task_url
stringlengths 30
116
| task_name
stringlengths 2
86
| task_description
stringlengths 0
14.4k
| language_url
stringlengths 2
53
| language_name
stringlengths 1
52
| code
stringlengths 0
61.9k
|
---|---|---|---|---|---|
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:
Β red Β Β (top)
Β then white, Β and
Β lastly blue Β (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)
| #Prolog | Prolog | dutch_flag(N) :-
length(L, N),
repeat,
maplist(init,L),
\+is_dutch_flag(L) ,
writeln(L),
test_sorted(L),
sort_dutch_flag(L, TmpFlag),
append(TmpFlag, Flag),
writeln(Flag),
test_sorted(Flag).
Β
Β
sort_dutch_flag([], [[], [], []]).
Β
sort_dutch_flag([blue | T], [R, W, [blue|B]]) :-
sort_dutch_flag(T, [R, W, B]).
Β
sort_dutch_flag([red | T], [[red|R], W, B]) :-
sort_dutch_flag(T, [R, W, B]).
Β
Β
sort_dutch_flag([white | T], [R, [white | W], B]) :-
sort_dutch_flag(T, [R, W, B]).
Β
Β
init(C) :-
R is random(3),
nth0(R, [blue, red, white], C).
Β
Β
test_sorted(Flag) :-
( is_dutch_flag(Flag)
-> write('it is a dutch flag')
; write('it is not a dutch flag')),
nl,nl.
Β
% First color must be red
is_dutch_flag([red | T]) :-
is_dutch_flag_red(T).
Β
Β
is_dutch_flag_red([red|T]) :-
is_dutch_flag_red(T);
% second color must be white
T = [white | T1],
is_dutch_flag_white(T1).
Β
Β
is_dutch_flag_white([white | T]) :-
is_dutch_flag_white(T);
% last one must be blue
T = [blue | T1],
is_dutch_flag_blue(T1).
Β
is_dutch_flag_blue([blue | T]) :-
is_dutch_flag_blue(T).
Β
is_dutch_flag_blue([]).
Β |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #Maple | Maple | plots:-display(plottools:-parallelepiped([2, 0, 0], [0, 0, 4], [0, 3, 0]), orientation = [45, 60]) |
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.
| #D | D | import std.stdio, std.string;
Β
struct Board {
enum char spc = ' ';
char[][] b = [[' ']]; // Set at least 1x1 board.
int shiftx, shifty;
Β
void clear() pure nothrow {
shiftx = shifty = 0;
b = [['\0']];
}
Β
void check(in int x, in int y) pure nothrow {
while (y + shifty < 0) {
auto newr = new char[b[0].length];
newr[] = spc;
b = newr ~ b;
shifty++;
}
Β
while (y + shifty >= b.length) {
auto newr = new char[b[0].length];
newr[] = spc;
b ~= newr;
}
Β
while (x + shiftx < 0) {
foreach (ref c; b)
c = [spc] ~ c;
shiftx++;
}
Β
while (x + shiftx >= b[0].length)
foreach (ref c; b)
c ~= [spc];
}
Β
char opIndexAssign(in char value, in int x, in int y)
pure nothrow {
check(x, y);
b[y + shifty][x + shiftx] = value;
return value;
}
Β
string toString() const pure {
return format("%-(%s\n%)", b);
}
}
Β
struct Turtle {
static struct TState {
int[2] xy;
int heading;
}
Β
enum int[2][] dirs = [[1, 0], [1, 1], [0, 1], [-1, 1],
[-1, 0], [-1, -1], [0, -1], [1, -1]];
enum string trace = r"-\|/-\|/";
TState t;
Β
void reset() pure nothrow {
t = typeof(t).init;
}
Β
void turn(in int dir) pure nothrow {
t.heading = (t.heading + 8 + dir) % 8;
}
Β
void forward(ref Board b) pure nothrow {
with (t) {
xy[] += dirs[heading][];
b[xy[0], xy[1]] = trace[heading];
xy[] += dirs[heading][];
b[xy[0], xy[1]] = b.spc;
}
}
}
Β
void dragonX(in int n, ref Turtle t, ref Board b) pure nothrow {
if (n >= 0) { // X -> X+YF+
dragonX(n - 1, t, b);
t.turn(2);
dragonY(n - 1, t, b);
t.forward(b);
t.turn(2);
}
}
Β
void dragonY(in int n, ref Turtle t, ref Board b) pure nothrow {
if (n >= 0) { // Y -> -FX-Y
t.turn(-2);
t.forward(b);
dragonX(n - 1, t, b);
t.turn(-2);
dragonY(n - 1, t, b);
}
}
Β
void main() {
Turtle t;
Board b;
// SeedΒ : FX
t.forward(b); // <- F
dragonX(7, t, b); // <- X
writeln(b);
} |
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
| #Icon_and_Unicon | Icon and Unicon | procedure main()
W := open("Demo", "gl", "size=400,400", "bg=black") | stop("can't open window!")
WAttrib(W, "slices=40", "rings=40", "light0=on, ambient white; diffuse gold; specular gold; position 5, 0, 0" )
Fg(W, "emission blue")
DrawSphere(W, 0, 0, -5, 1)
Event(W)
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
| #Haskell | Haskell | import Control.Concurrent
import Data.List
import System.Time
Β
-- Library: ansi-terminal
import System.Console.ANSI
Β
number :: (Integral a) => a -> [String]
number 0 =
["ββββββ"
,"ββ ββ"
,"ββ ββ"
,"ββ ββ"
,"ββββββ"]
number 1 =
[" ββ"
," ββ"
," ββ"
," ββ"
," ββ"]
number 2 =
["ββββββ"
," ββ"
,"ββββββ"
,"ββ "
,"ββββββ"]
number 3 =
["ββββββ"
," ββ"
,"ββββββ"
," ββ"
,"ββββββ"]
number 4 =
["ββ ββ"
,"ββ ββ"
,"ββββββ"
," ββ"
," ββ"]
number 5 =
["ββββββ"
,"ββ "
,"ββββββ"
," ββ"
,"ββββββ"]
number 6 =
["ββββββ"
,"ββ "
,"ββββββ"
,"ββ ββ"
,"ββββββ"]
number 7 =
["ββββββ"
," ββ"
," ββ"
," ββ"
," ββ"]
number 8 =
["ββββββ"
,"ββ ββ"
,"ββββββ"
,"ββ ββ"
,"ββββββ"]
number 9 =
["ββββββ"
,"ββ ββ"
,"ββββββ"
," ββ"
,"ββββββ"]
Β
colon :: [String]
colon =
[" "
," ββ "
," "
," ββ "
," "]
Β
newline :: [String]
newline =
["\n"
,"\n"
,"\n"
,"\n"
,"\n"]
Β
space :: [String]
space =
[" "
," "
," "
," "
," "]
Β
leadingZero :: (Integral a) => a -> [[String]]
leadingZero num =
let (tens, ones) = divMod num 10
in [number tens, space, number ones]
Β
fancyTime :: CalendarTime -> String
fancyTime time =
let hour = leadingZero $ ctHour time
minute = leadingZero $ ctMin time
second = leadingZero $ ctSec time
nums = hour ++ [colon] ++ minute ++ [colon] ++ second ++ [newline]
in concat $ concat $ transpose nums
Β
main :: IO ()
main = do
time <- getClockTime >>= toCalendarTime
putStr $ fancyTime time
threadDelay 1000000
setCursorColumn 0
cursorUp 5
main |
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:
Β red Β Β (top)
Β then white, Β and
Β lastly blue Β (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)
| #Python | Python | import random
Β
colours_in_order = 'Red White Blue'.split()
Β
def dutch_flag_sort(items, order=colours_in_order):
'return sort of items using the given order'
reverse_index = dict((x,i) for i,x in enumerate(order))
return sorted(items, key=lambda x: reverse_index[x])
Β
def dutch_flag_check(items, order=colours_in_order):
'Return True if each item of items is in the given order'
reverse_index = dict((x,i) for i,x in enumerate(order))
order_of_items = [reverse_index[item] for item in items]
return all(x <= y for x, y in zip(order_of_items, order_of_items[1:]))
Β
def random_balls(mx=5):
'Select from 1 to mx balls of each colour, randomly'
balls = sum([[colour] * random.randint(1, mx)
for colour in colours_in_order], [])
random.shuffle(balls)
return balls
Β
def main():
# Ensure we start unsorted
while True:
balls = random_balls()
if not dutch_flag_check(balls):
break
print("Original Ball order:", balls)
sorted_balls = dutch_flag_sort(balls)
print("Sorted Ball Order:", sorted_balls)
assert dutch_flag_check(sorted_balls), 'Whoops. Not sorted!'
Β
if __name__ == '__main__':
main() |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #Mathematica_.2F_Wolfram_Language | Mathematica / Wolfram Language | Graphics3D[Cuboid[{0,0,0},{2,3,4}]] |
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.
| #Delphi | Delphi | Β
program Dragon_curve;
Β
{$APPTYPE CONSOLE}
Β
uses
Winapi.Windows,
System.SysUtils,
System.Classes,
Vcl.Graphics;
Β
type
TDragon = class
private
p: TColor;
_sin: TArray<double>;
_cos: TArray<double>;
s: double;
b: TBitmap;
FAsBitmap: TBitmap;
const
sep = 512;
depth = 14;
procedure Dragon(n, a, t: Integer; d, x, y: Double; var b: TBitmap);
public
constructor Create;
destructor Destroy; override;
property AsBitmap: TBitmap read b;
end;
Β
{ TDragon }
Β
procedure TDragon.Dragon(n, a, t: Integer; d, x, y: Double; var b: TBitmap);
begin
if n <= 1 then
begin
with b.Canvas do
begin
Pen.Color := p;
MoveTo(Trunc(x + 0.5), Trunc(y + 0.5));
LineTo(Trunc(x + d * _cos[a] + 0.5), Trunc(y + d * _sin[a] + 0.5));
exit;
end;
end;
Β
d := d * s;
var a1 := (a - t) and 7;
var a2 := (a + t) and 7;
Β
dragon(n - 1, a1, 1, d, x, y, b);
dragon(n - 1, a2, -1, d, x + d * _cos[a1], y + d * _sin[a1], b);
end;
Β
constructor TDragon.Create;
begin
s := sqrt(2) / 2;
_sin := [0, s, 1, s, 0, -s, -1, -s];
_cos := [1.0, s, 0.0, -s, -1.0, -s, 0.0, s];
p := Rgb(64, 192, 96);
b := TBitmap.create;
Β
var width := Trunc(sep * 11 / 6);
var height := Trunc(sep * 4 / 3);
b.SetSize(width, height);
with b.Canvas do
begin
Brush.Color := clWhite;
Pen.Width := 3;
FillRect(Rect(0, 0, width, height));
end;
dragon(14, 0, 1, sep, sep / 2, sep * 5 / 6, b);
end;
Β
destructor TDragon.Destroy;
begin
b.Free;
inherited;
end;
Β
var
Dragon: TDragon;
Β
begin
Dragon := TDragon.Create;
Dragon.AsBitmap.SaveToFile('dragon.bmp');
Dragon.Free;
end. |
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
| #J | J | Studio
> Demos...
