Kinematic Equations Calculator
The program allows user to enter values for 3 of the following
- initial velocity
- final velocity
- acceleration
- displacement
- time
and to specify an unknown (one of the previously mentioned variables). The program uses the Kinematic Equations to calculate the unknown.
I would like a review of the entire program. I have only studied programming online as a hobby so i have never received comments on my code. I want to become a better programmer and break any bad habits. Dont hold back on any criticism or praise, please comment anything you think of. What is inefficient/ unclear/ unnecessary? What can be improved or added? What is good? What approach would you have taken to the problem? Is the code understandable at all As far as I can tell the code at least works, does what it should.
OrderedArray.h, container class
#include "stdafx.h"
#include <assert.h>
#include <iostream>
class OrderedArray
{
private:
double* m_pdValues;
int* m_pnOrderKeys;
int m_nValuesLength;
int m_nKeysLength;
void erase()
{
delete m_pdValues;
delete m_pnOrderKeys;
m_pdValues = 0;
m_pnOrderKeys = 0;
m_nValuesLength = 0;
m_nKeysLength = 0;
}
public:
OrderedArray() : m_pdValues(0), m_nValuesLength(0), m_pnOrderKeys(0), m_nKeysLength(0)
{
}
double operator(int nIndex) //returns from values array
{
assert(nIndex >= 0 && nIndex < m_nValuesLength);
return m_pdValues[nIndex];
}
void insertLast(double dValue)
{
assert(nIndex >= 0 && nIndex <= m_nValuesLength);
double* pdValues = new double[m_nValuesLength + 1];
for (int i=0; i < m_nValuesLength; i++)
pdValues[i] = m_pdValues[i];
pdValues[m_nValuesLength] = dValue;
delete m_pdValues;
m_pdValues = pdValues;
m_nValuesLength += 1;
}
void insertLast(int nKey)
{
assert(nIndex >= 0 && nIndex <= m_nKeysLength);
int* pnKeys = new int[m_nKeysLength + 1];
for (int i=0; i < m_nKeysLength; i++)
pnKeys[i] = m_pnOrderKeys[i];
pnKeys[m_nKeysLength] = nKey;
delete m_pnOrderKeys;
m_pnOrderKeys = pnKeys;
m_nKeysLength += 1;
}
void insertBefore(double dValue, int nIndex)
{
assert(nIndex >= 0 && nIndex <= m_nValuesLength);
double* pdValues = new double[m_nValuesLength + 1];
for (int nBefore=0; nBefore < nIndex; nBefore++)
pdValues[nBefore] = m_pdValues[nBefore];
pdValues[nIndex] = dValue;
for (int nAfter=nIndex; nAfter < m_nValuesLength; nAfter++)
pdValues[nAfter+1] = m_pdValues[nAfter];
delete m_pdValues;
m_pdValues = pdValues;
m_nValuesLength += 1;
}
void insertBefore(int nKey, int nIndex)
{
assert(nIndex >= 0 && nIndex <= m_nKeysLength);
int* pnKeys = new int[m_nKeysLength + 1];
for (int nBefore=0; nBefore < nIndex; nBefore++)
pnKeys[nBefore] = m_pnOrderKeys[nBefore];
pnKeys[nIndex] = nKey;
for (int nAfter=nIndex; nAfter < m_nKeysLength; nAfter++)
pnKeys[nAfter+1] = m_pnOrderKeys[nAfter];
delete m_pnOrderKeys;
m_pnOrderKeys = pnKeys;
m_nKeysLength += 1;
}
void add(double dValue, int nKey)
{
if(m_nValuesLength >= 3)
{
std::cout << "OrderedArray full" << std::endl;
return;
}
if(m_pdValues == 0)
{
m_pdValues = new double[1];
m_nValuesLength = 1;
m_pdValues[0] = dValue;
m_pnOrderKeys = new int[1];
m_nKeysLength = 1;
m_pnOrderKeys[0] = nKey;
}
else
{
int keysLengthTemp = m_nKeysLength;
for(int i = 0; i < keysLengthTemp; i++)
{
if(nKey < m_pnOrderKeys[i])
{
insertBefore(dValue, i);
insertBefore(nKey, i);
return;
}
}
insertLast(dValue);
insertLast(nKey);
}
}
~OrderedArray()
{
delete m_pdValues;
delete m_pnOrderKeys;
}
int getLength() { return m_nValuesLength; }
double* getValuesArray()
{
assert(m_nValuesLength == 3);
return m_pdValues;
}
int getSumOfKeys()
{
assert(m_nKeysLength == 3);
return m_pnOrderKeys[0] + m_pnOrderKeys[1] + m_pnOrderKeys[2];
}
};
Physics Formulae.cpp
#include "stdafx.h"
#include <math.h>
#include <iostream>
#include <string>
#include "OrderedArray.h"
#define PI 3.14159265358979323846
//func name = original leftside variable in formula + variable to solve for
int translate(std::string s)
{
if(s == "d")
return 0;
if(s == "vf")
return 1;
if(s == "a")
return 2;
if(s == "t")
return 3;
if(s == "vi")
return 4;
return -1;
}
double* shit(double x, double y, double z) //placeholder function to fill out funcarray
{
static double pdArray[2];
pdArray[0] = PI;
pdArray[1] = PI;
return pdArray;
} //vf does not contain d
double* vfvf(double a, double t, double vi)
{
static double pdArray[2];
pdArray[0] = vi + a * t;
pdArray[1] = PI;
return pdArray;
}
double* vfa(double vf, double t, double vi)
{
static double pdArray[2];
pdArray[0] = (vf - vi) / t;
pdArray[1] = PI;
return pdArray;
}
double* vft(double vf, double a, double vi)
{
static double pdArray[2];
pdArray[0] = (vf - vi) / a;
pdArray[1] = PI;
return pdArray;
}
double* vfvi(double vf, double a, double t)
{
static double pdArray[2];
pdArray[0] = vf - a * t;
pdArray[1] = PI;
return pdArray;
}
//d does not contain vf
double* dd(double a, double t, double vi)
{
static double pdArray[2];
pdArray[0] = vi * t + 0.5 * a * t * t;
pdArray[1] = PI;
return pdArray;
}
double* da(double d, double t, double vi)
{
static double pdArray[2];
pdArray[0] = (d - vi * t) / pow(t, 2) * 2;
pdArray[1] = PI;
return pdArray;
}
double* dt(double d, double a, double vi) //RETURNS ARRAY
{
static double pdArray[2];
pdArray[0] = 0 - (vi / a) + sqrt(pow(vi/a, 2) + 2 * d / a);
pdArray[1] = 0 - (vi / a) - sqrt(pow(vi/a, 2) + 2 * d / a);
return pdArray;
}
double* dvi(double d, double a, double t)
{
static double pdArray[2];
pdArray[0] = (d - 0.5 * a * t * t) / t;
pdArray[1] = PI;
return pdArray;
}
//dd does not contain a
double* ddd(double vf, double t, double vi)
{
static double pdArray[2];
pdArray[0] = (vi + vf) / 2 * t;
pdArray[1] = PI;
return pdArray;
}
double* ddvf(double d, double t, double vi)
{
static double pdArray[2];
pdArray[0] = d / t * 2 - vi;
pdArray[1] = PI;
return pdArray;
}
