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http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#Lasso
Lasso
// Define the thread if it doesn't exist // New definition supersede any current threads.   not ::serverwide_singleton->istype ? define serverwide_singleton => thread { data public switch = 'x' }   local( a = serverwide_singleton, b = serverwide_singleton, )   #a->switch = 'a' #b->switch = 'b'   #a->switch // b
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#Latitude
Latitude
Singleton ::= Object clone tap { self id := 0. self newID := { self id := self id + 1. }. self clone := { err ArgError clone tap { self message := "Singleton object!". } throw. }. }.   println: Singleton newID. ; 1 println: Singleton newID. ; 2 println: Singleton newID. ; 3
http://rosettacode.org/wiki/Sorting_algorithms/Bubble_sort
Sorting algorithms/Bubble sort
Sorting Algorithm This is a sorting algorithm.   It may be applied to a set of data in order to sort it.     For comparing various sorts, see compare sorts.   For other sorting algorithms,   see sorting algorithms,   or: O(n logn) sorts Heap sort | Merge sort | Patience sort | Quick sort O(n log2n) sorts Shell Sort O(n2) sorts Bubble sort | Cocktail sort | Cocktail sort with shifting bounds | Comb sort | Cycle sort | Gnome sort | Insertion sort | Selection sort | Strand sort other sorts Bead sort | Bogo sort | Common sorted list | Composite structures sort | Custom comparator sort | Counting sort | Disjoint sublist sort | External sort | Jort sort | Lexicographical sort | Natural sorting | Order by pair comparisons | Order disjoint list items | Order two numerical lists | Object identifier (OID) sort | Pancake sort | Quickselect | Permutation sort | Radix sort | Ranking methods | Remove duplicate elements | Sleep sort | Stooge sort | [Sort letters of a string] | Three variable sort | Topological sort | Tree sort A   bubble   sort is generally considered to be the simplest sorting algorithm. A   bubble   sort is also known as a   sinking   sort. Because of its simplicity and ease of visualization, it is often taught in introductory computer science courses. Because of its abysmal O(n2) performance, it is not used often for large (or even medium-sized) datasets. The bubble sort works by passing sequentially over a list, comparing each value to the one immediately after it.   If the first value is greater than the second, their positions are switched.   Over a number of passes, at most equal to the number of elements in the list, all of the values drift into their correct positions (large values "bubble" rapidly toward the end, pushing others down around them).   Because each pass finds the maximum item and puts it at the end, the portion of the list to be sorted can be reduced at each pass.   A boolean variable is used to track whether any changes have been made in the current pass; when a pass completes without changing anything, the algorithm exits. This can be expressed in pseudo-code as follows (assuming 1-based indexing): repeat if itemCount <= 1 return hasChanged := false decrement itemCount repeat with index from 1 to itemCount if (item at index) > (item at (index + 1)) swap (item at index) with (item at (index + 1)) hasChanged := true until hasChanged = false Task Sort an array of elements using the bubble sort algorithm.   The elements must have a total order and the index of the array can be of any discrete type.   For languages where this is not possible, sort an array of integers. References The article on Wikipedia. Dance interpretation.
#Racket
Racket
  #lang racket   (define (bubble-sort <? v) (define len (vector-length v)) (define ref vector-ref) (let loop ([max len] [again? #f]) (for ([i (in-range 0 (- max 1))] [j (in-range 1 max)]) (define vi (ref v i)) (when (<? (ref v j) vi) (vector-set! v i (ref v j)) (vector-set! v j vi) (set! again? #t))) (when again? (loop (- max 1) #f))) v)  
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#Lingo
Lingo
-- parent script "SingletonDemo"   property _instance property _someProperty   ---------------------------------------- -- @constructor ---------------------------------------- on new (me) if not voidP(me.script._instance) then return me.script._instance me.script._instance = me me._someProperty = 0 return me end   ---------------------------------------- -- sample method ---------------------------------------- on someMethod (me, x) me._someProperty = me._someProperty + x return me._someProperty end
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#Logtalk
Logtalk
:- object(singleton).   :- public(value/1). value(Value) :- state(Value).   :- public(set_value/1). set_value(Value) :- retract(state(_)), assertz(state(Value)).   :- private(state/1). :- dynamic(state/1). state(0).   :- end_object.
http://rosettacode.org/wiki/Sorting_algorithms/Bubble_sort
Sorting algorithms/Bubble sort
Sorting Algorithm This is a sorting algorithm.   It may be applied to a set of data in order to sort it.     For comparing various sorts, see compare sorts.   For other sorting algorithms,   see sorting algorithms,   or: O(n logn) sorts Heap sort | Merge sort | Patience sort | Quick sort O(n log2n) sorts Shell Sort O(n2) sorts Bubble sort | Cocktail sort | Cocktail sort with shifting bounds | Comb sort | Cycle sort | Gnome sort | Insertion sort | Selection sort | Strand sort other sorts Bead sort | Bogo sort | Common sorted list | Composite structures sort | Custom comparator sort | Counting sort | Disjoint sublist sort | External sort | Jort sort | Lexicographical sort | Natural sorting | Order by pair comparisons | Order disjoint list items | Order two numerical lists | Object identifier (OID) sort | Pancake sort | Quickselect | Permutation sort | Radix sort | Ranking methods | Remove duplicate elements | Sleep sort | Stooge sort | [Sort letters of a string] | Three variable sort | Topological sort | Tree sort A   bubble   sort is generally considered to be the simplest sorting algorithm. A   bubble   sort is also known as a   sinking   sort. Because of its simplicity and ease of visualization, it is often taught in introductory computer science courses. Because of its abysmal O(n2) performance, it is not used often for large (or even medium-sized) datasets. The bubble sort works by passing sequentially over a list, comparing each value to the one immediately after it.   If the first value is greater than the second, their positions are switched.   Over a number of passes, at most equal to the number of elements in the list, all of the values drift into their correct positions (large values "bubble" rapidly toward the end, pushing others down around them).   Because each pass finds the maximum item and puts it at the end, the portion of the list to be sorted can be reduced at each pass.   A boolean variable is used to track whether any changes have been made in the current pass; when a pass completes without changing anything, the algorithm exits. This can be expressed in pseudo-code as follows (assuming 1-based indexing): repeat if itemCount <= 1 return hasChanged := false decrement itemCount repeat with index from 1 to itemCount if (item at index) > (item at (index + 1)) swap (item at index) with (item at (index + 1)) hasChanged := true until hasChanged = false Task Sort an array of elements using the bubble sort algorithm.   The elements must have a total order and the index of the array can be of any discrete type.   For languages where this is not possible, sort an array of integers. References The article on Wikipedia. Dance interpretation.
#Raku
Raku
sub bubble_sort (@a) { for ^@a -> $i { for $i ^..^ @a -> $j { @a[$j] < @a[$i] and @a[$i, $j] = @a[$j, $i]; } } }
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#NetRexx
NetRexx
/* NetRexx */ options replace format comments java crossref symbols binary   import java.util.random   class RCSingleton public   method main(args = String[]) public static RCSingleton.Testcase.main(args) return   -- --------------------------------------------------------------------------- class RCSingleton.Instance public   properties private static _instance = Instance()   properties private _refCount = int _random = Random   method Instance() private this._refCount = 0 this._random = Random() return   method getInstance public static returns RCSingleton.Instance return _instance   method getRandom public returns Random return _random   method addRef public protect _refCount = _refCount + 1 return   method release public protect if _refCount > 0 then _refCount = _refCount - 1 return   method getRefCount public protect returns int return _refCount   -- --------------------------------------------------------------------------- class RCSingleton.Testcase public implements Runnable   properties private _instance = RCSingleton.Instance   method run public say threadInfo'|-' thud = Thread.currentThread _instance = RCSingleton.Instance.getInstance thud.yield _instance.addRef say threadInfo'|'_instance.getRefCount thud.yield do thud.sleep(_instance.getRandom.nextInt(1000)) catch ex = InterruptedException ex.printStackTrace end _instance.release say threadInfo'|'_instance.getRefCount return   method main(args = String[]) public static threads = [ Thread - Thread(Testcase()), Thread(Testcase()), Thread(Testcase()), - Thread(Testcase()), Thread(Testcase()), Thread(Testcase()) ] say threadInfo'|-' mn = Testcase() mn._instance = RCSingleton.Instance.getInstance say mn.threadInfo'|'mn._instance.getRefCount mn._instance.addRef say mn.threadInfo'|'mn._instance.getRefCount do loop tr over threads (Thread tr).start end tr Thread.sleep(400) catch ex = InterruptedException ex.printStackTrace end mn._instance.release say mn.threadInfo'|'mn._instance.getRefCount return   method threadInfo public static returns String trd = Thread.currentThread tid = trd.getId hc = trd.hashCode info = Rexx(trd.getName).left(16, '_')':' - || Rexx(Long.toString(tid)).right(10, 0)':' - || '@'Rexx(Integer.toHexString(hc)).right(8, 0) return info    
http://rosettacode.org/wiki/Sorting_algorithms/Bubble_sort
Sorting algorithms/Bubble sort
Sorting Algorithm This is a sorting algorithm.   It may be applied to a set of data in order to sort it.     For comparing various sorts, see compare sorts.   For other sorting algorithms,   see sorting algorithms,   or: O(n logn) sorts Heap sort | Merge sort | Patience sort | Quick sort O(n log2n) sorts Shell Sort O(n2) sorts Bubble sort | Cocktail sort | Cocktail sort with shifting bounds | Comb sort | Cycle sort | Gnome sort | Insertion sort | Selection sort | Strand sort other sorts Bead sort | Bogo sort | Common sorted list | Composite structures sort | Custom comparator sort | Counting sort | Disjoint sublist sort | External sort | Jort sort | Lexicographical sort | Natural sorting | Order by pair comparisons | Order disjoint list items | Order two numerical lists | Object identifier (OID) sort | Pancake sort | Quickselect | Permutation sort | Radix sort | Ranking methods | Remove duplicate elements | Sleep sort | Stooge sort | [Sort letters of a string] | Three variable sort | Topological sort | Tree sort A   bubble   sort is generally considered to be the simplest sorting algorithm. A   bubble   sort is also known as a   sinking   sort. Because of its simplicity and ease of visualization, it is often taught in introductory computer science courses. Because of its abysmal O(n2) performance, it is not used often for large (or even medium-sized) datasets. The bubble sort works by passing sequentially over a list, comparing each value to the one immediately after it.   If the first value is greater than the second, their positions are switched.   Over a number of passes, at most equal to the number of elements in the list, all of the values drift into their correct positions (large values "bubble" rapidly toward the end, pushing others down around them).   Because each pass finds the maximum item and puts it at the end, the portion of the list to be sorted can be reduced at each pass.   A boolean variable is used to track whether any changes have been made in the current pass; when a pass completes without changing anything, the algorithm exits. This can be expressed in pseudo-code as follows (assuming 1-based indexing): repeat if itemCount <= 1 return hasChanged := false decrement itemCount repeat with index from 1 to itemCount if (item at index) > (item at (index + 1)) swap (item at index) with (item at (index + 1)) hasChanged := true until hasChanged = false Task Sort an array of elements using the bubble sort algorithm.   The elements must have a total order and the index of the array can be of any discrete type.   For languages where this is not possible, sort an array of integers. References The article on Wikipedia. Dance interpretation.
#REALbasic
REALbasic
  Dim sortable() As Integer = Array(1, 2, 3, 4, 5, 6, 7, 8, 9, 10) sortable.Shuffle() ' sortable is now randomized Dim swapped As Boolean Do Dim index, bound As Integer bound = sortable.Ubound   While index < bound If sortable(index) > sortable(index + 1) Then Dim s As Integer = sortable(index) sortable.Remove(index) sortable.Insert(index + 1, s) swapped = True End If index = index + 1 Wend   Loop Until Not swapped 'sortable is now sorted
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#Nim
Nim
type Singleton = object # Singleton* would export foo*: int   var single* = Singleton(foo: 0)
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#Objeck
Objeck
class Singleton { @singleton : static : Singleton;   New : private () { }   function : GetInstance() ~ Singleton { if(@singleton <> Nil) { @singleton := Singleton->New(); };   return @singleton; }   method : public : DoStuff() ~ Nil { ... } }
http://rosettacode.org/wiki/Simulate_input/Keyboard
Simulate input/Keyboard
Task Send simulated keystrokes to a GUI window, or terminal. You should specify whether the target may be externally created (i.e., if the keystrokes are going to an application other than the application that is creating them).
#AutoHotkey
AutoHotkey
run, cmd /k WinWait, ahk_class ConsoleWindowClass controlsend, ,hello console, ahk_class ConsoleWindowClass
http://rosettacode.org/wiki/Simulate_input/Mouse
Simulate input/Mouse
#AutoHotkey
AutoHotkey
WinActivate, ahk_class MozillaUIWindowClass Click 200, 200 right ; relative to external window (firefox) sleep, 2000 WinMinimize CoordMode, Mouse, Screen Click 400, 400 right ; relative to top left corner of the screen.
http://rosettacode.org/wiki/Sorting_algorithms/Bubble_sort
Sorting algorithms/Bubble sort
Sorting Algorithm This is a sorting algorithm.   It may be applied to a set of data in order to sort it.     For comparing various sorts, see compare sorts.   For other sorting algorithms,   see sorting algorithms,   or: O(n logn) sorts Heap sort | Merge sort | Patience sort | Quick sort O(n log2n) sorts Shell Sort O(n2) sorts Bubble sort | Cocktail sort | Cocktail sort with shifting bounds | Comb sort | Cycle sort | Gnome sort | Insertion sort | Selection sort | Strand sort other sorts Bead sort | Bogo sort | Common sorted list | Composite structures sort | Custom comparator sort | Counting sort | Disjoint sublist sort | External sort | Jort sort | Lexicographical sort | Natural sorting | Order by pair comparisons | Order disjoint list items | Order two numerical lists | Object identifier (OID) sort | Pancake sort | Quickselect | Permutation sort | Radix sort | Ranking methods | Remove duplicate elements | Sleep sort | Stooge sort | [Sort letters of a string] | Three variable sort | Topological sort | Tree sort A   bubble   sort is generally considered to be the simplest sorting algorithm. A   bubble   sort is also known as a   sinking   sort. Because of its simplicity and ease of visualization, it is often taught in introductory computer science courses. Because of its abysmal O(n2) performance, it is not used often for large (or even medium-sized) datasets. The bubble sort works by passing sequentially over a list, comparing each value to the one immediately after it.   If the first value is greater than the second, their positions are switched.   Over a number of passes, at most equal to the number of elements in the list, all of the values drift into their correct positions (large values "bubble" rapidly toward the end, pushing others down around them).   Because each pass finds the maximum item and puts it at the end, the portion of the list to be sorted can be reduced at each pass.   A boolean variable is used to track whether any changes have been made in the current pass; when a pass completes without changing anything, the algorithm exits. This can be expressed in pseudo-code as follows (assuming 1-based indexing): repeat if itemCount <= 1 return hasChanged := false decrement itemCount repeat with index from 1 to itemCount if (item at index) > (item at (index + 1)) swap (item at index) with (item at (index + 1)) hasChanged := true until hasChanged = false Task Sort an array of elements using the bubble sort algorithm.   The elements must have a total order and the index of the array can be of any discrete type.   For languages where this is not possible, sort an array of integers. References The article on Wikipedia. Dance interpretation.
