Пример #1
0
void ich_liebe_dich()
{
int f[9][36]={
    0,1,1,1,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,
    0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,1,
    0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,1,
    0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,1,
    0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,1,
    0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,1,
    0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,
    0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,
    0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0
};

int s[9][21]={
    0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,
    0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,0,0,1,0,
    1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,1,
    1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,
    0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,
    0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,
    0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,
    0,0,0,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0,0,
    0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0
};

int t[9][22]={
    0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,
    0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,
    1,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,1,
    1,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,
    0,1,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,1,0,
    0,0,1,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,1,0,0,
    0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,0,0,1,0,0,0,0,
    0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,1,1,0,0,0,0,0,
    0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0
};

    typedef int (*ArrType)[MCOL];

    fprintf(stdout, "\n\n");
    show2(f, 9, 36, stdout);
    fprintf(stdout, "\n\n");
    show2(s, 9, 21, stdout);
    fprintf(stdout, "\n\n");
    show2(t, 9, 22, stdout);
    fprintf(stdout, "\n\n");
}
Пример #2
0
void main(){
	// variable initialization
	char str[] = "Worldcup Winner ?";
	int offset = 0;

	/*
		pstr에 str을 전달, pstr을 출력 
		printf(pstr )-> Winner ?
	*/
	char *pstr = str + 9;
	printf("%s\n", pstr);

	int i = 0;
	while (true){
		if (pstr[i]=='\0'){
			break;
		}
		printf("%c", pstr[i]);
		i++;
	}	
	printf("\n");
	
	
	// 함수화 하기
	show(pstr, offset);
	show2(pstr, offset);
}
void showNumber(uint8_t number) {
    if(number == 0) {
        show0();
    }
    else if(number == 1) {
        show1();
    }
    else if(number == 2) {
        show2();
    }
    else if(number == 3) {
        show3();
    }
    else if(number == 4) {
        show4();
    }
    else if(number == 5) {
        show5();
    }
    else if(number == 6) {
        show6();
    }
    else if(number == 7) {
        show7();
    }
    else if(number == 8) {
        show8();
    }
    else if(number == 9) {
        show9();
    }
}
Пример #4
0
	void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
	{
		camera.updateCameraVectors();
		camera.ProcessMouseScroll(yoffset * 3);
		show2(xoffset);
		show2(yoffset);

		//camera.
		show2(camera.Zoom);
		//show2(camera.GetViewMatrix()[0]);
		//show2(camera.GetViewMatrix()[1]);
		//show2(camera.GetViewMatrix()[2]);
		//show2(camera.GetViewMatrix()[3]);

		//show2(camera.Pitch);
		//show2(camera.Right);
	}
Пример #5
0
int MessageDialog::show(const Common::String &message, const Common::String &btn1Message, const Common::String &btn2Message) {
	// Ensure that the cursor is the arrow
	g_globals->_events.setCursor(CURSOR_ARROW);

	int result = show2(message, btn1Message, btn2Message);

	g_globals->_events.setCursorFromFlag();
	return result;
}
Пример #6
0
void Segment::display(int number)
{
  this->offAll();
  switch(number)
  {
    case 0: 
      show0();
//      delay(500);
      break;
    case 1: 
      show1();
//      delay(500);
      break;
    case 2: 
      show2();
//      delay(500);
      break;
    case 3: 
      show3();
//      delay(500);
      break;
    case 4: 
      show4();
//      delay(500);
      break;
    case 5:
      show5();
//      delay(500);
      break;
    case 6:
      show6();
//      delay(500);
      break;
    case 7:
      show7();
//      delay(500);
      break;
    case 8:
      show8();
//      delay(500);
      break;
    case 9:
      show9();
//      delay(500);
      break;
    default:
      showE();
//      delay(500);
      break;
  }
}
Пример #7
0
static
void test1() {
	show1("");
	show2("");
}
Пример #8
0
void show(uint8_t i) {
  show1(digit % 10);
  show2(digit / 10 % 10);
}
Пример #9
0
int main()
{
    printf("Example of calling fftw++ convolutions from C:\n");

    unsigned int nthreads=2;

    unsigned int M=2; /* dimension of dot product */
    double overM=1.0/(double) M;

    double complex *pf[M];
    double complex *pg[M];

    int returnflag=0;

    set_fftwpp_maxthreads(nthreads);

    {
        printf("Complex, non-centered 1D example:\n");
        unsigned int nx = 8;

