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http://rosettacode.org/wiki/Enforced_immutability
Enforced immutability
Task Demonstrate any means your language has to prevent the modification of values, or to create objects that cannot be modified after they have been created.
#Logtalk
Logtalk
  :- object(immutable).   % forbid using (complementing) categories for adding to or % modifying (aka hot patching) the object :- set_logtalk_flag(complements, deny). % forbid dynamically adding new predicates at runtime :- set_logtalk_flag(dynamic_declarations, deny).   :- public(foo/1). foo(1). % static predicate by default   :- private(bar/2) bar(2, 3). % static predicate by default   :- end_object.  
http://rosettacode.org/wiki/Enforced_immutability
Enforced immutability
Task Demonstrate any means your language has to prevent the modification of values, or to create objects that cannot be modified after they have been created.
#Lua
Lua
local pi <const> = 3.14159265359
http://rosettacode.org/wiki/Entropy
Entropy
Task Calculate the Shannon entropy   H   of a given input string. Given the discrete random variable X {\displaystyle X} that is a string of N {\displaystyle N} "symbols" (total characters) consisting of n {\displaystyle n} different characters (n=2 for binary), the Shannon entropy of X in bits/symbol is : H 2 ( X ) = − ∑ i = 1 n c o u n t i N log 2 ⁡ ( c o u n t i N ) {\displaystyle H_{2}(X)=-\sum _{i=1}^{n}{\frac {count_{i}}{N}}\log _{2}\left({\frac {count_{i}}{N}}\right)} where c o u n t i {\displaystyle count_{i}} is the count of character n i {\displaystyle n_{i}} . For this task, use X="1223334444" as an example. The result should be 1.84644... bits/symbol. This assumes X was a random variable, which may not be the case, or it may depend on the observer. This coding problem calculates the "specific" or "intensive" entropy that finds its parallel in physics with "specific entropy" S0 which is entropy per kg or per mole, not like physical entropy S and therefore not the "information" content of a file. It comes from Boltzmann's H-theorem where S = k B N H {\displaystyle S=k_{B}NH} where N=number of molecules. Boltzmann's H is the same equation as Shannon's H, and it gives the specific entropy H on a "per molecule" basis. The "total", "absolute", or "extensive" information entropy is S = H 2 N {\displaystyle S=H_{2}N} bits This is not the entropy being coded here, but it is the closest to physical entropy and a measure of the information content of a string. But it does not look for any patterns that might be available for compression, so it is a very restricted, basic, and certain measure of "information". Every binary file with an equal number of 1's and 0's will have S=N bits. All hex files with equal symbol frequencies will have S = N log 2 ⁡ ( 16 ) {\displaystyle S=N\log _{2}(16)} bits of entropy. The total entropy in bits of the example above is S= 10*18.4644 = 18.4644 bits. The H function does not look for any patterns in data or check if X was a random variable. For example, X=000000111111 gives the same calculated entropy in all senses as Y=010011100101. For most purposes it is usually more relevant to divide the gzip length by the length of the original data to get an informal measure of how much "order" was in the data. Two other "entropies" are useful: Normalized specific entropy: H n = H 2 ∗ log ⁡ ( 2 ) log ⁡ ( n ) {\displaystyle H_{n}={\frac {H_{2}*\log(2)}{\log(n)}}} which varies from 0 to 1 and it has units of "entropy/symbol" or just 1/symbol. For this example, Hn<\sub>= 0.923. Normalized total (extensive) entropy: S n = H 2 N ∗ log ⁡ ( 2 ) log ⁡ ( n ) {\displaystyle S_{n}={\frac {H_{2}N*\log(2)}{\log(n)}}} which varies from 0 to N and does not have units. It is simply the "entropy", but it needs to be called "total normalized extensive entropy" so that it is not confused with Shannon's (specific) entropy or physical entropy. For this example, Sn<\sub>= 9.23. Shannon himself is the reason his "entropy/symbol" H function is very confusingly called "entropy". That's like calling a function that returns a speed a "meter". See section 1.7 of his classic A Mathematical Theory of Communication and search on "per symbol" and "units" to see he always stated his entropy H has units of "bits/symbol" or "entropy/symbol" or "information/symbol". So it is legitimate to say entropy NH is "information". In keeping with Landauer's limit, the physics entropy generated from erasing N bits is S = H 2 N k B ln ⁡ ( 2 ) {\displaystyle S=H_{2}Nk_{B}\ln(2)} if the bit storage device is perfectly efficient. This can be solved for H2*N to (arguably) get the number of bits of information that a physical entropy represents. Related tasks Fibonacci_word Entropy/Narcissist
#C
C
#include <stdio.h> #include <stdlib.h> #include <stdbool.h> #include <string.h> #include <math.h>   #define MAXLEN 100 //maximum string length   int makehist(unsigned char *S,int *hist,int len){ int wherechar[256]; int i,histlen; histlen=0; for(i=0;i<256;i++)wherechar[i]=-1; for(i=0;i<len;i++){ if(wherechar[(int)S[i]]==-1){ wherechar[(int)S[i]]=histlen; histlen++; } hist[wherechar[(int)S[i]]]++; } return histlen; }   double entropy(int *hist,int histlen,int len){ int i; double H; H=0; for(i=0;i<histlen;i++){ H-=(double)hist[i]/len*log2((double)hist[i]/len); } return H; }   int main(void){ unsigned char S[MAXLEN]; int len,*hist,histlen; double H; scanf("%[^\n]",S); len=strlen(S); hist=(int*)calloc(len,sizeof(int)); histlen=makehist(S,hist,len); //hist now has no order (known to the program) but that doesn't matter H=entropy(hist,histlen,len); printf("%lf\n",H); return 0; }
http://rosettacode.org/wiki/Ethiopian_multiplication
Ethiopian multiplication
Ethiopian multiplication is a method of multiplying integers using only addition, doubling, and halving. Method: Take two numbers to be multiplied and write them down at the top of two columns. In the left-hand column repeatedly halve the last number, discarding any remainders, and write the result below the last in the same column, until you write a value of 1. In the right-hand column repeatedly double the last number and write the result below. stop when you add a result in the same row as where the left hand column shows 1. Examine the table produced and discard any row where the value in the left column is even. Sum the values in the right-hand column that remain to produce the result of multiplying the original two numbers together For example:   17 × 34 17 34 Halving the first column: 17 34 8 4 2 1 Doubling the second column: 17 34 8 68 4 136 2 272 1 544 Strike-out rows whose first cell is even: 17 34 8 68 4 136 2 272 1 544 Sum the remaining numbers in the right-hand column: 17 34 8 -- 4 --- 2 --- 1 544 ==== 578 So 17 multiplied by 34, by the Ethiopian method is 578. Task The task is to define three named functions/methods/procedures/subroutines: one to halve an integer, one to double an integer, and one to state if an integer is even. Use these functions to create a function that does Ethiopian multiplication. References Ethiopian multiplication explained (BBC Video clip) A Night Of Numbers - Go Forth And Multiply (Video) Russian Peasant Multiplication Programming Praxis: Russian Peasant Multiplication
#C
C
#include <stdio.h> #include <stdbool.h>   void halve(int *x) { *x >>= 1; } void doublit(int *x) { *x <<= 1; } bool iseven(const int x) { return (x & 1) == 0; }   int ethiopian(int plier, int plicand, const bool tutor) { int result=0;   if (tutor) printf("ethiopian multiplication of %d by %d\n", plier, plicand);   while(plier >= 1) { if ( iseven(plier) ) { if (tutor) printf("%4d %6d struck\n", plier, plicand); } else { if (tutor) printf("%4d %6d kept\n", plier, plicand); result += plicand; } halve(&plier); doublit(&plicand); } return result; }   int main() { printf("%d\n", ethiopian(17, 34, true)); return 0; }
http://rosettacode.org/wiki/Equilibrium_index
Equilibrium index
An equilibrium index of a sequence is an index into the sequence such that the sum of elements at lower indices is equal to the sum of elements at higher indices. For example, in a sequence   A {\displaystyle A} :   A 0 = − 7 {\displaystyle A_{0}=-7}   A 1 = 1 {\displaystyle A_{1}=1}   A 2 = 5 {\displaystyle A_{2}=5}   A 3 = 2 {\displaystyle A_{3}=2}   A 4 = − 4 {\displaystyle A_{4}=-4}   A 5 = 3 {\displaystyle A_{5}=3}   A 6 = 0 {\displaystyle A_{6}=0} 3   is an equilibrium index, because:   A 0 + A 1 + A 2 = A 4 + A 5 + A 6 {\displaystyle A_{0}+A_{1}+A_{2}=A_{4}+A_{5}+A_{6}} 6   is also an equilibrium index, because:   A 0 + A 1 + A 2 + A 3 + A 4 + A 5 = 0 {\displaystyle A_{0}+A_{1}+A_{2}+A_{3}+A_{4}+A_{5}=0} (sum of zero elements is zero) 7   is not an equilibrium index, because it is not a valid index of sequence A {\displaystyle A} . Task; Write a function that, given a sequence, returns its equilibrium indices (if any). Assume that the sequence may be very long.
#F.C5.8Drmul.C3.A6
Fōrmulæ
package main   import ( "fmt" "math/rand" "time" )   func main() { fmt.Println(ex([]int32{-7, 1, 5, 2, -4, 3, 0}))   // sequence of 1,000,000 random numbers, with values // chosen so that it will be likely to have a couple // of equalibrium indexes. rand.Seed(time.Now().UnixNano()) verylong := make([]int32, 1e6) for i := range verylong { verylong[i] = rand.Int31n(1001) - 500 } fmt.Println(ex(verylong)) }   func ex(s []int32) (eq []int) { var r, l int64 for _, el := range s { r += int64(el) } for i, el := range s { r -= int64(el) if l == r { eq = append(eq, i) } l += int64(el) } return }
http://rosettacode.org/wiki/Environment_variables
Environment variables
Task Show how to get one of your process's environment variables. The available variables vary by system;   some of the common ones available on Unix include:   PATH   HOME   USER
#Kotlin
Kotlin
// version 1.0.6   // tested on Windows 10   fun main(args: Array<String>) { println(System.getenv("SystemRoot")) }
http://rosettacode.org/wiki/Environment_variables
Environment variables
Task Show how to get one of your process's environment variables. The available variables vary by system;   some of the common ones available on Unix include:   PATH   HOME   USER
#langur
langur
writeln "HOME: ", _env["HOME"] writeln "PATH: ", _env["PATH"] writeln "USER: ", _env["USER"]
http://rosettacode.org/wiki/Environment_variables
Environment variables
Task Show how to get one of your process's environment variables. The available variables vary by system;   some of the common ones available on Unix include:   PATH   HOME   USER
#Lasso
Lasso
#!/usr/bin/lasso9   define getenv(sysvar::string) => { local(regexp = regexp( -find = `(?m)^` + #sysvar + `=(.*?)$`, -input = sys_environ -> join('\n'), -ignorecase )) return #regexp ->find ? #regexp -> matchString(1) }   stdoutnl(getenv('HOME')) stdoutnl(getenv('PATH')) stdoutnl(getenv('USER')) stdoutnl(getenv('WHAT'))
http://rosettacode.org/wiki/Environment_variables
Environment variables
Task Show how to get one of your process's environment variables. The available variables vary by system;   some of the common ones available on Unix include:   PATH   HOME   USER
#Liberty_BASIC
Liberty BASIC
print StartupDir$ print DefaultDir$
http://rosettacode.org/wiki/Esthetic_numbers
Esthetic numbers
An esthetic number is a positive integer where every adjacent digit differs from its neighbour by 1. E.G. 12 is an esthetic number. One and two differ by 1. 5654 is an esthetic number. Each digit is exactly 1 away from its neighbour. 890 is not an esthetic number. Nine and zero differ by 9. These examples are nominally in base 10 but the concept extends easily to numbers in other bases. Traditionally, single digit numbers are included in esthetic numbers; zero may or may not be. For our purposes, for this task, do not include zero (0) as an esthetic number. Do not include numbers with leading zeros. Esthetic numbers are also sometimes referred to as stepping numbers. Task Write a routine (function, procedure, whatever) to find esthetic numbers in a given base. Use that routine to find esthetic numbers in bases 2 through 16 and display, here on this page, the esthectic numbers from index (base × 4) through index (base × 6), inclusive. (E.G. for base 2: 8th through 12th, for base 6: 24th through 36th, etc.) Find and display, here on this page, the base 10 esthetic numbers with a magnitude between 1000 and 9999. Stretch: Find and display, here on this page, the base 10 esthetic numbers with a magnitude between 1.0e8 and 1.3e8. Related task   numbers with equal rises and falls See also OEIS A033075 - Positive numbers n such that all pairs of consecutive decimal digits differ by 1 Numbers Aplenty - Esthetic numbers Geeks for Geeks - Stepping numbers
#Ring
Ring
  basePlus = [] decList = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15] baseList = ["0","1","2","3","4","5","6","7","8","9","A","B","C","D","E","F"]   for base = 2 to 16 see "Base " + base + ": " + (base*4) + "th to " + (base*6) + "th esthetic numbers:" + nl res = 0 binList = [] for n = 1 to 10000 str = decimaltobase(n,base) limit1 = base*4 limit2 = base*6 ln = len(str) flag = 0 for m = 1 to ln-1 nr1 = str[m] ind1 = find(baseList,nr1) num1 = decList[ind1] nr2 = str[m+1] ind2 = find(baseList,nr2) num2 = decList[ind2] num = num1-num2 if num = 1 or num = -1 flag = flag + 1 ok next if flag = ln - 1 res = res + 1 if res > (limit1 - 1) and res < (limit2 + 1) see " " + str ok if base = 10 and number(str) > 1000 and number(str) < 9999 add(basePlus,str) ok ok next see nl + nl next   see "Base 10: " + len(basePlus) +" esthetic numbers between 1000 and 9999:"   for row = 1 to len(basePlus) if (row-1) % 16 = 0 see nl else see " " + basePlus[row] ok next   func decimaltobase(nr,base) binList = [] binary = 0 remainder = 1 while(nr != 0) remainder = nr % base ind = find(decList,remainder) rem = baseList[ind] add(binList,rem) nr = floor(nr/base) end binlist = reverse(binList) binList = list2str(binList) binList = substr(binList,nl,"") return binList  
http://rosettacode.org/wiki/Euler%27s_sum_of_powers_conjecture
Euler's sum of powers conjecture
There is a conjecture in mathematics that held for over two hundred years before it was disproved by the finding of a counterexample in 1966 by Lander and Parkin. Euler's (disproved) sum of powers   conjecture At least k positive kth powers are required to sum to a kth power, except for the trivial case of one kth power: yk = yk In 1966,   Leon J. Lander   and   Thomas R. Parkin   used a brute-force search on a   CDC 6600   computer restricting numbers to those less than 250. Task Write a program to search for an integer solution for: x05 + x15 + x25 + x35 == y5 Where all   xi's   and   y   are distinct integers between   0   and   250   (exclusive). Show an answer here. Related tasks   Pythagorean quadruples.   Pythagorean triples.
#Factor
Factor
USING: arrays backtrack kernel literals math.functions math.ranges prettyprint sequences ;   CONSTANT: pow5 $[ 0 250 [a,b) [ 5 ^ ] map ]   : xn ( n1 -- n2 n2 ) [1,b) amb-lazy dup ;   250 xn xn xn xn drop 4array dup pow5 nths sum dup pow5 member? [ pow5 index suffix . ] [ 2drop fail ] if
http://rosettacode.org/wiki/Factorial
Factorial
Definitions   The factorial of   0   (zero)   is defined as being   1   (unity).   The   Factorial Function   of a positive integer,   n,   is defined as the product of the sequence: n,   n-1,   n-2,   ...   1 Task Write a function to return the factorial of a number. Solutions can be iterative or recursive. Support for trapping negative   n   errors is optional. Related task   Primorial numbers
#newLISP
newLISP
> (define (factorial n) (exp (gammaln (+ n 1)))) (lambda (n) (exp (gammaln (+ n 1)))) > (factorial 4) 24
http://rosettacode.org/wiki/Even_or_odd
Even or odd
Task Test whether an integer is even or odd. There is more than one way to solve this task: Use the even and odd predicates, if the language provides them. Check the least significant digit. With binary integers, i bitwise-and 1 equals 0 iff i is even, or equals 1 iff i is odd. Divide i by 2. The remainder equals 0 iff i is even. The remainder equals +1 or -1 iff i is odd. Use modular congruences: i ≡ 0 (mod 2) iff i is even. i ≡ 1 (mod 2) iff i is odd.
#C
C
if (x & 1) { /* x is odd */ } else { /* or not */ }
http://rosettacode.org/wiki/Euler_method
Euler method
Euler's method numerically approximates solutions of first-order ordinary differential equations (ODEs) with a given initial value.   It is an explicit method for solving initial value problems (IVPs), as described in the wikipedia page. The ODE has to be provided in the following form: d y ( t ) d t = f ( t , y ( t ) ) {\displaystyle {\frac {dy(t)}{dt}}=f(t,y(t))} with an initial value y ( t 0 ) = y 0 {\displaystyle y(t_{0})=y_{0}} To get a numeric solution, we replace the derivative on the   LHS   with a finite difference approximation: d y ( t ) d t ≈ y ( t + h ) − y ( t ) h {\displaystyle {\frac {dy(t)}{dt}}\approx {\frac {y(t+h)-y(t)}{h}}} then solve for y ( t + h ) {\displaystyle y(t+h)} : y ( t + h ) ≈ y ( t ) + h d y ( t ) d t {\displaystyle y(t+h)\approx y(t)+h\,{\frac {dy(t)}{dt}}} which is the same as y ( t + h ) ≈ y ( t ) + h f ( t , y ( t ) ) {\displaystyle y(t+h)\approx y(t)+h\,f(t,y(t))} The iterative solution rule is then: y n + 1 = y n + h f ( t n , y n ) {\displaystyle y_{n+1}=y_{n}+h\,f(t_{n},y_{n})} where   h {\displaystyle h}   is the step size, the most relevant parameter for accuracy of the solution.   A smaller step size increases accuracy but also the computation cost, so it has always has to be hand-picked according to the problem at hand. Example: Newton's Cooling Law Newton's cooling law describes how an object of initial temperature   T ( t 0 ) = T 0 {\displaystyle T(t_{0})=T_{0}}   cools down in an environment of temperature   T R {\displaystyle T_{R}} : d T ( t ) d t = − k Δ T {\displaystyle {\frac {dT(t)}{dt}}=-k\,\Delta T} or d T ( t ) d t = − k ( T ( t ) − T R ) {\displaystyle {\frac {dT(t)}{dt}}=-k\,(T(t)-T_{R})} It says that the cooling rate   d T ( t ) d t {\displaystyle {\frac {dT(t)}{dt}}}   of the object is proportional to the current temperature difference   Δ T = ( T ( t ) − T R ) {\displaystyle \Delta T=(T(t)-T_{R})}   to the surrounding environment. The analytical solution, which we will compare to the numerical approximation, is T ( t ) = T R + ( T 0 − T R ) e − k t {\displaystyle T(t)=T_{R}+(T_{0}-T_{R})\;e^{-kt}} Task Implement a routine of Euler's method and then to use it to solve the given example of Newton's cooling law with it for three different step sizes of:   2 s   5 s       and   10 s and to compare with the analytical solution. Initial values   initial temperature   T 0 {\displaystyle T_{0}}   shall be   100 °C   room temperature   T R {\displaystyle T_{R}}   shall be   20 °C   cooling constant     k {\displaystyle k}     shall be   0.07   time interval to calculate shall be from   0 s   ──►   100 s A reference solution (Common Lisp) can be seen below.   We see that bigger step sizes lead to reduced approximation accuracy.
#Python
Python
def euler(f,y0,a,b,h): t,y = a,y0 while t <= b: print "%6.3f %6.3f" % (t,y) t += h y += h * f(t,y)   def newtoncooling(time, temp): return -0.07 * (temp - 20)   euler(newtoncooling,100,0,100,10)  
http://rosettacode.org/wiki/Euler_method
Euler method
Euler's method numerically approximates solutions of first-order ordinary differential equations (ODEs) with a given initial value.   It is an explicit method for solving initial value problems (IVPs), as described in the wikipedia page. The ODE has to be provided in the following form: d y ( t ) d t = f ( t , y ( t ) ) {\displaystyle {\frac {dy(t)}{dt}}=f(t,y(t))} with an initial value y ( t 0 ) = y 0 {\displaystyle y(t_{0})=y_{0}} To get a numeric solution, we replace the derivative on the   LHS   with a finite difference approximation: d y ( t ) d t ≈ y ( t + h ) − y ( t ) h {\displaystyle {\frac {dy(t)}{dt}}\approx {\frac {y(t+h)-y(t)}{h}}} then solve for y ( t + h ) {\displaystyle y(t+h)} : y ( t + h ) ≈ y ( t ) + h d y ( t ) d t {\displaystyle y(t+h)\approx y(t)+h\,{\frac {dy(t)}{dt}}} which is the same as y ( t + h ) ≈ y ( t ) + h f ( t , y ( t ) ) {\displaystyle y(t+h)\approx y(t)+h\,f(t,y(t))} The iterative solution rule is then: y n + 1 = y n + h f ( t n , y n ) {\displaystyle y_{n+1}=y_{n}+h\,f(t_{n},y_{n})} where   h {\displaystyle h}   is the step size, the most relevant parameter for accuracy of the solution.   A smaller step size increases accuracy but also the computation cost, so it has always has to be hand-picked according to the problem at hand. Example: Newton's Cooling Law Newton's cooling law describes how an object of initial temperature   T ( t 0 ) = T 0 {\displaystyle T(t_{0})=T_{0}}   cools down in an environment of temperature   T R {\displaystyle T_{R}} : d T ( t ) d t = − k Δ T {\displaystyle {\frac {dT(t)}{dt}}=-k\,\Delta T} or d T ( t ) d t = − k ( T ( t ) − T R ) {\displaystyle {\frac {dT(t)}{dt}}=-k\,(T(t)-T_{R})} It says that the cooling rate   d T ( t ) d t {\displaystyle {\frac {dT(t)}{dt}}}   of the object is proportional to the current temperature difference   Δ T = ( T ( t ) − T R ) {\displaystyle \Delta T=(T(t)-T_{R})}   to the surrounding environment. The analytical solution, which we will compare to the numerical approximation, is T ( t ) = T R + ( T 0 − T R ) e − k t {\displaystyle T(t)=T_{R}+(T_{0}-T_{R})\;e^{-kt}} Task Implement a routine of Euler's method and then to use it to solve the given example of Newton's cooling law with it for three different step sizes of:   2 s   5 s       and   10 s and to compare with the analytical solution. Initial values   initial temperature   T 0 {\displaystyle T_{0}}   shall be   100 °C   room temperature   T R {\displaystyle T_{R}}   shall be   20 °C   cooling constant     k {\displaystyle k}     shall be   0.07   time interval to calculate shall be from   0 s   ──►   100 s A reference solution (Common Lisp) can be seen below.   We see that bigger step sizes lead to reduced approximation accuracy.