#REXX
REXX
/*REXX program sorts an array (of any kind of items) using the bubble─sort algorithm.*/ call gen /*generate the array elements (items).*/ call show 'before sort' /*show the before array elements. */ say copies('▒', 70) /*show a separator line (before/after).*/ call bSort # /*invoke the bubble sort with # items.*/ call show ' after sort' /*show the after array elements. */ exit /*stick a fork in it, we're all done. */ /*──────────────────────────────────────────────────────────────────────────────────────*/ bSort: procedure expose @.; parse arg n /*N: is the number of @ array elements.*/ do m=n-1 by -1 until ok; ok=1 /*keep sorting the @ array until done.*/ do j=1 for m; k=j+1; if @.j<[email protected] then iterate /*elements in order? */ [email protected]; @[email protected]; @.k=_; ok=0 /*swap two elements; flag as not done.*/ end /*j*/ end /*m*/; return /*──────────────────────────────────────────────────────────────────────────────────────*/ gen: @.=; @.1 = '---letters of the Hebrew alphabet---' ; @.13= "kaph [kaf]" @.2 = '====================================' ; @.14= "lamed" @.3 = 'aleph [alef]'  ; @.15= "mem" @.4 = 'beth [bet]'  ; @.16= "nun" @.5 = 'gimel'  ; @.17= "samekh" @.6 = 'daleth [dalet]'  ; @.18= "ayin" @.7 = 'he'  ; @.19= "pe" @.8 = 'waw [vav]'  ; @.20= "sadhe [tsadi]" @.9 = 'zayin'  ; @.21= "qoph [qof]" @.10= 'heth [het]'  ; @.22= "resh" @.11= 'teth [tet]'  ; @.23= "shin" @.12= 'yod'  ; @.24= "taw [tav]" do #=1 until @.#==''; end; #=#-1 /*determine #elements in list; adjust #*/ return /*──────────────────────────────────────────────────────────────────────────────────────*/ show: do j=1 for #; say ' element' right(j,length(#)) arg(1)":" @.j; end; return
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#Objective-C
Objective-C
// SomeSingleton.h @interface SomeSingleton : NSObject { // any instance variables }   + (SomeSingleton *)sharedInstance;   @end
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#Oforth
Oforth
Object Class new: Sequence(channel) Sequence method: initialize(initialValue) Channel newSize(1) := channel @channel send(initialValue) drop ;   Sequence method: nextValue @channel receive dup 1 + @channel send drop ;
http://rosettacode.org/wiki/Simulate_input/Keyboard
Simulate input/Keyboard
Task Send simulated keystrokes to a GUI window, or terminal. You should specify whether the target may be externally created (i.e., if the keystrokes are going to an application other than the application that is creating them).
#AutoIt
AutoIt
Run("notepad") WinWaitActive("Untitled - Notepad") Send("The answer is 42")
http://rosettacode.org/wiki/Simulate_input/Keyboard
Simulate input/Keyboard
Task Send simulated keystrokes to a GUI window, or terminal. You should specify whether the target may be externally created (i.e., if the keystrokes are going to an application other than the application that is creating them).
#BASIC
BASIC
100 REM SIMULATE KEYBORD INPUT 110 GOSUB 170"OPEN&WRITE KB 120 PRINT "HOME:RUN140"M$"MARK 130 PRINT D$C$A$"EXEC"F$: END 140 INPUT "NAME? ";N$ 150 PRINT "HELLO, "N$"!" 160 END 170 D$ = CHR$ (4):C$ = "CLOSE" 180 M$ = CHR$ (13):O$ = "OPEN" 190 F$ = "KB":A$ = F$ + M$ + D$ 200 PRINT D$"MON I"M$D$O$; 210 PRINT A$C$A$"DELETE"A$O$; 220 PRINT A$"WRITE"F$: RETURN
http://rosettacode.org/wiki/Simulate_input/Mouse
Simulate input/Mouse
#C
C
  #define WINVER 0x500 #include<windows.h>   int main() { int maxX = GetSystemMetrics(SM_CXSCREEN), maxY = GetSystemMetrics(SM_CYSCREEN); int x = maxX/2, y = maxY/2; double factorX = 65536.0 / maxX,factorY = 65536.0 / maxY;   INPUT ip;   ZeroMemory(&ip,sizeof(ip));   ip.type = INPUT_MOUSE;   while(x > 5 || y < maxY-5){   ip.mi.mouseData = 0; ip.mi.dx = x * factorX; ip.mi.dy = y * factorY; ip.mi.dwFlags = MOUSEEVENTF_ABSOLUTE | MOUSEEVENTF_MOVE;   SendInput(1,&ip,sizeof(ip)); Sleep(1); if(x>3) x-=1; if(y<maxY-3) y+=1; }   ip.mi.dwFlags = MOUSEEVENTF_ABSOLUTE | MOUSEEVENTF_LEFTDOWN | MOUSEEVENTF_LEFTUP;   SendInput(1,&ip,sizeof(ip));   return 0; }  
http://rosettacode.org/wiki/Sorting_algorithms/Bubble_sort
Sorting algorithms/Bubble sort
Sorting Algorithm This is a sorting algorithm.   It may be applied to a set of data in order to sort it.     For comparing various sorts, see compare sorts.   For other sorting algorithms,   see sorting algorithms,   or: O(n logn) sorts Heap sort | Merge sort | Patience sort | Quick sort O(n log2n) sorts Shell Sort O(n2) sorts Bubble sort | Cocktail sort | Cocktail sort with shifting bounds | Comb sort | Cycle sort | Gnome sort | Insertion sort | Selection sort | Strand sort other sorts Bead sort | Bogo sort | Common sorted list | Composite structures sort | Custom comparator sort | Counting sort | Disjoint sublist sort | External sort | Jort sort | Lexicographical sort | Natural sorting | Order by pair comparisons | Order disjoint list items | Order two numerical lists | Object identifier (OID) sort | Pancake sort | Quickselect | Permutation sort | Radix sort | Ranking methods | Remove duplicate elements | Sleep sort | Stooge sort | [Sort letters of a string] | Three variable sort | Topological sort | Tree sort A   bubble   sort is generally considered to be the simplest sorting algorithm. A   bubble   sort is also known as a   sinking   sort. Because of its simplicity and ease of visualization, it is often taught in introductory computer science courses. Because of its abysmal O(n2) performance, it is not used often for large (or even medium-sized) datasets. The bubble sort works by passing sequentially over a list, comparing each value to the one immediately after it.   If the first value is greater than the second, their positions are switched.   Over a number of passes, at most equal to the number of elements in the list, all of the values drift into their correct positions (large values "bubble" rapidly toward the end, pushing others down around them).   Because each pass finds the maximum item and puts it at the end, the portion of the list to be sorted can be reduced at each pass.   A boolean variable is used to track whether any changes have been made in the current pass; when a pass completes without changing anything, the algorithm exits. This can be expressed in pseudo-code as follows (assuming 1-based indexing): repeat if itemCount <= 1 return hasChanged := false decrement itemCount repeat with index from 1 to itemCount if (item at index) > (item at (index + 1)) swap (item at index) with (item at (index + 1)) hasChanged := true until hasChanged = false Task Sort an array of elements using the bubble sort algorithm.   The elements must have a total order and the index of the array can be of any discrete type.   For languages where this is not possible, sort an array of integers. References The article on Wikipedia. Dance interpretation.
#Ring
Ring
bubbleList = [4,2,1,3] flag = 0 bubbleSort(bubbleList) see bubbleList   func bubbleSort A n = len(A) while flag = 0 flag = 1 for i = 1 to n-1 if A[i] > A[i+1] temp = A[i] A[i] = A[i+1] A[i+1] = temp flag = 0 ok next end  
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#ooRexx
ooRexx
  a = .singleton~new b = .singleton~new   a~foo = "Rick" if a~foo \== b~foo then say "A and B are not the same object"   ::class singleton -- initialization method for the class ::method init class expose singleton -- mark this as unallocated. We could also just allocate -- the singleton now, but better practice is probably wait -- until it is requested singleton = .nil   -- override the new method. Since this is a guarded -- method by default, this is thread safe ::method new class expose singleton -- first request? Do the real creation now if singleton == .nil then do -- forward to the super class. We use this form of -- FORWARD rather than explicit call ~new:super because -- this takes care of any arguments passed to NEW as well. forward class(super) continue singleton = result end return singleton   -- an attribute that can be used to demonstrate this really is a singleton. ::attribute foo  
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#OxygenBasic
OxygenBasic
  Class Singleton static sys inst 'private int instantiated() { return inst } void constructor(){ if not inst then inst=@this }   'all other methods start with @this=inst end class     'if not singleton.instantiated new Singleton MySingleton 'endif  
http://rosettacode.org/wiki/Simulate_input/Keyboard
Simulate input/Keyboard
Task Send simulated keystrokes to a GUI window, or terminal. You should specify whether the target may be externally created (i.e., if the keystrokes are going to an application other than the application that is creating them).
#C
C
gcc -o simkeypress -L/usr/X11R6/lib -lX11 simkeypress.c
http://rosettacode.org/wiki/Simulate_input/Keyboard
Simulate input/Keyboard
Task Send simulated keystrokes to a GUI window, or terminal. You should specify whether the target may be externally created (i.e., if the keystrokes are going to an application other than the application that is creating them).
#Clojure
Clojure
(import java.awt.Robot) (import java.awt.event.KeyEvent) (defn keytype [str] (let [robot (new Robot)] (doseq [ch str] (if (Character/isUpperCase ch) (doto robot (.keyPress (. KeyEvent VK_SHIFT)) (.keyPress (int ch)) (.keyRelease (int ch)) (.keyRelease (. KeyEvent VK_SHIFT))) (let [upCh (Character/toUpperCase ch)] (doto robot (.keyPress (int upCh)) (.keyRelease (int upCh))))))))
http://rosettacode.org/wiki/Simulate_input/Mouse
Simulate input/Mouse
#Common_Lisp
Common Lisp
  (defun sh (cmd) #+clisp (shell cmd) #+ecl (si:system cmd) #+sbcl (sb-ext:run-program "/bin/sh" (list "-c" cmd) :input nil :output *standard-output*) #+clozure (ccl:run-program "/bin/sh" (list "-c" cmd) :input nil :output *standard-output*)) (sh "xdotool mousemove 0 0 click 1") (sleep 2) (sh "xdotool mousemove 300 300 click 1")  
http://rosettacode.org/wiki/Simulate_input/Mouse
Simulate input/Mouse
#Fantom
Fantom
  using fwt using gfx   class Main { public static Void main () { button1 := Button { text = "don't click!" onAction.add |Event e| { echo ("clicked by code") } } button2 := Button { text = "click" onAction.add |Event e| { // fire all the event listeners on button1 button1.onAction.fire(e) } } Window { title = "simulate mouse event" size = Size (300, 200) button1, button2, }.open } }  
http://rosettacode.org/wiki/Sorting_algorithms/Bubble_sort
Sorting algorithms/Bubble sort
Sorting Algorithm This is a sorting algorithm.   It may be applied to a set of data in order to sort it.     For comparing various sorts, see compare sorts.   For other sorting algorithms,   see sorting algorithms,   or: O(n logn) sorts Heap sort | Merge sort | Patience sort | Quick sort O(n log2n) sorts Shell Sort O(n2) sorts Bubble sort | Cocktail sort | Cocktail sort with shifting bounds | Comb sort | Cycle sort | Gnome sort | Insertion sort | Selection sort | Strand sort other sorts Bead sort | Bogo sort | Common sorted list | Composite structures sort | Custom comparator sort | Counting sort | Disjoint sublist sort | External sort | Jort sort | Lexicographical sort | Natural sorting | Order by pair comparisons | Order disjoint list items | Order two numerical lists | Object identifier (OID) sort | Pancake sort | Quickselect | Permutation sort | Radix sort | Ranking methods | Remove duplicate elements | Sleep sort | Stooge sort | [Sort letters of a string] | Three variable sort | Topological sort | Tree sort A   bubble   sort is generally considered to be the simplest sorting algorithm. A   bubble   sort is also known as a   sinking   sort. Because of its simplicity and ease of visualization, it is often taught in introductory computer science courses. Because of its abysmal O(n2) performance, it is not used often for large (or even medium-sized) datasets. The bubble sort works by passing sequentially over a list, comparing each value to the one immediately after it.   If the first value is greater than the second, their positions are switched.   Over a number of passes, at most equal to the number of elements in the list, all of the values drift into their correct positions (large values "bubble" rapidly toward the end, pushing others down around them).   Because each pass finds the maximum item and puts it at the end, the portion of the list to be sorted can be reduced at each pass.   A boolean variable is used to track whether any changes have been made in the current pass; when a pass completes without changing anything, the algorithm exits. This can be expressed in pseudo-code as follows (assuming 1-based indexing): repeat if itemCount <= 1 return hasChanged := false decrement itemCount repeat with index from 1 to itemCount if (item at index) > (item at (index + 1)) swap (item at index) with (item at (index + 1)) hasChanged := true until hasChanged = false Task Sort an array of elements using the bubble sort algorithm.   The elements must have a total order and the index of the array can be of any discrete type.   For languages where this is not possible, sort an array of integers. References The article on Wikipedia. Dance interpretation.
#Ruby
Ruby
class Array def bubblesort1! length.times do |j| for i in 1...(length - j) if self[i] < self[i - 1] self[i], self[i - 1] = self[i - 1], self[i] end end end self end def bubblesort2! each_index do |index| (length - 1).downto( index ) do |i| self[i-1], self[i] = self[i], self[i-1] if self[i-1] < self[i] end end self end end ary = [3, 78, 4, 23, 6, 8, 6] ary.bubblesort1! p ary # => [3, 4, 6, 6, 8, 23, 78]
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#Oz
Oz
declare local class Singleton meth init skip end end L = {NewLock} Instance in fun {GetInstance} lock L then if {IsFree Instance} then Instance = {New Singleton init} end Instance end end end
http://rosettacode.org/wiki/Simulate_input/Keyboard
Simulate input/Keyboard
Task Send simulated keystrokes to a GUI window, or terminal. You should specify whether the target may be externally created (i.e., if the keystrokes are going to an application other than the application that is creating them).
