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http://rosettacode.org/wiki/Eban_numbers | Eban numbers |
Definition
An eban number is a number that has no letter e in it when the number is spelled in English.
Or more literally, spelled numbers that contain the letter e are banned.
The American version of spelling numbers will be used here (as opposed to the British).
2,000,000,000 is two billion, not two milliard.
Only numbers less than one sextillion (1021) will be considered in/for this task.
This will allow optimizations to be used.
Task
show all eban numbers ≤ 1,000 (in a horizontal format), and a count
show all eban numbers between 1,000 and 4,000 (inclusive), and a count
show a count of all eban numbers up and including 10,000
show a count of all eban numbers up and including 100,000
show a count of all eban numbers up and including 1,000,000
show a count of all eban numbers up and including 10,000,000
show all output here.
See also
The MathWorld entry: eban numbers.
The OEIS entry: A6933, eban numbers.
| #Vlang | Vlang | struct Range {
start i64
end i64
print bool
}
fn main() {
rgs := [Range{2, 1000, true},
Range{1000, 4000, true},
Range{2, 10000, false},
Range{2, 100000, false},
Range{2, 1000000, false},
Range{2, 10000000, false},
Range{2, 100000000, false},
Range{2, 1000000000, false},
]
for rg in rgs {
if rg.start == 2 {
println("eban numbers up to and including $rg.end:")
} else {
println("eban numbers between $rg.start and $rg.end (inclusive):")
}
mut count := 0
for i := rg.start; i <= rg.end; i += 2 {
b := i / 1000000000
mut r := i % 1000000000
mut m := r / 1000000
r = i % 1000000
mut t := r / 1000
r %= 1000
if m >= 30 && m <= 66 {
m %= 10
}
if t >= 30 && t <= 66 {
t %= 10
}
if r >= 30 && r <= 66 {
r %= 10
}
if b == 0 || b == 2 || b == 4 || b == 6 {
if m == 0 || m == 2 || m == 4 || m == 6 {
if t == 0 || t == 2 || t == 4 || t == 6 {
if r == 0 || r == 2 || r == 4 || r == 6 {
if rg.print {
print("$i ")
}
count++
}
}
}
}
}
if rg.print {
println('')
}
println("count = $count\n")
}
} |
http://rosettacode.org/wiki/Eban_numbers | Eban numbers |
Definition
An eban number is a number that has no letter e in it when the number is spelled in English.
Or more literally, spelled numbers that contain the letter e are banned.
The American version of spelling numbers will be used here (as opposed to the British).
2,000,000,000 is two billion, not two milliard.
Only numbers less than one sextillion (1021) will be considered in/for this task.
This will allow optimizations to be used.
Task
show all eban numbers ≤ 1,000 (in a horizontal format), and a count
show all eban numbers between 1,000 and 4,000 (inclusive), and a count
show a count of all eban numbers up and including 10,000
show a count of all eban numbers up and including 100,000
show a count of all eban numbers up and including 1,000,000
show a count of all eban numbers up and including 10,000,000
show all output here.
See also
The MathWorld entry: eban numbers.
The OEIS entry: A6933, eban numbers.
| #Wren | Wren | var rgs = [
[2, 1000, true],
[1000, 4000, true],
[2, 1e4, false],
[2, 1e5, false],
[2, 1e6, false],
[2, 1e7, false],
[2, 1e8, false],
[2, 1e9, false]
]
for (rg in rgs) {
if (rg[0] == 2) {
System.print("eban numbers up to and including %(rg[1])")
} else {
System.print("eban numbers between %(rg[0]) and %(rg[1]) (inclusive):")
}
var count = 0
var i = rg[0]
while (i <= rg[1]) {
var b = (i/1e9).floor
var r = i % 1e9
var m = (r/1e6).floor
r = i % 1e6
var t = (r/1000).floor
r = r % 1000
if (m >= 30 && m <= 66) m = m % 10
if (t >= 30 && t <= 66) t = t % 10
if (r >= 30 && r <= 66) r = r % 10
if (b == 0 || b == 2 || b == 4 || b == 6) {
if (m == 0 || m == 2 || m == 4 || m == 6) {
if (t == 0 || t == 2 || t == 4 || t == 6) {
if (r == 0 || r == 2 || r == 4 || r == 6) {
if (rg[2]) System.write("%(i) ")
count = count + 1
}
}
}
}
i = i + 2
}
if (rg[2]) System.print()
System.print("count = %(count)\n")
} |
http://rosettacode.org/wiki/Draw_a_rotating_cube | Draw a rotating cube | Task
Draw a rotating cube.
It should be oriented with one vertex pointing straight up, and its opposite vertex on the main diagonal (the one farthest away) straight down. It can be solid or wire-frame, and you can use ASCII art if your language doesn't have graphical capabilities. Perspective is optional.
Related tasks
Draw a cuboid
write language name in 3D ASCII
| #Maple | Maple | plots:-display(
seq(
plots:-display(
plottools[cuboid]( [0,0,0], [1,1,1] ),
axes=none, scaling=constrained, orientation=[0,45,i] ),
i = 0..360, 20 ),
insequence=true ); |
http://rosettacode.org/wiki/Draw_a_rotating_cube | Draw a rotating cube | Task
Draw a rotating cube.
It should be oriented with one vertex pointing straight up, and its opposite vertex on the main diagonal (the one farthest away) straight down. It can be solid or wire-frame, and you can use ASCII art if your language doesn't have graphical capabilities. Perspective is optional.
Related tasks
Draw a cuboid
write language name in 3D ASCII
| #Mathematica.2FWolfram_Language | Mathematica/Wolfram Language | Dynamic[
Graphics3D[
GeometricTransformation[
GeometricTransformation[Cuboid[], RotationTransform[Pi/4, {1, 1, 0}]],
RotationTransform[Clock[2 Pi], {0, 0, 1}]
],
Boxed -> False]] |
http://rosettacode.org/wiki/Element-wise_operations | Element-wise operations | This task is similar to:
Matrix multiplication
Matrix transposition
Task
Implement basic element-wise matrix-matrix and scalar-matrix operations, which can be referred to in other, higher-order tasks.
Implement:
addition
subtraction
multiplication
division
exponentiation
Extend the task if necessary to include additional basic operations, which should not require their own specialised task.
| #Racket | Racket | #lang racket(require math/array)
(define mat (list->array #(2 2) '(1 3 2 4)))
mat
(array+ mat (array 2))
(array* mat (array 2))
(array-map expt mat (array 2))
(array+ mat mat)
(array* mat mat)
(array-map expt mat mat)
|
http://rosettacode.org/wiki/Element-wise_operations | Element-wise operations | This task is similar to:
Matrix multiplication
Matrix transposition
Task
Implement basic element-wise matrix-matrix and scalar-matrix operations, which can be referred to in other, higher-order tasks.
Implement:
addition
subtraction
multiplication
division
exponentiation
Extend the task if necessary to include additional basic operations, which should not require their own specialised task.
| #Raku | Raku | my @a =
[1,2,3],
[4,5,6],
[7,8,9];
sub msay(@x) {
say .map( { ($_%1) ?? $_.nude.join('/') !! $_ } ).join(' ') for @x;
say '';
}
msay @a «+» @a;
msay @a «-» @a;
msay @a «*» @a;
msay @a «/» @a;
msay @a «+» [1,2,3];
msay @a «-» [1,2,3];
msay @a «*» [1,2,3];
msay @a «/» [1,2,3];
msay @a «+» 2;
msay @a «-» 2;
msay @a «*» 2;
msay @a «/» 2;
# In addition to calling the underlying higher-order functions directly, it's possible to name a function.
sub infix:<M+> (\l,\r) { l <<+>> r }
msay @a M+ @a;
msay @a M+ [1,2,3];
msay @a M+ 2;
|
http://rosettacode.org/wiki/Dragon_curve | Dragon curve |
Create and display a dragon curve fractal.
(You may either display the curve directly or write it to an image file.)
Algorithms
Here are some brief notes the algorithms used and how they might suit various languages.
Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right.
*---R----* expands to * *
\ /
R L
\ /
*
*
/ \
L R
/ \
*---L---* expands to * *
The co-routines dcl and dcr in various examples do this recursively to a desired expansion level.
The curl direction right or left can be a parameter instead of two separate routines.
Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees.
*------->* becomes * * Recursive copies drawn
\ / from the ends towards
\ / the centre.
v v
*
This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen.
Successive approximation repeatedly re-writes each straight line as two new segments at a right angle,
*
*-----* becomes / \ bend to left
/ \ if N odd
* *
* *
*-----* becomes \ / bend to right
\ / if N even
*
Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing.
The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this.
Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently.
n = 1010110000
^
bit above lowest 1-bit, turn left or right as 0 or 1
LowMask = n BITXOR (n-1) # eg. giving 0000011111
AboveMask = LowMask + 1 # eg. giving 0000100000
BitAboveLowestOne = n BITAND AboveMask
The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there.
If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is.
Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction.
If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1.
Absolute direction to move at point n can be calculated by the number of bit-transitions in n.
n = 11 00 1111 0 1
^ ^ ^ ^ 4 places where change bit value
so direction=4*90degrees=East
This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ.
Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently.
Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this.
A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.)
The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section.
As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code.
Axiom F, angle 90 degrees
F -> F+S
S -> F-S
This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page.
Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around.
The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
| #Action.21 | Action! | DEFINE MAXSIZE="20"
INT ARRAY
xStack(MAXSIZE),yStack(MAXSIZE),
dxStack(MAXSIZE),dyStack(MAXSIZE)
BYTE ARRAY
dirStack(MAXSIZE),
depthStack(MAXSIZE),stageStack(MAXSIZE)
BYTE stacksize=[0]
BYTE FUNC IsEmpty()
IF stacksize=0 THEN RETURN (1) FI
RETURN (0)
BYTE FUNC IsFull()
IF stacksize=MAXSIZE THEN RETURN (1) FI
RETURN (0)
PROC Push(INT x,y,dx,dy BYTE dir,depth,stage)
IF IsFull() THEN Break() FI
xStack(stacksize)=x yStack(stacksize)=y
dxStack(stacksize)=dx dyStack(stacksize)=dy
dirStack(stacksize)=dir
depthStack(stacksize)=depth
stageStack(stackSize)=stage
stacksize==+1
RETURN
PROC Pop(INT POINTER x,y,dx,dy BYTE POINTER dir,depth,stage)
IF IsEmpty() THEN Break() FI
stacksize==-1
x^=xStack(stacksize) y^=yStack(stacksize)
dx^=dxStack(stacksize) dy^=dyStack(stacksize)
dir^=dirStack(stacksize)
depth^=depthStack(stacksize)
stage^=stageStack(stacksize)
RETURN
PROC DrawDragon(INT x,y,dx,dy BYTE depth)
BYTE dir,stage
INT nx,ny,dx2,dy2,tmp
Push(x,y,dx,dy,1,depth,0)
WHILE IsEmpty()=0
DO
Pop(@x,@y,@dx,@dy,@dir,@depth,@stage)
IF depth=0 THEN
Plot(x,y) DrawTo(x+dx,y+dy)
ELSE
IF stage<2 THEN
Push(x,y,dx,dy,dir,depth,stage+1)
FI
nx=dx/2 ny=dy/2
dx2=nx-ny dy2=nx+ny
IF stage=0 THEN
IF dir THEN
Push(x,y,dx2,dy2,1,depth-1,0)
ELSE
Push(x,y,dy2,-dx2,1,depth-1,0)
FI
ELSEIF stage=1 THEN
IF dir THEN
tmp=-dx2 ;to avoid the compiler error
Push(x+dx2,y+dy2,dy2,tmp,0,depth-1,0)
ELSE
Push(x+dy2,y-dx2,dx2,dy2,0,depth-1,0)
FI
FI
FI
OD
RETURN
PROC Main()
BYTE CH=$02FC,COLOR1=$02C5,COLOR2=$02C6
Graphics(8+16)
Color=1
COLOR1=$0C
COLOR2=$02
DrawDragon(104,72,128,0,12)
DO UNTIL CH#$FF OD
CH=$FF
RETURN |
http://rosettacode.org/wiki/Draw_a_sphere | Draw a sphere | Task
Draw a sphere.
The sphere can be represented graphically, or in ASCII art, depending on the language capabilities.
Either static or rotational projection is acceptable for this task.
Related tasks
draw a cuboid
draw a rotating cube
write language name in 3D ASCII
draw a Deathstar
| #C | C | #include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include <math.h>
const char *shades = ".:!*oe&#%@";
double light[3] = { 30, 30, -50 };
void normalize(double * v)
{
double len = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
v[0] /= len; v[1] /= len; v[2] /= len;
}
double dot(double *x, double *y)
{
double d = x[0]*y[0] + x[1]*y[1] + x[2]*y[2];
return d < 0 ? -d : 0;
}
void draw_sphere(double R, double k, double ambient)
{
int i, j, intensity;
double b;
double vec[3], x, y;
for (i = floor(-R); i <= ceil(R); i++) {
x = i + .5;
for (j = floor(-2 * R); j <= ceil(2 * R); j++) {
y = j / 2. + .5;
if (x * x + y * y <= R * R) {
vec[0] = x;
vec[1] = y;
vec[2] = sqrt(R * R - x * x - y * y);
normalize(vec);
b = pow(dot(light, vec), k) + ambient;
intensity = (1 - b) * (sizeof(shades) - 1);
if (intensity < 0) intensity = 0;
if (intensity >= sizeof(shades) - 1)
intensity = sizeof(shades) - 2;
putchar(shades[intensity]);
} else
putchar(' ');
}
putchar('\n');
}
}
int main()
{
normalize(light);
draw_sphere(20, 4, .1);
draw_sphere(10, 2, .4);
return 0;
} |
http://rosettacode.org/wiki/Doubly-linked_list/Element_insertion | Doubly-linked list/Element insertion | Doubly-Linked List (element)
This is much like inserting into a Singly-Linked List, but with added assignments so that the backwards-pointing links remain correct.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack | #Kotlin | Kotlin | // version 1.1.2
class Node<T: Number>(var data: T, var prev: Node<T>? = null, var next: Node<T>? = null) {
override fun toString(): String {
val sb = StringBuilder(this.data.toString())
var node = this.next
while (node != null) {
sb.append(" -> ", node.data.toString())
node = node.next
}
return sb.toString()
}
}
fun <T: Number> insert(after: Node<T>, new: Node<T>) {
new.next = after.next
if (after.next != null) after.next!!.prev = new
new.prev = after
after.next = new
}
fun main(args: Array<String>) {
val a = Node(1)
val b = Node(3, a)
a.next = b
println("Before insertion : $a")
val c = Node(2)
insert(after = a, new = c)
println("After insertion : $a")
} |
http://rosettacode.org/wiki/Doubly-linked_list/Element_insertion | Doubly-linked list/Element insertion | Doubly-Linked List (element)
This is much like inserting into a Singly-Linked List, but with added assignments so that the backwards-pointing links remain correct.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack | #Lua | Lua | ds = CreateDataStructure["DoublyLinkedList"];
ds["Append", "A"];
ds["Append", "B"];
ds["Append", "C"];
ds["SwapPart", 2, 3];
ds["Elements"] |
http://rosettacode.org/wiki/Draw_a_clock | Draw a clock | Task
Draw a clock.
More specific:
Draw a time keeping device. It can be a stopwatch, hourglass, sundial, a mouth counting "one thousand and one", anything. Only showing the seconds is required, e.g.: a watch with just a second hand will suffice. However, it must clearly change every second, and the change must cycle every so often (one minute, 30 seconds, etc.) It must be drawn; printing a string of numbers to your terminal doesn't qualify. Both text-based and graphical drawing are OK.
The clock is unlikely to be used to control space flights, so it needs not be hyper-accurate, but it should be usable, meaning if one can read the seconds off the clock, it must agree with the system clock.
A clock is rarely (never?) a major application: don't be a CPU hog and poll the system timer every microsecond, use a proper timer/signal/event from your system or language instead. For a bad example, many OpenGL programs update the frame-buffer in a busy loop even if no redraw is needed, which is very undesirable for this task.
A clock is rarely (never?) a major application: try to keep your code simple and to the point. Don't write something too elaborate or convoluted, instead do whatever is natural, concise and clear in your language.
