condition
        if ( not inst ) {
            if ( not front.size() )
                break;

            // try to find the best condition to move forward
            std::map<BoolOpSeq,int> possible_conditions;
            for( int i = 0; i < front.size(); ++i ) {
                Vec<BoolOpSeq> pc = front[ i ]->when->common_terms();
                PRINT( *front[ i ]->when );
                PRINT( pc.size() );
                for( int c = 0; c < pc.size(); ++c )
                    std::cout << "    " << pc[ c ];
                std::cout << "\n";
                for( BoolOpSeq &item : pc )
                    ++possible_conditions[ item ];
            }
            int best_score = -1;
            BoolOpSeq best_item;
            for( const std::pair<BoolOpSeq,int> &p : possible_conditions ) {
                if ( best_score < p.second ) {
                    best_score = p.second;
                    best_item = p.first;
                }
            }

            // start the input list with the conditions
            std::map<Inst *,OutCondFront> outputs; // inst to replace -> replacement values + IfOut pos
            std::map<Expr,int> inputs;
            std::set<Expr> deps;
            inputs[ best_item.expr() ] = 0;

            // get a front of instructions that must be done under the condition `cond`
            Vec<Expr> ok_we_inp = extract_inst_that_must_be_done_if( outputs, inputs, deps, front, best_item    , 1 );
            Vec<Expr> ko_we_inp = extract_inst_that_must_be_done_if( outputs, inputs, deps, front, not best_item, 0 );

            //            for( std::pair<Expr,int> i : inputs )
            //                std::cout << "  inp=" << *i.first << " num=" << i.second << std::endl;
            //            for( std::pair<Inst *,OutCondFront> o : outputs )
            //                std::cout << "  to_be_repl=" << *o.first << "\n    ok=" << o.second.inp[ 1 ] << "\n    ko=" << o.second.inp[ 0 ] << "\n    num=" << o.second.num_in_outputs << std::endl;

            Expr if_inp_ok = make_if_inp( inputs, deps, ok_we_inp );
            Expr if_inp_ko = make_if_inp( inputs, deps, ko_we_inp );

            Expr if_out_ok = make_if_out( outputs, 1 );
            Expr if_out_ko = make_if_out( outputs, 0 );

            // complete the If instruction
            Vec<Expr> inp( Size(), inputs.size() );
            for( std::pair<Expr,int> i : inputs )
                inp[ i.second ] = i.first;
            Expr if_expr = if_inst( inp, if_inp_ok, if_inp_ko, if_out_ok, if_out_ko );
            *if_expr->when = BoolOpSeq( True() );

            // use the outputs of the if instruction
            Vec<Expr> if_out_sel( Size(), outputs.size() );
            for( int i = 0; i < if_out_sel.size(); ++i ) {
                if_out_sel[ i ] = get_nout( if_expr, i );
                *if_out_sel[ i ]->when = BoolOpSeq( True() );
            }

            for( std::pair<Inst *,OutCondFront> o : outputs )
                for( Inst::Parent &p : o.first->par )
                    if ( p.ninp >= 0 )
                        p.inst->mod_inp( if_out_sel[ o.second.num_in_outputs ], p.ninp );
                    else
                        p.inst->mod_dep( if_out_sel[ o.second.num_in_outputs ], o.first );

            // add dep to the if instruction
            for( Expr d : deps )
                if_expr->add_dep( d );

            // push if_expr in the front
            // if_expr->op_id = Inst::cur_op_id - 1;
            // front << if_expr;

            inst = if_expr.inst;
        }

        // register
        inst->op_id = Inst::cur_op_id; // say that it's done
        if ( not beg ) {
            beg = inst;
            end = inst;
        } else {
            end->next_sched = inst;
            inst->prev_sched = end;
            end = inst;
        }

        // update the front
        for( Inst::Parent &p : inst->par ) {
            if ( ready_to_be_scheduled( p.inst ) ) {
                p.inst->op_id = Inst::cur_op_id - 1; // -> in the front
                front << p.inst;
            }
        }
    }

    // delayed operation (ext blocks)
    for( Inst *inst = beg; inst; inst = inst->next_sched ) {
        // schedule sub block (ext instructions)
        for( int ind = 0; ind < inst->ext_disp_size(); ++ind ) {
            Inst *ext_beg = scheduling( inst->ext[ ind ] );
            ext_beg->par_ext_sched = inst;
            inst->ext_sched << ext_beg;
        }

