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On May 05 2011 05:47 Pawsom wrote:Show nested quote +On May 05 2011 05:44 Manit0u wrote:On May 05 2011 05:08 Pawsom wrote:On May 05 2011 03:26 Manit0u wrote:Could someone please help me out here? I'm a noob and I have a momentary lapse of reason right now as I can't for the life of me recall how to properly loop my program so it won't exit after one go (only when someone enters 0 in any case he's asked to enter input)... I don't need a ready solution, if you could just push me along by suggesting what should I use I'll be fine (I'm trying to learn some programming for personal uses mostly, like this dice throw generator here). It's ANSI C if you can't tell. + Show Spoiler [code] + #include <stdio.h> #include <stdlib.h> #include <time.h>
struct DiceConfiguration { int DiceNumber; int DiceType; };
struct DiceThrowsResult { int DiceNumber; int Sum; int ThrowsResults[]; };
struct DiceConfiguration* GetConfiguration(void); struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config); int ThrowDice(struct DiceConfiguration *config); void PrintDiceThrowsResult(struct DiceThrowsResult *result);
int main(void) { srand((unsigned int) time(0)); // random seed struct DiceConfiguration *config; config = GetConfiguration(); struct DiceThrowsResult *result; result = ThrowDices(config); PrintDiceThrowsResult(result); free(config); free(result);
return 0; }
struct DiceConfiguration* GetConfiguration(void) { struct DiceConfiguration *config; config = malloc(sizeof(struct DiceConfiguration)); printf("Enter the number of dice: "); scanf("%d", &config->DiceNumber); printf("Enter dice type (sides) : "); scanf("%d", &config->DiceType); return config; }
struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config) { struct DiceThrowsResult *result; result = malloc(sizeof(struct DiceThrowsResult) + config->DiceNumber * sizeof(int)); result->DiceNumber = config->DiceNumber; for (int i = 0; i < config->DiceNumber; i++) { result->ThrowsResults[i] = ThrowDice(config); result->Sum += result->ThrowsResults[i]; } return result; }
int ThrowDice(struct DiceConfiguration *config) { return rand() % config->DiceType + 1; }
void PrintDiceThrowsResult(struct DiceThrowsResult *result) { for (int i = 0; i < result->DiceNumber; i++) { printf("%d ", result->ThrowsResults[i] ; } printf("Sum: %d\n", result->Sum); }
So try making a loop inside main, around the function calls to ThrowDices() and PrintDiceThrowsResults(). Do you know the syntax for a while loop in C? You will need to ask the user to if he wants to continue, and use this input as the condition in your loop. Take a try at this, and post back if you need help. A basic loop could look like: + Show Spoiler + while (continue != FALSE) { doStuff(); doMoreShit();
continue = getContinue(); }
You mean something like that? + Show Spoiler + while (DiceNumber > 0 && DiceType > 0) {
do stuff
}
Then the entire thing should become a while loop... The problem I'm facing right now is the right place to put the loop, as this while checks for 2 variables which should be assigned before the loop and it would be pointless to do this stuff over and over again with the same variables (infinite loop welcome to). My mind is completely empty right now, I need to think about it. No you should declare another variable. Ask the user if they want to roll again, and store their input in that variable. Loop based on the value of that variable. + Show Spoiler + while( repeat != 'n' ) { result = ThrowDices(config);
PrintDiceThrowsResult(result);
printf("Want to play again? Enter y/n.");
scanf("%c", &repeat); }
Did you find the dice program somewhere online? It's well written.
There seems to be some problem with this loop...
It compiles fine but here's how it works now: + Show Spoiler + krs@chameleon:~/workspace/C/dice_generator> ./a.out Enter the number of dice: 4 Enter dice type (sides) : 6 3 2 3 3 Sum: 11 Want to play again? Enter y/n.2 5 5 2 Sum: 14 Want to play again? Enter y/n.y 4 2 5 3 Sum: 14 Want to play again? Enter y/n.1 1 1 1 Sum: 4 Want to play again? Enter y/n.y 3 1 5 3 Sum: 12 Want to play again? Enter y/n.2 1 5 3 Sum: 11 Want to play again? Enter y/n.n krs@chameleon:~/workspace/C/dice_generator>
I did it differently myself, looped the entire code up until main return, it allowed me to enter new dice and printed results fine, the problem was it auto-skipped the continue question (it posted it but automatically continued the loop, without waiting for input).