double* ddt(double d, double vf, double vi)
{
static double pdArray[2];
pdArray[0] = d / (vi + vf) * 2;
pdArray[1] = PI;
return pdArray;
}
double* ddvi(double d, double vf, double t)
{
static double pdArray[2];
pdArray[0] = d / t * 2 - vf;
pdArray[1] = PI;
return pdArray;
}
//vf2 does not contain t
double* vf2d(double vf, double a, double vi)
{
static double pdArray[2];
pdArray[0] = (pow(vf, 2) - pow(vi, 2)) / 2 / a;
pdArray[1] = PI;
return pdArray;
}
double* vf2vf(double d, double a, double vi) //RETURNS ARRAY
{
static double pdArray[2];
pdArray[0] = sqrt(pow(vi, 2) + 2 * a * d);
pdArray[1] = 0 - sqrt(pow(vi, 2) + 2 * a * d);
return pdArray;
}
double* vf2a(double d, double vf, double vi)
{
static double pdArray[2];
pdArray[0] = (pow(vf, 2) - pow(vi, 2)) / 2 / d;
pdArray[1] = PI;
return pdArray;
}
double* vf2vi(double d, double vf, double a) //RETURNS ARRAY
{
static double pdArray[2];
pdArray[0] = sqrt(pow(vf, 2) - 2 * a * d);
pdArray[1] = 0 - sqrt(pow(vf, 2) - 2 * a * d);
return pdArray;
}
int _tmain(int argc, _TCHAR* argv)
{
double* (*funcArray[4][5])(double, double, double) = //[missing][unknown]
{
{shit, vfvf, vfa, vft, vfvi},
{dd, shit, da, dt, dvi},
{ddd, ddvf, shit, ddt, ddvi},
{vf2d, vf2vf, vf2a, shit, vf2vi}
};
OrderedArray OA = OrderedArray();
int nAccessVarMissing = -1;
int nAccessUnknownVar = -1;
using namespace std;
string s;
cout << "Which variable is unknown? (d, vf, vi, a or t)" << endl;
cin >> s;
nAccessUnknownVar = translate(s);
double dValueTemp = -1;
string strVarNameTemp = " ";
for(int i = 0; i < 3; i++)
{
cout << "Enter a known variable (d, vf, vi, a or t) followed by 'Enter' followed by the value of the variable: ";
cin >> strVarNameTemp;
cin >> dValueTemp;
OA.add(dValueTemp, translate(strVarNameTemp));
dValueTemp = -1;
strVarNameTemp = " ";
}
nAccessVarMissing = 1 + 2 + 3 + 4 - OA.getSumOfKeys() - nAccessUnknownVar;
if(nAccessVarMissing == 4)
{
cout << "Invalid combination of variables, vi must be either known or unknown" << endl;
cin.get();
exit(0);
}
cout << "unknown is: " << funcArray[nAccessVarMissing][nAccessUnknownVar](OA[0], OA[1], OA[2])[0] << endl;
double dTemp = funcArray[nAccessVarMissing][nAccessUnknownVar](OA[0], OA[1], OA[2])[1];
if(dTemp != PI)
cout << "unknown is: " << dTemp;
int x = 0;
cin >> x;
return 0;
}
c++ beginner object-oriented array physics
add a comment |
The program allows user to enter values for 3 of the following
- initial velocity
- final velocity
- acceleration
- displacement
- time
and to specify an unknown (one of the previously mentioned variables). The program uses the Kinematic Equations to calculate the unknown.
I would like a review of the entire program. I have only studied programming online as a hobby so i have never received comments on my code. I want to become a better programmer and break any bad habits. Dont hold back on any criticism or praise, please comment anything you think of. What is inefficient/ unclear/ unnecessary? What can be improved or added? What is good? What approach would you have taken to the problem? Is the code understandable at all As far as I can tell the code at least works, does what it should.
OrderedArray.h, container class
#include "stdafx.h"
#include <assert.h>
#include <iostream>
class OrderedArray
{
private:
double* m_pdValues;
int* m_pnOrderKeys;
int m_nValuesLength;
int m_nKeysLength;
void erase()
{
delete m_pdValues;
delete m_pnOrderKeys;
m_pdValues = 0;
m_pnOrderKeys = 0;
m_nValuesLength = 0;
m_nKeysLength = 0;
}
public:
OrderedArray() : m_pdValues(0), m_nValuesLength(0), m_pnOrderKeys(0), m_nKeysLength(0)
{
}
double operator(int nIndex) //returns from values array
{
assert(nIndex >= 0 && nIndex < m_nValuesLength);
return m_pdValues[nIndex];
}
void insertLast(double dValue)
{
assert(nIndex >= 0 && nIndex <= m_nValuesLength);
double* pdValues = new double[m_nValuesLength + 1];
for (int i=0; i < m_nValuesLength; i++)
pdValues[i] = m_pdValues[i];
pdValues[m_nValuesLength] = dValue;
delete m_pdValues;
m_pdValues = pdValues;
m_nValuesLength += 1;
}
void insertLast(int nKey)
{
assert(nIndex >= 0 && nIndex <= m_nKeysLength);
int* pnKeys = new int[m_nKeysLength + 1];
for (int i=0; i < m_nKeysLength; i++)
pnKeys[i] = m_pnOrderKeys[i];
pnKeys[m_nKeysLength] = nKey;
delete m_pnOrderKeys;
m_pnOrderKeys = pnKeys;
m_nKeysLength += 1;
}
void insertBefore(double dValue, int nIndex)
{
assert(nIndex >= 0 && nIndex <= m_nValuesLength);
double* pdValues = new double[m_nValuesLength + 1];
for (int nBefore=0; nBefore < nIndex; nBefore++)
pdValues[nBefore] = m_pdValues[nBefore];
pdValues[nIndex] = dValue;
for (int nAfter=nIndex; nAfter < m_nValuesLength; nAfter++)
pdValues[nAfter+1] = m_pdValues[nAfter];
delete m_pdValues;
m_pdValues = pdValues;
m_nValuesLength += 1;
}
void insertBefore(int nKey, int nIndex)
{
assert(nIndex >= 0 && nIndex <= m_nKeysLength);
int* pnKeys = new int[m_nKeysLength + 1];
for (int nBefore=0; nBefore < nIndex; nBefore++)
pnKeys[nBefore] = m_pnOrderKeys[nBefore];
pnKeys[nIndex] = nKey;
for (int nAfter=nIndex; nAfter < m_nKeysLength; nAfter++)
pnKeys[nAfter+1] = m_pnOrderKeys[nAfter];
delete m_pnOrderKeys;
m_pnOrderKeys = pnKeys;
m_nKeysLength += 1;
}
void add(double dValue, int nKey)
{
if(m_nValuesLength >= 3)
{
std::cout << "OrderedArray full" << std::endl;
return;
}
if(m_pdValues == 0)
{
m_pdValues = new double[1];
m_nValuesLength = 1;
m_pdValues[0] = dValue;
m_pnOrderKeys = new int[1];
m_nKeysLength = 1;
m_pnOrderKeys[0] = nKey;
}
else
{
int keysLengthTemp = m_nKeysLength;
for(int i = 0; i < keysLengthTemp; i++)
{
if(nKey < m_pnOrderKeys[i])
{
insertBefore(dValue, i);
insertBefore(nKey, i);
return;
}
}
insertLast(dValue);
insertLast(nKey);
}
}
~OrderedArray()
{
delete m_pdValues;
delete m_pnOrderKeys;
}
int getLength() { return m_nValuesLength; }
