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HW04.cpp
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#include <iostream>
#include <vector>
#include <random>
#include "Triangle.h"
#include "Quadrilateral.h"
using namespace std;
// Rastgele olarak Triangle nesneleri olusturur ve parametre olarak verilen vektore ekler.
/* Triangle nesnelerinde yer alacak noktaların x ve y değerleri [0, 100] arasında olabilir.
Şeklin renk değeri de rastgele olarak belirlenmelidir.
*/
void fillTriangles(vector<Triangle> &v, int numberOfItems = 100)
{
//random sayilar olusturduk.
default_random_engine engine;
uniform_int_distribution <double> distribution(0, numberOfItems); //0-100 arasi sayilar olusturur.
uniform_int_distribution <int> colorRand(0, 5); //0-5 arasi sayilar olusturur.
//10 adet nesne olusturacagiz rastgele olarak.
for (auto i = 0; i < 10; ++i)
{
//Nokta olusturduk ve koordinatlarina rastgele 0-100 arasi sayilar atadik.
Point aPoint;
aPoint.x = distribution(engine);
aPoint.y = distribution(engine);
Point bPoint;
bPoint.x = distribution(engine);
bPoint.y = distribution(engine);
Point cPoint;
cPoint.x = distribution(engine);
cPoint.y = distribution(engine);
//Triangle::Color tipinde degisken.
Triangle::Color colorRandom;
//rastgele renk icin 0-5 arasi sayi aldik.
int randomNumber = colorRand(engine);
switch (randomNumber)
{
case 0:
colorRandom = Triangle::Color::PINK;
break;
case 1:
colorRandom = Triangle::Color::RED;
break;
case 2:
colorRandom = Triangle::Color::BLUE;
break;
case 3:
colorRandom = Triangle::Color::WHITE;
break;
case 4:
colorRandom = Triangle::Color::BLACK;
break;
case 5:
colorRandom = Triangle::Color::GREEN;
break;
}
//rastgele nesne olusturduk.
Triangle a{ aPoint , bPoint , cPoint , colorRandom};
v.push_back(a); //olusan nesneyi vektore ekledik.
}
}
// Rastgele olarak Quadrilateral nesneleri olusturur ve parametre olarak verilen vektore ekler.
/* Quadrilateral nesnelerinde yer alacak noktaların x ve y değerleri [0, 100] arasında olabilir.
Şeklin renk değeri de rastgele olarak belirlenmelidir.
*/
void fillQuads(vector<Quadrilateral> &v, int numberOfItems = 100)
{
//random sayilar olusturduk.
default_random_engine engine;
uniform_int_distribution <double> distribution(0, numberOfItems); //0-100 arasi sayilar olusturur.
uniform_int_distribution <int> colorRand(0, 4); //0-4 arasi sayilar olusturur.
//10 adet nesne olusturacagiz rastgele olarak.
for (auto i = 0; i < 10; ++i)
{
//Nokta olusturduk ve koordinatlarina rastgele 0-100 arasi sayilar atadik.
Point aPoint;
aPoint.x = distribution(engine);
aPoint.y = distribution(engine);
Point bPoint;
bPoint.x = distribution(engine);
bPoint.y = distribution(engine);
Point cPoint;
cPoint.x = distribution(engine);
cPoint.y = distribution(engine);
Point dPoint;
dPoint.x = distribution(engine);
dPoint.y = distribution(engine);
//Triangle::Color tipinde degisken.
Quadrilateral::Color colorRandom;
//rastgele renk icin 0-4 arasi sayi aldik.
int randomNumber = colorRand(engine);
switch (randomNumber)
{
case 0:
colorRandom = Quadrilateral::Color::RED;
break;
case 1:
colorRandom = Quadrilateral::Color::BLUE;
break;
case 2:
colorRandom = Quadrilateral::Color::WHITE;
break;
case 3:
colorRandom = Quadrilateral::Color::BLACK;
break;
case 4:
colorRandom = Quadrilateral::Color::GREEN;
break;
}
//rastgele nesne olusturduk.
Quadrilateral a{ aPoint , bPoint , cPoint , dPoint , colorRandom };
v.push_back(a);//olusan nesneyi vektore ekledik.
}
/* Verilen Triangle veya Rectangle vektörününde çevre uzunluğu ve renk değeri eşleşen ilk elemanın indeksini döndürür.