And to answer your question, I didn't find it anywhere, I wrote it myself with a bit of help from a friend (we were bored at the lake due to bad weather, didn't even have internet there). We started with a simple for loop and one structure and it kinda evolved as we got new ideas 
Edit3: Got it to work as planned! All the Pen & Paper RPG fans can now enjoy 
+ Show Spoiler + #include <stdio.h> #include <stdlib.h> #include <time.h>
struct DiceConfiguration { int DiceNumber; int DiceType; };
struct DiceThrowsResult { int DiceNumber; int Sum; int ThrowsResults[]; };
struct DiceConfiguration* GetConfiguration(int FirstEntry); struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config); int ThrowDice(struct DiceConfiguration *config); void PrintDiceThrowsResult(struct DiceThrowsResult *result); void WelcomeMessage(void); void ReleaseMemory(struct DiceConfiguration *config, struct DiceThrowsResult *result);
int main(void) { struct DiceConfiguration *config; struct DiceThrowsResult *result; int FirstEntry; WelcomeMessage(); while(scanf("%d", &FirstEntry) == 1 && FirstEntry > 0) { srand((unsigned int) time(0)); // random seed config = GetConfiguration(FirstEntry); result = ThrowDices(config); PrintDiceThrowsResult(result); WelcomeMessage(); } ReleaseMemory(config, result); return 0; }
struct DiceConfiguration* GetConfiguration(int FirstEntry) { struct DiceConfiguration *config; config = malloc(sizeof(struct DiceConfiguration)); config->DiceNumber = FirstEntry; printf("Enter dice type (sides) : "); scanf("%d", &config->DiceType); return config; }
struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config) { struct DiceThrowsResult *result; result = malloc(sizeof(struct DiceThrowsResult) + config->DiceNumber * sizeof(int)); result->DiceNumber = config->DiceNumber; for (int i = 0; i < config->DiceNumber; i++) { result->ThrowsResults[i] = ThrowDice(config); result->Sum += result->ThrowsResults[i]; } return result; }
int ThrowDice(struct DiceConfiguration *config) { return rand() % config->DiceType + 1; }
void PrintDiceThrowsResult(struct DiceThrowsResult *result) { for (int i = 0; i < result->DiceNumber; i++) { printf("%d ", result->ThrowsResults[i]); } printf("Sum: %d\n", result->Sum); }
void WelcomeMessage(void ) { printf("Enter the number of dice to throw (0 to quit): "); }
void ReleaseMemory(struct DiceConfiguration *config, struct DiceThrowsResult *result) { if (config != NULL) { free(config); config = NULL; } if (result != NULL) { free(result); result = NULL; } }
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Currently having an issue with a custom find/replace feature for Access.
Currently the code operates on a form, and searches either 'all' or a particular column of your choosing. You then provide the text you wish to replace and what you wish to replace it with. Currently the replacing is done using the Replace function.
An issue this has raised is when you only want to match particular words instead of portions of words. For instance, if the find was "Sieb" and the replace was "C++", "SiebList" would change to "C++list", when in fact, we only want "Sieb" to change to "C++" and "SiebList" to remain unchanged.
There may be an instance where we don't want portions of words being replaced. How can we differentiate between exact words and portions of words?
We'd obviously use a Boolean to determine if the user wants partial matching or exact matching.
+ Show Spoiler +Do While Not rs.EOF If InStr(rs.Fields!STEP, txtReplace.Value) = 1 Then find = rs.Fields!DESCRIPTION.Value rs.Edit rs.Fields!STEP = Replace(find, rString, rWString) rs.Update End If rs.MoveNext Loop
Is splitting the value into an array on the " " delim and then comparing each value of the array and replacing/re-constructing the most elegant way of doing this?
Perhaps searching for " value " (white space surrounding the value)? Would not work for one value records though.
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On May 05 2011 06:10 Manit0u wrote:Show nested quote +On May 05 2011 05:47 Pawsom wrote:On May 05 2011 05:44 Manit0u wrote:On May 05 2011 05:08 Pawsom wrote:On May 05 2011 03:26 Manit0u wrote:Could someone please help me out here? I'm a noob and I have a momentary lapse of reason right now as I can't for the life of me recall how to properly loop my program so it won't exit after one go (only when someone enters 0 in any case he's asked to enter input)... I don't need a ready solution, if you could just push me along by suggesting what should I use I'll be fine (I'm trying to learn some programming for personal uses mostly, like this dice throw generator here). It's ANSI C if you can't tell. + Show Spoiler [code] + #include <stdio.h> #include <stdlib.h> #include <time.h>
struct DiceConfiguration { int DiceNumber; int DiceType; };
struct DiceThrowsResult { int DiceNumber; int Sum; int ThrowsResults[]; };
struct DiceConfiguration* GetConfiguration(void); struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config); int ThrowDice(struct DiceConfiguration *config); void PrintDiceThrowsResult(struct DiceThrowsResult *result);