> opengl simple... [ok]
> sphere [Run]
|
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
| #Icon_and_Unicon | Icon and Unicon | Β
link graphics
Β
global xsize,
ysize,
fontsize
Β
procedure main(args)
if *args > 0 then xsize := ysize := numeric(args[1])
Β
/xsize := /ysize := 200
WIN := WOpen("size=" || xsize || "," || ysize, "label=Clock", "resize=on") | stop("Fenster geht nicht auf!", image(xsize), " - ", image(ysize))
ziffernblatt()
Β
repeat
{ write(&time)
Β
if *Pending(WIN) > 1 then while *Pending() > 0 do
{ e := Event()
ziffernblatt()
}
Β
Fg("#CFB53B")
FillCircle(xsize/2, ysize/2, xsize/2 * 0.81)
Fg("black")
Β
clock := &clock
sec := clock[7:0]
min := clock[4:6]
hour := clock[1:3]
Β
if fontsize > 7 then
{ #Fg("yellow")
EraseArea(10,0, TextWidth(clock),WAttrib("fheight"))
DrawString(10,fontsize, clock)
}
Β
draw_zeiger(hour, min, sec)
Β
WFlush()
delay(100)
}
end
Β
procedure ziffernblatt()
xsize := WAttrib("width")
ysize := WAttrib("height")
if xsize < ysize then ysize := xsize
if ysize < xsize then xsize := ysize
Β
EraseArea(0,0,WAttrib("width"),WAttrib("height"))
Β
Fg("#CFB53B")
FillCircle(xsize/2, ysize/2, xsize/2)
Fg("black")
fontsize := fontsize := 30 * xsize / 800.0
Β
every i := 1 to 60 do
{ winkel := 6 * i / 180.0 * &pi
if i % 5 = 0 then
{ laenge := 0.95
if fontsize > 15 then
{ Font("mono," || integer(fontsize) || ",bold")
WAttrib("linewidth=3")
}
if fontsize > 8 then
{ Font("sans," || integer(fontsize))
WAttrib("linewidth=2")
}
Β
if fontsize > 8 then DrawString(xsize/2 + 0.90 * xsize/2 * sin(winkel) - fontsize / 2, ysize/2 - 0.90 * ysize/2 * cos(winkel) + fontsize/2, (i/5)("I", "II", "III", "IV", "V", "VI", "VII", "VIII", "IX", "X", "XI", "XII"))
}
else laenge := 0.98
if fontsize >= 5 then DrawLine(xsize/2 + laenge * xsize/2 * sin(winkel), ysize/2 - laenge * ysize/2 * cos(winkel), xsize/2 + 0.99 * xsize/2 * sin(winkel), ysize/2 - 0.99 * ysize/2 * cos(winkel))
if fontsize < 5 then if i % 5 = 0 then
{ WAttrib("linewidth=1")
DrawLine(xsize/2 + laenge * xsize/2 * sin(winkel), ysize/2 - laenge * ysize/2 * cos(winkel), xsize/2 + 0.99 * xsize/2 * sin(winkel), ysize/2 - 0.99 * ysize/2 * cos(winkel))
}
}
clock := &clock
sec := clock[7:0]
min := clock[4:6]
hour := clock[1:3]
Β
if fontsize > 7 then
{ EraseArea(10,0, TextWidth(clock),WAttrib("fheight"))
DrawString(10,fontsize, clock)
}
draw_zeiger(hour, min, sec)
Β
Fg("#D4AF37")
FillCircle(xsize/2, ysize/2, 5)
Fg("black")
WAttrib("linewidth=2")
Β
DrawCircle(xsize/2, ysize/2,5)
Β
end
Β
procedure draw(laenge, breite, winkel)
WAttrib("linewidth=" || breite)
DrawLine(xsize/2,ysize/2,xsize/2 + laenge * sin(winkel), ysize/2 - laenge * cos(winkel))
end
Β
procedure draw_zeiger(h, m, s)
wh := 30 * ((h % 12) + m / 60.0 + s / 3600.0) / 180 * &pi
wm := 6 * (m + s / 60.0) / 180.0 * &pi
ws := 6 * s / 180.0 * &pi
Β
draw(xsize/2 * 0.5, 5, wh) # Stundenzeiger
draw(xsize/2 * 0.65, 3, wm) # Minutenzeiger
draw(xsize/2 * 0.80, 1, ws) # Sekundenzeiger
end
Β
Β |
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:
Β red Β Β (top)
Β then white, Β and
Β lastly blue Β (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)
| #Racket | Racket | Β
#lang racket
Β
(define dutch-colors '(red white blue))
Β
(define (dutch-order? balls)
Β ;; drop each color from the front, should end up empty
(null? (for/fold ([r balls]) ([color dutch-colors])
(dropf r (curry eq? color)))))
Β
(define (random-balls)
(define balls
(for/list ([i (random 20)])
(list-ref dutch-colors (random (length dutch-colors)))))
(if (dutch-order? balls) (random-balls) balls))
Β
;; first method: use a key to map colors to integers
(define (order->key order)
(let ([alist (for/list ([x order] [i (in-naturals)]) (cons x i))])
(Ξ»(b) (cdr (assq b alist)))))
(define (sort-balls/key balls)
(sort balls < #:key (order->key dutch-colors)))
Β
;; second method: use a comparator built from the ordered list
(define ((order<? ord) x y)
(memq y (cdr (memq x ord))))
(define (sort-balls/compare balls)
(sort balls (order<? dutch-colors)))
Β
(define (test sort)
(define balls (random-balls))
(define sorted (sort balls))
(printf "Testing ~a:\n Random: ~s\n Sorted: ~s\n ==> ~s\n"
(object-name sort)
balls sorted (if (dutch-order? sorted) 'OK 'BAD)))
(for-each test (list sort-balls/key sort-balls/compare))
Β |
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:
Β red Β Β (top)
Β then white, Β and
Β lastly blue Β (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)
| #Raku | Raku | enum NL <red white blue>;
my @colors;
Β
sub how'bout (&this-way) {
sub show {
say @colors;
say "Ordered: ", [<=] @colors;
}
Β
@colors = NL.roll(20);
show;
this-way;
show;
say '';
}
Β
say "Using functional sort";
how'bout { @colors = sort *.value, @colors }
Β
say "Using in-place sort";
how'bout { @colors .= sort: *.value }
Β
say "Using a Bag";
how'bout { @colors = flat red, white, blue Zxx bag(@colorsΒ».key)<red white blue> }
Β
say "Using the classify method";
how'bout { @colors = flat (.list forΒ %(@colors.classify: *.value){0,1,2}) }
Β
say "Using multiple greps";
how'bout { @colors = flat (.grep(red), .grep(white), .grep(blue) given @colors) } |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #Maxima | Maxima | load(draw)$
Β
draw3d(xu_grid=100, yv_grid=100, surface_hide=true,
palette=gray, enhanced3d=[x - z / 4 - y / 4, x, y, z],
implicit(max(abs(x / 4), abs(y / 6), abs(z / 8)) = 1,
x,-10,10,y,-10,10,z,-10,10))$ |
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.
| #EasyLang | EasyLang | color 050
linewidth 0.5
x = 25
y = 60
move x y
angle = 0
#
func dragon size lev d . .
if lev = 0
x -= cos angle * size
y += sin angle * size
line x y
else
call dragon size / sqrt 2 lev - 1 1
angle -= d * 90
call dragon size / sqrt 2 lev - 1 -1
.
.
call dragon 60 12 1 |
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
| #Java | Java | public class Sphere{
static char[] shades = {'.', ':', '!', '*', 'o', 'e', '&', '#', '%', '@'};
Β
static 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;
}
Β
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;
}
Β
public static void drawSphere(double R, double k, double ambient){
double[] vec = new double[3];
for(int i = (int)Math.floor(-R); i <= (int)Math.ceil(R); i++){
double x = i + .5;
for(int j = (int)Math.floor(-2 * R); j <= (int)Math.ceil(2 * R); j++){
double y = j / 2. + .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);
System.out.print(shades[intensity]);
} else
System.out.print(' ');
}
System.out.println();
}
}
Β
public static void main(String[] args){
normalize(light);
drawSphere(20, 4, .1);
drawSphere(10, 2, .4);
}
} |
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
| #J | J | {{
require'gl2'
coinsert 'jgl2'
clock_face_paint=: {{
try.
'H M S'=. _3{.6!:0''
glclear''
center=. 2-~<.-:glqwh''
glpen 2: glrgb 0 0 0 255
glellipse 1+,0 2*/center
center {{ gllines <.2+(m,m)+,0.97 1*/m*+.j.y}}"0^j.2r12p1*i.12
center {{ gllines <.2+(m,m)+,0.92 0.99*/m*+.j.y}}"0^j.2r4p1*i.4
hand=: center {{
glpen 2: glbrush glrgb<.4{.255*x,4#1
gllines<.2+m,m*1++.j.n*^j.1p1+y
EMPTY
}}
1 0 0 (0.8) hand 2r60p1*S
0 1 0 (0.7) hand 2r60p1*M+60%~S
0 0 1 (0.4) hand 2r12p1*H+60%~M+60%~S
catch.
echo 13!:12''
end.