#R
R
euler <- function(f, y0, a, b, h) { t <- a y <- y0   while (t < b) { cat(sprintf("%6.3f %6.3f\n", t, y)) t <- t + h y <- y + h*f(t, y) } }   newtoncooling <- function(time, temp){ return(-0.07*(temp-20)) }   euler(newtoncooling, 100, 0, 100, 10)
http://rosettacode.org/wiki/Evaluate_binomial_coefficients
Evaluate binomial coefficients
This programming task, is to calculate ANY binomial coefficient. However, it has to be able to output   ( 5 3 ) {\displaystyle {\binom {5}{3}}} ,   which is   10. This formula is recommended: ( n k ) = n ! ( n − k ) ! k ! = n ( n − 1 ) ( n − 2 ) … ( n − k + 1 ) k ( k − 1 ) ( k − 2 ) … 1 {\displaystyle {\binom {n}{k}}={\frac {n!}{(n-k)!k!}}={\frac {n(n-1)(n-2)\ldots (n-k+1)}{k(k-1)(k-2)\ldots 1}}} See Also: Combinations and permutations Pascal's triangle The number of samples of size k from n objects. With   combinations and permutations   generation tasks. Order Unimportant Order Important Without replacement ( n k ) = n C k = n ( n − 1 ) … ( n − k + 1 ) k ( k − 1 ) … 1 {\displaystyle {\binom {n}{k}}=^{n}\operatorname {C} _{k}={\frac {n(n-1)\ldots (n-k+1)}{k(k-1)\dots 1}}} n P k = n ⋅ ( n − 1 ) ⋅ ( n − 2 ) ⋯ ( n − k + 1 ) {\displaystyle ^{n}\operatorname {P} _{k}=n\cdot (n-1)\cdot (n-2)\cdots (n-k+1)} Task: Combinations Task: Permutations With replacement ( n + k − 1 k ) = n + k − 1 C k = ( n + k − 1 ) ! ( n − 1 ) ! k ! {\displaystyle {\binom {n+k-1}{k}}=^{n+k-1}\operatorname {C} _{k}={(n+k-1)! \over (n-1)!k!}} n k {\displaystyle n^{k}} Task: Combinations with repetitions Task: Permutations with repetitions
#Icon_and_Unicon
Icon and Unicon
link math, factors   procedure main() write("choose(5,3)=",binocoef(5,3)) end
http://rosettacode.org/wiki/Evaluate_binomial_coefficients
Evaluate binomial coefficients
This programming task, is to calculate ANY binomial coefficient. However, it has to be able to output   ( 5 3 ) {\displaystyle {\binom {5}{3}}} ,   which is   10. This formula is recommended: ( n k ) = n ! ( n − k ) ! k ! = n ( n − 1 ) ( n − 2 ) … ( n − k + 1 ) k ( k − 1 ) ( k − 2 ) … 1 {\displaystyle {\binom {n}{k}}={\frac {n!}{(n-k)!k!}}={\frac {n(n-1)(n-2)\ldots (n-k+1)}{k(k-1)(k-2)\ldots 1}}} See Also: Combinations and permutations Pascal's triangle The number of samples of size k from n objects. With   combinations and permutations   generation tasks. Order Unimportant Order Important Without replacement ( n k ) = n C k = n ( n − 1 ) … ( n − k + 1 ) k ( k − 1 ) … 1 {\displaystyle {\binom {n}{k}}=^{n}\operatorname {C} _{k}={\frac {n(n-1)\ldots (n-k+1)}{k(k-1)\dots 1}}} n P k = n ⋅ ( n − 1 ) ⋅ ( n − 2 ) ⋯ ( n − k + 1 ) {\displaystyle ^{n}\operatorname {P} _{k}=n\cdot (n-1)\cdot (n-2)\cdots (n-k+1)} Task: Combinations Task: Permutations With replacement ( n + k − 1 k ) = n + k − 1 C k = ( n + k − 1 ) ! ( n − 1 ) ! k ! {\displaystyle {\binom {n+k-1}{k}}=^{n+k-1}\operatorname {C} _{k}={(n+k-1)! \over (n-1)!k!}} n k {\displaystyle n^{k}} Task: Combinations with repetitions Task: Permutations with repetitions
#IS-BASIC
IS-BASIC
100 PROGRAM "Binomial.bas" 110 PRINT "Binomial (5,3) =";BINOMIAL(5,3) 120 DEF BINOMIAL(N,K) 130 LET R=1:LET D=N-K 140 IF D>K THEN LET K=D:LET D=N-K 150 DO WHILE N>K 160 LET R=R*N:LET N=N-1 170 DO WHILE D>1 AND MOD(R,D)=0 180 LET R=R/D:LET D=D-1 190 LOOP 200 LOOP 210 LET BINOMIAL=R 220 END DEF
http://rosettacode.org/wiki/Fibonacci_sequence
Fibonacci sequence
The Fibonacci sequence is a sequence   Fn   of natural numbers defined recursively: F0 = 0 F1 = 1 Fn = Fn-1 + Fn-2, if n>1 Task Write a function to generate the   nth   Fibonacci number. Solutions can be iterative or recursive (though recursive solutions are generally considered too slow and are mostly used as an exercise in recursion). The sequence is sometimes extended into negative numbers by using a straightforward inverse of the positive definition: Fn = Fn+2 - Fn+1, if n<0 support for negative     n     in the solution is optional. Related tasks   Fibonacci n-step number sequences‎   Leonardo numbers References   Wikipedia, Fibonacci number   Wikipedia, Lucas number   MathWorld, Fibonacci Number   Some identities for r-Fibonacci numbers   OEIS Fibonacci numbers   OEIS Lucas numbers
#Yabasic
Yabasic
sub fibonacci (n) n1 = 0 n2 = 1 for k = 1 to abs(n) sum = n1 + n2 n1 = n2 n2 = sum next k if n < 0 then return n1 * ((-1) ^ ((-n) + 1)) else return n1 end if end sub
http://rosettacode.org/wiki/Emirp_primes
Emirp primes
An   emirp   (prime spelled backwards)   are primes that when reversed   (in their decimal representation)   are a different prime. (This rules out palindromic primes.) Task   show the first   twenty   emirps   show all emirps between   7,700   and   8,000   show the   10,000th   emirp In each list, the numbers should be in order. Invoke the (same) program once per task requirement, this will show what limit is used as the upper bound for calculating surplus (regular) primes. The specific method of how to determine if a range or if specific values are to be shown will be left to the programmer. See also   Wikipedia, Emirp.   The Prime Pages, emirp.   Wolfram MathWorld™, Emirp.   The On‑Line Encyclopedia of Integer Sequences, emirps (A6567).
#ALGOL_68
ALGOL 68
# parse the command line - ignore errors # INT emirp from := 1; # lowest emirp required # INT emirp to := 10; # highest emirp required # BOOL value range := FALSE; # TRUE if the range is the value of the emirps # # FALSE if the range is the ordinal of the # # emirps # INT max number := 1 000 000; # sieve size # # returns s converted to an integer - does not check s is a valid integer # PROC to int = ( STRING s )INT: BEGIN INT result := 0; FOR ch pos FROM LWB s TO UPB s DO result *:= 10; result +:= ABS s[ ch pos ] - ABS "0" OD; result END # to int # ; FOR arg pos TO argc DO IF argv( arg pos ) = "FROM" THEN emirp from := to int( argv( arg pos + 1 ) ) ELIF argv( arg pos ) = "TO" THEN emirp to := to int( argv( arg pos + 1 ) ) ELIF argv( arg pos ) = "VALUE" THEN value range := TRUE ELIF argv( arg pos ) = "ORDINAL" THEN value range := FALSE ELIF argv( arg pos ) = "SIEVE" THEN max number := to int( argv( arg pos + 1 ) ) FI OD;   # construct a sieve of primes up to the maximum number required for the task # PR read "primes.incl.a68" PR []BOOL is prime = PRIMESIEVE max number;   # return TRUE if p is an emirp, FALSE otherwise # PROC is emirp = ( INT p )BOOL: IF NOT is prime[ p ] THEN FALSE ELSE # reverse the digits of p, if this is a prime different from p, # # p is an emirp # INT q := 0; INT rest := ABS p; WHILE rest > 0 DO q TIMESAB 10; q PLUSAB rest MOD 10; rest OVERAB 10 OD; is prime[ q ] AND q /= p FI # is emirp # ;   # generate the required emirp list # IF value range THEN # find emirps with values in the specified range # print( ( "emirps between ", whole( emirp from, 0 ), " and ", whole( emirp to, 0 ), ":" ) ); FOR p FROM emirp from TO emirp to DO IF is emirp( p ) THEN print( ( " ", whole( p, 0 ) ) ) FI OD ELSE # find emirps with ordinals in the specified range # INT emirp count := 0; IF emirp from = emirp to THEN print( ( "emirp ", whole( emirp from, 0 ), ":" ) ) ELSE print( ( "emirps ", whole( emirp from, 0 ), " to ", whole( emirp to, 0 ), ":" ) ) FI; FOR p TO max number WHILE emirp count < emirp to DO IF is emirp( p ) THEN # have another emirp # emirp count +:= 1; IF emirp count >= emirp from THEN print( ( " ", whole( p, 0 ) ) ) FI FI OD FI; print( ( newline ) )
http://rosettacode.org/wiki/Elliptic_curve_arithmetic
Elliptic curve arithmetic
Elliptic curves   are sometimes used in   cryptography   as a way to perform   digital signatures. The purpose of this task is to implement a simplified (without modular arithmetic) version of the elliptic curve arithmetic which is required by the   elliptic curve DSA   protocol. In a nutshell, an elliptic curve is a bi-dimensional curve defined by the following relation between the x and y coordinates of any point on the curve:   y 2 = x 3 + a x + b {\displaystyle y^{2}=x^{3}+ax+b} a and b are arbitrary parameters that define the specific curve which is used. For this particular task, we'll use the following parameters:   a=0,   b=7 The most interesting thing about elliptic curves is the fact that it is possible to define a   group   structure on it. To do so we define an   internal composition   rule with an additive notation +,   such that for any three distinct points P, Q and R on the curve, whenever these points are aligned, we have:   P + Q + R = 0 Here   0   (zero)   is the infinity point,   for which the x and y values are not defined.   It's basically the same kind of point which defines the horizon in   projective geometry. We'll also assume here that this infinity point is unique and defines the   neutral element   of the addition. This was not the definition of the addition, but only its desired property.   For a more accurate definition, we proceed as such: Given any three aligned points P, Q and R,   we define the sum   S = P + Q   as the point (possibly the infinity point) such that   S, R   and the infinity point are aligned. Considering the symmetry of the curve around the x-axis, it's easy to convince oneself that two points S and R can be aligned with the infinity point if and only if S and R are symmetric of one another towards the x-axis   (because in that case there is no other candidate than the infinity point to complete the alignment triplet). S is thus defined as the symmetric of R towards the x axis. The task consists in defining the addition which, for any two points of the curve, returns the sum of these two points.   You will pick two random points on the curve, compute their sum and show that the symmetric of the sum is aligned with the two initial points. You will use the a and b parameters of secp256k1, i.e. respectively zero and seven. Hint:   You might need to define a "doubling" function, that returns P+P for any given point P. Extra credit:   define the full elliptic curve arithmetic (still not modular, though) by defining a "multiply" function that returns, for any point P and integer n,   the point P + P + ... + P     (n times).
#EchoLisp
EchoLisp
  (require 'struct) (decimals 4) (string-delimiter "") (struct pt (x y))   (define-syntax-id _.x (struct-get _ #:pt.x)) (define-syntax-id _.y (struct-get _ #:pt.y))   (define (E-zero) (pt Infinity Infinity)) (define (E-zero? p) (= (abs p.x) Infinity)) (define (E-neg p) (pt p.x (- p.y)))   ;; magic formulae from "C" ;; p + p (define (E-dbl p) (if (E-zero? p) p (let* ( [L (// (* 3 p.x p.x) (* 2 p.y))] [rx (- (* L L) (* 2 p.x))] [ry (- (* L (- p.x rx)) p.y)] ) (pt rx ry))))   ;; p + q (define (E-add p q) (cond [ (and (= p.x p.x) (= p.y q.y)) (E-dbl p)] [ (E-zero? p) q ] [ (E-zero? q) p ] [ else (let* ( [L (// (- q.y p.y) (- q.x p.x))] [rx (- (* L L) p.x q.x)] ;; match [ry (- (* L (- p.x rx)) p.y)] ) (pt rx ry))]))   ;; (E-add* a b c ...) (define (E-add* . pts) (foldl E-add (E-zero) pts))   ;; p * n (define (E-mul p n (r (E-zero)) (i 1)) (while (<= i n) (when (!zero? (bitwise-and i n)) (set! r (E-add r p))) (set! p (E-dbl p)) (set! i (* i 2))) r)   ;; make points from x or y (define (Ey.pt y (c 7)) (pt (expt (- (* y y) c) 1/3 ) y)) (define (Ex.pt x (c 7)) (pt x (sqrt (+ ( * x x x ) c))))     ;; Check floating point precision ;; P * n is not always P+P+P+P....P   (define (E-ckmul a n ) (define e a) (for ((i (in-range 1 n))) (set! e (E-add a e))) (printf "%d additions a+(a+(a+...))) → %a" n e) (printf "multiplication a x %d → %a" n (E-mul a n)))  
http://rosettacode.org/wiki/Enumerations
Enumerations
Task Create an enumeration of constants with and without explicit values.
#Haskell
Haskell
data Fruit = Apple | Banana | Cherry deriving Enum
http://rosettacode.org/wiki/Enumerations
Enumerations
Task Create an enumeration of constants with and without explicit values.
#Huginn
Huginn
enum FRUIT { APPLE, BANANA, CHERRY }
http://rosettacode.org/wiki/Enumerations
Enumerations
Task Create an enumeration of constants with and without explicit values.
#Icon_and_Unicon
Icon and Unicon
fruits := [ "apple", "banana", "cherry", "apple" ] # a list keeps ordered data fruits := set("apple", "banana", "cherry") # a set keeps unique data fruits := table() # table keeps an unique data with values fruits["apple"] := 1 fruits["banana"] := 2 fruits["cherry"] := 3
http://rosettacode.org/wiki/Elementary_cellular_automaton/Random_Number_Generator
Elementary cellular automaton/Random Number Generator
Rule 30 is considered to be chaotic enough to generate good pseudo-random numbers. As a matter of fact, rule 30 is used by the Mathematica software for its default random number generator. Steven Wolfram's recommendation for random number generation from rule 30 consists in extracting successive bits in a fixed position in the array of cells, as the automaton changes state. The purpose of this task is to demonstrate this. With the code written in the parent task, which you don't need to re-write here, show the ten first bytes that emerge from this recommendation. To be precise, you will start with a state of all cells but one equal to zero, and you'll follow the evolution of the particular cell whose state was initially one. Then you'll regroup those bits by packets of eight, reconstituting bytes with the first bit being the most significant. You can pick which ever length you want for the initial array but it should be visible in the code so that your output can be reproduced with an other language. For extra-credits, you will make this algorithm run as fast as possible in your language, for instance with an extensive use of bitwise logic. Reference Cellular automata: Is Rule 30 random? (PDF).
#F.23
F#
  // Generate random numbers using Rule 30. Nigel Galloway: August 1st., 2019 eca 30 [|yield 1; yield! Array.zeroCreate 99|]|>Seq.chunkBySize 8|>Seq.map(fun n->n|>Array.mapi(fun n g->g.[0]<<<(7-n))|>Array.sum)|>Seq.take 10|>Seq.iter(printf "%d "); printfn ""  
http://rosettacode.org/wiki/Elementary_cellular_automaton/Random_Number_Generator
Elementary cellular automaton/Random Number Generator
Rule 30 is considered to be chaotic enough to generate good pseudo-random numbers. As a matter of fact, rule 30 is used by the Mathematica software for its default random number generator. Steven Wolfram's recommendation for random number generation from rule 30 consists in extracting successive bits in a fixed position in the array of cells, as the automaton changes state. The purpose of this task is to demonstrate this. With the code written in the parent task, which you don't need to re-write here, show the ten first bytes that emerge from this recommendation. To be precise, you will start with a state of all cells but one equal to zero, and you'll follow the evolution of the particular cell whose state was initially one. Then you'll regroup those bits by packets of eight, reconstituting bytes with the first bit being the most significant. You can pick which ever length you want for the initial array but it should be visible in the code so that your output can be reproduced with an other language. For extra-credits, you will make this algorithm run as fast as possible in your language, for instance with an extensive use of bitwise logic. Reference Cellular automata: Is Rule 30 random? (PDF).
#Go
Go
package main   import "fmt"   const n = 64   func pow2(x uint) uint64 { return uint64(1) << x }   func evolve(state uint64, rule int) { for p := 0; p < 10; p++ { b := uint64(0) for q := 7; q >= 0; q-- { st := state b |= (st & 1) << uint(q) state = 0 for i := uint(0); i < n; i++ { var t1, t2, t3 uint64 if i > 0 { t1 = st >> (i - 1) } else { t1 = st >> 63 } if i == 0 { t2 = st << 1 } else if i == 1 { t2 = st << 63   } else { t2 = st << (n + 1 - i) } t3 = 7 & (t1 | t2) if (uint64(rule) & pow2(uint(t3))) != 0 { state |= pow2(i) } } } fmt.Printf("%d ", b) } fmt.Println() }   func main() { evolve(1, 30) }
http://rosettacode.org/wiki/Empty_string
Empty string
Languages may have features for dealing specifically with empty strings (those containing no characters). Task   Demonstrate how to assign an empty string to a variable.   Demonstrate how to check that a string is empty.   Demonstrate how to check that a string is not empty. Other tasks related to string operations: Metrics Array length String length Copy a string Empty string  (assignment) Counting Word frequency Letter frequency Jewels and stones I before E except after C Bioinformatics/base count Count occurrences of a substring Count how many vowels and consonants occur in a string Remove/replace XXXX redacted Conjugate a Latin verb Remove vowels from a string String interpolation (included) Strip block comments Strip comments from a string Strip a set of characters from a string Strip whitespace from a string -- top and tail Strip control codes and extended characters from a string Anagrams/Derangements/shuffling Word wheel ABC problem Sattolo cycle Knuth shuffle Ordered words Superpermutation minimisation Textonyms (using a phone text pad) Anagrams Anagrams/Deranged anagrams Permutations/Derangements Find/Search/Determine ABC words Odd words Word ladder Semordnilap Word search Wordiff  (game) String matching Tea cup rim text Alternade words Changeable words State name puzzle String comparison Unique characters Unique characters in each string Extract file extension Levenshtein distance Palindrome detection Common list elements Longest common suffix Longest common prefix Compare a list of strings Longest common substring Find common directory path Words from neighbour ones Change e letters to i in words Non-continuous subsequences Longest common subsequence Longest palindromic substrings Longest increasing subsequence Words containing "the" substring Sum of the digits of n is substring of n Determine if a string is numeric Determine if a string is collapsible Determine if a string is squeezable Determine if a string has all unique characters Determine if a string has all the same characters Longest substrings without repeating characters Find words which contains all the vowels Find words which contains most consonants Find words which contains more than 3 vowels Find words which first and last three letters are equals Find words which odd letters are consonants and even letters are vowels or vice_versa Formatting Substring Rep-string Word wrap String case Align columns Literals/String Repeat a string Brace expansion Brace expansion using ranges Reverse a string Phrase reversals Comma quibbling Special characters String concatenation Substring/Top and tail Commatizing numbers Reverse words in a string Suffixation of decimal numbers Long literals, with continuations Numerical and alphabetical suffixes Abbreviations, easy Abbreviations, simple Abbreviations, automatic Song lyrics/poems/Mad Libs/phrases Mad Libs Magic 8-ball 99 Bottles of Beer The Name Game (a song) The Old lady swallowed a fly The Twelve Days of Christmas Tokenize Text between Tokenize a string Word break problem Tokenize a string with escaping Split a character string based on change of character Sequences Show ASCII table De Bruijn sequences Self-referential sequences Generate lower case ASCII alphabet
#ALGOL_68
ALGOL 68
# declare a string variable and assign an empty string to it # STRING s := "";   # test the string is empty # IF s = "" THEN write( ( "s is empty", newline ) ) FI;   # test the string is not empty # IF s /= "" THEN write( ( "s is not empty", newline ) ) FI;   # as a string is an array of characters, we could also test for emptyness by # # checking for lower bound > upper bound # IF LWB s > UPB s THEN write( ( "s is still empty", newline ) ) FI
http://rosettacode.org/wiki/Empty_string
Empty string
Languages may have features for dealing specifically with empty strings (those containing no characters). Task   Demonstrate how to assign an empty string to a variable.   Demonstrate how to check that a string is empty.   Demonstrate how to check that a string is not empty. Other tasks related to string operations: Metrics Array length String length Copy a string Empty string  (assignment) Counting Word frequency Letter frequency Jewels and stones I before E except after C Bioinformatics/base count Count occurrences of a substring Count how many vowels and consonants occur in a string Remove/replace XXXX redacted Conjugate a Latin verb Remove vowels from a string String interpolation (included) Strip block comments Strip comments from a string Strip a set of characters from a string Strip whitespace from a string -- top and tail Strip control codes and extended characters from a string Anagrams/Derangements/shuffling Word wheel ABC problem Sattolo cycle Knuth shuffle Ordered words Superpermutation minimisation Textonyms (using a phone text pad) Anagrams Anagrams/Deranged anagrams Permutations/Derangements Find/Search/Determine ABC words Odd words Word ladder Semordnilap Word search Wordiff  (game) String matching Tea cup rim text Alternade words Changeable words State name puzzle String comparison Unique characters Unique characters in each string Extract file extension Levenshtein distance Palindrome detection Common list elements Longest common suffix Longest common prefix Compare a list of strings Longest common substring Find common directory path Words from neighbour ones Change e letters to i in words Non-continuous subsequences Longest common subsequence Longest palindromic substrings Longest increasing subsequence Words containing "the" substring Sum of the digits of n is substring of n Determine if a string is numeric Determine if a string is collapsible Determine if a string is squeezable Determine if a string has all unique characters Determine if a string has all the same characters Longest substrings without repeating characters Find words which contains all the vowels Find words which contains most consonants Find words which contains more than 3 vowels Find words which first and last three letters are equals Find words which odd letters are consonants and even letters are vowels or vice_versa Formatting Substring Rep-string Word wrap String case Align columns Literals/String Repeat a string Brace expansion Brace expansion using ranges Reverse a string Phrase reversals Comma quibbling Special characters String concatenation Substring/Top and tail Commatizing numbers Reverse words in a string Suffixation of decimal numbers Long literals, with continuations Numerical and alphabetical suffixes Abbreviations, easy Abbreviations, simple Abbreviations, automatic Song lyrics/poems/Mad Libs/phrases Mad Libs Magic 8-ball 99 Bottles of Beer The Name Game (a song) The Old lady swallowed a fly The Twelve Days of Christmas Tokenize Text between Tokenize a string Word break problem Tokenize a string with escaping Split a character string based on change of character Sequences Show ASCII table De Bruijn sequences Self-referential sequences Generate lower case ASCII alphabet
#Apex
Apex
  String.isBlank(record.txt_Field__c); --Returns true if the specified String is white space, empty (''), or null; otherwise, returns false.  