        /* ImplicitConvolution *cconv=fftwpp_create_conv1d(m); */
        ImplicitConvolution *cconv = fftwpp_create_conv1d(nx);

        double complex *f = create_complexAlign(nx);
        double complex *g = create_complexAlign(nx);

        init(f, g, nx); /* set the input data */
        printf("Input f:\n");
        show(f, nx);
        printf("Input g:\n");
        show(g, nx);

        fftwpp_conv1d_convolve(cconv, f, g);
        //fftwpp_conv1d_correlate(cconv, f, g);

        printf("Output f:\n");
        show(f, nx);

        delete_complexAlign(g);
        delete_complexAlign(f);

        fftwpp_conv1d_delete(cconv);
        printf("\n");
    }

    {
        printf("Complex, Hermitian-symmetric, centered 1D example:\n");
        unsigned int nx = 8;

        ImplicitHConvolution *hconv = fftwpp_create_hconv1d(nx);

        double complex *f = create_complexAlign(nx);
        double complex *g = create_complexAlign(nx);

        init(f, g, nx); /* set the input data */
        printf("Input f:\n");
        show(f, nx);
        printf("Input g:\n");
        show(g, nx);

        fftwpp_hconv1d_convolve(hconv, f, g);

        printf("Output f:\n");
        show(f, nx);

        delete_complexAlign(g);
        delete_complexAlign(f);

        fftwpp_hconv1d_delete(hconv);
        printf("\n");
    }

    {
        printf("Complex, non-centered 2D example:\n");
        unsigned int nx = 4;
        unsigned int ny = 4;

        ImplicitConvolution2 *cconv2 = fftwpp_create_conv2d(nx, ny );

        double complex *f = create_complexAlign(nx * ny);
        double complex *g = create_complexAlign(nx * ny);

        init2(f, g, nx, ny); /* set the input data */
        printf("Input f:\n");
        show2(f, nx, ny);
        printf("Input g:\n");
        show2(g, nx, ny);

        fftwpp_conv2d_convolve(cconv2, f, g);

        printf("Output f:\n");
        show2(f, nx, ny);

        delete_complexAlign(g);
        delete_complexAlign(f);

        fftwpp_conv2d_delete(cconv2);
        printf("\n");
    }

    {
        printf("Complex, Hermitian-symmertic, centered 2D example:\n");
        unsigned int nx = 4;
        unsigned int ny = 4;

        ImplicitHConvolution2 *hconv2 = fftwpp_create_hconv2d(nx, ny );

        unsigned int nxp = 2 * nx - 1;
        double complex *f = create_complexAlign(nxp * ny);
        double complex *g = create_complexAlign(nxp * ny);

        init2(f, g, nxp, ny); /* set the input data */
        printf("Input f:\n");
        show2(f, nxp, ny);
        printf("Input g:\n");
        show2(g, nxp, ny);

        fftwpp_hconv2d_convolve(hconv2, f, g);

        printf("Output f:\n");
        show2(f, nxp, ny);

        delete_complexAlign(g);
        delete_complexAlign(f);

        fftwpp_hconv2d_delete(hconv2);
        printf("\n");
    }

    {
        printf("Complex, non-centered 3D example:\n");
        unsigned int nx = 4;
        unsigned int ny = 4;
        unsigned int nz = 4;

        ImplicitConvolution3 *cconv3 = fftwpp_create_conv3d(nx, ny, nz);

        double complex *f = create_complexAlign(nx * ny * nz);
        double complex *g = create_complexAlign(nx * ny * nz);

        init3(f, g, nx, ny, nz); /* set the input data */
        printf("Input f:\n");
        show3(f, nx, ny, nz);
        printf("Input g:\n");
        show3(g, nx, ny, nz);

        fftwpp_conv3d_convolve(cconv3, f, g);

        printf("Output f:\n");
        show3(f, nx, ny, nz);

        delete_complexAlign(g);
        delete_complexAlign(f);

        fftwpp_conv3d_delete(cconv3);
        printf("\n");
    }


    {
        printf("Complex, non-centered 3D example:\n");
        unsigned int nx = 4;
        unsigned int ny = 4;
        unsigned int nz = 4;

        ImplicitConvolution3 *cconv3 = fftwpp_create_conv3d(nx, ny, nz);

        double complex *f = create_complexAlign(nx * ny * nz);
        double complex *g = create_complexAlign(nx * ny * nz);

        init3(f, g, nx, ny, nz); /* set the input data */
        printf("Input f:\n");
        show3(f, nx, ny, nz);
        printf("Input g:\n");
        show3(g, nx, ny, nz);

        fftwpp_conv3d_convolve(cconv3, f, g);

        printf("Output f:\n");
        show3(f, nx, ny, nz);

        delete_complexAlign(g);
        delete_complexAlign(f);

        fftwpp_conv3d_delete(cconv3);
        printf("\n");
    }

    {
        printf("Complex, Hermitian-symmetric, centered 3D example:\n");
        unsigned int nx = 4;
        unsigned int ny = 4;
        unsigned int nz = 4;