EMPTY
}}
clock_timer=: glpaint
wd {{)n
pc clock closeok;
cc face isigraph;
set face wh 200 200;
ptimer 100;
pshow;
}}
}}1 |
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:
Β red Β Β (top)
Β then white, Β and
Β lastly blue Β (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)
| #REXX | REXX | /*REXX program reorders a set of random colored balls into a correct order, which is the*/
/*ββββββββββββββββββββββββββββββββββ order of colors on the Dutch flag: red white blue.*/
parse arg N colors /*obtain optional arguments from the CL*/
if N='' | N="," then N=15 /*Not specified? Then use the default.*/
if colors='' then colors= 'red white blue' /* " " " " " " */
#=words(colors) /*count the number of colors specified.*/
@=word(colors, #) word(colors, 1) /*ensure balls aren't already in order.*/
Β
do g=3 to N /*generate a random # of colored balls.*/
@=@ word( colors, random(1, #) ) /*append a random color to the @ list.*/
end /*g*/
Β
say 'number of colored balls generated = ' N Β ; say
say center(' original ball order ', length(@), "β")
say @ Β ; say
$=; do j=1 for #;
_=word(colors, j); $=$ copies(_' ', countWords(_, @))
end /*j*/
say
say center(' sorted ball order ', length(@), "β")
say space($)
say
do k=2 to N /*verify the balls are in correct order*/
if wordpos(word($,k), colors) >= wordpos(word($,k-1), colors) then iterate
say "The list of sorted balls isn't in proper order!"; exit 13
end /*k*/
say
say 'The sorted colored ball list has been confirmed as being sorted correctly.'
exit /*stick a fork in it, we're all done. */
/*ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ*/
countWords: procedure; parse argΒ ?,hay; s=1
do r=0 until _==0; _=wordpos(?, hay, s); s=_+1; end /*r*/; return r |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #Nim | Nim | import strutils
Β
proc cline(n, x, y: int, cde: string) =
echo cde[0..0].align n+1,
repeat(cde[1], 9*x-1),
cde[0],
if cde.len > 2: cde[2..2].align y+1 else: ""
Β
proc cuboid(x, y, z: int) =
cline y+1, x, 0, "+-"
for i in 1..y: cline y-i+1, x, i-1, "/ |"
cline 0, x, y, "+-|"
for i in 0..4*z-y-3: cline 0, x, y, "| |"
cline 0, x, y, "| +"
for i in countdown(y-1, 0): cline 0, x, i, "| /"
cline 0, x, 0, "+-\n"
Β
cuboid 2, 3, 4
cuboid 1, 1, 1
cuboid 6, 2, 1 |
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.
| #Elm | Elm | import Color exposing (..)
import Collage exposing (..)
import Element exposing (..)
import Time exposing (..)
import Html exposing (..)
import Html.App exposing (program)
Β
Β
type alias Point = (Float, Float)
Β
type alias Model =
{ pointsΒ : List Point
, levelΒ : Int
, frameΒ : Int
}
Β
maxLevel = 12
frameCount = 100
Β
type Msg = Tick Time
Β
initΒ : (Model,Cmd Msg)
init = ( { points = [(-200.0, -70.0), (200.0, -70.0)]
, level = 0
, frame = 0
}
, Cmd.none )
Β
-- New point between two existing points. Offset to left or right
newPointΒ : Point -> Point -> Float -> Point
newPoint (x0,y0) (x1,y1) offset =
let (vx, vy) = ((x1 - x0) / 2.0, (y1 - y0) / 2.0)
(dx, dy) = (-vy * offset , vx * offset )
in (x0 + vx + dx, y0 + vy + dy) --offset from midpoint
Β
-- Insert between existing points. Offset to left or right side.
newPointsΒ : Float -> List Point -> List Point
newPoints offset points =
case points of
[] -> []
[p0] -> [p0]
p0::p1::rest -> p0Β :: newPoint p0 p1 offsetΒ :: newPoints -offset (p1::rest)
Β
updateΒ : Msg -> Model -> (Model, Cmd Msg)
update _ model =
let mo = if (model.level == maxLevel)
then model
else let nextFrame = model.frame + 1
in if (nextFrame == frameCount)
then { points = newPoints 1.0 model.points
, level = model.level+1
, frame = 0
}
else { model | frame = nextFrame
}
in (mo, Cmd.none)
Β
-- break a list up into n equal sized lists.
breakupIntoΒ : Int -> List a -> List (List a)
breakupInto n ls =
let segmentCount = (List.length ls) - 1
breakup n ls = case ls of
[] -> []
_ -> List.take (n+1) lsΒ :: breakup n (List.drop n ls)
in if n > segmentCount
then [ls]
else breakup (segmentCount // n) ls
Β
viewΒ : Model -> Html Msg
view model =
let offset = toFloat (model.frame) / toFloat frameCount
colors = [red, orange, green, blue]
in toHtml
<| layers
[ collage 700 500
(model.points
|> newPoints offset
|> breakupInto (List.length colors) -- for coloring
|> List.map path
|> List.map2 (\color path -> traced (solid color) path ) colors )
, show model.level
]
Β
subscriptionsΒ : Model -> Sub Msg
subscriptions _ =
Time.every (5*millisecond) Tick
Β
main =
program
{ init = init
, view = view
, update = update
, subscriptions = subscriptions
} |
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
| #JavaScript | JavaScript | <!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Draw a sphere</title>
<script>
var light=[30,30,-50],gR,gk,gambient;
Β
function normalize(v){
var len=Math.sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2]);
v[0]/=len;
v[1]/=len;
v[2]/=len;
return v;
}
Β
function dot(x,y){
var d=x[0]*y[0]+x[1]*y[1]+x[2]*y[2];
return d<0?-d:0;
}
Β
function draw_sphere(R,k,ambient){
var i,j,intensity,b,vec,x,y,cvs,ctx,imgdata,idx;
cvs=document.getElementById("c");
ctx=cvs.getContext("2d");
cvs.width=cvs.height=2*Math.ceil(R)+1;
imgdata=ctx.createImageData(2*Math.ceil(R)+1,2*Math.ceil(R)+1);
idx=0;
for(i=Math.floor(-R);i<=Math.ceil(R);i++){
x=i+.5;
for(j=Math.floor(-R);j<=Math.ceil(R);j++){
y=j+.5;
if(x*x+y*y<=R*R){
vec=[x,y,Math.sqrt(R*R-x*x-y*y)];
vec=normalize(vec);
b=Math.pow(dot(light,vec),k)+ambient;
intensity=(1-b)*256;
if(intensity<0)intensity=0;
if(intensity>=256)intensity=255;
imgdata.data[idx++]=imgdata.data[idx++]=255-~~(intensity); //RG
imgdata.data[idx++]=imgdata.data[idx++]=255; //BA
} else {
imgdata.data[idx++]=imgdata.data[idx++]=imgdata.data[idx++]=imgdata.data[idx++]=255; //RGBA
}
}
}
ctx.putImageData(imgdata,0,0);
}
Β
light=normalize(light);
</script>
</head>
<body onload="gR=200;gk=4;gambient=.2;draw_sphere(gR,gk,gambient)">
R=<input type="range" id="R" name="R" min="5" max="500" value="200" step="5" onchange="document.getElementById('lR').innerHTML=gR=parseFloat(this.value);draw_sphere(gR,gk,gambient)">
<label for="R" id="lR">200</label><br>
k=<input type="range" id="k" name="k" min="0" max="10" value="4" step=".25" onchange="document.getElementById('lk').innerHTML=gk=parseFloat(this.value);draw_sphere(gR,gk,gambient)">
<label for="k" id="lk">4</label><br>
ambient=<input type="range" id="ambient" name="ambient" min="0" max="1" value=".2" step=".05" onchange="document.getElementById('lambient').innerHTML=gambient=parseFloat(this.value);draw_sphere(gR,gk,gambient)">
<label for="ambient" id="lambient">0.2</label><br>
<canvas id="c">Unsupportive browser...</canvas><br>
</body>
</html> |
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
| #Java | Java | import java.awt.*;
import java.awt.event.*;
import static java.lang.Math.*;
import java.time.LocalTime;
import javax.swing.*;
Β
class Clock extends JPanel {
Β
final float degrees06 = (float) (PI / 30);
final float degrees30 = degrees06 * 5;
final float degrees90 = degrees30 * 3;
Β
final int size = 590;
final int spacing = 40;
final int diameter = size - 2 * spacing;
final int cx = diameter / 2 + spacing;
final int cy = diameter / 2 + spacing;
Β
public Clock() {
setPreferredSize(new Dimension(size, size));
setBackground(Color.white);
Β
new Timer(1000, (ActionEvent e) -> {
repaint();
}).start();
}
Β
@Override
public void paintComponent(Graphics gg) {
super.paintComponent(gg);
Graphics2D g = (Graphics2D) gg;
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
Β
drawFace(g);
Β
final LocalTime time = LocalTime.now();
int hour = time.getHour();
int minute = time.getMinute();
int second = time.getSecond();
Β
float angle = degrees90 - (degrees06 * second);
drawHand(g, angle, diameter / 2 - 30, Color.red);
Β
float minsecs = (minute + second / 60.0F);
angle = degrees90 - (degrees06 * minsecs);
drawHand(g, angle, diameter / 3 + 10, Color.black);
Β
float hourmins = (hour + minsecs / 60.0F);
angle = degrees90 - (degrees30 * hourmins);
drawHand(g, angle, diameter / 4 + 10, Color.black);
}
Β
private void drawFace(Graphics2D g) {
g.setStroke(new BasicStroke(2));
g.setColor(Color.white);
g.fillOval(spacing, spacing, diameter, diameter);
g.setColor(Color.black);
g.drawOval(spacing, spacing, diameter, diameter);
}
Β
private void drawHand(Graphics2D g, float angle, int radius, Color color) {
int x = cx + (int) (radius * cos(angle));
int y = cy - (int) (radius * sin(angle));
g.setColor(color);
g.drawLine(cx, cy, x, y);
}
Β
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> {
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setTitle("Clock");
f.setResizable(false);
f.add(new Clock(), BorderLayout.CENTER);
f.pack();
f.setLocationRelativeTo(null);
f.setVisible(true);
});
}
} |
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:
Β red Β Β (top)
Β then white, Β and
Β lastly blue Β (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)
| #Ring | Ring | Β
# ProjectΒ : Dutch national flag problem
Β
flag = ["Red","White","Blue"]
balls = list(10)
Β
see "Random: |"
for i = 1 to 10
color = random(2) + 1
balls[i] = flag[color]
see balls[i] + " |"
next
see nl
Β
see "Sorted: |"
for i = 1 to 3
color = flag[i]
for j = 1 to 10
if balls[j] = color
see balls[j] + " |"
ok
next
next
Β |
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:
Β red Β Β (top)
Β then white, Β and
Β lastly blue Β (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)
| #Ruby | Ruby | class Ball
FLAG = {red: 1, white: 2, blue: 3}
Β
def initialize
@color = FLAG.keys.sample
end
Β
def color
@color
end
Β
def <=>(other) # needed for sort, results in -1 for <, 0 for == and 1 for >.