double* getValuesArray()
{
assert(m_nValuesLength == 3);
return m_pdValues;
}
int getSumOfKeys()
{
assert(m_nKeysLength == 3);
return m_pnOrderKeys[0] + m_pnOrderKeys[1] + m_pnOrderKeys[2];
}
};
Physics Formulae.cpp
#include "stdafx.h"
#include <math.h>
#include <iostream>
#include <string>
#include "OrderedArray.h"
#define PI 3.14159265358979323846
//func name = original leftside variable in formula + variable to solve for
int translate(std::string s)
{
if(s == "d")
return 0;
if(s == "vf")
return 1;
if(s == "a")
return 2;
if(s == "t")
return 3;
if(s == "vi")
return 4;
return -1;
}
double* shit(double x, double y, double z) //placeholder function to fill out funcarray
{
static double pdArray[2];
pdArray[0] = PI;
pdArray[1] = PI;
return pdArray;
} //vf does not contain d
double* vfvf(double a, double t, double vi)
{
static double pdArray[2];
pdArray[0] = vi + a * t;
pdArray[1] = PI;
return pdArray;
}
double* vfa(double vf, double t, double vi)
{
static double pdArray[2];
pdArray[0] = (vf - vi) / t;
pdArray[1] = PI;
return pdArray;
}
double* vft(double vf, double a, double vi)
{
static double pdArray[2];
pdArray[0] = (vf - vi) / a;
pdArray[1] = PI;
return pdArray;
}
double* vfvi(double vf, double a, double t)
{
static double pdArray[2];
pdArray[0] = vf - a * t;
pdArray[1] = PI;
return pdArray;
}
//d does not contain vf
double* dd(double a, double t, double vi)
{
static double pdArray[2];
pdArray[0] = vi * t + 0.5 * a * t * t;
pdArray[1] = PI;
return pdArray;
}
double* da(double d, double t, double vi)
{
static double pdArray[2];
pdArray[0] = (d - vi * t) / pow(t, 2) * 2;
pdArray[1] = PI;
return pdArray;
}
double* dt(double d, double a, double vi) //RETURNS ARRAY
{
static double pdArray[2];
pdArray[0] = 0 - (vi / a) + sqrt(pow(vi/a, 2) + 2 * d / a);
pdArray[1] = 0 - (vi / a) - sqrt(pow(vi/a, 2) + 2 * d / a);
return pdArray;
}
double* dvi(double d, double a, double t)
{
static double pdArray[2];
pdArray[0] = (d - 0.5 * a * t * t) / t;
pdArray[1] = PI;
return pdArray;
}
//dd does not contain a
double* ddd(double vf, double t, double vi)
{
static double pdArray[2];
pdArray[0] = (vi + vf) / 2 * t;
pdArray[1] = PI;
return pdArray;
}
double* ddvf(double d, double t, double vi)
{
static double pdArray[2];
pdArray[0] = d / t * 2 - vi;
pdArray[1] = PI;
return pdArray;
}
double* ddt(double d, double vf, double vi)
{
static double pdArray[2];
pdArray[0] = d / (vi + vf) * 2;
pdArray[1] = PI;
return pdArray;
}
double* ddvi(double d, double vf, double t)
{
static double pdArray[2];
pdArray[0] = d / t * 2 - vf;
pdArray[1] = PI;
return pdArray;
}
//vf2 does not contain t
double* vf2d(double vf, double a, double vi)
{
static double pdArray[2];
pdArray[0] = (pow(vf, 2) - pow(vi, 2)) / 2 / a;
pdArray[1] = PI;
return pdArray;
}
double* vf2vf(double d, double a, double vi) //RETURNS ARRAY
{
static double pdArray[2];
pdArray[0] = sqrt(pow(vi, 2) + 2 * a * d);
pdArray[1] = 0 - sqrt(pow(vi, 2) + 2 * a * d);
return pdArray;
}
double* vf2a(double d, double vf, double vi)
{
static double pdArray[2];
pdArray[0] = (pow(vf, 2) - pow(vi, 2)) / 2 / d;
pdArray[1] = PI;
return pdArray;
}
double* vf2vi(double d, double vf, double a) //RETURNS ARRAY
{
static double pdArray[2];
pdArray[0] = sqrt(pow(vf, 2) - 2 * a * d);
pdArray[1] = 0 - sqrt(pow(vf, 2) - 2 * a * d);
return pdArray;
}
int _tmain(int argc, _TCHAR* argv)
{
double* (*funcArray[4][5])(double, double, double) = //[missing][unknown]
{
{shit, vfvf, vfa, vft, vfvi},
{dd, shit, da, dt, dvi},
{ddd, ddvf, shit, ddt, ddvi},
{vf2d, vf2vf, vf2a, shit, vf2vi}
};
OrderedArray OA = OrderedArray();
int nAccessVarMissing = -1;
int nAccessUnknownVar = -1;
using namespace std;
string s;
cout << "Which variable is unknown? (d, vf, vi, a or t)" << endl;
cin >> s;
nAccessUnknownVar = translate(s);
double dValueTemp = -1;
string strVarNameTemp = " ";
for(int i = 0; i < 3; i++)
{
cout << "Enter a known variable (d, vf, vi, a or t) followed by 'Enter' followed by the value of the variable: ";
cin >> strVarNameTemp;
cin >> dValueTemp;
OA.add(dValueTemp, translate(strVarNameTemp));
dValueTemp = -1;
strVarNameTemp = " ";
}
nAccessVarMissing = 1 + 2 + 3 + 4 - OA.getSumOfKeys() - nAccessUnknownVar;
if(nAccessVarMissing == 4)
{
cout << "Invalid combination of variables, vi must be either known or unknown" << endl;
cin.get();
exit(0);
}
cout << "unknown is: " << funcArray[nAccessVarMissing][nAccessUnknownVar](OA[0], OA[1], OA[2])[0] << endl;
double dTemp = funcArray[nAccessVarMissing][nAccessUnknownVar](OA[0], OA[1], OA[2])[1];
if(dTemp != PI)
cout << "unknown is: " << dTemp;
int x = 0;
cin >> x;
return 0;
}
c++ beginner object-oriented array physics
I have a very similar project I'm working on. The code I use for the Kinematics part of it is here. I took a fairly different approach from you on it I think. I haven't looked it over too thoroughly but it looks like your code contains a lot of work that it doesn't have to.
– Ulthran
Dec 13 '15 at 4:45
add a comment |
The program allows user to enter values for 3 of the following
- initial velocity
- final velocity
- acceleration
- displacement
- time
and to specify an unknown (one of the previously mentioned variables). The program uses the Kinematic Equations to calculate the unknown.
I would like a review of the entire program. I have only studied programming online as a hobby so i have never received comments on my code. I want to become a better programmer and break any bad habits. Dont hold back on any criticism or praise, please comment anything you think of. What is inefficient/ unclear/ unnecessary? What can be improved or added? What is good? What approach would you have taken to the problem? Is the code understandable at all As far as I can tell the code at least works, does what it should.