Key points
animate simple object
timed event
polling system resources
code clarity
| #AutoHotkey | AutoHotkey | ; gdi+ ahk analogue clock example written by derRaphael
; Parts based on examples from Tic's GDI+ Tutorials and of course on his GDIP.ahk
; This code has been licensed under the terms of EUPL 1.0
#SingleInstance, Force
#NoEnv
SetBatchLines, -1
; Uncomment if Gdip.ahk is not in your standard library
;#Include, Gdip.ahk
If !pToken := Gdip_Startup()
{
MsgBox, 48, gdiplus error!, Gdiplus failed to start. Please ensure you have gdiplus on your system
ExitApp
}
OnExit, Exit
SysGet, MonitorPrimary, MonitorPrimary
SysGet, WA, MonitorWorkArea, %MonitorPrimary%
WAWidth := WARight-WALeft
WAHeight := WABottom-WATop
Gui, 1: -Caption +E0x80000 +LastFound +AlwaysOnTop +ToolWindow +OwnDialogs
Gui, 1: Show, NA
hwnd1 := WinExist()
ClockDiameter := 180
Width := Height := ClockDiameter + 2 ; make width and height slightly bigger to avoid cut away edges
CenterX := CenterY := floor(ClockDiameter/2) ; Center x
; Prepare our pGraphic so we have a 'canvas' to work upon
hbm := CreateDIBSection(Width, Height), hdc := CreateCompatibleDC()
obm := SelectObject(hdc, hbm), G := Gdip_GraphicsFromHDC(hdc)
Gdip_SetSmoothingMode(G, 4)
; Draw outer circle
Diameter := ClockDiameter
pBrush := Gdip_BrushCreateSolid(0x66008000)
Gdip_FillEllipse(G, pBrush, CenterX-(Diameter//2), CenterY-(Diameter//2),Diameter, Diameter)
Gdip_DeleteBrush(pBrush)
; Draw inner circle
Diameter := ceil(ClockDiameter - ClockDiameter*0.08) ; inner circle is 8 % smaller than clock's diameter
pBrush := Gdip_BrushCreateSolid(0x80008000)
Gdip_FillEllipse(G, pBrush, CenterX-(Diameter//2), CenterY-(Diameter//2),Diameter, Diameter)
Gdip_DeleteBrush(pBrush)
; Draw Second Marks
R1 := Diameter//2-1 ; outer position
R2 := Diameter//2-1-ceil(Diameter//2*0.05) ; inner position
Items := 60 ; we have 60 seconds
pPen := Gdip_CreatePen(0xff00a000, floor((ClockDiameter/100)*1.2)) ; 1.2 % of total diameter is our pen width
GoSub, DrawClockMarks
Gdip_DeletePen(pPen)
; Draw Hour Marks
R1 := Diameter//2-1 ; outer position
R2 := Diameter//2-1-ceil(Diameter//2*0.1) ; inner position
Items := 12 ; we have 12 hours
pPen := Gdip_CreatePen(0xc0008000, ceil((ClockDiameter//100)*2.3)) ; 2.3 % of total diameter is our pen width
GoSub, DrawClockMarks
Gdip_DeletePen(pPen)
; The OnMessage will let us drag the clock
OnMessage(0x201, "WM_LBUTTONDOWN")
UpdateLayeredWindow(hwnd1, hdc, WALeft+((WAWidth-Width)//2), WATop+((WAHeight-Height)//2), Width, Height)
SetTimer, sec, 1000
sec:
; prepare to empty previously drawn stuff
Gdip_SetSmoothingMode(G, 1) ; turn off aliasing
Gdip_SetCompositingMode(G, 1) ; set to overdraw
; delete previous graphic and redraw background
Diameter := ceil(ClockDiameter - ClockDiameter*0.18) ; 18 % less than clock's outer diameter
; delete whatever has been drawn here
pBrush := Gdip_BrushCreateSolid(0x00000000) ; fully transparent brush 'eraser'
Gdip_FillEllipse(G, pBrush, CenterX-(Diameter//2), CenterY-(Diameter//2),Diameter, Diameter)
Gdip_DeleteBrush(pBrush)
Gdip_SetCompositingMode(G, 0) ; switch off overdraw
pBrush := Gdip_BrushCreateSolid(0x66008000)
Gdip_FillEllipse(G, pBrush, CenterX-(Diameter//2), CenterY-(Diameter//2),Diameter, Diameter)
Gdip_DeleteBrush(pBrush)
pBrush := Gdip_BrushCreateSolid(0x80008000)
Gdip_FillEllipse(G, pBrush, CenterX-(Diameter//2), CenterY-(Diameter//2),Diameter, Diameter)
Gdip_DeleteBrush(pBrush)
; Draw HoursPointer
Gdip_SetSmoothingMode(G, 4) ; turn on antialiasing
t := A_Hour*360//12 + (A_Min*360//60)//12 +90
R1 := ClockDiameter//2-ceil((ClockDiameter//2)*0.5) ; outer position
pPen := Gdip_CreatePen(0xa0008000, floor((ClockDiameter/100)*3.5))
Gdip_DrawLine(G, pPen, CenterX, CenterY
, ceil(CenterX - (R1 * Cos(t * Atan(1) * 4 / 180)))
, ceil(CenterY - (R1 * Sin(t * Atan(1) * 4 / 180))))
Gdip_DeletePen(pPen)
; Draw MinutesPointer
t := A_Min*360//60+90
R1 := ClockDiameter//2-ceil((ClockDiameter//2)*0.25) ; outer position
pPen := Gdip_CreatePen(0xa0008000, floor((ClockDiameter/100)*2.7))
Gdip_DrawLine(G, pPen, CenterX, CenterY
, ceil(CenterX - (R1 * Cos(t * Atan(1) * 4 / 180)))
, ceil(CenterY - (R1 * Sin(t * Atan(1) * 4 / 180))))
Gdip_DeletePen(pPen)
; Draw SecondsPointer
t := A_Sec*360//60+90
R1 := ClockDiameter//2-ceil((ClockDiameter//2)*0.2) ; outer position
pPen := Gdip_CreatePen(0xa000FF00, floor((ClockDiameter/100)*1.2))
Gdip_DrawLine(G, pPen, CenterX, CenterY
, ceil(CenterX - (R1 * Cos(t * Atan(1) * 4 / 180)))
, ceil(CenterY - (R1 * Sin(t * Atan(1) * 4 / 180))))
Gdip_DeletePen(pPen)
UpdateLayeredWindow(hwnd1, hdc) ;, xPos, yPos, ClockDiameter, ClockDiameter)
return
DrawClockMarks:
Loop, % Items
Gdip_DrawLine(G, pPen
, CenterX - ceil(R1 * Cos(((a_index-1)*360//Items) * Atan(1) * 4 / 180))
, CenterY - ceil(R1 * Sin(((a_index-1)*360//Items) * Atan(1) * 4 / 180))
, CenterX - ceil(R2 * Cos(((a_index-1)*360//Items) * Atan(1) * 4 / 180))
, CenterY - ceil(R2 * Sin(((a_index-1)*360//Items) * Atan(1) * 4 / 180)) )
return
WM_LBUTTONDOWN() {
PostMessage, 0xA1, 2
return
}
esc::
Exit:
SelectObject(hdc, obm)
DeleteObject(hbm)
DeleteDC(hdc)
Gdip_DeleteGraphics(G)
Gdip_Shutdown(pToken)
ExitApp
Return |
http://rosettacode.org/wiki/Doubly-linked_list/Traversal | Doubly-linked list/Traversal | Traverse from the beginning of a doubly-linked list to the end, and from the end to the beginning.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Groovy | Groovy | class DoubleLinkedListTraversing {
static void main(args) {
def linkedList = (1..9).collect() as LinkedList
linkedList.each {
print it
}
println()
linkedList.reverseEach {
print it
}
}
} |
http://rosettacode.org/wiki/Doubly-linked_list/Traversal | Doubly-linked list/Traversal | Traverse from the beginning of a doubly-linked list to the end, and from the end to the beginning.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Haskell | Haskell | main = print . traverse True $ create [10,20,30,40]
data DList a = Leaf | Node { prev::(DList a), elt::a, next::(DList a) }
create = go Leaf
where go _ [] = Leaf
go prev (x:xs) = current
where current = Node prev x next
next = go current xs
isLeaf Leaf = True
isLeaf _ = False
lastNode Leaf = Leaf
lastNode dl = until (isLeaf.next) next dl
traverse _ Leaf = []
traverse True (Node l v Leaf) = v : v : traverse False l
traverse dir (Node l v r) = v : traverse dir (if dir then r else l) |
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Go | Go | type dlNode struct {
string
next, prev *dlNode
} |
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Haskell | Haskell |
data DList a = Leaf | Node (DList a) a (DList a)
updateLeft _ Leaf = Leaf
updateLeft Leaf (Node _ v r) = Node Leaf v r
updateLeft new@(Node nl _ _) (Node _ v r) = current
where current = Node prev v r
prev = updateLeft nl new
updateRight _ Leaf = Leaf
updateRight Leaf (Node l v _) = Node l v Leaf
updateRight new@(Node _ _ nr) (Node l v _) = current
where current = Node l v next
next = updateRight nr new
|
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Icon_and_Unicon | Icon and Unicon |
class DoubleLink (value, prev_link, next_link)
initially (value, prev_link, next_link)
self.value := value
self.prev_link := prev_link # links are 'null' if not given
self.next_link := next_link
end
|
http://rosettacode.org/wiki/Dutch_national_flag_problem | Dutch national flag problem |
The Dutch national flag is composed of three coloured bands in the order:
red (top)
then white, and
lastly blue (at the bottom).
The problem posed by Edsger Dijkstra is:
Given a number of red, blue and white balls in random order, arrange them in the order of the colours in the Dutch national flag.
When the problem was first posed, Dijkstra then went on to successively refine a solution, minimising the number of swaps and the number of times the colour of a ball needed to determined and restricting the balls to end in an array, ...
Task
Generate a randomized order of balls ensuring that they are not in the order of the Dutch national flag.
Sort the balls in a way idiomatic to your language.
Check the sorted balls are in the order of the Dutch national flag.
C.f.
Dutch national flag problem
Probabilistic analysis of algorithms for the Dutch national flag problem by Wei-Mei Chen. (pdf)
| #Factor | Factor | USING: combinators grouping kernel math prettyprint random
sequences ;
: sorted? ( seq -- ? ) [ <= ] monotonic? ;
: random-non-sorted-integers ( length n -- seq )
2dup random-integers
[ dup sorted? ] [ drop 2dup random-integers ] while 2nip ;
: dnf-sort! ( seq -- seq' )
[ 0 0 ] dip [ length 1 - ] [ ] bi
[ 2over <= ] [
pick over nth {
{ 0 [ reach reach pick exchange [ [ 1 + ] bi@ ] 2dip ] }
{ 1 [ [ 1 + ] 2dip ] }
[ drop 3dup exchange [ 1 - ] dip ]
} case
] while 3nip ;
10 3 random-non-sorted-integers dup . dnf-sort! . |
http://rosettacode.org/wiki/Dutch_national_flag_problem | Dutch national flag problem |
The Dutch national flag is composed of three coloured bands in the order:
red (top)
then white, and
lastly blue (at the bottom).
The problem posed by Edsger Dijkstra is:
Given a number of red, blue and white balls in random order, arrange them in the order of the colours in the Dutch national flag.
When the problem was first posed, Dijkstra then went on to successively refine a solution, minimising the number of swaps and the number of times the colour of a ball needed to determined and restricting the balls to end in an array, ...
Task
Generate a randomized order of balls ensuring that they are not in the order of the Dutch national flag.
Sort the balls in a way idiomatic to your language.
Check the sorted balls are in the order of the Dutch national flag.
C.f.
Dutch national flag problem
Probabilistic analysis of algorithms for the Dutch national flag problem by Wei-Mei Chen. (pdf)
| #Forth | Forth | \ Dutch flag DEMO for CAMEL99 Forth
\ *SORTS IN PLACE FROM Video MEMORY*
INCLUDE DSK1.GRAFIX.F
INCLUDE DSK1.RANDOM.F
INCLUDE DSK1.CASE.F
\ TMS9918 Video chip Specific code
HEX
FFFF FFFF FFFF FFFF PATTERN: SQUARE
\ define colors and characters
DECIMAL
24 32 * CONSTANT SIZE \ flag will fill GRAPHICS screen
SIZE 3 / CONSTANT #256 \ 256 chars per segment of flag
1 CONSTANT REDSQR \ red character
9 CONSTANT WHTSQR \ white character
19 CONSTANT BLUSQR \ blue character
\ color constants
1 CONSTANT TRANS
7 CONSTANT RED
5 CONSTANT BLU
16 CONSTANT WHT
SQUARE REDSQR CHARDEF
SQUARE BLUSQR CHARDEF
SQUARE WHTSQR CHARDEF
\ charset FG BG
0 RED TRANS COLOR
1 WHT TRANS COLOR
2 BLU TRANS COLOR
\ screen fillers
: RNDI ( -- n ) SIZE 1+ RND ; \ return a random VDP screen address
: NOTRED ( -- n ) \ return rnd index that is not RED
BEGIN
RNDI DUP VC@ REDSQR =
WHILE DROP
REPEAT ;
: NOTREDWHT ( -- n ) \ return rnd index that is not RED or WHITE
BEGIN RNDI DUP
VC@ DUP REDSQR =
SWAP WHTSQR = OR
WHILE
DROP
REPEAT ;
: RNDRED ( -- ) \ Random RED on VDP screen
#256 0 DO REDSQR NOTRED VC! LOOP ;
: RNDWHT ( -- ) \ place white where there is no red or white
#256 0 DO WHTSQR NOTREDWHT VC! LOOP ;
: BLUSCREEN ( -- )
0 768 BLUSQR VFILL ;
\ load the screen with random red,white&blue squares
: RNDSCREEN ( -- )
BLUSCREEN RNDRED RNDWHT ;
: CHECKERED ( -- ) \ red,wht,blue checker board
SIZE 0
DO
BLUSQR I VC!
WHTSQR I 1+ VC!
REDSQR I 2+ VC!
3 +LOOP ;
: RUSSIAN \ Russian flag
0 0 WHTSQR 256 HCHAR
0 8 BLUSQR 256 HCHAR
0 16 REDSQR 256 HCHAR ;
: FRENCH \ kind of a French flag
0 0 BLUSQR 256 VCHAR
10 16 WHTSQR 256 VCHAR
21 8 REDSQR 256 VCHAR ;
\ =======================================================
\ Algorithm Dijkstra(A) \ A is an array of three colors
\ begin
\ r <- 1;
\ b <- n;
\ w <- n;
\ while (w>=r)
\ check the color of A[w]
\ case 1: red
\ swap(A[r],A [w]);
\ r<-r+1;
\ case 2: white
\ w<-w-1
\ case 3: blue
\ swap(A[w],A[b]);
\ w<-w-1;
\ b<-b-1;
\ end
\ ======================================================
\ Dijkstra three color Algorithm in Forth
\ screen address pointers
VARIABLE R
VARIABLE B
VARIABLE W
: XCHG ( vadr1 vadr2 -- ) \ Exchange chars in Video RAM
OVER VC@ OVER VC@ ( -- addr1 addr2 char1 char2)
SWAP ROT VC! SWAP VC! ; \ exchange chars in Video RAM
: DIJKSTRA ( -- )
0 R !
SIZE 1- DUP B ! W !
BEGIN
W @ R @ 1- >
WHILE
W @ VC@ ( fetch Video char at pointer W)
CASE
REDSQR OF R @ W @ XCHG
1 R +! ENDOF
WHTSQR OF -1 W +! ENDOF
BLUSQR OF W @ B @ XCHG
-1 W +!
-1 B +! ENDOF
ENDCASE
REPEAT ;
: WAIT ( -- ) 11 11 AT-XY ." Finished!" 1500 MS ;
: RUN ( -- )
PAGE
CR ." Dijkstra Dutch flag Demo" CR
CR ." Sorted in-place in Video RAM" CR
CR
CR ." Using the 3 colour algorithm" CR
CR ." Press any key to begin" KEY DROP
RNDSCREEN DIJKSTRA WAIT
CHECKERED DIJKSTRA WAIT
RUSSIAN DIJKSTRA WAIT
FRENCH DIJKSTRA WAIT
0 23 AT-XY
CR ." Completed"
;
|
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a cuboid with relative dimensions of 2 × 3 × 4.
The cuboid can be represented graphically, or in ASCII art, depending on the language capabilities.
To fulfill the criteria of being a cuboid, three faces must be visible.
Either static or rotational projection is acceptable for this task.
Related tasks
draw a sphere
draw a rotating cube
write language name in 3D ASCII
draw a Deathstar
| #D | D | import std.stdio, std.array;
void printCuboid(in int dx, in int dy, in int dz) {
static cline(in int n, in int dx, in int dy, in string cde) {
writef("%*s", n+1, cde[0 .. 1]);
write(cde[1 .. 2].replicate(9*dx - 1));
write(cde[0]);
writefln("%*s", dy+1, cde[2 .. $]);
}
cline(dy+1, dx, 0, "+-");
foreach (i; 1 .. dy+1)
cline(dy-i+1, dx, i-1, "/ |");
cline(0, dx, dy, "+-|");
foreach (_; 0 .. 4*dz - dy - 2)
cline(0, dx, dy, "| |");
cline(0, dx, dy, "| +");
foreach_reverse (i; 0 .. dy)
cline(0, dx, i, "| /");
cline(0, dx, 0, "+-\n");
}
void main() {
printCuboid(2, 3, 4);
printCuboid(1, 1, 1);
printCuboid(6, 2, 1);
} |
http://rosettacode.org/wiki/Dynamic_variable_names | Dynamic variable names | Task
Create a variable with a user-defined name.
The variable name should not be written in the program text, but should be taken from the user dynamically.
See also
Eval in environment is a similar task.
| #Retro | Retro | :newVariable ("-) s:get var ;
newVariable: foo |
http://rosettacode.org/wiki/Dynamic_variable_names | Dynamic variable names | Task
Create a variable with a user-defined name.
The variable name should not be written in the program text, but should be taken from the user dynamically.
See also
Eval in environment is a similar task.
| #REXX | REXX | /*REXX program demonstrates the use of dynamic variable names & setting a val.*/
parse arg newVar newValue
say 'Arguments as they were entered via the command line: ' newVar newValue
say
call value newVar, newValue
say 'The newly assigned value (as per the VALUE bif)------' newVar value(newVar)
/*stick a fork in it, we're all done. */ |
http://rosettacode.org/wiki/Draw_a_pixel | Draw a pixel | Task
Create a window and draw a pixel in it, subject to the following:
the window is 320 x 240
the color of the pixel must be red (255,0,0)
the position of the pixel is x = 100, y = 100 | #Python | Python | from PIL import Image
img = Image.new('RGB', (320, 240))
pixels = img.load()
pixels[100,100] = (255,0,0)
img.show()
|
http://rosettacode.org/wiki/Draw_a_pixel | Draw a pixel | Task
Create a window and draw a pixel in it, subject to the following:
the window is 320 x 240
the color of the pixel must be red (255,0,0)
the position of the pixel is x = 100, y = 100 | #QB64 | QB64 | Screen _NewImage(320, 240, 32)
PSet (100, 100), _RGB(255, 0, 0) |
http://rosettacode.org/wiki/Egyptian_division | Egyptian division | Egyptian division is a method of dividing integers using addition and
doubling that is similar to the algorithm of Ethiopian multiplication
Algorithm:
Given two numbers where the dividend is to be divided by the divisor:
Start the construction of a table of two columns: powers_of_2, and doublings; by a first row of a 1 (i.e. 2^0) in the first column and 1 times the divisor in the first row second column.
Create the second row with columns of 2 (i.e 2^1), and 2 * divisor in order.
Continue with successive i’th rows of 2^i and 2^i * divisor.
Stop adding rows, and keep only those rows, where 2^i * divisor is less than or equal to the dividend.
We now assemble two separate sums that both start as zero, called here answer and accumulator
Consider each row of the table, in the reverse order of its construction.
If the current value of the accumulator added to the doublings cell would be less than or equal to the dividend then add it to the accumulator, as well as adding the powers_of_2 cell value to the answer.
When the first row has been considered as above, then the integer division of dividend by divisor is given by answer.
(And the remainder is given by the absolute value of accumulator - dividend).
Example: 580 / 34
Table creation:
powers_of_2
doublings
1
34
2
68
4
136
8
272
16
544
Initialization of sums:
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
8
272
16
544
0
0
Considering table rows, bottom-up:
When a row is considered it is shown crossed out if it is not accumulated, or bold if the row causes summations.
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
8
272
16
544
16
544
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
8
272
16
544
16
544
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
16
544
8
272
16
544
powers_of_2
doublings
answer
accumulator
1
34
2
68
16
544
4
136
8
272
16
544
powers_of_2
doublings
answer
accumulator
1
34
17
578
2
68
4
136
8
272
16
544
Answer
So 580 divided by 34 using the Egyptian method is 17 remainder (578 - 580) or 2.
Task
The task is to create a function that does Egyptian division. The function should
closely follow the description above in using a list/array of powers of two, and
another of doublings.
Functions should be clear interpretations of the algorithm.
Use the function to divide 580 by 34 and show the answer here, on this page.
Related tasks
Egyptian fractions
References
Egyptian Number System
| #Swift | Swift | extension BinaryInteger {
@inlinable
public func egyptianDivide(by divisor: Self) -> (quo: Self, rem: Self) {
let table =
(0...).lazy
.map({i -> (Self, Self) in
let power = Self(2).power(Self(i))
return (power, power * divisor)
})
.prefix(while: { $0.1 <= self })
.reversed()
let (answer, acc) = table.reduce((Self(0), Self(0)), {cur, row in
let ((ans, acc), (power, doubling)) = (cur, row)
return acc + doubling <= self ? (ans + power, doubling + acc) : cur
})
return (answer, Self((acc - self).magnitude))
}
@inlinable
public func power(_ n: Self) -> Self {
return stride(from: 0, to: n, by: 1).lazy.map({_ in self }).reduce(1, *)
}
}
let dividend = 580
let divisor = 34
let (quo, rem) = dividend.egyptianDivide(by: divisor)
print("\(dividend) divided by \(divisor) = \(quo) rem \(rem)")
|
http://rosettacode.org/wiki/Egyptian_division | Egyptian division | Egyptian division is a method of dividing integers using addition and
doubling that is similar to the algorithm of Ethiopian multiplication
Algorithm:
Given two numbers where the dividend is to be divided by the divisor:
Start the construction of a table of two columns: powers_of_2, and doublings; by a first row of a 1 (i.e. 2^0) in the first column and 1 times the divisor in the first row second column.
Create the second row with columns of 2 (i.e 2^1), and 2 * divisor in order.
Continue with successive i’th rows of 2^i and 2^i * divisor.
Stop adding rows, and keep only those rows, where 2^i * divisor is less than or equal to the dividend.
We now assemble two separate sums that both start as zero, called here answer and accumulator
Consider each row of the table, in the reverse order of its construction.
If the current value of the accumulator added to the doublings cell would be less than or equal to the dividend then add it to the accumulator, as well as adding the powers_of_2 cell value to the answer.
When the first row has been considered as above, then the integer division of dividend by divisor is given by answer.
(And the remainder is given by the absolute value of accumulator - dividend).
Example: 580 / 34
Table creation:
powers_of_2
doublings
1
34
2
68
4
136
8
272
16
544
Initialization of sums:
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
8
272
16
544
0
0
Considering table rows, bottom-up:
When a row is considered it is shown crossed out if it is not accumulated, or bold if the row causes summations.
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
8
272
16
544
16
544
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
8
272
16
544
16
544
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
16
544
8
272
16
544
powers_of_2
doublings
answer
accumulator
1
34
2
68
16
544
4
136
8
272
16
544
powers_of_2
doublings
answer
accumulator
1
34
17
578
2
68
4
136
8
272
16
544
Answer
So 580 divided by 34 using the Egyptian method is 17 remainder (578 - 580) or 2.
Task
The task is to create a function that does Egyptian division. The function should
closely follow the description above in using a list/array of powers of two, and
another of doublings.
Functions should be clear interpretations of the algorithm.
Use the function to divide 580 by 34 and show the answer here, on this page.