FLAG[self.color] <=> FLAG[other.color]
end
Β
def inspect
@color
end
end
Β
balls = []
balls = Array.new(8){Ball.new} while balls == balls.sort
Β
puts "Random: #{balls}"
puts "Sorted: #{balls.sort}"
Β |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #Openscad | Openscad | // This will produce a simple cuboid
cube([2,3,4]);
Β |
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.
| #Emacs_Lisp | Emacs Lisp | (defun dragon-ensure-line-above ()
"If point is in the first line of the buffer then insert a new line above."
(when (= (line-beginning-position) (point-min))
(save-excursion
(goto-char (point-min))
(insert "\n"))))
Β
(defun dragon-ensure-column-left ()
"If point is in the first column then insert a new column to the left.
This is designed for use in `picture-mode'."
(when (zerop (current-column))
(save-excursion
(goto-char (point-min))
(insert " ")
(while (= 0 (forward-line 1))
(insert " ")))
(picture-forward-column 1)))
Β
(defun dragon-insert-char (char len)
"Insert CHAR repeated LEN many times.
After each CHAR point move in the current `picture-mode'
direction (per `picture-set-motion' etc).
Β
This is the same as `picture-insert' except in column 0 or row 0
a new row or column is inserted to make room, with existing
buffer contents shifted down or right."
Β
(dotimes (i len)
(dragon-ensure-line-above)
(dragon-ensure-column-left)
(picture-insert char 1)))
Β
(defun dragon-bit-above-lowest-0bit (n)
"Return the bit above the lowest 0-bit in N.
For example N=43 binary \"101011\" has lowest 0-bit at \"...0..\"
and the bit above that is \"..1...\" so return 8 which is that
bit."
(logand n (1+ (logxor n (1+ n)))))
Β
(defun dragon-next-turn-right-p (n)
"Return non-nil if the dragon curve should turn right after segment N.
Segments are numbered from N=0 for the first, so calling with N=0
is whether to turn right after drawing that N=0 segment."
(zerop (dragon-bit-above-lowest-0bit n)))
Β
(defun dragon-picture (len step)
"Draw the dragon curve in a *dragon* buffer.
LEN is the number of segments of the curve to draw.
STEP is the length of each segment, in characters.
Β
Any LEN can be given but a power-of-2 such as 256 shows the
self-similar nature of the curve.
Β
If STEP >= 2 then the segments are lines using \"-\" or \"|\"
characters (`picture-rectangle-h' and `picture-rectangle-v').
If STEP=1 then only \"+\" corners.
Β
There's a `sit-for' delay in the drawing loop to draw the curve
progressively on screen."
Β
(interactive (list (read-number "Length of curve " 256)
(read-number "Each step size " 3)))
(unless (>= step 1)
(error "Step length must be >= 1"))
Β
(switch-to-buffer "*dragon*")
(erase-buffer)
(ignore-errors ;; if already in picture-mode
(picture-mode))
Β
(dotimes (n len) ;; n=0 to len-1, inclusive
(dragon-insert-charΒ ?+ 1) ;; corner char
(dragon-insert-char (if (zerop picture-vertical-step)
picture-rectangle-h picture-rectangle-v)
(1- step)) ;; line chars
Β
(if (dragon-next-turn-right-p n)
;; turn right
(picture-set-motion (- picture-horizontal-step) picture-vertical-step)
;; turn left
(picture-set-motion picture-horizontal-step (- picture-vertical-step)))
Β
;; delay to display the drawing progressively
(sit-for .01))
Β
(picture-insertΒ ?+ 1) ;; endpoint
(picture-mode-exit)
(goto-char (point-min)))
Β
(dragon-picture 128 2) |
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
| #jq | jq | def svg:
"<svg width='100%' height='100%' version='1.1'
xmlns='http://www.w3.org/2000/svg'
xmlns:xlink='http://www.w3.org/1999/xlink'>"Β ;
Β
# A radial gradient to make a circle look like a sphere.
# "colors" should be [startColor, intermediateColor, endColor]
# or null for ["white", "teal", "black"]
def sphericalGradient(id; colors):
"<defs>
<radialGradient id = '\(id)' cx = '30%' cy = '30%' r = '100%' fx='10%' fy='10%' >
<stop stop-color = '\(colors[0]//"white")' offset = '0%'/>
<stop stop-color = '\(colors[1]//"teal")' offset = '50%'/>
<stop stop-color = '\(colors[1]//"black")' offset = '100%'/>
</radialGradient>
</defs>"Β ;
Β
def sphere(cx; cy; r; gradientId):
"<circle fill='url(#\(gradientId))' cx='\(cx)' cy='\(cy)' r='\(r)' />"Β ; |
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
| #JavaScript | JavaScript | var sec_old = 0;
function update_clock() {
var t = new Date();
var arms = [t.getHours(), t.getMinutes(), t.getSeconds()];
if (arms[2] == sec_old) return;
sec_old = arms[2];
Β
var c = document.getElementById('clock');
var ctx = c.getContext('2d');
ctx.fillStyle = "rgb(0,200,200)";
ctx.fillRect(0, 0, c.width, c.height);
ctx.fillStyle = "white";
ctx.fillRect(3, 3, c.width - 6, c.height - 6);
ctx.lineCap = 'round';
Β
var orig = { x: c.width / 2, y: c.height / 2 };
arms[1] += arms[2] / 60;
arms[0] += arms[1] / 60;
draw_arm(ctx, orig, arms[0] * 30, c.width/2.5 - 15, c.width / 20, "green");
draw_arm(ctx, orig, arms[1] * 6, c.width/2.2 - 10, c.width / 30, "navy");
draw_arm(ctx, orig, arms[2] * 6, c.width/2.0 - 6, c.width / 100, "maroon");
}
Β
function draw_arm(ctx, orig, deg, len, w, style)
{
ctx.save();
ctx.lineWidth = w;
ctx.lineCap = 'round';
ctx.translate(orig.x, orig.y);
ctx.rotate((deg - 90) * Math.PI / 180);
ctx.strokeStyle = style;
ctx.beginPath();
ctx.moveTo(-len / 10, 0);
ctx.lineTo(len, 0);
ctx.stroke();
ctx.restore();
}
Β
function init_clock() {
var clock = document.createElement('canvas');
clock.width = 100;
clock.height = 100;
clock.id = "clock";
document.body.appendChild(clock);
Β
window.setInterval(update_clock, 200);
} |
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:
Β red Β Β (top)
Β then white, Β and
Β lastly blue Β (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)
| #Run_BASIC | Run BASIC | flag$ = "Red,White,Blue"
Β
print "Random: |";
for i = 1 to 10
color = rnd(0) * 3 + 1
balls$(i) = word$(flag$,color,",")
print balls$(i);" |";
next i
Β
printΒ :print "Sorted: |";
for i = 1 to 3
color$ = word$(flag$,i,",")
for j = 1 to 10
if balls$(j) = color$ then
print balls$(j);" |";
end if
next j
next i |
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:
Β red Β Β (top)
Β then white, Β and
Β lastly blue Β (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)
| #Rust | Rust | extern crate rand;
Β
use rand::Rng;
Β
// Color enums will be sorted by their top-to-bottom declaration order
#[derive(Eq,Ord,PartialOrd,PartialEq,Debug)]
enum Color {
Red,
White,
Blue
}
Β
fn is_sorted(list: &Vec<Color>) -> bool {
let mut state = &Color::Red;
for current in list.iter() {
if current < state { return false; }
if current > state { state = current; }
}
true
}
Β
Β
fn main() {
let mut rng = rand::thread_rng();
let mut colors: Vec<Color> = Vec::new();
Β
for _ in 1..10 {
let r = rng.gen_range(0, 3);
if r == 0 { colors.push(Color::Red); }
else if r == 1 { colors.push(Color::White); }
else if r == 2 { colors.push(Color::Blue); }
}
Β
while is_sorted(&colors) {
rng.shuffle(&mut colors);
}
Β
println!("Before: {:?}", colors);
colors.sort();
println!("After: {:?}", colors);
ifΒ !is_sorted(&colors) {
println!("Oops, did not sort colors correctly!");
}
} |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #OxygenBasic | OxygenBasic | Β
Β % Title "Cuboid 2x3x4"
'% Animated
Β % PlaceCentral
uses ConsoleG
Β
sub main
========
cls 0.0, 0.2, 0.7
shading
scale 3
pushstate
GoldMaterial.act
static float ang=45
rotateX ang
rotateY ang
scale 2,3,4
go cube
popstate
end sub
Β
EndScript
Β |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #PARI.2FGP | PARI/GP | Β
\\ Simple "cuboid". Try different parameters of this Cuboid() function.
\\ 4/11/16 aev
Cuboid(a,b,c,u=10)={
my(dx,dy,ttl="Cuboid AxBxC: ",size=200,da=a*u,db=b*u,dc=c*u);
print(" *** ",ttl,a,"x",b,"x",c,"; u=",u);
plotinit(0);
plotscale(0, 0,size, 0,size);
plotcolor(0,7); \\grey
plotmove(0, 0,0);
plotrline(0,dc,da\2); plotrline(0,db,0); plotrline(0,-db,0);
plotrline(0,0,da);
plotcolor(0,2); \\black
plotmove(0, db,da);
plotrline(0,0,-da); plotrline(0,-db,0);
plotrline(0,0,da); plotrline(0,db,0);
plotrline(0,dc,da\2); plotrline(0,-db,0); plotrline(0,-dc,-da\2);
plotmove(0, db,0);
plotrline(0,dc,da\2); plotrline(0,0,da);
plotdraw([0,size,size]);
}
Β
{\\ Executing:
Cuboid(2,3,4,20); \\Cuboid1.png
Cuboid(5,3,1,20); \\Cuboid2.png
}
Β |
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.
| #ERRE | ERRE | Β
PROGRAM DRAGON
Β
!
! for rosettacode.org
!