Eleman bulunamazsa -1 döndürülür.*/
template<class T>
int search(const vector<T> &v, const T & key)
{
for (auto i = 0; i < v.size(); ++i)
{
//cevre uzunlugu ve rengi ayni ise o indexin degerini dondurduk.
if ( v[i].getPerimeter() == key.getPerimeter() && v[i].color == key.color)
{
return i;
break;
}
}
//yoksa -1 dondurduk
return -1;
}
template<class T>
int sortByPerimeter(vector<T> &v)
{
T temp; //bos degisken
//kucukten buyuge siralama
for (auto i = 0; i < v.size() - 1; ++i)
{
for (auto j = i + 1; i < v.size(); ++i)
{
if (v[j].getPerimeter() < v[i].getPerimeter)
{
temp = v[i];
v[i] = v[j];
v[j] = temp;
}
}
}
}
int main()
{
// Point class test
auto p = Point{ 4.5, 6.2 };
cout << p.x << " " << p.y << endl;
cout << p.coords[0] << " " << p.coords[1] << endl;
// Sample Quad and Triangle Objects
auto sampleQuad = Quadrilateral{ Point(4, 5), 20, 20 };
cout << "Color of Sample Quad:" << sampleQuad.getColorAsString() << endl;
auto sampleTriangle = Triangle{ Point(4, 5), Point(9, 5), Point(14, 15) };
cout << "Color of Sample Triangle:" << sampleTriangle.getColorAsString() << endl;
// Filling vectors randomly
auto vectorOfQuads = vector<Quadrilateral>{};
auto vectorOfTriangles = vector<Triangle>{};
fillTriangles(vectorOfTriangles);
fillQuads(vectorOfQuads);
// Search sample objects in the corresponding vectors
cout << "Searching a triangle...\n";
cout << sampleTriangle.printInfo() << endl;
if (auto idx = search(vectorOfTriangles, sampleTriangle) >= 0)
cout << "A similar object is found at index-" << idx << endl;
else cout << "No similar object can be found" << endl;
cout << "Searching a quadrilateral...\n";
cout << sampleQuad.printInfo() << endl;
if (auto idx = search(vectorOfQuads, sampleQuad) >= 0)
cout << "A similar object is found at index-" << idx << endl;
else cout << "No similar object can be found" << endl;
// Add sample Triangle object to the vector and sort the vector
vectorOfTriangles.push_back(sampleTriangle);
sortByPerimeter(vectorOfTriangles);
// Search sample item again. Now, you must have a hit.
cout << "Searching a triangle...\n";
cout << sampleTriangle.printInfo() << endl;
if (auto idx = search(vectorOfTriangles, sampleTriangle) >= 0)
cout << "A similar object is found at index-" << idx << endl;
else cout << "No similar object can be found" << endl;
// Add sample Quad object to the vector and sort the vector
vectorOfQuads.push_back(sampleQuad);
sortByPerimeter(vectorOfQuads);
// Search sample item again. Now, you must have a hit.
cout << "Searching a quadrilateral...\n";
cout << sampleQuad.printInfo() << endl;
if (auto idx = search(vectorOfQuads, sampleQuad) >= 0)
cout << "A similar object is found at index-" << idx << endl;
else cout << "No similar object can be found" << endl;
// Invalid cases
try
{
auto invalidTriangle1 = Triangle{ Point{ 4, 0 }, Point{ 9, 0 }, Point{ 14, 0 } };
}
catch (invalid_argument & ex)
{
cout << "Invalid triangle: " << ex.what() << endl;
}
try
{
auto invalidTriangle2 = Triangle{ Point{ 4, 4 }, Point{ 4, 4 }, Point{ 4, 4 } };
}
catch (invalid_argument & ex)
{
cout << "Invalid triangle: " << ex.what() << endl;
}
try
{
auto invalidTriangle3 = Triangle{ Point{ 4, 0 }, Point{ 4, 4 }, Point{ 4, 14 } };
}
catch (invalid_argument & ex)
{
cout << "Invalid triangle: " << ex.what() << endl;
}
try
{
auto invalidQuad1 = Quadrilateral{ Point{ 4, 0 }, Point{ 9, 0 }, Point{ 14, 0 }, Point{ 0, 0 } };
}
catch (invalid_argument & ex)
{
cout << "Invalid Quad: " << ex.what() << endl;
}
try
{
auto invalidQuad1 = Quadrilateral{ Point{ 4, 0 }, Point{ 9, 0 }, Point{ 14, 0 }, Point{ 0, 0 } };
}
catch (invalid_argument & ex)
{
cout << "Invalid Quad: " << ex.what() << endl;
}
try
{
auto invalidQuad2 = Quadrilateral{ Point{ 4, 0 }, Point{ 9, 0 }, Point{ 3, 20 }, Point{ 10, 20 } };
}
catch (invalid_argument & ex)
{
cout << "Invalid Quad: " << ex.what() << endl;
}
return 0;
}