Related tasks
Egyptian fractions
References
Egyptian Number System
| #Tailspin | Tailspin |
templates egyptianDivision
def dividend: $(1);
def divisor: $(2);
def table: [ { powerOf2: 1"1", doubling: ($divisor)"1" } -> \(
when <{doubling: <..$dividend>}> do
$ !
{ powerOf2: $.powerOf2 * 2, doubling: $.doubling * 2 } -> #
\)];
@: { answer: 0"1", accumulator: 0"1" };
$table(last..1:-1)... -> #
$@ !
when <{doubling: <[email protected]>}> do
@: { answer: [email protected] + $.powerOf2, accumulator: [email protected] + $.doubling };
end egyptianDivision
[580"1", 34"1"] -> egyptianDivision -> 'Quotient: $.answer; Remainder: $: 580"1" - $.accumulator;' -> !OUT::write
|
http://rosettacode.org/wiki/Egyptian_fractions | Egyptian fractions | An Egyptian fraction is the sum of distinct unit fractions such as:
1
2
+
1
3
+
1
16
(
=
43
48
)
{\displaystyle {\tfrac {1}{2}}+{\tfrac {1}{3}}+{\tfrac {1}{16}}\,(={\tfrac {43}{48}})}
Each fraction in the expression has a numerator equal to 1 (unity) and a denominator that is a positive integer, and all the denominators are distinct (i.e., no repetitions).
Fibonacci's Greedy algorithm for Egyptian fractions expands the fraction
x
y
{\displaystyle {\tfrac {x}{y}}}
to be represented by repeatedly performing the replacement
x
y
=
1
⌈
y
/
x
⌉
+
(
−
y
)
mod
x
y
⌈
y
/
x
⌉
{\displaystyle {\frac {x}{y}}={\frac {1}{\lceil y/x\rceil }}+{\frac {(-y)\!\!\!\!\mod x}{y\lceil y/x\rceil }}}
(simplifying the 2nd term in this replacement as necessary, and where
⌈
x
⌉
{\displaystyle \lceil x\rceil }
is the ceiling function).
For this task, Proper and improper fractions must be able to be expressed.
Proper fractions are of the form
a
b
{\displaystyle {\tfrac {a}{b}}}
where
a
{\displaystyle a}
and
b
{\displaystyle b}
are positive integers, such that
a
<
b
{\displaystyle a<b}
, and
improper fractions are of the form
a
b
{\displaystyle {\tfrac {a}{b}}}
where
a
{\displaystyle a}
and
b
{\displaystyle b}
are positive integers, such that a ≥ b.
(See the REXX programming example to view one method of expressing the whole number part of an improper fraction.)
For improper fractions, the integer part of any improper fraction should be first isolated and shown preceding the Egyptian unit fractions, and be surrounded by square brackets [n].
Task requirements
show the Egyptian fractions for:
43
48
{\displaystyle {\tfrac {43}{48}}}
and
5
121
{\displaystyle {\tfrac {5}{121}}}
and
2014
59
{\displaystyle {\tfrac {2014}{59}}}
for all proper fractions,
a
b
{\displaystyle {\tfrac {a}{b}}}
where
a
{\displaystyle a}
and
b
{\displaystyle b}
are positive one-or two-digit (decimal) integers, find and show an Egyptian fraction that has:
the largest number of terms,
the largest denominator.
for all one-, two-, and three-digit integers, find and show (as above). {extra credit}
Also see
Wolfram MathWorld™ entry: Egyptian fraction
| #Scala | Scala | import scala.annotation.tailrec
import scala.collection.mutable
import scala.collection.mutable.{ArrayBuffer, ListBuffer}
abstract class Frac extends Comparable[Frac] {
val num: BigInt
val denom: BigInt
def toEgyptian: List[Frac] = {
if (num == 0) {
return List(this)
}
val fracs = new ArrayBuffer[Frac]
if (num.abs >= denom.abs) {
val div = Frac(num / denom, 1)
val rem = this - div
fracs += div
egyptian(rem.num, rem.denom, fracs)
} else {
egyptian(num, denom, fracs)
}
fracs.toList
}
@tailrec
private def egyptian(n: BigInt, d: BigInt, fracs: mutable.Buffer[Frac]): Unit = {
if (n == 0) {
return
}
val n2 = BigDecimal.apply(n)
val d2 = BigDecimal.apply(d)
val (divbd, rembd) = d2./%(n2)
var div = divbd.toBigInt()
if (rembd > 0) {
div = div + 1
}
fracs += Frac(1, div)
var n3 = -d % n
if (n3 < 0) {
n3 = n3 + n
}
val d3 = d * div
val f = Frac(n3, d3)
if (f.num == 1) {
fracs += f
return
}
egyptian(f.num, f.denom, fracs)
}
def unary_-(): Frac = {
Frac(-num, denom)
}
def +(rhs: Frac): Frac = {
Frac(
num * rhs.denom + rhs.num * denom,
denom * rhs.denom
)
}
def -(rhs: Frac): Frac = {
Frac(
num * rhs.denom - rhs.num * denom,
denom * rhs.denom
)
}
override def compareTo(rhs: Frac): Int = {
val ln = num * rhs.denom
val rn = rhs.num * denom
ln.compare(rn)
}
def canEqual(other: Any): Boolean = other.isInstanceOf[Frac]
override def equals(other: Any): Boolean = other match {
case that: Frac =>
(that canEqual this) &&
num == that.num &&
denom == that.denom
case _ => false
}
override def hashCode(): Int = {
val state = Seq(num, denom)
state.map(_.hashCode()).foldLeft(0)((a, b) => 31 * a + b)
}
override def toString: String = {
if (denom == 1) {
return s"$num"
}
s"$num/$denom"
}
}
object Frac {
def apply(n: BigInt, d: BigInt): Frac = {
if (d == 0) {
throw new IllegalArgumentException("Parameter d may not be zero.")
}
var nn = n
var dd = d
if (nn == 0) {
dd = 1
} else if (dd < 0) {
nn = -nn
dd = -dd
}
val g = nn.gcd(dd)
if (g > 0) {
nn /= g
dd /= g
}
new Frac {
val num: BigInt = nn
val denom: BigInt = dd
}
}
}
object EgyptianFractions {
def main(args: Array[String]): Unit = {
val fracs = List.apply(
Frac(43, 48),
Frac(5, 121),
Frac(2014, 59)
)
for (frac <- fracs) {
val list = frac.toEgyptian
val it = list.iterator
print(s"$frac -> ")
if (it.hasNext) {
val value = it.next()
if (value.denom == 1) {
print(s"[$value]")
} else {
print(value)
}
}
while (it.hasNext) {
val value = it.next()
print(s" + $value")
}
println()
}
for (r <- List(98, 998)) {
println()
if (r == 98) {
println("For proper fractions with 1 or 2 digits:")
} else {
println("For proper fractions with 1, 2 or 3 digits:")
}
var maxSize = 0
var maxSizeFracs = new ListBuffer[Frac]
var maxDen = BigInt(0)
var maxDenFracs = new ListBuffer[Frac]
val sieve = Array.ofDim[Boolean](r + 1, r + 2)
for (i <- 0 until r + 1) {
for (j <- i + 1 until r + 1) {
if (!sieve(i)(j)) {
val f = Frac(i, j)
val list = f.toEgyptian
val listSize = list.size
if (listSize > maxSize) {
maxSize = listSize
maxSizeFracs.clear()
maxSizeFracs += f
} else if (listSize == maxSize) {
maxSizeFracs += f
}
val listDen = list.last.denom
if (listDen > maxDen) {
maxDen = listDen
maxDenFracs.clear()
maxDenFracs += f
} else if (listDen == maxDen) {
maxDenFracs += f
}
if (i < r / 2) {
var k = 2
while (j * k <= r + 1) {
sieve(i * k)(j * k) = true
k = k + 1
}
}
}
}
}
println(s" largest number of items = $maxSize")
println(s"fraction(s) with this number : ${maxSizeFracs.toList}")
val md = maxDen.toString()
print(s" largest denominator = ${md.length} digits, ")
println(s"${md.substring(0, 20)}...${md.substring(md.length - 20)}")
println(s"fraction(s) with this denominator : ${maxDenFracs.toList}")
}
}
} |
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
| #Vlang | Vlang | fn halve(i int) int { return i/2 }
fn double(i int) int { return i*2 }
fn is_even(i int) bool { return i%2 == 0 }
fn eth_multi(ii int, jj int) int {
mut r := 0
mut i, mut j := ii, jj
for ; i > 0; i, j = halve(i), double(j) {
if !is_even(i) {
r += j
}
}
return r
}
fn main() {
println("17 ethiopian 34 = ${eth_multi(17, 34)}")
} |
http://rosettacode.org/wiki/Factorial | Factorial | Definitions
The factorial of 0 (zero) is defined as being 1 (unity).
The Factorial Function of a positive integer, n, is defined as the product of the sequence:
n, n-1, n-2, ... 1
Task
Write a function to return the factorial of a number.
Solutions can be iterative or recursive.
Support for trapping negative n errors is optional.
Related task
Primorial numbers
| #XLISP | XLISP | (defun factorial (x)
(if (< x 0)
nil
(if (<= x 1)
1
(* x (factorial (- x 1))) ) ) ) |
http://rosettacode.org/wiki/Echo_server | Echo server | Create a network service that sits on TCP port 12321, which accepts connections on that port, and which echoes complete lines (using a carriage-return/line-feed sequence as line separator) back to clients. No error handling is required. For the purposes of testing, it is only necessary to support connections from localhost (127.0.0.1 or perhaps ::1). Logging of connection information to standard output is recommended.
The implementation must be able to handle simultaneous connections from multiple clients. A multi-threaded or multi-process solution may be used. Each connection must be able to echo more than a single line.
The implementation must not stop responding to other clients if one client sends a partial line or stops reading responses.
| #Scala | Scala | import java.io.PrintWriter
import java.net.{ServerSocket, Socket}
import scala.io.Source
object EchoServer extends App {
private val serverSocket = new ServerSocket(23)
private var numConnections = 0
class ClientHandler(clientSocket: Socket) extends Runnable {
private val (connectionId, closeCmd) = ({numConnections += 1; numConnections}, ":exit")
override def run(): Unit =
new PrintWriter(clientSocket.getOutputStream, true) {
println(s"Connection opened, close with entering '$closeCmd'.")
Source.fromInputStream(clientSocket.getInputStream).getLines
.takeWhile(!_.toLowerCase.startsWith(closeCmd))
.foreach { line =>
Console.println(s"Received on #$connectionId: $line")
println(line) // Echo
}
Console.println(s"Gracefully closing connection, #$connectionId")
clientSocket.close()
}
println(s"Handling connection, $connectionId")
}
while (true) new Thread(new ClientHandler(serverSocket.accept())).start()
} |
http://rosettacode.org/wiki/Eban_numbers | Eban numbers |
Definition
An eban number is a number that has no letter e in it when the number is spelled in English.
Or more literally, spelled numbers that contain the letter e are banned.
The American version of spelling numbers will be used here (as opposed to the British).
2,000,000,000 is two billion, not two milliard.
Only numbers less than one sextillion (1021) will be considered in/for this task.
This will allow optimizations to be used.
Task
show all eban numbers ≤ 1,000 (in a horizontal format), and a count
show all eban numbers between 1,000 and 4,000 (inclusive), and a count
show a count of all eban numbers up and including 10,000
show a count of all eban numbers up and including 100,000
show a count of all eban numbers up and including 1,000,000
show a count of all eban numbers up and including 10,000,000
show all output here.
See also
The MathWorld entry: eban numbers.
The OEIS entry: A6933, eban numbers.
| #Yabasic | Yabasic | data 2, 100, true
data 1000, 4000, true
data 2, 1e4, false
data 2, 1e5, false
data 2, 1e6, false
data 2, 1e7, false
data 2, 1e8, false
REM data 2, 1e9, false // it takes a lot of time
data 0, 0, false
do
read start, ended, printable
if not start break
if start = 2 then
Print "eban numbers up to and including ", ended
else
Print "eban numbers between ", start, " and ", ended, " (inclusive):"
endif
count = 0
for i = start to ended step 2
b = int(i / 1000000000)
r = mod(i, 1000000000)
m = int(r / 1000000)
r = mod(i, 1000000)
t = int(r / 1000)
r = mod(r, 1000)
if m >= 30 and m <= 66 m = mod(m, 10)
if t >= 30 and t <= 66 t = mod(t, 10)
if r >= 30 and r <= 66 r = mod(r, 10)
if b = 0 or b = 2 or b = 4 or b = 6 then
if m = 0 or m = 2 or m = 4 or m = 6 then
if t = 0 or t = 2 or t = 4 or t = 6 then
if r = 0 or r = 2 or r = 4 or r = 6 then
if printable Print i;
count = count + 1
endif
endif
endif
endif
next
if printable Print
Print "count = ", count, "\n"
loop |
http://rosettacode.org/wiki/Eban_numbers | Eban numbers |
Definition
An eban number is a number that has no letter e in it when the number is spelled in English.
Or more literally, spelled numbers that contain the letter e are banned.
The American version of spelling numbers will be used here (as opposed to the British).
2,000,000,000 is two billion, not two milliard.
Only numbers less than one sextillion (1021) will be considered in/for this task.
This will allow optimizations to be used.
Task
show all eban numbers ≤ 1,000 (in a horizontal format), and a count
show all eban numbers between 1,000 and 4,000 (inclusive), and a count
show a count of all eban numbers up and including 10,000
show a count of all eban numbers up and including 100,000
show a count of all eban numbers up and including 1,000,000
show a count of all eban numbers up and including 10,000,000
show all output here.
See also
The MathWorld entry: eban numbers.
The OEIS entry: A6933, eban numbers.
| #zkl | zkl | rgs:=T( T(2, 1_000, True), // (start,end,print)
T(1_000, 4_000, True),
T(2, 1e4, False), T(2, 1e5, False), T(2, 1e6, False), T(2, 1e7, False),
T(2, 1e8, False), T(2, 1e9, False), // slow and very slow
);
foreach start,end,pr in (rgs){
if(start==2) println("eban numbers up to and including %,d:".fmt(end));
else println("eban numbers between %,d and %,d (inclusive):".fmt(start,end));
count:=0;
foreach i in ([start..end,2]){
b,r := i/100_0000_000, i%1_000_000_000;
m,r := r/1_000_000, i%1_000_000;
t,r := r/1_000, r%1_000;
if(30<=m<=66) m=m%10;
if(30<=t<=66) t=t%10;
if(30<=r<=66) r=r%10;
if(magic(b) and magic(m) and magic(t) and magic(r)){
if(pr) print(i," ");
count+=1;
}
}
if(pr) println();
println("count = %,d\n".fmt(count));
}
fcn magic(z){ z.isEven and z<=6 } |
http://rosettacode.org/wiki/Draw_a_rotating_cube | Draw a rotating cube | Task
Draw a rotating cube.
It should be oriented with one vertex pointing straight up, and its opposite vertex on the main diagonal (the one farthest away) straight down. It can be solid or wire-frame, and you can use ASCII art if your language doesn't have graphical capabilities. Perspective is optional.
Related tasks
Draw a cuboid
write language name in 3D ASCII
| #Nim | Nim | import math
import sdl2
const
Width = 500
Height = 500
Offset = 500 / 2
var nodes = [(x: -100.0, y: -100.0, z: -100.0),
(x: -100.0, y: -100.0, z: 100.0),
(x: -100.0, y: 100.0, z: -100.0),
(x: -100.0, y: 100.0, z: 100.0),
(x: 100.0, y: -100.0, z: -100.0),
(x: 100.0, y: -100.0, z: 100.0),
(x: 100.0, y: 100.0, z: -100.0),
(x: 100.0, y: 100.0, z: 100.0)]
const Edges = [(a: 0, b: 1), (a: 1, b: 3), (a: 3, b: 2), (a: 2, b: 0),
(a: 4, b: 5), (a: 5, b: 7), (a: 7, b: 6), (a: 6, b: 4),
(a: 0, b: 4), (a: 1, b: 5), (a: 2, b: 6), (a: 3, b: 7)]
var
window: WindowPtr
renderer: RendererPtr
event: Event
endSimulation = false
#---------------------------------------------------------------------------------------------------
proc rotateCube(angleX, angleY: float) =
let
sinX = sin(angleX)
cosX = cos(angleX)
sinY = sin(angleY)
cosY = cos(angleY)
for node in nodes.mitems:
var (x, y, z) = node
node.x = x * cosX - z * sinX
node.z = z * cosX + x * sinX
z = node.z
node.y = y * cosY - z * sinY
node.z = z * cosY + y * sinY
#---------------------------------------------------------------------------------------------------
proc pollQuit(): bool =
while pollEvent(event):
if event.kind == QuitEvent:
return true
#---------------------------------------------------------------------------------------------------
proc drawCube(): bool =
var rect: Rect = (cint(0), cint(0), cint(Width), cint(Height))
rotateCube(PI / 4, arctan(sqrt(2.0)))
for frame in 0..359:
renderer.setDrawColor((0u8, 0u8, 0u8, 255u8))
renderer.fillRect(addr(rect))
renderer.setDrawColor((0u8, 220u8, 0u8, 255u8))
for edge in Edges:
let xy1 = nodes[edge.a]
let xy2 = nodes[edge.b]
renderer.drawLine(cint(xy1.x + Offset), cint(xy1.y + Offset),
cint(xy2.x + Offset), cint(xy2.y + Offset))
rotateCube(PI / 180, 0)
renderer.present()
if pollQuit(): return true
delay 10
#———————————————————————————————————————————————————————————————————————————————————————————————————
if sdl2.init(INIT_EVERYTHING) == SdlError:
quit(QuitFailure)
window = createWindow("Rotating cube", 10, 10, 500, 500, 0)
renderer = createRenderer(window, -1, Renderer_Accelerated)
while not endSimulation:
endSimulation = drawCube()
window.destroy() |
http://rosettacode.org/wiki/Draw_a_rotating_cube | Draw a rotating cube | Task
Draw a rotating cube.
It should be oriented with one vertex pointing straight up, and its opposite vertex on the main diagonal (the one farthest away) straight down. It can be solid or wire-frame, and you can use ASCII art if your language doesn't have graphical capabilities. Perspective is optional.
Related tasks
Draw a cuboid
write language name in 3D ASCII
| #Objeck | Objeck | #~
Rotating Cube
~#
use Collection.Generic;
use Game.SDL2;
use Game.Framework;
class RotatingCube {
# game framework
@framework : GameFramework;
@initialized : Bool;
@nodes : Float[,];
@edges : Int[,];
New() {
@initialized := true;
@framework := GameFramework->New(GameConsts->SCREEN_WIDTH, GameConsts->SCREEN_HEIGHT, "Rotating Cube");
@nodes := [[-100.0, -100.0, -100.0], [-100.0, -100.0, 100.0], [-100.0, 100.0, -100.0],
[-100.0, 100.0, 100.0], [100.0, -100.0, -100.0], [100.0, -100.0, 100.0],
[100.0, 100.0, -100.0], [100.0, 100.0, 100.0]];
@edges := [[0, 1], [1, 3], [3, 2], [2, 0], [4, 5], [5, 7],
[7, 6], [6, 4], [0, 4], [1, 5], [2, 6], [3, 7]];
}
function : Main(args : String[]) ~ Nil {
RotatingCube->New()->Play();
}
method : Play() ~ Nil {
if(@initialized) {
# initialization
@framework->SetClearColor(Color->New(0, 0, 0));
RotateCube(Float->Pi(), 2.0->SquareRoot()->ArcTan());
quit := false;
e := @framework->GetEvent();
while(<>quit) {
@framework->FrameStart();
@framework->Clear();
# process input
while(e->Poll() <> 0) {
if(e->GetType() = EventType->SDL_QUIT) {
quit := true;
};
};
#draw
DrawCube();
@framework->FrameEnd();
# render
@framework->Show();
Timer->Delay(200);
RotateCube (Float->Pi() / 180.0, 0.0);
};
}
else {
"--- Error Initializing Environment ---"->ErrorLine();
return;
};
leaving {
@framework->FreeShapes();
};
}
method : RotateCube(angleX : Float, angleY : Float) ~ Nil {
sinX := angleX->Sin();
cosX := angleX->Cos();
sinY := angleY->Sin();
cosY := angleY->Cos();
node_sizes := @nodes->Size();
size := node_sizes[0];
for(i := 0; i < size; i += 1;) {
x := @nodes[i, 0];
y := @nodes[i, 1];
z := @nodes[i, 2];
@nodes[i, 0] := x * cosX - z * sinX;
@nodes[i, 2] := z * cosX + x * sinX;
z := @nodes[i, 2];
@nodes[i, 1] := y * cosY - z * sinY;
@nodes[i, 2] := z * cosY + y * sinY;
};
}
method : DrawCube() ~ Nil {
edge_sizes := @edges->Size();
size := edge_sizes[0];
@framework->GetRenderer()->SetDrawColor(0, 220, 0, 0);
for(i := 0; i < size; i += 1;) {
x0y0 := @nodes[@edges[i, 0], 0];
x0y1 := @nodes[@edges[i, 0], 1];
x1y0 := @nodes[@edges[i, 1], 0];
x1y1 := @nodes[@edges[i, 1], 1];
@framework->GetRenderer()->DrawLine(x0y0 + GameConsts->DRAW_OFFSET, x0y1 + GameConsts->DRAW_OFFSET, x1y0 + GameConsts->DRAW_OFFSET, x1y1 + GameConsts->DRAW_OFFSET);
};
}
}
consts GameConsts {
SCREEN_WIDTH := 600,
SCREEN_HEIGHT := 600,
DRAW_OFFSET := 300
} |
http://rosettacode.org/wiki/Element-wise_operations | Element-wise operations | This task is similar to:
Matrix multiplication
Matrix transposition
Task
Implement basic element-wise matrix-matrix and scalar-matrix operations, which can be referred to in other, higher-order tasks.