OrderedArray.h, container class
#include "stdafx.h"
#include <assert.h>
#include <iostream>
class OrderedArray
{
private:
double* m_pdValues;
int* m_pnOrderKeys;
int m_nValuesLength;
int m_nKeysLength;
void erase()
{
delete m_pdValues;
delete m_pnOrderKeys;
m_pdValues = 0;
m_pnOrderKeys = 0;
m_nValuesLength = 0;
m_nKeysLength = 0;
}
public:
OrderedArray() : m_pdValues(0), m_nValuesLength(0), m_pnOrderKeys(0), m_nKeysLength(0)
{
}
double operator(int nIndex) //returns from values array
{
assert(nIndex >= 0 && nIndex < m_nValuesLength);
return m_pdValues[nIndex];
}
void insertLast(double dValue)
{
assert(nIndex >= 0 && nIndex <= m_nValuesLength);
double* pdValues = new double[m_nValuesLength + 1];
for (int i=0; i < m_nValuesLength; i++)
pdValues[i] = m_pdValues[i];
pdValues[m_nValuesLength] = dValue;
delete m_pdValues;
m_pdValues = pdValues;
m_nValuesLength += 1;
}
void insertLast(int nKey)
{
assert(nIndex >= 0 && nIndex <= m_nKeysLength);
int* pnKeys = new int[m_nKeysLength + 1];
for (int i=0; i < m_nKeysLength; i++)
pnKeys[i] = m_pnOrderKeys[i];
pnKeys[m_nKeysLength] = nKey;
delete m_pnOrderKeys;
m_pnOrderKeys = pnKeys;
m_nKeysLength += 1;
}
void insertBefore(double dValue, int nIndex)
{
assert(nIndex >= 0 && nIndex <= m_nValuesLength);
double* pdValues = new double[m_nValuesLength + 1];
for (int nBefore=0; nBefore < nIndex; nBefore++)
pdValues[nBefore] = m_pdValues[nBefore];
pdValues[nIndex] = dValue;
for (int nAfter=nIndex; nAfter < m_nValuesLength; nAfter++)
pdValues[nAfter+1] = m_pdValues[nAfter];
delete m_pdValues;
m_pdValues = pdValues;
m_nValuesLength += 1;
}
void insertBefore(int nKey, int nIndex)
{
assert(nIndex >= 0 && nIndex <= m_nKeysLength);
int* pnKeys = new int[m_nKeysLength + 1];
for (int nBefore=0; nBefore < nIndex; nBefore++)
pnKeys[nBefore] = m_pnOrderKeys[nBefore];
pnKeys[nIndex] = nKey;
for (int nAfter=nIndex; nAfter < m_nKeysLength; nAfter++)
pnKeys[nAfter+1] = m_pnOrderKeys[nAfter];
delete m_pnOrderKeys;
m_pnOrderKeys = pnKeys;
m_nKeysLength += 1;
}
void add(double dValue, int nKey)
{
if(m_nValuesLength >= 3)
{
std::cout << "OrderedArray full" << std::endl;
return;
}
if(m_pdValues == 0)
{
m_pdValues = new double[1];
m_nValuesLength = 1;
m_pdValues[0] = dValue;
m_pnOrderKeys = new int[1];
m_nKeysLength = 1;
m_pnOrderKeys[0] = nKey;
}
else
{
int keysLengthTemp = m_nKeysLength;
for(int i = 0; i < keysLengthTemp; i++)
{
if(nKey < m_pnOrderKeys[i])
{
insertBefore(dValue, i);
insertBefore(nKey, i);
return;
}
}
insertLast(dValue);
insertLast(nKey);
}
}
~OrderedArray()
{
delete m_pdValues;
delete m_pnOrderKeys;
}
int getLength() { return m_nValuesLength; }
double* getValuesArray()
{
assert(m_nValuesLength == 3);
return m_pdValues;
}
int getSumOfKeys()
{
assert(m_nKeysLength == 3);
return m_pnOrderKeys[0] + m_pnOrderKeys[1] + m_pnOrderKeys[2];
}
};
Physics Formulae.cpp
#include "stdafx.h"
#include <math.h>
#include <iostream>
#include <string>
#include "OrderedArray.h"
#define PI 3.14159265358979323846
//func name = original leftside variable in formula + variable to solve for
int translate(std::string s)
{
if(s == "d")
return 0;
if(s == "vf")
return 1;
if(s == "a")
return 2;
if(s == "t")
return 3;
if(s == "vi")
return 4;
return -1;
}
double* shit(double x, double y, double z) //placeholder function to fill out funcarray
{
static double pdArray[2];
pdArray[0] = PI;
pdArray[1] = PI;
return pdArray;
} //vf does not contain d
double* vfvf(double a, double t, double vi)
{
static double pdArray[2];
pdArray[0] = vi + a * t;
pdArray[1] = PI;
return pdArray;
}
double* vfa(double vf, double t, double vi)
{
static double pdArray[2];
pdArray[0] = (vf - vi) / t;
pdArray[1] = PI;
return pdArray;
}
double* vft(double vf, double a, double vi)
{
static double pdArray[2];
pdArray[0] = (vf - vi) / a;
pdArray[1] = PI;
return pdArray;
}
double* vfvi(double vf, double a, double t)
{
static double pdArray[2];
pdArray[0] = vf - a * t;
pdArray[1] = PI;
return pdArray;
}
//d does not contain vf
double* dd(double a, double t, double vi)
{
static double pdArray[2];
pdArray[0] = vi * t + 0.5 * a * t * t;
pdArray[1] = PI;
return pdArray;
}
double* da(double d, double t, double vi)
{
static double pdArray[2];
pdArray[0] = (d - vi * t) / pow(t, 2) * 2;
pdArray[1] = PI;
return pdArray;
}
double* dt(double d, double a, double vi) //RETURNS ARRAY
{
static double pdArray[2];
pdArray[0] = 0 - (vi / a) + sqrt(pow(vi/a, 2) + 2 * d / a);
pdArray[1] = 0 - (vi / a) - sqrt(pow(vi/a, 2) + 2 * d / a);
return pdArray;
}
double* dvi(double d, double a, double t)
{
static double pdArray[2];
pdArray[0] = (d - 0.5 * a * t * t) / t;
pdArray[1] = PI;
return pdArray;
}
//dd does not contain a
double* ddd(double vf, double t, double vi)
{
static double pdArray[2];
pdArray[0] = (vi + vf) / 2 * t;
pdArray[1] = PI;
return pdArray;
}
double* ddvf(double d, double t, double vi)
{
static double pdArray[2];
pdArray[0] = d / t * 2 - vi;
pdArray[1] = PI;
return pdArray;
}
double* ddt(double d, double vf, double vi)
{
static double pdArray[2];
pdArray[0] = d / (vi + vf) * 2;
pdArray[1] = PI;
return pdArray;
}
double* ddvi(double d, double vf, double t)
{
static double pdArray[2];
pdArray[0] = d / t * 2 - vf;
pdArray[1] = PI;
return pdArray;
}
//vf2 does not contain t
double* vf2d(double vf, double a, double vi)
{
static double pdArray[2];
pdArray[0] = (pow(vf, 2) - pow(vi, 2)) / 2 / a;
pdArray[1] = PI;
return pdArray;
}
double* vf2vf(double d, double a, double vi) //RETURNS ARRAY
{
static double pdArray[2];
pdArray[0] = sqrt(pow(vi, 2) + 2 * a * d);
pdArray[1] = 0 - sqrt(pow(vi, 2) + 2 * a * d);
return pdArray;
}
double* vf2a(double d, double vf, double vi)
{
static double pdArray[2];
pdArray[0] = (pow(vf, 2) - pow(vi, 2)) / 2 / d;
pdArray[1] = PI;
return pdArray;
}
double* vf2vi(double d, double vf, double a) //RETURNS ARRAY
{
static double pdArray[2];
pdArray[0] = sqrt(pow(vf, 2) - 2 * a * d);
pdArray[1] = 0 - sqrt(pow(vf, 2) - 2 * a * d);
return pdArray;
}
int _tmain(int argc, _TCHAR* argv)
{
double* (*funcArray[4][5])(double, double, double) = //[missing][unknown]
{
{shit, vfvf, vfa, vft, vfvi},
{dd, shit, da, dt, dvi},
{ddd, ddvf, shit, ddt, ddvi},
{vf2d, vf2vf, vf2a, shit, vf2vi}
};
OrderedArray OA = OrderedArray();
int nAccessVarMissing = -1;
int nAccessUnknownVar = -1;
using namespace std;
string s;
cout << "Which variable is unknown? (d, vf, vi, a or t)" << endl;
cin >> s;
nAccessUnknownVar = translate(s);
double dValueTemp = -1;
string strVarNameTemp = " ";
for(int i = 0; i < 3; i++)
{
cout << "Enter a known variable (d, vf, vi, a or t) followed by 'Enter' followed by the value of the variable: ";
cin >> strVarNameTemp;
cin >> dValueTemp;
OA.add(dValueTemp, translate(strVarNameTemp));
dValueTemp = -1;
strVarNameTemp = " ";
}
nAccessVarMissing = 1 + 2 + 3 + 4 - OA.getSumOfKeys() - nAccessUnknownVar;
if(nAccessVarMissing == 4)
{
cout << "Invalid combination of variables, vi must be either known or unknown" << endl;
cin.get();
exit(0);
}
cout << "unknown is: " << funcArray[nAccessVarMissing][nAccessUnknownVar](OA[0], OA[1], OA[2])[0] << endl;
double dTemp = funcArray[nAccessVarMissing][nAccessUnknownVar](OA[0], OA[1], OA[2])[1];
if(dTemp != PI)
cout << "unknown is: " << dTemp;
int x = 0;
cin >> x;
return 0;
}
c++ beginner object-oriented array physics
The program allows user to enter values for 3 of the following
- initial velocity
- final velocity
- acceleration
- displacement
- time
and to specify an unknown (one of the previously mentioned variables). The program uses the Kinematic Equations to calculate the unknown.