http://rosettacode.org/wiki/Elliptic_Curve_Digital_Signature_Algorithm
Elliptic Curve Digital Signature Algorithm
Elliptic curves. An elliptic curve E over ℤp (p ≥ 5) is defined by an equation of the form y^2 = x^3 + ax + b, where a, b ∈ ℤp and the discriminant ≢ 0 (mod p), together with a special point 𝒪 called the point at infinity. The set E(ℤp) consists of all points (x, y), with x, y ∈ ℤp, which satisfy the above defining equation, together with 𝒪. There is a rule for adding two points on an elliptic curve to give a third point. This addition operation and the set of points E(ℤp) form a group with identity 𝒪. It is this group that is used in the construction of elliptic curve cryptosystems. The addition rule — which can be explained geometrically — is summarized as follows: 1. P + 𝒪 = 𝒪 + P = P for all P ∈ E(ℤp). 2. If P = (x, y) ∈ E(ℤp), then inverse -P = (x,-y), and P + (-P) = 𝒪. 3. Let P = (xP, yP) and Q = (xQ, yQ), both ∈ E(ℤp), where P ≠ -Q. Then R = P + Q = (xR, yR), where xR = λ^2 - xP - xQ yR = λ·(xP - xR) - yP, with λ = (yP - yQ) / (xP - xQ) if P ≠ Q, (3·xP·xP + a) / 2·yP if P = Q (point doubling). Remark: there already is a task page requesting “a simplified (without modular arithmetic) version of the elliptic curve arithmetic”. Here we do add modulo operations. If also the domain is changed from reals to rationals, the elliptic curves are no longer continuous but break up into a finite number of distinct points. In that form we use them to implement ECDSA: Elliptic curve digital signature algorithm. A digital signature is the electronic analogue of a hand-written signature that convinces the recipient that a message has been sent intact by the presumed sender. Anyone with access to the public key of the signer may verify this signature. Changing even a single bit of a signed message will cause the verification procedure to fail. ECDSA key generation. Party A does the following: 1. Select an elliptic curve E defined over ℤp.  The number of points in E(ℤp) should be divisible by a large prime r. 2. Select a base point G ∈ E(ℤp) of order r (which means that rG = 𝒪). 3. Select a random integer s in the interval [1, r - 1]. 4. Compute W = sG.  The public key is (E, G, r, W), the private key is s. ECDSA signature computation. To sign a message m, A does the following: 1. Compute message representative f = H(m), using a cryptographic hash function.  Note that f can be greater than r but not longer (measuring bits). 2. Select a random integer u in the interval [1, r - 1]. 3. Compute V = uG = (xV, yV) and c ≡ xV mod r  (goto (2) if c = 0). 4. Compute d ≡ u^-1·(f + s·c) mod r  (goto (2) if d = 0).  The signature for the message m is the pair of integers (c, d). ECDSA signature verification. To verify A's signature, B should do the following: 1. Obtain an authentic copy of A's public key (E, G, r, W).  Verify that c and d are integers in the interval [1, r - 1]. 2. Compute f = H(m) and h ≡ d^-1 mod r. 3. Compute h1 ≡ f·h mod r and h2 ≡ c·h mod r. 4. Compute h1G + h2W = (x1, y1) and c1 ≡ x1 mod r.  Accept the signature if and only if c1 = c. To be cryptographically useful, the parameter r should have at least 250 bits. The basis for the security of elliptic curve cryptosystems is the intractability of the elliptic curve discrete logarithm problem (ECDLP) in a group of this size: given two points G, W ∈ E(ℤp), where W lies in the subgroup of order r generated by G, determine an integer k such that W = kG and 0 ≤ k < r. Task. The task is to write a toy version of the ECDSA, quasi the equal of a real-world implementation, but utilizing parameters that fit into standard arithmetic types. To keep things simple there's no need for key export or a hash function (just a sample hash value and a way to tamper with it). The program should be lenient where possible (for example: if it accepts a composite modulus N it will either function as expected, or demonstrate the principle of elliptic curve factorization) — but strict where required (a point G that is not on E will always cause failure). Toy ECDSA is of course completely useless for its cryptographic purpose. If this bothers you, please add a multiple-precision version. Reference. Elliptic curves are in the IEEE Std 1363-2000 (Standard Specifications for Public-Key Cryptography), see: 7. Primitives based on the elliptic curve discrete logarithm problem (p. 27ff.) 7.1 The EC setting 7.1.2 EC domain parameters 7.1.3 EC key pairs 7.2 Primitives 7.2.7 ECSP-DSA (p. 35) 7.2.8 ECVP-DSA (p. 36) Annex A. Number-theoretic background A.9 Elliptic curves: overview (p. 115) A.10 Elliptic curves: algorithms (p. 121)
#Phix
Phix
requires(64) enum X, Y -- rational ec point enum A, B, N, G, R -- elliptic curve parameters -- also signature pair(A,B) constant mxN = 1073741789 -- maximum modulus constant mxr = 1073807325 -- max order G = mxN + 65536 constant inf = -2147483647 -- symbolic infinity sequence e = {0,0,0,{0,0},0} -- single global curve constant zerO = {inf,0} -- point at infinity zerO bool inverr -- impossible inverse mod N function exgcd(atom v, u) -- return mod(v^-1, u) atom q, t, r = 0, s = 1 if v<0 then v += u end if while v do q = floor(u/v) t = u-q*v u = v v = t t = r-q*s r = s s = t end while if u!=1 then printf(1," impossible inverse mod N, gcd = %d\n",{u}) inverr = true end if return r end function function modn(atom a) -- return mod(a, N) a = mod(a,e[N]) if a<0 then a += e[N] end if return a end function function modr(atom a) -- return mod(a, r) a = mod(a,e[R]) if a<0 then a += e[R] end if return a end function function disc() -- return the discriminant of E atom a = e[A], b = e[B], c = 4*modn(a*modn(a*a)) return modn(-16*(c+27*modn(b*b))) end function function isO(sequence p) -- return true if P = zerO return (p[X]=inf and p[Y]=0) end function function ison(sequence p) -- return true if P is on curve E atom r = 0, s = 0 if not isO(p) then r = modn(e[B]+p[X]*modn(e[A]+p[X]*p[X])) s = modn(p[Y]*p[Y]) end if return (r=s) end function procedure pprint(string f, sequence p) -- print point P with prefix f if isO(p) then printf(1,"%s (0)\n",{f}) else atom y = p[Y] if y>e[N]-y then y -= e[N] end if printf(1,"%s (%d,%d)\n",{f,p[X],y}) end if end procedure function padd(sequence p, q) -- full ec point addition atom la, t if isO(p) then return q end if if isO(q) then return p end if if p[X]!=q[X] then -- R := P + Q t = p[Y]-q[Y] la = modn(t*exgcd(p[X]-q[X], e[N])) else -- P = Q, R := 2P if (p[Y]=q[Y]) and (p[Y]!=0) then t = modn(3*modn(p[X]*p[X])+e[A]) la = modn(t*exgcd(2*p[Y], e[N])) else return zerO -- P = -Q, R := O end if end if t = modn(la*la-p[X]-q[X]) sequence r = deep_copy(zerO) r[Y] = modn(la*(p[X]-t)-p[Y]) r[X] = t if inverr then r = zerO end if return r end function function pmul(sequence p, atom k) -- R:= multiple kP sequence s = zerO, q = p while k do if and_bits(k,1) then s = padd(s, q) end if if inverr then s = zerO; exit end if k = floor(k/2) q = padd(q, q) end while return s end function function ellinit(sequence i) -- initialize elliptic curve atom a = i[1], b = i[2] inverr = false e[N] = i[3] if (e[N]<5) or (e[N]>mxN) then return 0 end if e[A] = modn(a) e[B] = modn(b) e[G][X] = modn(i[4]) e[G][Y] = modn(i[5]) e[R] = i[6] if (e[R]<5) or (e[R]>mxr) then return 0 end if printf(1,"E: y^2 = x^3 + %dx + %d (mod %d)\n",{a,b,e[N]}) pprint("base point G", e[G]) printf(1,"order(G, E) = %d\n",{e[R]}) return -1 end function function signature(atom s, f) -- signature primitive atom c, d, u, u1 sequence V printf(1,"signature computation\n") while true do while true do -- u = rand(e[R]-1) u = 571533488 -- match FreeBASIC output -- u = 605163545 -- match C output V = pmul(e[G], u) c = modr(V[X]) if c!=0 then exit end if end while u1 = exgcd(u, e[R]) d = modr(u1*(f+modr(s*c))) if d!=0 then exit end if end while printf(1,"one-time u = %d\n",u) pprint("V = uG", V) return {c,d} end function function verify(sequence W, atom f, sequence sg) -- verification primitive atom c = sg[A], d = sg[B], t, c1, h1, h2, h sequence V, V2 --domain check t = (c>0) and (c<e[R]) t = t and (d>0) and (d<e[R]) if not t then return 0 end if printf(1,"\nsignature verification\n") h = exgcd(d, e[R]) h1 = modr(f*h) h2 = modr(c*h) printf(1,"h1,h2 = %d,%d\n",{h1,h2}) V = pmul(e[G], h1) V2 = pmul(W, h2) pprint("h1G", V) pprint("h2W", V2) V = padd(V, V2) pprint("+ =", V) if isO(V) then return 0 end if c1 = modr(V[X]) printf(1,"c' = %d\n",c1) return (c1=c) end function procedure errmsg() printf(1,"invalid parameter set\n") printf(1,"_____________________\n") end procedure procedure ec_dsa(atom f, d) -- digital signature on message hash f, error bit d atom i, s, t sequence sg, W --parameter check t = (disc()=0) t = t or isO(e[G]) W = pmul(e[G], e[R]) t = t or not isO(W) t = t or not ison(e[G]) if t then errmsg() return end if puts(1,"\nkey generation\n") -- s = rand(e[R] - 1) s = 509100772 -- match FreeBASIC output -- s = 1343570 -- match C output W = pmul(e[G], s) printf(1,"private key s = %d\n",{s}) pprint("public key W = sG", W) --next highest power of 2 - 1 t = e[R] i = 1 while i<32 do t = or_bits(t,floor(t/power(2,i))) i *= 2 end while while f>t do f = floor(f/2) end while printf(1,"\naligned hash %x\n\n",{f}) sg = signature(s, f) if inverr then errmsg() return end if printf(1,"signature c,d = %d,%d\n",sg) if d>0 then while d>t do d = floor(d/2) end while f = xor_bits(f,d) printf(1,"corrupted hash %x\n",{f}) end if t = verify(W, f, sg) if inverr then errmsg() return end if if t then printf(1,"Valid\n_____\n") else printf(1,"invalid\n_______\n") end if end procedure --Test vectors: elliptic curve domain parameters, --short Weierstrass model y^2 = x^3 + ax + b (mod N) constant tests = { -- a, b, modulus N, base point G, order(G, E), cofactor {355, 671, 1073741789, 13693, 10088, 1073807281}, { 0, 7, 67096021, 6580, 779, 16769911}, -- 4 { -3, 1, 877073, 0, 1, 878159}, { 0, 14, 22651, 63, 30, 151}, -- 151 { 3, 2, 5, 2, 1, 5}, --ecdsa may fail if... --the base point is of composite order { 0, 7, 67096021, 2402, 6067, 33539822}, -- 2 --the given order is a multiple of the true order { 0, 7, 67096021, 6580, 779, 67079644}, -- 1 --the modulus is not prime (deceptive example) { 0, 7, 877069, 3, 97123, 877069}, --fails if the modulus divides the discriminant { 39, 387, 22651, 95, 27, 22651}} --Digital signature on message hash f, --set d > 0 to simulate corrupted data atom f = #789ABCDE, d = 0 --for i=1 to length(tests) do for i=1 to 1 do if not ellinit(tests[i]) then exit end if ec_dsa(f, d) end for
http://rosettacode.org/wiki/Empty_directory
Empty directory
Starting with a path to some directory, determine whether the directory is empty. An empty directory contains no files nor subdirectories. With Unix or Windows systems, every directory contains an entry for “.” and almost every directory contains “..” (except for a root directory); an empty directory contains no other entries.
#C.23
C#
using System; using System.IO;   class Program { static void Main( string[] args ) { foreach ( string dir in args ) { Console.WriteLine( "'{0}' {1} empty", dir, IsDirectoryEmpty( dir ) ? "is" : "is not" ); } }   private static bool IsDirectoryEmpty( string dir ) { return ( Directory.GetFiles( dir ).Length == 0 && Directory.GetDirectories( dir ).Length == 0 ); } }  
http://rosettacode.org/wiki/Empty_directory
Empty directory
Starting with a path to some directory, determine whether the directory is empty. An empty directory contains no files nor subdirectories. With Unix or Windows systems, every directory contains an entry for “.” and almost every directory contains “..” (except for a root directory); an empty directory contains no other entries.
#C.2B.2B
C++
  #include <iostream> #include <boost/filesystem.hpp>   using namespace boost::filesystem;   int main(int argc, char *argv[]) { for (int i = 1; i < argc; ++i) { path p(argv[i]);   if (exists(p) && is_directory(p)) std::cout << "'" << argv[i] << "' is" << (!is_empty(p) ? " not" : "") << " empty\n"; else std::cout << "dir '" << argv[i] << "' could not be found\n"; } }  
http://rosettacode.org/wiki/Empty_program
Empty program
Task Create the simplest possible program that is still considered "correct."
#Ada
Ada
procedure Empty is begin null; end;
http://rosettacode.org/wiki/Empty_program
Empty program
Task Create the simplest possible program that is still considered "correct."
#Agena
Agena
 
http://rosettacode.org/wiki/Enforced_immutability
Enforced immutability
Task Demonstrate any means your language has to prevent the modification of values, or to create objects that cannot be modified after they have been created.
#Mathematica_.2F_Wolfram_Language
Mathematica / Wolfram Language
Tau = 2*Pi;Protect[Tau] {"Tau"}   Tau = 2 ->Set::wrsym: Symbol Tau is Protected.
http://rosettacode.org/wiki/Enforced_immutability
Enforced immutability
Task Demonstrate any means your language has to prevent the modification of values, or to create objects that cannot be modified after they have been created.
#MBS
MBS
CONSTANT INT foo=640;
http://rosettacode.org/wiki/Enforced_immutability
Enforced immutability
Task Demonstrate any means your language has to prevent the modification of values, or to create objects that cannot be modified after they have been created.
#Nemerle
Nemerle
def foo = 42; // immutable by default mutable bar = "O'Malleys"; // mutable because you asked it to be
http://rosettacode.org/wiki/Enforced_immutability
Enforced immutability
Task Demonstrate any means your language has to prevent the modification of values, or to create objects that cannot be modified after they have been created.
#Nim
Nim
var x = "mutablefoo" # Mutable variable let y = "immutablefoo" # Immutable variable, at runtime const z = "constantfoo" # Immutable constant, at compile time   x[0] = 'M' y[0] = 'I' # Compile error: 'y[0]' cannot be assigned to z[0] = 'C' # Compile error: 'z[0]' cannot be assigned to
http://rosettacode.org/wiki/Entropy
Entropy
Task Calculate the Shannon entropy   H   of a given input string. Given the discrete random variable X {\displaystyle X} that is a string of N {\displaystyle N} "symbols" (total characters) consisting of n {\displaystyle n} different characters (n=2 for binary), the Shannon entropy of X in bits/symbol is : H 2 ( X ) = − ∑ i = 1 n c o u n t i N log 2 ⁡ ( c o u n t i N ) {\displaystyle H_{2}(X)=-\sum _{i=1}^{n}{\frac {count_{i}}{N}}\log _{2}\left({\frac {count_{i}}{N}}\right)} where c o u n t i {\displaystyle count_{i}} is the count of character n i {\displaystyle n_{i}} . For this task, use X="1223334444" as an example. The result should be 1.84644... bits/symbol. This assumes X was a random variable, which may not be the case, or it may depend on the observer. This coding problem calculates the "specific" or "intensive" entropy that finds its parallel in physics with "specific entropy" S0 which is entropy per kg or per mole, not like physical entropy S and therefore not the "information" content of a file. It comes from Boltzmann's H-theorem where S = k B N H {\displaystyle S=k_{B}NH} where N=number of molecules. Boltzmann's H is the same equation as Shannon's H, and it gives the specific entropy H on a "per molecule" basis. The "total", "absolute", or "extensive" information entropy is S = H 2 N {\displaystyle S=H_{2}N} bits This is not the entropy being coded here, but it is the closest to physical entropy and a measure of the information content of a string. But it does not look for any patterns that might be available for compression, so it is a very restricted, basic, and certain measure of "information". Every binary file with an equal number of 1's and 0's will have S=N bits. All hex files with equal symbol frequencies will have S = N log 2 ⁡ ( 16 ) {\displaystyle S=N\log _{2}(16)} bits of entropy. The total entropy in bits of the example above is S= 10*18.4644 = 18.4644 bits. The H function does not look for any patterns in data or check if X was a random variable. For example, X=000000111111 gives the same calculated entropy in all senses as Y=010011100101. For most purposes it is usually more relevant to divide the gzip length by the length of the original data to get an informal measure of how much "order" was in the data. Two other "entropies" are useful: Normalized specific entropy: H n = H 2 ∗ log ⁡ ( 2 ) log ⁡ ( n ) {\displaystyle H_{n}={\frac {H_{2}*\log(2)}{\log(n)}}} which varies from 0 to 1 and it has units of "entropy/symbol" or just 1/symbol. For this example, Hn<\sub>= 0.923. Normalized total (extensive) entropy: S n = H 2 N ∗ log ⁡ ( 2 ) log ⁡ ( n ) {\displaystyle S_{n}={\frac {H_{2}N*\log(2)}{\log(n)}}} which varies from 0 to N and does not have units. It is simply the "entropy", but it needs to be called "total normalized extensive entropy" so that it is not confused with Shannon's (specific) entropy or physical entropy. For this example, Sn<\sub>= 9.23. Shannon himself is the reason his "entropy/symbol" H function is very confusingly called "entropy". That's like calling a function that returns a speed a "meter". See section 1.7 of his classic A Mathematical Theory of Communication and search on "per symbol" and "units" to see he always stated his entropy H has units of "bits/symbol" or "entropy/symbol" or "information/symbol". So it is legitimate to say entropy NH is "information". In keeping with Landauer's limit, the physics entropy generated from erasing N bits is S = H 2 N k B ln ⁡ ( 2 ) {\displaystyle S=H_{2}Nk_{B}\ln(2)} if the bit storage device is perfectly efficient. This can be solved for H2*N to (arguably) get the number of bits of information that a physical entropy represents. Related tasks Fibonacci_word Entropy/Narcissist
#C.23
C#
  using System; using System.Collections.Generic; namespace Entropy { class Program { public static double logtwo(double num) { return Math.Log(num)/Math.Log(2); } public static void Main(string[] args) { label1: string input = Console.ReadLine(); double infoC=0; Dictionary<char,double> table = new Dictionary<char, double>();     foreach (char c in input) { if (table.ContainsKey(c)) table[c]++; else table.Add(c,1);   } double freq; foreach (KeyValuePair<char,double> letter in table) { freq=letter.Value/input.Length; infoC+=freq*logtwo(freq); } infoC*=-1; Console.WriteLine("The Entropy of {0} is {1}",input,infoC); goto label1;   } } }  
http://rosettacode.org/wiki/Ethiopian_multiplication
Ethiopian multiplication
Ethiopian multiplication is a method of multiplying integers using only addition, doubling, and halving. Method: Take two numbers to be multiplied and write them down at the top of two columns. In the left-hand column repeatedly halve the last number, discarding any remainders, and write the result below the last in the same column, until you write a value of 1. In the right-hand column repeatedly double the last number and write the result below. stop when you add a result in the same row as where the left hand column shows 1. Examine the table produced and discard any row where the value in the left column is even. Sum the values in the right-hand column that remain to produce the result of multiplying the original two numbers together For example:   17 × 34 17 34 Halving the first column: 17 34 8 4 2 1 Doubling the second column: 17 34 8 68 4 136 2 272 1 544 Strike-out rows whose first cell is even: 17 34 8 68 4 136 2 272 1 544 Sum the remaining numbers in the right-hand column: 17 34 8 -- 4 --- 2 --- 1 544 ==== 578 So 17 multiplied by 34, by the Ethiopian method is 578. Task The task is to define three named functions/methods/procedures/subroutines: one to halve an integer, one to double an integer, and one to state if an integer is even. Use these functions to create a function that does Ethiopian multiplication. References Ethiopian multiplication explained (BBC Video clip) A Night Of Numbers - Go Forth And Multiply (Video) Russian Peasant Multiplication Programming Praxis: Russian Peasant Multiplication
#C.23
C#
  using System; using System.Linq;   namespace RosettaCode.Tasks { public static class EthiopianMultiplication_Task { public static void Test ( ) { Console.WriteLine ( "Ethiopian Multiplication" ); int A = 17, B = 34; Console.WriteLine ( "Recursion: {0}*{1}={2}", A, B, EM_Recursion ( A, B ) ); Console.WriteLine ( "Linq: {0}*{1}={2}", A, B, EM_Linq ( A, B ) ); Console.WriteLine ( "Loop: {0}*{1}={2}", A, B, EM_Loop ( A, B ) ); Console.WriteLine ( ); }   public static int Halve ( this int p_Number ) { return p_Number >> 1; } public static int Double ( this int p_Number ) { return p_Number << 1; } public static bool IsEven ( this int p_Number ) { return ( p_Number % 2 ) == 0; }   public static int EM_Recursion ( int p_NumberA, int p_NumberB ) { // Anchor Point, Recurse to find the next row Sum it with the second number according to the rules return p_NumberA == 1 ? p_NumberB : EM_Recursion ( p_NumberA.Halve ( ), p_NumberB.Double ( ) ) + ( p_NumberA.IsEven ( ) ? 0 : p_NumberB ); } public static int EM_Linq ( int p_NumberA, int p_NumberB ) { // Creating a range from 1 to x where x the number of times p_NumberA can be halved. // This will be 2^x where 2^x <= p_NumberA. Basically, ln(p_NumberA)/ln(2). return Enumerable.Range ( 1, Convert.ToInt32 ( Math.Log ( p_NumberA, Math.E ) / Math.Log ( 2, Math.E ) ) + 1 ) // For every item (Y) in that range, create a new list, comprising the pair (p_NumberA,p_NumberB) Y times. .Select ( ( item ) => Enumerable.Repeat ( new { Col1 = p_NumberA, Col2 = p_NumberB }, item ) // The aggregate method iterates over every value in the target list, passing the accumulated value and the current item's value. .Aggregate ( ( agg_pair, orig_pair ) => new { Col1 = agg_pair.Col1.Halve ( ), Col2 = agg_pair.Col2.Double ( ) } ) ) // Remove all even items .Where ( pair => !pair.Col1.IsEven ( ) ) // And sum! .Sum ( pair => pair.Col2 ); } public static int EM_Loop ( int p_NumberA, int p_NumberB ) { int RetVal = 0; while ( p_NumberA >= 1 ) { RetVal += p_NumberA.IsEven ( ) ? 0 : p_NumberB; p_NumberA = p_NumberA.Halve ( ); p_NumberB = p_NumberB.Double ( ); } return RetVal; } } }
http://rosettacode.org/wiki/Equilibrium_index
Equilibrium index
An equilibrium index of a sequence is an index into the sequence such that the sum of elements at lower indices is equal to the sum of elements at higher indices. For example, in a sequence   A {\displaystyle A} :   A 0 = − 7 {\displaystyle A_{0}=-7}   A 1 = 1 {\displaystyle A_{1}=1}   A 2 = 5 {\displaystyle A_{2}=5}   A 3 = 2 {\displaystyle A_{3}=2}   A 4 = − 4 {\displaystyle A_{4}=-4}   A 5 = 3 {\displaystyle A_{5}=3}   A 6 = 0 {\displaystyle A_{6}=0} 3   is an equilibrium index, because:   A 0 + A 1 + A 2 = A 4 + A 5 + A 6 {\displaystyle A_{0}+A_{1}+A_{2}=A_{4}+A_{5}+A_{6}} 6   is also an equilibrium index, because:   A 0 + A 1 + A 2 + A 3 + A 4 + A 5 = 0 {\displaystyle A_{0}+A_{1}+A_{2}+A_{3}+A_{4}+A_{5}=0} (sum of zero elements is zero) 7   is not an equilibrium index, because it is not a valid index of sequence A {\displaystyle A} . Task; Write a function that, given a sequence, returns its equilibrium indices (if any). Assume that the sequence may be very long.