Implement:
addition
subtraction
multiplication
division
exponentiation
Extend the task if necessary to include additional basic operations, which should not require their own specialised task.
| #REXX | REXX | /*REXX program multiplies two matrices together, displays the matrices and the result.*/
m= (1 2 3) (4 5 6) (7 8 9)
w= words(m); do rows=1; if rows*rows>=w then leave
end /*rows*/
cols= rows
call showMat M, 'M matrix'
answer= matAdd(m, 2 ); call showMat answer, 'M matrix, added 2'
answer= matSub(m, 7 ); call showMat answer, 'M matrix, subtracted 7'
answer= matMul(m, 2.5); call showMat answer, 'M matrix, multiplied by 2½'
answer= matPow(m, 3 ); call showMat answer, 'M matrix, cubed'
answer= matDiv(m, 4 ); call showMat answer, 'M matrix, divided by 4'
answer= matIdv(m, 2 ); call showMat answer, 'M matrix, integer halved'
answer= matMod(m, 3 ); call showMat answer, 'M matrix, modulus 3'
exit 0 /*stick a fork in it, we're all done. */
/*──────────────────────────────────────────────────────────────────────────────────────*/
matAdd: parse arg @,#; call mat#; do j=1 for w; !.j= !.j+#; end; return mat@()
matSub: parse arg @,#; call mat#; do j=1 for w; !.j= !.j-#; end; return mat@()
matMul: parse arg @,#; call mat#; do j=1 for w; !.j= !.j*#; end; return mat@()
matDiv: parse arg @,#; call mat#; do j=1 for w; !.j= !.j/#; end; return mat@()
matIdv: parse arg @,#; call mat#; do j=1 for w; !.j= !.j%#; end; return mat@()
matPow: parse arg @,#; call mat#; do j=1 for w; !.j= !.j**#; end; return mat@()
matMod: parse arg @,#; call mat#; do j=1 for w; !.j= !.j//#; end; return mat@()
mat#: w= words(@); do j=1 for w; !.j= word(@,j); end; return
mat@: @= !.1; do j=2 to w; @=@ !.j; end; return @
/*──────────────────────────────────────────────────────────────────────────────────────*/
showMat: parse arg @, hdr; L= 0; say
do j=1 for w; L= max(L, length( word(@,j) ) ); end
say center(hdr, max( length(hdr)+4, cols * (L+1)+4), "─")
n= 0
do r=1 for rows; _=
do c=1 for cols; n= n+1; _= _ right( word(@, n), L); end; say _
end
return |
http://rosettacode.org/wiki/Dragon_curve | Dragon curve |
Create and display a dragon curve fractal.
(You may either display the curve directly or write it to an image file.)
Algorithms
Here are some brief notes the algorithms used and how they might suit various languages.
Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right.
*---R----* expands to * *
\ /
R L
\ /
*
*
/ \
L R
/ \
*---L---* expands to * *
The co-routines dcl and dcr in various examples do this recursively to a desired expansion level.
The curl direction right or left can be a parameter instead of two separate routines.
Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees.
*------->* becomes * * Recursive copies drawn
\ / from the ends towards
\ / the centre.
v v
*
This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen.
Successive approximation repeatedly re-writes each straight line as two new segments at a right angle,
*
*-----* becomes / \ bend to left
/ \ if N odd
* *
* *
*-----* becomes \ / bend to right
\ / if N even
*
Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing.
The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this.
Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently.
n = 1010110000
^
bit above lowest 1-bit, turn left or right as 0 or 1
LowMask = n BITXOR (n-1) # eg. giving 0000011111
AboveMask = LowMask + 1 # eg. giving 0000100000
BitAboveLowestOne = n BITAND AboveMask
The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there.
If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is.
Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction.
If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1.
Absolute direction to move at point n can be calculated by the number of bit-transitions in n.
n = 11 00 1111 0 1
^ ^ ^ ^ 4 places where change bit value
so direction=4*90degrees=East
This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ.
Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently.
Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this.
A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.)
The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section.
As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code.
Axiom F, angle 90 degrees
F -> F+S
S -> F-S
This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page.
Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around.
The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
| #ALGOL_68 | ALGOL 68 | # -*- coding: utf-8 -*- #
STRUCT (REAL x, y, heading, BOOL pen down) turtle;
PROC turtle init = VOID: (
draw erase (window);
turtle := (0.5, 0.5, 0, TRUE);
draw move (window, x OF turtle, y OF turtle);
draw colour name(window, "white")
);
PROC turtle left = (REAL left turn)VOID:
heading OF turtle +:= left turn;
PROC turtle right = (REAL right turn)VOID:
heading OF turtle -:= right turn;
PROC turtle forward = (REAL distance)VOID:(
x OF turtle +:= distance * cos(heading OF turtle) / width * height;
y OF turtle +:= distance * sin(heading OF turtle);
IF pen down OF turtle THEN
draw line
ELSE
draw move
FI (window, x OF turtle, y OF turtle)
);
SKIP |
http://rosettacode.org/wiki/Draw_a_sphere | Draw a sphere | Task
Draw a sphere.
The sphere can be represented graphically, or in ASCII art, depending on the language capabilities.
Either static or rotational projection is acceptable for this task.
Related tasks
draw a cuboid
draw a rotating cube
write language name in 3D ASCII
draw a Deathstar
| #C.23 | C# | using System;
namespace Sphere {
internal class Program {
private const string Shades = ".:!*oe%&#@";
private static readonly double[] Light = {30, 30, -50};
private static void Normalize(double[] v) {
double len = Math.Sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
v[0] /= len;
v[1] /= len;
v[2] /= len;
}
private static double Dot(double[] x, double[] y) {
double d = x[0]*y[0] + x[1]*y[1] + x[2]*y[2];
return d < 0 ? -d : 0;
}
public static void DrawSphere(double r, double k, double ambient) {
var vec = new double[3];
for(var i = (int)Math.Floor(-r); i <= (int)Math.Ceiling(r); i++) {
double x = i + .5;
for(var j = (int)Math.Floor(-2*r); j <= (int)Math.Ceiling(2*r); j++) {
double y = j/2.0 + .5;
if(x*x + y*y <= r*r) {
vec[0] = x;
vec[1] = y;
vec[2] = Math.Sqrt(r*r - x*x - y*y);
Normalize(vec);
double b = Math.Pow(Dot(Light, vec), k) + ambient;
int intensity = (b <= 0)
? Shades.Length - 2
: (int)Math.Max((1 - b)*(Shades.Length - 1), 0);
Console.Write(Shades[intensity]);
}
else
Console.Write(' ');
}
Console.WriteLine();
}
}
private static void Main() {
Normalize(Light);
DrawSphere(6, 4, .1);
DrawSphere(10, 2, .4);
Console.ReadKey();
}
}
} |
http://rosettacode.org/wiki/Doubly-linked_list/Element_insertion | Doubly-linked list/Element insertion | Doubly-Linked List (element)
This is much like inserting into a Singly-Linked List, but with added assignments so that the backwards-pointing links remain correct.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack | #Mathematica.2FWolfram_Language | Mathematica/Wolfram Language | ds = CreateDataStructure["DoublyLinkedList"];
ds["Append", "A"];
ds["Append", "B"];
ds["Append", "C"];
ds["SwapPart", 2, 3];
ds["Elements"] |
http://rosettacode.org/wiki/Doubly-linked_list/Element_insertion | Doubly-linked list/Element insertion | Doubly-Linked List (element)
This is much like inserting into a Singly-Linked List, but with added assignments so that the backwards-pointing links remain correct.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack | #Nim | Nim | proc insertAfter[T](l: var List[T], r, n: Node[T]) =
n.prev = r
n.next = r.next
n.next.prev = n
r.next = n
if r == l.tail: l.tail = n |
http://rosettacode.org/wiki/Doubly-linked_list/Element_insertion | Doubly-linked list/Element insertion | Doubly-Linked List (element)
This is much like inserting into a Singly-Linked List, but with added assignments so that the backwards-pointing links remain correct.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack | #Oberon-2 | Oberon-2 |
PROCEDURE (dll: DLList) InsertAfter*(p: Node; o: Box.Object);
VAR
n: Node;
BEGIN
n := NewNode(o);
n.prev := p;
n.next := p.next;
IF p.next # NIL THEN p.next.prev := n END;
p.next := n;
IF p = dll.last THEN dll.last := n END;
INC(dll.size)
END InsertAfter;
|
http://rosettacode.org/wiki/Draw_a_clock | Draw a clock | Task
Draw a clock.
More specific:
Draw a time keeping device. It can be a stopwatch, hourglass, sundial, a mouth counting "one thousand and one", anything. Only showing the seconds is required, e.g.: a watch with just a second hand will suffice. However, it must clearly change every second, and the change must cycle every so often (one minute, 30 seconds, etc.) It must be drawn; printing a string of numbers to your terminal doesn't qualify. Both text-based and graphical drawing are OK.
The clock is unlikely to be used to control space flights, so it needs not be hyper-accurate, but it should be usable, meaning if one can read the seconds off the clock, it must agree with the system clock.
A clock is rarely (never?) a major application: don't be a CPU hog and poll the system timer every microsecond, use a proper timer/signal/event from your system or language instead. For a bad example, many OpenGL programs update the frame-buffer in a busy loop even if no redraw is needed, which is very undesirable for this task.
A clock is rarely (never?) a major application: try to keep your code simple and to the point. Don't write something too elaborate or convoluted, instead do whatever is natural, concise and clear in your language.
Key points
animate simple object
timed event
polling system resources
code clarity
| #AWK | AWK |
# syntax: GAWK -f DRAW_A_CLOCK.AWK [-v xc="*"]
BEGIN {
# clearscreen_cmd = "clear" ; sleep_cmd = "sleep 1s" # Unix
clearscreen_cmd = "CLS" ; sleep_cmd = "TIMEOUT /T 1 >NUL" # MS-Windows
clock_build_digits()
while (1) {
now = strftime("%H:%M:%S")
t[1] = substr(now,1,1)
t[2] = substr(now,2,1)
t[3] = 10
t[4] = substr(now,4,1)
t[5] = substr(now,5,1)
t[6] = 10
t[7] = substr(now,7,1)
t[8] = substr(now,8,1)
if (prev_now != now) {
system(clearscreen_cmd)
for (v=1; v<=8; v++) {
printf("\t")
for (h=1; h<=8; h++) {
printf("%-8s",a[t[h],v])
}
printf("\n")
}
prev_now = now
}
system(sleep_cmd)
}
exit(0)
}
function clock_build_digits( arr,i,j,x,y) {
arr[1] = " 0000 1 2222 3333 4 555555 6666 777777 8888 9999 "
arr[2] = "0 0 11 2 2 3 3 44 5 6 7 78 8 9 9 "
arr[3] = "0 00 1 1 2 3 4 4 5 6 7 8 8 9 9 :: "
arr[4] = "0 0 0 1 2 333 4 4 555555 66666 7 8888 9 9 :: "
arr[5] = "0 0 0 1 22 3 444444 5 6 6 7 8 8 99999 "
arr[6] = "00 0 1 2 3 4 5 6 6 7 8 8 9 :: "
arr[7] = "0 0 1 2 3 3 4 5 5 6 6 7 8 8 9 :: "
arr[8] = " 0000 1111111222222 3333 4 5555 6666 7 8888 9999 "
for (i=1; i<=8; i++) {
if (xc != "") {
gsub(/[0-9:]/,substr(xc,1,1),arr[i]) # change "0-9" and ":" to substitution character
}
y++
x = -1
for (j=1; j<=77; j=j+7) {
a[++x,y] = substr(arr[i],j,7)
}
}
}
|
http://rosettacode.org/wiki/Doubly-linked_list/Traversal | Doubly-linked list/Traversal | Traverse from the beginning of a doubly-linked list to the end, and from the end to the beginning.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Icon_and_Unicon | Icon and Unicon | class DoubleLink (value, prev_link, next_link)
# insert given node after this one, removing its existing connections
method insert_after (node)
node.prev_link := self
if (\next_link) then next_link.prev_link := node
node.next_link := next_link
self.next_link := node
end
# use a generator to traverse
# - keep suspending the prev/next link until a null node is reached
method traverse_backwards ()
current := self
while \current do {
suspend current
current := current.prev_link
}
end
method traverse_forwards ()
current := self
while \current do {
suspend current
current := current.next_link
}
end
initially (value, prev_link, next_link)
self.value := value
self.prev_link := prev_link # links are 'null' if not given
self.next_link := next_link
end
procedure main ()
l1 := DoubleLink (1)
l2 := DoubleLink (2)
l1.insert_after (l2)
l1.insert_after (DoubleLink (3))
write ("Traverse from beginning to end")
every (node := l1.traverse_forwards ()) do
write (node.value)
write ("Traverse from end to beginning")
every (node := l2.traverse_backwards ()) do
write (node.value)
end |
http://rosettacode.org/wiki/Doubly-linked_list/Traversal | Doubly-linked list/Traversal | Traverse from the beginning of a doubly-linked list to the end, and from the end to the beginning.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #J | J | traverse=:1 :0
work=. result=. conew 'DoublyLinkedListHead'
current=. y
while. y ~: current=. successor__current do.
work=. (work;result;<u data__current) conew 'DoublyLinkedListElement'
end.
result
) |
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #J | J | coclass'DoublyLinkedListElement'
create=:3 :0
this=:coname''
'predecessor successor data'=:y
successor__predecessor=: predecessor__successor=: this
) |
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Java | Java | public class Node<T> {
private T element;
private Node<T> next, prev;
public Node<T>(){
next = prev = element = null;
}
public Node<T>(Node<T> n, Node<T> p, T elem){
next = n;
prev = p;
element = elem;
}
public void setNext(Node<T> n){
next = n;
}
public Node<T> getNext(){
return next;
}
public void setElem(T elem){
element = elem;
}
public T getElem(){
return element;
}
public void setNext(Node<T> n){
next = n;
}
public Node<T> setPrev(Node<T> p){
prev = p;
}
public getPrev(){
return prev;
}
} |
http://rosettacode.org/wiki/Dutch_national_flag_problem | Dutch national flag problem |
The Dutch national flag is composed of three coloured bands in the order:
red (top)
then white, and
lastly blue (at the bottom).
The problem posed by Edsger Dijkstra is:
Given a number of red, blue and white balls in random order, arrange them in the order of the colours in the Dutch national flag.
When the problem was first posed, Dijkstra then went on to successively refine a solution, minimising the number of swaps and the number of times the colour of a ball needed to determined and restricting the balls to end in an array, ...
Task
Generate a randomized order of balls ensuring that they are not in the order of the Dutch national flag.
Sort the balls in a way idiomatic to your language.
Check the sorted balls are in the order of the Dutch national flag.
C.f.
Dutch national flag problem
Probabilistic analysis of algorithms for the Dutch national flag problem by Wei-Mei Chen. (pdf)
| #Fortran | Fortran |
!-*- mode: compilation; default-directory: "/tmp/" -*-
!Compilation started at Mon Jun 3 11:18:24
!
!a=./f && make FFLAGS='-O0 -g' $a && OMP_NUM_THREADS=2 $a < unixdict.txt
!gfortran -std=f2008 -O0 -g -Wall -fopenmp -ffree-form -fall-intrinsics -fimplicit-none f.f08 -o f
! Original and flag sequences
! WHITE RED blue blue RED WHITE WHITE WHITE blue RED RED blue
! RED RED RED RED WHITE WHITE WHITE WHITE blue blue blue blue
! 12 items, 8 swaps.
! 999 items, 666 swaps.
! 9999 items, 6666 swaps.
!
!Compilation finished at Mon Jun 3 11:18:24
program Netherlands
character(len=6), parameter, dimension(3) :: colors = (/'RED ', 'WHITE ', 'blue '/)
integer, dimension(12) :: sort_me
integer, dimension(999), target :: a999
integer, dimension(9999), target :: a9999
integer, dimension(:), pointer :: pi
integer :: i, swaps
data sort_me/4*1,4*2,4*3/
call shuffle(sort_me, 5)
write(6,*)'Original and flag sequences'
write(6,*) (colors(sort_me(i)), i = 1, size(sort_me))
call partition3way(sort_me, 2, swaps)
write(6,*) (colors(sort_me(i)), i = 1, size(sort_me))
write(6,*) 12,'items,',swaps,' swaps.'
pi => a999
do i=1, size(pi)
pi(i) = 1 + L(size(pi)/3 .lt. i) + L(2*size(pi)/3 .lt. i)
end do
call shuffle(pi, size(pi)/3+1)
call partition3way(pi, 2, swaps)
write(6,*) size(pi),'items,',swaps,' swaps.'
pi => a9999
do i=1, size(pi)
pi(i) = 1 + L(size(pi)/3 .lt. i) + L(2*size(pi)/3 .lt. i)
end do
call shuffle(pi, size(pi)/3+1)
call partition3way(pi, 2, swaps)
write(6,*) size(pi),'items,',swaps,' swaps.'
contains
integer function L(q)
! In Ken Iverson's spirit, APL logicals are more useful as integers.
logical, intent(in) :: q
if (q) then
L = 1
else
L = 0
end if
end function L
subroutine swap(a,i,j)
integer, dimension(:), intent(inout) :: a
integer, intent(in) :: i, j
integer :: t
t = a(i)
a(i) = a(j)
a(j) = t
end subroutine swap
subroutine partition3way(a, pivot, swaps)
integer, dimension(:), intent(inout) :: a
integer, intent(in) :: pivot
integer, intent(out) :: swaps
integer :: i, j, k
swaps = 0
i = 0
j = 1
k = size(a) + 1
do while (j .lt. k)
if (pivot .eq. a(j)) then
j = j+1
swaps = swaps-1
else if (pivot .lt. a(j)) then
k = k-1
call swap(a, k, j)
else
i = i+1
call swap(a, i, j)
j = j+1
end if
swaps = swaps+1
end do
end subroutine partition3way
subroutine shuffle(a, n) ! a rather specialized shuffle not for general use
integer, intent(inout), dimension(:) :: a
integer, intent(in) :: n
integer :: i, j, k
real :: harvest
do i=1, size(a)-1
call random_number(harvest)
harvest = harvest - epsilon(harvest)*L(harvest.eq.1)
k = L(i.eq.1)*(n-1) + i
j = i + int((size(a) - k) * harvest)
call swap(a, i, j)
end do
end subroutine shuffle
end program Netherlands
|
http://rosettacode.org/wiki/Dutch_national_flag_problem | Dutch national flag problem |
The Dutch national flag is composed of three coloured bands in the order:
red (top)
then white, and
lastly blue (at the bottom).
The problem posed by Edsger Dijkstra is:
Given a number of red, blue and white balls in random order, arrange them in the order of the colours in the Dutch national flag.