Β
!$DYNAMIC
DIM RQS[0]
Β
!$INCLUDE="PC.LIB"
Β
PROCEDURE DRAGON
IF LEVEL<=0 THEN
YN=SIN(ROTATION)*INSIZE+Y
XN=COS(ROTATION)*INSIZE+X
LINE(X,Y,XN,YN,12,FALSE)
ITER=ITER+1
X=XN Y=YN
EXIT PROCEDURE
END IF
INSIZE=INSIZE/SQ
ROTATION=ROTATION+RQ*QPI
LEVEL=LEVEL-1
RQS[LEVEL]=RQ
RQ=1 DRAGON
ROTATION=ROTATION-RQS[LEVEL]*QPI*2
RQ=-1 DRAGON
RQ=RQS[LEVEL]
ROTATION=ROTATION+RQ*QPI
LEVEL=LEVEL+1
INSIZE=INSIZE*SQ
END PROCEDURE
Β
BEGIN
SCREEN(9)
Β
LEVEL=12 INSIZE=287 Β ! initial values
X=200 Y=120 Β !
Β
SQ=SQR(2) QPI=ATN(1) Β ! constants
ROTATION=0 ITER=0 RQ=1 Β ! state variables
Β !$DIM RQS[LEVEL]
Β ! stack for RQ (ROTATION coefficient)
LINE(0,0,639,349,14,TRUE)
DRAGON
GET(A$)
END PROGRAM
Β |
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
| #Julia | Julia | function draw_sphere(r, k, ambient, light)
shades = ('.', ':', '!', '*', 'o', 'e', '&', '#', '%', '@')
for i in floor(Int, -r):ceil(Int, r)
x = i + 0.5
line = IOBuffer()
for j in floor(Int, -2r):ceil(2r)
y = j / 2 + 0.5
if x ^ 2 + y ^ 2 β€ r ^ 2
v = normalize([x, y, sqrt(r ^ 2 - x ^ 2 - y ^ 2)])
b = dot(light, v) ^ k + ambient
intensity = ceil(Int, (1 - b) * (length(shades) - 1))
if intensity < 1
intensity = 1 end
if intensity > length(shades)
intensity = length(shades) end
print(shades[intensity])
else
print(' ')
end
end
println()
end
end
Β
light = normalize([30, 30, -50])
draw_sphere(20, 4, 0.1, light)
draw_sphere(10, 2, 0.4, light)
Β |
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
| #Julia | Julia | Β
using Gtk, Colors, Graphics, Dates
Β
const radius = 300
const win = GtkWindow("Clock", radius, radius)
const can = GtkCanvas()
push!(win, can)
Β
global drawcontext = []
Β
function drawline(ctx, l, color)
isempty(l) && return
p = first(l)
move_to(ctx, p.x, p.y)
set_source(ctx, color)
for i = 2:length(l)
p = l[i]
line_to(ctx, p.x, p.y)
end
stroke(ctx)
end
Β
function clockbody(ctx)
set_coordinates(ctx, BoundingBox(0, 100, 0, 100))
rectangle(ctx, 0, 0, 100, 100)
set_source(ctx, colorant"yellow")
fill(ctx)
set_source(ctx, colorant"blue")
arc(ctx, 50, 50, 45, 45, 360)
stroke(ctx)
for hr in 1:12
radians = hr * pi / 6.0
drawline(ctx, [Point(50 + 0.95 * 45 * sin(radians),
50 - 0.95 * 45 * cos(radians)),
Point(50 + 1.0 * 45 * sin(radians),
50 - 1.0 * 45 * cos(radians))], colorant"blue")
end
end
Β
Gtk.draw(can) do widget
ctx = getgc(can)
if length(drawcontext) < 1
push!(drawcontext, ctx)
else
drawcontext[1] = ctx
end
clockbody(ctx)
end
Β
function update(can)
dtim = now()
hr = hour(dtim)
mi = minute(dtim)
sec = second(dtim)
if length(drawcontext) < 1
return
end
ctx = drawcontext[1]
clockbody(ctx)
rad = (hrΒ % 12) * pi / 6.0 + mi * pi / 360.0
drawline(ctx, [Point(50, 50),
Point(50 + 45 * 0.5 * sin(rad), 50 - 45 * 0.5 * cos(rad))], colorant"black")
stroke(ctx)
rad = mi * pi / 30.0 + sec * pi / 1800.0
drawline(ctx, [Point(50, 50),
Point(50 + 0.7 * 45 * sin(rad), 50 - 0.7 * 45 * cos(rad))], colorant"darkgreen")
stroke(ctx)
rad = sec * pi / 30.0
drawline(ctx, [Point(50, 50),
Point(50 + 0.9 * 45 * sin(rad), 50 - 0.9 * 45 * cos(rad))], colorant"red")
stroke(ctx)
reveal(can)
end
Β
Gtk.showall(win)
sloc = Base.Threads.SpinLock()
lock(sloc)
signal_connect(win,Β :destroy) do widget
unlock(sloc)
end
whileΒ !trylock(sloc)
update(win)
sleep(1.0)
end
Β |
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:
Β red Β Β (top)
Β then white, Β and
Β lastly blue Β (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)
| #Scala | Scala | object FlagColor extends Enumeration {
type FlagColor = Value
val Red, White, Blue = Value
}
Β
val genBalls = (1 to 10).map(i => FlagColor(scala.util.Random.nextInt(FlagColor.maxId)))
val sortedBalls = genBalls.sorted
val sorted = if (genBalls == sortedBalls) "sorted" else "not sorted"
Β
println(s"Generated balls (${genBalls mkString " "}) are $sorted.")
println(s"Sorted balls (${sortedBalls mkString " "}) are sorted.") |
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:
Β red Β Β (top)
Β then white, Β and
Β lastly blue Β (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)
| #SQL | SQL | -- Create and populate tables
CREATE TABLE colours (id INTEGER PRIMARY KEY, name VARCHAR(5));
INSERT INTO colours (id, name) VALUES ( 1, 'red' );
INSERT INTO colours (id, name) VALUES ( 2, 'white');
INSERT INTO colours (id, name) VALUES ( 3, 'blue' );
Β
CREATE TABLE balls ( colour INTEGER REFERENCES colours );
INSERT INTO balls ( colour ) VALUES ( 2 );
INSERT INTO balls ( colour ) VALUES ( 2 );
INSERT INTO balls ( colour ) VALUES ( 3 );
INSERT INTO balls ( colour ) VALUES ( 2 );
INSERT INTO balls ( colour ) VALUES ( 1 );
INSERT INTO balls ( colour ) VALUES ( 3 );
INSERT INTO balls ( colour ) VALUES ( 3 );
INSERT INTO balls ( colour ) VALUES ( 2 );
Β
-- Show the balls are unsorted
SELECT
colours.name
FROM
balls
JOIN colours ON balls.colour = colours.id;
Β
-- Show the balls in dutch flag order
SELECT
colours.name
FROM
balls
JOIN colours ON balls.colour = colours.id
ORDER BY
colours.id;
Β
-- Tidy up
DROP TABLE balls;
DROP TABLE colours; |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #Pascal | Pascal | program Cuboid_Demo(output);
Β
procedure DoCuboid(sWidth, sHeight, Depth: integer);
const
widthScale = 4;
heightScale = 3;
type
TPage = array of array of char;
var
Cuboid: TPage;
i, j: integer;
Width, Height: integer;
totalWidth, totalHeight: integer;
begin
Width := widthScale * sWidth;
Height := heightScale * sHeight;
totalWidth := 2 * Width + Depth + 3;
totalHeight := Height + Depth + 3;
setlength (Cuboid, totalHeight + 1);
for i := 1 to totalHeight do
setlength (Cuboid[i], totalwidth + 1);
// points
for i := low(Cuboid) to high(Cuboid) do
for j := low(Cuboid[i]) to high(Cuboid[i]) do
Cuboid[i,j] := ' ';
Cuboid [1, 1] := '+';
Cuboid [Height + 2, 1] := '+';
Cuboid [1, 2 * Width + 2] := '+';
Cuboid [Height + 2, 2 * Width + 2] := '+';
Cuboid [totalHeight, Depth + 2] := '+';
Cuboid [Depth + 2, totalWidth] := '+';
Cuboid [totalHeight, totalWidth] := '+';
// width lines
for I := 1 to 2 * Width do
begin
Cuboid [1, I + 1] := '-';
Cuboid [Height + 2, I + 1] := '-';
Cuboid [totalHeight, Depth + I + 2] := '-';
end;
// height lines
for I := 1 to Height do
begin
Cuboid [I + 1, 1] := '|';
Cuboid [I + 1, 2 * Width + 2] := '|';
Cuboid [Depth + I + 2, totalWidth] := '|';
end;
// depth lines
for I := 1 to Depth do
begin
Cuboid [Height + 2 + I, 1 + I] := '/';
Cuboid [1 + I, 2 * Width + 2 + I] := '/';
Cuboid [Height + 2 + I, 2 * Width + 2 + I] := '/';
end;
for i := high(Cuboid) downto 1 do
begin
for j := 1 to high(Cuboid[i]) do
write (Cuboid[i,j]);
writeln;
end;
end;
Β
begin
writeln('1, 1, 1:');
DoCuboid(1, 1, 1);
writeln('2, 3, 4:');
DoCuboid(2, 3, 4);
writeln('6, 2, 1:');
DoCuboid(6, 2, 1);
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.