I would like a review of the entire program. I have only studied programming online as a hobby so i have never received comments on my code. I want to become a better programmer and break any bad habits. Dont hold back on any criticism or praise, please comment anything you think of. What is inefficient/ unclear/ unnecessary? What can be improved or added? What is good? What approach would you have taken to the problem? Is the code understandable at all As far as I can tell the code at least works, does what it should.
OrderedArray.h, container class
#include "stdafx.h"
#include <assert.h>
#include <iostream>
class OrderedArray
{
private:
double* m_pdValues;
int* m_pnOrderKeys;
int m_nValuesLength;
int m_nKeysLength;
void erase()
{
delete m_pdValues;
delete m_pnOrderKeys;
m_pdValues = 0;
m_pnOrderKeys = 0;
m_nValuesLength = 0;
m_nKeysLength = 0;
}
public:
OrderedArray() : m_pdValues(0), m_nValuesLength(0), m_pnOrderKeys(0), m_nKeysLength(0)
{
}
double operator(int nIndex) //returns from values array
{
assert(nIndex >= 0 && nIndex < m_nValuesLength);
return m_pdValues[nIndex];
}
void insertLast(double dValue)
{
assert(nIndex >= 0 && nIndex <= m_nValuesLength);
double* pdValues = new double[m_nValuesLength + 1];
for (int i=0; i < m_nValuesLength; i++)
pdValues[i] = m_pdValues[i];
pdValues[m_nValuesLength] = dValue;
delete m_pdValues;
m_pdValues = pdValues;
m_nValuesLength += 1;
}
void insertLast(int nKey)
{
assert(nIndex >= 0 && nIndex <= m_nKeysLength);
int* pnKeys = new int[m_nKeysLength + 1];
for (int i=0; i < m_nKeysLength; i++)
pnKeys[i] = m_pnOrderKeys[i];
pnKeys[m_nKeysLength] = nKey;
delete m_pnOrderKeys;
m_pnOrderKeys = pnKeys;
m_nKeysLength += 1;
}
void insertBefore(double dValue, int nIndex)
{
assert(nIndex >= 0 && nIndex <= m_nValuesLength);
double* pdValues = new double[m_nValuesLength + 1];
for (int nBefore=0; nBefore < nIndex; nBefore++)
pdValues[nBefore] = m_pdValues[nBefore];
pdValues[nIndex] = dValue;
for (int nAfter=nIndex; nAfter < m_nValuesLength; nAfter++)
pdValues[nAfter+1] = m_pdValues[nAfter];
delete m_pdValues;
m_pdValues = pdValues;
m_nValuesLength += 1;
}
void insertBefore(int nKey, int nIndex)
{
assert(nIndex >= 0 && nIndex <= m_nKeysLength);
int* pnKeys = new int[m_nKeysLength + 1];
for (int nBefore=0; nBefore < nIndex; nBefore++)
pnKeys[nBefore] = m_pnOrderKeys[nBefore];
pnKeys[nIndex] = nKey;
for (int nAfter=nIndex; nAfter < m_nKeysLength; nAfter++)
pnKeys[nAfter+1] = m_pnOrderKeys[nAfter];
delete m_pnOrderKeys;
m_pnOrderKeys = pnKeys;
m_nKeysLength += 1;
}
void add(double dValue, int nKey)
{
if(m_nValuesLength >= 3)
{
std::cout << "OrderedArray full" << std::endl;
return;
}
if(m_pdValues == 0)
{
m_pdValues = new double[1];
m_nValuesLength = 1;
m_pdValues[0] = dValue;
m_pnOrderKeys = new int[1];
m_nKeysLength = 1;
m_pnOrderKeys[0] = nKey;
}
else
{
int keysLengthTemp = m_nKeysLength;
for(int i = 0; i < keysLengthTemp; i++)
{
if(nKey < m_pnOrderKeys[i])
{
insertBefore(dValue, i);
insertBefore(nKey, i);
return;
}
}
insertLast(dValue);
insertLast(nKey);
}
}
~OrderedArray()
{
delete m_pdValues;
delete m_pnOrderKeys;
}
int getLength() { return m_nValuesLength; }
double* getValuesArray()
{
assert(m_nValuesLength == 3);
return m_pdValues;
}
int getSumOfKeys()
{
assert(m_nKeysLength == 3);
return m_pnOrderKeys[0] + m_pnOrderKeys[1] + m_pnOrderKeys[2];
}
};
Physics Formulae.cpp
#include "stdafx.h"
#include <math.h>
#include <iostream>
#include <string>
#include "OrderedArray.h"
#define PI 3.14159265358979323846
//func name = original leftside variable in formula + variable to solve for
int translate(std::string s)
{
if(s == "d")
return 0;
if(s == "vf")
return 1;
if(s == "a")
return 2;
if(s == "t")
return 3;
if(s == "vi")
return 4;
return -1;
}
double* shit(double x, double y, double z) //placeholder function to fill out funcarray
{
static double pdArray[2];
pdArray[0] = PI;
pdArray[1] = PI;
return pdArray;
} //vf does not contain d
double* vfvf(double a, double t, double vi)
{
static double pdArray[2];
pdArray[0] = vi + a * t;
pdArray[1] = PI;
return pdArray;
}
double* vfa(double vf, double t, double vi)
{
static double pdArray[2];
pdArray[0] = (vf - vi) / t;
pdArray[1] = PI;
return pdArray;
}
double* vft(double vf, double a, double vi)
{
static double pdArray[2];
pdArray[0] = (vf - vi) / a;
pdArray[1] = PI;
return pdArray;
}
double* vfvi(double vf, double a, double t)
{
static double pdArray[2];
pdArray[0] = vf - a * t;
pdArray[1] = PI;
return pdArray;
}
//d does not contain vf
double* dd(double a, double t, double vi)
{
static double pdArray[2];
pdArray[0] = vi * t + 0.5 * a * t * t;
pdArray[1] = PI;
return pdArray;
}
double* da(double d, double t, double vi)
{
static double pdArray[2];
pdArray[0] = (d - vi * t) / pow(t, 2) * 2;
pdArray[1] = PI;
return pdArray;
}
double* dt(double d, double a, double vi) //RETURNS ARRAY
{
static double pdArray[2];
pdArray[0] = 0 - (vi / a) + sqrt(pow(vi/a, 2) + 2 * d / a);
pdArray[1] = 0 - (vi / a) - sqrt(pow(vi/a, 2) + 2 * d / a);
return pdArray;
}
double* dvi(double d, double a, double t)
{
static double pdArray[2];
pdArray[0] = (d - 0.5 * a * t * t) / t;
pdArray[1] = PI;
return pdArray;
}
//dd does not contain a
double* ddd(double vf, double t, double vi)
{
static double pdArray[2];
pdArray[0] = (vi + vf) / 2 * t;
pdArray[1] = PI;
return pdArray;
}
double* ddvf(double d, double t, double vi)
{
static double pdArray[2];
pdArray[0] = d / t * 2 - vi;
pdArray[1] = PI;
return pdArray;
}
double* ddt(double d, double vf, double vi)
{
static double pdArray[2];
pdArray[0] = d / (vi + vf) * 2;
pdArray[1] = PI;
return pdArray;
}
double* ddvi(double d, double vf, double t)
{
static double pdArray[2];
pdArray[0] = d / t * 2 - vf;
pdArray[1] = PI;
return pdArray;
}
//vf2 does not contain t
double* vf2d(double vf, double a, double vi)
{
static double pdArray[2];
pdArray[0] = (pow(vf, 2) - pow(vi, 2)) / 2 / a;
pdArray[1] = PI;
return pdArray;
}
double* vf2vf(double d, double a, double vi) //RETURNS ARRAY
{
static double pdArray[2];
pdArray[0] = sqrt(pow(vi, 2) + 2 * a * d);
pdArray[1] = 0 - sqrt(pow(vi, 2) + 2 * a * d);
return pdArray;
}
double* vf2a(double d, double vf, double vi)
{
static double pdArray[2];
pdArray[0] = (pow(vf, 2) - pow(vi, 2)) / 2 / d;
pdArray[1] = PI;
return pdArray;
}
double* vf2vi(double d, double vf, double a) //RETURNS ARRAY
{
static double pdArray[2];
pdArray[0] = sqrt(pow(vf, 2) - 2 * a * d);
pdArray[1] = 0 - sqrt(pow(vf, 2) - 2 * a * d);
return pdArray;
}
int _tmain(int argc, _TCHAR* argv)
{
double* (*funcArray[4][5])(double, double, double) = //[missing][unknown]
{
{shit, vfvf, vfa, vft, vfvi},
{dd, shit, da, dt, dvi},
{ddd, ddvf, shit, ddt, ddvi},
{vf2d, vf2vf, vf2a, shit, vf2vi}
