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# Makefile
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# Compiler and flags
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CC = gcc
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CFLAGS = -Wall -std=c11
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# Source files
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SRCS = hello.c
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# Output
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TARGET = hello.out
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# Default target
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all: $(TARGET)
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# Rule to build the executable
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$(TARGET): $(SRCS)
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$(CC) $(CFLAGS) $(SRCS) -o $(TARGET)
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# Rule to run the program
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run: $(TARGET)
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./$(TARGET)
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# Rule to clean generated files
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clean:
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rm -f $(TARGET)
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@@ -0,0 +1,7 @@
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#include <stdio.h>
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int main() {
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printf("Hello World\n");
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return 0;
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}
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Executable
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@@ -0,0 +1,25 @@
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# Makefile
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# Compiler and flags
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CC = gcc
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CFLAGS = -Wall -std=c11
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# Source files
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SRCS = lab2.c
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# Output
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TARGET = lab2.out
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# Default target
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all: $(TARGET)
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# Rule to build the executable
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$(TARGET): $(SRCS)
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$(CC) $(CFLAGS) $(SRCS) -o $(TARGET)
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# Rule to run the program
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run: $(TARGET)
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./$(TARGET)
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# Rule to clean generated files
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clean:
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rm -f $(TARGET)
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@@ -0,0 +1,57 @@
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#include <stdio.h>
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void multiplicationTable(int n) {
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printf("Multiplication table of %d\n", n);
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for (int i = 1; i <= 10; i++) {
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printf("%d x %d = %d\n", n, i, n * i);
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}
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printf("\n");
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}
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void numberAnalysis(int n) {
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int c = (n > 0) - (n < 0);
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switch (c) {
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case -1: // n is negative
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multiplicationTable(n);
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printf("Sum not applicable for negative numbers\n");
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printf("The number is Negative.\n");
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break;
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case 0: // n is zero
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multiplicationTable(n);
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printf("Sum not applicable for zero\n");
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printf("The number is Zero.\n");
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break;
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default: // n is positive
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multiplicationTable(n);
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int sum = 0;
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int current = 0;
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while (current <= n) {
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sum += current;
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current++;
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}
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printf("Sum of 1 to %d = %d\n", n, sum);
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printf("The number is Positive.\n");
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break;
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}
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}
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int main(void) {
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int number;
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printf("Enter a number: ");
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scanf("%d", &number);
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numberAnalysis(number);
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return 0;
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}
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Executable
BIN
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+135
@@ -0,0 +1,135 @@
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#include <sys/ioctl.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <unistd.h>
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#include <math.h>
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#define NUMBER_PARTICLES 100 // 100
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typedef struct {
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int x;
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int y;
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int lastX;
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int lastY;
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int velocityX;
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int velocityY;
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} PARTICLE;
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void render(char **space, int WIDTH, int HEIGHT) {
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system("clear");
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for (int y = 0; y < HEIGHT; y++) {
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for (int x = 0; x < WIDTH; x++) {
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printf("%c", space[y][x]);
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}
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printf("\n");
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}
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}
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void updateParticles(PARTICLE *particles, int WIDTH, int HEIGHT) {
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for (int i = 0; i < NUMBER_PARTICLES; i++) {
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PARTICLE p = particles[i];
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p.lastX = p.x;
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p.lastY = p.y;
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p.x = p.x + p.velocityX;
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p.y = p.y + p.velocityY;
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if (p.x <= 0 || p.x >= WIDTH - 1) {
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p.velocityX *= -1;
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}
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if (p.y <= 0 || p.y >= HEIGHT - 1) {
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p.velocityY *= -1;
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}
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particles[i] = p;
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}
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}
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void update2DSpace(PARTICLE *particles, char **space) {
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for (int i = 0; i < NUMBER_PARTICLES; i++) {
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PARTICLE p = particles[i];
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space[p.y][p.x] = '*';
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}
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}
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char** create2DSpace(int WIDTH, int HEIGHT) {
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char **space = malloc(HEIGHT * sizeof(char*));
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if (space == NULL) {
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perror("Failed to allocate space");
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return NULL;
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}
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for (int i = 0; i < HEIGHT; i++) {
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space[i] = malloc(WIDTH * sizeof(char));
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if (space[i] == NULL) {
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perror("Failed to allocate space");
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for (int j = 0; j < HEIGHT; j++) {
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free(space[i]);
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}
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free(space);
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return NULL;
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}
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}
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for (int i = 0; i < HEIGHT; i++) {
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for (int j = 0; j < WIDTH; j++) {
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space[i][j] = ' ';
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}
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}
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return space;
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}
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PARTICLE* generateParticles(int WIDTH, int HEIGHT) {
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PARTICLE *particles = malloc(NUMBER_PARTICLES * sizeof(PARTICLE));
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if (particles == NULL) {
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perror("Failed to allocate memory for particles");
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return NULL;
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}
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int blockWidth = sqrt((float) NUMBER_PARTICLES);
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int index = 0;
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for (int i = -(blockWidth / 2); i < blockWidth / 2; i++) {
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for (int j = -(blockWidth / 2); j < blockWidth / 2; j++) {
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// printf("%d - (%d, %d)\n", index, WIDTH / 2 + i, HEIGHT / 2 + j);
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PARTICLE p = {WIDTH / 2 + i, HEIGHT / 2 + j, WIDTH / 2 + i, HEIGHT / 2 + j, 0, 1};
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particles[index] = p;
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index++;
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}
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}
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return particles;
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}
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int main(void) {
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struct winsize w;
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ioctl(0, TIOCGWINSZ, &w);
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int HEIGHT = w.ws_row;
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int WIDTH = w.ws_col;
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char **space = create2DSpace(WIDTH, HEIGHT);
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PARTICLE *particles = generateParticles(WIDTH, HEIGHT);
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// return 0;
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int micro = 100000;
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while (1) {
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updateParticles(particles, WIDTH, HEIGHT);
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space = create2DSpace(WIDTH, HEIGHT); // resset grid space
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update2DSpace(particles, space);
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render(space, WIDTH, HEIGHT);
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usleep(0.5 * micro);
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}
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return 0;
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}
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BIN
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