int main(void) { srand((unsigned int) time(0)); // random seed struct DiceConfiguration *config; config = GetConfiguration(); struct DiceThrowsResult *result; result = ThrowDices(config); PrintDiceThrowsResult(result); free(config); free(result);
return 0; }
struct DiceConfiguration* GetConfiguration(void) { struct DiceConfiguration *config; config = malloc(sizeof(struct DiceConfiguration)); printf("Enter the number of dice: "); scanf("%d", &config->DiceNumber); printf("Enter dice type (sides) : "); scanf("%d", &config->DiceType); return config; }
struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config) { struct DiceThrowsResult *result; result = malloc(sizeof(struct DiceThrowsResult) + config->DiceNumber * sizeof(int)); result->DiceNumber = config->DiceNumber; for (int i = 0; i < config->DiceNumber; i++) { result->ThrowsResults[i] = ThrowDice(config); result->Sum += result->ThrowsResults[i]; } return result; }
int ThrowDice(struct DiceConfiguration *config) { return rand() % config->DiceType + 1; }
void PrintDiceThrowsResult(struct DiceThrowsResult *result) { for (int i = 0; i < result->DiceNumber; i++) { printf("%d ", result->ThrowsResults[i] ; } printf("Sum: %d\n", result->Sum); }
So try making a loop inside main, around the function calls to ThrowDices() and PrintDiceThrowsResults(). Do you know the syntax for a while loop in C? You will need to ask the user to if he wants to continue, and use this input as the condition in your loop. Take a try at this, and post back if you need help. A basic loop could look like: + Show Spoiler + while (continue != FALSE) { doStuff(); doMoreShit();
continue = getContinue(); }
You mean something like that? + Show Spoiler + while (DiceNumber > 0 && DiceType > 0) {
do stuff
}
Then the entire thing should become a while loop... The problem I'm facing right now is the right place to put the loop, as this while checks for 2 variables which should be assigned before the loop and it would be pointless to do this stuff over and over again with the same variables (infinite loop welcome to). My mind is completely empty right now, I need to think about it. No you should declare another variable. Ask the user if they want to roll again, and store their input in that variable. Loop based on the value of that variable. + Show Spoiler + while( repeat != 'n' ) { result = ThrowDices(config);
PrintDiceThrowsResult(result);
printf("Want to play again? Enter y/n.");
scanf("%c", &repeat); }
Did you find the dice program somewhere online? It's well written. There seems to be some problem with this loop... It compiles fine but here's how it works now: + Show Spoiler + krs@chameleon:~/workspace/C/dice_generator> ./a.out Enter the number of dice: 4 Enter dice type (sides) : 6 3 2 3 3 Sum: 11 Want to play again? Enter y/n.2 5 5 2 Sum: 14 Want to play again? Enter y/n.y 4 2 5 3 Sum: 14 Want to play again? Enter y/n.1 1 1 1 Sum: 4 Want to play again? Enter y/n.y 3 1 5 3 Sum: 12 Want to play again? Enter y/n.2 1 5 3 Sum: 11 Want to play again? Enter y/n.n krs@chameleon:~/workspace/C/dice_generator>
I did it differently myself, looped the entire code up until main return, it allowed me to enter new dice and printed results fine, the problem was it auto-skipped the continue question (it posted it but automatically continued the loop, without waiting for input). And to answer your question, I didn't find it anywhere, I wrote it myself with a bit of help from a friend (we were bored at the lake due to bad weather, didn't even have internet there). We started with a simple for loop and one structure and it kinda evolved as we got new ideas  Edit: I gave it some more work, it compiles without errors but seems to completely skip over checking for continue and breaks the loop immediately... Getchar works better than scanf, but still doesn't seem to do the job. + Show Spoiler + #include <stdio.h> #include <stdlib.h> #include <time.h>
struct DiceConfiguration { int DiceNumber; int DiceType; };
struct DiceThrowsResult { int DiceNumber; int Sum; int ThrowsResults[]; };
struct DiceConfiguration* GetConfiguration(void); struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config); int ThrowDice(struct DiceConfiguration *config); void PrintDiceThrowsResult(struct DiceThrowsResult *result); char GetContinueDecision(void); void ReleaseMemory(struct DiceConfiguration *config, struct DiceThrowsResult *result);
int main(void) { struct DiceConfiguration *config; struct DiceThrowsResult *result; int test = 1; char repeat = 'y'; while(test = 1) { srand((unsigned int) time(0)); // random seed config = GetConfiguration(); result = ThrowDices(config); PrintDiceThrowsResult(result); repeat = GetContinueDecision(); if(repeat != 'y') { break; } } ReleaseMemory(config, result); return 0; }
struct DiceConfiguration* GetConfiguration(void) { struct DiceConfiguration *config; config = malloc(sizeof(struct DiceConfiguration)); printf("Entering \"0\" (zero) will exit the program.\n"); printf("Enter the number of dice: "); scanf("%d", &config->DiceNumber); printf("Enter dice type (sides) : "); scanf("%d", &config->DiceType); return config; }
struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config) { struct DiceThrowsResult *result; result = malloc(sizeof(struct DiceThrowsResult) + config->DiceNumber * sizeof(int)); result->DiceNumber = config->DiceNumber; for (int i = 0; i < config->DiceNumber; i++) { result->ThrowsResults[i] = ThrowDice(config); result->Sum += result->ThrowsResults[i]; } return result; }