#Go
Go
package main   import ( "github.com/micmonay/keybd_event" "log" "runtime" "time" )   func main() { kb, err := keybd_event.NewKeyBonding() if err != nil { log.Fatal(err) }   // For linux, need to wait 2 seconds if runtime.GOOS == "linux" { time.Sleep(2 * time.Second) }   //set keys kb.SetKeys(keybd_event.VK_D, keybd_event.VK_I, keybd_event.VK_R, keybd_event.VK_ENTER)   //launch err = kb.Launching() if err != nil { log.Fatal(err) } }
http://rosettacode.org/wiki/Simulate_input/Mouse
Simulate input/Mouse
#FreeBASIC
FreeBASIC
#include "fbgfx.bi" #define rect 4   Windowtitle "Mouse events" Screen 19,32 Dim Shared As Integer xres, yres Screeninfo xres, yres   Type box As Single x, y, z As String caption As Uinteger textcol, boxcol End Type   Dim Shared As box label(rect,1) Dim Shared As box button(rect,1) Dim Shared As Boolean flag Dim Shared As fb.event e Dim As Uinteger background = Rgb(100,100,100)   Sub thickline(x1 As Double, y1 As Double, x2 As Double, y2 As Double,_ thickness As Double, colour As Uinteger, im As Any Pointer = 0) Dim p As Uinteger = Rgb(255, 255, 254) If thickness < 2 Then Line(x1,y1)-(x2,y2), colour Else Dim As Double h = Sqr((x2-x1)^2+(y2-y1)^2), s = (y1-y2)/h, c = (x2-x1)/h For x As Integer = 1 To 2 Line im,(x1+s*thickness/2,y1+c*thickness/2)-(x2+s*thickness/2,y2+c*thickness/2),p Line im,(x1-s*thickness/2,y1-c*thickness/2)-(x2-s*thickness/2,y2-c*thickness/2),p Line im,(x1+s*thickness/2,y1+c*thickness/2)-(x1-s*thickness/2,y1-c*thickness/2),p Line im,(x2+s*thickness/2,y2+c*thickness/2)-(x2-s*thickness/2,y2-c*thickness/2),p Paint im,((x1+x2)/2, (y1+y2)/2), p, p p = colour Next x End If End Sub   Function inbox(p1() As box, p2 As box) As Integer Type pt2d : As Single x, y : End Type Type ln2d : As pt2d v1, v2 : End Type #macro isleft(L,p) -Sgn((L.v1.x-L.v2.x)*(p.y-L.v2.y) - (p.x-L.v2.x)*(L.v1.y-L.v2.y)) #endmacro Dim As Single n1 = p1(rect,0).z Dim As Integer index, nextindex Dim send As ln2d Dim As Integer n, wn = 0 For n = 1 To 4 index = n Mod 5 : nextindex = (n+1) Mod 5 If nextindex = 0 Then nextindex = 1 send.v1.x = p1(index,n1).x : send.v2.x = p1(nextindex,n1).x send.v1.y = p1(index,n1).y : send.v2.y = p1(nextindex,n1).y If p1(index,n1).y <= p2.y Then If p1(nextindex,n1).y > p2.y Then If isleft(send,p2) > 0 Then wn += 1 End If Else If p1(nextindex,n1).y <= p2.y Then If isleft(send,p2) < 0 Then wn -= 1 End If End If Next n Return wn End Function   Sub draw_box(p() As box, col As Uinteger, pnt As String = "paint", im As Any Pointer = 0) Dim As Integer index, nextindex Dim As Single n1 = p(rect,0).z Dim As Double xc, yc For n As Integer = 1 To 4 xc += p(n,n1).x : yc += p(n,n1).y index = n Mod 5 : nextindex = (n+1) Mod 5 If nextindex = 0 Then nextindex = 1 thickline(p(index,n1).x,p(index,n1).y, p(nextindex,n1).x,p(nextindex,n1).y,4,col,im) Next n xc /= Ubound(p) : yc /= Ubound(p) If pnt = "paint" Then Paint(xc,yc), col, col End Sub   Sub highlightbox(box() As box, mp As box, col As Uinteger) box(rect,0).z = 1 If inbox(box(),mp) Then draw_box(box(),col,"dont_paint") End Sub   Sub checkbox(box() As box,mp As box) flag = True label(rect,1).caption = box(rect,1).caption label(rect,1).textcol = box(rect,1).textcol label(rect,1).boxcol = box(rect,1).boxcol End Sub   Sub drawbox(x As Integer, y As Integer, box()As box, boxlength As Integer, _ boxheight As Integer, col As Uinteger, highlight As Uinteger, caption As String) Dim As box startpoint startpoint.x = x : startpoint.y = y Dim As Integer mmx, mmy Getmouse mmx, mmy Dim As box mouse mouse.x = mmx : mouse.y = mmy box(rect,1).boxcol = col box(rect,1).caption = caption Dim As Uinteger outline, count = 1 outline = Rgb(255,255,255) For x As Integer = 1 To 4 Select Case x Case 1 box(1,count).x = startpoint.x box(1,count).y = startpoint.y Case 2 box(2,count).x = box(1,count).x + boxlength box(2,count).y = box(1,count).y Case 3 box(3,count).x = box(2,count).x box(3,count).y = box(2,count).y + boxheight Case 4 box(4,count).x = box(3,count).x - boxlength box(4,count).y = box(3,count).y End Select Next x box(rect,0).z = 1 draw_box(box(),col) draw_box(box(),outline,"nopaint") If inbox(box(),mouse) Then highlightbox(box(),mouse,highlight) If (Screenevent(@e)) Then If e.type = fb.EVENT_MOUSE_BUTTON_PRESS Then checkbox(box(),mouse) End If End If Draw String(box(1,1).x+5,box(1,1).y+5), box(rect,1).caption,box(rect,1).textcol End Sub   ' ---------- Main Program ---------- Do Screenlock Cls Paint(0,0), background Draw String(300,50), "BUTTON CLICK TEST", Rgb(0,0,200)   drawbox(100,100,button(),100,50,Rgb(200,200,0),Rgb(00,0,200),"Box 1") drawbox(100,200,button(),100,50,Rgb(200,0,190),Rgb(00,0,200),"Box 2") drawbox(100,300,button(),100,50,Rgb(0,200,190),Rgb(00,0,200),"Box 3")   If flag Then drawbox(400,100,label(),250,250,label(rect,1).boxcol,Rgb(255,255,255),label(rect,1).caption) If (Screenevent(@e)) Then If e.type=13 Then End End If Screenunlock Sleep 1, 1 Loop Until Inkey = Chr(27)  
http://rosettacode.org/wiki/Sorting_algorithms/Bubble_sort
Sorting algorithms/Bubble sort
Sorting Algorithm This is a sorting algorithm.   It may be applied to a set of data in order to sort it.     For comparing various sorts, see compare sorts.   For other sorting algorithms,   see sorting algorithms,   or: O(n logn) sorts Heap sort | Merge sort | Patience sort | Quick sort O(n log2n) sorts Shell Sort O(n2) sorts Bubble sort | Cocktail sort | Cocktail sort with shifting bounds | Comb sort | Cycle sort | Gnome sort | Insertion sort | Selection sort | Strand sort other sorts Bead sort | Bogo sort | Common sorted list | Composite structures sort | Custom comparator sort | Counting sort | Disjoint sublist sort | External sort | Jort sort | Lexicographical sort | Natural sorting | Order by pair comparisons | Order disjoint list items | Order two numerical lists | Object identifier (OID) sort | Pancake sort | Quickselect | Permutation sort | Radix sort | Ranking methods | Remove duplicate elements | Sleep sort | Stooge sort | [Sort letters of a string] | Three variable sort | Topological sort | Tree sort A   bubble   sort is generally considered to be the simplest sorting algorithm. A   bubble   sort is also known as a   sinking   sort. Because of its simplicity and ease of visualization, it is often taught in introductory computer science courses. Because of its abysmal O(n2) performance, it is not used often for large (or even medium-sized) datasets. The bubble sort works by passing sequentially over a list, comparing each value to the one immediately after it.   If the first value is greater than the second, their positions are switched.   Over a number of passes, at most equal to the number of elements in the list, all of the values drift into their correct positions (large values "bubble" rapidly toward the end, pushing others down around them).   Because each pass finds the maximum item and puts it at the end, the portion of the list to be sorted can be reduced at each pass.   A boolean variable is used to track whether any changes have been made in the current pass; when a pass completes without changing anything, the algorithm exits. This can be expressed in pseudo-code as follows (assuming 1-based indexing): repeat if itemCount <= 1 return hasChanged := false decrement itemCount repeat with index from 1 to itemCount if (item at index) > (item at (index + 1)) swap (item at index) with (item at (index + 1)) hasChanged := true until hasChanged = false Task Sort an array of elements using the bubble sort algorithm.   The elements must have a total order and the index of the array can be of any discrete type.   For languages where this is not possible, sort an array of integers. References The article on Wikipedia. Dance interpretation.
#Run_BASIC
Run BASIC
siz = 100 dim data$(siz) unSorted = 1   WHILE unSorted unSorted = 0 FOR i = 1 TO siz -1 IF data$(i) > data$(i + 1) THEN tmp = data$(i) data$(i) = data$(i + 1) data$(i + 1) = tmp unSorted = 1 END IF NEXT WEND
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#Perl
Perl
package Singleton; use strict; use warnings;   my $Instance;   sub new { my $class = shift; $Instance ||= bless {}, $class; # initialised once only }   sub name { my $self = shift; $self->{name}; }   sub set_name { my ($self, $name) = @_; $self->{name} = $name; }   package main;   my $s1 = Singleton->new; $s1->set_name('Bob'); printf "name: %s, ref: %s\n", $s1->name, $s1;   my $s2 = Singleton->new; printf "name: %s, ref: %s\n", $s2->name, $s2;
http://rosettacode.org/wiki/Simulate_input/Keyboard
Simulate input/Keyboard
Task Send simulated keystrokes to a GUI window, or terminal. You should specify whether the target may be externally created (i.e., if the keystrokes are going to an application other than the application that is creating them).
#GUISS
GUISS
Start,Programs,Accessories,Notepad,Textbox,Type:Hello World[pling]
http://rosettacode.org/wiki/Simulate_input/Keyboard
Simulate input/Keyboard
Task Send simulated keystrokes to a GUI window, or terminal. You should specify whether the target may be externally created (i.e., if the keystrokes are going to an application other than the application that is creating them).
#Java
Java
import java.awt.Robot public static void type(String str){ Robot robot = new Robot(); for(char ch:str.toCharArray()){ if(Character.isUpperCase(ch)){ robot.keyPress(KeyEvent.VK_SHIFT); robot.keyPress((int)ch); robot.keyRelease((int)ch); robot.keyRelease(KeyEvent.VK_SHIFT); }else{ char upCh = Character.toUpperCase(ch); robot.keyPress((int)upCh); robot.keyRelease((int)upCh); } } }
http://rosettacode.org/wiki/Simulate_input/Mouse
Simulate input/Mouse
#Go
Go
package main   import "github.com/go-vgo/robotgo"   func main() { robotgo.MouseClick("left", false) // single clicks left mouse button robotgo.MouseClick("right", true) // double clicks right mouse button }
http://rosettacode.org/wiki/Simulate_input/Mouse
Simulate input/Mouse
#GUISS
GUISS
Start,Programs,Accessories,Notepad,Textbox,Type:Hello World[pling],Menu:File,Save, Inputbox:filename>greetings.txt,Button:Save
http://rosettacode.org/wiki/Sorting_algorithms/Bubble_sort
Sorting algorithms/Bubble sort
Sorting Algorithm This is a sorting algorithm.   It may be applied to a set of data in order to sort it.     For comparing various sorts, see compare sorts.   For other sorting algorithms,   see sorting algorithms,   or: O(n logn) sorts Heap sort | Merge sort | Patience sort | Quick sort O(n log2n) sorts Shell Sort O(n2) sorts Bubble sort | Cocktail sort | Cocktail sort with shifting bounds | Comb sort | Cycle sort | Gnome sort | Insertion sort | Selection sort | Strand sort other sorts Bead sort | Bogo sort | Common sorted list | Composite structures sort | Custom comparator sort | Counting sort | Disjoint sublist sort | External sort | Jort sort | Lexicographical sort | Natural sorting | Order by pair comparisons | Order disjoint list items | Order two numerical lists | Object identifier (OID) sort | Pancake sort | Quickselect | Permutation sort | Radix sort | Ranking methods | Remove duplicate elements | Sleep sort | Stooge sort | [Sort letters of a string] | Three variable sort | Topological sort | Tree sort A   bubble   sort is generally considered to be the simplest sorting algorithm. A   bubble   sort is also known as a   sinking   sort. Because of its simplicity and ease of visualization, it is often taught in introductory computer science courses. Because of its abysmal O(n2) performance, it is not used often for large (or even medium-sized) datasets. The bubble sort works by passing sequentially over a list, comparing each value to the one immediately after it.   If the first value is greater than the second, their positions are switched.   Over a number of passes, at most equal to the number of elements in the list, all of the values drift into their correct positions (large values "bubble" rapidly toward the end, pushing others down around them).   Because each pass finds the maximum item and puts it at the end, the portion of the list to be sorted can be reduced at each pass.   A boolean variable is used to track whether any changes have been made in the current pass; when a pass completes without changing anything, the algorithm exits. This can be expressed in pseudo-code as follows (assuming 1-based indexing): repeat if itemCount <= 1 return hasChanged := false decrement itemCount repeat with index from 1 to itemCount if (item at index) > (item at (index + 1)) swap (item at index) with (item at (index + 1)) hasChanged := true until hasChanged = false Task Sort an array of elements using the bubble sort algorithm.   The elements must have a total order and the index of the array can be of any discrete type.   For languages where this is not possible, sort an array of integers. References The article on Wikipedia. Dance interpretation.
#Rust
Rust
fn bubble_sort<T: Ord>(values: &mut[T]) { let mut n = values.len(); let mut swapped = true;   while swapped { swapped = false;   for i in 1..n { if values[i - 1] > values[i] { values.swap(i - 1, i); swapped = true; } }   n = n - 1; } }   fn main() { // Sort numbers. let mut numbers = [8, 7, 1, 2, 9, 3, 4, 5, 0, 6]; println!("Before: {:?}", numbers);   bubble_sort(&mut numbers); println!("After: {:?}", numbers);   // Sort strings. let mut strings = ["empty", "beach", "art", "car", "deal"]; println!("Before: {:?}", strings);   bubble_sort(&mut strings); println!("After: {:?}", strings); }
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#Phix
Phix
-- <separate include file> object chk = NULL class singleton public procedure check() if chk==NULL then chk = this elsif this!=chk then  ?9/0 end if  ?"ok" end procedure end class   global singleton s = new() --global singleton s2 = new() -- </separate include file>   s.check() --s2.check() -- dies
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#PHP
PHP
class Singleton { protected static $instance = null; public $test_var; private function __construct(){ //Any constructor code } public static function getInstance(){ if (is_null(self::$instance)){ self::$instance = new self(); } return self::$instance; } }   $foo = Singleton::getInstance(); $foo->test_var = 'One';   $bar = Singleton::getInstance(); echo $bar->test_var; //Prints 'One'   $fail = new Singleton(); //Fatal error
http://rosettacode.org/wiki/Simulate_input/Keyboard
Simulate input/Keyboard
Task Send simulated keystrokes to a GUI window, or terminal. You should specify whether the target may be externally created (i.e., if the keystrokes are going to an application other than the application that is creating them).
#Kotlin
Kotlin
// version 1.1.2   import java.awt.Robot import java.awt.event.KeyEvent   fun sendChars(s: String, pressReturn: Boolean = true) { val r = Robot() for (c in s) { val ci = c.toUpperCase().toInt() r.keyPress(ci) r.keyRelease(ci) } if (pressReturn) { r.keyPress(KeyEvent.VK_ENTER) r.keyRelease(KeyEvent.VK_ENTER) } }   fun main(args: Array<String>) { sendChars("dir") // runs 'dir' command }
http://rosettacode.org/wiki/Simulate_input/Keyboard
Simulate input/Keyboard
Task Send simulated keystrokes to a GUI window, or terminal. You should specify whether the target may be externally created (i.e., if the keystrokes are going to an application other than the application that is creating them).