};
OrderedArray OA = OrderedArray();
int nAccessVarMissing = -1;
int nAccessUnknownVar = -1;
using namespace std;
string s;
cout << "Which variable is unknown? (d, vf, vi, a or t)" << endl;
cin >> s;
nAccessUnknownVar = translate(s);
double dValueTemp = -1;
string strVarNameTemp = " ";
for(int i = 0; i < 3; i++)
{
cout << "Enter a known variable (d, vf, vi, a or t) followed by 'Enter' followed by the value of the variable: ";
cin >> strVarNameTemp;
cin >> dValueTemp;
OA.add(dValueTemp, translate(strVarNameTemp));
dValueTemp = -1;
strVarNameTemp = " ";
}
nAccessVarMissing = 1 + 2 + 3 + 4 - OA.getSumOfKeys() - nAccessUnknownVar;
if(nAccessVarMissing == 4)
{
cout << "Invalid combination of variables, vi must be either known or unknown" << endl;
cin.get();
exit(0);
}
cout << "unknown is: " << funcArray[nAccessVarMissing][nAccessUnknownVar](OA[0], OA[1], OA[2])[0] << endl;
double dTemp = funcArray[nAccessVarMissing][nAccessUnknownVar](OA[0], OA[1], OA[2])[1];
if(dTemp != PI)
cout << "unknown is: " << dTemp;
int x = 0;
cin >> x;
return 0;
}
c++ beginner object-oriented array physics
c++ beginner object-oriented array physics
edited Oct 4 '15 at 16:36
SuperBiasedMan
11.8k52660
11.8k52660
asked Oct 4 '15 at 16:32
Johan Ribbing
311
311
I have a very similar project I'm working on. The code I use for the Kinematics part of it is here. I took a fairly different approach from you on it I think. I haven't looked it over too thoroughly but it looks like your code contains a lot of work that it doesn't have to.
– Ulthran
Dec 13 '15 at 4:45
add a comment |
I have a very similar project I'm working on. The code I use for the Kinematics part of it is here. I took a fairly different approach from you on it I think. I haven't looked it over too thoroughly but it looks like your code contains a lot of work that it doesn't have to.
– Ulthran
Dec 13 '15 at 4:45
I have a very similar project I'm working on. The code I use for the Kinematics part of it is here. I took a fairly different approach from you on it I think. I haven't looked it over too thoroughly but it looks like your code contains a lot of work that it doesn't have to.
– Ulthran
Dec 13 '15 at 4:45
I have a very similar project I'm working on. The code I use for the Kinematics part of it is here. I took a fairly different approach from you on it I think. I haven't looked it over too thoroughly but it looks like your code contains a lot of work that it doesn't have to.
– Ulthran
Dec 13 '15 at 4:45
add a comment |
2 Answers
2
active
oldest
votes
This is pretty clever work for someone self taught! In my opinion, it's more work than is necessary, though. Your OrderedArray
class looks like a cross between std::map
and std::vector
, but it also looks like it will never hold more than 4 elements, if I understand it correctly.
Simplify
I think you can do away with the OrderedArray
class and the funcArray
, and just use some enum
s and a switch
statement. For example, something like this:
enum {
kUnknown_Displacement,
kUnknown_InitialVelocity,
kUnknown_FinalVelocity,
kUnknown_Acceleration,
kUnknown_Time
};
Then, after collecting your knowns, just do something simple like:
switch(unknown) {
case kUnknown_Displacement:
calculateDisplacement(initialVelocity, Acceleration, time); // or whatever variables you need
break;
case kUnknown_InitialVelocity:
// etc...
break;
};
Naming
The other thing I think you could improve is your naming. Function names like vfvf
, vfa
, and ddd
don't tell a reader of the code (including you 6 months from now) what these functions actually do. Renaming them as I did in my example above to things like calculateDisplacement()
, calculateAcceleration()
, etc. would go a long way towards helping this.
Types
Each of your functions returns 2 values, and so you're returning them as an array. It's not clear to me what the meaning of each value is, but if it's something like an x
and y
of a point, you should make a Point
type and use that. If it's a magnitude and angle, then you should make a structure with those members and use that. Another alternative is to return a std::tuple
, though when the values are clearly related (like for a Point), it's better to put it into a structure with named members.
Don't reinvent the wheel
You made your own constant PI
. You should use M_PI
because it's portable and will have enough digits for the precision you need.
Sorry, the returning of two values might be a bit unclear. Most of the functions only return one "legit" value and one rubbish value, PI. If you compile and test the program you will see that only the "legit" values are printed. The reason for needing to return two values is that some of the equations (marked by //RETURNS ARRAY) are quadratic and have 2 solutions. How would i go about collecting the knowns? The program does not know which 3 out of 5 possible knowns to collect.
– Johan Ribbing
Oct 4 '15 at 20:51
From your example switch block: assuming case kUnknownDisplacement is true, how should i implement checking which of the 3 then possible functions to call? (dd, ddd or vf2d) would not that become a very complex switch block?
– Johan Ribbing
Oct 4 '15 at 20:52
1
Regarding some functions returning 1 value and some returning 2 - if that's the case, then you should create a structure or class which represents that. For example, you could have an object which tells how many values it contains, and allows you to get each solution. At the very least, it should be astd::vector
so callers can determine how many values it contains. Though I think a custom class with appropriately named methods would be more clear.
– user1118321
Oct 4 '15 at 21:15
2
In terms of not wanting to create a hugeswitch
statement - just break it into functions. For example, if the user is looking forkUnknown_Displacement
, and there are 3 functions it could call, then make a function which further narrows it down to one of those 3 and call that function from the originalswitch
statement. It's much easier to read, and maintain than a function table which needs to be edited any time you change a function name or whatever.
– user1118321
Oct 4 '15 at 21:17
I know we are not supposed to say thanks, but I really appreciate this guys! Thank you!
– Johan Ribbing
Oct 5 '15 at 6:25
add a comment |
I did not understand a thing......
New contributor
add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
This is pretty clever work for someone self taught! In my opinion, it's more work than is necessary, though. Your OrderedArray
class looks like a cross between std::map
and std::vector
, but it also looks like it will never hold more than 4 elements, if I understand it correctly.