int ThrowDice(struct DiceConfiguration *config) { return rand() % config->DiceType + 1; }
void PrintDiceThrowsResult(struct DiceThrowsResult *result) { for (int i = 0; i < result->DiceNumber; i++) { printf("%d ", result->ThrowsResults[i] ; } printf("Sum: %d\n", result->Sum); }
char GetContinueDecision(void) { char ContinueDecision; printf("Would you like to throw the dice again? (y/n): "); ContinueDecision = getchar(); return ContinueDecision; }
void ReleaseMemory(struct DiceConfiguration *config, struct DiceThrowsResult *result) { if (config != NULL) { free(config); config = NULL; } if (result != NULL) { free(result); result = NULL; } }
And the output krs@chameleon:~/workspace/C/dice_generator> ./a.out Entering "0" (zero) will exit the program. Enter the number of dice: 4 Enter dice type (sides) : 6 6 5 1 5 Sum: 17 Would you like to throw the dice again? (y/n): krs@chameleon:~/workspace/C/dice_generator>
Edit2: Working but unsatisfactory code: + Show Spoiler + #include <stdio.h> #include <stdlib.h> #include <time.h>
struct DiceConfiguration { int DiceNumber; int DiceType; };
struct DiceThrowsResult { int DiceNumber; int Sum; int ThrowsResults[]; };
struct DiceConfiguration* GetConfiguration(void); struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config); int ThrowDice(struct DiceConfiguration *config); void PrintDiceThrowsResult(struct DiceThrowsResult *result); int GetContinueDecision(void); void ReleaseMemory(struct DiceConfiguration *config, struct DiceThrowsResult *result);
int main(void) { struct DiceConfiguration *config; struct DiceThrowsResult *result; int test = 1; int repeat = 1; while(test = 1) { srand((unsigned int) time(0)); // random seed config = GetConfiguration(); result = ThrowDices(config); PrintDiceThrowsResult(result); repeat = GetContinueDecision(); if(repeat != 1) { break; } } ReleaseMemory(config, result); return 0; }
struct DiceConfiguration* GetConfiguration(void) { struct DiceConfiguration *config; config = malloc(sizeof(struct DiceConfiguration)); printf("Entering \"0\" (zero) will exit the program.\n"); printf("Enter the number of dice: "); scanf("%d", &config->DiceNumber); printf("Enter dice type (sides) : "); scanf("%d", &config->DiceType); return config; }
struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config) { struct DiceThrowsResult *result; result = malloc(sizeof(struct DiceThrowsResult) + config->DiceNumber * sizeof(int)); result->DiceNumber = config->DiceNumber; for (int i = 0; i < config->DiceNumber; i++) { result->ThrowsResults[i] = ThrowDice(config); result->Sum += result->ThrowsResults[i]; } return result; }
int ThrowDice(struct DiceConfiguration *config) { return rand() % config->DiceType + 1; }
void PrintDiceThrowsResult(struct DiceThrowsResult *result) { for (int i = 0; i < result->DiceNumber; i++) { printf("%d ", result->ThrowsResults[i] ; } printf("Sum: %d\n", result->Sum); }
int GetContinueDecision(void) { int ContinueDecision; printf("Would you like to throw the dice again? (1/0): "); scanf("%d", &ContinueDecision); return ContinueDecision; }
void ReleaseMemory(struct DiceConfiguration *config, struct DiceThrowsResult *result) { if (config != NULL) { free(config); config = NULL; } if (result != NULL) { free(result); result = NULL; } }
You forget that after the y/n you press enter - which results in additional characters. Those stay in the input buffer and the next read returns immedatly with the \n (or i think on windows first \r and next read \n).
There are several options to skip those: 1. Read a string and then only use the first character 2. Flush the input buffer (iirc doesn't work on all platforms) 3. Read the character, then read until you find a \n
In my opinion, the first option is the best, though you need to make sure that you don't introduce buffer overflows.
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I've got a little question to you guys: Is there a kind of MONO Framework(Linux) for Mac OS-X ? I am quite familiar with C#.NET, but if there is no framework to support it on Mac OS-X, then I gotta switch to the Qt-Toolkit and I am not really skilled with that framework.
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Germany2896 Posts
I'm pretty sure there is mono on os-x. The problem is which GUI framework to use. If you you want to write your program for mac only you can use bindings to the native APIs(MonoMac). But cross platform libraries like GTK#/WinForms look alien on macs. I also heard about some QT bindings for .net. But no idea how good that works and if it's available for macs.
5secs of google: http://www.mono-project.com/Mono:OSX
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I program regularly in MATLAB, but have very little experience in other languages. Is MATLAB similar to any standard languages like C++?
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Germany2896 Posts
The type system is a bit different, since it's core type is a vector and not a scalar. So writing your programs in a vector based way is usually advisable.