#LabVIEW
LabVIEW
when defined(windows): import winlean else: {.error: "not supported os".}   type InputType = enum itMouse itKeyboard itHardware KeyEvent = enum keExtendedKey = 0x0001 keKeyUp = 0x0002 keUnicode = 0x0004 keScanCode = 0x0008     MouseInput {.importc: "MOUSEINPUT".} = object dx, dy: clong mouseData, dwFlags, time: culong dwExtraInfo: int # ULONG_PTR   KeybdInput {.importc: "KEYBDINPUT".} = object wVk, wScan: cint dwFlags, time: culong dwExtraInfo: int   HardwareInput {.importc: "HARDWAREINPUT".} = object uMsg: clong wParamL, wParamH: cint   InputUnion {.union.} = object hi: HardwareInput mi: MouseInput ki: KeybdInput Input = object `type`: clong hwin: InputUnion   proc sendInput(total: cint, inp: ptr Input, size: cint) {.importc: "SendInput", header: "<windows.h>".}   proc initKey(keycode: int): Input = result = Input(`type`: itKeyboard.clong) var keybd = KeybdInput(wVk: keycode.cint, wScan: 0, time: 0, dwExtraInfo: 0, dwFlags: 0) result.hwin = InputUnion(ki: keybd)   proc pressKey(input: var Input) = input.hwin.ki.dwFlags = keExtendedKey.culong sendInput(cint 1, addr input, sizeof(Input).cint)   proc releaseKey(input: var Input) = input.hwin.ki.dwFlags = keExtendedKey.culong or keKeyUp.culong sendInput(cint 1, addr input, sizeof(Input).cint)   proc pressRelease(input: var Input) = input.pressKey input.releaseKey   proc pressReleaseKeycode(input: var Input, code: int) = input.hwin.ki.wVk = code.cint input.pressRelease   proc main = var shift = initKey 0xa0 # VK_LSHIFT key = initKey 0x48   pressKey shift pressRelease key releaseKey shift key.pressReleaseKeycode 0x45 # e key key.pressReleaseKeycode 0x4c # l key key.pressReleaseKeycode 0x4c # l key key.pressReleaseKeycode 0x4f # o key key.pressReleaseKeycode 0x20 # VK_SPACE key.pressReleaseKeycode 0x57 # w key key.pressReleaseKeycode 0x4f # o key key.pressReleaseKeycode 0x52 # r key key.pressReleaseKeycode 0x4c # l key key.pressReleaseKeycode 0x44 # d key   main()  
http://rosettacode.org/wiki/Simulate_input/Mouse
Simulate input/Mouse
#Java
Java
Point p = component.getLocation(); Robot robot = new Robot(); robot.mouseMove(p.getX(), p.getY()); //you may want to move a few pixels closer to the center by adding to these values robot.mousePress(InputEvent.BUTTON1_MASK); //BUTTON1_MASK is the left button, //BUTTON2_MASK is the middle button, BUTTON3_MASK is the right button robot.mouseRelease(InputEvent.BUTTON1_MASK);
http://rosettacode.org/wiki/Simulate_input/Mouse
Simulate input/Mouse
#Julia
Julia
  # Wrap win32 API function mouse_event() from the User32 dll. function mouse_event_wrapper(dwFlags,dx,dy,dwData,dwExtraInfo) ccall((:mouse_event, "User32"),stdcall,Nothing,(UInt32,UInt32,UInt32,UInt32,UInt),dwFlags,dx,dy,dwData,dwExtraInfo) end   function click() mouse_event_wrapper(0x2,0,0,0,0) mouse_event_wrapper(0x4,0,0,0,0) end  
http://rosettacode.org/wiki/Singly-linked_list/Element_definition
Singly-linked list/Element definition
singly-linked list See also Array Associative array: Creation, Iteration Collections Compound data type Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal Linked list Queue: Definition, Usage Set Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal Stack
#360_Assembly
360 Assembly
* Singly-linked list/Element definition 07/02/2017 LISTSINA CSECT USING LISTSINA,R13 base register B 72(R15) skip savearea DC 17F'0' savearea STM R14,R12,12(R13) prolog ST R13,4(R15) " <- ST R15,8(R13) " -> LR R13,R15 " addressability * Allocate A GETMAIN RU,LV=12 get storage USING NODE,R11 make storage addressable LR R11,R1 " MVC VAL,=CL8'A' val='A' MVC NEXT,=A(0) DROP R11 base no longer needed ST R11,A A=@A * Init LIST ST R11,LIST init LIST with A * Allocate C GETMAIN RU,LV=12 get storage USING NODE,R11 make storage addressable LR R11,R1 " MVC VAL,=CL8'C' val='C' MVC NEXT,=A(0) DROP R11 base no longer needed ST R11,C C=@C * Insert C After A MVC P1,A MVC P2,C LA R1,PARML BAL R14,INSERTAF * Allocate B GETMAIN RU,LV=12 get storage USING NODE,R11 make storage addressable LR R11,R1 " MVC VAL,=CL8'B' val='B' MVC NEXT,=A(0) DROP R11 base no longer needed ST R11,B B=@B * Insert B After A MVC P1,A MVC P2,B LA R1,PARML BAL R14,INSERTAF * List all L R11,LIST USING NODE,R11 address node LOOP C R11,=A(0) BE ENDLIST XPRNT VAL,8 L R11,NEXT B LOOP ENDLIST DROP R11 FREEMAIN A=A,LV=12 free A FREEMAIN A=B,LV=12 free B FREEMAIN A=C,LV=12 free C RETURN L R13,4(0,R13) epilog LM R14,R12,12(R13) " restore XR R15,R15 " rc=0 BR R14 exit LIST DS A list head A DS A B DS A C DS A PARML DS 0A P1 DS A P2 DS A INSERTAF CNOP 0,4 L R2,0(R1) @A L R3,4(R1) @B USING NODE,R2 ->A L R4,NEXT @C DROP R2 USING NODE,R3 ->B ST R4,NEXT B.NEXT=@C DROP R3 USING NODE,R2 ->A ST R3,NEXT A.NEXT=@B DROP R2 BR R14 return LTORG all literals NODE DSECT node (size=12) VAL DS CL8 NEXT DS A YREGS END LISTSINA
http://rosettacode.org/wiki/Sorting_algorithms/Bubble_sort
Sorting algorithms/Bubble sort
Sorting Algorithm This is a sorting algorithm.   It may be applied to a set of data in order to sort it.     For comparing various sorts, see compare sorts.   For other sorting algorithms,   see sorting algorithms,   or: O(n logn) sorts Heap sort | Merge sort | Patience sort | Quick sort O(n log2n) sorts Shell Sort O(n2) sorts Bubble sort | Cocktail sort | Cocktail sort with shifting bounds | Comb sort | Cycle sort | Gnome sort | Insertion sort | Selection sort | Strand sort other sorts Bead sort | Bogo sort | Common sorted list | Composite structures sort | Custom comparator sort | Counting sort | Disjoint sublist sort | External sort | Jort sort | Lexicographical sort | Natural sorting | Order by pair comparisons | Order disjoint list items | Order two numerical lists | Object identifier (OID) sort | Pancake sort | Quickselect | Permutation sort | Radix sort | Ranking methods | Remove duplicate elements | Sleep sort | Stooge sort | [Sort letters of a string] | Three variable sort | Topological sort | Tree sort A   bubble   sort is generally considered to be the simplest sorting algorithm. A   bubble   sort is also known as a   sinking   sort. Because of its simplicity and ease of visualization, it is often taught in introductory computer science courses. Because of its abysmal O(n2) performance, it is not used often for large (or even medium-sized) datasets. The bubble sort works by passing sequentially over a list, comparing each value to the one immediately after it.   If the first value is greater than the second, their positions are switched.   Over a number of passes, at most equal to the number of elements in the list, all of the values drift into their correct positions (large values "bubble" rapidly toward the end, pushing others down around them).   Because each pass finds the maximum item and puts it at the end, the portion of the list to be sorted can be reduced at each pass.   A boolean variable is used to track whether any changes have been made in the current pass; when a pass completes without changing anything, the algorithm exits. This can be expressed in pseudo-code as follows (assuming 1-based indexing): repeat if itemCount <= 1 return hasChanged := false decrement itemCount repeat with index from 1 to itemCount if (item at index) > (item at (index + 1)) swap (item at index) with (item at (index + 1)) hasChanged := true until hasChanged = false Task Sort an array of elements using the bubble sort algorithm.   The elements must have a total order and the index of the array can be of any discrete type.   For languages where this is not possible, sort an array of integers. References The article on Wikipedia. Dance interpretation.
#Sather
Sather
class SORT{T < $IS_LT{T}} is private swap(inout a, inout b:T) is temp ::= a; a := b; b := temp; end; bubble_sort(inout a:ARRAY{T}) is i:INT; if a.size < 2 then return; end; loop sorted ::= true; loop i := 0.upto!(a.size - 2); if a[i+1] < a[i] then swap(inout a[i+1], inout a[i]); sorted := false; end; end; until!(sorted); end; end; end;
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#PicoLisp
PicoLisp
(class +Singleton)   (dm message1> () (prinl "This is method 1 on " This) )   (dm message2> () (prinl "This is method 2 on " This) )
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#PureBasic
PureBasic
Global SingletonSemaphore=CreateSemaphore(1)   Interface OO_Interface ; Interface for any value of this type Get.i() Set(Value.i) Destroy() EndInterface   Structure OO_Structure ; The *VTable structure Get.i Set.i Destroy.i EndStructure   Structure OO_Var *VirtualTable.OO_Structure Value.i EndStructure   Procedure OO_Get(*Self.OO_Var) ProcedureReturn *Self\Value EndProcedure   Procedure OO_Set(*Self.OO_Var, n) *Self\Value = n EndProcedure   Procedure CreateSingleton() If TrySemaphore(SingletonSemaphore) *p.OO_Var = AllocateMemory(SizeOf(OO_Var)) If *p *p\VirtualTable = ?VTable EndIf EndIf ProcedureReturn *p EndProcedure   Procedure OO_Destroy(*Self.OO_Var) FreeMemory(*Self) SignalSemaphore(SingletonSemaphore) EndProcedure   DataSection VTable: Data.i @OO_Get() Data.i @OO_Set() Data.i @OO_Destroy() EndDataSection
http://rosettacode.org/wiki/Simulate_input/Keyboard
Simulate input/Keyboard
Task Send simulated keystrokes to a GUI window, or terminal. You should specify whether the target may be externally created (i.e., if the keystrokes are going to an application other than the application that is creating them).
#Nim
Nim
when defined(windows): import winlean else: {.error: "not supported os".}   type InputType = enum itMouse itKeyboard itHardware KeyEvent = enum keExtendedKey = 0x0001 keKeyUp = 0x0002 keUnicode = 0x0004 keScanCode = 0x0008     MouseInput {.importc: "MOUSEINPUT".} = object dx, dy: clong mouseData, dwFlags, time: culong dwExtraInfo: int # ULONG_PTR   KeybdInput {.importc: "KEYBDINPUT".} = object wVk, wScan: cint dwFlags, time: culong dwExtraInfo: int   HardwareInput {.importc: "HARDWAREINPUT".} = object uMsg: clong wParamL, wParamH: cint   InputUnion {.union.} = object hi: HardwareInput mi: MouseInput ki: KeybdInput Input = object `type`: clong hwin: InputUnion   proc sendInput(total: cint, inp: ptr Input, size: cint) {.importc: "SendInput", header: "<windows.h>".}   proc initKey(keycode: int): Input = result = Input(`type`: itKeyboard.clong) var keybd = KeybdInput(wVk: keycode.cint, wScan: 0, time: 0, dwExtraInfo: 0, dwFlags: 0) result.hwin = InputUnion(ki: keybd)   proc pressKey(input: var Input) = input.hwin.ki.dwFlags = keExtendedKey.culong sendInput(cint 1, addr input, sizeof(Input).cint)   proc releaseKey(input: var Input) = input.hwin.ki.dwFlags = keExtendedKey.culong or keKeyUp.culong sendInput(cint 1, addr input, sizeof(Input).cint)   proc pressRelease(input: var Input) = input.pressKey input.releaseKey   proc pressReleaseKeycode(input: var Input, code: int) = input.hwin.ki.wVk = code.cint input.pressRelease   proc main = var shift = initKey 0xa0 # VK_LSHIFT key = initKey 0x48   pressKey shift pressRelease key releaseKey shift key.pressReleaseKeycode 0x45 # e key key.pressReleaseKeycode 0x4c # l key key.pressReleaseKeycode 0x4c # l key key.pressReleaseKeycode 0x4f # o key key.pressReleaseKeycode 0x20 # VK_SPACE key.pressReleaseKeycode 0x57 # w key key.pressReleaseKeycode 0x4f # o key key.pressReleaseKeycode 0x52 # r key key.pressReleaseKeycode 0x4c # l key key.pressReleaseKeycode 0x44 # d key   main()  
http://rosettacode.org/wiki/Simulate_input/Keyboard
Simulate input/Keyboard
Task Send simulated keystrokes to a GUI window, or terminal. You should specify whether the target may be externally created (i.e., if the keystrokes are going to an application other than the application that is creating them).