When the problem was first posed, Dijkstra then went on to successively refine a solution, minimising the number of swaps and the number of times the colour of a ball needed to determined and restricting the balls to end in an array, ...
Task
Generate a randomized order of balls ensuring that they are not in the order of the Dutch national flag.
Sort the balls in a way idiomatic to your language.
Check the sorted balls are in the order of the Dutch national flag.
C.f.
Dutch national flag problem
Probabilistic analysis of algorithms for the Dutch national flag problem by Wei-Mei Chen. (pdf)
| #FreeBASIC | FreeBASIC |
' El problema planteado por Edsger Dijkstra es:
' "Dado un número de bolas rojas, azules y blancas en orden aleatorio,
' ordénelas en el orden de los colores de la bandera nacional holandesa."
Dim As String c = "RBW", n = "121509"
Dim As Integer bolanum = 9
Dim As Integer d(bolanum), k, i, j
Randomize Timer
Color 15: Print "Aleatorio: ";
For k = 1 To bolanum
d(k) = Int(Rnd * 3) + 1
Color Val(Mid(n, d(k), 2))
Print Mid(c, d(k), 1) & Chr(219);
Next k
Color 15: Print : Print "Ordenado: ";
For i = 1 To 3
For j = 1 To bolanum
If d(j) = i Then Color Val(Mid(n, i, 2)): Print Mid(c, i, 1) & Chr(219);
Next j
Next i
End
|
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a cuboid with relative dimensions of 2 × 3 × 4.
The cuboid can be represented graphically, or in ASCII art, depending on the language capabilities.
To fulfill the criteria of being a cuboid, three faces must be visible.
Either static or rotational projection is acceptable for this task.
Related tasks
draw a sphere
draw a rotating cube
write language name in 3D ASCII
draw a Deathstar
| #Delphi | Delphi |
program Draw_a_cuboid;
{$APPTYPE CONSOLE}
uses
System.SysUtils;
procedure cubLine(n, dx, dy: Integer; cde: string);
var
i: integer;
begin
write(format('%' + (n + 1).ToString + 's', [cde.Substring(0, 1)]));
for i := 9 * dx - 1 downto 1 do
Write(cde.Substring(1, 1));
Write(cde.Substring(0, 1));
Writeln(cde.Substring(2, cde.Length).PadLeft(dy + 1));
end;
procedure cuboid(dx, dy, dz: integer);
var
i: integer;
begin
Writeln(Format('cuboid %d %d %d:', [dx, dy, dz]));
cubLine(dy + 1, dx, 0, '+-');
for i := 1 to dy do
cubLine(dy - i + 1, dx, i - 1, '/ |');
cubLine(0, dx, dy, '+-|');
for i := 4 * dz - dy - 2 downto 1 do
cubLine(0, dx, dy, '| |');
cubLine(0, dx, dy, '| +');
for i := 1 to dy do
cubLine(0, dx, dy - i, '| /');
cubLine(0, dx, 0, '+-');
Writeln;
end;
begin
cuboid(2, 3, 4);
cuboid(1, 1, 1);
cuboid(6, 2, 1);
readln;
end. |
http://rosettacode.org/wiki/Dynamic_variable_names | Dynamic variable names | Task
Create a variable with a user-defined name.
The variable name should not be written in the program text, but should be taken from the user dynamically.
See also
Eval in environment is a similar task.
| #Ring | Ring |
See "Enter the variable name: " give cName eval(cName+"=10")
See "The variable name = " + cName + " and the variable value = " + eval("return "+cName) + nl
|
http://rosettacode.org/wiki/Dynamic_variable_names | Dynamic variable names | Task
Create a variable with a user-defined name.
The variable name should not be written in the program text, but should be taken from the user dynamically.
See also
Eval in environment is a similar task.
| #RLaB | RLaB | >> s = "myusername"
myusername
>> $$.[s] = 10;
>> myusername
10 |
http://rosettacode.org/wiki/Dynamic_variable_names | Dynamic variable names | Task
Create a variable with a user-defined name.
The variable name should not be written in the program text, but should be taken from the user dynamically.
See also
Eval in environment is a similar task.
| #Ruby | Ruby | p "Enter a variable name"
x = "@" + gets.chomp!
instance_variable_set x, 42
p "The value of #{x} is #{instance_variable_get x}"
|
http://rosettacode.org/wiki/Draw_a_pixel | Draw a pixel | Task
Create a window and draw a pixel in it, subject to the following:
the window is 320 x 240
the color of the pixel must be red (255,0,0)
the position of the pixel is x = 100, y = 100 | #QBasic | QBasic | ' http://rosettacode.org/wiki/Draw_a_pixel
' This program can run in QBASIC, QuickBASIC, gw-BASIC (adding line numbers) and VB-DOS
SCREEN 1
COLOR , 0
PSET (100, 100), 2
END |
http://rosettacode.org/wiki/Draw_a_pixel | Draw a pixel | Task
Create a window and draw a pixel in it, subject to the following:
the window is 320 x 240
the color of the pixel must be red (255,0,0)
the position of the pixel is x = 100, y = 100 | #Racket | Racket | #lang racket
(require racket/draw)
(let ((b (make-object bitmap% 320 240)))
(send b set-argb-pixels 100 100 1 1 (bytes 255 0 0 255))
b) |
http://rosettacode.org/wiki/Egyptian_division | Egyptian division | Egyptian division is a method of dividing integers using addition and
doubling that is similar to the algorithm of Ethiopian multiplication
Algorithm:
Given two numbers where the dividend is to be divided by the divisor:
Start the construction of a table of two columns: powers_of_2, and doublings; by a first row of a 1 (i.e. 2^0) in the first column and 1 times the divisor in the first row second column.
Create the second row with columns of 2 (i.e 2^1), and 2 * divisor in order.
Continue with successive i’th rows of 2^i and 2^i * divisor.
Stop adding rows, and keep only those rows, where 2^i * divisor is less than or equal to the dividend.
We now assemble two separate sums that both start as zero, called here answer and accumulator
Consider each row of the table, in the reverse order of its construction.
If the current value of the accumulator added to the doublings cell would be less than or equal to the dividend then add it to the accumulator, as well as adding the powers_of_2 cell value to the answer.
When the first row has been considered as above, then the integer division of dividend by divisor is given by answer.
(And the remainder is given by the absolute value of accumulator - dividend).
Example: 580 / 34
Table creation:
powers_of_2
doublings
1
34
2
68
4
136
8
272
16
544
Initialization of sums:
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
8
272
16
544
0
0
Considering table rows, bottom-up:
When a row is considered it is shown crossed out if it is not accumulated, or bold if the row causes summations.
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
8
272
16
544
16
544
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
8
272
16
544
16
544
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
16
544
8
272
16
544
powers_of_2
doublings
answer
accumulator
1
34
2
68
16
544
4
136
8
272
16
544
powers_of_2
doublings
answer
accumulator
1
34
17
578
2
68
4
136
8
272
16
544
Answer
So 580 divided by 34 using the Egyptian method is 17 remainder (578 - 580) or 2.
Task
The task is to create a function that does Egyptian division. The function should
closely follow the description above in using a list/array of powers of two, and
another of doublings.
Functions should be clear interpretations of the algorithm.
Use the function to divide 580 by 34 and show the answer here, on this page.
Related tasks
Egyptian fractions
References
Egyptian Number System
| #VBA | VBA | Option Explicit
Private Type MyTable
powers_of_2 As Long
doublings As Long
End Type
Private Type Assemble
answer As Long
accumulator As Long
End Type
Private Type Division
Quotient As Long
Remainder As Long
End Type
Private Type DivEgyp
Dividend As Long
Divisor As Long
End Type
Private Deg As DivEgyp
Sub Main()
Dim d As Division
Deg.Dividend = 580
Deg.Divisor = 34
d = Divise(CreateTable)
Debug.Print "Quotient = " & d.Quotient & " Remainder = " & d.Remainder
End Sub
Private Function CreateTable() As MyTable()
Dim t() As MyTable, i As Long
Do
i = i + 1
ReDim Preserve t(i)
t(i).powers_of_2 = 2 ^ (i - 1)
t(i).doublings = Deg.Divisor * t(i).powers_of_2
Loop While 2 * t(i).doublings <= Deg.Dividend
CreateTable = t
End Function
Private Function Divise(t() As MyTable) As Division
Dim a As Assemble, i As Long
a.accumulator = 0
a.answer = 0
For i = UBound(t) To LBound(t) Step -1
If a.accumulator + t(i).doublings <= Deg.Dividend Then
a.accumulator = a.accumulator + t(i).doublings
a.answer = a.answer + t(i).powers_of_2
End If
Next
Divise.Quotient = a.answer
Divise.Remainder = Deg.Dividend - a.accumulator
End Function |
http://rosettacode.org/wiki/Egyptian_division | Egyptian division | Egyptian division is a method of dividing integers using addition and
doubling that is similar to the algorithm of Ethiopian multiplication
Algorithm:
Given two numbers where the dividend is to be divided by the divisor:
Start the construction of a table of two columns: powers_of_2, and doublings; by a first row of a 1 (i.e. 2^0) in the first column and 1 times the divisor in the first row second column.
Create the second row with columns of 2 (i.e 2^1), and 2 * divisor in order.
Continue with successive i’th rows of 2^i and 2^i * divisor.
Stop adding rows, and keep only those rows, where 2^i * divisor is less than or equal to the dividend.
We now assemble two separate sums that both start as zero, called here answer and accumulator
Consider each row of the table, in the reverse order of its construction.
If the current value of the accumulator added to the doublings cell would be less than or equal to the dividend then add it to the accumulator, as well as adding the powers_of_2 cell value to the answer.
When the first row has been considered as above, then the integer division of dividend by divisor is given by answer.
(And the remainder is given by the absolute value of accumulator - dividend).
Example: 580 / 34
Table creation:
powers_of_2
doublings
1
34
2
68
4
136
8
272
16
544
Initialization of sums:
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
8
272
16
544
0
0
Considering table rows, bottom-up:
When a row is considered it is shown crossed out if it is not accumulated, or bold if the row causes summations.
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
8
272
16
544
16
544
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
8
272
16
544
16
544
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
16
544
8
272
16
544
powers_of_2
doublings
answer
accumulator
1
34
2
68
16
544
4
136
8
272
16
544
powers_of_2
doublings
answer
accumulator
1
34
17
578
2
68
4
136
8
272
16
544
Answer
So 580 divided by 34 using the Egyptian method is 17 remainder (578 - 580) or 2.
Task
The task is to create a function that does Egyptian division. The function should
closely follow the description above in using a list/array of powers of two, and
another of doublings.
Functions should be clear interpretations of the algorithm.
Use the function to divide 580 by 34 and show the answer here, on this page.
Related tasks
Egyptian fractions
References
Egyptian Number System
| #Visual_Basic_.NET | Visual Basic .NET | Module Module1
Function EgyptianDivision(dividend As ULong, divisor As ULong, ByRef remainder As ULong) As ULong
Const SIZE = 64
Dim powers(SIZE) As ULong
Dim doublings(SIZE) As ULong
Dim i = 0
While i < SIZE
powers(i) = 1 << i
doublings(i) = divisor << i
If doublings(i) > dividend Then
Exit While
End If
i = i + 1
End While
Dim answer As ULong = 0
Dim accumulator As ULong = 0
i = i - 1
While i >= 0
If accumulator + doublings(i) <= dividend Then
accumulator += doublings(i)
answer += powers(i)
End If
i = i - 1
End While
remainder = dividend - accumulator
Return answer
End Function
Sub Main(args As String())
If args.Length < 2 Then
Dim name = Reflection.Assembly.GetEntryAssembly().Location
Console.Error.WriteLine("Usage: {0} dividend divisor", IO.Path.GetFileNameWithoutExtension(name))
Return
End If
Dim dividend = CULng(args(0))
Dim divisor = CULng(args(1))
Dim remainder As ULong
Dim ans = EgyptianDivision(dividend, divisor, remainder)
Console.WriteLine("{0} / {1} = {2} rem {3}", dividend, divisor, ans, remainder)
End Sub
End Module |
http://rosettacode.org/wiki/Egyptian_fractions | Egyptian fractions | An Egyptian fraction is the sum of distinct unit fractions such as:
1
2
+
1
3
+
1
16
(
=
43
48
)
{\displaystyle {\tfrac {1}{2}}+{\tfrac {1}{3}}+{\tfrac {1}{16}}\,(={\tfrac {43}{48}})}
Each fraction in the expression has a numerator equal to 1 (unity) and a denominator that is a positive integer, and all the denominators are distinct (i.e., no repetitions).
Fibonacci's Greedy algorithm for Egyptian fractions expands the fraction
x
y
{\displaystyle {\tfrac {x}{y}}}
to be represented by repeatedly performing the replacement
x
y
=
1
⌈
y
/
x
⌉
+
(
−
y
)
mod
x
y
⌈
y
/
x
⌉
{\displaystyle {\frac {x}{y}}={\frac {1}{\lceil y/x\rceil }}+{\frac {(-y)\!\!\!\!\mod x}{y\lceil y/x\rceil }}}
(simplifying the 2nd term in this replacement as necessary, and where
⌈
x
⌉
{\displaystyle \lceil x\rceil }
is the ceiling function).
For this task, Proper and improper fractions must be able to be expressed.
Proper fractions are of the form
a
b
{\displaystyle {\tfrac {a}{b}}}
where
a
{\displaystyle a}
and
b
{\displaystyle b}
are positive integers, such that
a
<
b
{\displaystyle a<b}
, and
improper fractions are of the form
a
b
{\displaystyle {\tfrac {a}{b}}}
where
a
{\displaystyle a}
and
b
{\displaystyle b}
are positive integers, such that a ≥ b.
(See the REXX programming example to view one method of expressing the whole number part of an improper fraction.)
For improper fractions, the integer part of any improper fraction should be first isolated and shown preceding the Egyptian unit fractions, and be surrounded by square brackets [n].
Task requirements
show the Egyptian fractions for:
43
48
{\displaystyle {\tfrac {43}{48}}}
and
5
121
{\displaystyle {\tfrac {5}{121}}}
and
2014
59
{\displaystyle {\tfrac {2014}{59}}}
for all proper fractions,
a
b
{\displaystyle {\tfrac {a}{b}}}
where
a
{\displaystyle a}
and
b
{\displaystyle b}
are positive one-or two-digit (decimal) integers, find and show an Egyptian fraction that has:
the largest number of terms,
the largest denominator.
for all one-, two-, and three-digit integers, find and show (as above). {extra credit}
Also see
Wolfram MathWorld™ entry: Egyptian fraction
| #Sidef | Sidef | func ef(fr) {
var ans = []
if (fr >= 1) {
return([fr]) if (fr.is_int)
var intfr = fr.int
ans << intfr
fr -= intfr
}
var (x, y) = fr.nude
while (x != 1) {
ans << fr.inv.ceil.inv
fr = ((-y % x) / y*fr.inv.ceil)
(x, y) = fr.nude
}
ans << fr
return ans
}
for fr in [43/48, 5/121, 2014/59] {
"%s => %s\n".printf(fr.as_rat, ef(fr).map{.as_rat}.join(' + '))
}
var lenmax = (var denommax = [0])
for b in range(2, 99) {
for a in range(1, b-1) {
var fr = a/b
var e = ef(fr)
var (elen, edenom) = (e.length, e[-1].denominator)
lenmax = [elen, fr] if (elen > lenmax[0])
denommax = [edenom, fr] if (edenom > denommax[0])
}
}
"Term max is %s with %i terms\n".printf(lenmax[1].as_rat, lenmax[0])
"Denominator max is %s with %i digits\n".printf(denommax[1].as_rat, denommax[0].size)
say denommax[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
| #Wren | Wren | var halve = Fn.new { |n| (n/2).truncate }
var double = Fn.new { |n| n * 2 }
var isEven = Fn.new { |n| n%2 == 0 }
var ethiopian = Fn.new { |x, y|
var sum = 0
while (x >= 1) {
if (!isEven.call(x)) sum = sum + y
x = halve.call(x)
y = double.call(y)
}
return sum
}
System.print("17 x 34 = %(ethiopian.call(17, 34))")
System.print("99 x 99 = %(ethiopian.call(99, 99))") |
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
| #XPL0 | XPL0 | func FactIter(N); \Factorial of N using iterative method
int N; \range: 0..12
int F, I;
[F:= 1;
for I:= 2 to N do F:= F*I;
return F;
];
func FactRecur(N); \Factorial of N using recursive method
int N; \range: 0..12
return if N<2 then 1 else N*FactRecur(N-1); |
http://rosettacode.org/wiki/Echo_server | Echo server | Create a network service that sits on TCP port 12321, which accepts connections on that port, and which echoes complete lines (using a carriage-return/line-feed sequence as line separator) back to clients. No error handling is required. For the purposes of testing, it is only necessary to support connections from localhost (127.0.0.1 or perhaps ::1). Logging of connection information to standard output is recommended.
The implementation must be able to handle simultaneous connections from multiple clients. A multi-threaded or multi-process solution may be used. Each connection must be able to echo more than a single line.
The implementation must not stop responding to other clients if one client sends a partial line or stops reading responses.
| #Scheme | Scheme | ; Needed in Guile for read-line
(use-modules (ice-9 rdelim))
; Variable used to hold child PID returned from forking
(define child #f)
; Start listening on port 12321 for connections from any address
(let ((s (socket PF_INET SOCK_STREAM 0)))
(setsockopt s SOL_SOCKET SO_REUSEADDR 1)
(bind s AF_INET INADDR_ANY 12321)
(listen s 5) ; Queue size of 5
(simple-format #t "Listening for clients in pid: ~S" (getpid))
(newline)
; Wait for connections forever
(while #t
(let* ((client-connection (accept s))
(client-details (cdr client-connection))
(client (car client-connection)))
; Once something connects fork
(set! child (primitive-fork))
(if (zero? child)
(begin
; Then have child fork to avoid zombie children (grandchildren aren't our responsibility)
(set! child (primitive-fork))
(if (zero? child)
(begin
; Display some connection details
(simple-format #t "Got new client connection: ~S" client-details)
(newline)
(simple-format #t "Client address: ~S"
(gethostbyaddr (sockaddr:addr client-details)))
(newline)
; Wait for input from client and then echo the input back forever (or until client quits)
(do ((line (read-line client)(read-line client))) ((zero? 1))
(display line client)(newline client))))
; Child exits after spawning grandchild.
(primitive-exit))
; Parent waits for child to finish spawning grandchild
(waitpid child))))) |
http://rosettacode.org/wiki/Draw_a_rotating_cube | Draw a rotating cube | Task
Draw a rotating cube.
It should be oriented with one vertex pointing straight up, and its opposite vertex on the main diagonal (the one farthest away) straight down. It can be solid or wire-frame, and you can use ASCII art if your language doesn't have graphical capabilities. Perspective is optional.
Related tasks
Draw a cuboid
write language name in 3D ASCII
| #OxygenBasic | OxygenBasic |
% Title "Rotating Cube"
% Animated
% PlaceCentral
uses ConsoleG
sub main
========
cls 0.0, 0.5, 0.7
shading
scale 7
pushstate
GoldMaterial.act
static float ang
rotateX ang
rotateY ang
go cube
popstate
ang+=.5 : if ang>=360 then ang-=360
end sub
EndScript
|
http://rosettacode.org/wiki/Draw_a_rotating_cube | Draw a rotating cube | Task
Draw a rotating cube.
It should be oriented with one vertex pointing straight up, and its opposite vertex on the main diagonal (the one farthest away) straight down. It can be solid or wire-frame, and you can use ASCII art if your language doesn't have graphical capabilities. Perspective is optional.