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On May 06 2011 00:19 Morfildur wrote:Show nested quote +On May 05 2011 06:10 Manit0u wrote:On May 05 2011 05:47 Pawsom wrote:On May 05 2011 05:44 Manit0u wrote:On May 05 2011 05:08 Pawsom wrote:On May 05 2011 03:26 Manit0u wrote:Could someone please help me out here? I'm a noob and I have a momentary lapse of reason right now as I can't for the life of me recall how to properly loop my program so it won't exit after one go (only when someone enters 0 in any case he's asked to enter input)... I don't need a ready solution, if you could just push me along by suggesting what should I use I'll be fine (I'm trying to learn some programming for personal uses mostly, like this dice throw generator here). It's ANSI C if you can't tell. + Show Spoiler [code] + #include <stdio.h> #include <stdlib.h> #include <time.h>
struct DiceConfiguration { int DiceNumber; int DiceType; };
struct DiceThrowsResult { int DiceNumber; int Sum; int ThrowsResults[]; };
struct DiceConfiguration* GetConfiguration(void); struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config); int ThrowDice(struct DiceConfiguration *config); void PrintDiceThrowsResult(struct DiceThrowsResult *result);
int main(void) { srand((unsigned int) time(0)); // random seed struct DiceConfiguration *config; config = GetConfiguration(); struct DiceThrowsResult *result; result = ThrowDices(config); PrintDiceThrowsResult(result); free(config); free(result);
return 0; }
struct DiceConfiguration* GetConfiguration(void) { struct DiceConfiguration *config; config = malloc(sizeof(struct DiceConfiguration)); printf("Enter the number of dice: "); scanf("%d", &config->DiceNumber); printf("Enter dice type (sides) : "); scanf("%d", &config->DiceType); return config; }
struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config) { struct DiceThrowsResult *result; result = malloc(sizeof(struct DiceThrowsResult) + config->DiceNumber * sizeof(int)); result->DiceNumber = config->DiceNumber; for (int i = 0; i < config->DiceNumber; i++) { result->ThrowsResults[i] = ThrowDice(config); result->Sum += result->ThrowsResults[i]; } return result; }
int ThrowDice(struct DiceConfiguration *config) { return rand() % config->DiceType + 1; }
void PrintDiceThrowsResult(struct DiceThrowsResult *result) { for (int i = 0; i < result->DiceNumber; i++) { printf("%d ", result->ThrowsResults[i] ; } printf("Sum: %d\n", result->Sum); }
So try making a loop inside main, around the function calls to ThrowDices() and PrintDiceThrowsResults(). Do you know the syntax for a while loop in C? You will need to ask the user to if he wants to continue, and use this input as the condition in your loop. Take a try at this, and post back if you need help. A basic loop could look like: + Show Spoiler + while (continue != FALSE) { doStuff(); doMoreShit();
continue = getContinue(); }
You mean something like that? + Show Spoiler + while (DiceNumber > 0 && DiceType > 0) {
do stuff
}
Then the entire thing should become a while loop... The problem I'm facing right now is the right place to put the loop, as this while checks for 2 variables which should be assigned before the loop and it would be pointless to do this stuff over and over again with the same variables (infinite loop welcome to). My mind is completely empty right now, I need to think about it. No you should declare another variable. Ask the user if they want to roll again, and store their input in that variable. Loop based on the value of that variable. + Show Spoiler + while( repeat != 'n' ) { result = ThrowDices(config);
PrintDiceThrowsResult(result);
printf("Want to play again? Enter y/n.");
scanf("%c", &repeat); }
Did you find the dice program somewhere online? It's well written. There seems to be some problem with this loop... It compiles fine but here's how it works now: + Show Spoiler + krs@chameleon:~/workspace/C/dice_generator> ./a.out Enter the number of dice: 4 Enter dice type (sides) : 6 3 2 3 3 Sum: 11 Want to play again? Enter y/n.2 5 5 2 Sum: 14 Want to play again? Enter y/n.y 4 2 5 3 Sum: 14 Want to play again? Enter y/n.1 1 1 1 Sum: 4 Want to play again? Enter y/n.y 3 1 5 3 Sum: 12 Want to play again? Enter y/n.2 1 5 3 Sum: 11 Want to play again? Enter y/n.n krs@chameleon:~/workspace/C/dice_generator>
I did it differently myself, looped the entire code up until main return, it allowed me to enter new dice and printed results fine, the problem was it auto-skipped the continue question (it posted it but automatically continued the loop, without waiting for input). And to answer your question, I didn't find it anywhere, I wrote it myself with a bit of help from a friend (we were bored at the lake due to bad weather, didn't even have internet there). We started with a simple for loop and one structure and it kinda evolved as we got new ideas  Edit: I gave it some more work, it compiles without errors but seems to completely skip over checking for continue and breaks the loop immediately... Getchar works better than scanf, but still doesn't seem to do the job. + Show Spoiler + #include <stdio.h> #include <stdlib.h> #include <time.h>
struct DiceConfiguration { int DiceNumber; int DiceType; };
struct DiceThrowsResult { int DiceNumber; int Sum; int ThrowsResults[]; };