#OCaml
OCaml
ocaml -I +Xlib Xlib.cma keysym.cma send_event.ml
http://rosettacode.org/wiki/Simulate_input/Mouse
Simulate input/Mouse
#Kotlin
Kotlin
// version 1.1.2   import java.awt.Robot import java.awt.event.InputEvent   fun sendClick(buttons: Int) { val r = Robot() r.mousePress(buttons) r.mouseRelease(buttons) }   fun main(args: Array<String>) { sendClick(InputEvent.BUTTON3_DOWN_MASK) // simulate a click of the mouse's right button }  
http://rosettacode.org/wiki/Simulate_input/Mouse
Simulate input/Mouse
#Oz
Oz
declare [QTk] = {Module.link ['x-oz://system/wp/QTk.ozf']} Button Window = {QTk.build td(button(text:"Click me" handle:Button))} in {Window show} {Delay 500} {Tk.send event(generate Button "<ButtonPress-1>")} {Delay 500} {Tk.send event(generate Button "<ButtonRelease-1>")}
http://rosettacode.org/wiki/Singly-linked_list/Element_definition
Singly-linked list/Element definition
singly-linked list See also Array Associative array: Creation, Iteration Collections Compound data type Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal Linked list Queue: Definition, Usage Set Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal Stack
#AArch64_Assembly
AArch64 Assembly
  /* ARM assembly AARCH64 Raspberry PI 3B */ /* program defList.s */   /*******************************************/ /* Constantes file */ /*******************************************/ /* for this file see task include a file in language AArch64 assembly*/ .include "../includeConstantesARM64.inc"   .equ NBELEMENTS, 100 // list size /*******************************************/ /* Structures */ /********************************************/ /* structure linkedlist*/ .struct 0 llist_next: // next element .struct llist_next + 8 llist_value: // element value .struct llist_value + 8 llist_fin: /*******************************************/ /* Initialized data */ /*******************************************/ .data szMessInitListe: .asciz "List initialized.\n" szCarriageReturn: .asciz "\n" /* datas error display */ szMessErreur: .asciz "Error detected.\n" /*******************************************/ /* UnInitialized data */ /*******************************************/ .bss lList1: .skip llist_fin * NBELEMENTS // list memory place /*******************************************/ /* code section */ /*******************************************/ .text .global main main: ldr x0,qAdrlList1 mov x1,#0 str x1,[x0,#llist_next] ldr x0,qAdrszMessInitListe bl affichageMess   100: // standard end of the program mov x8, #EXIT // request to exit program svc 0 // perform system call qAdrszMessInitListe: .quad szMessInitListe qAdrszMessErreur: .quad szMessErreur qAdrszCarriageReturn: .quad szCarriageReturn qAdrlList1: .quad lList1 /********************************************************/ /* File Include fonctions */ /********************************************************/ /* for this file see task include a file in language AArch64 assembly */ .include "../includeARM64.inc"  
http://rosettacode.org/wiki/Singly-linked_list/Element_definition
Singly-linked list/Element definition
singly-linked list See also Array Associative array: Creation, Iteration Collections Compound data type Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal Linked list Queue: Definition, Usage Set Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal Stack
#ACL2
ACL2
(let ((elem 8) (next (list 6 7 5 3 0 9))) (cons elem next))
http://rosettacode.org/wiki/Sorting_algorithms/Bubble_sort
Sorting algorithms/Bubble sort
Sorting Algorithm This is a sorting algorithm.   It may be applied to a set of data in order to sort it.     For comparing various sorts, see compare sorts.   For other sorting algorithms,   see sorting algorithms,   or: O(n logn) sorts Heap sort | Merge sort | Patience sort | Quick sort O(n log2n) sorts Shell Sort O(n2) sorts Bubble sort | Cocktail sort | Cocktail sort with shifting bounds | Comb sort | Cycle sort | Gnome sort | Insertion sort | Selection sort | Strand sort other sorts Bead sort | Bogo sort | Common sorted list | Composite structures sort | Custom comparator sort | Counting sort | Disjoint sublist sort | External sort | Jort sort | Lexicographical sort | Natural sorting | Order by pair comparisons | Order disjoint list items | Order two numerical lists | Object identifier (OID) sort | Pancake sort | Quickselect | Permutation sort | Radix sort | Ranking methods | Remove duplicate elements | Sleep sort | Stooge sort | [Sort letters of a string] | Three variable sort | Topological sort | Tree sort A   bubble   sort is generally considered to be the simplest sorting algorithm. A   bubble   sort is also known as a   sinking   sort. Because of its simplicity and ease of visualization, it is often taught in introductory computer science courses. Because of its abysmal O(n2) performance, it is not used often for large (or even medium-sized) datasets. The bubble sort works by passing sequentially over a list, comparing each value to the one immediately after it.   If the first value is greater than the second, their positions are switched.   Over a number of passes, at most equal to the number of elements in the list, all of the values drift into their correct positions (large values "bubble" rapidly toward the end, pushing others down around them).   Because each pass finds the maximum item and puts it at the end, the portion of the list to be sorted can be reduced at each pass.   A boolean variable is used to track whether any changes have been made in the current pass; when a pass completes without changing anything, the algorithm exits. This can be expressed in pseudo-code as follows (assuming 1-based indexing): repeat if itemCount <= 1 return hasChanged := false decrement itemCount repeat with index from 1 to itemCount if (item at index) > (item at (index + 1)) swap (item at index) with (item at (index + 1)) hasChanged := true until hasChanged = false Task Sort an array of elements using the bubble sort algorithm.   The elements must have a total order and the index of the array can be of any discrete type.   For languages where this is not possible, sort an array of integers. References The article on Wikipedia. Dance interpretation.
#Scala
Scala
def bubbleSort[T](arr: Array[T])(implicit o: Ordering[T]) { import o._ val consecutiveIndices = (arr.indices, arr.indices drop 1).zipped var hasChanged = true do { hasChanged = false consecutiveIndices foreach { (i1, i2) => if (arr(i1) > arr(i2)) { hasChanged = true val tmp = arr(i1) arr(i1) = arr(i2) arr(i2) = tmp } } } while(hasChanged) }
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#Python
Python
>>> class Borg(object): __state = {} def __init__(self): self.__dict__ = self.__state # Any other class names/methods     >>> b1 = Borg() >>> b2 = Borg() >>> b1 is b2 False >>> b1.datum = range(5) >>> b1.datum [0, 1, 2, 3, 4] >>> b2.datum [0, 1, 2, 3, 4] >>> b1.datum is b2.datum True >>> # For any datum!
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#Racket
Racket
  #lang racket (provide instance) (define singleton% (class object% (super-new))) (define instance (new singleton%))  
http://rosettacode.org/wiki/Simulate_input/Keyboard
Simulate input/Keyboard
Task Send simulated keystrokes to a GUI window, or terminal. You should specify whether the target may be externally created (i.e., if the keystrokes are going to an application other than the application that is creating them).
#Oz
Oz
declare [QTk] = {Module.link ['x-oz://system/wp/QTk.ozf']} Entry Window = {QTk.build td(entry(handle:Entry))} in {Window show} {Entry getFocus(force:true)}   for C in "Hello, world!" do Key = if C == 32 then "<space>" else [C] end in {Delay 100} {Tk.send event(generate Entry Key)} end
http://rosettacode.org/wiki/Simulate_input/Keyboard
Simulate input/Keyboard
Task Send simulated keystrokes to a GUI window, or terminal. You should specify whether the target may be externally created (i.e., if the keystrokes are going to an application other than the application that is creating them).
#Perl
Perl
$target = "/dev/pts/51"; ### How to get the correct value for $TIOCSTI is discussed here : http://www.perlmonks.org/?node_id=10920 $TIOCSTI = 0x5412 ; open(TTY,">$target") or die "cannot open $target" ; $b="sleep 99334 &\015"; @c=split("",$b); sleep(2); foreach $a ( @c ) { ioctl(TTY,$TIOCSTI,$a); select(undef,undef,undef,0.1);} ; print "DONE\n";
http://rosettacode.org/wiki/Simple_turtle_graphics
Simple turtle graphics
The first turtle graphic discussed in Mindstorms: Children, Computers, and Powerful Ideas by Seymour Papert is a simple drawing of a house. It is a square with a triangle on top for the roof. For a slightly more advanced audience, a more practical introduction to turtle graphics might be to draw a bar chart. See image here: https://i.imgur.com/B7YbTbZ.png Task Create a function (or subroutine) that uses turtle graphics to draw a house of a specified size as described above. Optionally make it lovely by adding details such as, for example, doors and windows. Create a function (or subroutine) that takes a list (array, vector) of non-negative numbers and draws a bar chart from them, scaled to fit exactly in a square of a specified size. The enclosing square need not be drawn. Both functions should return the turtle to the location it was at and facing in the same direction as it was immediately before the function was executed.
#Action.21
Action!
INCLUDE "D2:TURTLE.ACT" ;from the Action! Tool Kit   PROC Rectangle(INT w,h) BYTE i   FOR i=1 TO 2 DO Forward(h) Left(90) Forward(w) Left(90) OD RETURN   PROC Square(INT w) Rectangle(w,w) RETURN   PROC Triangle(INT w) BYTE i   FOR i=1 TO 3 DO Forward(w) Right(120) OD RETURN   PROC House(INT w) Left(90) Square(w) Triangle(w) Right(90) RETURN   INT FUNC GetMax(INT ARRAY a INT count) INT i,max   max=0 FOR i=0 TO count-1 DO IF a(i)>max THEN max=a(i) FI OD RETURN (max)   PROC BarChart(INT ARRAY a INT count,w) INT max,st,i   IF count=0 THEN RETURN FI max=GetMax(a,count) st=w/count Right(90) FOR i=0 TO count-1 DO Rectangle(a(i)*w/max,st) Forward(st) OD Left(180) Forward(w) RETURN   PROC Main() BYTE CH=$02FC,COLOR1=$02C5,COLOR2=$02C6 INT ARRAY a=[50 33 200 130 50]   Graphics(8+16) COLOR1=$0C COLOR2=$02   Color=1 SetTurtle(150,110,90) House(75)   Color=0 Right(90) Forward(5) Left(90)   Color=1 BarChart(a,5,100) Right(90) Forward(5) Right(90)   DO UNTIL CH#$FF OD CH=$FF RETURN
http://rosettacode.org/wiki/Simulate_input/Mouse
Simulate input/Mouse
#Phix
Phix
-- -- demo\rosetta\Simulate_mouse_input.exw -- -- Note that CURSORPOS, SCREENPOSITION, and MOUSEBUTTON are known to be a little flaky and/or system-dependent, ymmv. -- without js -- you'd better hope this sort of thing ain't possible in a browser! requires("1.0.1") -- (IupGetGlobalIntInt) include pGUI.e include timedate.e integer delay = 16 -- (4s @ 250ms) Ihandle dlg, btn function action_cb(Ihandle /*btn*/) string t = format_timedate(date(),"hh:mm:sspm") IupSetStrAttribute(btn,"TITLE","Clicked at %s",{t}) return IUP_DEFAULT end function integer cx, cy function timer_cb(Ihandle timer) if delay then IupSetStrAttribute(btn,"TITLE","%3.2f",{delay/4}) delay -= 1 {cx,cy} = IupGetGlobalIntInt("CURSORPOS") else integer {xb,yb} = IupGetIntInt(btn,"SCREENPOSITION"), {wb,hb} = IupGetIntInt(btn,"RASTERSIZE"), {dx,dy} = {xb+floor(wb/2),yb+floor(hb/2)} if {dx,dy}!={cx,cy} then if IupGetInt(timer,"TIME")=250 then IupSetInt(timer,"TIME",40) IupSetInt(timer,"RUN",false) IupSetInt(timer,"RUN",true) end if for i=1 to 15 do if cx<dx then cx += 1 end if if cx>dx then cx -= 1 end if if cy<dy then cy += 1 end if if cy>dy then cy -= 1 end if end for string cxcy = sprintf("%dx%d ",{cx,cy}) IupSetGlobal("CURSORPOS",cxcy) else string s = sprintf("%dx%d 1 2",{dx,dy}) IupSetStrGlobal("MOUSEBUTTON", s) IupSetAttribute(timer,"RUN","NO") end if end if return IUP_CONTINUE end function IupOpen() btn = IupButton("button",Icallback("action_cb"),"SIZE=100x12") dlg = IupDialog(btn,`TITLE="Simulate mouse input", CHILDOFFSET=10x40, SIZE=200x80`) IupShow(dlg) Ihandle timer = IupTimer(Icallback("timer_cb"), 250) if platform()!=JS then -- (just for consistency) IupMainLoop() IupClose() end if
http://rosettacode.org/wiki/Singly-linked_list/Element_definition
Singly-linked list/Element definition
singly-linked list See also Array Associative array: Creation, Iteration Collections Compound data type Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal Linked list Queue: Definition, Usage Set Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal Stack
#Action.21
Action!
DEFINE PTR="CARD"   TYPE ListNode=[ BYTE data PTR nxt]
http://rosettacode.org/wiki/Singly-linked_list/Element_definition
Singly-linked list/Element definition
singly-linked list See also Array Associative array: Creation, Iteration Collections Compound data type Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal Linked list Queue: Definition, Usage Set Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal Stack
#ActionScript
ActionScript
package { public class Node { public var data:Object = null; public var link:Node = null;   public function Node(obj:Object) { data = obj; } } }
http://rosettacode.org/wiki/Sorting_algorithms/Bubble_sort
Sorting algorithms/Bubble sort
Sorting Algorithm This is a sorting algorithm.   It may be applied to a set of data in order to sort it.     For comparing various sorts, see compare sorts.   For other sorting algorithms,   see sorting algorithms,   or: O(n logn) sorts Heap sort | Merge sort | Patience sort | Quick sort O(n log2n) sorts Shell Sort O(n2) sorts Bubble sort | Cocktail sort | Cocktail sort with shifting bounds | Comb sort | Cycle sort | Gnome sort | Insertion sort | Selection sort | Strand sort other sorts Bead sort | Bogo sort | Common sorted list | Composite structures sort | Custom comparator sort | Counting sort | Disjoint sublist sort | External sort | Jort sort | Lexicographical sort | Natural sorting | Order by pair comparisons | Order disjoint list items | Order two numerical lists | Object identifier (OID) sort | Pancake sort | Quickselect | Permutation sort | Radix sort | Ranking methods | Remove duplicate elements | Sleep sort | Stooge sort | [Sort letters of a string] | Three variable sort | Topological sort | Tree sort A   bubble   sort is generally considered to be the simplest sorting algorithm. A   bubble   sort is also known as a   sinking   sort. Because of its simplicity and ease of visualization, it is often taught in introductory computer science courses. Because of its abysmal O(n2) performance, it is not used often for large (or even medium-sized) datasets. The bubble sort works by passing sequentially over a list, comparing each value to the one immediately after it.   If the first value is greater than the second, their positions are switched.   Over a number of passes, at most equal to the number of elements in the list, all of the values drift into their correct positions (large values "bubble" rapidly toward the end, pushing others down around them).   Because each pass finds the maximum item and puts it at the end, the portion of the list to be sorted can be reduced at each pass.   A boolean variable is used to track whether any changes have been made in the current pass; when a pass completes without changing anything, the algorithm exits. This can be expressed in pseudo-code as follows (assuming 1-based indexing): repeat if itemCount <= 1 return hasChanged := false decrement itemCount repeat with index from 1 to itemCount if (item at index) > (item at (index + 1)) swap (item at index) with (item at (index + 1)) hasChanged := true until hasChanged = false Task Sort an array of elements using the bubble sort algorithm.   The elements must have a total order and the index of the array can be of any discrete type.   For languages where this is not possible, sort an array of integers. References The article on Wikipedia. Dance interpretation.
#Scheme
Scheme
(define (bubble-sort x gt?) (letrec ((fix (lambda (f i) (if (equal? i (f i)) i (fix f (f i)))))   (sort-step (lambda (l) (if (or (null? l) (null? (cdr l))) l (if (gt? (car l) (cadr l)) (cons (cadr l) (sort-step (cons (car l) (cddr l)))) (cons (car l) (sort-step (cdr l))))))))   (fix sort-step x)))
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#Raku
Raku
class Singleton { # We create a lexical variable in the class block that holds our single instance. my Singleton $instance = Singleton.bless; # You can add initialization arguments here. method new {!!!} # Singleton.new dies. method instance { $instance; } }
http://rosettacode.org/wiki/Simulate_input/Keyboard
Simulate input/Keyboard
Task Send simulated keystrokes to a GUI window, or terminal. You should specify whether the target may be externally created (i.e., if the keystrokes are going to an application other than the application that is creating them).
#Phix
Phix
-- -- demo\rosetta\Simulate_keyboard_input.exw -- without js -- you'd better hope this sort of thing ain't possible in a browser! include pGUI.e string hw = "Look ma no hands! " function timer_cb(Ihandle ih) if length(hw) then IupSetGlobalInt("KEY",hw[1]) hw = hw[2..$] else IupSetInt(ih,"RUN",false) end if return IUP_CONTINUE end function IupOpen() Ihandle txt = IupText("SIZE=170x10") Ihandle dlg = IupDialog(txt,`TITLE="Simulate input", CHILDOFFSET=10x40, SIZE=200x80`) IupShow(dlg) Ihandle hTimer = IupTimer(Icallback("timer_cb"), 250) if platform()!=JS then IupMainLoop() IupClose() end if
http://rosettacode.org/wiki/Simple_turtle_graphics
Simple turtle graphics
The first turtle graphic discussed in Mindstorms: Children, Computers, and Powerful Ideas by Seymour Papert is a simple drawing of a house. It is a square with a triangle on top for the roof. For a slightly more advanced audience, a more practical introduction to turtle graphics might be to draw a bar chart. See image here: https://i.imgur.com/B7YbTbZ.png Task Create a function (or subroutine) that uses turtle graphics to draw a house of a specified size as described above. Optionally make it lovely by adding details such as, for example, doors and windows. Create a function (or subroutine) that takes a list (array, vector) of non-negative numbers and draws a bar chart from them, scaled to fit exactly in a square of a specified size. The enclosing square need not be drawn. Both functions should return the turtle to the location it was at and facing in the same direction as it was immediately before the function was executed.