Related tasks
Draw a cuboid
write language name in 3D ASCII
| #Perl | Perl | #!/usr/bin/perl
use strict; # http://www.rosettacode.org/wiki/Draw_a_rotating_cube
use warnings;
use Tk;
use Time::HiRes qw( time );
my $size = 600;
my $wait = int 1000 / 30;
my ($height, $width) = ($size, $size * sqrt 8/9);
my $mid = $width / 2;
my $rot = atan2(0, -1) / 3; # middle corners every 60 degrees
my $mw = MainWindow->new;
my $c = $mw->Canvas(-width => $width, -height => $height)->pack;
$c->Tk::bind('<ButtonRelease>' => sub {$mw->destroy}); # click to exit
draw();
MainLoop;
sub draw
{
my $angle = time - $^T; # full rotation every 2*PI seconds
my @points = map { $mid + $mid * cos $angle + $_ * $rot,
$height * ($_ % 2 + 1) / 3 } 0 .. 5;
$c->delete('all');
$c->createLine( @points[-12 .. 1], $mid, 0, -width => 5,);
$c->createLine( @points[4, 5], $mid, 0, @points[8, 9], -width => 5,);
$c->createLine( @points[2, 3], $mid, $height, @points[6, 7], -width => 5,);
$c->createLine( $mid, $height, @points[10, 11], -width => 5,);
$mw->after($wait, \&draw);
} |
http://rosettacode.org/wiki/Element-wise_operations | Element-wise operations | This task is similar to:
Matrix multiplication
Matrix transposition
Task
Implement basic element-wise matrix-matrix and scalar-matrix operations, which can be referred to in other, higher-order tasks.
Implement:
addition
subtraction
multiplication
division
exponentiation
Extend the task if necessary to include additional basic operations, which should not require their own specialised task.
| #Ruby | Ruby | require 'matrix'
class Matrix
def element_wise( operator, other )
Matrix.build(row_size, column_size) do |row, col|
self[row, col].send(operator, other[row, col])
end
end
end
m1, m2 = Matrix[[3,1,4],[1,5,9]], Matrix[[2,7,1],[8,2,2]]
puts "m1: #{m1}\nm2: #{m2}\n\n"
[:+, :-, :*, :/, :fdiv, :**, :%].each do |op|
puts "m1 %-4s m2 = %s" % [op, m1.element_wise(op, m2)]
end |
http://rosettacode.org/wiki/Dragon_curve | Dragon curve |
Create and display a dragon curve fractal.
(You may either display the curve directly or write it to an image file.)
Algorithms
Here are some brief notes the algorithms used and how they might suit various languages.
Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right.
*---R----* expands to * *
\ /
R L
\ /
*
*
/ \
L R
/ \
*---L---* expands to * *
The co-routines dcl and dcr in various examples do this recursively to a desired expansion level.
The curl direction right or left can be a parameter instead of two separate routines.
Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees.
*------->* becomes * * Recursive copies drawn
\ / from the ends towards
\ / the centre.
v v
*
This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen.
Successive approximation repeatedly re-writes each straight line as two new segments at a right angle,
*
*-----* becomes / \ bend to left
/ \ if N odd
* *
* *
*-----* becomes \ / bend to right
\ / if N even
*
Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing.
The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this.
Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently.
n = 1010110000
^
bit above lowest 1-bit, turn left or right as 0 or 1
LowMask = n BITXOR (n-1) # eg. giving 0000011111
AboveMask = LowMask + 1 # eg. giving 0000100000
BitAboveLowestOne = n BITAND AboveMask
The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there.
If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is.
Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction.
If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1.
Absolute direction to move at point n can be calculated by the number of bit-transitions in n.
n = 11 00 1111 0 1
^ ^ ^ ^ 4 places where change bit value
so direction=4*90degrees=East
This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ.
Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently.
Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this.
A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.)
The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section.
As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code.
Axiom F, angle 90 degrees
F -> F+S
S -> F-S
This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page.
Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around.
The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
| #AmigaE | AmigaE | DIM SHARED angle AS DOUBLE
SUB turn (degrees AS DOUBLE)
angle = angle + degrees*3.14159265/180
END SUB
SUB forward (length AS DOUBLE)
LINE - STEP (COS(angle)*length, SIN(angle)*length), 7
END SUB
SUB dragon (length AS DOUBLE, split AS INTEGER, d AS DOUBLE)
IF split=0 THEN
forward length
ELSE
turn d*45
dragon length/1.4142136, split-1, 1
turn -d*90
dragon length/1.4142136, split-1, -1
turn d*45
END IF
END SUB
' Main program
SCREEN 12
angle = 0
PSET (150,180), 0
dragon 400, 12, 1
SLEEP |
http://rosettacode.org/wiki/Draw_a_sphere | Draw a sphere | Task
Draw a sphere.
The sphere can be represented graphically, or in ASCII art, depending on the language capabilities.
Either static or rotational projection is acceptable for this task.
Related tasks
draw a cuboid
draw a rotating cube
write language name in 3D ASCII
draw a Deathstar
| #C.2B.2B | C++ | // Based on https://www.cairographics.org/samples/gradient/
#include <QImage>
#include <QPainter>
int main() {
const QColor black(0, 0, 0);
const QColor white(255, 255, 255);
const int size = 300;
const double diameter = 0.6 * size;
QImage image(size, size, QImage::Format_RGB32);
QPainter painter(&image);
painter.setRenderHint(QPainter::Antialiasing);
QLinearGradient linearGradient(0, 0, 0, size);
linearGradient.setColorAt(0, white);
linearGradient.setColorAt(1, black);
QBrush brush(linearGradient);
painter.fillRect(QRect(0, 0, size, size), brush);
QPointF point1(0.4 * size, 0.4 * size);
QPointF point2(0.45 * size, 0.4 * size);
QRadialGradient radialGradient(point1, size * 0.5, point2, size * 0.1);
radialGradient.setColorAt(0, white);
radialGradient.setColorAt(1, black);
QBrush brush2(radialGradient);
painter.setPen(Qt::NoPen);
painter.setBrush(brush2);
painter.drawEllipse(QRectF((size - diameter)/2, (size - diameter)/2, diameter, diameter));
image.save("sphere.png");
return 0;
} |
http://rosettacode.org/wiki/Doubly-linked_list/Element_insertion | Doubly-linked list/Element insertion | Doubly-Linked List (element)
This is much like inserting into a Singly-Linked List, but with added assignments so that the backwards-pointing links remain correct.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack | #Objeck | Objeck | method : public : native : AddBack(value : Base) ~ Nil {
node := ListNode->New(value);
if(@head = Nil) {
@head := node;
@tail := @head;
}
else {
@tail->SetNext(node);
node->SetPrevious(@tail);
@tail := node;
};
} |
http://rosettacode.org/wiki/Doubly-linked_list/Element_insertion | Doubly-linked list/Element insertion | Doubly-Linked List (element)
This is much like inserting into a Singly-Linked List, but with added assignments so that the backwards-pointing links remain correct.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack | #OCaml | OCaml | (* val _insert : 'a dlink -> 'a dlink -> unit *)
let _insert anchor newlink =
newlink.next <- anchor.next;
newlink.prev <- Some anchor;
begin match newlink.next with
| None -> ()
| Some next ->
next.prev <-Some newlink;
end;
anchor.next <- Some newlink;;
(* val insert : 'a dlink option -> 'a -> unit *)
let insert dl v =
match dl with
| (Some anchor) -> _insert anchor {data=v; prev=None; next=None}
| None -> invalid_arg "dlink empty";; |
http://rosettacode.org/wiki/Draw_a_clock | Draw a clock | Task
Draw a clock.
More specific:
Draw a time keeping device. It can be a stopwatch, hourglass, sundial, a mouth counting "one thousand and one", anything. Only showing the seconds is required, e.g.: a watch with just a second hand will suffice. However, it must clearly change every second, and the change must cycle every so often (one minute, 30 seconds, etc.) It must be drawn; printing a string of numbers to your terminal doesn't qualify. Both text-based and graphical drawing are OK.
The clock is unlikely to be used to control space flights, so it needs not be hyper-accurate, but it should be usable, meaning if one can read the seconds off the clock, it must agree with the system clock.
A clock is rarely (never?) a major application: don't be a CPU hog and poll the system timer every microsecond, use a proper timer/signal/event from your system or language instead. For a bad example, many OpenGL programs update the frame-buffer in a busy loop even if no redraw is needed, which is very undesirable for this task.
A clock is rarely (never?) a major application: try to keep your code simple and to the point. Don't write something too elaborate or convoluted, instead do whatever is natural, concise and clear in your language.
Key points
animate simple object
timed event
polling system resources
code clarity
| #BASIC | BASIC | xp=320:yp=95:size=150
CIRCLE (xp,yp),size,,,,.5
lasth=0:lastm=0:lasts=0
hs=.25*size:ms=.45*size:ss=ms
pi=3.141592
FOR i=1 TO 12
w=2*i*pi/12
CIRCLE (xp+size*SIN(w),yp+size/2*COS(w)),size/15
NEXT
ON TIMER(1) GOSUB Clock
TIMER ON
loop: GOTO loop
Clock:
t$=TIME$
h=VAL(MID$(t$,1,2))
m=VAL(MID$(t$,4,2))
s=VAL(MID$(t$,7,2))
LOCATE 1,1:PRINT t$
LINE (xp,yp)-(xp+2*hs*SIN(lasth),yp-hs*COS(lasth)),0
LINE (xp,yp)-(xp+2*ms*SIN(lastm),yp-ms*COS(lastm)),0
LINE (xp,yp)-(xp+2*ss*SIN(lasts),yp-ss*COS(lasts)),0
lasth=2*pi*(h/12+m/720)
lastm=2*pi*m/60
lasts=2*pi*s/60
LINE (xp,yp)-(xp+2*hs*SIN(lasth),yp-hs*COS(lasth)),1
LINE (xp,yp)-(xp+2*ms*SIN(lastm),yp-ms*COS(lastm)),1
LINE (xp,yp)-(xp+2*ss*SIN(lasts),yp-ss*COS(lasts)),2
RETURN |
http://rosettacode.org/wiki/Doubly-linked_list/Traversal | Doubly-linked list/Traversal | Traverse from the beginning of a doubly-linked list to the end, and from the end to the beginning.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Java | Java |
package com.rosettacode;
import java.util.LinkedList;
import java.util.stream.Collectors;
import java.util.stream.IntStream;
public class DoubleLinkedListTraversing {
public static void main(String[] args) {
final LinkedList<String> doubleLinkedList =
IntStream.range(1, 10)
.mapToObj(String::valueOf)
.collect(Collectors.toCollection(LinkedList::new));
doubleLinkedList.iterator().forEachRemaining(System.out::print);
System.out.println();
doubleLinkedList.descendingIterator().forEachRemaining(System.out::print);
}
} |
http://rosettacode.org/wiki/Doubly-linked_list/Traversal | Doubly-linked list/Traversal | Traverse from the beginning of a doubly-linked list to the end, and from the end to the beginning.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #JavaScript | JavaScript | DoublyLinkedList.prototype.getTail = function() {
var tail;
this.traverse(function(node){tail = node;});
return tail;
}
DoublyLinkedList.prototype.traverseBackward = function(func) {
func(this);
if (this.prev() != null)
this.prev().traverseBackward(func);
}
DoublyLinkedList.prototype.printBackward = function() {
this.traverseBackward( function(node) {print(node.value())} );
}
var head = createDoublyLinkedListFromArray([10,20,30,40]);
head.print();
head.getTail().printBackward(); |
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #JavaScript | JavaScript | function DoublyLinkedList(value, next, prev) {
this._value = value;
this._next = next;
this._prev = prev;
}
// from LinkedList, inherit: value(), next(), traverse(), print()
DoublyLinkedList.prototype = new LinkedList();
DoublyLinkedList.prototype.prev = function() {
if (arguments.length == 1)
this._prev = arguments[0];
else
return this._prev;
}
function createDoublyLinkedListFromArray(ary) {
var node, prev, head = new DoublyLinkedList(ary[0], null, null);
prev = head;
for (var i = 1; i < ary.length; i++) {
node = new DoublyLinkedList(ary[i], null, prev);
prev.next(node);
prev = node;
}
return head;
}
var head = createDoublyLinkedListFromArray([10,20,30,40]); |
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Julia | Julia | abstract type AbstractNode{T} end
struct EmptyNode{T} <: AbstractNode{T} end
mutable struct Node{T} <: AbstractNode{T}
value::T
pred::AbstractNode{T}
succ::AbstractNode{T}
end |
http://rosettacode.org/wiki/Dutch_national_flag_problem | Dutch national flag problem |
The Dutch national flag is composed of three coloured bands in the order:
red (top)
then white, and
lastly blue (at the bottom).
The problem posed by Edsger Dijkstra is:
Given a number of red, blue and white balls in random order, arrange them in the order of the colours in the Dutch national flag.
When the problem was first posed, Dijkstra then went on to successively refine a solution, minimising the number of swaps and the number of times the colour of a ball needed to determined and restricting the balls to end in an array, ...
Task
Generate a randomized order of balls ensuring that they are not in the order of the Dutch national flag.
Sort the balls in a way idiomatic to your language.
Check the sorted balls are in the order of the Dutch national flag.
C.f.
Dutch national flag problem
Probabilistic analysis of algorithms for the Dutch national flag problem by Wei-Mei Chen. (pdf)
| #Gambas | Gambas | Public Sub Main()
Dim Red As String = "0"
Dim White As String = "1"
Dim Blue As String = "2"
Dim siCount As Short
Dim sColours As New String[]
Dim sTemp As String
For siCount = 1 To 20
sColours.Add(Rand(Red, Blue))
Next
Print "Random: - ";
For siCount = 1 To 2
For Each sTemp In sColours
If sTemp = Red Then Print "Red ";
If sTemp = White Then Print "White ";
If sTemp = Blue Then Print "Blue ";
Next
sColours.Sort
Print
If siCount = 1 Then Print "Sorted: - ";
Next
End |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a cuboid with relative dimensions of 2 × 3 × 4.
The cuboid can be represented graphically, or in ASCII art, depending on the language capabilities.
To fulfill the criteria of being a cuboid, three faces must be visible.
Either static or rotational projection is acceptable for this task.
Related tasks
draw a sphere
draw a rotating cube
write language name in 3D ASCII
draw a Deathstar
| #Elixir | Elixir | defmodule Cuboid do
@x 6
@y 2
@z 3
@dir %{-: {1,0}, |: {0,1}, /: {1,1}}
def draw(nx, ny, nz) do
IO.puts "cuboid #{nx} #{ny} #{nz}:"
{x, y, z} = {@x*nx, @y*ny, @z*nz}
area = Map.new
area = Enum.reduce(0..nz-1, area, fn i,acc -> draw_line(acc, x, 0, @z*i, :-) end)
area = Enum.reduce(0..ny, area, fn i,acc -> draw_line(acc, x, @y*i, z+@y*i, :-) end)
area = Enum.reduce(0..nx-1, area, fn i,acc -> draw_line(acc, z, @x*i, 0, :|) end)
area = Enum.reduce(0..ny, area, fn i,acc -> draw_line(acc, z, x+@y*i, @y*i, :|) end)
area = Enum.reduce(0..nz-1, area, fn i,acc -> draw_line(acc, y, x, @z*i, :/) end)
area = Enum.reduce(0..nx, area, fn i,acc -> draw_line(acc, y, @x*i, z, :/) end)
Enum.each(y+z..0, fn j ->
IO.puts Enum.map_join(0..x+y, fn i -> Map.get(area, {i,j}, " ") end)
end)
end
defp draw_line(area, n, sx, sy, c) do
{dx, dy} = Map.get(@dir, c)
draw_line(area, n, sx, sy, c, dx, dy)
end
defp draw_line(area, n, _, _, _, _, _) when n<0, do: area
defp draw_line(area, n, i, j, c, dx, dy) do
Map.update(area, {i,j}, c, fn _ -> :+ end)
|> draw_line(n-1, i+dx, j+dy, c, dx, dy)
end
end
Cuboid.draw(2,3,4)
Cuboid.draw(1,1,1)
Cuboid.draw(2,4,1)
Cuboid.draw(4,2,1) |
http://rosettacode.org/wiki/Dynamic_variable_names | Dynamic variable names | Task
Create a variable with a user-defined name.
The variable name should not be written in the program text, but should be taken from the user dynamically.
See also
Eval in environment is a similar task.
| #Scheme | Scheme | => (define (create-variable name initial-val)
(eval `(define ,name ,initial-val) (interaction-environment)))
=> (create-variable (read) 50)
<hello
=> hello
50 |
http://rosettacode.org/wiki/Dynamic_variable_names | Dynamic variable names | Task
Create a variable with a user-defined name.
The variable name should not be written in the program text, but should be taken from the user dynamically.
See also
Eval in environment is a similar task.
| #Sidef | Sidef | var name = read("Enter a variable name: ", String); # type in 'foo'
class DynamicVar(name, value) {
method init {
DynamicVar.def_method(name, ->(_) { value })
}
}
var v = DynamicVar(name, 42); # creates a dynamic variable
say v.foo; # retrieves the value |
http://rosettacode.org/wiki/Draw_a_pixel | Draw a pixel | Task
Create a window and draw a pixel in it, subject to the following:
the window is 320 x 240
the color of the pixel must be red (255,0,0)
the position of the pixel is x = 100, y = 100 | #Raku | Raku | use GTK::Simple;
use GTK::Simple::DrawingArea;
use Cairo;
my $app = GTK::Simple::App.new(:title('Draw a Pixel'));
my $da = GTK::Simple::DrawingArea.new;
gtk_simple_use_cairo;
$app.set-content( $da );
$app.border-width = 5;
$da.size-request(320,240);
sub rect-do( $d, $ctx ) {
given $ctx {
.rgb(1, 0, 0);
.rectangle(100, 100, 1, 1);
.fill;
}
}
my $ctx = $da.add-draw-handler( &rect-do );
$app.run; |
http://rosettacode.org/wiki/Egyptian_division | Egyptian division | Egyptian division is a method of dividing integers using addition and
doubling that is similar to the algorithm of Ethiopian multiplication
Algorithm:
Given two numbers where the dividend is to be divided by the divisor:
Start the construction of a table of two columns: powers_of_2, and doublings; by a first row of a 1 (i.e. 2^0) in the first column and 1 times the divisor in the first row second column.
Create the second row with columns of 2 (i.e 2^1), and 2 * divisor in order.
Continue with successive i’th rows of 2^i and 2^i * divisor.
Stop adding rows, and keep only those rows, where 2^i * divisor is less than or equal to the dividend.
We now assemble two separate sums that both start as zero, called here answer and accumulator
Consider each row of the table, in the reverse order of its construction.
If the current value of the accumulator added to the doublings cell would be less than or equal to the dividend then add it to the accumulator, as well as adding the powers_of_2 cell value to the answer.
When the first row has been considered as above, then the integer division of dividend by divisor is given by answer.
(And the remainder is given by the absolute value of accumulator - dividend).
Example: 580 / 34
Table creation:
powers_of_2
doublings
1
34
2
68
4
136
8
272
16
544
Initialization of sums:
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
8
272
16
544
0
0
Considering table rows, bottom-up:
When a row is considered it is shown crossed out if it is not accumulated, or bold if the row causes summations.
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
8
272
16
544
16
544
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
8
272
16
544
16
544
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
16
544
8
272
16
544
powers_of_2
doublings
answer
accumulator
1
34
2
68
16
544
4
136
8
272
16
544
powers_of_2
doublings
answer
accumulator
1
34
17
578
2
68
4
136
8
272
16
544
Answer
So 580 divided by 34 using the Egyptian method is 17 remainder (578 - 580) or 2.
Task
The task is to create a function that does Egyptian division. The function should
closely follow the description above in using a list/array of powers of two, and
another of doublings.
Functions should be clear interpretations of the algorithm.
Use the function to divide 580 by 34 and show the answer here, on this page.
Related tasks
Egyptian fractions
References
Egyptian Number System
| #Vlang | Vlang | fn egyptian_divide(dividend int, divisor int) ?(int, int) {
if dividend < 0 || divisor <= 0 {
panic("Invalid argument(s)")
}
if dividend < divisor {
return 0, dividend
}
mut powers_of_two := [1]
mut doublings := [divisor]
mut doubling := divisor
for {
doubling *= 2
if doubling > dividend {
break
}
l := powers_of_two.len
powers_of_two << powers_of_two[l-1]*2
doublings << doubling
}
mut answer := 0
mut accumulator := 0
for i := doublings.len - 1; i >= 0; i-- {
if accumulator+doublings[i] <= dividend {
accumulator += doublings[i]
answer += powers_of_two[i]
if accumulator == dividend {
break
}
}
}
return answer, dividend - accumulator
}
fn main() {
dividend := 580
divisor := 34
quotient, remainder := egyptian_divide(dividend, divisor)?
println("$dividend divided by $divisor is $quotient with remainder $remainder")
} |
http://rosettacode.org/wiki/Egyptian_division | Egyptian division | Egyptian division is a method of dividing integers using addition and
doubling that is similar to the algorithm of Ethiopian multiplication
Algorithm:
Given two numbers where the dividend is to be divided by the divisor:
Start the construction of a table of two columns: powers_of_2, and doublings; by a first row of a 1 (i.e. 2^0) in the first column and 1 times the divisor in the first row second column.