struct DiceConfiguration* GetConfiguration(void); struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config); int ThrowDice(struct DiceConfiguration *config); void PrintDiceThrowsResult(struct DiceThrowsResult *result); char GetContinueDecision(void); void ReleaseMemory(struct DiceConfiguration *config, struct DiceThrowsResult *result);
int main(void) { struct DiceConfiguration *config; struct DiceThrowsResult *result; int test = 1; char repeat = 'y'; while(test = 1) { srand((unsigned int) time(0)); // random seed config = GetConfiguration(); result = ThrowDices(config); PrintDiceThrowsResult(result); repeat = GetContinueDecision(); if(repeat != 'y') { break; } } ReleaseMemory(config, result); return 0; }
struct DiceConfiguration* GetConfiguration(void) { struct DiceConfiguration *config; config = malloc(sizeof(struct DiceConfiguration)); printf("Entering \"0\" (zero) will exit the program.\n"); printf("Enter the number of dice: "); scanf("%d", &config->DiceNumber); printf("Enter dice type (sides) : "); scanf("%d", &config->DiceType); return config; }
struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config) { struct DiceThrowsResult *result; result = malloc(sizeof(struct DiceThrowsResult) + config->DiceNumber * sizeof(int)); result->DiceNumber = config->DiceNumber; for (int i = 0; i < config->DiceNumber; i++) { result->ThrowsResults[i] = ThrowDice(config); result->Sum += result->ThrowsResults[i]; } return result; }
int ThrowDice(struct DiceConfiguration *config) { return rand() % config->DiceType + 1; }
void PrintDiceThrowsResult(struct DiceThrowsResult *result) { for (int i = 0; i < result->DiceNumber; i++) { printf("%d ", result->ThrowsResults[i] ; } printf("Sum: %d\n", result->Sum); }
char GetContinueDecision(void) { char ContinueDecision; printf("Would you like to throw the dice again? (y/n): "); ContinueDecision = getchar(); return ContinueDecision; }
void ReleaseMemory(struct DiceConfiguration *config, struct DiceThrowsResult *result) { if (config != NULL) { free(config); config = NULL; } if (result != NULL) { free(result); result = NULL; } }
And the output krs@chameleon:~/workspace/C/dice_generator> ./a.out Entering "0" (zero) will exit the program. Enter the number of dice: 4 Enter dice type (sides) : 6 6 5 1 5 Sum: 17 Would you like to throw the dice again? (y/n): krs@chameleon:~/workspace/C/dice_generator>
Edit2: Working but unsatisfactory code: + Show Spoiler + #include <stdio.h> #include <stdlib.h> #include <time.h>
struct DiceConfiguration { int DiceNumber; int DiceType; };
struct DiceThrowsResult { int DiceNumber; int Sum; int ThrowsResults[]; };
struct DiceConfiguration* GetConfiguration(void); struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config); int ThrowDice(struct DiceConfiguration *config); void PrintDiceThrowsResult(struct DiceThrowsResult *result); int GetContinueDecision(void); void ReleaseMemory(struct DiceConfiguration *config, struct DiceThrowsResult *result);
int main(void) { struct DiceConfiguration *config; struct DiceThrowsResult *result; int test = 1; int repeat = 1; while(test = 1) { srand((unsigned int) time(0)); // random seed config = GetConfiguration(); result = ThrowDices(config); PrintDiceThrowsResult(result); repeat = GetContinueDecision(); if(repeat != 1) { break; } } ReleaseMemory(config, result); return 0; }
struct DiceConfiguration* GetConfiguration(void) { struct DiceConfiguration *config; config = malloc(sizeof(struct DiceConfiguration)); printf("Entering \"0\" (zero) will exit the program.\n"); printf("Enter the number of dice: "); scanf("%d", &config->DiceNumber); printf("Enter dice type (sides) : "); scanf("%d", &config->DiceType); return config; }
struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config) { struct DiceThrowsResult *result; result = malloc(sizeof(struct DiceThrowsResult) + config->DiceNumber * sizeof(int)); result->DiceNumber = config->DiceNumber; for (int i = 0; i < config->DiceNumber; i++) { result->ThrowsResults[i] = ThrowDice(config); result->Sum += result->ThrowsResults[i]; } return result; }
int ThrowDice(struct DiceConfiguration *config) { return rand() % config->DiceType + 1; }
void PrintDiceThrowsResult(struct DiceThrowsResult *result) { for (int i = 0; i < result->DiceNumber; i++) { printf("%d ", result->ThrowsResults[i] ; } printf("Sum: %d\n", result->Sum); }
int GetContinueDecision(void) { int ContinueDecision; printf("Would you like to throw the dice again? (1/0): "); scanf("%d", &ContinueDecision); return ContinueDecision; }
void ReleaseMemory(struct DiceConfiguration *config, struct DiceThrowsResult *result) { if (config != NULL) { free(config); config = NULL; } if (result != NULL) { free(result); result = NULL; } }
You forget that after the y/n you press enter - which results in additional characters. Those stay in the input buffer and the next read returns immedatly with the \n (or i think on windows first \r and next read \n). There are several options to skip those: 1. Read a string and then only use the first character 2. Flush the input buffer (iirc doesn't work on all platforms) 3. Read the character, then read until you find a \n In my opinion, the first option is the best, though you need to make sure that you don't introduce buffer overflows.