#Go
Go
package main   import ( "fmt" "math/rand" "time" )   func main() { fmt.Println(ex([]int32{-7, 1, 5, 2, -4, 3, 0}))   // sequence of 1,000,000 random numbers, with values // chosen so that it will be likely to have a couple // of equalibrium indexes. rand.Seed(time.Now().UnixNano()) verylong := make([]int32, 1e6) for i := range verylong { verylong[i] = rand.Int31n(1001) - 500 } fmt.Println(ex(verylong)) }   func ex(s []int32) (eq []int) { var r, l int64 for _, el := range s { r += int64(el) } for i, el := range s { r -= int64(el) if l == r { eq = append(eq, i) } l += int64(el) } return }
http://rosettacode.org/wiki/Environment_variables
Environment variables
Task Show how to get one of your process's environment variables. The available variables vary by system;   some of the common ones available on Unix include:   PATH   HOME   USER
#LIL
LIL
  static LILCALLBACK lil_value_t fnc_env(lil_t lil, size_t argc, lil_value_t* argv) { if (!argc) return NULL; return lil_alloc_string(getenv(lil_to_string(argv[0]))); }
http://rosettacode.org/wiki/Environment_variables
Environment variables
Task Show how to get one of your process's environment variables. The available variables vary by system;   some of the common ones available on Unix include:   PATH   HOME   USER
#Lingo
Lingo
sx = xtra("Shell").new() if the platform contains "win" then path = sx.shell_cmd("echo %PATH%").line[1] else path = sx.shell_cmd("echo $PATH").line[1] end if
http://rosettacode.org/wiki/Environment_variables
Environment variables
Task Show how to get one of your process's environment variables. The available variables vary by system;   some of the common ones available on Unix include:   PATH   HOME   USER
#Logtalk
Logtalk
os::environment_variable('PATH', Path).
http://rosettacode.org/wiki/Esthetic_numbers
Esthetic numbers
An esthetic number is a positive integer where every adjacent digit differs from its neighbour by 1. E.G. 12 is an esthetic number. One and two differ by 1. 5654 is an esthetic number. Each digit is exactly 1 away from its neighbour. 890 is not an esthetic number. Nine and zero differ by 9. These examples are nominally in base 10 but the concept extends easily to numbers in other bases. Traditionally, single digit numbers are included in esthetic numbers; zero may or may not be. For our purposes, for this task, do not include zero (0) as an esthetic number. Do not include numbers with leading zeros. Esthetic numbers are also sometimes referred to as stepping numbers. Task Write a routine (function, procedure, whatever) to find esthetic numbers in a given base. Use that routine to find esthetic numbers in bases 2 through 16 and display, here on this page, the esthectic numbers from index (base × 4) through index (base × 6), inclusive. (E.G. for base 2: 8th through 12th, for base 6: 24th through 36th, etc.) Find and display, here on this page, the base 10 esthetic numbers with a magnitude between 1000 and 9999. Stretch: Find and display, here on this page, the base 10 esthetic numbers with a magnitude between 1.0e8 and 1.3e8. Related task   numbers with equal rises and falls See also OEIS A033075 - Positive numbers n such that all pairs of consecutive decimal digits differ by 1 Numbers Aplenty - Esthetic numbers Geeks for Geeks - Stepping numbers
#Ruby
Ruby
def isEsthetic(n, b) if n == 0 then return false end   i = n % b n2 = (n / b).floor while n2 > 0 j = n2 % b if (i - j).abs != 1 then return false end n2 = n2 / b i = j end return true end   def listEsths(n, n2, m, m2, perLine, all) esths = Array.new dfs = lambda {|n, m, i| if n <= i and i <= m then esths << i end if i == 0 or i > m then return end d = i % 10 i1 = i * 10 + d - 1 i2 = i1 + 2 if d == 0 then dfs[n, m, i2] elsif d == 9 then dfs[n, m, i1] else dfs[n, m, i1] dfs[n, m, i2] end }   for i in 0..9 dfs[n2, m2, i] end   le = esths.length print "Base 10: %d esthetic numbers between %d and %d:\n" % [le, n, m] if all then esths.each_with_index { |esth, idx| print "%d " % [esth] if (idx + 1) % perLine == 0 then print "\n" end } print "\n" else for i in 0 .. perLine - 1 print "%d " % [esths[i]] end print "\n............\n" for i in le - perLine .. le - 1 print "%d " % [esths[i]] end print "\n" end print "\n" end   def main for b in 2..16 print "Base %d: %dth to %dth esthetic numbers:\n" % [b, 4 * b, 6 * b] n = 1 c = 0 while c < 6 * b if isEsthetic(n, b) then c = c + 1 if c >= 4 * b then print "%s " % [n.to_s(b)] end end n = n + 1 end print "\n" end print "\n"   listEsths(1000, 1010, 9999, 9898, 16, true) listEsths(1e8, 101010101, 13 * 1e7, 123456789, 9, true) listEsths(1e11, 101010101010, 13 * 1e10, 123456789898, 7, false) listEsths(1e14, 101010101010101, 13 * 1e13, 123456789898989, 5, false) listEsths(1e17, 101010101010101010, 13 * 1e16, 123456789898989898, 4, false) end   main()
http://rosettacode.org/wiki/Euler%27s_sum_of_powers_conjecture
Euler's sum of powers conjecture
There is a conjecture in mathematics that held for over two hundred years before it was disproved by the finding of a counterexample in 1966 by Lander and Parkin. Euler's (disproved) sum of powers   conjecture At least k positive kth powers are required to sum to a kth power, except for the trivial case of one kth power: yk = yk In 1966,   Leon J. Lander   and   Thomas R. Parkin   used a brute-force search on a   CDC 6600   computer restricting numbers to those less than 250. Task Write a program to search for an integer solution for: x05 + x15 + x25 + x35 == y5 Where all   xi's   and   y   are distinct integers between   0   and   250   (exclusive). Show an answer here. Related tasks   Pythagorean quadruples.   Pythagorean triples.
#Forth
Forth
  : sq dup * ; : 5^ dup sq sq * ;   create pow5 250 cells allot :noname 250 0 DO i 5^ pow5 i cells + ! LOOP ; execute   : @5^ cells pow5 + @ ;   : solution? ( n -- n ) pow5 250 cells bounds DO dup i @ = IF drop i pow5 - cell / unloop EXIT THEN cell +LOOP drop 0 ;   \ GFORTH only provides 2 index variables: i, j \ so the code creates locals for two outer loop vars, k & l   : euler ( -- ) 250 4 DO i { l } l 3 DO i { k } k 2 DO i 1 DO i @5^ j @5^ + k @5^ + l @5^ + solution? dup IF l . k . j . i . . cr unloop unloop unloop unloop EXIT ELSE drop THEN LOOP LOOP LOOP LOOP ;   euler bye  
http://rosettacode.org/wiki/Factorial
Factorial
Definitions   The factorial of   0   (zero)   is defined as being   1   (unity).   The   Factorial Function   of a positive integer,   n,   is defined as the product of the sequence: n,   n-1,   n-2,   ...   1 Task Write a function to return the factorial of a number. Solutions can be iterative or recursive. Support for trapping negative   n   errors is optional. Related task   Primorial numbers
#Nial
Nial
fact is recur [ 0 =, 1 first, pass, product, -1 +]
http://rosettacode.org/wiki/Even_or_odd
Even or odd
Task Test whether an integer is even or odd. There is more than one way to solve this task: Use the even and odd predicates, if the language provides them. Check the least significant digit. With binary integers, i bitwise-and 1 equals 0 iff i is even, or equals 1 iff i is odd. Divide i by 2. The remainder equals 0 iff i is even. The remainder equals +1 or -1 iff i is odd. Use modular congruences: i ≡ 0 (mod 2) iff i is even. i ≡ 1 (mod 2) iff i is odd.
#C.23
C#
namespace RosettaCode { using System;   public static class EvenOrOdd { public static bool IsEvenBitwise(this int number) { return (number & 1) == 0; }   public static bool IsOddBitwise(this int number) { return (number & 1) != 0; }   public static bool IsEvenRemainder(this int number) { int remainder; Math.DivRem(number, 2, out remainder); return remainder == 0; }   public static bool IsOddRemainder(this int number) { int remainder; Math.DivRem(number, 2, out remainder); return remainder != 0; }   public static bool IsEvenModulo(this int number) { return (number % 2) == 0; }   public static bool IsOddModulo(this int number) { return (number % 2) != 0; } } public class Program { public static void Main() { int num = 26; //Set this to any integer. if (num.IsEvenBitwise()) //Replace this with any even function. { Console.Write("Even"); } else { Console.Write("Odd"); } //Prints "Even". if (num.IsOddBitwise()) //Replace this with any odd function. { Console.Write("Odd"); } else { Console.Write("Even"); } //Prints "Even". } } }
http://rosettacode.org/wiki/Euler_method
Euler method
Euler's method numerically approximates solutions of first-order ordinary differential equations (ODEs) with a given initial value.   It is an explicit method for solving initial value problems (IVPs), as described in the wikipedia page. The ODE has to be provided in the following form: d y ( t ) d t = f ( t , y ( t ) ) {\displaystyle {\frac {dy(t)}{dt}}=f(t,y(t))} with an initial value y ( t 0 ) = y 0 {\displaystyle y(t_{0})=y_{0}} To get a numeric solution, we replace the derivative on the   LHS   with a finite difference approximation: d y ( t ) d t ≈ y ( t + h ) − y ( t ) h {\displaystyle {\frac {dy(t)}{dt}}\approx {\frac {y(t+h)-y(t)}{h}}} then solve for y ( t + h ) {\displaystyle y(t+h)} : y ( t + h ) ≈ y ( t ) + h d y ( t ) d t {\displaystyle y(t+h)\approx y(t)+h\,{\frac {dy(t)}{dt}}} which is the same as y ( t + h ) ≈ y ( t ) + h f ( t , y ( t ) ) {\displaystyle y(t+h)\approx y(t)+h\,f(t,y(t))} The iterative solution rule is then: y n + 1 = y n + h f ( t n , y n ) {\displaystyle y_{n+1}=y_{n}+h\,f(t_{n},y_{n})} where   h {\displaystyle h}   is the step size, the most relevant parameter for accuracy of the solution.   A smaller step size increases accuracy but also the computation cost, so it has always has to be hand-picked according to the problem at hand. Example: Newton's Cooling Law Newton's cooling law describes how an object of initial temperature   T ( t 0 ) = T 0 {\displaystyle T(t_{0})=T_{0}}   cools down in an environment of temperature   T R {\displaystyle T_{R}} : d T ( t ) d t = − k Δ T {\displaystyle {\frac {dT(t)}{dt}}=-k\,\Delta T} or d T ( t ) d t = − k ( T ( t ) − T R ) {\displaystyle {\frac {dT(t)}{dt}}=-k\,(T(t)-T_{R})} It says that the cooling rate   d T ( t ) d t {\displaystyle {\frac {dT(t)}{dt}}}   of the object is proportional to the current temperature difference   Δ T = ( T ( t ) − T R ) {\displaystyle \Delta T=(T(t)-T_{R})}   to the surrounding environment. The analytical solution, which we will compare to the numerical approximation, is T ( t ) = T R + ( T 0 − T R ) e − k t {\displaystyle T(t)=T_{R}+(T_{0}-T_{R})\;e^{-kt}} Task Implement a routine of Euler's method and then to use it to solve the given example of Newton's cooling law with it for three different step sizes of:   2 s   5 s       and   10 s and to compare with the analytical solution. Initial values   initial temperature   T 0 {\displaystyle T_{0}}   shall be   100 °C   room temperature   T R {\displaystyle T_{R}}   shall be   20 °C   cooling constant     k {\displaystyle k}     shall be   0.07   time interval to calculate shall be from   0 s   ──►   100 s A reference solution (Common Lisp) can be seen below.   We see that bigger step sizes lead to reduced approximation accuracy.
#Racket
Racket
  (define (ODE-solve f init #:x-max x-max #:step h #:method (method euler)) (reverse (iterate-while (λ (x . y) (<= x x-max)) (method f h) init)))  
http://rosettacode.org/wiki/Euler_method
Euler method
Euler's method numerically approximates solutions of first-order ordinary differential equations (ODEs) with a given initial value.   It is an explicit method for solving initial value problems (IVPs), as described in the wikipedia page. The ODE has to be provided in the following form: d y ( t ) d t = f ( t , y ( t ) ) {\displaystyle {\frac {dy(t)}{dt}}=f(t,y(t))} with an initial value y ( t 0 ) = y 0 {\displaystyle y(t_{0})=y_{0}} To get a numeric solution, we replace the derivative on the   LHS   with a finite difference approximation: d y ( t ) d t ≈ y ( t + h ) − y ( t ) h {\displaystyle {\frac {dy(t)}{dt}}\approx {\frac {y(t+h)-y(t)}{h}}} then solve for y ( t + h ) {\displaystyle y(t+h)} : y ( t + h ) ≈ y ( t ) + h d y ( t ) d t {\displaystyle y(t+h)\approx y(t)+h\,{\frac {dy(t)}{dt}}} which is the same as y ( t + h ) ≈ y ( t ) + h f ( t , y ( t ) ) {\displaystyle y(t+h)\approx y(t)+h\,f(t,y(t))} The iterative solution rule is then: y n + 1 = y n + h f ( t n , y n ) {\displaystyle y_{n+1}=y_{n}+h\,f(t_{n},y_{n})} where   h {\displaystyle h}   is the step size, the most relevant parameter for accuracy of the solution.   A smaller step size increases accuracy but also the computation cost, so it has always has to be hand-picked according to the problem at hand. Example: Newton's Cooling Law Newton's cooling law describes how an object of initial temperature   T ( t 0 ) = T 0 {\displaystyle T(t_{0})=T_{0}}   cools down in an environment of temperature   T R {\displaystyle T_{R}} : d T ( t ) d t = − k Δ T {\displaystyle {\frac {dT(t)}{dt}}=-k\,\Delta T} or d T ( t ) d t = − k ( T ( t ) − T R ) {\displaystyle {\frac {dT(t)}{dt}}=-k\,(T(t)-T_{R})} It says that the cooling rate   d T ( t ) d t {\displaystyle {\frac {dT(t)}{dt}}}   of the object is proportional to the current temperature difference   Δ T = ( T ( t ) − T R ) {\displaystyle \Delta T=(T(t)-T_{R})}   to the surrounding environment. The analytical solution, which we will compare to the numerical approximation, is T ( t ) = T R + ( T 0 − T R ) e − k t {\displaystyle T(t)=T_{R}+(T_{0}-T_{R})\;e^{-kt}} Task Implement a routine of Euler's method and then to use it to solve the given example of Newton's cooling law with it for three different step sizes of:   2 s   5 s       and   10 s and to compare with the analytical solution. Initial values   initial temperature   T 0 {\displaystyle T_{0}}   shall be   100 °C   room temperature   T R {\displaystyle T_{R}}   shall be   20 °C   cooling constant     k {\displaystyle k}     shall be   0.07   time interval to calculate shall be from   0 s   ──►   100 s A reference solution (Common Lisp) can be seen below.   We see that bigger step sizes lead to reduced approximation accuracy.
#Raku
Raku
sub euler ( &f, $y0, $a, $b, $h ) { my $y = $y0; my @t_y; for $a, * + $h ... * > $b -> $t { @t_y[$t] = $y; $y += $h * f( $t, $y ); } return @t_y; }   constant COOLING_RATE = 0.07; constant AMBIENT_TEMP = 20; constant INITIAL_TEMP = 100; constant INITIAL_TIME = 0; constant FINAL_TIME = 100;   sub f ( $time, $temp ) { return -COOLING_RATE * ( $temp - AMBIENT_TEMP ); }   my @e; @e[$_] = euler( &f, INITIAL_TEMP, INITIAL_TIME, FINAL_TIME, $_ ) for 2, 5, 10;   say 'Time Analytic Step2 Step5 Step10 Err2 Err5 Err10';   for INITIAL_TIME, * + 10 ... * >= FINAL_TIME -> $t {   my $exact = AMBIENT_TEMP + (INITIAL_TEMP - AMBIENT_TEMP) * (-COOLING_RATE * $t).exp;   my $err = sub { @^a.map: { 100 * abs( $_ - $exact ) / $exact } }   my ( $a, $b, $c ) = map { @e[$_][$t] }, 2, 5, 10;   say $t.fmt('%4d '), ( $exact, $a, $b, $c )».fmt(' %7.3f'), $err.([$a, $b, $c])».fmt(' %7.3f%%'); }
http://rosettacode.org/wiki/Evaluate_binomial_coefficients
Evaluate binomial coefficients
This programming task, is to calculate ANY binomial coefficient. However, it has to be able to output   ( 5 3 ) {\displaystyle {\binom {5}{3}}} ,   which is   10. This formula is recommended: ( n k ) = n ! ( n − k ) ! k ! = n ( n − 1 ) ( n − 2 ) … ( n − k + 1 ) k ( k − 1 ) ( k − 2 ) … 1 {\displaystyle {\binom {n}{k}}={\frac {n!}{(n-k)!k!}}={\frac {n(n-1)(n-2)\ldots (n-k+1)}{k(k-1)(k-2)\ldots 1}}} See Also: Combinations and permutations Pascal's triangle The number of samples of size k from n objects. With   combinations and permutations   generation tasks. Order Unimportant Order Important Without replacement ( n k ) = n C k = n ( n − 1 ) … ( n − k + 1 ) k ( k − 1 ) … 1 {\displaystyle {\binom {n}{k}}=^{n}\operatorname {C} _{k}={\frac {n(n-1)\ldots (n-k+1)}{k(k-1)\dots 1}}} n P k = n ⋅ ( n − 1 ) ⋅ ( n − 2 ) ⋯ ( n − k + 1 ) {\displaystyle ^{n}\operatorname {P} _{k}=n\cdot (n-1)\cdot (n-2)\cdots (n-k+1)} Task: Combinations Task: Permutations With replacement ( n + k − 1 k ) = n + k − 1 C k = ( n + k − 1 ) ! ( n − 1 ) ! k ! {\displaystyle {\binom {n+k-1}{k}}=^{n+k-1}\operatorname {C} _{k}={(n+k-1)! \over (n-1)!k!}} n k {\displaystyle n^{k}} Task: Combinations with repetitions Task: Permutations with repetitions
#J
J
3 ! 5 10
http://rosettacode.org/wiki/Evaluate_binomial_coefficients
Evaluate binomial coefficients
This programming task, is to calculate ANY binomial coefficient. However, it has to be able to output   ( 5 3 ) {\displaystyle {\binom {5}{3}}} ,   which is   10. This formula is recommended: ( n k ) = n ! ( n − k ) ! k ! = n ( n − 1 ) ( n − 2 ) … ( n − k + 1 ) k ( k − 1 ) ( k − 2 ) … 1 {\displaystyle {\binom {n}{k}}={\frac {n!}{(n-k)!k!}}={\frac {n(n-1)(n-2)\ldots (n-k+1)}{k(k-1)(k-2)\ldots 1}}} See Also: Combinations and permutations Pascal's triangle The number of samples of size k from n objects. With   combinations and permutations   generation tasks. Order Unimportant Order Important Without replacement ( n k ) = n C k = n ( n − 1 ) … ( n − k + 1 ) k ( k − 1 ) … 1 {\displaystyle {\binom {n}{k}}=^{n}\operatorname {C} _{k}={\frac {n(n-1)\ldots (n-k+1)}{k(k-1)\dots 1}}} n P k = n ⋅ ( n − 1 ) ⋅ ( n − 2 ) ⋯ ( n − k + 1 ) {\displaystyle ^{n}\operatorname {P} _{k}=n\cdot (n-1)\cdot (n-2)\cdots (n-k+1)} Task: Combinations Task: Permutations With replacement ( n + k − 1 k ) = n + k − 1 C k = ( n + k − 1 ) ! ( n − 1 ) ! k ! {\displaystyle {\binom {n+k-1}{k}}=^{n+k-1}\operatorname {C} _{k}={(n+k-1)! \over (n-1)!k!}} n k {\displaystyle n^{k}} Task: Combinations with repetitions Task: Permutations with repetitions
#Java
Java
public class Binomial {   // precise, but may overflow and then produce completely incorrect results private static long binomialInt(int n, int k) { if (k > n - k) k = n - k;   long binom = 1; for (int i = 1; i <= k; i++) binom = binom * (n + 1 - i) / i; return binom; }   // same as above, but with overflow check private static Object binomialIntReliable(int n, int k) { if (k > n - k) k = n - k;   long binom = 1; for (int i = 1; i <= k; i++) { try { binom = Math.multiplyExact(binom, n + 1 - i) / i; } catch (ArithmeticException e) { return "overflow"; } } return binom; }   // using floating point arithmetic, larger numbers can be calculated, // but with reduced precision private static double binomialFloat(int n, int k) { if (k > n - k) k = n - k;   double binom = 1.0; for (int i = 1; i <= k; i++) binom = binom * (n + 1 - i) / i; return binom; }   // slow, hard to read, but precise private static BigInteger binomialBigInt(int n, int k) { if (k > n - k) k = n - k;   BigInteger binom = BigInteger.ONE; for (int i = 1; i <= k; i++) { binom = binom.multiply(BigInteger.valueOf(n + 1 - i)); binom = binom.divide(BigInteger.valueOf(i)); } return binom; }   private static void demo(int n, int k) { List<Object> data = Arrays.asList( n, k, binomialInt(n, k), binomialIntReliable(n, k), binomialFloat(n, k), binomialBigInt(n, k));   System.out.println(data.stream().map(Object::toString).collect(Collectors.joining("\t"))); }   public static void main(String[] args) { demo(5, 3); demo(1000, 300); } }
http://rosettacode.org/wiki/Fibonacci_sequence
Fibonacci sequence
The Fibonacci sequence is a sequence   Fn   of natural numbers defined recursively: F0 = 0 F1 = 1 Fn = Fn-1 + Fn-2, if n>1 Task Write a function to generate the   nth   Fibonacci number. Solutions can be iterative or recursive (though recursive solutions are generally considered too slow and are mostly used as an exercise in recursion). The sequence is sometimes extended into negative numbers by using a straightforward inverse of the positive definition: Fn = Fn+2 - Fn+1, if n<0 support for negative     n     in the solution is optional. Related tasks   Fibonacci n-step number sequences‎   Leonardo numbers References   Wikipedia, Fibonacci number   Wikipedia, Lucas number   MathWorld, Fibonacci Number   Some identities for r-Fibonacci numbers   OEIS Fibonacci numbers   OEIS Lucas numbers
#zkl
zkl
var fibShift=fcn(ab){ab.append(ab.sum()).pop(0)}.fp(L(0,1));
http://rosettacode.org/wiki/Emirp_primes
Emirp primes
An   emirp   (prime spelled backwards)   are primes that when reversed   (in their decimal representation)   are a different prime. (This rules out palindromic primes.) Task   show the first   twenty   emirps   show all emirps between   7,700   and   8,000   show the   10,000th   emirp In each list, the numbers should be in order. Invoke the (same) program once per task requirement, this will show what limit is used as the upper bound for calculating surplus (regular) primes. The specific method of how to determine if a range or if specific values are to be shown will be left to the programmer. See also   Wikipedia, Emirp.   The Prime Pages, emirp.   Wolfram MathWorld™, Emirp.   The On‑Line Encyclopedia of Integer Sequences, emirps (A6567).
