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Commits
Aufg1-dev-tobi
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Aufgb2
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be77aebb25 | ||
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7618246a5b | ||
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78de564416 | ||
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7ae37fad48 |
@@ -1 +1,4 @@
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1_Grundlagen/code/matrix.exe
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.out
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.exe
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.a
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Vendored
+28
@@ -0,0 +1,28 @@
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{
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"tasks": [
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{
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"type": "cppbuild",
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"label": "C/C++: g++ build active file",
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"command": "/usr/bin/g++",
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"args": [
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"-fdiagnostics-color=always",
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"-g",
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"${file}",
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"-o",
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"${fileDirname}/${fileBasenameNoExtension}"
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],
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"options": {
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"cwd": "${fileDirname}"
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},
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"problemMatcher": [
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"$gcc"
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],
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"group": {
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"kind": "build",
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"isDefault": true
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},
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"detail": "Task generated by Debugger."
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}
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],
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"version": "2.0.0"
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}
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Executable
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@@ -1,4 +1,3 @@
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#include <iostream>
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#define NUM 0
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using namespace std;
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Executable
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Executable
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@@ -1,45 +1,38 @@
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#include "flugkurve01.h"
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#include <iostream>
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using namespace std;
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int main()
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{
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// Körper:
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float masse = 10; // [kg]
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float xPosition = 0; // [m]
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float yPosition = 0; // [m]
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float xGeschwindigkeit = 10; // [m/s]
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float yGeschwindigkeit = 10; // [m/s]
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Vektor mulVektor(Vektor vec, float num) {
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Vektor ergebnis = {vec.x * num, vec.y * num};
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return ergebnis;
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}
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// Parametrierung der auf den Körper wirkende Kräfte:
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const float X_BESCHLEUNIGUNG_GRAVITATION = 0; // [m/s^2]
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const float Y_BESCHLEUNIGUNG_GRAVITATION = -9.81; // [m/s^2]
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const float REIBUNGSKOEFFIZIENT = -5; // [kg/s]
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Vektor addVektor(Vektor vec1, Vektor vec2) {
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Vektor erg = {vec1.x + vec2.x, vec1.y + vec2.y};
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return erg;
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}
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// Sorgt dafür, dass 2 Nachkommastellen angezeigt werden:
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cout << fixed;
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cout.precision(2);
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// Simulation:
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const float dt = 0.1; // [s]
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for(;;)
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{
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cout << "(" << xPosition << "," << yPosition << ")" << endl;
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Koerper bewegeKoerper(Koerper korp, Vektor gesamtkraft, float dt) {
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// Berechnung der Beschleunigung aus der Kraft
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float xBeschleunigung = xGeschwindigkeit * REIBUNGSKOEFFIZIENT / masse + X_BESCHLEUNIGUNG_GRAVITATION;
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float yBeschleunigung = yGeschwindigkeit * REIBUNGSKOEFFIZIENT / masse + Y_BESCHLEUNIGUNG_GRAVITATION;
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float xBeschleunigung = gesamtkraft.x / korp.masse;
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float yBeschleunigung = gesamtkraft.y / korp.masse;
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// Ermittlung der neuen Geschwindigkeit
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xGeschwindigkeit += dt * xBeschleunigung;
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yGeschwindigkeit += dt * yBeschleunigung;
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korp.geschwindigkeit.x += dt * xBeschleunigung;
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korp.geschwindigkeit.y += dt * yBeschleunigung;
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// Ermittlung der neuen Position
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xPosition += dt * xGeschwindigkeit;
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yPosition += dt * yGeschwindigkeit;
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korp.position.x += dt * korp.geschwindigkeit.x;
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korp.position.y += dt * korp.geschwindigkeit.y;
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return korp;
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}
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if(yPosition<=0)
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{
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break;
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}
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void ausgabeKoerper(Koerper korp){
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cout << "x = " << korp.position.x << "y = " << korp.position.y;
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}
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void ausgabeVektor(Vektor vec){
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cout << "x = " << vec.x << endl;
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cout << "y = " << vec.y << endl;
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}
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@@ -0,0 +1,19 @@
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#pragma once
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// Parametrierung der auf den Körper wirkende Kräfte:
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struct Vektor {
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float x; // [m/s^2]
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float y; // [m/s^2]
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};
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// Körper:
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struct Koerper {
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float masse = 10; // [kg]
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Vektor position;
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Vektor geschwindigkeit;
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};
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Vektor addVektor(Vektor vec1, Vektor vec2);
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Vektor mulVektor(Vektor vec, float skalar);
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Koerper bewegeKoerper(Koerper korp, Vektor gesamtkraft, float dt);
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void ausgabeKoerper(Koerper korp);
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void ausgabeVektor(Vektor vec);
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