Bah, you posted it when I was updating my message (check it up). I got it to work, albeit in a different way.
Output:
krs@chameleon:~/workspace/C/dice_generator> ./a.out Enter the number of dice to throw (0 to quit): 4 Enter dice type (sides) : 6 1 4 5 4 Sum: 14 Enter the number of dice to throw (0 to quit): 4 Enter dice type (sides) : 6 3 1 1 2 Sum: 7 Enter the number of dice to throw (0 to quit): 0 krs@chameleon:~/workspace/C/dice_generator>
Edit: The only problem I'm getting now is if I enter 0 as first number, then I get seg fault
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Hyrule18968 Posts
Seg Faults!
You haven't posted your revised code, so nobody can really help you...
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If you enter 0 as first number result->sum isn't initialised but printed. Could be your problem.
/edit: you don't initialise the sum at all. are you using a compiler that sets memory to zero with malloc? seems quite weird.
Entering "0" (zero) will exit the program. it does not. it's easier to get rid of the GetContinueDecision-Function and check DiceNumber against 0.
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You don't need to seed your random number generator by calling srand() everytime you enter the loop. Just call it once before the loop to initialize rand.
Oh god it looks worse actually.. Everytime you enter the loop, you call getConfig() which calls malloc. However, you only free one allocation of this memory. In your small program you won't even notice, but its a blatant memory leak.
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On May 06 2011 23:21 Daavee wrote:If you enter 0 as first number result->sum isn't initialised but printed. Could be your problem. /edit: you don't initialise the sum at all. are you using a compiler that sets memory to zero with malloc? seems quite weird. it does not. it's easier to get rid of the GetContinueDecision-Function and check DiceNumber against 0.
No there's jsut no code anywhere to check fi the number of dice is zero, and if so exit.
It should look like + Show Spoiler + getConfig();
if( config.numDice != 0 ) { // roll them bones }
else { // say goodbye }
Edit; Nvm thats exactly what you said maybe I quoted the wrong post or something /shrug.
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Google's code jam is starting in like 20 mins if anyone wants to enter. It's a programming competition, problems are kinda like project euler's but timed.
You have 24 hours to solve the first set so I think it's not too late to sign up.
http://code.google.com/codejam/
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On May 06 2011 22:57 tofucake wrote: Seg Faults!
You haven't posted your revised code, so nobody can really help you...
The last version of the code was in my previous post (I edited it in place of the old one to save space). Here it is again, I'll be tackling it again today.
+ Show Spoiler + #include <stdio.h> #include <stdlib.h> #include <time.h>
struct DiceConfiguration { int DiceNumber; int DiceType; };
struct DiceThrowsResult { int DiceNumber; int Sum; int ThrowsResults[]; };
struct DiceConfiguration* GetConfiguration(int FirstEntry); struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config); int ThrowDice(struct DiceConfiguration *config); void PrintDiceThrowsResult(struct DiceThrowsResult *result); void WelcomeMessage(void); void ReleaseMemory(struct DiceConfiguration *config, struct DiceThrowsResult *result);
int main(void) { struct DiceConfiguration *config; struct DiceThrowsResult *result; int FirstEntry = 0; srand((unsigned int) time(0)); // random seed WelcomeMessage(); while(scanf("%d", &FirstEntry) == 1 && FirstEntry > 0) { config = GetConfiguration(FirstEntry); result = ThrowDices(config); PrintDiceThrowsResult(result); ReleaseMemory(config, result); WelcomeMessage(); } return 0; }
struct DiceConfiguration* GetConfiguration(int FirstEntry) { struct DiceConfiguration *config; config = malloc(sizeof(struct DiceConfiguration)); config->DiceNumber = FirstEntry; printf("Enter dice type (sides) : "); scanf("%d", &config->DiceType); return config; }
struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config) { struct DiceThrowsResult *result; result = malloc(sizeof(struct DiceThrowsResult) + config->DiceNumber * sizeof(int)); result->DiceNumber = config->DiceNumber; for (int i = 0; i < config->DiceNumber; i++) { result->ThrowsResults[i] = ThrowDice(config); result->Sum += result->ThrowsResults[i]; } return result; }
int ThrowDice(struct DiceConfiguration *config) { return rand() % config->DiceType + 1; }
void PrintDiceThrowsResult(struct DiceThrowsResult *result) { for (int i = 0; i < result->DiceNumber; i++) { printf("%d ", result->ThrowsResults[i]); } printf("Sum: %d\n", result->Sum); }
void WelcomeMessage(void ) { printf("Enter the number of dice to throw (0 to quit): "); }
void ReleaseMemory(struct DiceConfiguration *config, struct DiceThrowsResult *result) { if (config != NULL) { free(config); config = NULL; } if (result != NULL) { free(result); result = NULL; } }
No more seg faults (int FirstEntry was declared but without default value, that's what caused the segmentation fault).