#Ada
Ada
  with Ada.Text_IO; use Ada.Text_IO; with Ada.Characters; use Ada.Characters; with Ada.Integer_Text_IO; use Ada.Integer_Text_IO; with Ada.Strings; use Ada.Strings;   -- procedure main - begins program execution procedure main is type Sketch_Pad is array(1 .. 50, 1 .. 50) of Character; thePen : Boolean := True; -- pen raised by default sketch : Sketch_Pad; ycorr, xcorr : Integer := 25;   -- specifications function penPosition(thePen : in out Boolean) return String; procedure initGrid(sketch : in out Sketch_Pad); procedure commandMenu(thePen : in out Boolean; xcorr : in out Integer; ycorr : in out Integer); procedure showMenu(xcorr : in out Integer; ycorr : in out Integer; thePen : in out Boolean; sketch : in Sketch_Pad); procedure moveCursor(thePen : in Boolean; sketch : in out Sketch_Pad; xcorr : in out Integer; ycorr : in out Integer; ch : in Integer); procedure showGrid(sketch : in Sketch_Pad);   -- procedure initGrid - creates the sketchpad and initializes elements procedure initGrid(sketch : in out Sketch_Pad) is begin sketch := (others => (others => ' ')); end initGrid;   -- procedure showMenu - displays the menu for the application procedure showMenu(xcorr : in out Integer; ycorr : in out Integer; thePen : in out Boolean; sketch : in Sketch_Pad) is   choice : Integer := 0; begin while choice /= 4 loop Set_Col(15); Put("TURTLE GRAPHICS APPLICATION"); Set_Col(15); Put("==========================="); New_Line(2);   Put_Line("Enter 1 to print the grid map"); Put_Line("Enter 2 for command menu"); Put_Line("Enter 3 to raise pen up / down"); Put_Line("Enter 4 to exit the application"); choice := integer'value(Get_Line);   exit when choice = 4;   case choice is when 1 => showGrid(sketch); when 2 => commandMenu(thePen, xcorr, ycorr); when 3 => Put_Line("Pen is " & penPosition(thePen)); when others => Put_Line("Invalid input"); end case; end loop; end showMenu;   -- function penPosition - checks changes the state of whether the pen is -- raised up or down. If value is True, pen is rasied up function penPosition(thePen : in out Boolean) return String is str1 : constant String := "raised UP"; str2 : constant String := "raised DOWN"; begin if thePen = True then thePen := False; return str2; else thePen := True; end if;   return str1; end penPosition;   -- procedure command menu - provides a list of directions for the turtle -- to move along the grid procedure commandMenu(thePen : in out Boolean; xcorr : in out Integer; ycorr : in out Integer) is   choice : Integer := 0; begin while choice <= 0 or choice > 5 loop Set_Col(15); Put("Command Menu"); Set_Col(15); Put("============"); New_Line(2);   Put_Line("To move North enter 1"); Put_Line("To move South enter 2"); Put_Line("To move East enter 3"); Put_Line("To move West enter 4"); Put_Line("To return to previous menu enter 5"); choice := integer'value(Get_Line);   case choice is when 1 => moveCursor(thePen, sketch, xcorr, ycorr, choice); when 2 => moveCursor(thePen, sketch, xcorr, ycorr, choice); when 3 => moveCursor(thePen, sketch, xcorr, ycorr, choice); when 4 => moveCursor(thePen, sketch, xcorr, ycorr, choice); when 5 => showMenu(xcorr, ycorr, thePen, sketch); when others => Put_Line("Invalid choice"); end case; end loop; end commandMenu;     -- procedure moveCursor - moves the cursor around the board by taking the -- x and y coordinates from the user. If the pen is down, a character is -- printed at that location. If the pen is up, nothing is printed but the -- cursor still moves to that position procedure moveCursor(thePen : in Boolean; sketch : in out Sketch_Pad; xcorr : in out Integer; ycorr : in out Integer; ch : in Integer) is   begin if thePen = True then -- pen up so move cursor but do not draw case ch is when 1 => xcorr := xcorr - 1; ycorr := ycorr; sketch(xcorr, ycorr) := ' '; when 2 => xcorr := xcorr + 1; ycorr := ycorr; sketch(xcorr, ycorr) := ' '; when 3 => xcorr := xcorr; ycorr := ycorr + 1; sketch(xcorr, ycorr) := ' '; when 4 => xcorr := xcorr; ycorr := ycorr - 1; sketch(xcorr, ycorr) := ' '; when others => Put("Unreachable Code"); end case;   else -- pen is down so move cursor and draw case ch is when 1 => xcorr := xcorr - 1; ycorr := ycorr; sketch(xcorr, ycorr) := '#'; when 2 => xcorr := xcorr + 1; ycorr := ycorr; sketch(xcorr, ycorr) := '#'; when 3 => xcorr := xcorr; ycorr := ycorr + 1; sketch(xcorr, ycorr) := '#'; when 4 => xcorr := xcorr; ycorr := ycorr - 1; sketch(xcorr, ycorr) := '#'; when others => Put("Unreachable Code"); end case; end if; end moveCursor;   -- procedure showGrid - prints the sketchpad showing the plotted moves procedure showGrid(sketch : in Sketch_Pad) is begin New_Line;   for I in sketch'Range(1) loop for J in sketch'Range(2) loop Put(character'image(sketch(I,J))); end loop; New_Line; end loop; New_Line; end showGrid;   begin New_Line;   initGrid(sketch); showMenu(xcorr, ycorr, thePen, sketch);   New_Line; end main;  
http://rosettacode.org/wiki/Simulate_input/Mouse
Simulate input/Mouse
#PicoLisp
PicoLisp
(load "@lib/http.l" "@lib/scrape.l")   # Connect to the demo app at https://7fach.de/app/ (scrape "7fach.de" 80 "app")   # Log in (expect "'admin' logged in" (enter 3 "admin") # Enter user name into 3rd field (enter 4 "admin") # Enter password into 4th field (press "login") ) # Press the "login" button   (click "Items") # Open "Items" dialog (click "Spare Part") # Click on "Spare Part" article (prinl (value 8)) # Print the price (12.50) (click "logout") # Log out
http://rosettacode.org/wiki/Simulate_input/Mouse
Simulate input/Mouse
#PureBasic
PureBasic
Macro Click() mouse_event_(#MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0) mouse_event_(#MOUSEEVENTF_LEFTUP, 0, 0, 0, 0) EndMacro   ; Click at the current location Click()   Delay(1000) ; Wait a second   ; Move to a new location and click it SetCursorPos_(50, 50) Click()
http://rosettacode.org/wiki/Singly-linked_list/Element_definition
Singly-linked list/Element definition
singly-linked list See also Array Associative array: Creation, Iteration Collections Compound data type Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal Linked list Queue: Definition, Usage Set Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal Stack
#Ada
Ada
type Link; type Link_Access is access Link; type Link is record Next : Link_Access := null; Data : Integer; end record;
http://rosettacode.org/wiki/Singly-linked_list/Element_definition
Singly-linked list/Element definition
singly-linked list See also Array Associative array: Creation, Iteration Collections Compound data type Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal Linked list Queue: Definition, Usage Set Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal Stack
#ALGOL_68
ALGOL 68
# -*- coding: utf-8 -*- # CO REQUIRES: MODE OBJVALUE = ~ # Mode/type of actual obj to be stacked # END CO   MODE OBJNEXTLINK = STRUCT( REF OBJNEXTLINK next, OBJVALUE value # ... etc. required # );   PROC obj nextlink new = REF OBJNEXTLINK: HEAP OBJNEXTLINK;   PROC obj nextlink free = (REF OBJNEXTLINK free)VOID: next OF free := obj stack empty # give the garbage collector a BIG hint #
http://rosettacode.org/wiki/Sorting_algorithms/Bubble_sort
Sorting algorithms/Bubble sort
Sorting Algorithm This is a sorting algorithm.   It may be applied to a set of data in order to sort it.     For comparing various sorts, see compare sorts.   For other sorting algorithms,   see sorting algorithms,   or: O(n logn) sorts Heap sort | Merge sort | Patience sort | Quick sort O(n log2n) sorts Shell Sort O(n2) sorts Bubble sort | Cocktail sort | Cocktail sort with shifting bounds | Comb sort | Cycle sort | Gnome sort | Insertion sort | Selection sort | Strand sort other sorts Bead sort | Bogo sort | Common sorted list | Composite structures sort | Custom comparator sort | Counting sort | Disjoint sublist sort | External sort | Jort sort | Lexicographical sort | Natural sorting | Order by pair comparisons | Order disjoint list items | Order two numerical lists | Object identifier (OID) sort | Pancake sort | Quickselect | Permutation sort | Radix sort | Ranking methods | Remove duplicate elements | Sleep sort | Stooge sort | [Sort letters of a string] | Three variable sort | Topological sort | Tree sort A   bubble   sort is generally considered to be the simplest sorting algorithm. A   bubble   sort is also known as a   sinking   sort. Because of its simplicity and ease of visualization, it is often taught in introductory computer science courses. Because of its abysmal O(n2) performance, it is not used often for large (or even medium-sized) datasets. The bubble sort works by passing sequentially over a list, comparing each value to the one immediately after it.   If the first value is greater than the second, their positions are switched.   Over a number of passes, at most equal to the number of elements in the list, all of the values drift into their correct positions (large values "bubble" rapidly toward the end, pushing others down around them).   Because each pass finds the maximum item and puts it at the end, the portion of the list to be sorted can be reduced at each pass.   A boolean variable is used to track whether any changes have been made in the current pass; when a pass completes without changing anything, the algorithm exits. This can be expressed in pseudo-code as follows (assuming 1-based indexing): repeat if itemCount <= 1 return hasChanged := false decrement itemCount repeat with index from 1 to itemCount if (item at index) > (item at (index + 1)) swap (item at index) with (item at (index + 1)) hasChanged := true until hasChanged = false Task Sort an array of elements using the bubble sort algorithm.   The elements must have a total order and the index of the array can be of any discrete type.   For languages where this is not possible, sort an array of integers. References The article on Wikipedia. Dance interpretation.
#Scilab
Scilab
function b=BubbleSort(a) n=length(a) swapped=%T while swapped swapped=%F for i=1:1:n-1 if a(i)>a(i+1) then temp=a(i) a(i)=a(i+1) a(i+1)=temp swapped=%T end end end b=a endfunction BubbleSort
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#Ruby
Ruby
require 'singleton' class MySingleton include Singleton # constructor and/or methods go here end   a = MySingleton.instance # instance is only created the first time it is requested b = MySingleton.instance puts a.equal?(b) # outputs "true"
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#Scala
Scala
object Singleton { // any code here gets executed as if in a constructor }
http://rosettacode.org/wiki/Simulate_input/Keyboard
Simulate input/Keyboard
Task Send simulated keystrokes to a GUI window, or terminal. You should specify whether the target may be externally created (i.e., if the keystrokes are going to an application other than the application that is creating them).
#PicoLisp
PicoLisp
(load "@lib/http.l" "@lib/scrape.l")   # Connect to the demo app at http://7fach.de/8080 (scrape "7fach.de" 80 "8080")   # Log in (expect "'admin' logged in" (enter 3 "admin") # Enter user name into 3rd field (enter 4 "admin") # Enter password into 4th field (press "login") ) # Press the "login" button   (click "Items") # Open "Items" dialog (click "Spare Part") # Click on "Spare Part" article (prinl (value 8)) # Print the price (12.50) (click "logout") # Log out
http://rosettacode.org/wiki/Simulate_input/Keyboard
Simulate input/Keyboard
Task Send simulated keystrokes to a GUI window, or terminal. You should specify whether the target may be externally created (i.e., if the keystrokes are going to an application other than the application that is creating them).
#PowerShell
PowerShell
  Add-Type -AssemblyName Microsoft.VisualBasic Add-Type -AssemblyName System.Windows.Forms calc.exe Start-Sleep -Milliseconds 300 [Microsoft.VisualBasic.Interaction]::AppActivate(“Calc”) [System.Windows.Forms.SendKeys]::SendWait(“2{ADD}2=”)  
http://rosettacode.org/wiki/Simple_turtle_graphics
Simple turtle graphics
The first turtle graphic discussed in Mindstorms: Children, Computers, and Powerful Ideas by Seymour Papert is a simple drawing of a house. It is a square with a triangle on top for the roof. For a slightly more advanced audience, a more practical introduction to turtle graphics might be to draw a bar chart. See image here: https://i.imgur.com/B7YbTbZ.png Task Create a function (or subroutine) that uses turtle graphics to draw a house of a specified size as described above. Optionally make it lovely by adding details such as, for example, doors and windows. Create a function (or subroutine) that takes a list (array, vector) of non-negative numbers and draws a bar chart from them, scaled to fit exactly in a square of a specified size. The enclosing square need not be drawn. Both functions should return the turtle to the location it was at and facing in the same direction as it was immediately before the function was executed.
#J
J
 ;install each cut 'gl2 gles github:zerowords/tgsjo'
http://rosettacode.org/wiki/Simple_turtle_graphics
Simple turtle graphics
The first turtle graphic discussed in Mindstorms: Children, Computers, and Powerful Ideas by Seymour Papert is a simple drawing of a house. It is a square with a triangle on top for the roof. For a slightly more advanced audience, a more practical introduction to turtle graphics might be to draw a bar chart. See image here: https://i.imgur.com/B7YbTbZ.png Task Create a function (or subroutine) that uses turtle graphics to draw a house of a specified size as described above. Optionally make it lovely by adding details such as, for example, doors and windows. Create a function (or subroutine) that takes a list (array, vector) of non-negative numbers and draws a bar chart from them, scaled to fit exactly in a square of a specified size. The enclosing square need not be drawn. Both functions should return the turtle to the location it was at and facing in the same direction as it was immediately before the function was executed.