| #F.23 | F# | open System.Windows
open System.Windows.Media
Β
let m = Matrix(0.0, 0.5, -0.5, 0.0, 0.0, 0.0)
Β
let step segs =
seq { for a: Point, b: Point in segs do
let x = a + 0.5 * (b - a) + (b - a) * m
yield! [a, x; b, x] }
Β
let rec nest n f x =
if n=0 then x else nest (n-1) f (f x)
Β
[<System.STAThread>]
do
let path = Shapes.Path(Stroke=Brushes.Black, StrokeThickness=0.001)
path.Data <-
PathGeometry
[ for a, b in nest 13 step (seq [Point(0.0, 0.0), Point(1.0, 0.0)]) ->
PathFigure(a, [(LineSegment(b, true)Β :> PathSegment)], false) ]
(Application()).Run(Window(Content=Controls.Viewbox(Child=path))) |> ignore |
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
| #Kotlin | Kotlin | // version 1.0.6
Β
const val shades = ".:!*oe&#%@"
val light = doubleArrayOf(30.0, 30.0, -50.0)
Β
fun normalize(v: DoubleArray) {
val len = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2])
v[0] /= len; v[1] /= len; v[2] /= len
}
Β
fun dot(x: DoubleArray, y: DoubleArray): Double {
val d = x[0] * y[0] + x[1] * y[1] + x[2] * y[2]
return if (d < 0.0) -d else 0.0
}
Β
fun drawSphere(r: Double, k: Double, ambient: Double) {
val vec = DoubleArray(3)
var intensity: Int
var b : Double
var x: Double
var y: Double
for (i in Math.floor(-r).toInt() .. Math.ceil(r).toInt()) {
x = i + 0.5
for (j in Math.floor(-2.0 * r).toInt() .. Math.ceil(2.0 * r).toInt()) {
y = j / 2.0 + 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)
b = Math.pow(dot(light, vec), k) + ambient
intensity = ((1.0 - b) * (shades.length - 1)).toInt()
if (intensity < 0) intensity = 0
if (intensity >= shades.length - 1) intensity = shades.length - 2
print(shades[intensity])
}
else print(' ')
}
println()
}
}
Β
fun main(args: Array<String>) {
normalize(light)
drawSphere(20.0, 4.0, 0.1)
drawSphere(10.0, 2.0, 0.4)
} |
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
| #Kotlin | Kotlin | // version 1.1
Β
import java.awt.*
import java.time.LocalTime
import javax.swing.*
Β
class Clock : JPanel() {
private val degrees06: Float = (Math.PI / 30.0).toFloat()
private val degrees30: Float = degrees06 * 5.0f
private val degrees90: Float = degrees30 * 3.0f
private val size = 590
private val spacing = 40
private val diameter = size - 2 * spacing
private val cx = diameter / 2 + spacing
private val cy = cx
Β
init {
preferredSize = Dimension(size, size)
background = Color.white
Timer(1000) {
repaint()
}.start()
}
Β
override public fun paintComponent(gg: Graphics) {
super.paintComponent(gg)
val g = gg as Graphics2D
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON)
drawFace(g)
val time = LocalTime.now()
val hour = time.hour
val minute = time.minute
val second = time.second
var angle: Float = degrees90 - degrees06 * second
drawHand(g, angle, diameter / 2 - 30, Color.red)
val minsecs: Float = minute + second / 60.0f
angle = degrees90 - degrees06 * minsecs
drawHand(g, angle, diameter / 3 + 10, Color.black)
val hourmins: Float = hour + minsecs / 60.0f
angle = degrees90 - degrees30 * hourmins
drawHand(g, angle, diameter / 4 + 10, Color.black)
}
Β
private fun drawFace(g: Graphics2D) {
g.stroke = BasicStroke(2.0f)
g.color = Color.yellow
g.fillOval(spacing, spacing, diameter, diameter)
g.color = Color.black
g.drawOval(spacing, spacing, diameter, diameter)
}
Β
private fun drawHand(g: Graphics2D, angle: Float, radius: Int, color: Color) {
val x: Int = cx + (radius.toDouble() * Math.cos(angle.toDouble())).toInt()
val y: Int = cy - (radius.toDouble() * Math.sin(angle.toDouble())).toInt()
g.color = color
g.drawLine(cx, cy, x, y)
}
}
Β
fun main(args: Array<String>) {
SwingUtilities.invokeLater {
val f = JFrame()
f.defaultCloseOperation = JFrame.EXIT_ON_CLOSE
f.title = "Clock"
f.isResizable = false
f.add(Clock(), BorderLayout.CENTER)
f.pack()
f.setLocationRelativeTo(null)
f.isVisible = true
}
} |
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:
Β red Β Β (top)
Β then white, Β and
Β lastly blue Β (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)
| #Tcl | Tcl | # The comparison function
proc dutchflagcompare {a b} {
set colors {red white blue}
return [expr {[lsearch $colors $a] - [lsearch $colors $b]}]
}
Β
# The test function (evil shimmer of list to string!)
proc isFlagSorted lst {
expr {![regexp {blue.*(white|red)} $lst] && ![regexp {white.*red} $lst]}
}
Β
# A ball generator
proc generateBalls n {
for {set i 0} {$i<$n} {incr i} {
lappend result [lindex {red white blue} [expr {int(rand()*3)}]]
}
return $result
}
Β
# Do the challenge with 20 balls
set balls [generateBalls 20]
if {[isFlagSorted $balls]} {
error "already a sorted flag"
}
set sorted [lsort -command dutchflagcompare $balls]
if {[isFlagSorted $sorted]} {
puts "Sorted the flag\n$sorted"
} else {
puts "sort failed\n$sorted"
} |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #Perl | Perl | sub cubLine ($$$$) {
my ($n, $dx, $dy, $cde) = @_;
Β
printf '%*s', $n + 1, substr($cde, 0, 1);
Β
for (my $d = 9 * $dx - 1 ; $d > 0 ; --$d) {
print substr($cde, 1, 1);
}
Β
print substr($cde, 0, 1);
printf "%*s\n", $dy + 1, substr($cde, 2, 1);
}
Β
sub cuboid ($$$) {
my ($dx, $dy, $dz) = @_;
Β
printf "cuboidΒ %dΒ %dΒ %d:\n", $dx, $dy, $dz;
cubLine $dy + 1, $dx, 0, '+-';
Β
for (my $i = 1 ; $i <= $dy ; ++$i) {
cubLine $dy - $i + 1, $dx, $i - 1, '/ |';
}
cubLine 0, $dx, $dy, '+-|';
Β
for (my $i = 4 * $dz - $dy - 2 ; $i > 0 ; --$i) {
cubLine 0, $dx, $dy, '| |';
}
cubLine 0, $dx, $dy, '| +';
Β
for (my $i = 1 ; $i <= $dy ; ++$i) {
cubLine 0, $dx, $dy - $i, '| /';
}
cubLine 0, $dx, 0, "+-\n";
}
Β
cuboid 2, 3, 4;
cuboid 1, 1, 1;
cuboid 6, 2, 1; |
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.
| #Factor | Factor | Β
USING: accessors colors colors.hsv fry kernel locals math
math.constants math.functions opengl.gl typed ui ui.gadgets
ui.gadgets.canvas ui.renderΒ ;
Β
IN: dragon
Β
CONSTANT: depth 12
Β
TUPLE: turtle
{ angle fixnum }
{ color float }
{ x float }
{ y float }Β ;
Β
TYPED: nxt-color ( turtle: turtle -- turtle )
[ [ 360 2 depth ^ /f + ] keep
1.0 1.0 1.0 <hsva> >rgba-components glColor4d
] change-colorΒ ; inline
Β
TYPED: draw-fwd ( x1: float y1: float x2: float y2: float -- )
GL_LINES glBegin glVertex2d glVertex2d glEndΒ ; inline
Β
TYPED:: fwd ( turtle: turtle l: float -- )
turtle x>>
turtle y>>
turtle angle>> pi * 180 /Β :> ( x y angle )
l angle [ cos * x + ] [ sin * y + ] 2biΒ :> ( dx dy )
turtle x y dx dy [ draw-fwd ] 2keep [ >>x ] [ >>y ] bi* dropΒ ; inline
Β
TYPED: trn ( turtle: turtle d: fixnum -- turtle )
'[ _ + ] change-angleΒ ; inline
Β
TYPED:: dragon' ( turtle: turtle l: float s: fixnum d: fixnum -- )
s zero? [
turtle nxt-color l fwdΒ ! don't like this drop
] [
turtle d 45 * trn l 2 sqrt / s 1 - 1 dragon'
turtle d -90 * trn l 2 sqrt / s 1 - -1 dragon'
turtle d 45 * trn drop
] ifΒ ;
Β
: dragon ( -- )
0 0 150 180 turtle boa 400 depth 1 dragon'Β ;
Β
TUPLE: dragon-canvas < canvasΒ ;
Β
M: dragon-canvas draw-gadget* [ drop dragon ] draw-canvasΒ ;
M: dragon-canvas pref-dim* drop { 640 480 }Β ;
Β
MAIN-WINDOW: dragon-window { { title "Dragon Curve" } }
dragon-canvas new-canvas >>gadgetsΒ ;
Β
MAIN: dragon-window
Β |
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
| #Lingo | Lingo | ----------------------------------------
-- Draw a circle
-- @param {image} img
-- @param {integer} x
-- @param {integer} y
-- @param {integer} r
-- @param {integer} lineSize
-- @param {color} drawColor
----------------------------------------
on circle (img, x, y, r, lineSize, drawColor)
props = [:]
props[#shapeType] = #oval
props[#lineSize] = lineSize
props[#color] = drawColor
img.draw(x-r, y-r, x+r, y+r, props)
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
| #Lambdatalk | Lambdatalk | Β
1) lambdatalk code
{watch} // displays the watch
Β
{def watch
{watch.init}
{div {@ id="watch"}}
}
Β
{def watch.draw
{lambda {:rΒ :gΒ :b}
{svg {@ style="width:300px; height:300px;"}
{let { {:rΒ :r} {:gΒ :g} {:bΒ :b} {:t {date}} }
{watch.path 150 150 100 20Β :r 1Β :t}
{watch.path 150 150 120 20Β :g 2Β :t}
{watch.path 150 150 140 20Β :b 3Β :t}
{watch.digitΒ :t} }}}}
Β
{def watch.path
{lambda {:xΒ :yΒ :rΒ :eΒ :cΒ :iΒ :t}
{path {@ d="{watch.arcΒ :xΒ :yΒ :r {watch.timeΒ :iΒ :t}}"
fill="none" stroke=":c" stroke-width=":e"}} }}
Β
{def watch.arc
{lambda {:xΒ :yΒ :rΒ :t}
{let { {:xΒ :x} {:yΒ :y} {:rΒ :r}
{:start {watch.pol2carΒ :xΒ :yΒ :rΒ :t}}
{:end {watch.pol2carΒ :xΒ :yΒ :r 0}}
{:flag {if {<=Β :t 180} then 0 else 1}} }
M {carΒ :start} {cdrΒ :start}
AΒ :rΒ :r 0Β :flag 0 {carΒ :end} {cdrΒ :end} }}}
Β
{def watch.time
{lambda {:iΒ :t}
{if {=Β :i 1}
then {/ {* 360 {% {S.get {+Β :i 2}Β :t} 12}} 12}
else {/ {* 360 {S.get {+Β :i 2}Β :t}} 60} }}}
Β
{def watch.pol2car
{lambda {:cxΒ :cyΒ :rΒ :t}
{let { {:cxΒ :cx} {:cyΒ :cy} {:rΒ :r}
{:T {* {-Β :t 90} {/ {PI} 180}}} }
{cons {+Β :cx {*Β :r {cosΒ :T}}}
{+Β :cy {*Β :r {sinΒ :T}}}} }}}
Β
{def watch.digit
{lambda {:t}
{text {@ x="50%" y="48%"
base-line="middle"
text-anchor="middle"
font-size="2.0em"
stroke="#ccc"}
{S.get 0Β :t}/{S.get 1Β :t}/{S.get 2Β :t} }
{text {@ x="50%" y="58%"
base-line="middle"
text-anchor="middle"
font-size="2.0em"
stroke="#ccc"}
{S.get 3Β :t}Β : {S.get 4Β :t}Β : {S.get 5Β :t} } }}
Β
2) javascript code (for timing)
Β
{script
var update = function () {
document.getElementById("watch").innerHTML =
LAMBDATALK.eval_forms( "{watch.draw #f00 #0f0 #00f}" )
};
LAMBDATALK.DICT['watch.init'] = function () {
setTimeout( update, 10);
setInterval( update, 1000);
return ''
};
}
Β |
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:
Β red Β Β (top)
Β then white, Β and
Β lastly blue Β (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)
| #UNIX_Shell | UNIX Shell | COLORS=(red white blue)