Create the second row with columns of 2 (i.e 2^1), and 2 * divisor in order.
Continue with successive i’th rows of 2^i and 2^i * divisor.
Stop adding rows, and keep only those rows, where 2^i * divisor is less than or equal to the dividend.
We now assemble two separate sums that both start as zero, called here answer and accumulator
Consider each row of the table, in the reverse order of its construction.
If the current value of the accumulator added to the doublings cell would be less than or equal to the dividend then add it to the accumulator, as well as adding the powers_of_2 cell value to the answer.
When the first row has been considered as above, then the integer division of dividend by divisor is given by answer.
(And the remainder is given by the absolute value of accumulator - dividend).
Example: 580 / 34
Table creation:
powers_of_2
doublings
1
34
2
68
4
136
8
272
16
544
Initialization of sums:
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
8
272
16
544
0
0
Considering table rows, bottom-up:
When a row is considered it is shown crossed out if it is not accumulated, or bold if the row causes summations.
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
8
272
16
544
16
544
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
8
272
16
544
16
544
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
16
544
8
272
16
544
powers_of_2
doublings
answer
accumulator
1
34
2
68
16
544
4
136
8
272
16
544
powers_of_2
doublings
answer
accumulator
1
34
17
578
2
68
4
136
8
272
16
544
Answer
So 580 divided by 34 using the Egyptian method is 17 remainder (578 - 580) or 2.
Task
The task is to create a function that does Egyptian division. The function should
closely follow the description above in using a list/array of powers of two, and
another of doublings.
Functions should be clear interpretations of the algorithm.
Use the function to divide 580 by 34 and show the answer here, on this page.
Related tasks
Egyptian fractions
References
Egyptian Number System
| #Wren | Wren | var egyptianDivide = Fn.new { |dividend, divisor|
if (dividend < 0 || divisor <= 0) Fiber.abort("Invalid argument(s).")
if (dividend < divisor) return [0, dividend]
var powersOfTwo = [1]
var doublings = [divisor]
var doubling = divisor
while (true) {
doubling = 2 * doubling
if (doubling > dividend) break
powersOfTwo.add(powersOfTwo[-1]*2)
doublings.add(doubling)
}
var answer = 0
var accumulator = 0
for (i in doublings.count-1..0) {
if (accumulator + doublings[i] <= dividend) {
accumulator = accumulator + doublings[i]
answer = answer + powersOfTwo[i]
if (accumulator == dividend) break
}
}
return [answer, dividend - accumulator]
}
var dividend = 580
var divisor = 34
var res = egyptianDivide.call(dividend, divisor)
System.print("%(dividend) ÷ %(divisor) = %(res[0]) with remainder %(res[1]).") |
http://rosettacode.org/wiki/Egyptian_fractions | Egyptian fractions | An Egyptian fraction is the sum of distinct unit fractions such as:
1
2
+
1
3
+
1
16
(
=
43
48
)
{\displaystyle {\tfrac {1}{2}}+{\tfrac {1}{3}}+{\tfrac {1}{16}}\,(={\tfrac {43}{48}})}
Each fraction in the expression has a numerator equal to 1 (unity) and a denominator that is a positive integer, and all the denominators are distinct (i.e., no repetitions).
Fibonacci's Greedy algorithm for Egyptian fractions expands the fraction
x
y
{\displaystyle {\tfrac {x}{y}}}
to be represented by repeatedly performing the replacement
x
y
=
1
⌈
y
/
x
⌉
+
(
−
y
)
mod
x
y
⌈
y
/
x
⌉
{\displaystyle {\frac {x}{y}}={\frac {1}{\lceil y/x\rceil }}+{\frac {(-y)\!\!\!\!\mod x}{y\lceil y/x\rceil }}}
(simplifying the 2nd term in this replacement as necessary, and where
⌈
x
⌉
{\displaystyle \lceil x\rceil }
is the ceiling function).
For this task, Proper and improper fractions must be able to be expressed.
Proper fractions are of the form
a
b
{\displaystyle {\tfrac {a}{b}}}
where
a
{\displaystyle a}
and
b
{\displaystyle b}
are positive integers, such that
a
<
b
{\displaystyle a<b}
, and
improper fractions are of the form
a
b
{\displaystyle {\tfrac {a}{b}}}
where
a
{\displaystyle a}
and
b
{\displaystyle b}
are positive integers, such that a ≥ b.
(See the REXX programming example to view one method of expressing the whole number part of an improper fraction.)
For improper fractions, the integer part of any improper fraction should be first isolated and shown preceding the Egyptian unit fractions, and be surrounded by square brackets [n].
Task requirements
show the Egyptian fractions for:
43
48
{\displaystyle {\tfrac {43}{48}}}
and
5
121
{\displaystyle {\tfrac {5}{121}}}
and
2014
59
{\displaystyle {\tfrac {2014}{59}}}
for all proper fractions,
a
b
{\displaystyle {\tfrac {a}{b}}}
where
a
{\displaystyle a}
and
b
{\displaystyle b}
are positive one-or two-digit (decimal) integers, find and show an Egyptian fraction that has:
the largest number of terms,
the largest denominator.
for all one-, two-, and three-digit integers, find and show (as above). {extra credit}
Also see
Wolfram MathWorld™ entry: Egyptian fraction
| #Tcl | Tcl | # Just compute the denominator terms, as the numerators are always 1
proc egyptian {num denom} {
set result {}
while {$num} {
# Compute ceil($denom/$num) without floating point inaccuracy
set term [expr {$denom / $num + ($denom/$num*$num < $denom)}]
lappend result $term
set num [expr {-$denom % $num}]
set denom [expr {$denom * $term}]
}
return $result
} |
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
| #x86_Assembly | x86 Assembly | extern printf
global main
section .text
halve
shr ebx, 1
ret
double
shl ebx, 1
ret
iseven
and ebx, 1
cmp ebx, 0
ret ; ret preserves flags
main
push 1 ; tutor = true
push 34 ; 2nd operand
push 17 ; 1st operand
call ethiopicmult
add esp, 12
push eax ; result of 17*34
push fmt
call printf
add esp, 8
ret
%define plier 8
%define plicand 12
%define tutor 16
ethiopicmult
enter 0, 0
cmp dword [ebp + tutor], 0
je .notut0
push dword [ebp + plicand]
push dword [ebp + plier]
push preamblefmt
call printf
add esp, 12
.notut0
xor eax, eax ; eax -> result
mov ecx, [ebp + plier] ; ecx -> plier
mov edx, [ebp + plicand] ; edx -> plicand
.whileloop
cmp ecx, 1
jl .multend
cmp dword [ebp + tutor], 0
je .notut1
call tutorme
.notut1
mov ebx, ecx
call iseven
je .iseven
add eax, edx ; result += plicand
.iseven
mov ebx, ecx ; plier >>= 1
call halve
mov ecx, ebx
mov ebx, edx ; plicand <<= 1
call double
mov edx, ebx
jmp .whileloop
.multend
leave
ret
tutorme
push eax
push strucktxt
mov ebx, ecx
call iseven
je .nostruck
mov dword [esp], kepttxt
.nostruck
push edx
push ecx
push tutorfmt
call printf
add esp, 4
pop ecx
pop edx
add esp, 4
pop eax
ret
section .data
fmt
db "%d", 10, 0
preamblefmt
db "ethiopic multiplication of %d and %d", 10, 0
tutorfmt
db "%4d %6d %s", 10, 0
strucktxt
db "struck", 0
kepttxt
db "kept", 0 |
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
| #Yabasic | Yabasic | // recursive
sub factorial(n)
if n > 1 then return n * factorial(n - 1) else return 1 end if
end sub
//iterative
sub factorial2(n)
local i, t
t = 1
for i = 1 to n
t = t * i
next
return t
end sub
for n = 0 to 9
print "Factorial(", n, ") = ", factorial(n)
next |
http://rosettacode.org/wiki/Echo_server | Echo server | Create a network service that sits on TCP port 12321, which accepts connections on that port, and which echoes complete lines (using a carriage-return/line-feed sequence as line separator) back to clients. No error handling is required. For the purposes of testing, it is only necessary to support connections from localhost (127.0.0.1 or perhaps ::1). Logging of connection information to standard output is recommended.
The implementation must be able to handle simultaneous connections from multiple clients. A multi-threaded or multi-process solution may be used. Each connection must be able to echo more than a single line.
The implementation must not stop responding to other clients if one client sends a partial line or stops reading responses.
| #Seed7 | Seed7 | $ include "seed7_05.s7i";
include "socket.s7i";
include "listener.s7i";
const proc: main is func
local
var listener: aListener is listener.value;
var file: existingConnection is STD_NULL;
var file: newConnection is STD_NULL;
begin
aListener := openInetListener(12321);
listen(aListener, 10);
while TRUE do
waitForRequest(aListener, existingConnection, newConnection);
if existingConnection <> STD_NULL then
if eof(existingConnection) then
writeln("Close connection " <& numericAddress(address(existingConnection)) <&
" port " <& port(existingConnection));
close(existingConnection);
else
write(existingConnection, gets(existingConnection, 1024));
end if;
end if;
if newConnection <> STD_NULL then
writeln("New connection " <& numericAddress(address(newConnection)) <&
" port " <& port(newConnection));
end if;
end while;
end func; |
http://rosettacode.org/wiki/Draw_a_rotating_cube | Draw a rotating cube | Task
Draw a rotating cube.
It should be oriented with one vertex pointing straight up, and its opposite vertex on the main diagonal (the one farthest away) straight down. It can be solid or wire-frame, and you can use ASCII art if your language doesn't have graphical capabilities. Perspective is optional.
Related tasks
Draw a cuboid
write language name in 3D ASCII
| #Phix | Phix | --
-- demo\rosetta\DrawRotatingCube.exw
-- =================================
--
-- credits: http://petercollingridge.appspot.com/3D-tutorial/rotating-objects
-- https://github.com/ssloy/tinyrenderer/wiki/Lesson-4:-Perspective-projection
--
-- Aside: low CPU usage, at least when using a 30ms timer (33 FPS, which is plenty).
--
with javascript_semantics
include pGUI.e
constant title = "Draw a Rotating Cube"
Ihandle dlg, canvas
cdCanvas cd_canvas
--
-- First, define 8 corners equidistant from {0,0,0}:
--
-- 6-----2
-- 5-----1 3
-- 8-----4
--
-- ie the right face is 1-2-3-4 clockwise, and the left face
-- is 5-6-7-8 counter-clockwise (unless using x-ray vision).
-- (since this is not drawing textures, clockwise-ness does
-- not matter, as shown by the corrected orange face, but
-- it will if you (figure out how to) apply any textures.)
-- (a quick (online) study of opengl texture documentation
-- should convince you that stuff is best left to opengl.)
--
enum X, Y, Z
constant l = 100
constant corners = {{+l,+l,+l}, -- 1 (front top right)
{+l,+l,-l}, -- 2 (back top "right")
{+l,-l,-l}, -- 3 (back btm "right")
{+l,-l,+l}, -- 4 (front btm right)
{-l,+l,+l}, -- 5 (front top left)
{-l,+l,-l}, -- 6 (back top "left")
{-l,-l,-l}, -- 7 (back btm "left")
{-l,-l,+l}} -- 8 (front btm left)
-- I put left/right in quotes for the back face as a reminder
-- those match the above diagram, but of course they would be
-- swapped were you looking "at" the face/rotated it by 180.
constant faces = {{CD_RED, 1,2,3,4}, -- right
{CD_YELLOW, 1,5,6,2}, -- top
{CD_DARK_GREEN, 1,4,8,5}, -- front
{CD_BLUE, 2,3,7,6}, -- back
{CD_WHITE, 3,4,8,7}, -- bottom
-- {CD_ORANGE, 5,6,7,8}} -- left
{CD_ORANGE, 8,7,6,5}} -- left
-- rotation angles, 0..359, on a timer
atom rx = 45, -- initially makes cube like a H
ry = 35, -- " " " italic H
rz = 0
constant naxes = {{Y,Z}, -- (rotate about the X-axis)
{X,Z}, -- (rotate about the Y-axis)
{X,Y}} -- (rotate about the Z-axis)
function rotate(sequence points, atom angle, integer axis)
--
-- rotate points by the specified angle about the given axis
--
atom radians = angle*CD_DEG2RAD,
sin_t = sin(radians),
cos_t = cos(radians)
integer {nx,ny} = naxes[axis]
for i=1 to length(points) do
atom x = points[i][nx],
y = points[i][ny]
points[i][nx] = x*cos_t - y*sin_t
points[i][ny] = y*cos_t + x*sin_t
end for
return points
end function
function projection(sequence points, atom d)
--
-- project points from {0,0,d} onto the perpendicular plane through {0,0,0}
--
for i=1 to length(points) do
atom {x,y,z} = points[i],
denom = (1-z/d)
points[i][X] = x/denom
points[i][Y] = y/denom
end for
return points
end function
function nearest(sequence points)
--
-- return the index of the nearest point (highest z value)
--
return largest(vslice(points,Z),true)
end function
procedure draw_cube(integer cx, cy)
-- {cx,cy} is the centre point of the canvas
sequence points = deep_copy(corners)
points = rotate(points,rx,X)
points = rotate(points,ry,Y)
points = rotate(points,rz,Z)
points = projection(points,1000)
integer np = nearest(points)
--
-- find the three faces that contain the nearest point,
-- then for each of those faces let diag be the point
-- that is diagonally opposite said nearest point, and
-- order by/draw those faces furthest diag away first.
-- (one or two of them may be completely obscured due
-- to the effects of the perspective projection.)
-- (you could of course draw all six faces, as long as
-- the 3 furthest are draw first/obliterated, which
-- is what that commented-out "else" would achieve.)
--
sequence faceset = {}
for i=1 to length(faces) do
sequence fi = faces[i]
integer k = find(np,fi) -- k:=2..5, or 0
if k then
integer diag = mod(k,4)+2 -- {2,3,4,5} --> {4,5,2,3}
-- aka swap 2<=>4 & 3<=>5
diag = fi[diag] -- 1..8, diagonally opp. np
faceset = append(faceset,{points[diag][Z],i})
-- else
-- faceset = append(faceset,{-9999,i})
end if
end for
faceset = sort(faceset)
for i=1 to length(faceset) do
sequence face = faces[faceset[i][2]]
cdCanvasSetForeground(cd_canvas,face[1])
-- first fill sides (with bresenham edges), then
-- redraw edges, but anti-aliased aka smoother
sequence modes = {CD_FILL,CD_CLOSED_LINES}
for m=1 to length(modes) do
cdCanvasBegin(cd_canvas,modes[m])
for fdx=2 to 5 do
sequence pt = points[face[fdx]]
cdCanvasVertex(cd_canvas,cx+pt[X],cy-pt[Y])
end for
cdCanvasEnd(cd_canvas)
end for
end for
end procedure
function canvas_action_cb(Ihandle canvas)
cdCanvasActivate(cd_canvas)
cdCanvasClear(cd_canvas)
integer {w, h} = IupGetIntInt(canvas, "DRAWSIZE")
draw_cube(floor(w/2),floor(h/2))
cdCanvasFlush(cd_canvas)
return IUP_DEFAULT
end function
function canvas_map_cb(Ihandle canvas)
IupGLMakeCurrent(canvas)
if platform()=JS then
cd_canvas = cdCreateCanvas(CD_IUP, canvas)
else
atom res = IupGetDouble(NULL, "SCREENDPI")/25.4
cd_canvas = cdCreateCanvas(CD_GL, "10x10 %g", {res})
end if
cdCanvasSetBackground(cd_canvas, CD_PARCHMENT)
return IUP_DEFAULT
end function
function canvas_resize_cb(Ihandle /*canvas*/)
integer {canvas_width, canvas_height} = IupGetIntInt(canvas, "DRAWSIZE")
atom res = IupGetDouble(NULL, "SCREENDPI")/25.4
cdCanvasSetAttribute(cd_canvas, "SIZE", "%dx%d %g", {canvas_width, canvas_height, res})
return IUP_DEFAULT
end function
function timer_cb(Ihandln /*ih*/)
-- (feel free to add a bit more randomness here, maybe)
rx = mod(rx+359,360)
ry = mod(ry+359,360)
rz = mod(rz+359,360)
IupRedraw(canvas)
return IUP_IGNORE
end function
procedure main()
IupOpen()
canvas = IupGLCanvas("RASTERSIZE=640x480")
IupSetCallbacks(canvas, {"ACTION", Icallback("canvas_action_cb"),
"MAP_CB", Icallback("canvas_map_cb"),
"RESIZE_CB", Icallback("canvas_resize_cb")})
dlg = IupDialog(canvas,`TITLE="%s"`,{title})
IupShow(dlg)
IupSetAttribute(canvas, "RASTERSIZE", NULL)
Ihandle hTimer = IupTimer(Icallback("timer_cb"), 30)
if platform()!=JS then
IupMainLoop()
IupClose()
end if
end procedure
main()
|
http://rosettacode.org/wiki/Element-wise_operations | Element-wise operations | This task is similar to:
Matrix multiplication
Matrix transposition
Task
Implement basic element-wise matrix-matrix and scalar-matrix operations, which can be referred to in other, higher-order tasks.
Implement:
addition
subtraction
multiplication
division
exponentiation
Extend the task if necessary to include additional basic operations, which should not require their own specialised task.
| #Rust | Rust | struct Matrix {
elements: Vec<f32>,
pub height: u32,
pub width: u32,
}
impl Matrix {
fn new(elements: Vec<f32>, height: u32, width: u32) -> Matrix {
// Should check for dimensions but omitting to be succient
Matrix {
elements: elements,
height: height,
width: width,
}
}
fn get(&self, row: u32, col: u32) -> f32 {
let row = row as usize;
let col = col as usize;
self.elements[col + row * (self.width as usize)]
}
fn set(&mut self, row: u32, col: u32, value: f32) {
let row = row as usize;
let col = col as usize;
self.elements[col + row * (self.width as usize)] = value;
}
fn print(&self) {
for row in 0..self.height {
for col in 0..self.width {
print!("{:3.0}", self.get(row, col));
}
println!("");
}
println!("");
}
}
// Matrix addition will perform element-wise addition
fn matrix_addition(first: &Matrix, second: &Matrix) -> Result<Matrix, String> {
if first.width == second.width && first.height == second.height {
let mut result = Matrix::new(vec![0.0f32; (first.height * first.width) as usize],
first.height,
first.width);
for row in 0..first.height {
for col in 0..first.width {
let first_value = first.get(row, col);
let second_value = second.get(row, col);
result.set(row, col, first_value + second_value);
}
}
Ok(result)
} else {
Err("Dimensions don't match".to_owned())
}
}
fn scalar_multiplication(scalar: f32, matrix: &Matrix) -> Matrix {
let mut result = Matrix::new(vec![0.0f32; (matrix.height * matrix.width) as usize],
matrix.height,
matrix.width);
for row in 0..matrix.height {
for col in 0..matrix.width {
let value = matrix.get(row, col);
result.set(row, col, scalar * value);
}
}
result
}
// Subtract second from first
fn matrix_subtraction(first: &Matrix, second: &Matrix) -> Result<Matrix, String> {
if first.width == second.width && first.height == second.height {
let negative_matrix = scalar_multiplication(-1.0, second);
let result = matrix_addition(first, &negative_matrix).unwrap();
Ok(result)
} else {
Err("Dimensions don't match".to_owned())
}
}
// First must be a l x m matrix and second a m x n matrix for this to work.
fn matrix_multiplication(first: &Matrix, second: &Matrix) -> Result<Matrix, String> {
if first.width == second.height {
let mut result = Matrix::new(vec![0.0f32; (first.height * second.width) as usize],
first.height,
second.width);
for row in 0..result.height {
for col in 0..result.width {
let mut value = 0.0;
for it in 0..first.width {
value += first.get(row, it) * second.get(it, col);
}
result.set(row, col, value);
}
}
Ok(result)
} else {
Err("Dimensions don't match. Width of first must equal height of second".to_owned())
}
}
fn main() {
let height = 2;
let width = 3;
// Matrix will look like:
// | 1.0 2.0 3.0 |
// | 4.0 5.0 6.0 |
let matrix1 = Matrix::new(vec![1.0, 2.0, 3.0, 4.0, 5.0, 6.0], height, width);
// Matrix will look like:
// | 6.0 5.0 4.0 |
// | 3.0 2.0 1.0 |
let matrix2 = Matrix::new(vec![6.0, 5.0, 4.0, 3.0, 2.0, 1.0], height, width);
// | 7.0 7.0 7.0 |
// | 7.0 7.0 7.0 |
matrix_addition(&matrix1, &matrix2).unwrap().print();
// | 2.0 4.0 6.0 |
// | 8.0 10.0 12.0 |
scalar_multiplication(2.0, &matrix1).print();
// | -5.0 -3.0 -1.0 |
// | 1.0 3.0 5.0 |
matrix_subtraction(&matrix1, &matrix2).unwrap().print();
// | 1.0 |
// | 1.0 |
// | 1.0 |
let matrix3 = Matrix::new(vec![1.0, 1.0, 1.0], width, 1);
// | 6 |
// | 15 |
matrix_multiplication(&matrix1, &matrix3).unwrap().print();
} |
http://rosettacode.org/wiki/Dragon_curve | Dragon curve |
Create and display a dragon curve fractal.
