I am writing a game in which I need to know whether or not a user preforms an action in one second or less. I can not use time() because it measures time in seconds. If the user starts the action half-way through a second it would mess with accuracy. I am experimenting with clock(). I have got clock to work with some programs to make a delay, but not in this way to measure time: [CODE] #include <iostream> #include <ctime> using namespace std; int main() { clock_t start = clock(); cout << "press enter..."; cin.ignore(); clock_t finish = clock(); …

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This is a code which sorts arrays. I use clock_t to determine the processing time for my code. However, it always stacks with the time taken from before. It looks like it's just adding the results. [code] int main(int argc, char *argv[]) {unsigned long n;//size of array -- long for big numbers of n int choice, choice2, sort;//numbers corresponding to the choices(switch) clock_t Begin, End; float elapTicks, elapMilli; wrongchoice://goto function -- bringing back to this point after entering wrong choice cout<<"===============================… cout<<"\t\t\tChoose the order of the output:\n\t\t\t\t[1] Random-Descending\n\t\t\t\t[2] Ascending-Descending\n\t\t\t\t[3] Descending-Ascending\n\t\t\t\t[4] Random-Ascending\n\t\t\tChoice: "; cin>>choice; cout<<"\t\t\tIndicate size of array: "; cin>>n; long …

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The End.