Β
# to go from name to number, we make variables out of the color names
# (e.g. the variable "$red" has value "1").
for (( i=0; i<${#COLORS[@]}; ++i )); do
eval ${COLORS[i]}=$i
done
Β
# Make a random list
function random_balls {
local -i n="$1"
local -i i
local balls=()
for (( i=0; i < n; ++i )); do
balls+=("${COLORS[RANDOM%${#COLORS[@]}]}")
done
echo "${balls[@]}"
}
Β
# Test for Dutchness
function dutch? {
if (( $# < 2 )); then
return 0
else
local first="$1"
shift
if eval "(( $first > $1 ))"; then
return 1
else
dutch? "$@"
fi
fi
}
Β
# Sort into order
function dutch {
local -i lo=-1 hi=$# i=0
local a=("$@")
while (( i < hi )); do
case "${a[i]}" in
red)
let lo+=1
local t="${a[lo]}"
a[lo]="${a[i]}"
a[i]="$t"
let i+=1
;;
white) let i+=1;;
blue)
let hi-=1
local t="${a[hi]}"
a[hi]="${a[i]}"
a[i]="$t"
;;
esac
done
echo "${a[@]}"
} |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #Phix | Phix | --
-- demo\rosetta\draw_cuboid.exw
-- ============================
--
-- Author Pete Lomax, August 2015
-- Translated from XPL0.
-- Ported to pGUI August 2017
--
-- Press space to toggle auto-rotate on and off,
-- cursor keys to rotate manually, and
-- +/- to zoom in/out.
--
-- Note this uses simple orthogonal projection;
-- there is no perspective here!
-- (For that see DrawRotatingCube.exw)
--
with javascript_semantics
include pGUI.e
constant title = "Draw Cuboid"
Ihandle dlg, canvas, hTimer
cdCanvas cd_canvas
-- arrays: 3D coordinates of vertices
sequence x = {-2.0, +2.0, +2.0, -2.0, -2.0, +2.0, +2.0, -2.0},
y = {-1.5, -1.5, +1.5, +1.5, -1.5, -1.5, +1.5, +1.5},
z = {-1.0, -1.0, -1.0, -1.0, +1.0, +1.0, +1.0, +1.0}
constant segments = {{1,2}, {2,3}, {3,4}, {4,1}, {5,6}, {6,7},
{7,8}, {8,5}, {1,5}, {2,6}, {3,7}, {4,8}}
atom Size = 50.0, -- drawing size
Sz = 0.008, -- tumbling speeds
Sx =-0.013, -- ""
Sy = 0.005, -- ""
S = 2
procedure draw_cube(integer cx, cy)
-- {cx,cy} is the centre point of the canvas
integer farthest = largest(z,true)
for s=1 to length(segments) do
integer {va,vb} = segments[s],
bNear = not find(farthest,segments[s])
cdCanvasSetForeground(cd_canvas, iff(bNear?CD_RED:CD_BLUE))
cdCanvasSetLineStyle(cd_canvas, iff(bNear?CD_CONTINUOUS:CD_DASHED))
atom x1 = x[va]*Size+cx,
y1 = y[va]*Size+cy,
x2 = x[vb]*Size+cx,
y2 = y[vb]*Size+cy
cdCanvasLine(cd_canvas,x1,y1,x2,y2)
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, "10x10Β %g", {res})
end if
-- cdCanvasSetBackground(cd_canvas, CD_PARCHMENT)
cdCanvasSetBackground(cd_canvas, CD_BLACK)
return IUP_DEFAULT
end function
function canvas_unmap_cb(Ihandle canvas)
cdKillCanvas(cd_canvas)
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%dΒ %g", {canvas_width, canvas_height, res})
return IUP_DEFAULT
end function
function key_cb(Ihandle /*ih*/, atom c)
if c=K_ESC then
return IUP_CLOSE
elsif c=K_UP then
for i=1 to 8 do
y[i] += z[i]*Sx*S -- rotate vertices in Y-Z plane
z[i] -= y[i]*Sx*S
end for
elsif c=K_DOWN then
for i=1 to 8 do
y[i] -= z[i]*Sx*S -- rotate vertices in Y-Z plane
z[i] += y[i]*Sx*S
end for
elsif c=K_LEFT then
for i=1 to 8 do
x[i] += z[i]*Sy*S -- rotate vertices in X-Z plane
z[i] -= x[i]*Sy*S
end for
elsif c=K_RIGHT then
for i=1 to 8 do
x[i] -= z[i]*Sy*S -- rotate vertices in X-Z plane
z[i] += x[i]*Sy*S
end for
elsif c='+' then
Size = min(500,Size+5)
elsif c='-' then
Size = max( 10,Size-5)
elsif c=' ' then
IupSetInt(hTimer,"RUN",not IupGetInt(hTimer,"RUN"))
end if
IupUpdate(canvas)
return IUP_CONTINUE
end function
function timer_cb(Ihandle /*ih*/)
for i=1 to 8 do
x[i] = x[i]+y[i]*Sz*S -- rotate vertices in X-Y plane
y[i] = y[i]-x[i]*Sz*S
y[i] = y[i]+z[i]*Sx*S -- rotate vertices in Y-Z plane
z[i] = z[i]-y[i]*Sx*S
x[i] = x[i]+z[i]*Sy*S -- rotate vertices in X-Z plane
z[i] = z[i]-x[i]*Sy*S
end for
IupUpdate(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"),
"UNMAP_CB", Icallback("canvas_unmap_cb"),
"RESIZE_CB", Icallback("canvas_resize_cb")})
-- dlg = IupDialog(IupVbox({canvas}),`TITLE="%s"`,{title})
dlg = IupDialog(canvas,`TITLE="%s"`,{title})
IupSetCallback(dlg, "KEY_CB", Icallback("key_cb"))
IupShow(dlg)
IupSetAttribute(canvas, "RASTERSIZE", NULL)
hTimer = IupTimer(Icallback("timer_cb"), 40)
if platform()!=JS then
IupMainLoop()
IupClose()
end if
end procedure
main()
|
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.
| #Forth | Forth | include turtle.fs
Β
2 value dragon-step
Β
: dragon ( depth dir -- )
over 0= if dragon-step fd 2drop exit then
dup rt
over 1- 45 recurse
dup 2* lt
over 1- -45 recurse
rt dropΒ ;
Β
home clear
10 45 dragon |
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
| #Logo | Logo | to sphereΒ :r
cs perspective htΒ ;making the room ready to use
repeat 180 [polystart circleΒ :r polyend down 1]
polyview
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
| #Liberty_BASIC | Liberty BASIC | Β
WindowWidth =120
WindowHeight =144
nomainwin
Β
open "Clock" for graphics_nsb_nf as #clock
#clock "trapclose [exit]"
#clock "fill white"
for angle =0 to 330 step 30
#clock "upΒ ; homeΒ ; northΒ ; turn "; angle
#clock "go 40Β ; downΒ ; go 5"
next angle
Β
#clock "flush"
Β
timer 1000, [display]
wait
Β
[display] ' called only when seconds have changed
time$ =time$()
seconds =val( right$( time$, 2))
' delete the last drawn segment, if there is one
if segId >2 then #clock "delsegment "; segId -1
' center the turtle
#clock "upΒ ; homeΒ ; downΒ ; north"
' erase each hand if its position has changed
if oldSeconds <>seconds then #clock, "size 1Β ; color whiteΒ ; turn "; oldSeconds *6Β ; "Β ; go 38Β ; homeΒ ; color blackΒ ; north" : oldSeconds =seconds
' redraw all three hands, second hand first
#clock "size 1Β ; turn "; seconds * 6Β ; "Β ; go 38"
' flush to end segment, then get the next segment id #
#clock "flush"
#clock "segment"
input #clock, segId
Β
wait
Β
[exit]
close #clock
Β
end
Β |
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:
Β red Β Β (top)
Β then white, Β and
Β lastly blue Β (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)
| #VBScript | VBScript | Β
'Solution derived from http://www.geeksforgeeks.org/sort-an-array-of-0s-1s-and-2s/.