        ImplicitHConvolution3 *hconv3 = fftwpp_create_hconv3d(nx, ny, nz);

        unsigned int nxp = 2 * nx - 1;
        unsigned int nyp = 2 * ny - 1;

        double complex *f = create_complexAlign(nxp * nyp * nz);
        double complex *g = create_complexAlign(nxp * nyp * nz);

        init3(f, g, nxp, nyp, nz); /* set the input data */
        printf("Input f:\n");
        show3(f, nxp, nyp, nz);
        printf("Input g:\n");
        show3(g, nxp, nyp, nz);

        fftwpp_hconv3d_convolve(hconv3, f, g);

        printf("Output f:\n");
        show3(f, nxp, nyp, nz);

        delete_complexAlign(g);
        delete_complexAlign(f);

        fftwpp_hconv3d_delete(hconv3);
        printf("\n");
    }
}
Пример #10
0
/**
 * Show the game field
 */
void mostrac(listP mao1,listP pl11,listP pl12,listP pl13,listP pl14,listP mao2,listP pl21,listP pl22,listP pl23,listP pl24,int* pc1,int* pc2,int* pc3,int* stock1,int* stock2,int turno) {
    int n=0;
    mvprintw(0,0,"+--------------------------------------------------------+");
    mvprintw(0,3,"|Turno: %d|",turno);
    mvprintw(1,0,"|Jogador 1");
    mvprintw(1,57,"|");
    mvprintw(2,0,"|(1-5)Mao: [");
    if(turno==1) {
        show2(mao1);
    } else {
        mvprintw(2,12,"~  ~  ~  ~  ~");
    };
    mvprintw(2,57,"|");
    mvprintw(2,28,"]");
    mvprintw(3,0,"|(10) Stock[");
    while ((stock1[n]==0) && (n<stk)) {
        n++;
    }; 
    if (stock1[n] == 0) {
        mvprintw(3,12,"X]");
    } else  {
        if(stock1[n] == 11) 
            mvprintw(3,12,"V]");
        if(stock1[n] == 12) 
            mvprintw(3,12,"D]");
        if(stock1[n] == 13) 
            mvprintw(3,12,"R]");
        if(stock1[n] <11) 
            mvprintw(3,12,"%d]",stock1[n]);
    };
    mvprintw(3,57,"|");
    mvprintw(4,0,"|      (6)P.l.1 [");show2(pl11);mvprintw(4,57,"|");
    mvprintw(5,0,"|      (7)P.l.2 [");show2(pl12);mvprintw(5,57,"|");
    mvprintw(6,0,"|      (8)P.l.3 [");show2(pl13);mvprintw(6,57,"|");
    mvprintw(7,0,"|      (9)P.l.4 [");show2(pl14);mvprintw(7,57,"|");

    mvprintw(8,0,"+--------------------------------------------------------+");
    mvprintw(9,3,"(d1)P.c.1 [");showA(13,pc1);
    mvprintw(10,3,"(d2)P.c.2 [");showA(13,pc2);
    mvprintw(11,3,"(d3)P.c.3 [");showA(13,pc3);
    mvprintw(12,0,"+--------------------------------------------------------+");
    mvprintw(13,0,"|      (9)P.l.4 [");show2(pl24);mvprintw(13,57,"|");
    mvprintw(14,0,"|      (8)P.l.3 [");show2(pl23);mvprintw(14,57,"|");
    mvprintw(15,0,"|      (7)P.l.2 [");show2(pl22);mvprintw(15,57,"|");
    mvprintw(16,0,"|      (6)P.l.1 [");show2(pl21);mvprintw(16,57,"|");
    n=0;
    mvprintw(17,0,"|(10) Stock[");
    while ((stock2[n]==0) && (n<stk)) {
        n++;
    }; 
    if (stock2[n] == 0) {
        mvprintw(17,12,"X]");
    } else {
        if(stock2[n] == 11) 
            mvprintw(17,12,"V]");
        if(stock2[n] == 12) 
            mvprintw(17,12,"D]");
        if(stock2[n] == 13) 
            mvprintw(17,12,"R]");
        if((stock2[n] != 11) &&(stock2[n] != 12)&&(stock2[n] != 13))
		    mvprintw(17,12,"%d]",stock2[n]);
	};
    mvprintw(17,57,"|");
    mvprintw(18,0,"|(1-5)Mao: [");
    if(turno==2) {
        show2(mao2);
    } else {
        mvprintw(18,12,"~  ~  ~  ~  ~");
    };
    mvprintw(18,57,"|");
    mvprintw(18,28,"]");
    mvprintw(19,0,"|Jogador 2");mvprintw(19,57,"|");
    mvprintw(20,0,"+--------------------------------------------------------+");	
}
Пример #11
0
int main()
{
    inits();
    Shader text_shader("text.vs", "text.frag");
    Shader ourShader("coordinate_systems.vs", "coordinate_systems.frag");
    Shader bar_shader("bar.vs", "bar.frag");
    inittext(text_shader);
    initbar(bar_shader);
    