#Arturo
Arturo
emirps: function [upto][ result: new [] loop range .step: 2 11 upto 'x [ if prime? x [ reversed: to :integer reverse to :string x if x <> reversed [ if prime? reversed -> 'result ++ x ] ] ] return result ]   lst: emirps 1000000   print "The first 20 emirps:" print first.n: 20 lst   print "" print "Emirps between 7700 and 8000:" print select lst 'x -> and? x > 7700 x < 8000   print "" print "The 10000th emirp:" print lst\9999
http://rosettacode.org/wiki/Elliptic_curve_arithmetic
Elliptic curve arithmetic
Elliptic curves   are sometimes used in   cryptography   as a way to perform   digital signatures. The purpose of this task is to implement a simplified (without modular arithmetic) version of the elliptic curve arithmetic which is required by the   elliptic curve DSA   protocol. In a nutshell, an elliptic curve is a bi-dimensional curve defined by the following relation between the x and y coordinates of any point on the curve:   y 2 = x 3 + a x + b {\displaystyle y^{2}=x^{3}+ax+b} a and b are arbitrary parameters that define the specific curve which is used. For this particular task, we'll use the following parameters:   a=0,   b=7 The most interesting thing about elliptic curves is the fact that it is possible to define a   group   structure on it. To do so we define an   internal composition   rule with an additive notation +,   such that for any three distinct points P, Q and R on the curve, whenever these points are aligned, we have:   P + Q + R = 0 Here   0   (zero)   is the infinity point,   for which the x and y values are not defined.   It's basically the same kind of point which defines the horizon in   projective geometry. We'll also assume here that this infinity point is unique and defines the   neutral element   of the addition. This was not the definition of the addition, but only its desired property.   For a more accurate definition, we proceed as such: Given any three aligned points P, Q and R,   we define the sum   S = P + Q   as the point (possibly the infinity point) such that   S, R   and the infinity point are aligned. Considering the symmetry of the curve around the x-axis, it's easy to convince oneself that two points S and R can be aligned with the infinity point if and only if S and R are symmetric of one another towards the x-axis   (because in that case there is no other candidate than the infinity point to complete the alignment triplet). S is thus defined as the symmetric of R towards the x axis. The task consists in defining the addition which, for any two points of the curve, returns the sum of these two points.   You will pick two random points on the curve, compute their sum and show that the symmetric of the sum is aligned with the two initial points. You will use the a and b parameters of secp256k1, i.e. respectively zero and seven. Hint:   You might need to define a "doubling" function, that returns P+P for any given point P. Extra credit:   define the full elliptic curve arithmetic (still not modular, though) by defining a "multiply" function that returns, for any point P and integer n,   the point P + P + ... + P     (n times).
#Go
Go
package main   import ( "fmt" "math" )   const bCoeff = 7   type pt struct{ x, y float64 }   func zero() pt { return pt{math.Inf(1), math.Inf(1)} }   func is_zero(p pt) bool { return p.x > 1e20 || p.x < -1e20 }   func neg(p pt) pt { return pt{p.x, -p.y} }   func dbl(p pt) pt { if is_zero(p) { return p } L := (3 * p.x * p.x) / (2 * p.y) x := L*L - 2*p.x return pt{ x: x, y: L*(p.x-x) - p.y, } }   func add(p, q pt) pt { if p.x == q.x && p.y == q.y { return dbl(p) } if is_zero(p) { return q } if is_zero(q) { return p } L := (q.y - p.y) / (q.x - p.x) x := L*L - p.x - q.x return pt{ x: x, y: L*(p.x-x) - p.y, } }   func mul(p pt, n int) pt { r := zero() for i := 1; i <= n; i <<= 1 { if i&n != 0 { r = add(r, p) } p = dbl(p) } return r }   func show(s string, p pt) { fmt.Printf("%s", s) if is_zero(p) { fmt.Println("Zero") } else { fmt.Printf("(%.3f, %.3f)\n", p.x, p.y) } }   func from_y(y float64) pt { return pt{ x: math.Cbrt(y*y - bCoeff), y: y, } }   func main() { a := from_y(1) b := from_y(2) show("a = ", a) show("b = ", b) c := add(a, b) show("c = a + b = ", c) d := neg(c) show("d = -c = ", d) show("c + d = ", add(c, d)) show("a + b + d = ", add(a, add(b, d))) show("a * 12345 = ", mul(a, 12345)) }
http://rosettacode.org/wiki/Enumerations
Enumerations
Task Create an enumeration of constants with and without explicit values.
#Inform_7
Inform 7
Fruit is a kind of value. The fruits are apple, banana, and cherry.
http://rosettacode.org/wiki/Enumerations
Enumerations
Task Create an enumeration of constants with and without explicit values.
#J
J
enum =: cocreate'' ( (;:'apple banana cherry') ,L:0 '__enum' ) =: i. 3 cherry__enum 2
http://rosettacode.org/wiki/Enumerations
Enumerations
Task Create an enumeration of constants with and without explicit values.
#Java
Java
enum Fruits{ APPLE, BANANA, CHERRY }
http://rosettacode.org/wiki/Elementary_cellular_automaton/Random_Number_Generator
Elementary cellular automaton/Random Number Generator
Rule 30 is considered to be chaotic enough to generate good pseudo-random numbers. As a matter of fact, rule 30 is used by the Mathematica software for its default random number generator. Steven Wolfram's recommendation for random number generation from rule 30 consists in extracting successive bits in a fixed position in the array of cells, as the automaton changes state. The purpose of this task is to demonstrate this. With the code written in the parent task, which you don't need to re-write here, show the ten first bytes that emerge from this recommendation. To be precise, you will start with a state of all cells but one equal to zero, and you'll follow the evolution of the particular cell whose state was initially one. Then you'll regroup those bits by packets of eight, reconstituting bytes with the first bit being the most significant. You can pick which ever length you want for the initial array but it should be visible in the code so that your output can be reproduced with an other language. For extra-credits, you will make this algorithm run as fast as possible in your language, for instance with an extensive use of bitwise logic. Reference Cellular automata: Is Rule 30 random? (PDF).
#Haskell
Haskell
import CellularAutomata (fromList, rule, runCA) import Control.Comonad import Data.List (unfoldr)   rnd = fromBits <$> unfoldr (pure . splitAt 8) bits where size = 80 bits = extract <$> runCA (rule 30) (fromList (1 : replicate size 0))   fromBits = foldl ((+) . (2 *)) 0
http://rosettacode.org/wiki/Elementary_cellular_automaton/Random_Number_Generator
Elementary cellular automaton/Random Number Generator
Rule 30 is considered to be chaotic enough to generate good pseudo-random numbers. As a matter of fact, rule 30 is used by the Mathematica software for its default random number generator. Steven Wolfram's recommendation for random number generation from rule 30 consists in extracting successive bits in a fixed position in the array of cells, as the automaton changes state. The purpose of this task is to demonstrate this. With the code written in the parent task, which you don't need to re-write here, show the ten first bytes that emerge from this recommendation. To be precise, you will start with a state of all cells but one equal to zero, and you'll follow the evolution of the particular cell whose state was initially one. Then you'll regroup those bits by packets of eight, reconstituting bytes with the first bit being the most significant. You can pick which ever length you want for the initial array but it should be visible in the code so that your output can be reproduced with an other language. For extra-credits, you will make this algorithm run as fast as possible in your language, for instance with an extensive use of bitwise logic. Reference Cellular automata: Is Rule 30 random? (PDF).
#J
J
  coclass'ca' DOC =: 'locale creation: (RULE ; INITIAL_STATE) conew ''ca''' create =: 3 :'''RULE STATE'' =: y' next =: 3 :'STATE =: RULE (((8$2) #: [) {~ [: #. [: -. [: |: |.~"1 0&_1 0 1@]) STATE' coclass'base'   coclass'rng' coinsert'ca' bit =: 3 :'([ next) ({. STATE)' byte =: [: #. [: , [: bit"0 (i.8)"_ coclass'base'  
http://rosettacode.org/wiki/Elementary_cellular_automaton/Random_Number_Generator
Elementary cellular automaton/Random Number Generator
Rule 30 is considered to be chaotic enough to generate good pseudo-random numbers. As a matter of fact, rule 30 is used by the Mathematica software for its default random number generator. Steven Wolfram's recommendation for random number generation from rule 30 consists in extracting successive bits in a fixed position in the array of cells, as the automaton changes state. The purpose of this task is to demonstrate this. With the code written in the parent task, which you don't need to re-write here, show the ten first bytes that emerge from this recommendation. To be precise, you will start with a state of all cells but one equal to zero, and you'll follow the evolution of the particular cell whose state was initially one. Then you'll regroup those bits by packets of eight, reconstituting bytes with the first bit being the most significant. You can pick which ever length you want for the initial array but it should be visible in the code so that your output can be reproduced with an other language. For extra-credits, you will make this algorithm run as fast as possible in your language, for instance with an extensive use of bitwise logic. Reference Cellular automata: Is Rule 30 random? (PDF).
#Julia
Julia
function evolve(state, rule, N=64) B(x) = UInt64(1) << x for p in 0:9 b = UInt64(0) for q in 7:-1:0 st = UInt64(state) b |= (st & 1) << q state = UInt64(0) for i in 0:N-1 t1 = (i > 0) ? st >> (i - 1) : st >> (N - 1) t2 = (i == 0) ? st << 1 : (i == 1) ? st << (N - 1) : st << (N + 1 - i) if UInt64(rule) & B(7 & (t1 | t2)) != 0 state |= B(i) end end end print("$b ") end println() end   evolve(1, 30)  
http://rosettacode.org/wiki/Elementary_cellular_automaton/Random_Number_Generator
Elementary cellular automaton/Random Number Generator
Rule 30 is considered to be chaotic enough to generate good pseudo-random numbers. As a matter of fact, rule 30 is used by the Mathematica software for its default random number generator. Steven Wolfram's recommendation for random number generation from rule 30 consists in extracting successive bits in a fixed position in the array of cells, as the automaton changes state. The purpose of this task is to demonstrate this. With the code written in the parent task, which you don't need to re-write here, show the ten first bytes that emerge from this recommendation. To be precise, you will start with a state of all cells but one equal to zero, and you'll follow the evolution of the particular cell whose state was initially one. Then you'll regroup those bits by packets of eight, reconstituting bytes with the first bit being the most significant. You can pick which ever length you want for the initial array but it should be visible in the code so that your output can be reproduced with an other language. For extra-credits, you will make this algorithm run as fast as possible in your language, for instance with an extensive use of bitwise logic. Reference Cellular automata: Is Rule 30 random? (PDF).
#Kotlin
Kotlin
// version 1.1.51   const val N = 64   fun pow2(x: Int) = 1L shl x   fun evolve(state: Long, rule: Int) { var state2 = state for (p in 0..9) { var b = 0 for (q in 7 downTo 0) { val st = state2 b = (b.toLong() or ((st and 1L) shl q)).toInt() state2 = 0L for (i in 0 until N) { val t = ((st ushr (i - 1)) or (st shl (N + 1 - i)) and 7L).toInt() if ((rule.toLong() and pow2(t)) != 0L) state2 = state2 or pow2(i) } } print(" $b") } println() }   fun main(args: Array<String>) { evolve(1, 30) }
http://rosettacode.org/wiki/Empty_string
Empty string
Languages may have features for dealing specifically with empty strings (those containing no characters). Task   Demonstrate how to assign an empty string to a variable.   Demonstrate how to check that a string is empty.   Demonstrate how to check that a string is not empty. Other tasks related to string operations: Metrics Array length String length Copy a string Empty string  (assignment) Counting Word frequency Letter frequency Jewels and stones I before E except after C Bioinformatics/base count Count occurrences of a substring Count how many vowels and consonants occur in a string Remove/replace XXXX redacted Conjugate a Latin verb Remove vowels from a string String interpolation (included) Strip block comments Strip comments from a string Strip a set of characters from a string Strip whitespace from a string -- top and tail Strip control codes and extended characters from a string Anagrams/Derangements/shuffling Word wheel ABC problem Sattolo cycle Knuth shuffle Ordered words Superpermutation minimisation Textonyms (using a phone text pad) Anagrams Anagrams/Deranged anagrams Permutations/Derangements Find/Search/Determine ABC words Odd words Word ladder Semordnilap Word search Wordiff  (game) String matching Tea cup rim text Alternade words Changeable words State name puzzle String comparison Unique characters Unique characters in each string Extract file extension Levenshtein distance Palindrome detection Common list elements Longest common suffix Longest common prefix Compare a list of strings Longest common substring Find common directory path Words from neighbour ones Change e letters to i in words Non-continuous subsequences Longest common subsequence Longest palindromic substrings Longest increasing subsequence Words containing "the" substring Sum of the digits of n is substring of n Determine if a string is numeric Determine if a string is collapsible Determine if a string is squeezable Determine if a string has all unique characters Determine if a string has all the same characters Longest substrings without repeating characters Find words which contains all the vowels Find words which contains most consonants Find words which contains more than 3 vowels Find words which first and last three letters are equals Find words which odd letters are consonants and even letters are vowels or vice_versa Formatting Substring Rep-string Word wrap String case Align columns Literals/String Repeat a string Brace expansion Brace expansion using ranges Reverse a string Phrase reversals Comma quibbling Special characters String concatenation Substring/Top and tail Commatizing numbers Reverse words in a string Suffixation of decimal numbers Long literals, with continuations Numerical and alphabetical suffixes Abbreviations, easy Abbreviations, simple Abbreviations, automatic Song lyrics/poems/Mad Libs/phrases Mad Libs Magic 8-ball 99 Bottles of Beer The Name Game (a song) The Old lady swallowed a fly The Twelve Days of Christmas Tokenize Text between Tokenize a string Word break problem Tokenize a string with escaping Split a character string based on change of character Sequences Show ASCII table De Bruijn sequences Self-referential sequences Generate lower case ASCII alphabet
#APL
APL
  ⍝⍝ Assign empty string to A A ← '' 0 = ⍴∊ A 1 ~0 = ⍴∊ A 0  
http://rosettacode.org/wiki/Empty_string
Empty string
Languages may have features for dealing specifically with empty strings (those containing no characters). Task   Demonstrate how to assign an empty string to a variable.   Demonstrate how to check that a string is empty.   Demonstrate how to check that a string is not empty. Other tasks related to string operations: Metrics Array length String length Copy a string Empty string  (assignment) Counting Word frequency Letter frequency Jewels and stones I before E except after C Bioinformatics/base count Count occurrences of a substring Count how many vowels and consonants occur in a string Remove/replace XXXX redacted Conjugate a Latin verb Remove vowels from a string String interpolation (included) Strip block comments Strip comments from a string Strip a set of characters from a string Strip whitespace from a string -- top and tail Strip control codes and extended characters from a string Anagrams/Derangements/shuffling Word wheel ABC problem Sattolo cycle Knuth shuffle Ordered words Superpermutation minimisation Textonyms (using a phone text pad) Anagrams Anagrams/Deranged anagrams Permutations/Derangements Find/Search/Determine ABC words Odd words Word ladder Semordnilap Word search Wordiff  (game) String matching Tea cup rim text Alternade words Changeable words State name puzzle String comparison Unique characters Unique characters in each string Extract file extension Levenshtein distance Palindrome detection Common list elements Longest common suffix Longest common prefix Compare a list of strings Longest common substring Find common directory path Words from neighbour ones Change e letters to i in words Non-continuous subsequences Longest common subsequence Longest palindromic substrings Longest increasing subsequence Words containing "the" substring Sum of the digits of n is substring of n Determine if a string is numeric Determine if a string is collapsible Determine if a string is squeezable Determine if a string has all unique characters Determine if a string has all the same characters Longest substrings without repeating characters Find words which contains all the vowels Find words which contains most consonants Find words which contains more than 3 vowels Find words which first and last three letters are equals Find words which odd letters are consonants and even letters are vowels or vice_versa Formatting Substring Rep-string Word wrap String case Align columns Literals/String Repeat a string Brace expansion Brace expansion using ranges Reverse a string Phrase reversals Comma quibbling Special characters String concatenation Substring/Top and tail Commatizing numbers Reverse words in a string Suffixation of decimal numbers Long literals, with continuations Numerical and alphabetical suffixes Abbreviations, easy Abbreviations, simple Abbreviations, automatic Song lyrics/poems/Mad Libs/phrases Mad Libs Magic 8-ball 99 Bottles of Beer The Name Game (a song) The Old lady swallowed a fly The Twelve Days of Christmas Tokenize Text between Tokenize a string Word break problem Tokenize a string with escaping Split a character string based on change of character Sequences Show ASCII table De Bruijn sequences Self-referential sequences Generate lower case ASCII alphabet
#AppleScript
AppleScript
  -- assign empty string to str set str to ""     -- check if string is empty if str is "" then -- str is empty end if -- or if id of str is {} then -- str is empty end if -- or if (count of str) is 0 then -- str is empty end if     -- check if string is not empty if str is not "" then -- string is not empty end if -- or if id of str is not {} then -- str is not empty end if -- or if (count of str) is not 0 then -- str is not empty end if  
http://rosettacode.org/wiki/Elliptic_Curve_Digital_Signature_Algorithm
Elliptic Curve Digital Signature Algorithm