Simplify
I think you can do away with the OrderedArray
class and the funcArray
, and just use some enum
s and a switch
statement. For example, something like this:
enum {
kUnknown_Displacement,
kUnknown_InitialVelocity,
kUnknown_FinalVelocity,
kUnknown_Acceleration,
kUnknown_Time
};
Then, after collecting your knowns, just do something simple like:
switch(unknown) {
case kUnknown_Displacement:
calculateDisplacement(initialVelocity, Acceleration, time); // or whatever variables you need
break;
case kUnknown_InitialVelocity:
// etc...
break;
};
Naming
The other thing I think you could improve is your naming. Function names like vfvf
, vfa
, and ddd
don't tell a reader of the code (including you 6 months from now) what these functions actually do. Renaming them as I did in my example above to things like calculateDisplacement()
, calculateAcceleration()
, etc. would go a long way towards helping this.
Types
Each of your functions returns 2 values, and so you're returning them as an array. It's not clear to me what the meaning of each value is, but if it's something like an x
and y
of a point, you should make a Point
type and use that. If it's a magnitude and angle, then you should make a structure with those members and use that. Another alternative is to return a std::tuple
, though when the values are clearly related (like for a Point), it's better to put it into a structure with named members.
Don't reinvent the wheel
You made your own constant PI
. You should use M_PI
because it's portable and will have enough digits for the precision you need.
Sorry, the returning of two values might be a bit unclear. Most of the functions only return one "legit" value and one rubbish value, PI. If you compile and test the program you will see that only the "legit" values are printed. The reason for needing to return two values is that some of the equations (marked by //RETURNS ARRAY) are quadratic and have 2 solutions. How would i go about collecting the knowns? The program does not know which 3 out of 5 possible knowns to collect.
– Johan Ribbing
Oct 4 '15 at 20:51
From your example switch block: assuming case kUnknownDisplacement is true, how should i implement checking which of the 3 then possible functions to call? (dd, ddd or vf2d) would not that become a very complex switch block?
– Johan Ribbing
Oct 4 '15 at 20:52
1
Regarding some functions returning 1 value and some returning 2 - if that's the case, then you should create a structure or class which represents that. For example, you could have an object which tells how many values it contains, and allows you to get each solution. At the very least, it should be astd::vector
so callers can determine how many values it contains. Though I think a custom class with appropriately named methods would be more clear.
– user1118321
Oct 4 '15 at 21:15
2
In terms of not wanting to create a hugeswitch
statement - just break it into functions. For example, if the user is looking forkUnknown_Displacement
, and there are 3 functions it could call, then make a function which further narrows it down to one of those 3 and call that function from the originalswitch
statement. It's much easier to read, and maintain than a function table which needs to be edited any time you change a function name or whatever.
– user1118321
Oct 4 '15 at 21:17
I know we are not supposed to say thanks, but I really appreciate this guys! Thank you!
– Johan Ribbing
Oct 5 '15 at 6:25
add a comment |
This is pretty clever work for someone self taught! In my opinion, it's more work than is necessary, though. Your OrderedArray
class looks like a cross between std::map
and std::vector
, but it also looks like it will never hold more than 4 elements, if I understand it correctly.
Simplify
I think you can do away with the OrderedArray
class and the funcArray
, and just use some enum
s and a switch
statement. For example, something like this:
enum {
kUnknown_Displacement,
kUnknown_InitialVelocity,
kUnknown_FinalVelocity,
kUnknown_Acceleration,
kUnknown_Time
};
Then, after collecting your knowns, just do something simple like:
switch(unknown) {
case kUnknown_Displacement:
calculateDisplacement(initialVelocity, Acceleration, time); // or whatever variables you need
break;
case kUnknown_InitialVelocity:
// etc...
break;
};
Naming
The other thing I think you could improve is your naming. Function names like vfvf
, vfa
, and ddd
don't tell a reader of the code (including you 6 months from now) what these functions actually do. Renaming them as I did in my example above to things like calculateDisplacement()
, calculateAcceleration()
, etc. would go a long way towards helping this.
Types
Each of your functions returns 2 values, and so you're returning them as an array. It's not clear to me what the meaning of each value is, but if it's something like an x
and y
of a point, you should make a Point
type and use that. If it's a magnitude and angle, then you should make a structure with those members and use that. Another alternative is to return a std::tuple
, though when the values are clearly related (like for a Point), it's better to put it into a structure with named members.
Don't reinvent the wheel
You made your own constant PI
. You should use M_PI
because it's portable and will have enough digits for the precision you need.
Sorry, the returning of two values might be a bit unclear. Most of the functions only return one "legit" value and one rubbish value, PI. If you compile and test the program you will see that only the "legit" values are printed. The reason for needing to return two values is that some of the equations (marked by //RETURNS ARRAY) are quadratic and have 2 solutions. How would i go about collecting the knowns? The program does not know which 3 out of 5 possible knowns to collect.
– Johan Ribbing
Oct 4 '15 at 20:51
From your example switch block: assuming case kUnknownDisplacement is true, how should i implement checking which of the 3 then possible functions to call? (dd, ddd or vf2d) would not that become a very complex switch block?
– Johan Ribbing
Oct 4 '15 at 20:52
1
Regarding some functions returning 1 value and some returning 2 - if that's the case, then you should create a structure or class which represents that. For example, you could have an object which tells how many values it contains, and allows you to get each solution. At the very least, it should be astd::vector
so callers can determine how many values it contains. Though I think a custom class with appropriately named methods would be more clear.
– user1118321
Oct 4 '15 at 21:15
2
In terms of not wanting to create a hugeswitch
statement - just break it into functions. For example, if the user is looking forkUnknown_Displacement
, and there are 3 functions it could call, then make a function which further narrows it down to one of those 3 and call that function from the originalswitch
statement. It's much easier to read, and maintain than a function table which needs to be edited any time you change a function name or whatever.
– user1118321
Oct 4 '15 at 21:17
I know we are not supposed to say thanks, but I really appreciate this guys! Thank you!
– Johan Ribbing
Oct 5 '15 at 6:25
add a comment |
This is pretty clever work for someone self taught! In my opinion, it's more work than is necessary, though. Your OrderedArray
class looks like a cross between std::map
and std::vector
, but it also looks like it will never hold more than 4 elements, if I understand it correctly.
Simplify
I think you can do away with the OrderedArray
class and the funcArray
, and just use some enum
s and a switch
statement. For example, something like this:
enum {
kUnknown_Displacement,
kUnknown_InitialVelocity,
kUnknown_FinalVelocity,
kUnknown_Acceleration,
kUnknown_Time
};
Then, after collecting your knowns, just do something simple like:
switch(unknown) {
case kUnknown_Displacement:
calculateDisplacement(initialVelocity, Acceleration, time); // or whatever variables you need
break;
case kUnknown_InitialVelocity:
// etc...
break;
};
Naming
The other thing I think you could improve is your naming. Function names like vfvf
, vfa
, and ddd
don't tell a reader of the code (including you 6 months from now) what these functions actually do. Renaming them as I did in my example above to things like calculateDisplacement()
, calculateAcceleration()
, etc. would go a long way towards helping this.
Types
Each of your functions returns 2 values, and so you're returning them as an array. It's not clear to me what the meaning of each value is, but if it's something like an x
and y
of a point, you should make a Point
type and use that. If it's a magnitude and angle, then you should make a structure with those members and use that. Another alternative is to return a std::tuple
, though when the values are clearly related (like for a Point), it's better to put it into a structure with named members.
Don't reinvent the wheel
You made your own constant PI
. You should use M_PI
because it's portable and will have enough digits for the precision you need.
This is pretty clever work for someone self taught! In my opinion, it's more work than is necessary, though. Your OrderedArray
class looks like a cross between std::map
and std::vector
, but it also looks like it will never hold more than 4 elements, if I understand it correctly.
