int main(int argc, char * argv[]) { int a[ARRAY_LEN]; randGenerator(a, ARRAY_LEN, 500); printIntarray(a, ARRAY_LEN); int x = find_kth_largest(a, ARRAY_LEN, 3); printf("third -> %d\n", x); quick_sort(a, 0, ARRAY_LEN); // quick_partition(a, 0, ARRAY_LEN); printIntarray(a, ARRAY_LEN); return 0; }
int main() { /* Keep this line here */ srand(time(NULL)); int *arr = malloc(ARRLEN*sizeof(int)); int num; if (!arr) { return -1; } randGenerator(arr, ARRLEN); num = oddball(arr, ARRLEN); printf("Oddball is %d\n", num); return 0; }
int main() { int a[ELEM_N]; randGenerator(a,ELEM_N,1000); printIntarray(a,ELEM_N); // insertionSort(a,ELEM_N); // selectSort(a,ELEM_N); // shellSort(a,ELEM_N); // bubbleSort(a,ELEM_N); quickSort(a,ELEM_N); // heapSort(a,ELEM_N); // radixSort(a,ELEM_N); // countingSort(a,ELEM_N); // mergeSort(a,ELEM_N); printIntarray(a,ELEM_N); return 0; }
int main(){ int numeros; int* randnum; listas* lista==NULL; colas* cola==NULL; pilas* pila==NULL; printf("Cuantos numeros quiere generar?:"); scanf("%d",&numeros); randGenerator(numeros,randnum); }
int main(int argc, char* argv[]) { clock_t start, stop; start = clock(); int v = atoi(argv[1]); printf("The random seed is: %d \n", v); srand(v); GenRandGenerator randGenerator( v ); LevelGenerator<GenRandGenerator> levelGenerator( randGenerator ); levelGenerator.generateLevels(); NumRoomsMetric numRoomsMetric; Level & l( levelGenerator.pickLevelByCriteria( numRoomsMetric ) ); printLevel( l ); stop = clock(); long clocks_per_ms = CLOCKS_PER_SEC/1000; printf("%ld\n", (stop - start)/clocks_per_ms); return 0; }
/** * Crea una capa de \a neuronNum neuronas. Cada neurona de la capa tendrá * \a wgtNum pesos. El identificador de la capa deberá también indicarse. * \param neuronNum Número entero de neuronas que contiene la capa. * \param wgtNum Número entero de pesos que posee cada neurona. * \param layer Número entero para indicar el identificador de la capa de neuronas. * \return la capa de neuronas creada (puntero a pnnLayer). */ pnnLayer cConceptualNN::createLayerOfNeurons( int neuronNum, int wgtNum, int layer ) { pnnLayer tempLayer = NULL; pnnStruct tempNeuron = NULL; //puntero a la lista de nodos neuronales pnnStruct tempNeuron2 = NULL; //puntero al nodo neuronal creado pnnWeight tempWgth = NULL; //puntero a la lista de nodos pesos pnnWeight tempWgth2 = NULL; //puntero al nodo peso creado if ( neuronNum <= 0 || wgtNum < 0 ) { printf( "Error: El número de neuronas indicados o el número de" ); printf( " pesos indicados es menor o igual a cero.\nSe sale " ); exit(1); } tempLayer = this->createLayer(); //se crea capa de neuranas vacía this->setLayerNode(tempLayer, layer, neuronNum); //se inicializa capa de neuronas // procedimiento para crear las neuronas de la capa for( int i = neuronNum -1; i >= 0 ; i-- ) { tempNeuron2 = this->createNeuralNode(); //se crea nodo vacío //NOTA, MEJOR SERÍA HACER UNA SIGMOIDE... this->setNeuralNode( tempNeuron2, i, layer, UMBRAL); //se inicializa el nodo //procedimiento para crear los pesos de cada neurona dependiendo del wgtNum //para red marbot wgtNum es equivalente al número de neuronas de la capa previa //para red som wgtNum es equivalente al número de neuronas con vecindad radio 1 if(wgtNum > 0) { for( int j = wgtNum-1; j >= 0 ; j-- ) { tempWgth2 = this->createWeightNode(); //se crea nodo peso vacío this->setWeight( tempWgth2, randGenerator(), i, j ); //se inicializa nodo peso // printf("peso %f ",tempWgth2->wgth); //procedimiento para primer nodo peso creado // if(j <= wgtNum -1) tempWgth = tempWgth2; // // else this->addWeightNode2WeightNode(&tempWgth, //se agrega a la lista de &tempWgth2);//nodos pesos el nuevo nodo //creado // printf("peso %f\n",tempWgth->wgth); } this->addWeight2NeuralNode(tempWgth, //se agrega la lista de nodos &tempNeuron2); //pesos a la neurona creada. } //procedimiento para el primer nodo neuronal creado // if (i <= neuronNum -1) tempNeuron = tempNeuron2; // // else this->addNeuralNode2NeuralNode(&tempNeuron, //se agrega a la lista de nodos &tempNeuron2); //neuronales el nuevo nodo neuronal //creado. } this->addNeuralNode2Layer( &tempLayer, tempNeuron ); //se agrega neuronas a la capa return (tempLayer); }