Elliptic curves. An elliptic curve E over ℤp (p ≥ 5) is defined by an equation of the form y^2 = x^3 + ax + b, where a, b ∈ ℤp and the discriminant ≢ 0 (mod p), together with a special point 𝒪 called the point at infinity. The set E(ℤp) consists of all points (x, y), with x, y ∈ ℤp, which satisfy the above defining equation, together with 𝒪. There is a rule for adding two points on an elliptic curve to give a third point. This addition operation and the set of points E(ℤp) form a group with identity 𝒪. It is this group that is used in the construction of elliptic curve cryptosystems. The addition rule — which can be explained geometrically — is summarized as follows: 1. P + 𝒪 = 𝒪 + P = P for all P ∈ E(ℤp). 2. If P = (x, y) ∈ E(ℤp), then inverse -P = (x,-y), and P + (-P) = 𝒪. 3. Let P = (xP, yP) and Q = (xQ, yQ), both ∈ E(ℤp), where P ≠ -Q. Then R = P + Q = (xR, yR), where xR = λ^2 - xP - xQ yR = λ·(xP - xR) - yP, with λ = (yP - yQ) / (xP - xQ) if P ≠ Q, (3·xP·xP + a) / 2·yP if P = Q (point doubling). Remark: there already is a task page requesting “a simplified (without modular arithmetic) version of the elliptic curve arithmetic”. Here we do add modulo operations. If also the domain is changed from reals to rationals, the elliptic curves are no longer continuous but break up into a finite number of distinct points. In that form we use them to implement ECDSA: Elliptic curve digital signature algorithm. A digital signature is the electronic analogue of a hand-written signature that convinces the recipient that a message has been sent intact by the presumed sender. Anyone with access to the public key of the signer may verify this signature. Changing even a single bit of a signed message will cause the verification procedure to fail. ECDSA key generation. Party A does the following: 1. Select an elliptic curve E defined over ℤp.  The number of points in E(ℤp) should be divisible by a large prime r. 2. Select a base point G ∈ E(ℤp) of order r (which means that rG = 𝒪). 3. Select a random integer s in the interval [1, r - 1]. 4. Compute W = sG.  The public key is (E, G, r, W), the private key is s. ECDSA signature computation. To sign a message m, A does the following: 1. Compute message representative f = H(m), using a cryptographic hash function.  Note that f can be greater than r but not longer (measuring bits). 2. Select a random integer u in the interval [1, r - 1]. 3. Compute V = uG = (xV, yV) and c ≡ xV mod r  (goto (2) if c = 0). 4. Compute d ≡ u^-1·(f + s·c) mod r  (goto (2) if d = 0).  The signature for the message m is the pair of integers (c, d). ECDSA signature verification. To verify A's signature, B should do the following: 1. Obtain an authentic copy of A's public key (E, G, r, W).  Verify that c and d are integers in the interval [1, r - 1]. 2. Compute f = H(m) and h ≡ d^-1 mod r. 3. Compute h1 ≡ f·h mod r and h2 ≡ c·h mod r. 4. Compute h1G + h2W = (x1, y1) and c1 ≡ x1 mod r.  Accept the signature if and only if c1 = c. To be cryptographically useful, the parameter r should have at least 250 bits. The basis for the security of elliptic curve cryptosystems is the intractability of the elliptic curve discrete logarithm problem (ECDLP) in a group of this size: given two points G, W ∈ E(ℤp), where W lies in the subgroup of order r generated by G, determine an integer k such that W = kG and 0 ≤ k < r. Task. The task is to write a toy version of the ECDSA, quasi the equal of a real-world implementation, but utilizing parameters that fit into standard arithmetic types. To keep things simple there's no need for key export or a hash function (just a sample hash value and a way to tamper with it). The program should be lenient where possible (for example: if it accepts a composite modulus N it will either function as expected, or demonstrate the principle of elliptic curve factorization) — but strict where required (a point G that is not on E will always cause failure). Toy ECDSA is of course completely useless for its cryptographic purpose. If this bothers you, please add a multiple-precision version. Reference. Elliptic curves are in the IEEE Std 1363-2000 (Standard Specifications for Public-Key Cryptography), see: 7. Primitives based on the elliptic curve discrete logarithm problem (p. 27ff.) 7.1 The EC setting 7.1.2 EC domain parameters 7.1.3 EC key pairs 7.2 Primitives 7.2.7 ECSP-DSA (p. 35) 7.2.8 ECVP-DSA (p. 36) Annex A. Number-theoretic background A.9 Elliptic curves: overview (p. 115) A.10 Elliptic curves: algorithms (p. 121)
#Python
Python
  from collections import namedtuple from hashlib import sha256 from math import ceil, log from random import randint from typing import NamedTuple   # Bitcoin ECDSA curve secp256k1_data = dict( p=0xFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFEFFFFFC2F, # Field characteristic a=0x0, # Curve param a b=0x7, # Curve param b r=0xFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFEBAAEDCE6AF48A03BBFD25E8CD0364141, # Order n of basepoint G. Cofactor is 1 so it's ommited. Gx=0x79BE667EF9DCBBAC55A06295CE870B07029BFCDB2DCE28D959F2815B16F81798, # Base point x Gy=0x483ADA7726A3C4655DA4FBFC0E1108A8FD17B448A68554199C47D08FFB10D4B8, # Base point y ) secp256k1 = namedtuple("secp256k1", secp256k1_data)(**secp256k1_data) assert (secp256k1.Gy ** 2 - secp256k1.Gx ** 3 - 7) % secp256k1.p == 0     class CurveFP(NamedTuple): p: int # Field characteristic a: int # Curve param a b: int # Curve param b     def extended_gcd(aa, bb): # https://rosettacode.org/wiki/Modular_inverse#Iteration_and_error-handling lastremainder, remainder = abs(aa), abs(bb) x, lastx, y, lasty = 0, 1, 1, 0 while remainder: lastremainder, (quotient, remainder) = remainder, divmod( lastremainder, remainder ) x, lastx = lastx - quotient * x, x y, lasty = lasty - quotient * y, y return lastremainder, lastx * (-1 if aa < 0 else 1), lasty * (-1 if bb < 0 else 1)     def modinv(a, m): # https://rosettacode.org/wiki/Modular_inverse#Iteration_and_error-handling g, x, _ = extended_gcd(a, m) if g != 1: raise ValueError return x % m     class PointEC(NamedTuple): curve: CurveFP x: int y: int   @classmethod def build(cls, curve, x, y): x = x % curve.p y = y % curve.p rv = cls(curve, x, y) if not rv.is_identity(): assert rv.in_curve() return rv   def get_identity(self): return PointEC.build(self.curve, 0, 0)   def copy(self): return PointEC.build(self.curve, self.x, self.y)   def __neg__(self): return PointEC.build(self.curve, self.x, -self.y)   def __sub__(self, Q): return self + (-Q)   def __equals__(self, Q): # TODO: Assert same curve or implement logic for that. return self.x == Q.x and self.y == Q.y   def is_identity(self): return self.x == 0 and self.y == 0   def __add__(self, Q): # TODO: Assert same curve or implement logic for that. p = self.curve.p if self.is_identity(): return Q.copy() if Q.is_identity(): return self.copy() if Q.x == self.x and (Q.y == (-self.y % p)): return self.get_identity()   if self != Q: l = ((Q.y - self.y) * modinv(Q.x - self.x, p)) % p else: # Point doubling. l = ((3 * self.x ** 2 + self.curve.a) * modinv(2 * self.y, p)) % p l = int(l)   Rx = (l ** 2 - self.x - Q.x) % p Ry = (l * (self.x - Rx) - self.y) % p rv = PointEC.build(self.curve, Rx, Ry) return rv   def in_curve(self): return ((self.y ** 2) % self.curve.p) == ( (self.x ** 3 + self.curve.a * self.x + self.curve.b) % self.curve.p )   def __mul__(self, s): # Naive method is exponential (due to invmod right?) so we use an alternative method: # https://en.wikipedia.org/wiki/Elliptic_curve_point_multiplication#Montgomery_ladder r0 = self.get_identity() r1 = self.copy() # pdbsas for i in range(ceil(log(s + 1, 2)) - 1, -1, -1): if ((s & (1 << i)) >> i) == 0: r1 = r0 + r1 r0 = r0 + r0 else: r0 = r0 + r1 r1 = r1 + r1 return r0   def __rmul__(self, other): return self.__mul__(other)     class ECCSetup(NamedTuple): E: CurveFP G: PointEC r: int     secp256k1_curve = CurveFP(secp256k1.p, secp256k1.a, secp256k1.b) secp256k1_basepoint = PointEC(secp256k1_curve, secp256k1.Gx, secp256k1.Gy)     class ECDSAPrivKey(NamedTuple): ecc_setup: ECCSetup secret: int   def get_pubkey(self): # Compute W = sG to get the pubkey W = self.secret * self.ecc_setup.G pub = ECDSAPubKey(self.ecc_setup, W) return pub     class ECDSAPubKey(NamedTuple): ecc_setup: ECCSetup W: PointEC     class ECDSASignature(NamedTuple): c: int d: int     def generate_keypair(ecc_setup, s=None): # Select a random integer s in the interval [1, r - 1] for the secret. if s is None: s = randint(1, ecc_setup.r - 1) priv = ECDSAPrivKey(ecc_setup, s) pub = priv.get_pubkey() return priv, pub     def get_msg_hash(msg): return int.from_bytes(sha256(msg).digest(), "big")     def sign(priv, msg, u=None): G = priv.ecc_setup.G r = priv.ecc_setup.r   # 1. Compute message representative f = H(m), using a cryptographic hash function. # Note that f can be greater than r but not longer (measuring bits). msg_hash = get_msg_hash(msg)   while True: # 2. Select a random integer u in the interval [1, r - 1]. if u is None: u = randint(1, r - 1)   # 3. Compute V = uG = (xV, yV) and c ≡ xV mod r (goto (2) if c = 0). V = u * G c = V.x % r if c == 0: print(f"c={c}") continue d = (modinv(u, r) * (msg_hash + priv.secret * c)) % r if d == 0: print(f"d={d}") continue break   signature = ECDSASignature(c, d) return signature     def verify_signature(pub, msg, signature): r = pub.ecc_setup.r G = pub.ecc_setup.G c = signature.c d = signature.d   # Verify that c and d are integers in the interval [1, r - 1]. def num_ok(n): return 1 < n < (r - 1)   if not num_ok(c): raise ValueError(f"Invalid signature value: c={c}") if not num_ok(d): raise ValueError(f"Invalid signature value: d={d}")   # Compute f = H(m) and h ≡ d^-1 mod r. msg_hash = get_msg_hash(msg) h = modinv(d, r)   # Compute h1 ≡ f·h mod r and h2 ≡ c·h mod r. h1 = (msg_hash * h) % r h2 = (c * h) % r   # Compute h1G + h2W = (x1, y1) and c1 ≡ x1 mod r. # Accept the signature if and only if c1 = c. P = h1 * G + h2 * pub.W c1 = P.x % r rv = c1 == c return rv     def get_ecc_setup(curve=None, basepoint=None, r=None): if curve is None: curve = secp256k1_curve if basepoint is None: basepoint = secp256k1_basepoint if r is None: r = secp256k1.r   # 1. Select an elliptic curve E defined over ℤp. # The number of points in E(ℤp) should be divisible by a large prime r. E = CurveFP(curve.p, curve.a, curve.b)   # 2. Select a base point G ∈ E(ℤp) of order r (which means that rG = 𝒪). G = PointEC(E, basepoint.x, basepoint.y) assert (G * r) == G.get_identity()   ecc_setup = ECCSetup(E, G, r) return ecc_setup     def main(): ecc_setup = get_ecc_setup() print(f"E: y^2 = x^3 + {ecc_setup.E.a}x + {ecc_setup.E.b} (mod {ecc_setup.E.p})") print(f"base point G({ecc_setup.G.x}, {ecc_setup.G.y})") print(f"order(G, E) = {ecc_setup.r}")   print("Generating keys") priv, pub = generate_keypair(ecc_setup) print(f"private key s = {priv.secret}") print(f"public key W = sG ({pub.W.x}, {pub.W.y})")   msg_orig = b"hello world" signature = sign(priv, msg_orig) print(f"signature ({msg_orig}, priv) = (c,d) = {signature.c}, {signature.d}")   validation = verify_signature(pub, msg_orig, signature) print(f"verify_signature(pub, {msg_orig}, signature) = {validation}")   msg_bad = b"hello planet" validation = verify_signature(pub, msg_bad, signature) print(f"verify_signature(pub, {msg_bad}, signature) = {validation}")     if __name__ == "__main__": main()  
http://rosettacode.org/wiki/Empty_directory
Empty directory
Starting with a path to some directory, determine whether the directory is empty. An empty directory contains no files nor subdirectories. With Unix or Windows systems, every directory contains an entry for “.” and almost every directory contains “..” (except for a root directory); an empty directory contains no other entries.
#Clojure
Clojure
(require '[clojure.java.io :as io]) (defn empty-dir? [path] (let [file (io/file path)] (assert (.exists file)) (assert (.isDirectory file)) (-> file .list empty?))) ; .list ignores "." and ".."
http://rosettacode.org/wiki/Empty_directory
Empty directory
Starting with a path to some directory, determine whether the directory is empty. An empty directory contains no files nor subdirectories. With Unix or Windows systems, every directory contains an entry for “.” and almost every directory contains “..” (except for a root directory); an empty directory contains no other entries.
#CoffeeScript
CoffeeScript
  fs = require 'fs'   is_empty_dir = (dir) -> throw Error "#{dir} is not a dir" unless fs.statSync(dir).isDirectory() # readdirSync does not return . or .. fns = fs.readdirSync dir fns.length == 0  
http://rosettacode.org/wiki/Empty_directory
Empty directory
Starting with a path to some directory, determine whether the directory is empty. An empty directory contains no files nor subdirectories. With Unix or Windows systems, every directory contains an entry for “.” and almost every directory contains “..” (except for a root directory); an empty directory contains no other entries.
#Common_Lisp
Common Lisp
  (defun empty-directory-p (path) (and (null (directory (concatenate 'string path "/*"))) (null (directory (concatenate 'string path "/*/")))))  
http://rosettacode.org/wiki/Empty_program
Empty program
Task Create the simplest possible program that is still considered "correct."
#Aime
Aime
 
http://rosettacode.org/wiki/Empty_program
Empty program
Task Create the simplest possible program that is still considered "correct."
#ALGOL_60
ALGOL 60
'BEGIN' 'END'
http://rosettacode.org/wiki/Enforced_immutability
Enforced immutability
Task Demonstrate any means your language has to prevent the modification of values, or to create objects that cannot be modified after they have been created.
#OCaml
OCaml
type im_string   val create : int -> im_string val make : int -> char -> im_string val of_string : string -> im_string val to_string : im_string -> string val copy : im_string -> im_string val sub : im_string -> int -> int -> im_string val length : im_string -> int val get : im_string -> int -> char val iter : (char -> unit) -> im_string -> unit val escaped : im_string -> im_string val index : im_string -> char -> int val contains : im_string -> char -> bool val print : im_string -> unit
http://rosettacode.org/wiki/Enforced_immutability
Enforced immutability
Task Demonstrate any means your language has to prevent the modification of values, or to create objects that cannot be modified after they have been created.
#Oforth
Oforth
Object Class new: MyClass(a, b)   MyClass method: setA(value) value := a ; MyClass method: setB(value) value := b ;   MyClass method: initialize(v, w) self setA(v) self setB(w) ;   MyClass new(1, 2) // OK : An immutable object MyClass new(1, 2) setA(4) // KO : An immutable object can't be updated after initialization MyClass new(ListBuffer new, 12) // KO : Not an immutable value. ListBuffer new Constant new: T // KO : A constant cannot be mutable. Channel new send(ListBuffer new) // KO : A mutable object can't be sent into a channel.
http://rosettacode.org/wiki/Enforced_immutability
Enforced immutability
Task Demonstrate any means your language has to prevent the modification of values, or to create objects that cannot be modified after they have been created.
#PARI.2FGP
PARI/GP
use constant PI => 3.14159; use constant MSG => "Hello World";
http://rosettacode.org/wiki/Entropy
Entropy
Task Calculate the Shannon entropy   H   of a given input string. Given the discrete random variable X {\displaystyle X} that is a string of N {\displaystyle N} "symbols" (total characters) consisting of n {\displaystyle n} different characters (n=2 for binary), the Shannon entropy of X in bits/symbol is : H 2 ( X ) = − ∑ i = 1 n c o u n t i N log 2 ⁡ ( c o u n t i N ) {\displaystyle H_{2}(X)=-\sum _{i=1}^{n}{\frac {count_{i}}{N}}\log _{2}\left({\frac {count_{i}}{N}}\right)} where c o u n t i {\displaystyle count_{i}} is the count of character n i {\displaystyle n_{i}} . For this task, use X="1223334444" as an example. The result should be 1.84644... bits/symbol. This assumes X was a random variable, which may not be the case, or it may depend on the observer. This coding problem calculates the "specific" or "intensive" entropy that finds its parallel in physics with "specific entropy" S0 which is entropy per kg or per mole, not like physical entropy S and therefore not the "information" content of a file. It comes from Boltzmann's H-theorem where S = k B N H {\displaystyle S=k_{B}NH} where N=number of molecules. Boltzmann's H is the same equation as Shannon's H, and it gives the specific entropy H on a "per molecule" basis. The "total", "absolute", or "extensive" information entropy is S = H 2 N {\displaystyle S=H_{2}N} bits This is not the entropy being coded here, but it is the closest to physical entropy and a measure of the information content of a string. But it does not look for any patterns that might be available for compression, so it is a very restricted, basic, and certain measure of "information". Every binary file with an equal number of 1's and 0's will have S=N bits. All hex files with equal symbol frequencies will have S = N log 2 ⁡ ( 16 ) {\displaystyle S=N\log _{2}(16)} bits of entropy. The total entropy in bits of the example above is S= 10*18.4644 = 18.4644 bits. The H function does not look for any patterns in data or check if X was a random variable. For example, X=000000111111 gives the same calculated entropy in all senses as Y=010011100101. For most purposes it is usually more relevant to divide the gzip length by the length of the original data to get an informal measure of how much "order" was in the data. Two other "entropies" are useful: Normalized specific entropy: H n = H 2 ∗ log ⁡ ( 2 ) log ⁡ ( n ) {\displaystyle H_{n}={\frac {H_{2}*\log(2)}{\log(n)}}} which varies from 0 to 1 and it has units of "entropy/symbol" or just 1/symbol. For this example, Hn<\sub>= 0.923. Normalized total (extensive) entropy: S n = H 2 N ∗ log ⁡ ( 2 ) log ⁡ ( n ) {\displaystyle S_{n}={\frac {H_{2}N*\log(2)}{\log(n)}}} which varies from 0 to N and does not have units. It is simply the "entropy", but it needs to be called "total normalized extensive entropy" so that it is not confused with Shannon's (specific) entropy or physical entropy. For this example, Sn<\sub>= 9.23. Shannon himself is the reason his "entropy/symbol" H function is very confusingly called "entropy". That's like calling a function that returns a speed a "meter". See section 1.7 of his classic A Mathematical Theory of Communication and search on "per symbol" and "units" to see he always stated his entropy H has units of "bits/symbol" or "entropy/symbol" or "information/symbol". So it is legitimate to say entropy NH is "information". In keeping with Landauer's limit, the physics entropy generated from erasing N bits is S = H 2 N k B ln ⁡ ( 2 ) {\displaystyle S=H_{2}Nk_{B}\ln(2)} if the bit storage device is perfectly efficient. This can be solved for H2*N to (arguably) get the number of bits of information that a physical entropy represents. Related tasks Fibonacci_word Entropy/Narcissist
#C.2B.2B
C++
#include <string> #include <map> #include <iostream> #include <algorithm> #include <cmath>   double log2( double number ) { return log( number ) / log( 2 ) ; }   int main( int argc , char *argv[ ] ) { std::string teststring( argv[ 1 ] ) ; std::map<char , int> frequencies ; for ( char c : teststring ) frequencies[ c ] ++ ; int numlen = teststring.length( ) ; double infocontent = 0 ; for ( std::pair<char , int> p : frequencies ) { double freq = static_cast<double>( p.second ) / numlen ; infocontent -= freq * log2( freq ) ; }   std::cout << "The information content of " << teststring << " is " << infocontent << std::endl ; return 0 ; }
http://rosettacode.org/wiki/Ethiopian_multiplication
Ethiopian multiplication
Ethiopian multiplication is a method of multiplying integers using only addition, doubling, and halving. Method: Take two numbers to be multiplied and write them down at the top of two columns. In the left-hand column repeatedly halve the last number, discarding any remainders, and write the result below the last in the same column, until you write a value of 1. In the right-hand column repeatedly double the last number and write the result below. stop when you add a result in the same row as where the left hand column shows 1. Examine the table produced and discard any row where the value in the left column is even. Sum the values in the right-hand column that remain to produce the result of multiplying the original two numbers together For example:   17 × 34 17 34 Halving the first column: 17 34 8 4 2 1 Doubling the second column: 17 34 8 68 4 136 2 272 1 544 Strike-out rows whose first cell is even: 17 34 8 68 4 136 2 272 1 544 Sum the remaining numbers in the right-hand column: 17 34 8 -- 4 --- 2 --- 1 544 ==== 578 So 17 multiplied by 34, by the Ethiopian method is 578. Task The task is to define three named functions/methods/procedures/subroutines: one to halve an integer, one to double an integer, and one to state if an integer is even. Use these functions to create a function that does Ethiopian multiplication. References Ethiopian multiplication explained (BBC Video clip) A Night Of Numbers - Go Forth And Multiply (Video) Russian Peasant Multiplication Programming Praxis: Russian Peasant Multiplication
#C.2B.2B
C++
template<int N> struct Half { enum { Result = N >> 1 }; };   template<int N> struct Double { enum { Result = N << 1 }; };   template<int N> struct IsEven { static const bool Result = (N & 1) == 0; };   template<int Multiplier, int Multiplicand> struct EthiopianMultiplication { template<bool Cond, int Plier, int RunningTotal> struct AddIfNot { enum { Result = Plier + RunningTotal }; }; template<int Plier, int RunningTotal> struct AddIfNot <true, Plier, RunningTotal> { enum { Result = RunningTotal }; };   template<int Plier, int Plicand, int RunningTotal> struct Loop { enum { Result = Loop<Half<Plier>::Result, Double<Plicand>::Result, AddIfNot<IsEven<Plier>::Result, Plicand, RunningTotal >::Result >::Result }; }; template<int Plicand, int RunningTotal> struct Loop <0, Plicand, RunningTotal> { enum { Result = RunningTotal }; };   enum { Result = Loop<Multiplier, Multiplicand, 0>::Result }; };   #include <iostream>   int main(int, char **) { std::cout << EthiopianMultiplication<17, 54>::Result << std::endl; return 0; }
http://rosettacode.org/wiki/Equilibrium_index
Equilibrium index
An equilibrium index of a sequence is an index into the sequence such that the sum of elements at lower indices is equal to the sum of elements at higher indices. For example, in a sequence   A {\displaystyle A} :   A 0 = − 7 {\displaystyle A_{0}=-7}   A 1 = 1 {\displaystyle A_{1}=1}   A 2 = 5 {\displaystyle A_{2}=5}   A 3 = 2 {\displaystyle A_{3}=2}   A 4 = − 4 {\displaystyle A_{4}=-4}   A 5 = 3 {\displaystyle A_{5}=3}   A 6 = 0 {\displaystyle A_{6}=0} 3   is an equilibrium index, because:   A 0 + A 1 + A 2 = A 4 + A 5 + A 6 {\displaystyle A_{0}+A_{1}+A_{2}=A_{4}+A_{5}+A_{6}} 6   is also an equilibrium index, because:   A 0 + A 1 + A 2 + A 3 + A 4 + A 5 = 0 {\displaystyle A_{0}+A_{1}+A_{2}+A_{3}+A_{4}+A_{5}=0} (sum of zero elements is zero) 7   is not an equilibrium index, because it is not a valid index of sequence A {\displaystyle A} . Task; Write a function that, given a sequence, returns its equilibrium indices (if any). Assume that the sequence may be very long.