    // Set up our vertex data (and buffer(s)) and attribute pointers
    msg(sizeof(vertices_indexed));
    msg(sizeof(indices));
    msg(sizeof(vertices));

#ifdef use_indexed
    makeglgeom_indexed(VBO_indexed, VAO_indexed, EBO_indexed, vertices_indexed, indices, sizeof(vertices_indexed), sizeof(indices));
#else
    makeglgeom(VBO, VAO, vertices, sizeof(vertices));
#endif
    // Load and create a texture 

    makegltext(texture1, "resources/textures/container.jpg");
    makegltext(texture2, "resources/textures/awesomeface.png");
        GLint modelLoc = glGetUniformLocation(ourShader.Program, "model");
        GLint viewLoc = glGetUniformLocation(ourShader.Program, "view");
        GLint projLoc = glGetUniformLocation(ourShader.Program, "projection");
    // Game loop
    while (!glfwWindowShouldClose(window))
    {
        // Set frame time
        GLfloat currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

#ifdef RAWMOUSE
        acc += updatemouse();
#endif
        //vec2 diff = mouse - acc;
        //log
        //mousepos += acc;
        lag = lag_coeff*acc;
        //lag = lag_coeff*vec2(log(abs(acc.x)), log(abs(acc.y)));
        //if (acc.x < 0)lag.x *= -1.0f;
        //if (acc.y < 0)lag.y *= -1.0f;

        if (abs(lag.x) < 1e-4) lag.x = 0;
        if (abs(lag.y) < 1e-4) lag.y = 0;
        acc -= lag;
        camera.ProcessMouseMovement(lag.x, lag.y);
        show2(mouse);
        show2(lag);
        show2(acc);
        //show2(string(int(0.1f*length(acc)), '='));
        //show2(string(int(10.f*length(lag)), '='));

        // Check and call events #######################################
        glfwPollEvents();
        Do_Movement();

        // Clear the colorbuffer
        glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        // texts #######################
        int line = 0;
        for (auto&a : texts)
        {
            RenderText(text_shader, a.first + " " + a.second,
                25.0f, (line + 1)*25.0f, 0.3f, glm::vec3(1, 1, 1));
            ++line;
        }
        //RenderText(text_shader, "(C) LearnOpenGL.com", 540.0f, 570.0f, 0.5f, glm::vec3(0.3, 0.7f, 0.9f));
        drawbar(bar_shader);

        // Draw our first triangle #######################
        ourShader.Use();

        // Bind Textures using texture units #######################
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture1"), 0);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);
        glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture2"), 1);

        // Create camera transformation #######################
        glm::mat4 view;
        view = camera.GetViewMatrix();
        glm::mat4 projection;
        projection = glm::perspective(glm::radians(camera.Zoom), (float)screenWidth / (float)screenHeight, 0.1f, 1000.0f);
        // Get the uniform locations
        // Pass the matrices to the shader
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
        glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
#ifdef use_indexed
        glBindVertexArray(VAO_indexed);

#else
        glBindVertexArray(VAO);
#endif
        for (GLuint i = 0; i < 10; i++)
        {
            // Calculate the model matrix for each object and pass it to shader before drawing
            glm::mat4 model;
            model = glm::translate(model, cubePositions[i]);
            GLfloat angle = 20.0f * i;
            model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f));
            glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
#ifdef use_indexed
            glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
#else
            glDrawArrays(GL_TRIANGLES, 0, 36);
#endif
        }
        glBindVertexArray(0);

        // Swap the buffers
        glfwSwapBuffers(window);
    }
    // Properly de-allocate all resources once they've outlived their purpose
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glfwTerminate();
    ManyMouse_Quit();
    return 0;
}