#Julia
Julia
using Luxor, Colors   function house(🐢, x, y, siz) oldorientation = 🐢.orientation xpos, ypos = 🐢.xpos, 🐢.ypos # house wall Reposition(🐢, x, y) Rectangle(🐢, siz, siz) # roof Reposition(🐢, x - siz / 2, y - siz / 2) Turn(🐢, -60) Forward(🐢, siz) Turn(🐢, 120) Forward(🐢, siz) # turtle_demo doorheight, doorwidth = siz / 2, siz / 4 Pencolor(🐢, 0, 0, 0) Reposition(🐢, x, y + doorheight / 2) Rectangle(🐢, doorwidth, doorheight) # window windowheight, windowwidth = siz /3, siz / 4 Reposition(🐢, x + siz / 4, y - siz / 4) Rectangle(🐢, windowwidth, windowheight) Reposition(🐢, x - siz / 4, y - siz / 4) Rectangle(🐢, windowwidth, windowheight) Orientation(🐢, oldorientation) Reposition(🐢, xpos, ypos) end   function barchart(🐢, data, x, y, siz) oldorientation = 🐢.orientation xpos, ypos = 🐢.xpos, 🐢.ypos maxdata = maximum(data) # scale to fit within a square with sides `siz` and draw bars of chart barwidth = siz / length(data) Pencolor(🐢, 1.0, 0.0, 0.5) Reposition(🐢, x, y) for n in data # draw each bar in chart barheight = n * siz / maxdata Reposition(🐢, x, y - barheight / 2) Rectangle(🐢, barwidth, barheight) x += barwidth end Orientation(🐢, oldorientation) Reposition(🐢, xpos, ypos) end   function testturtle(width = 400, height = 600) dra = Drawing(600, 400, "turtle_demo.png") origin() background("midnightblue") 🐢 = Turtle() Pencolor(🐢, "cyan") Penwidth(🐢, 1.5) house(🐢, -width / 3, height / 7, width / 2) barchart(🐢, [15, 10, 50, 35, 20], width / 8, height / 8, width / 2) finish() end   testturtle()  
http://rosettacode.org/wiki/Simple_turtle_graphics
Simple turtle graphics
The first turtle graphic discussed in Mindstorms: Children, Computers, and Powerful Ideas by Seymour Papert is a simple drawing of a house. It is a square with a triangle on top for the roof. For a slightly more advanced audience, a more practical introduction to turtle graphics might be to draw a bar chart. See image here: https://i.imgur.com/B7YbTbZ.png Task Create a function (or subroutine) that uses turtle graphics to draw a house of a specified size as described above. Optionally make it lovely by adding details such as, for example, doors and windows. Create a function (or subroutine) that takes a list (array, vector) of non-negative numbers and draws a bar chart from them, scaled to fit exactly in a square of a specified size. The enclosing square need not be drawn. Both functions should return the turtle to the location it was at and facing in the same direction as it was immediately before the function was executed.
#Logo
Logo
to rectangle :width :height repeat 2 [ forward :height left 90 forward :width left 90 ] end   to square :size rectangle size size end   to triangle :size repeat 3 [ forward size right 120 ] end   to house :size left 90 square size triangle size right 90 end   to max :lst if equalp count lst 1 [ output first lst ] make "x max butfirst lst if x > first lst [ output x ] output first lst end   to barchart :lst :size right 90 if emptyp lst [ stop ] make "scale size / (max lst) make "width size / count lst foreach lst [ rectangle ? * scale width forward width ] back size left 90 end   clearscreen hideturtle house 150 penup right 90 forward 10 left 90 pendown barchart [ 0.5 0.33333 2 1.3 0.5 ] 200 left 90 back 10 right 90
http://rosettacode.org/wiki/Simulate_input/Mouse
Simulate input/Mouse
#Python
Python
import ctypes   def click(): ctypes.windll.user32.mouse_event(0x2, 0,0,0,0) # Mouse LClick Down, relative coords, dx=0, dy=0 ctypes.windll.user32.mouse_event(0x4, 0,0,0,0) # Mouse LClick Up, relative coords, dx=0, dy=0   click()
http://rosettacode.org/wiki/Simulate_input/Mouse
Simulate input/Mouse
#Racket
Racket
  #lang at-exp racket   (require ffi/unsafe)   (define mouse-event (get-ffi-obj "mouse_event" (ffi-lib "user32") (_fun _int32 _int32 _int32 _int32 _pointer -> _void)))   (mouse-event #x2 0 0 0 #f) (mouse-event #x4 0 0 0 #f)  
http://rosettacode.org/wiki/Singly-linked_list/Element_definition
Singly-linked list/Element definition
singly-linked list See also Array Associative array: Creation, Iteration Collections Compound data type Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal Linked list Queue: Definition, Usage Set Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal Stack
#ALGOL_W
ALGOL W
 % record type to hold a singly linked list of integers  % record ListI ( integer iValue; reference(ListI) next );    % declare a variable to hold a list  % reference(ListI) head;    % create a list of integers  % head := ListI( 1701, ListI( 9000, ListI( 42, ListI( 90210, null ) ) ) );
http://rosettacode.org/wiki/Singly-linked_list/Element_definition
Singly-linked list/Element definition
singly-linked list See also Array Associative array: Creation, Iteration Collections Compound data type Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal Linked list Queue: Definition, Usage Set Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal Stack
#ARM_Assembly
ARM Assembly
  /* ARM assembly Raspberry PI */ /* program defList.s */   /* Constantes */ .equ STDOUT, 1 @ Linux output console .equ EXIT, 1 @ Linux syscall .equ READ, 3 .equ WRITE, 4   .equ NBELEMENTS, 100 @ list size   /*******************************************/ /* Structures */ /********************************************/ /* structure linkedlist*/ .struct 0 llist_next: @ next element .struct llist_next + 4 llist_value: @ element value .struct llist_value + 4 llist_fin: /* Initialized data */ .data szMessInitListe: .asciz "List initialized.\n" szCarriageReturn: .asciz "\n" /* datas error display */ szMessErreur: .asciz "Error detected.\n"   /* UnInitialized data */ .bss lList1: .skip llist_fin * NBELEMENTS @ list memory place   /* code section */ .text .global main main: ldr r0,iAdrlList1 mov r1,#0 str r1,[r0,#llist_next] ldr r0,iAdrszMessInitListe bl affichageMess   100: @ standard end of the program mov r7, #EXIT @ request to exit program svc 0 @ perform system call iAdrszMessInitListe: .int szMessInitListe iAdrszMessErreur: .int szMessErreur iAdrszCarriageReturn: .int szCarriageReturn iAdrlList1: .int lList1 /******************************************************************/ /* display text with size calculation */ /******************************************************************/ /* r0 contains the address of the message */ affichageMess: push {r0,r1,r2,r7,lr} @ save registers mov r2,#0 @ counter length */ 1: @ loop length calculation ldrb r1,[r0,r2] @ read octet start position + index cmp r1,#0 @ if 0 its over addne r2,r2,#1 @ else add 1 in the length bne 1b @ and loop @ so here r2 contains the length of the message mov r1,r0 @ address message in r1 mov r0,#STDOUT @ code to write to the standard output Linux mov r7, #WRITE @ code call system "write" svc #0 @ call system pop {r0,r1,r2,r7,lr} @ restaur registers bx lr @ return  
http://rosettacode.org/wiki/Singly-linked_list/Traversal
Singly-linked list/Traversal
Traverse from the beginning of a singly-linked list to the end. See also Array Associative array: Creation, Iteration Collections Compound data type Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal Linked list Queue: Definition, Usage Set Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal Stack
#AArch64_Assembly
AArch64 Assembly
  /* ARM assembly AARCH64 Raspberry PI 3B */ /* program afficheList64.s */   /*******************************************/ /* Constantes file */ /*******************************************/ /* for this file see task include a file in language AArch64 assembly*/ .include "../includeConstantesARM64.inc"   .equ NBELEMENTS, 100 // list size   /*******************************************/ /* Structures */ /********************************************/ /* structure linkedlist*/ .struct 0 llist_next: // next element .struct llist_next + 8 llist_value: // element value .struct llist_value + 8 llist_fin: /* Initialized data */ .data szMessInitListe: .asciz "List initialized.\n" szCarriageReturn: .asciz "\n" /* datas error display */ szMessErreur: .asciz "Error detected.\n" /* datas message display */ szMessResult: .asciz "Element No : @ value @ \n"   /* UnInitialized data */ .bss lList1: .skip llist_fin * NBELEMENTS // list memory place sZoneConv: .skip 100 /* code section */ .text .global main main: ldr x0,qAdrlList1 mov x1,#0 // list init str x1,[x0,#llist_next] ldr x0,qAdrszMessInitListe bl affichageMess ldr x0,qAdrlList1 mov x1,#2 bl insertElement // add element value 2 ldr x0,qAdrlList1 mov x1,#5 bl insertElement // add element value 5 // // display elements of list ldr x3,qAdrlList1 mov x2,#0 // ident element 1: ldr x0,[x3,#llist_next] // end list ? cmp x0,#0 beq 100f // yes add x2,x2,#1 mov x0,x2 // display No element and value ldr x1,qAdrsZoneConv bl conversion10S ldr x0,qAdrszMessResult ldr x1,qAdrsZoneConv bl strInsertAtCharInc mov x5,x0 // address of new string ldr x0,[x3,#llist_value] ldr x1,qAdrsZoneConv bl conversion10S mov x0,x5 // new address of message ldr x1,qAdrsZoneConv bl strInsertAtCharInc bl affichageMess ldr x3,[x3,#llist_next] // next element b 1b // and loop 100: // standard end of the program mov x8, #EXIT // request to exit program svc 0 // perform system call qAdrszMessInitListe: .quad szMessInitListe qAdrszMessErreur: .quad szMessErreur qAdrszCarriageReturn: .quad szCarriageReturn qAdrlList1: .quad lList1 qAdrszMessResult: .quad szMessResult qAdrsZoneConv: .quad sZoneConv   /******************************************************************/ /* insert element at end of list */ /******************************************************************/ /* x0 contains the address of the list */ /* x1 contains the value of element */ /* x0 returns address of element or - 1 if error */ insertElement: stp x1,lr,[sp,-16]! // save registers stp x2,x3,[sp,-16]! // save registers mov x2,#llist_fin * NBELEMENTS add x2,x2,x0 // compute address end list 1: // start loop ldr x3,[x0,#llist_next] // load next pointer cmp x3,#0 // = zero csel x0,x3,x0,ne bne 1b // no -> loop with pointer add x3,x0,#llist_fin // yes -> compute next free address cmp x3,x2 // > list end bge 99f // yes -> error str x3,[x0,#llist_next] // store next address in current pointer str x1,[x0,#llist_value] // store element value mov x1,#0 str x1,[x3,#llist_next] // init next pointer in next address b 100f 99: // error mov x0,-1 100: ldp x2,x3,[sp],16 // restaur 2 registers ldp x1,lr,[sp],16 // restaur 2 registers ret // return to address lr x30 /********************************************************/ /* File Include fonctions */ /********************************************************/ /* for this file see task include a file in language AArch64 assembly */ .include "../includeARM64.inc"    
http://rosettacode.org/wiki/Sorting_algorithms/Bubble_sort
Sorting algorithms/Bubble sort
Sorting Algorithm This is a sorting algorithm.   It may be applied to a set of data in order to sort it.     For comparing various sorts, see compare sorts.   For other sorting algorithms,   see sorting algorithms,   or: O(n logn) sorts Heap sort | Merge sort | Patience sort | Quick sort O(n log2n) sorts Shell Sort O(n2) sorts Bubble sort | Cocktail sort | Cocktail sort with shifting bounds | Comb sort | Cycle sort | Gnome sort | Insertion sort | Selection sort | Strand sort other sorts Bead sort | Bogo sort | Common sorted list | Composite structures sort | Custom comparator sort | Counting sort | Disjoint sublist sort | External sort | Jort sort | Lexicographical sort | Natural sorting | Order by pair comparisons | Order disjoint list items | Order two numerical lists | Object identifier (OID) sort | Pancake sort | Quickselect | Permutation sort | Radix sort | Ranking methods | Remove duplicate elements | Sleep sort | Stooge sort | [Sort letters of a string] | Three variable sort | Topological sort | Tree sort A   bubble   sort is generally considered to be the simplest sorting algorithm. A   bubble   sort is also known as a   sinking   sort. Because of its simplicity and ease of visualization, it is often taught in introductory computer science courses. Because of its abysmal O(n2) performance, it is not used often for large (or even medium-sized) datasets. The bubble sort works by passing sequentially over a list, comparing each value to the one immediately after it.   If the first value is greater than the second, their positions are switched.   Over a number of passes, at most equal to the number of elements in the list, all of the values drift into their correct positions (large values "bubble" rapidly toward the end, pushing others down around them).   Because each pass finds the maximum item and puts it at the end, the portion of the list to be sorted can be reduced at each pass.   A boolean variable is used to track whether any changes have been made in the current pass; when a pass completes without changing anything, the algorithm exits. This can be expressed in pseudo-code as follows (assuming 1-based indexing): repeat if itemCount <= 1 return hasChanged := false decrement itemCount repeat with index from 1 to itemCount if (item at index) > (item at (index + 1)) swap (item at index) with (item at (index + 1)) hasChanged := true until hasChanged = false Task Sort an array of elements using the bubble sort algorithm.   The elements must have a total order and the index of the array can be of any discrete type.   For languages where this is not possible, sort an array of integers. References The article on Wikipedia. Dance interpretation.
#Scratch
Scratch
const proc: bubbleSort (inout array elemType: arr) is func local var boolean: swapped is FALSE; var integer: i is 0; var elemType: help is elemType.value; begin repeat swapped := FALSE; for i range 1 to length(arr) - 1 do if arr[i] > arr[i + 1] then help := arr[i]; arr[i] := arr[i + 1]; arr[i + 1] := help; swapped := TRUE; end if; end for; until not swapped; end func;
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#Sidef
Sidef
class Singleton(name) { static instance;   method new(name) { instance := Singleton.bless(Hash(:name => name)); } method new { Singleton.new(nil); } }   var s1 = Singleton('foo'); say s1.name; #=> 'foo' say s1.object_id; #=> '30424504'   var s2 = Singleton(); say s2.name; #=> 'foo' say s2.object_id; #=> '30424504'   s2.name = 'bar'; # change name in s2 say s1.name; #=> 'bar'
http://rosettacode.org/wiki/Simulate_input/Keyboard
Simulate input/Keyboard
Task Send simulated keystrokes to a GUI window, or terminal. You should specify whether the target may be externally created (i.e., if the keystrokes are going to an application other than the application that is creating them).
#PureBasic
PureBasic
If AW_WinActivate("Calc") AW_SendKeys("123+3=") EndIf
http://rosettacode.org/wiki/Simulate_input/Keyboard
Simulate input/Keyboard
Task Send simulated keystrokes to a GUI window, or terminal. You should specify whether the target may be externally created (i.e., if the keystrokes are going to an application other than the application that is creating them).
#Python
Python
import autopy autopy.key.type_string("Hello, world!") # Prints out "Hello, world!" as quickly as OS will allow. autopy.key.type_string("Hello, world!", wpm=60) # Prints out "Hello, world!" at 60 WPM. autopy.key.tap(autopy.key.Code.RETURN) autopy.key.tap(autopy.key.Code.F1) autopy.key.tap(autopy.key.Code.LEFT_ARROW)
http://rosettacode.org/wiki/Simple_turtle_graphics
Simple turtle graphics
The first turtle graphic discussed in Mindstorms: Children, Computers, and Powerful Ideas by Seymour Papert is a simple drawing of a house. It is a square with a triangle on top for the roof. For a slightly more advanced audience, a more practical introduction to turtle graphics might be to draw a bar chart. See image here: https://i.imgur.com/B7YbTbZ.png Task Create a function (or subroutine) that uses turtle graphics to draw a house of a specified size as described above. Optionally make it lovely by adding details such as, for example, doors and windows. Create a function (or subroutine) that takes a list (array, vector) of non-negative numbers and draws a bar chart from them, scaled to fit exactly in a square of a specified size. The enclosing square need not be drawn. Both functions should return the turtle to the location it was at and facing in the same direction as it was immediately before the function was executed.