void GameplayScreen::init() { b2Vec2 gravity(0.0f, -50.0f); //create up world mWorld = std::make_unique<b2World>(gravity); //Add Ground body b2BodyDef groundBodyDef; groundBodyDef.position.Set(0.0f, -20.0f); // units of meters b2Body* groundBody = mWorld->CreateBody(&groundBodyDef); //Shape is a polygon, fixture keeps them together b2PolygonShape groundBox; groundBox.SetAsBox(50.0f, 10.0f); groundBody->CreateFixture(&groundBox, 0.0f); //Load texture mTexture = WebEngine::ResourceManager::getTexture("Assets/bricks_top.png"); WebEngine::ColorRGBA8 color(255, 0, 0, 255); //Add a bunch of boxes std::mt19937 randGenerator(time(nullptr)); std::uniform_real_distribution<float> xPos(-10.0f, 10.0f); std::uniform_real_distribution<float> yPos(-15.0f, 15.0f); std::uniform_real_distribution<float> size(0.5f, 2.5f); std::uniform_int_distribution<unsigned int> randColor(0, 255); const int numBoxes = 20; for (int i = 0; i < numBoxes; i++) { WebEngine::ColorRGBA8 color(randColor(randGenerator), randColor(randGenerator), randColor(randGenerator), 255); Box newBox; newBox.init(mWorld.get(), glm::vec2(xPos(randGenerator), yPos(randGenerator)), glm::vec2(size(randGenerator), size(randGenerator)), mTexture, color); //Box memory can be discraded because the important bits are stored in the world mBoxes.push_back(newBox); } //Initialize shaders //Compile texture shader mTextureProgram.compileShaders("Shaders/textureShading.vert", "Shaders/textureShading.frag"); mTextureProgram.addAttribute("vertexPosition"); mTextureProgram.addAttribute("vertexColor"); mTextureProgram.addAttribute("vertexUV"); mTextureProgram.linkShaders(); //Compile light shader mLightProgram.compileShaders("Shaders/lightShading.vert", "Shaders/lightShading.frag"); mLightProgram.addAttribute("vertexPosition"); mLightProgram.addAttribute("vertexColor"); mLightProgram.addAttribute("vertexUV"); mLightProgram.linkShaders(); mDebugRenderer.init(); m_CameraController.init(&mCamera, mTime); //Initialize spritebatch mSpriteBatch.init(); //Init camera mCamera.init(mWindow->getScreenWidth(), mWindow->getScreenHeight()); mCamera.setScale(32.0f); //32 pixels per meter, good scale mPlayer.init(mWorld.get(), glm::vec2(0.0f, 30.0f), glm::vec2(1.0f), glm::vec2(0.5f, 1.0f), WebEngine::ColorRGBA8(255, 255, 255, 255)); }
int main(int argc, char *argv[]){ int flag = 0; int streetsNumb = 10; int lineSegmentsNumb = 5; int waitingTime = 5; int coordinatesRange = 20; int i; int j; int k; for(i = 1; i < argc; i += 2){ if(strcmp(argv[i], "-s") == 0){ streetsNumb = atoi(argv[i+1]);//lower bound: 2 } else if(strcmp(argv[i], "-n") == 0) { lineSegmentsNumb = atoi(argv[i+1]);//lower bound: 1 } else if(strcmp(argv[i], "-l") == 0){ waitingTime = atoi(argv[i+1]);//lower bound: 5 } else if(strcmp(argv[i], "-c") == 0){ coordinatesRange = atoi(argv[i+1]);//lower bound: 1 } } int attempts = 0;//for unseccssful tries int attemptsBound = 25; int xtmp; int ytmp; char c; while(1){ if(flag == 1){ for(i = 0; i < streetsNumb; i++) printf("r \"%d\"\n", i); } flag = 1; int **streets; streets = (int **)malloc(streetsNumb * sizeof(int *)); for(i = 0; i < streetsNumb; i++) streets[i] = (int *)malloc((2*(lineSegmentsNumb+1)) * sizeof(int)); for(i = 0; i < streetsNumb; i++){ for(j = 0; j < 2*(lineSegmentsNumb+1); j += 2){ bool err = 0; do{ attempts++; xtmp = randGenerator(coordinatesRange);//check error ytmp = randGenerator(coordinatesRange); err = errorCheck(i, j, xtmp, ytmp, streets, lineSegmentsNumb); } while(err == 1 && attempts < attemptsBound); if(err == 0){ streets[i][j] = xtmp;//add temp to streets if there is no error streets[i][j+1] = ytmp; } else if(err == 1){ fprintf(stderr, "Error: failed to generate valid input for %d simultaneous attempts.\n", attemptsBound); int K; for(k = 0; k < streetsNumb; k++) free(streets[k]); free(streets); exit(0); } } } for(i = 0; i < streetsNumb; i++){ printf("a \"%d\" ", i); j = 0; while(j < 2*(lineSegmentsNumb+1)){ printf("(%d,", streets[i][j]); j++; printf("%d) ", streets[i][j]); j++; } printf("\n"); } printf("g\n"); for(i = 0; i < streetsNumb; i++) free(streets[i]); free(streets); fflush(stdout); sleep(waitingTime); } return 0; }