(You may either display the curve directly or write it to an image file.)
Algorithms
Here are some brief notes the algorithms used and how they might suit various languages.
Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right.
*---R----* expands to * *
\ /
R L
\ /
*
*
/ \
L R
/ \
*---L---* expands to * *
The co-routines dcl and dcr in various examples do this recursively to a desired expansion level.
The curl direction right or left can be a parameter instead of two separate routines.
Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees.
*------->* becomes * * Recursive copies drawn
\ / from the ends towards
\ / the centre.
v v
*
This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen.
Successive approximation repeatedly re-writes each straight line as two new segments at a right angle,
*
*-----* becomes / \ bend to left
/ \ if N odd
* *
* *
*-----* becomes \ / bend to right
\ / if N even
*
Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing.
The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this.
Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently.
n = 1010110000
^
bit above lowest 1-bit, turn left or right as 0 or 1
LowMask = n BITXOR (n-1) # eg. giving 0000011111
AboveMask = LowMask + 1 # eg. giving 0000100000
BitAboveLowestOne = n BITAND AboveMask
The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there.
If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is.
Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction.
If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1.
Absolute direction to move at point n can be calculated by the number of bit-transitions in n.
n = 11 00 1111 0 1
^ ^ ^ ^ 4 places where change bit value
so direction=4*90degrees=East
This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ.
Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently.
Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this.
A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.)
The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section.
As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code.
Axiom F, angle 90 degrees
F -> F+S
S -> F-S
This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page.
Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around.
The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
| #Applesoft_BASIC | Applesoft BASIC | DIM SHARED angle AS DOUBLE
SUB turn (degrees AS DOUBLE)
angle = angle + degrees*3.14159265/180
END SUB
SUB forward (length AS DOUBLE)
LINE - STEP (COS(angle)*length, SIN(angle)*length), 7
END SUB
SUB dragon (length AS DOUBLE, split AS INTEGER, d AS DOUBLE)
IF split=0 THEN
forward length
ELSE
turn d*45
dragon length/1.4142136, split-1, 1
turn -d*90
dragon length/1.4142136, split-1, -1
turn d*45
END IF
END SUB
' Main program
SCREEN 12
angle = 0
PSET (150,180), 0
dragon 400, 12, 1
SLEEP |
http://rosettacode.org/wiki/Draw_a_sphere | Draw a sphere | Task
Draw a sphere.
The sphere can be represented graphically, or in ASCII art, depending on the language capabilities.
Either static or rotational projection is acceptable for this task.
Related tasks
draw a cuboid
draw a rotating cube
write language name in 3D ASCII
draw a Deathstar
| #Clojure | Clojure |
(use 'quil.core)
(def w 500)
(def h 400)
(defn setup []
(background 0))
(defn draw []
(push-matrix)
(translate 250 200 0)
(sphere 100)
(pop-matrix))
(defsketch main
:title "sphere"
:setup setup
:size [w h]
:draw draw
:renderer :opengl)
|
http://rosettacode.org/wiki/Doubly-linked_list/Element_insertion | Doubly-linked list/Element insertion | Doubly-Linked List (element)
This is much like inserting into a Singly-Linked List, but with added assignments so that the backwards-pointing links remain correct.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack | #Oforth | Oforth | : test // ( -- aDList )
| dl |
DList new ->dl
dl insertFront("A")
dl insertBack("B")
dl head insertAfter(DNode new("C", null , null))
dl ; |
http://rosettacode.org/wiki/Doubly-linked_list/Element_insertion | Doubly-linked list/Element insertion | Doubly-Linked List (element)
This is much like inserting into a Singly-Linked List, but with added assignments so that the backwards-pointing links remain correct.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack | #Oz | Oz | declare
fun {CreateNewNode Value}
node(prev:{NewCell nil}
next:{NewCell nil}
value:Value)
end
proc {InsertAfter Node NewNode}
Next = Node.next
in
(NewNode.next) := @Next
(NewNode.prev) := Node
case @Next of nil then skip
[] node(prev:NextPrev ...) then
NextPrev := NewNode
end
Next := NewNode
end
A = {CreateNewNode a}
B = {CreateNewNode b}
C = {CreateNewNode c}
in
{InsertAfter A B}
{InsertAfter A C} |
http://rosettacode.org/wiki/Doubly-linked_list/Element_insertion | Doubly-linked list/Element insertion | Doubly-Linked List (element)
This is much like inserting into a Singly-Linked List, but with added assignments so that the backwards-pointing links remain correct.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack | #Pascal | Pascal | procedure insert_link( a, b, c: link_ptr );
begin
a^.next := c;
if b <> nil then b^.prev := c;
c^.next := b;
c^.prev := a;
end; |
http://rosettacode.org/wiki/Draw_a_clock | Draw a clock | Task
Draw a clock.
More specific:
Draw a time keeping device. It can be a stopwatch, hourglass, sundial, a mouth counting "one thousand and one", anything. Only showing the seconds is required, e.g.: a watch with just a second hand will suffice. However, it must clearly change every second, and the change must cycle every so often (one minute, 30 seconds, etc.) It must be drawn; printing a string of numbers to your terminal doesn't qualify. Both text-based and graphical drawing are OK.
The clock is unlikely to be used to control space flights, so it needs not be hyper-accurate, but it should be usable, meaning if one can read the seconds off the clock, it must agree with the system clock.
A clock is rarely (never?) a major application: don't be a CPU hog and poll the system timer every microsecond, use a proper timer/signal/event from your system or language instead. For a bad example, many OpenGL programs update the frame-buffer in a busy loop even if no redraw is needed, which is very undesirable for this task.
A clock is rarely (never?) a major application: try to keep your code simple and to the point. Don't write something too elaborate or convoluted, instead do whatever is natural, concise and clear in your language.
Key points
animate simple object
timed event
polling system resources
code clarity
| #Batch_File | Batch File | ::Draw a Clock Task from Rosetta Code Wiki
::Batch File Implementation
::
::Directly open the Batch File...
@echo off & mode 44,8
title Sample Batch Clock
setlocal enabledelayedexpansion
chcp 65001
::Set the characters...
set "#0_1=█████"
set "#0_2=█ █"
set "#0_3=█ █"
set "#0_4=█ █"
set "#0_5=█████"
set "#1_1= █"
set "#1_2= █"
set "#1_3= █"
set "#1_4= █"
set "#1_5= █"
set "#2_1=█████"
set "#2_2= █"
set "#2_3=█████"
set "#2_4=█ "
set "#2_5=█████"
set "#3_1=█████"
set "#3_2= █"
set "#3_3=█████"
set "#3_4= █"
set "#3_5=█████"
set "#4_1=█ █"
set "#4_2=█ █"
set "#4_3=█████"
set "#4_4= █"
set "#4_5= █"
set "#5_1=█████"
set "#5_2=█ "
set "#5_3=█████"
set "#5_4= █"
set "#5_5=█████"
set "#6_1=█████"
set "#6_2=█ "
set "#6_3=█████"
set "#6_4=█ █"
set "#6_5=█████"
set "#7_1=█████"
set "#7_2= █"
set "#7_3= █"
set "#7_4= █"
set "#7_5= █"
set "#8_1=█████"
set "#8_2=█ █"
set "#8_3=█████"
set "#8_4=█ █"
set "#8_5=█████"
set "#9_1=█████"
set "#9_2=█ █"
set "#9_3=█████"
set "#9_4= █"
set "#9_5=█████"
set "#C_1= "
set "#C_2=█"
set "#C_3= "
set "#C_4=█"
set "#C_5= "
:clock_loop
::Clear display [leaving a whitespace]...
for /l %%C in (1,1,5) do set "display%%C= "
::Get current time [all spaces will be replaced to zero]...
::Also, all colons will be replaced to "C" because colon has a function in variables...
set "curr_time=%time: =0%"
set "curr_time=%curr_time::=C%"
::Process the numbers to display [we will now use the formats we SET above]...
for /l %%T in (0,1,7) do (
::Check for each number and colons...
for %%N in (0 1 2 3 4 5 6 7 8 9 C) do (
if "!curr_time:~%%T,1!"=="%%N" (
::Now, barbeque each formatted char in 5 rows...
for /l %%D in (1,1,5) do set "display%%D=!display%%D!!#%%N_%%D! "
)
)
)
::Refresh the clock...
cls
echo.
echo.[%display1%]
echo.[%display2%]
echo.[%display3%]
echo.[%display4%]
echo.[%display5%]
echo.
timeout /t 1 /nobreak >nul
goto :clock_loop |
http://rosettacode.org/wiki/Doubly-linked_list/Traversal | Doubly-linked list/Traversal | Traverse from the beginning of a doubly-linked list to the end, and from the end to the beginning.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Julia | Julia | mutable struct DLNode{T}
value::T
pred::Union{DLNode{T}, Nothing}
succ::Union{DLNode{T}, Nothing}
DLNode(v) = new{typeof(v)}(v, nothing, nothing)
end
function insertpost(prevnode, node)
succ = prevnode.succ
prevnode.succ = node
node.pred = prevnode
node.succ = succ
if succ != nothing
succ.pred = node
end
node
end
first(nd) = (while nd.pred != nothing nd = nd.prev end; nd)
last(nd) = (while nd.succ != nothing nd = nd.succ end; nd)
function printconnected(nd; fromtail = false)
if fromtail
nd = last(nd)
print(nd.value)
while nd.pred != nothing
nd = nd.pred
print(" -> $(nd.value)")
end
else
nd = first(nd)
print(nd.value)
while nd.succ != nothing
nd = nd.succ
print(" -> $(nd.value)")
end
end
println()
end
node1 = DLNode(1)
node2 = DLNode(2)
node3 = DLNode(3)
insertpost(node1, node2)
insertpost(node2, node3)
print("From beginning to end: "); printconnected(node1)
print("From end to beginning: "); printconnected(node1, fromtail = true)
|
http://rosettacode.org/wiki/Doubly-linked_list/Traversal | Doubly-linked list/Traversal | Traverse from the beginning of a doubly-linked list to the end, and from the end to the beginning.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Kotlin | Kotlin | // version 1.1.2
class LinkedList<E> {
class Node<E>(var data: E, var prev: Node<E>? = null, var next: Node<E>? = null) {
override fun toString(): String {
val sb = StringBuilder(this.data.toString())
var node = this.next
while (node != null) {
sb.append(" -> ", node.data.toString())
node = node.next
}
return sb.toString()
}
}
var first: Node<E>? = null
var last: Node<E>? = null
fun addFirst(value: E) {
if (first == null) {
first = Node(value)
last = first
}
else {
val node = first!!
first = Node(value, null, node)
node.prev = first
}
}
fun addLast(value: E) {
if (last == null) {
last = Node(value)
first = last
}
else {
val node = last!!
last = Node(value, node, null)
node.next = last
}
}
fun insert(after: Node<E>?, value: E) {
if (after == null)
addFirst(value)
else if (after == last)
addLast(value)
else {
val next = after.next
val new = Node(value, after, next)
after.next = new
if (next != null) next.prev = new
}
}
override fun toString() = first.toString()
fun firstToLast() = first?.toString() ?: ""
fun lastToFirst(): String {
if (last == null) return ""
val sb = StringBuilder(last.toString())
var node = last!!.prev
while (node != null) {
sb.append(" -> ", node.data.toString())
node = node.prev
}
return sb.toString()
}
}
fun main(args: Array<String>) {
val ll = LinkedList<Int>()
ll.addFirst(1)
ll.addLast(4)
ll.insert(ll.first, 2)
ll.insert(ll.last!!.prev, 3)
println("First to last : ${ll.firstToLast()}")
println("Last to first : ${ll.lastToFirst()}")
} |
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Kotlin | Kotlin | // version 1.1.2
class Node<T: Number>(var data: T, var prev: Node<T>? = null, var next: Node<T>? = null) {
override fun toString(): String {
val sb = StringBuilder(this.data.toString())
var node = this.next
while (node != null) {
sb.append(" -> ", node.data.toString())
node = node.next
}
return sb.toString()
}
}
fun main(args: Array<String>) {
val n1 = Node(1)
val n2 = Node(2, n1)
n1.next = n2
val n3 = Node(3, n2)
n2.next = n3
println(n1)
println(n2)
println(n3)
} |
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Lua | Lua | local node = { data=data, prev=nil, next=nil } |
http://rosettacode.org/wiki/Dutch_national_flag_problem | Dutch national flag problem |
The Dutch national flag is composed of three coloured bands in the order:
red (top)
then white, and
lastly blue (at the bottom).
The problem posed by Edsger Dijkstra is:
Given a number of red, blue and white balls in random order, arrange them in the order of the colours in the Dutch national flag.
When the problem was first posed, Dijkstra then went on to successively refine a solution, minimising the number of swaps and the number of times the colour of a ball needed to determined and restricting the balls to end in an array, ...
Task
Generate a randomized order of balls ensuring that they are not in the order of the Dutch national flag.
Sort the balls in a way idiomatic to your language.
Check the sorted balls are in the order of the Dutch national flag.
C.f.
Dutch national flag problem
Probabilistic analysis of algorithms for the Dutch national flag problem by Wei-Mei Chen. (pdf)
| #Go | Go | package main
import (
"fmt"
"math/rand"
"time"
)
// constants define order of colors in Dutch national flag
const (
red = iota
white
blue
nColors
)
// zero object of type is valid red ball.
type ball struct {
color int
}
// order of balls based on DNF
func (b1 ball) lt(b2 ball) bool {
return b1.color < b2.color
}
// type for arbitrary ordering of balls
type ordering []ball
// predicate tells if balls are ordered by DNF
func (o ordering) ordered() bool {
var b0 ball
for _, b := range o {
if b.lt(b0) {
return false
}
b0 = b
}
return true
}
func init() {
rand.Seed(time.Now().Unix())
}
// constructor returns new ordering of balls which is randomized but
// guaranteed to be not in DNF order. function panics for n < 2.
func outOfOrder(n int) ordering {
if n < 2 {
panic(fmt.Sprintf("%d invalid", n))
}
r := make(ordering, n)
for {
for i, _ := range r {
r[i].color = rand.Intn(nColors)
}
if !r.ordered() {
break
}
}
return r
}
// O(n) algorithm
// http://www.csse.monash.edu.au/~lloyd/tildeAlgDS/Sort/Flag/
func (a ordering) sort3() {
lo, mid, hi := 0, 0, len(a)-1
for mid <= hi {
switch a[mid].color {
case red:
a[lo], a[mid] = a[mid], a[lo]
lo++
mid++
case white:
mid++
default:
a[mid], a[hi] = a[hi], a[mid]
hi--
}
}
}
func main() {
f := outOfOrder(12)
fmt.Println(f)
f.sort3()
fmt.Println(f)
} |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a cuboid with relative dimensions of 2 × 3 × 4.
The cuboid can be represented graphically, or in ASCII art, depending on the language capabilities.
To fulfill the criteria of being a cuboid, three faces must be visible.
Either static or rotational projection is acceptable for this task.
Related tasks
draw a sphere
draw a rotating cube
write language name in 3D ASCII
draw a Deathstar
| #Factor | Factor | USING: classes.struct kernel raylib.ffi ;
640 480 "cuboid" init-window
S{ Camera3D
{ position S{ Vector3 f 4.5 4.5 4.5 } }
{ target S{ Vector3 f 0 0 0 } }
{ up S{ Vector3 f 0 1 0 } }
{ fovy 45.0 }
{ type 0 }
}
60 set-target-fps
[ window-should-close ] [
begin-drawing
BLACK clear-background dup
begin-mode-3d
S{ Vector3 f 0 0 0 } 2 3 4 LIME draw-cube-wires
end-mode-3d
end-drawing
] until drop close-window |
http://rosettacode.org/wiki/Dynamic_variable_names | Dynamic variable names | Task
Create a variable with a user-defined name.
The variable name should not be written in the program text, but should be taken from the user dynamically.
See also
Eval in environment is a similar task.
| #Slate | Slate | define: #name -> (query: 'Enter a variable name: ') intern. "X"
define: name -> 42.
X print. |
http://rosettacode.org/wiki/Dynamic_variable_names | Dynamic variable names | Task
Create a variable with a user-defined name.
The variable name should not be written in the program text, but should be taken from the user dynamically.
See also
Eval in environment is a similar task.
| #Smalltalk | Smalltalk | | varName |
varName := FillInTheBlankMorph
request: 'Enter a variable name'.
Compiler
evaluate:('| ', varName, ' | ', varName, ' := 42.
Transcript
show: ''value of ', varName, ''';
show: '' is '';
show: ', varName). |
http://rosettacode.org/wiki/Dynamic_variable_names | Dynamic variable names | Task
Create a variable with a user-defined name.
The variable name should not be written in the program text, but should be taken from the user dynamically.
See also
Eval in environment is a similar task.
| #SNOBOL4 | SNOBOL4 | * # Get var name from user
output = 'Enter variable name:'
invar = trim(input)
* # Get value from user, assign
output = 'Enter value:'
$invar = trim(input)
* Display
output = invar ' == ' $invar
end |
http://rosettacode.org/wiki/Draw_a_pixel | Draw a pixel | Task
Create a window and draw a pixel in it, subject to the following:
the window is 320 x 240
the color of the pixel must be red (255,0,0)
the position of the pixel is x = 100, y = 100 | #ReScript | ReScript | type document // abstract type for a document object
type context = { mutable fillStyle: string, }
@val external doc: document = "document"
@send external getElementById: (document, string) => Dom.element = "getElementById"
@send external getContext: (Dom.element, string) => context = "getContext"
@send external fillRect: (context, int, int, int, int) => unit = "fillRect"
let canvas = getElementById(doc, "my_canvas")
let ctx = getContext(canvas, "2d")
ctx.fillStyle = "#F00"
fillRect(ctx, 100, 100, 1, 1) |
http://rosettacode.org/wiki/Draw_a_pixel | Draw a pixel | Task
Create a window and draw a pixel in it, subject to the following:
the window is 320 x 240
the color of the pixel must be red (255,0,0)
the position of the pixel is x = 100, y = 100 | #REXX | REXX | /*REXX program displays (draws) a pixel at a specified screen location in the color red.*/
parse upper version !ver .
!pcrexx= 'REXX/PERSONAL'==!ver | 'REXX/PC'==!ver /*obtain the REXX interpreter version. */
parse arg x y txt CC . /*obtain optional arguments from the CL*/
if x=='' | x=="," then x= 100 /*Not specified? Then use the default.*/
if y=='' | y=="," then y= 100 /* " " " " " " */
if CC=='' | CC="," then CC= 4 /* " " " " " " */
if txt=='' | txt="," then tzt= '·' /* " " " " " " */
if ¬!pcrexx then do; say; say "***error*** PC/REXX[interpreter] isn't being used."; say
exit 23
end
call scrWrite x,y,txt,,,CC /*stick a fork in it, we're all done. */ |
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