#Perl
Perl
#!/usr/bin/perl   use strict; # https://rosettacode.org/wiki/Simple_turtle_graphics use warnings; use Tk; use List::Util qw( max );   my $c; # the canvas   # turtle routines   my $pen = 1; # true for pendown, false for penup my @location = (0, 0); # upper left corner my $direction = 0; # 0 for East, increasing clockwise my @stack; my $radian = 180 / atan2 0, -1; sub dsin { sin $_[0] / $radian } sub dcos { cos $_[0] / $radian } sub save { push @stack, [ $direction, @location ] } sub restore { ($direction, @location) = @{ pop @stack } } sub turn { $direction += shift } sub right { turn shift } sub left { turn -shift } sub forward { my $x = $location[0] + $_[0] * dcos $direction; my $y = $location[1] + $_[0] * dsin $direction; $pen and $c->createLine( @location, $x, $y, -width => 3 ); @location = ($x, $y); } sub back { turn 180; forward shift; turn 180 } sub penup { $pen = 0 } sub pendown { $pen = 1 } sub text { $c->createText( @location, -text => shift ) }   # make window   my $mw = MainWindow->new; $c = $mw->Canvas( -width => 900, -height => 900, )->pack; $mw->Button(-text => 'Exit', -command => sub {$mw->destroy}, )->pack(-fill => 'x'); $mw->after(0, \&run); MainLoop; -M $0 < 0 and exec $0;   sub box { my ($w, $h) = @_; for (1 .. 2) { forward $w; left 90; forward $h; left 90; } }   sub house { my $size = shift; box $size, $size; right 90; for ( 1 .. 3 ) { right 120; forward $size; } penup; left 90; forward $size; left 90; save; forward $size * 1 / 4; pendown; box $size / 4, $size / 2; penup; forward $size * 3 / 8; left 90; forward $size / 4; right 90; pendown; box $size / 4, $size / 4; penup; restore; save; forward $size / 2; left 90; forward $size + 40; right 90; pendown; for (1 .. 8) { forward 15; left 45; forward 15; } restore; penup; }   sub graph { save; my $size = shift; my $width = $size / @_; my $hscale = $size / max @_; for ( @_ ) { box $width, $hscale * $_; save; penup; forward $width / 2; left 90; forward 10; text $_; pendown; restore; forward $width; } restore; }   sub run { penup; forward 50; right 90; forward 400; pendown; house(300); penup; forward 400; pendown; graph( 400, 2,7,4,5,1,8,6 ); }
http://rosettacode.org/wiki/Simulate_input/Mouse
Simulate input/Mouse
#Raku
Raku
use X11::libxdo; my $xdo = Xdo.new;   my ($dw, $dh) = $xdo.get-desktop-dimensions( 0 );   sleep .25;   for ^$dw -> $mx { my $my = (($mx / $dh * τ).sin * 500).abs.Int + 200; $xdo.move-mouse( $mx, $my, 0 ); my ($x, $y, $window-id, $screen) = $xdo.get-mouse-info; my $name = (try $xdo.get-window-name($window-id) if $window-id) // 'No name set';   my $line = "Mouse location: x=$x : y=$y\nWindow under mouse:\nWindow ID: " ~ $window-id ~ "\nWindow name: " ~ $name ~ "\nScreen #: $screen";   print "\e[H\e[J", $line; sleep .001; }   say '';   #`[ There are several available routines controlling mouse position and button events.   .move-mouse( $x, $y, $screen ) # Move the mouse to a specific location.   .move-mouse-relative( $delta-x, $delta-y ) # Move the mouse relative to it's current position.   .move-mouse-relative-to-window( $x, $y, $window ) # Move the mouse to a specific location relative to the top-left corner of a window.   .get-mouse-location() # Get the current mouse location (coordinates and screen ID number).   .get-mouse-info() # Get all mouse location-related data.   .wait-for-mouse-to-move-from( $origin-x, $origin-y ) # Wait for the mouse to move from a location.   .wait-for-mouse-to-move-to( $dest-x, $dest-y ) # Wait for the mouse to move to a location.   .mouse-button-down( $window, $button ) # Send a mouse press (aka mouse down) for a given button at the current mouse location.   .mouse-button-up( $window, $button ) # Send a mouse release (aka mouse up) for a given button at the current mouse location.   .mouse-button-click( $window, $button ) # Send a click for a specific mouse button at the current mouse location.   .mouse-button-multiple( $window, $button, $repeat = 2, $delay? ) # Send a one or more clicks of a specific mouse button at the current mouse location. ]  
http://rosettacode.org/wiki/Singly-linked_list/Element_definition
Singly-linked list/Element definition
singly-linked list See also Array Associative array: Creation, Iteration Collections Compound data type Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal Linked list Queue: Definition, Usage Set Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal Stack
#ATS
ATS
(* The Rosetta Code linear list type can contain any vt@ype. (The ‘@’ means it doesn’t have to be the size of a pointer. You can read {0 <= n} as ‘for all non-negative n’. *) dataviewtype rclist_vt (vt : vt@ype+, n : int) = | rclist_vt_nil (vt, 0) | {0 <= n} rclist_vt_cons (vt, n + 1) of (vt, rclist_vt (vt, n))   (* A lemma one will need: lists never have negative lengths. *) extern prfun {vt : vt@ype} lemma_rclist_vt_param {n : int} (lst : !rclist_vt (vt, n)) :<prf> [0 <= n] void   (* Proof of the lemma. *) primplement {vt} lemma_rclist_vt_param lst = case+ lst of | rclist_vt_nil () => () | rclist_vt_cons _ => ()
http://rosettacode.org/wiki/Singly-linked_list/Element_definition
Singly-linked list/Element definition
singly-linked list See also Array Associative array: Creation, Iteration Collections Compound data type Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal Linked list Queue: Definition, Usage Set Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal Stack
#AutoHotkey
AutoHotkey
element = 5 ; data element_next = element2 ; link to next element
http://rosettacode.org/wiki/Singly-linked_list/Traversal
Singly-linked list/Traversal
Traverse from the beginning of a singly-linked list to the end. See also Array Associative array: Creation, Iteration Collections Compound data type Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal Linked list Queue: Definition, Usage Set Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal Stack
#ACL2
ACL2
(defun traverse (xs) (if (endp xs) (cw "End.~%") (prog2$ (cw "~x0~%" (first xs)) (traverse (rest xs)))))
http://rosettacode.org/wiki/Singly-linked_list/Traversal
Singly-linked list/Traversal
Traverse from the beginning of a singly-linked list to the end. See also Array Associative array: Creation, Iteration Collections Compound data type Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal Linked list Queue: Definition, Usage Set Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal Stack
#Action.21
Action!
SET EndProg=*
http://rosettacode.org/wiki/Sleep
Sleep
Task Write a program that does the following in this order: Input an amount of time to sleep in whatever units are most natural for your language (milliseconds, seconds, ticks, etc.). This unit should be noted in comments or in a description. Print "Sleeping..." Sleep the main thread for the given amount of time. Print "Awake!" End. Related task   Nautical bell
#11l
11l
V seconds = Float(input()) print(‘Sleeping...’) sleep(seconds) print(‘Awake!’)
http://rosettacode.org/wiki/Sorting_algorithms/Bubble_sort
Sorting algorithms/Bubble sort
Sorting Algorithm This is a sorting algorithm.   It may be applied to a set of data in order to sort it.     For comparing various sorts, see compare sorts.   For other sorting algorithms,   see sorting algorithms,   or: O(n logn) sorts Heap sort | Merge sort | Patience sort | Quick sort O(n log2n) sorts Shell Sort O(n2) sorts Bubble sort | Cocktail sort | Cocktail sort with shifting bounds | Comb sort | Cycle sort | Gnome sort | Insertion sort | Selection sort | Strand sort other sorts Bead sort | Bogo sort | Common sorted list | Composite structures sort | Custom comparator sort | Counting sort | Disjoint sublist sort | External sort | Jort sort | Lexicographical sort | Natural sorting | Order by pair comparisons | Order disjoint list items | Order two numerical lists | Object identifier (OID) sort | Pancake sort | Quickselect | Permutation sort | Radix sort | Ranking methods | Remove duplicate elements | Sleep sort | Stooge sort | [Sort letters of a string] | Three variable sort | Topological sort | Tree sort A   bubble   sort is generally considered to be the simplest sorting algorithm. A   bubble   sort is also known as a   sinking   sort. Because of its simplicity and ease of visualization, it is often taught in introductory computer science courses. Because of its abysmal O(n2) performance, it is not used often for large (or even medium-sized) datasets. The bubble sort works by passing sequentially over a list, comparing each value to the one immediately after it.   If the first value is greater than the second, their positions are switched.   Over a number of passes, at most equal to the number of elements in the list, all of the values drift into their correct positions (large values "bubble" rapidly toward the end, pushing others down around them).   Because each pass finds the maximum item and puts it at the end, the portion of the list to be sorted can be reduced at each pass.   A boolean variable is used to track whether any changes have been made in the current pass; when a pass completes without changing anything, the algorithm exits. This can be expressed in pseudo-code as follows (assuming 1-based indexing): repeat if itemCount <= 1 return hasChanged := false decrement itemCount repeat with index from 1 to itemCount if (item at index) > (item at (index + 1)) swap (item at index) with (item at (index + 1)) hasChanged := true until hasChanged = false Task Sort an array of elements using the bubble sort algorithm.   The elements must have a total order and the index of the array can be of any discrete type.   For languages where this is not possible, sort an array of integers. References The article on Wikipedia. Dance interpretation.
#Seed7
Seed7
const proc: bubbleSort (inout array elemType: arr) is func local var boolean: swapped is FALSE; var integer: i is 0; var elemType: help is elemType.value; begin repeat swapped := FALSE; for i range 1 to length(arr) - 1 do if arr[i] > arr[i + 1] then help := arr[i]; arr[i] := arr[i + 1]; arr[i + 1] := help; swapped := TRUE; end if; end for; until not swapped; end func;
http://rosettacode.org/wiki/Singleton
Singleton
A Global Singleton is a class of which only one instance exists within a program. Any attempt to use non-static members of the class involves performing operations on this one instance.
#Slate
Slate
define: #Singleton &builder: [Oddball clone]
http://rosettacode.org/wiki/Simulate_input/Keyboard
Simulate input/Keyboard
Task Send simulated keystrokes to a GUI window, or terminal. You should specify whether the target may be externally created (i.e., if the keystrokes are going to an application other than the application that is creating them).
#Racket
Racket
#lang racket/gui   (define frame (new frame% (label "Example") (width 300) (height 300)))  ; Defines an instance of a frame to put the canvas in   (define simulate-key-canvas% (class canvas% (define/public (simulate-key key) (send this on-char key))  ; Creates a class that inherits from the standard canvas class, that can receive simulated key presses   (define/override (on-char key) (displayln (send key get-key-code)))  ; Changes the method that receives key presses to show some output   (super-new)))   (define canvas (new simulate-key-canvas% (parent frame)))  ; Defines an instance of the newly created class   (send frame show #t)  ; Shows the frame with a white canvas inside (send canvas simulate-key (new key-event% (key-code #\k)))  ; Sends the simulated key press (with a key-event% instance) ;outputs k
http://rosettacode.org/wiki/Simulate_input/Keyboard
Simulate input/Keyboard
Task Send simulated keystrokes to a GUI window, or terminal. You should specify whether the target may be externally created (i.e., if the keystrokes are going to an application other than the application that is creating them).
#Raku
Raku
use X11::libxdo;   my $xdo = Xdo.new;   my $active = $xdo.get-active-window;   my $command = $*VM.config<os> eq 'darwin' ?? 'open' !! 'xdg-open';   shell "$command https://www.google.com";   sleep 1;   my $match = rx[^'Google '];   say my $w = $xdo.search(:name($match))<ID>;   sleep .25;   if $w { $xdo.activate-window($w); say "Window name: ", $xdo.get-window-name( $w ); $xdo.type($w, 'Raku language'); sleep .25; $xdo.send-sequence($w, 'Tab'); sleep .5; $xdo.send-sequence($w, 'Tab'); sleep .5; $xdo.send-sequence($w, 'Tab'); sleep .5; $xdo.send-sequence($w, 'Return'); }
http://rosettacode.org/wiki/Simple_turtle_graphics
Simple turtle graphics
The first turtle graphic discussed in Mindstorms: Children, Computers, and Powerful Ideas by Seymour Papert is a simple drawing of a house. It is a square with a triangle on top for the roof. For a slightly more advanced audience, a more practical introduction to turtle graphics might be to draw a bar chart. See image here: https://i.imgur.com/B7YbTbZ.png Task Create a function (or subroutine) that uses turtle graphics to draw a house of a specified size as described above. Optionally make it lovely by adding details such as, for example, doors and windows. Create a function (or subroutine) that takes a list (array, vector) of non-negative numbers and draws a bar chart from them, scaled to fit exactly in a square of a specified size. The enclosing square need not be drawn. Both functions should return the turtle to the location it was at and facing in the same direction as it was immediately before the function was executed.
#Phix
Phix
-- demo\rosetta\turtle.e include pGUI.e global Ihandle canvas, dlg global cdCanvas cdcanvas global bool pen_down = false global procedure pendown(atom colour=CD_BLACK) pen_down = true cdCanvasSetForeground(cdcanvas, colour) end procedure global procedure penup() pen_down = false end procedure
http://rosettacode.org/wiki/Simple_turtle_graphics
Simple turtle graphics
The first turtle graphic discussed in Mindstorms: Children, Computers, and Powerful Ideas by Seymour Papert is a simple drawing of a house. It is a square with a triangle on top for the roof. For a slightly more advanced audience, a more practical introduction to turtle graphics might be to draw a bar chart. See image here: https://i.imgur.com/B7YbTbZ.png Task Create a function (or subroutine) that uses turtle graphics to draw a house of a specified size as described above. Optionally make it lovely by adding details such as, for example, doors and windows. Create a function (or subroutine) that takes a list (array, vector) of non-negative numbers and draws a bar chart from them, scaled to fit exactly in a square of a specified size. The enclosing square need not be drawn. Both functions should return the turtle to the location it was at and facing in the same direction as it was immediately before the function was executed.
#Python
Python
from turtle import *   def rectangle(width, height): for _ in range(2): forward(height) left(90) forward(width) left(90)   def square(size): rectangle(size, size)   def triangle(size): for _ in range(3): forward(size) right(120)   def house(size): right(180) square(size) triangle(size) right(180)   def barchart(lst, size): scale = size/max(lst) width = size/len(lst) for i in lst: rectangle(i*scale, width) penup() forward(width) pendown() penup() back(size) pendown()   clearscreen() hideturtle() house(150) penup() forward(10) pendown() barchart([0.5, (1/3), 2, 1.3, 0.5], 200) penup() back(10) pendown()
http://rosettacode.org/wiki/Simulate_input/Mouse
Simulate input/Mouse
#Ring
Ring
  # Project : Simulate input/Mouse   load "guilib.ring" load "stdlib.ring"   paint = null   new qapp { win1 = new qwidget() { setwindowtitle("") setgeometry(100,100,800,600) setwindowtitle("Mouse events")   line1 = new qlineedit(win1) { setgeometry(150,450,300,30) settext("")}   line2 = new qlineedit(win1) { setgeometry(150,400,300,30) settext("")}   new qpushbutton(win1) { setgeometry(150,500,300,30) settext("draw") myfilter = new qallevents(win1) myfilter.setMouseButtonPressevent("drawpress()") myfilter.setMouseButtonReleaseevent("drawrelease()") installeventfilter(myfilter) } show() } exec() }   func drawpress() line2.settext("") line1.settext("Mouse was pressed")   func drawrelease() line1.settext("") line2.settext("Mouse was released")