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Does anyone know how to use the entity framework designer to set entity type = date? (Not datetime).
Strange that they don't have this type out of box. I can edit the generated SQL script but it's a pain.
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On May 07 2011 16:02 haduken wrote: Does anyone know how to use the entity framework designer to set entity type = date? (Not datetime).
Strange that they don't have this type out of box. I can edit the generated SQL script but it's a pain.
Not sure if this will help, but maybe it will:
1. Open the EDMX file up using an XML Editor
Now look in the StorageModels element for the column in question.
The 'type' of the Property in the SSDL section is the type the EntityFramework thinks the database column is. I suspect it will say DateTime2. You should be able to change it back to something like DateTime.
It seems that this solution could let you change DateTime to Date.
2.
public partial class Transactions { public Transactions() { //HACK: To prevent this error: {"SqlDateTime overflow. Must be between 1/1/1753 12:00:00 AM and 12/31/9999 11:59:59 PM."} this.LastModified = System.DateTime.Now; } }
That's for setting the default values, not sure if it could also be used to manipulate types.
Unless you want it to get just the date and not time. There should be an option to ignore time in datetime, no?
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On May 07 2011 20:58 Manit0u wrote:Show nested quote +On May 07 2011 16:02 haduken wrote: Does anyone know how to use the entity framework designer to set entity type = date? (Not datetime).
Strange that they don't have this type out of box. I can edit the generated SQL script but it's a pain. Not sure if this will help, but maybe it will: 1. Open the EDMX file up using an XML Editor Now look in the StorageModels element for the column in question. The 'type' of the Property in the SSDL section is the type the EntityFramework thinks the database column is. I suspect it will say DateTime2. You should be able to change it back to something like DateTime. It seems that this solution could let you change DateTime to Date. 2. public partial class Transactions { public Transactions() { //HACK: To prevent this error: {"SqlDateTime overflow. Must be between 1/1/1753 12:00:00 AM and 12/31/9999 11:59:59 PM."} this.LastModified = System.DateTime.Now; } }
That's for setting the default values, not sure if it could also be used to manipulate types. Unless you want it to get just the date and not time. There should be an option to ignore time in datetime, no?
Thanks! You've actually beat stackoverflow on this one. Your first suggestion don't work as Visual Studio won't qualify date as it is not a primitive type which means I can't build...
My problem is to do with range of data types in SQL. I prefer to use date time anyway and only chose to have date because I have to migrate some really fucked up access data.
EF designer will only generate script that set datetime which is problematic for me because the access data I have is set to just date which has a minimal value that is out of range for datetime.
There are work arounds of course but it's a pain when I have 30 different tables ...
Update: Find the solution. It is done via structural annotation in the SSDL and EDMX file. I won't bore every one with the details but basically it is done by scanning the edmx file and change the type to date, you put the extra scanning and code generation code in SSDL and call from that.
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This following MySQL query works fine in phpMyAdmin: + Show Spoiler +SET @rownum = 0, @rank = 0, @prev_val = NULL; SELECT @rownum := @rownum + 1 AS row , @rank := IF(@prev_val!=rating,@rownum,@rank) AS rank , @prev_val := rating AS rating , fid FROM ( SELECT AVG(rating) AS rating, fid FROM _relation t GROUP BY fid ORDER BY 1 DESC ) t ORDER BY rating DESC How does one execute this from php? I'm only familiar with mysql_query and that doesn't seem to support multiple queries like that.
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Hyrule18968 Posts
@nakam: What you're doing is overly complicated and is easily done in PHP. However, you could run it as a stored procedure. Below is the PHP equivalent.
$result = array(); $i = 0; $prev_val = false;
$resource = mysql_query("SELECT rating, fid FROM _relation GROUP BY fid ORDER BY rating DESC"); while($row = mysql_fetch_assoc($resource)) { $tmp = array( 'row' => ++$i, 'rank' => $row['rank'] != $prev_val ? $row['rank'] : $i, 'rating' => $row['rank'], 'fid' => $row['fid'] ); $result[] = $tmp; $prev_val = $row['rank']; }
@Manit0u: Your loop is bad.
while(scanf("%d", &FirstEntry) == 1) { if(FirstEntry > 0) { config = GetConfiguration(FirstEntry); result = ThrowDices(config); PrintDiceThrowsResult(result); ReleaseMemory(config, result); WelcomeMessage(); } else { break; } } Keep the scanf and check of the value separate. I'm also tempted to toss out a picture I posted elsewhere. + Show Spoiler +
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