Simplify
I think you can do away with the OrderedArray
class and the funcArray
, and just use some enum
s and a switch
statement. For example, something like this:
enum {
kUnknown_Displacement,
kUnknown_InitialVelocity,
kUnknown_FinalVelocity,
kUnknown_Acceleration,
kUnknown_Time
};
Then, after collecting your knowns, just do something simple like:
switch(unknown) {
case kUnknown_Displacement:
calculateDisplacement(initialVelocity, Acceleration, time); // or whatever variables you need
break;
case kUnknown_InitialVelocity:
// etc...
break;
};
Naming
The other thing I think you could improve is your naming. Function names like vfvf
, vfa
, and ddd
don't tell a reader of the code (including you 6 months from now) what these functions actually do. Renaming them as I did in my example above to things like calculateDisplacement()
, calculateAcceleration()
, etc. would go a long way towards helping this.
Types
Each of your functions returns 2 values, and so you're returning them as an array. It's not clear to me what the meaning of each value is, but if it's something like an x
and y
of a point, you should make a Point
type and use that. If it's a magnitude and angle, then you should make a structure with those members and use that. Another alternative is to return a std::tuple
, though when the values are clearly related (like for a Point), it's better to put it into a structure with named members.
Don't reinvent the wheel
You made your own constant PI
. You should use M_PI
because it's portable and will have enough digits for the precision you need.
answered Oct 4 '15 at 18:14
user1118321
10.8k11145
10.8k11145
Sorry, the returning of two values might be a bit unclear. Most of the functions only return one "legit" value and one rubbish value, PI. If you compile and test the program you will see that only the "legit" values are printed. The reason for needing to return two values is that some of the equations (marked by //RETURNS ARRAY) are quadratic and have 2 solutions. How would i go about collecting the knowns? The program does not know which 3 out of 5 possible knowns to collect.
– Johan Ribbing
Oct 4 '15 at 20:51
From your example switch block: assuming case kUnknownDisplacement is true, how should i implement checking which of the 3 then possible functions to call? (dd, ddd or vf2d) would not that become a very complex switch block?
– Johan Ribbing
Oct 4 '15 at 20:52
1
Regarding some functions returning 1 value and some returning 2 - if that's the case, then you should create a structure or class which represents that. For example, you could have an object which tells how many values it contains, and allows you to get each solution. At the very least, it should be astd::vector
so callers can determine how many values it contains. Though I think a custom class with appropriately named methods would be more clear.
– user1118321
Oct 4 '15 at 21:15
2
In terms of not wanting to create a hugeswitch
statement - just break it into functions. For example, if the user is looking forkUnknown_Displacement
, and there are 3 functions it could call, then make a function which further narrows it down to one of those 3 and call that function from the originalswitch
statement. It's much easier to read, and maintain than a function table which needs to be edited any time you change a function name or whatever.
– user1118321
Oct 4 '15 at 21:17
I know we are not supposed to say thanks, but I really appreciate this guys! Thank you!
– Johan Ribbing
Oct 5 '15 at 6:25
add a comment |
Sorry, the returning of two values might be a bit unclear. Most of the functions only return one "legit" value and one rubbish value, PI. If you compile and test the program you will see that only the "legit" values are printed. The reason for needing to return two values is that some of the equations (marked by //RETURNS ARRAY) are quadratic and have 2 solutions. How would i go about collecting the knowns? The program does not know which 3 out of 5 possible knowns to collect.
– Johan Ribbing
Oct 4 '15 at 20:51
From your example switch block: assuming case kUnknownDisplacement is true, how should i implement checking which of the 3 then possible functions to call? (dd, ddd or vf2d) would not that become a very complex switch block?
– Johan Ribbing
Oct 4 '15 at 20:52
1
Regarding some functions returning 1 value and some returning 2 - if that's the case, then you should create a structure or class which represents that. For example, you could have an object which tells how many values it contains, and allows you to get each solution. At the very least, it should be astd::vector
so callers can determine how many values it contains. Though I think a custom class with appropriately named methods would be more clear.
– user1118321
Oct 4 '15 at 21:15
2
In terms of not wanting to create a hugeswitch
statement - just break it into functions. For example, if the user is looking forkUnknown_Displacement
, and there are 3 functions it could call, then make a function which further narrows it down to one of those 3 and call that function from the originalswitch
statement. It's much easier to read, and maintain than a function table which needs to be edited any time you change a function name or whatever.
– user1118321
Oct 4 '15 at 21:17
I know we are not supposed to say thanks, but I really appreciate this guys! Thank you!
– Johan Ribbing
Oct 5 '15 at 6:25
Sorry, the returning of two values might be a bit unclear. Most of the functions only return one "legit" value and one rubbish value, PI. If you compile and test the program you will see that only the "legit" values are printed. The reason for needing to return two values is that some of the equations (marked by //RETURNS ARRAY) are quadratic and have 2 solutions. How would i go about collecting the knowns? The program does not know which 3 out of 5 possible knowns to collect.
– Johan Ribbing
Oct 4 '15 at 20:51
Sorry, the returning of two values might be a bit unclear. Most of the functions only return one "legit" value and one rubbish value, PI. If you compile and test the program you will see that only the "legit" values are printed. The reason for needing to return two values is that some of the equations (marked by //RETURNS ARRAY) are quadratic and have 2 solutions. How would i go about collecting the knowns? The program does not know which 3 out of 5 possible knowns to collect.
– Johan Ribbing
Oct 4 '15 at 20:51
From your example switch block: assuming case kUnknownDisplacement is true, how should i implement checking which of the 3 then possible functions to call? (dd, ddd or vf2d) would not that become a very complex switch block?
– Johan Ribbing
Oct 4 '15 at 20:52
From your example switch block: assuming case kUnknownDisplacement is true, how should i implement checking which of the 3 then possible functions to call? (dd, ddd or vf2d) would not that become a very complex switch block?
– Johan Ribbing
Oct 4 '15 at 20:52
1
1
Regarding some functions returning 1 value and some returning 2 - if that's the case, then you should create a structure or class which represents that. For example, you could have an object which tells how many values it contains, and allows you to get each solution. At the very least, it should be a
std::vector
so callers can determine how many values it contains. Though I think a custom class with appropriately named methods would be more clear.– user1118321
Oct 4 '15 at 21:15
Regarding some functions returning 1 value and some returning 2 - if that's the case, then you should create a structure or class which represents that. For example, you could have an object which tells how many values it contains, and allows you to get each solution. At the very least, it should be a
std::vector
so callers can determine how many values it contains. Though I think a custom class with appropriately named methods would be more clear.– user1118321
Oct 4 '15 at 21:15
2
2
In terms of not wanting to create a huge
switch
statement - just break it into functions. For example, if the user is looking for kUnknown_Displacement
, and there are 3 functions it could call, then make a function which further narrows it down to one of those 3 and call that function from the original switch
statement. It's much easier to read, and maintain than a function table which needs to be edited any time you change a function name or whatever.– user1118321
Oct 4 '15 at 21:17
In terms of not wanting to create a huge
switch
statement - just break it into functions. For example, if the user is looking for kUnknown_Displacement
, and there are 3 functions it could call, then make a function which further narrows it down to one of those 3 and call that function from the original switch
statement. It's much easier to read, and maintain than a function table which needs to be edited any time you change a function name or whatever.– user1118321
Oct 4 '15 at 21:17
I know we are not supposed to say thanks, but I really appreciate this guys! Thank you!
– Johan Ribbing
Oct 5 '15 at 6:25
I know we are not supposed to say thanks, but I really appreciate this guys! Thank you!
– Johan Ribbing
Oct 5 '15 at 6:25
add a comment |
I did not understand a thing......
New contributor
add a comment |
I did not understand a thing......
New contributor
add a comment |
I did not understand a thing......
New contributor
I did not understand a thing......
New contributor
New contributor
answered 25 mins ago
user189330
1
1
New contributor
New contributor
add a comment |
add a comment |
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I have a very similar project I'm working on. The code I use for the Kinematics part of it is here. I took a fairly different approach from you on it I think. I haven't looked it over too thoroughly but it looks like your code contains a lot of work that it doesn't have to.
– Ulthran
Dec 13 '15 at 4:45