#Haskell
Haskell
import System.Random (randomRIO) import Data.List (findIndices, takeWhile) import Control.Monad (replicateM) import Control.Arrow ((&&&))   equilibr xs = findIndices (\(a, b) -> sum a == sum b) . takeWhile (not . null . snd) $ flip ((&&&) <$> take <*> (drop . pred)) xs <$> [1 ..]   langeSliert = replicateM 2000 (randomRIO (-15, 15) :: IO Int) >>= print . equilibr
http://rosettacode.org/wiki/Environment_variables
Environment variables
Task Show how to get one of your process's environment variables. The available variables vary by system;   some of the common ones available on Unix include:   PATH   HOME   USER
#LSL
LSL
default { state_entry() { llOwnerSay("llGetTimestamp()="+(string)llGetTimestamp()); llOwnerSay("llGetEnergy()="+(string)llGetEnergy()); llOwnerSay("llGetFreeMemory()="+(string)llGetFreeMemory()); llOwnerSay("llGetMemoryLimit()="+(string)llGetMemoryLimit()); } }
http://rosettacode.org/wiki/Environment_variables
Environment variables
Task Show how to get one of your process's environment variables. The available variables vary by system;   some of the common ones available on Unix include:   PATH   HOME   USER
#Lua
Lua
print( os.getenv( "PATH" ) )
http://rosettacode.org/wiki/Environment_variables
Environment variables
Task Show how to get one of your process's environment variables. The available variables vary by system;   some of the common ones available on Unix include:   PATH   HOME   USER
#M2000_Interpreter
M2000 Interpreter
  Module CheckIt { \\ using read only variablles Print "Platform: ";Platform$ Print "Computer Os: "; Os$ Print "Type of OS: ";OsBit;" bit" Print "Computer Name:"; Computer$ Print "User Name: "; User.Name$ \\ using WScript.Shell Declare objShell "WScript.Shell" With objShell, "Environment" set env ("Process") With env, "item" as Env$() Print Env$("PATH") Print Env$("HOMEPATH") Declare objShell Nothing \\ using internal Information object Declare OsInfo INFORMATION With OsInfo, "build" as build, "NtDllVersion" as NtDllVersion$ Method OsInfo, "GetCurrentProcessSID" as PID$ Method OsInfo, "IsProcessElevated" as isElevated Print "Os build number: ";build Print "Nr Dll version: ";NtDllVersion$ Print "ProcessSID: ";pid$ Print "Is Process Eleveted: ";isElevated Declare OsInfo Nothing } Checkit  
http://rosettacode.org/wiki/Environment_variables
Environment variables
Task Show how to get one of your process's environment variables. The available variables vary by system;   some of the common ones available on Unix include:   PATH   HOME   USER
#Make
Make
TARGET = $(HOME)/some/thing.txt foo: echo $(TARGET)
http://rosettacode.org/wiki/Esthetic_numbers
Esthetic numbers
An esthetic number is a positive integer where every adjacent digit differs from its neighbour by 1. E.G. 12 is an esthetic number. One and two differ by 1. 5654 is an esthetic number. Each digit is exactly 1 away from its neighbour. 890 is not an esthetic number. Nine and zero differ by 9. These examples are nominally in base 10 but the concept extends easily to numbers in other bases. Traditionally, single digit numbers are included in esthetic numbers; zero may or may not be. For our purposes, for this task, do not include zero (0) as an esthetic number. Do not include numbers with leading zeros. Esthetic numbers are also sometimes referred to as stepping numbers. Task Write a routine (function, procedure, whatever) to find esthetic numbers in a given base. Use that routine to find esthetic numbers in bases 2 through 16 and display, here on this page, the esthectic numbers from index (base × 4) through index (base × 6), inclusive. (E.G. for base 2: 8th through 12th, for base 6: 24th through 36th, etc.) Find and display, here on this page, the base 10 esthetic numbers with a magnitude between 1000 and 9999. Stretch: Find and display, here on this page, the base 10 esthetic numbers with a magnitude between 1.0e8 and 1.3e8. Related task   numbers with equal rises and falls See also OEIS A033075 - Positive numbers n such that all pairs of consecutive decimal digits differ by 1 Numbers Aplenty - Esthetic numbers Geeks for Geeks - Stepping numbers
#Rust
Rust
// [dependencies] // radix_fmt = "1.0"   // Returns the next esthetic number in the given base after n, where n is an // esthetic number in that base or one less than a power of base. fn next_esthetic_number(base: u64, n: u64) -> u64 { if n + 1 < base { return n + 1; } let mut a = n / base; let mut b = a % base; if n % base + 1 == b && b + 1 < base { return n + 2; } a = next_esthetic_number(base, a); b = a % base; a * base + if b == 0 { 1 } else { b - 1 } }   fn print_esthetic_numbers(min: u64, max: u64, numbers_per_line: usize) { let mut numbers = Vec::new(); let mut n = next_esthetic_number(10, min - 1); while n <= max { numbers.push(n); n = next_esthetic_number(10, n); } let count = numbers.len(); println!( "Esthetic numbers in base 10 between {} and {} ({}):", min, max, count ); if count > 200 { for i in 0..numbers_per_line { if i != 0 { print!(" "); } print!("{}", numbers[i]); } println!("\n............\n"); for i in 0..numbers_per_line { if i != 0 { print!(" "); } print!("{}", numbers[count - numbers_per_line + i]); } println!(); } else { for i in 0..count { print!("{}", numbers[i]); if (i + 1) % numbers_per_line == 0 { println!(); } else { print!(" "); } } if count % numbers_per_line != 0 { println!(); } } }   fn main() { for base in 2..=16 { let min = base * 4; let max = base * 6; println!( "Esthetic numbers in base {} from index {} through index {}:", base, min, max ); let mut n = 0; for index in 1..=max { n = next_esthetic_number(base, n); if index >= min { print!("{} ", radix_fmt::radix(n, base as u8)); } } println!("\n"); }   let mut min = 1000; let mut max = 9999; print_esthetic_numbers(min, max, 16); println!();   min = 100000000; max = 130000000; print_esthetic_numbers(min, max, 8); println!();   for i in 0..3 { min *= 1000; max *= 1000; let numbers_per_line = match i { 0 => 7, 1 => 5, _ => 4, }; print_esthetic_numbers(min, max, numbers_per_line); println!(); } }
http://rosettacode.org/wiki/Euler%27s_sum_of_powers_conjecture
Euler's sum of powers conjecture
There is a conjecture in mathematics that held for over two hundred years before it was disproved by the finding of a counterexample in 1966 by Lander and Parkin. Euler's (disproved) sum of powers   conjecture At least k positive kth powers are required to sum to a kth power, except for the trivial case of one kth power: yk = yk In 1966,   Leon J. Lander   and   Thomas R. Parkin   used a brute-force search on a   CDC 6600   computer restricting numbers to those less than 250. Task Write a program to search for an integer solution for: x05 + x15 + x25 + x35 == y5 Where all   xi's   and   y   are distinct integers between   0   and   250   (exclusive). Show an answer here. Related tasks   Pythagorean quadruples.   Pythagorean triples.
#Fortran
Fortran
C EULER SUM OF POWERS CONJECTURE - FORTRAN IV C FIND I1,I2,I3,I4,I5 : I1**5+I2**5+I3**5+I4**5=I5**5 INTEGER I,P5(250),SUMX MAXN=250 DO 1 I=1,MAXN 1 P5(I)=I**5 DO 6 I1=1,MAXN DO 6 I2=1,MAXN DO 6 I3=1,MAXN DO 6 I4=1,MAXN SUMX=P5(I1)+P5(I2)+P5(I3)+P5(I4) I5=1 2 IF(I5-MAXN) 3,3,6 3 IF(P5(I5)-SUMX) 5,4,6 4 WRITE(*,300) I1,I2,I3,I4,I5 STOP 5 I5=I5+1 GOTO 2 6 CONTINUE 300 FORMAT(5(1X,I3)) END
http://rosettacode.org/wiki/Factorial
Factorial
Definitions   The factorial of   0   (zero)   is defined as being   1   (unity).   The   Factorial Function   of a positive integer,   n,   is defined as the product of the sequence: n,   n-1,   n-2,   ...   1 Task Write a function to return the factorial of a number. Solutions can be iterative or recursive. Support for trapping negative   n   errors is optional. Related task   Primorial numbers
#Nickle
Nickle
int fact(int n) { return n!; }
http://rosettacode.org/wiki/Even_or_odd
Even or odd
Task Test whether an integer is even or odd. There is more than one way to solve this task: Use the even and odd predicates, if the language provides them. Check the least significant digit. With binary integers, i bitwise-and 1 equals 0 iff i is even, or equals 1 iff i is odd. Divide i by 2. The remainder equals 0 iff i is even. The remainder equals +1 or -1 iff i is odd. Use modular congruences: i ≡ 0 (mod 2) iff i is even. i ≡ 1 (mod 2) iff i is odd.
#C.2B.2B
C++
bool isOdd(int x) { return x % 2; }   bool isEven(int x) { return !(x % 2); }
http://rosettacode.org/wiki/Euler_method
Euler method
Euler's method numerically approximates solutions of first-order ordinary differential equations (ODEs) with a given initial value.   It is an explicit method for solving initial value problems (IVPs), as described in the wikipedia page. The ODE has to be provided in the following form: d y ( t ) d t = f ( t , y ( t ) ) {\displaystyle {\frac {dy(t)}{dt}}=f(t,y(t))} with an initial value y ( t 0 ) = y 0 {\displaystyle y(t_{0})=y_{0}} To get a numeric solution, we replace the derivative on the   LHS   with a finite difference approximation: d y ( t ) d t ≈ y ( t + h ) − y ( t ) h {\displaystyle {\frac {dy(t)}{dt}}\approx {\frac {y(t+h)-y(t)}{h}}} then solve for y ( t + h ) {\displaystyle y(t+h)} : y ( t + h ) ≈ y ( t ) + h d y ( t ) d t {\displaystyle y(t+h)\approx y(t)+h\,{\frac {dy(t)}{dt}}} which is the same as y ( t + h ) ≈ y ( t ) + h f ( t , y ( t ) ) {\displaystyle y(t+h)\approx y(t)+h\,f(t,y(t))} The iterative solution rule is then: y n + 1 = y n + h f ( t n , y n ) {\displaystyle y_{n+1}=y_{n}+h\,f(t_{n},y_{n})} where   h {\displaystyle h}   is the step size, the most relevant parameter for accuracy of the solution.   A smaller step size increases accuracy but also the computation cost, so it has always has to be hand-picked according to the problem at hand. Example: Newton's Cooling Law Newton's cooling law describes how an object of initial temperature   T ( t 0 ) = T 0 {\displaystyle T(t_{0})=T_{0}}   cools down in an environment of temperature   T R {\displaystyle T_{R}} : d T ( t ) d t = − k Δ T {\displaystyle {\frac {dT(t)}{dt}}=-k\,\Delta T} or d T ( t ) d t = − k ( T ( t ) − T R ) {\displaystyle {\frac {dT(t)}{dt}}=-k\,(T(t)-T_{R})} It says that the cooling rate   d T ( t ) d t {\displaystyle {\frac {dT(t)}{dt}}}   of the object is proportional to the current temperature difference   Δ T = ( T ( t ) − T R ) {\displaystyle \Delta T=(T(t)-T_{R})}   to the surrounding environment. The analytical solution, which we will compare to the numerical approximation, is T ( t ) = T R + ( T 0 − T R ) e − k t {\displaystyle T(t)=T_{R}+(T_{0}-T_{R})\;e^{-kt}} Task Implement a routine of Euler's method and then to use it to solve the given example of Newton's cooling law with it for three different step sizes of:   2 s   5 s       and   10 s and to compare with the analytical solution. Initial values   initial temperature   T 0 {\displaystyle T_{0}}   shall be   100 °C   room temperature   T R {\displaystyle T_{R}}   shall be   20 °C   cooling constant     k {\displaystyle k}     shall be   0.07   time interval to calculate shall be from   0 s   ──►   100 s A reference solution (Common Lisp) can be seen below.   We see that bigger step sizes lead to reduced approximation accuracy.
#REXX
REXX
/* REXX *************************************************************** * 24.05.2013 Walter Pachl translated from PL/I **********************************************************************/ Numeric Digits 100 T0=100 Tr=20 k=0.07   h=2 x=t0 Call head do t=0 to 100 by 2 Select When t<=4 | t>=96 Then call o x When t=8 Then Say '...' Otherwise Nop End x=x+h*f(x) end   h=5 y=t0 Call head do t=0 to 100 by 5 call o y y=y+h*f(y) end   h=10 z=t0 Call head do t=0 to 100 by 10 call o z z=z+h*f(z) end Exit   f: procedure Expose k Tr Parse Arg t return -k*(T-Tr)   head: Say 'h='h Say ' t By formula By Euler' Return   o: Parse Arg v Say right(t,3) format(Tr+(T0-Tr)/exp(k*t),5,10) format(v,5,10) Return   exp: Procedure Parse Arg x,prec If prec<9 Then prec=9 Numeric Digits (2*prec) Numeric Fuzz 3 o=1 u=1 r=1 Do i=1 By 1 ra=r o=o*x u=u*i r=r+(o/u) If r=ra Then Leave End Numeric Digits (prec) r=r+0 Return r  
http://rosettacode.org/wiki/Evaluate_binomial_coefficients
Evaluate binomial coefficients
This programming task, is to calculate ANY binomial coefficient. However, it has to be able to output   ( 5 3 ) {\displaystyle {\binom {5}{3}}} ,   which is   10. This formula is recommended: ( n k ) = n ! ( n − k ) ! k ! = n ( n − 1 ) ( n − 2 ) … ( n − k + 1 ) k ( k − 1 ) ( k − 2 ) … 1 {\displaystyle {\binom {n}{k}}={\frac {n!}{(n-k)!k!}}={\frac {n(n-1)(n-2)\ldots (n-k+1)}{k(k-1)(k-2)\ldots 1}}} See Also: Combinations and permutations Pascal's triangle The number of samples of size k from n objects. With   combinations and permutations   generation tasks. Order Unimportant Order Important Without replacement ( n k ) = n C k = n ( n − 1 ) … ( n − k + 1 ) k ( k − 1 ) … 1 {\displaystyle {\binom {n}{k}}=^{n}\operatorname {C} _{k}={\frac {n(n-1)\ldots (n-k+1)}{k(k-1)\dots 1}}} n P k = n ⋅ ( n − 1 ) ⋅ ( n − 2 ) ⋯ ( n − k + 1 ) {\displaystyle ^{n}\operatorname {P} _{k}=n\cdot (n-1)\cdot (n-2)\cdots (n-k+1)} Task: Combinations Task: Permutations With replacement ( n + k − 1 k ) = n + k − 1 C k = ( n + k − 1 ) ! ( n − 1 ) ! k ! {\displaystyle {\binom {n+k-1}{k}}=^{n+k-1}\operatorname {C} _{k}={(n+k-1)! \over (n-1)!k!}} n k {\displaystyle n^{k}} Task: Combinations with repetitions Task: Permutations with repetitions
#JavaScript
JavaScript
function binom(n, k) { var coeff = 1; var i;   if (k < 0 || k > n) return 0;   for (i = 0; i < k; i++) { coeff = coeff * (n - i) / (i + 1); }   return coeff; }   console.log(binom(5, 3));
http://rosettacode.org/wiki/Evaluate_binomial_coefficients
Evaluate binomial coefficients
This programming task, is to calculate ANY binomial coefficient. However, it has to be able to output   ( 5 3 ) {\displaystyle {\binom {5}{3}}} ,   which is   10. This formula is recommended: ( n k ) = n ! ( n − k ) ! k ! = n ( n − 1 ) ( n − 2 ) … ( n − k + 1 ) k ( k − 1 ) ( k − 2 ) … 1 {\displaystyle {\binom {n}{k}}={\frac {n!}{(n-k)!k!}}={\frac {n(n-1)(n-2)\ldots (n-k+1)}{k(k-1)(k-2)\ldots 1}}} See Also: Combinations and permutations Pascal's triangle The number of samples of size k from n objects. With   combinations and permutations   generation tasks. Order Unimportant Order Important Without replacement ( n k ) = n C k = n ( n − 1 ) … ( n − k + 1 ) k ( k − 1 ) … 1 {\displaystyle {\binom {n}{k}}=^{n}\operatorname {C} _{k}={\frac {n(n-1)\ldots (n-k+1)}{k(k-1)\dots 1}}} n P k = n ⋅ ( n − 1 ) ⋅ ( n − 2 ) ⋯ ( n − k + 1 ) {\displaystyle ^{n}\operatorname {P} _{k}=n\cdot (n-1)\cdot (n-2)\cdots (n-k+1)} Task: Combinations Task: Permutations With replacement ( n + k − 1 k ) = n + k − 1 C k = ( n + k − 1 ) ! ( n − 1 ) ! k ! {\displaystyle {\binom {n+k-1}{k}}=^{n+k-1}\operatorname {C} _{k}={(n+k-1)! \over (n-1)!k!}} n k {\displaystyle n^{k}} Task: Combinations with repetitions Task: Permutations with repetitions
#jq
jq
# nCk assuming n >= k def binomial(n; k): if k > n / 2 then binomial(n; n-k) else reduce range(1; k+1) as $i (1; . * (n - $i + 1) / $i) end;   def task: .[0] as $n | .[1] as $k | "\($n) C \($k) = \(binomial( $n; $k) )"; ;   ([5,3], [100,2], [ 33,17]) | task  
http://rosettacode.org/wiki/Fibonacci_sequence
Fibonacci sequence
The Fibonacci sequence is a sequence   Fn   of natural numbers defined recursively: F0 = 0 F1 = 1 Fn = Fn-1 + Fn-2, if n>1 Task Write a function to generate the   nth   Fibonacci number. Solutions can be iterative or recursive (though recursive solutions are generally considered too slow and are mostly used as an exercise in recursion). The sequence is sometimes extended into negative numbers by using a straightforward inverse of the positive definition: Fn = Fn+2 - Fn+1, if n<0 support for negative     n     in the solution is optional. Related tasks   Fibonacci n-step number sequences‎   Leonardo numbers References   Wikipedia, Fibonacci number   Wikipedia, Lucas number   MathWorld, Fibonacci Number   Some identities for r-Fibonacci numbers   OEIS Fibonacci numbers   OEIS Lucas numbers
#ZX_Spectrum_Basic
ZX Spectrum Basic
10 REM Only positive numbers 20 LET n=10 30 LET n1=0: LET n2=1 40 FOR k=1 TO n 50 LET sum=n1+n2 60 LET n1=n2 70 LET n2=sum 80 NEXT k 90 PRINT n1
http://rosettacode.org/wiki/Emirp_primes
Emirp primes
An   emirp   (prime spelled backwards)   are primes that when reversed   (in their decimal representation)   are a different prime. (This rules out palindromic primes.) Task   show the first   twenty   emirps   show all emirps between   7,700   and   8,000   show the   10,000th   emirp In each list, the numbers should be in order. Invoke the (same) program once per task requirement, this will show what limit is used as the upper bound for calculating surplus (regular) primes. The specific method of how to determine if a range or if specific values are to be shown will be left to the programmer. See also   Wikipedia, Emirp.   The Prime Pages, emirp.   Wolfram MathWorld™, Emirp.   The On‑Line Encyclopedia of Integer Sequences, emirps (A6567).
#AutoHotkey
AutoHotkey
SetBatchLines, -1 p := 1 Loop, 20 { p := NextEmirp(p) a .= p " " } p := 7700 Loop { p := NextEmirp(p) if (p > 8000) break b .= p " " } p :=1 Loop, 10000 p := NextEmirp(p) MsgBox, % "First twenty emirps: " a . "`nEmirps between 7,700 and 8,000: " b . "`n10,000th emirp: " p   IsPrime(n) { if (n < 2) return, 0 else if (n < 4) return, 1 else if (!Mod(n, 2)) return, 0 else if (n < 9) return 1 else if (!Mod(n, 3)) return, 0 else { r := Floor(Sqrt(n)) f := 5 while (f <= r) { if (!Mod(n, f)) return, 0 if (!Mod(n, (f + 2))) return, 0 f += 6 } return, 1 } }   NextEmirp(n) { Loop if (IsPrime(++n)) { rev := Reverse(n) if (rev = n) continue if (IsPrime(rev)) return n } }   Reverse(s) { Loop, Parse, s r := A_LoopField r return r }
http://rosettacode.org/wiki/Elliptic_curve_arithmetic
Elliptic curve arithmetic
Elliptic curves   are sometimes used in   cryptography   as a way to perform   digital signatures. The purpose of this task is to implement a simplified (without modular arithmetic) version of the elliptic curve arithmetic which is required by the   elliptic curve DSA   protocol. In a nutshell, an elliptic curve is a bi-dimensional curve defined by the following relation between the x and y coordinates of any point on the curve:   y 2 = x 3 + a x + b {\displaystyle y^{2}=x^{3}+ax+b} a and b are arbitrary parameters that define the specific curve which is used. For this particular task, we'll use the following parameters:   a=0,   b=7 The most interesting thing about elliptic curves is the fact that it is possible to define a   group   structure on it. To do so we define an   internal composition   rule with an additive notation +,   such that for any three distinct points P, Q and R on the curve, whenever these points are aligned, we have:   P + Q + R = 0 Here   0   (zero)   is the infinity point,   for which the x and y values are not defined.   It's basically the same kind of point which defines the horizon in   projective geometry. We'll also assume here that this infinity point is unique and defines the   neutral element   of the addition. This was not the definition of the addition, but only its desired property.   For a more accurate definition, we proceed as such: Given any three aligned points P, Q and R,   we define the sum   S = P + Q   as the point (possibly the infinity point) such that   S, R   and the infinity point are aligned. Considering the symmetry of the curve around the x-axis, it's easy to convince oneself that two points S and R can be aligned with the infinity point if and only if S and R are symmetric of one another towards the x-axis   (because in that case there is no other candidate than the infinity point to complete the alignment triplet). S is thus defined as the symmetric of R towards the x axis. The task consists in defining the addition which, for any two points of the curve, returns the sum of these two points.   You will pick two random points on the curve, compute their sum and show that the symmetric of the sum is aligned with the two initial points. You will use the a and b parameters of secp256k1, i.e. respectively zero and seven. Hint:   You might need to define a "doubling" function, that returns P+P for any given point P. Extra credit:   define the full elliptic curve arithmetic (still not modular, though) by defining a "multiply" function that returns, for any point P and integer n,   the point P + P + ... + P     (n times).
#Haskell
Haskell
import Data.Monoid import Control.Monad (guard) import Test.QuickCheck (quickCheck)
http://rosettacode.org/wiki/Elliptic_curve_arithmetic
Elliptic curve arithmetic
Elliptic curves   are sometimes used in   cryptography   as a way to perform   digital signatures. The purpose of this task is to implement a simplified (without modular arithmetic) version of the elliptic curve arithmetic which is required by the   elliptic curve DSA   protocol. In a nutshell, an elliptic curve is a bi-dimensional curve defined by the following relation between the x and y coordinates of any point on the curve:   y 2 = x 3 + a x + b {\displaystyle y^{2}=x^{3}+ax+b} a and b are arbitrary parameters that define the specific curve which is used. For this particular task, we'll use the following parameters:   a=0,   b=7 The most interesting thing about elliptic curves is the fact that it is possible to define a   group   structure on it. To do so we define an   internal composition   rule with an additive notation +,   such that for any three distinct points P, Q and R on the curve, whenever these points are aligned, we have:   P + Q + R = 0 Here   0   (zero)   is the infinity point,   for which the x and y values are not defined.   It's basically the same kind of point which defines the horizon in   projective geometry. We'll also assume here that this infinity point is unique and defines the   neutral element   of the addition. This was not the definition of the addition, but only its desired property.   For a more accurate definition, we proceed as such: Given any three aligned points P, Q and R,   we define the sum   S = P + Q   as the point (possibly the infinity point) such that   S, R   and the infinity point are aligned. Considering the symmetry of the curve around the x-axis, it's easy to convince oneself that two points S and R can be aligned with the infinity point if and only if S and R are symmetric of one another towards the x-axis   (because in that case there is no other candidate than the infinity point to complete the alignment triplet). S is thus defined as the symmetric of R towards the x axis. The task consists in defining the addition which, for any two points of the curve, returns the sum of these two points.   You will pick two random points on the curve, compute their sum and show that the symmetric of the sum is aligned with the two initial points. You will use the a and b parameters of secp256k1, i.e. respectively zero and seven. Hint:   You might need to define a "doubling" function, that returns P+P for any given point P. Extra credit:   define the full elliptic curve arithmetic (still not modular, though) by defining a "multiply" function that returns, for any point P and integer n,   the point P + P + ... + P     (n times).
#J
J
zero=: _j_   isZero=: 1e20 < |@{.@+.   neg=: +   dbl=: monad define 'p_x p_y'=. +. p=. y if. isZero p do. p return. end. L=. 1.5 * p_x*p_x % p_y r=. (L*L) - 2*p_x r j. (L * p_x-r) - p_y )   add=: dyad define 'p_x p_y'=. +. p=. x 'q_x q_y'=. +. q=. y if. x=y do. dbl x return. end. if. isZero x do. y return. end. if. isZero y do. x return. end. L=. %~/ +. q-p r=. (L*L) - p_x + q_x r j. (L * p_x-r) - p_y )   mul=: dyad define a=. zero for_bit.|.#:y do. if. bit do. a=. a add x end. x=. dbl x end. a )   NB. C is 7 from=: j.~ [:(* * 3 |@%: ]) _7 0 1 p. ]   show=: monad define if. isZero y do. 'Zero' else. 'a b'=. ":each +.y '(',a,', ', b,')' end. )   task=: 3 :0 a=. from 1 b=. from 2   echo 'a = ', show a echo 'b = ', show b echo 'c = a + b = ', show c =. a add b echo 'd = -c = ', show d =. neg c echo 'c + d = ', show c add d echo 'a + b + d = ', show add/ a, b, d echo 'a * 12345 = ', show a mul 12345 )
http://rosettacode.org/wiki/Enumerations
Enumerations
Task Create an enumeration of constants with and without explicit values.