        // add internal break or continue if necessary
        //        CC_SeqItemBlock *b[ s ];
        //        for( int i = 0; i < s; ++i )
        //            b[ i ] = ne->ext[ i ].ptr();
        //        ne->expr->add_break_and_continue_internal( b );
    }

    return beg;
}
Exemple #18
0
void LockFlyer::move(Map *map)
{
    Monster::move(map);

    if (m_hit == HitOne) {
        if (m_hit_timer.expired(get_attribute("hit_time"))) {
            m_dx = 0;
            reset_hit();
        }
        else {
            // Move backwards
            m_dx = get_attribute("move_speed");

            // Check for collision with map
            check_behind(map);

            // Right of player
            if (get_reference() == Right) {
                m_x -= m_dx;
            }
            else {
                m_x += m_dx;
            }
        }
    }

    switch(m_action) {
        case Still:
            if (m_hit == HitNone) {
                if (m_attack_timer.check(get_attribute("attack_timer"))) {
                    const Sprite *spr = get_sprite();
                    int dist = get_attribute("attack_distance");
                    int x = m_xref - get_front();
                    int y = m_yref - (get_y() + spr->get_height() / 2);
                    if (x * x + y * y < dist * dist) {
                        m_attack_timer.reset();
                        set_move_dir();
                        m_lock_y = m_yref + spr->get_height() / 2;
                    }
                }
            }
            break;

        case Move:
            if (m_hit == HitNone) {
                const Sprite *spr = get_sprite();
                if (abs(m_lock_y - m_y) > get_attribute("move_speed")) {
                    if (m_y < m_lock_y) {
                        m_vertical_dir = VerticalDown;
                    }
                    else if (m_y > m_lock_y) {
                        m_vertical_dir = VerticalUp;
                    }
                }
                else {
                    m_vertical_dir = VerticalNone;
                }

                // Move
                if (m_vertical_dir == VerticalDown) {
                    m_dy = get_attribute("move_speed");
                    check_below(map);
                    if (!m_dy) {
                        set_action(Still);
                    }
                    else {
                        m_y += m_dy;
                    }
                }
                else if (m_vertical_dir == VerticalUp) {
                    m_dy = get_attribute("move_speed");
                    check_above(map);
                    if (!m_dy) {
                        set_action(Still);
                    }
                    else {
                        m_y -= m_dy;
                    }
                }
                else {
                    m_dx = get_attribute("move_speed");
                    face_reference(get_attribute("turn_width"));
                    check_ahead(map);
                    if (!m_dx) {
                        set_action(Still);
                    }
                    else {
                        if (m_dir == Right) {
                            m_x += m_dx;
                        }
                        else if (m_dir == Left) {
                            m_x -= m_dx;
                        }
                    }
                }
                animate_move();
            }
            break;

        default:
            break;
    }
}
Exemple #19
0
void Player::mix() {
    if (!playing)
        return;
    mix_events(get_front(), PreMixSize);
}
	bool push(const T &node)
	{
		if (!node.valid())
			return false;

		bool proceeded = false;
		Lock();
		{
			typename NodeListT::iterator it;
			it = std::find(InternalList.begin(), InternalList.end(), node);

			if (it != InternalList.end()) 
			{
				//既存なら最後尾へ
				T mnode(*it);
				InternalList.erase(it);

				mnode.marge(node);
				mnode.lastlink = time(NULL);
				InternalList.push_back(mnode);
				proceeded = true;
			}
			else if (InternalList.size() < Capacity) 
			{
				//リストに余裕があるなら最後尾に追加
				T newnode(node);
				newnode.lastlink = time(NULL);
                		InternalList.push_back(newnode);
                		proceeded = true;
            		}
#if !USEPING
			else 
			{
				pop_front();
				T newnode(node);
				newnode.lastlink = time(NULL);
				InternalList.push_back(newnode);
                		proceeded = true;
			}
#endif
		}
		Unlock();
		
#if USEPING
		if (proceeded)
		    return true;
		
		//リストの一番上のノード=最古ノードの生存確認
		T head;
		get_front(head);
			bool alive = ping(head);
		
		if (alive) {
		    //最古ノードが生きている:最古ノードを最後尾へ
		    //※対象ノードは追加しない
		    pop_front();
				head.lastlink = time(NULL);
		    Lock();
		    InternalList.push_back(head);
		    Unlock();
		}
		else 
		{
		    //最古ノードが死んでいる:対象ノードを最後尾に追加
		    pop_front();
			T newnode(node);
				newnode.lastlink = time(NULL);
		    Lock();
	    InternalList.push_back(newnode);
	    Unlock();
	}
#endif
	return true;
	};