#JavaScript
JavaScript
  // enum fruits { apple, banana, cherry }   var f = "apple";   if(f == "apple"){ f = "banana"; }  
http://rosettacode.org/wiki/Enumerations
Enumerations
Task Create an enumeration of constants with and without explicit values.
#jq
jq
1 | while(true; .+1)
http://rosettacode.org/wiki/Enumerations
Enumerations
Task Create an enumeration of constants with and without explicit values.
#JScript.NET
JScript.NET
enum fruits { apple, banana, cherry } enum fruits { apple = 0, banana = 1, cherry = 2 }
http://rosettacode.org/wiki/Elementary_cellular_automaton/Random_Number_Generator
Elementary cellular automaton/Random Number Generator
Rule 30 is considered to be chaotic enough to generate good pseudo-random numbers. As a matter of fact, rule 30 is used by the Mathematica software for its default random number generator. Steven Wolfram's recommendation for random number generation from rule 30 consists in extracting successive bits in a fixed position in the array of cells, as the automaton changes state. The purpose of this task is to demonstrate this. With the code written in the parent task, which you don't need to re-write here, show the ten first bytes that emerge from this recommendation. To be precise, you will start with a state of all cells but one equal to zero, and you'll follow the evolution of the particular cell whose state was initially one. Then you'll regroup those bits by packets of eight, reconstituting bytes with the first bit being the most significant. You can pick which ever length you want for the initial array but it should be visible in the code so that your output can be reproduced with an other language. For extra-credits, you will make this algorithm run as fast as possible in your language, for instance with an extensive use of bitwise logic. Reference Cellular automata: Is Rule 30 random? (PDF).
#Mathematica_.2F_Wolfram_Language
Mathematica / Wolfram Language
FromDigits[#, 2] & /@ Partition[Flatten[CellularAutomaton[30, {{1}, 0}, {200, 0}]], 8]
http://rosettacode.org/wiki/Elementary_cellular_automaton/Random_Number_Generator
Elementary cellular automaton/Random Number Generator
Rule 30 is considered to be chaotic enough to generate good pseudo-random numbers. As a matter of fact, rule 30 is used by the Mathematica software for its default random number generator. Steven Wolfram's recommendation for random number generation from rule 30 consists in extracting successive bits in a fixed position in the array of cells, as the automaton changes state. The purpose of this task is to demonstrate this. With the code written in the parent task, which you don't need to re-write here, show the ten first bytes that emerge from this recommendation. To be precise, you will start with a state of all cells but one equal to zero, and you'll follow the evolution of the particular cell whose state was initially one. Then you'll regroup those bits by packets of eight, reconstituting bytes with the first bit being the most significant. You can pick which ever length you want for the initial array but it should be visible in the code so that your output can be reproduced with an other language. For extra-credits, you will make this algorithm run as fast as possible in your language, for instance with an extensive use of bitwise logic. Reference Cellular automata: Is Rule 30 random? (PDF).
#Nim
Nim
const N = 64   template pow2(x: uint): uint = 1u shl x   proc evolve(state: uint; rule: Positive) = var state = state for _ in 1..10: var b = 0u for q in countdown(7, 0): let st = state b = b or (st and 1) shl q state = 0 for i in 0u..<N: let t = (st shr (i - 1) or st shl (N + 1 - i)) and 7 if (rule.uint and pow2(t)) != 0: state = state or pow2(i) stdout.write ' ', b echo ""   evolve(1, 30)
http://rosettacode.org/wiki/Elementary_cellular_automaton/Random_Number_Generator
Elementary cellular automaton/Random Number Generator
Rule 30 is considered to be chaotic enough to generate good pseudo-random numbers. As a matter of fact, rule 30 is used by the Mathematica software for its default random number generator. Steven Wolfram's recommendation for random number generation from rule 30 consists in extracting successive bits in a fixed position in the array of cells, as the automaton changes state. The purpose of this task is to demonstrate this. With the code written in the parent task, which you don't need to re-write here, show the ten first bytes that emerge from this recommendation. To be precise, you will start with a state of all cells but one equal to zero, and you'll follow the evolution of the particular cell whose state was initially one. Then you'll regroup those bits by packets of eight, reconstituting bytes with the first bit being the most significant. You can pick which ever length you want for the initial array but it should be visible in the code so that your output can be reproduced with an other language. For extra-credits, you will make this algorithm run as fast as possible in your language, for instance with an extensive use of bitwise logic. Reference Cellular automata: Is Rule 30 random? (PDF).
#Pascal
Pascal
Program Rule30; //http://en.wikipedia.org/wiki/Next_State_Rule_30; //http://mathworld.wolfram.com/Rule30.html {$IFDEF FPC} {$Mode Delphi}{$ASMMODE INTEL} {$OPTIMIZATION ON,ALL} // {$CODEALIGN proc=1} {$ELSE} {$APPTYPE CONSOLE} {$ENDIF} uses SysUtils; const maxRounds = 2*1000*1000; rounds = 10;   var Rule30_State : Uint64;   function GetCPU_Time: int64; type TCpu = record HiCpu, LoCpu : Dword; end; var Cput : TCpu; begin asm RDTSC; MOV Dword Ptr [CpuT.LoCpu],EAX MOV Dword Ptr [CpuT.HiCpu],EDX end; with Cput do result := int64(HiCPU) shl 32 + LoCpu; end;   procedure InitRule30_State;inline; begin Rule30_State:= 1; end;   procedure Next_State_Rule_30;inline; var run, prev,next: Uint64; begin run := Rule30_State; Prev := RORQword(run,1); next := ROLQword(run,1); Rule30_State := (next OR run) XOR prev; end;   function NextRule30Byte:NativeInt; //64-BIT can use many registers //32-Bit still fast var run, prev,next: Uint64; myOne : UInt64; Begin run := Rule30_State; result := 0; myOne := 1; //Unrolling and inlining Next_State_Rule_30 by hand result := (result+result) OR (run AND myOne); next := ROLQword(run,1); Prev := RORQword(run,1); run := (next OR run) XOR prev;   result := (result+result) OR (run AND myOne); next := ROLQword(run,1); Prev := RORQword(run,1); run := (next OR run) XOR prev;   result := (result+result) OR (run AND myOne); next := ROLQword(run,1); Prev := RORQword(run,1); run := (next OR run) XOR prev;   result := (result+result) OR (run AND myOne); next := ROLQword(run,1); Prev := RORQword(run,1); run := (next OR run) XOR prev;   result := (result+result) OR (run AND myOne); next := ROLQword(run,1); Prev := RORQword(run,1); run := (next OR run) XOR prev;   result := (result+result) OR (run AND myOne); next := ROLQword(run,1); Prev := RORQword(run,1); run := (next OR run) XOR prev;   result := (result+result) OR (run AND myOne); next := ROLQword(run,1); Prev := RORQword(run,1); run := (next OR run) XOR prev;   result := (result+result) OR (run AND myOne); next := ROLQword(run,1); Prev := RORQword(run,1); Rule30_State := (next OR run) XOR prev; end;   procedure Speedtest; var T1,T0 : INt64; i: NativeInt; Begin writeln('Speedtest for statesize of ',64,' bits'); //Warm up start to wake up CPU takes some time For i := 100*1000*1000-1 downto 0 do Next_State_Rule_30;   T0 := GetCPU_Time; InitRule30_State; For i := maxRounds-1 downto 0 do NextRule30Byte; T1 := GetCPU_Time; writeln(NextRule30Byte); writeln('cycles per Byte : ',(T1-t0)/maxRounds:0:2); writeln; end;   procedure Task; var i: integer; Begin writeln('The task '); InitRule30_State; For i := 1 to rounds do write(NextRule30Byte:4); writeln; end;   Begin SpeedTest; Task; write(' <ENTER> ');readln; end.
http://rosettacode.org/wiki/Empty_string
Empty string
Languages may have features for dealing specifically with empty strings (those containing no characters). Task   Demonstrate how to assign an empty string to a variable.   Demonstrate how to check that a string is empty.   Demonstrate how to check that a string is not empty. Other tasks related to string operations: Metrics Array length String length Copy a string Empty string  (assignment) Counting Word frequency Letter frequency Jewels and stones I before E except after C Bioinformatics/base count Count occurrences of a substring Count how many vowels and consonants occur in a string Remove/replace XXXX redacted Conjugate a Latin verb Remove vowels from a string String interpolation (included) Strip block comments Strip comments from a string Strip a set of characters from a string Strip whitespace from a string -- top and tail Strip control codes and extended characters from a string Anagrams/Derangements/shuffling Word wheel ABC problem Sattolo cycle Knuth shuffle Ordered words Superpermutation minimisation Textonyms (using a phone text pad) Anagrams Anagrams/Deranged anagrams Permutations/Derangements Find/Search/Determine ABC words Odd words Word ladder Semordnilap Word search Wordiff  (game) String matching Tea cup rim text Alternade words Changeable words State name puzzle String comparison Unique characters Unique characters in each string Extract file extension Levenshtein distance Palindrome detection Common list elements Longest common suffix Longest common prefix Compare a list of strings Longest common substring Find common directory path Words from neighbour ones Change e letters to i in words Non-continuous subsequences Longest common subsequence Longest palindromic substrings Longest increasing subsequence Words containing "the" substring Sum of the digits of n is substring of n Determine if a string is numeric Determine if a string is collapsible Determine if a string is squeezable Determine if a string has all unique characters Determine if a string has all the same characters Longest substrings without repeating characters Find words which contains all the vowels Find words which contains most consonants Find words which contains more than 3 vowels Find words which first and last three letters are equals Find words which odd letters are consonants and even letters are vowels or vice_versa Formatting Substring Rep-string Word wrap String case Align columns Literals/String Repeat a string Brace expansion Brace expansion using ranges Reverse a string Phrase reversals Comma quibbling Special characters String concatenation Substring/Top and tail Commatizing numbers Reverse words in a string Suffixation of decimal numbers Long literals, with continuations Numerical and alphabetical suffixes Abbreviations, easy Abbreviations, simple Abbreviations, automatic Song lyrics/poems/Mad Libs/phrases Mad Libs Magic 8-ball 99 Bottles of Beer The Name Game (a song) The Old lady swallowed a fly The Twelve Days of Christmas Tokenize Text between Tokenize a string Word break problem Tokenize a string with escaping Split a character string based on change of character Sequences Show ASCII table De Bruijn sequences Self-referential sequences Generate lower case ASCII alphabet
#ARM_Assembly
ARM Assembly
    /* ARM assembly Raspberry PI */ /* program strEmpty.s */   /* Constantes */ .equ STDOUT, 1 @ Linux output console .equ EXIT, 1 @ Linux syscall .equ WRITE, 4 @ Linux syscall /* Initialized data */ .data szNotEmptyString: .asciz "String is not empty. \n" szEmptyString: .asciz "String is empty. \n" @ empty string szString: .asciz "" @ with zero final szString1: .asciz "A" @ with zero final   /* UnInitialized data */ .bss   /* code section */ .text .global main main: /* entry of program */ push {fp,lr} /* saves 2 registers */   @ load string ldr r1,iAdrszString ldrb r0,[r1] @ load first byte of string cmp r0,#0 @ compar with zero ? bne 1f ldr r0,iAdrszEmptyString bl affichageMess b 2f 1:   ldr r0,iAdrszNotEmptyString bl affichageMess /* second string */ 2: @ load string 1 ldr r1,iAdrszString1 ldrb r0,[r1] @ load first byte of string cmp r0,#0 @ compar with zero ? bne 3f ldr r0,iAdrszEmptyString bl affichageMess b 100f 3: ldr r0,iAdrszNotEmptyString bl affichageMess b 100f   100: /* standard end of the program */ mov r0, #0 @ return code pop {fp,lr} @restaur 2 registers mov r7, #EXIT @ request to exit program swi 0 @ perform the system call iAdrszString: .int szString iAdrszString1: .int szString1 iAdrszNotEmptyString: .int szNotEmptyString iAdrszEmptyString: .int szEmptyString   /******************************************************************/ /* display text with size calculation */ /******************************************************************/ /* r0 contains the address of the message */ affichageMess: push {fp,lr} /* save registres */ push {r0,r1,r2,r7} /* save others 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" */ swi #0 /* call systeme */ pop {r0,r1,r2,r7} /* restaur others registers */ pop {fp,lr} /* restaur des 2 registres */ bx lr /* return */      
http://rosettacode.org/wiki/Elliptic_Curve_Digital_Signature_Algorithm
Elliptic Curve Digital Signature Algorithm
Elliptic curves. An elliptic curve E over ℤp (p ≥ 5) is defined by an equation of the form y^2 = x^3 + ax + b, where a, b ∈ ℤp and the discriminant ≢ 0 (mod p), together with a special point 𝒪 called the point at infinity. The set E(ℤp) consists of all points (x, y), with x, y ∈ ℤp, which satisfy the above defining equation, together with 𝒪. There is a rule for adding two points on an elliptic curve to give a third point. This addition operation and the set of points E(ℤp) form a group with identity 𝒪. It is this group that is used in the construction of elliptic curve cryptosystems. The addition rule — which can be explained geometrically — is summarized as follows: 1. P + 𝒪 = 𝒪 + P = P for all P ∈ E(ℤp). 2. If P = (x, y) ∈ E(ℤp), then inverse -P = (x,-y), and P + (-P) = 𝒪. 3. Let P = (xP, yP) and Q = (xQ, yQ), both ∈ E(ℤp), where P ≠ -Q. Then R = P + Q = (xR, yR), where xR = λ^2 - xP - xQ yR = λ·(xP - xR) - yP, with λ = (yP - yQ) / (xP - xQ) if P ≠ Q, (3·xP·xP + a) / 2·yP if P = Q (point doubling). Remark: there already is a task page requesting “a simplified (without modular arithmetic) version of the elliptic curve arithmetic”. Here we do add modulo operations. If also the domain is changed from reals to rationals, the elliptic curves are no longer continuous but break up into a finite number of distinct points. In that form we use them to implement ECDSA: Elliptic curve digital signature algorithm. A digital signature is the electronic analogue of a hand-written signature that convinces the recipient that a message has been sent intact by the presumed sender. Anyone with access to the public key of the signer may verify this signature. Changing even a single bit of a signed message will cause the verification procedure to fail. ECDSA key generation. Party A does the following: 1. Select an elliptic curve E defined over ℤp.  The number of points in E(ℤp) should be divisible by a large prime r. 2. Select a base point G ∈ E(ℤp) of order r (which means that rG = 𝒪). 3. Select a random integer s in the interval [1, r - 1]. 4. Compute W = sG.  The public key is (E, G, r, W), the private key is s. ECDSA signature computation. To sign a message m, A does the following: 1. Compute message representative f = H(m), using a cryptographic hash function.  Note that f can be greater than r but not longer (measuring bits). 2. Select a random integer u in the interval [1, r - 1]. 3. Compute V = uG = (xV, yV) and c ≡ xV mod r  (goto (2) if c = 0). 4. Compute d ≡ u^-1·(f + s·c) mod r  (goto (2) if d = 0).  The signature for the message m is the pair of integers (c, d). ECDSA signature verification. To verify A's signature, B should do the following: 1. Obtain an authentic copy of A's public key (E, G, r, W).  Verify that c and d are integers in the interval [1, r - 1]. 2. Compute f = H(m) and h ≡ d^-1 mod r. 3. Compute h1 ≡ f·h mod r and h2 ≡ c·h mod r. 4. Compute h1G + h2W = (x1, y1) and c1 ≡ x1 mod r.  Accept the signature if and only if c1 = c. To be cryptographically useful, the parameter r should have at least 250 bits. The basis for the security of elliptic curve cryptosystems is the intractability of the elliptic curve discrete logarithm problem (ECDLP) in a group of this size: given two points G, W ∈ E(ℤp), where W lies in the subgroup of order r generated by G, determine an integer k such that W = kG and 0 ≤ k < r. Task. The task is to write a toy version of the ECDSA, quasi the equal of a real-world implementation, but utilizing parameters that fit into standard arithmetic types. To keep things simple there's no need for key export or a hash function (just a sample hash value and a way to tamper with it). The program should be lenient where possible (for example: if it accepts a composite modulus N it will either function as expected, or demonstrate the principle of elliptic curve factorization) — but strict where required (a point G that is not on E will always cause failure). Toy ECDSA is of course completely useless for its cryptographic purpose. If this bothers you, please add a multiple-precision version. Reference. Elliptic curves are in the IEEE Std 1363-2000 (Standard Specifications for Public-Key Cryptography), see: 7. Primitives based on the elliptic curve discrete logarithm problem (p. 27ff.) 7.1 The EC setting 7.1.2 EC domain parameters 7.1.3 EC key pairs 7.2 Primitives 7.2.7 ECSP-DSA (p. 35) 7.2.8 ECVP-DSA (p. 36) Annex A. Number-theoretic background A.9 Elliptic curves: overview (p. 115) A.10 Elliptic curves: algorithms (p. 121)
#Raku
Raku
use Digest::SHA256::Native;   # Following data taken from the C entry our (\A,\B,\P,\O,\Gx,\Gy) = (355, 671, 1073741789, 1073807281, 13693, 10088);   #`{ Following data taken from the Julia entry; 256-bit; tested our (\A,\B,\P,\O,\Gx,\Gy) = (0, 7, # https://en.bitcoin.it/wiki/Secp256k1 0xFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFEFFFFFC2F, 0xFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFEBAAEDCE6AF48A03BBFD25E8CD0364141, 0x79BE667EF9DCBBAC55A06295CE870B07029BFCDB2DCE28D959F2815B16F81798, 0x483ADA7726A3C4655DA4FBFC0E1108A8FD17B448A68554199C47D08FFB10D4B8); # }   role Horizon { method gist { 'EC Point at horizon' } }   class Point { # modified from the Elliptic_curve_arithmetic entry has ($.x, $.y); # handle modular arithmetic only multi method new( \x, \y ) { self.bless(:x, :y) } method gist { "EC Point at x=$.x, y=$.y" } method isOn { modP(B + $.x * modP(A+$.x²)) == modP($.y²) } sub modP ($a is copy) { ( $a %= P ) < 0 ?? ($a += P) !! $a } }   multi infix:<⊞>(Point \p, Point \q) { my \λ = $; # slope if p.x ~~ q.x and p.y ~~ q.y { return Horizon if p.y == 0 ; λ = (3*p.x²+ A) * mult_inv(2*p.y, :modulo(P)) } else { λ = (p.y - q.y) * mult_inv(p.x - q.x, :modulo(P)) } my \xr = (λ²- p.x - q.x); my \yr = (λ*(p.x - xr) - p.y); return Point.bless: x => xr % P, y => yr % P }   multi infix:<⊠>(Int \n, Point \p) { return 0 if n == 0 ; return p if n == 1 ; return p ⊞ ((n-1) ⊠ p ) if n % 2 == 1 ; return ( n div 2 ) ⊠ ( p ⊞ p ) }   sub mult_inv($n, :$modulo) { # rosettacode.org/wiki/Modular_inverse#Raku my ($c, $d, $uc, $vd, $vc, $ud, $q) = $n % $modulo, $modulo, 1, 1, 0, 0, 0; while $c != 0 { ($q, $c, $d) = ($d div $c, $d % $c, $c); ($uc, $vc, $ud, $vd) = ($ud - $q*$uc, $vd - $q*$vc, $uc, $vc); } return $ud % $modulo; }   class Signature {   has ($.n, Point $.G); # Order and Generator point   method generate_signature(Int \private_key, Str \msg) { my \z = :16(sha256-hex msg) % $.n; # self ref: Blob.list.fmt("%02X",'') loop ( my $k = my $s = my $r = 0 ; $s == 0 ; ) { loop ( $r = $s = 0 ; $r == 0 ; ) { $r = (( $k = (1..^$.n).roll ) ⊠ $.G).x % $.n; } $s = ((z + $r*private_key) * mult_inv $k, :modulo($.n)) % $.n; } return $r, $s, private_key ⊠ $.G ; }   method verify_signature(\msg, \r, \s, \public_key) { my \z = :16(sha256-hex msg) % $.n; my \w = mult_inv s, :modulo($.n); my (\u1,\u2) = (z*w, r*w).map: { $_ % $.n } my \p = (u1 ⊠ $.G ) ⊞ (u2 ⊠ public_key); return (p.x % $.n) == (r % $.n) } }   print "The Curve E is  : "; "𝑦² = 𝑥³ + %s 𝑥 + %s (mod %s) \n".printf(A,B,P); "with Generator G at  : (%s,%s)\n".printf(Gx,Gy); my $ec = Signature.new: n => O, G => Point.new: x => Gx, y => Gy ; say "Order(G, E) is  : ", O; say "Is G ∈ E ?  : ", $ec.G.isOn; say "Message  : ", my \message = "Show me the monKey"; say "The private key dA is : ", my \dA = (1..^O).roll; my ($r, $s, \Qa) = $ec.generate_signature(dA, message); say "The public key Qa is : ", Qa; say "Is Qa ∈ E ?  : ", Qa.isOn; say "Is signature valid?  : ", $ec.verify_signature(message, $r, $s, Qa); say "Message (Tampered)  : ", my \altered = "Show me the money"; say "Is signature valid?  : ", $ec.verify_signature(altered, $r, $s, Qa)
http://rosettacode.org/wiki/Empty_directory
Empty directory
Starting with a path to some directory, determine whether the directory is empty. An empty directory contains no files nor subdirectories. With Unix or Windows systems, every directory contains an entry for “.” and almost every directory contains “..” (except for a root directory); an empty directory contains no other entries.
#D
D
import std.stdio, std.file;   void main() { auto dir = "somedir"; writeln(dir ~ " is empty: ", dirEmpty(dir)); }   bool dirEmpty(string dirname) { if (!exists(dirname) || !isDir(dirname)) throw new Exception("dir not found: " ~ dirname); return dirEntries(dirname, SpanMode.shallow).empty; }
http://rosettacode.org/wiki/Empty_directory
Empty directory
Starting with a path to some directory, determine whether the directory is empty. An empty directory contains no files nor subdirectories. With Unix or Windows systems, every directory contains an entry for “.” and almost every directory contains “..” (except for a root directory); an empty directory contains no other entries.
#Delphi
Delphi
  program Empty_directory;   {$APPTYPE CONSOLE}   uses System.SysUtils, System.IOUtils;   function IsDirectoryEmpty(dir: string): Boolean; var count: Integer; begin count := Length(TDirectory.GetFiles(dir)) + Length(TDirectory.GetDirectories(dir)); Result := count = 0; end;   var i: Integer;   const CHECK: array[Boolean] of string = (' is not', ' is');   begin if ParamCount > 0 then for i := 1 to ParamCount do Writeln(ParamStr(i), CHECK[IsDirectoryEmpty(ParamStr(i))], ' empty'); Readln; end.
http://rosettacode.org/wiki/Empty_program
Empty program
Task Create the simplest possible program that is still considered "correct."
#ALGOL_68
ALGOL 68
~