'build an unsorted array with n elements
Function build_unsort(n)
flag = Array("red","white","blue")
Set random = CreateObject("System.Random")
Dim arr()
ReDim arr(n)
For i = 0 To n
arr(i) = flag(random.Next_2(0,3))
Next
build_unsort = arr
End Function
Β
'sort routine
Function sort(arr)
lo = 0
mi = 0
hi = UBound(arr)
Do While mi <= hi
Select Case arr(mi)
Case "red"
tmp = arr(lo)
arr(lo) = arr(mi)
arr(mi) = tmp
lo = lo + 1
mi = mi + 1
Case "white"
mi = mi + 1
Case "blue"
tmp = arr(mi)
arr(mi) = arr(hi)
arr(hi) = tmp
hi = hi - 1
End Select
Loop
sort = Join(arr,",")
End Function
Β
unsort = build_unsort(11)
WScript.StdOut.Write "Unsorted: " & Join(unsort,",")
WScript.StdOut.WriteLine
WScript.StdOut.Write "Sorted: " & sort(unsort)
WScript.StdOut.WriteLine
Β |
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:
Β red Β Β (top)
Β then white, Β and
Β lastly blue Β (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)
| #Visual_FoxPro | Visual FoxPro | Β
CLOSE DATABASES ALL
LOCAL lcCollate As String, i As Integer, n As Integer
lcCollate = SET("Collate")
SET COLLATE TO "Machine"
*!* Colours table
CREATE CURSOR colours (id I UNIQUE, colour V(5))
INSERT INTO colours VALUES (1, "Red")
INSERT INTO colours VALUES (2, "White")
INSERT INTO colours VALUES (3, "Blue")
*!* Balls table
CREATE CURSOR balls (colour I, rowid I AUTOINC)
INDEX ON colour TAG colour
SET ORDER TO 0
*!* Make sure there is at least 1 of each colour
INSERT INTO balls (colour) VALUES(3)
INSERT INTO balls (colour) VALUES(1)
INSERT INTO balls (colour) VALUES(2)
RAND(-1) && Initialise random number generator
n = 24
FOR i = 4 TO n
INSERT INTO balls (colour) VALUES (RanInt())
ENDFOR
*!* Show unsorted
SELECT bb.rowid, cc.colour FROM colours cc JOIN balls bb ON cc.id = bb.colour
*!* Select by correct order
SELECT bb.rowid, cc.colour FROM colours cc JOIN balls bb ON cc.id = bb.colourΒ ;
ORDER BY cc.id INTO CURSOR dutchflag
*!* Show sorted records
BROWSE NOMODIFY IN SCREEN
SET COLLATE TO lcCollate
Β
FUNCTION RanInt() As Integer
RETURN INT(3*RAND()) + 1
ENDFUNC
Β |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #PicoLisp | PicoLisp | (de cuboid (DX DY DZ)
(cubLine (inc DY) "+" DX "-" 0)
(for I DY
(cubLine (- DY I -1) "/" DX " " (dec I) "|") )
(cubLine 0 "+" DX "-" DY "|")
(do (- (* 4 DZ) DY 2)
(cubLine 0 "|" DX " " DY "|") )
(cubLine 0 "|" DX " " DY "+")
(for I DY
(cubLine 0 "|" DX " " (- DY I) "/") )
(cubLine 0 "+" DX "-" 0) )
Β
(de cubLine (N C DX D DY E)
(space N)
(prin C)
(do (dec (* 9 DX)) (prin D))
(prin C)
(space DY)
(prinl E) ) |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #POV-Ray | POV-Ray | camera { perspective location <2.6,2.2,-4.2> look_at <0,-.5,0>
aperture .05 blur_samples 100 variance 1/100000 focal_point <2,1,-2>}
Β
light_source{< 60,20,-20> color rgb 2}
Β
sky_sphere { pigment{ gradient z color_map{[0 rgb 0.3][.1 rgb <.7,.8,1>][1 rgb .2]} }}
Β
box { <0,0,0> <3,2,4>
texture {
pigment{ agate }
normal { checker }
finish { reflection {0.20 metallic 0.2} }
}
translate <-1,-.5,-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.
| #F.C5.8Drmul.C3.A6 | FΕrmulΓ¦ | Const pi As Double = 4 * Atn(1)
Dim Shared As Double angulo = 0
Β
Sub giro (grados As Double)
angulo += grados*pi/180
End Sub
Β
Sub dragon (longitud As Double, division As Integer, d As Double)
If division = 0 Then
Line - Step (Cos(angulo)*longitud, Sin(angulo)*longitud), Int(Rnd * 7)
Else
giro d*45
dragon longitud/1.4142136, division-1, 1
giro -d*90
dragon longitud/1.4142136, division-1, -1
giro d*45
End If
End Sub
Β
'--- Programa Principal ---
Screen 12
Pset (150,180), 0
dragon 400, 12, 1
Bsave "Dragon_curve_FreeBASIC.bmp",0
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
| #Lua | Lua | require ("math")
Β
shades = {'.', ':', '!', '*', 'o', 'e', '&', '#', '%', '@'}
Β
function normalize (vec)
len = math.sqrt(vec[1]^2 + vec[2]^2 + vec[3]^2)
return {vec[1]/len, vec[2]/len, vec[3]/len}
end
Β
light = normalize{30, 30, -50}
Β
function dot (vec1, vec2)
d = vec1[1]*vec2[1] + vec1[2]*vec2[2] + vec1[3]*vec2[3]
return d < 0 and -d or 0
end
Β
function draw_sphere (radius, k, ambient)
for i = math.floor(-radius),-math.floor(-radius) do
x = i + .5
local line = ''
for j = math.floor(-2*radius),-math.floor(-2*radius) do
y = j / 2 + .5
if x^2 + y^2 <= radius^2 then
vec = normalize{x, y, math.sqrt(radius^2 - x^2 - y^2)}
b = dot(light,vec) ^ k + ambient
intensity = math.floor ((1 - b) * #shades)
line = line .. (shades[intensity] or shades[1])
else
line = line .. ' '
end
end
print (line)
end
end
Β
draw_sphere (20, 4, 0.1)
draw_sphere (10, 2, 0.4) |
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
| #Locomotive_Basic | Locomotive Basic | 10 mode 1:defint a-y:deg
20 input "Current time (HH:MM)";t$
30 h=val(mid$(t$,1,2))
40 m=val(mid$(t$,4,2))
50 cls
60 r=150:s=-1
70 ph=0:pm=0
80 origin 320,200
90 for a=0 to 360 step 6
100 if a mod 30>0 then z=.9 else z=.8
110 move z*r*sin(a),z*r*cos(a)
120 draw r*sin(a),r*cos(a)
130 next
140 move 0,r
150 for a=0 to 360 step 6
160 draw r*sin(a),r*cos(a)
170 next
180 every 50 gosub 220
190 ' ENDLESS_LOOP
200 goto 200
210 ' NEW_SEC
220 s=s+1
230 if s=60 then s=0:m=m+1
240 if m=60 then m=0:h=h+1
250 if h=24 then h=0
260 if s=0 then gosub 300
270 if s>0 then gosub 420
280 return
290 ' DRAW_ALL
300 locate 1,1
310 print using "##";h;
320 print ":";
330 print using "##";m;
340 frame:move 0,0:draw .5*r*sin(ph),.5*r*cos(ph),0,0
350 frame:move 0,0:draw .7*r*sin(pm),.7*r*cos(pm),0,0
360 frame:move 0,0:draw .8*r*sin(6*59),.8*r*cos(6*59),0,0
370 pm=6*m
380 frame:move 0,0:draw .7*r*sin(pm),.7*r*cos(pm),1,0
390 ph=30*h+.5*m
400 frame:move 0,0:draw .5*r*sin(ph),.5*r*cos(ph),1,0
410 ' DRAW_SEC
420 a=6*s
430 ' uses "frame" and XOR ink mode for drawing -- requires BASIC 1.1
440 if a>0 then frame:move 0,0:draw .8*r*sin(a-6),.8*r*cos(a-6),3,1
450 frame:move 0,0:draw .8*r*sin(a),.8*r*cos(a),3,1
460 return |
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:
Β red Β Β (top)
Β then white, Β and
Β lastly blue Β (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)
| #Wren | Wren | import "random" for Random
import "/sort" for Sort
Β
var colors = ["Red", "White", "Blue"]
var colorMap = { "Red": 0, "White": 1, "Blue": 2 }
var colorCmp = Fn.new { |c1, c2| (colorMap[c1] - colorMap[c2]).sign }
var NUM_BALLS = 9
var r = Random.new()
var balls = List.filled(NUM_BALLS, colors[0])
Β
while (true) {
for (i in 0...NUM_BALLS) balls[i] = colors[r.int(3)]
if (!Sort.isSorted(balls, colorCmp)) break
}
Β
System.print("Before sortingΒ :Β %(balls)")
Sort.insertion(balls, colorCmp)
System.print("After sorting Β :Β %(balls)") |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #Processing | Processing | size(500, 500, P3D);
background(0);
// position
translate(width/2, height/2, -width/2);
rotateZ(radians(15));
rotateY(radians(-30));
rotateX(radians(-25));
// optional fill and lighting colors
noStroke();
fill(192, 255, 192);
pointLight(255, 255, 255, 400, -400, 400);
// draw box
box(200, 300, 400); |
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.
| #FreeBASIC | FreeBASIC | Const pi As Double = 4 * Atn(1)
Dim Shared As Double angulo = 0
Β
Sub giro (grados As Double)
angulo += grados*pi/180
End Sub
Β
Sub dragon (longitud As Double, division As Integer, d As Double)
If division = 0 Then
Line - Step (Cos(angulo)*longitud, Sin(angulo)*longitud), Int(Rnd * 7)
Else
giro d*45
dragon longitud/1.4142136, division-1, 1
giro -d*90
dragon longitud/1.4142136, division-1, -1
giro d*45
End If
End Sub
Β
'--- Programa Principal ---
Screen 12
Pset (150,180), 0
dragon 400, 12, 1
Bsave "Dragon_curve_FreeBASIC.bmp",0
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
| #M2000_Interpreter | M2000 Interpreter | Β
Module CheckIt {
Er$="Pset is a new statement"
If Version<9.4 Then Error Er$
If Version=9.4 then If revision<26 then Error Er$
Form 60, 40
Cls 0 ' Black
Gradient 0,1
Pen 14 ' Yellow
Set FastΒ !
Refresh 500
Module Sphere (R as long, X0 as long, Y0 as long, fun){
R2 = R * R
Def Long X, Y, D2
Let Scale=twipsx/R*13.5
For Y = -R To R step twipsx {
Move X0-R, Y+Y0
For X = -R To R step twipsy {
D2 = X **2 + Y **2
IF R2>D2 THEN Pset Fun(Max.Data(Min.Data((Sqrt(R2 - D2) - ( X + Y) / 2 )*Scale ,255),0))
Step twipsx
}
}
}
Blue=lambda (c)->{
c1=c/4+192
=Color(c,c,c1)
}
Blue1=lambda (c)->{
c1=c/4+Random(150,192)
=Color(c,c,c1)
}
Mystery=lambda m=1 (c)->{
c1=c/4+m
m+=10
if m>192 then m=1
=Color(c,c,c1)
}
Mystery2=lambda m=1, p=true (c)->{
c1=c/4+m
if p then m+=10
Else m=-10
if m>192 then m-=10Β : p=false
If m<0 then m+=10: p=true
=Color(c,c,c1)
}
Buffer Alfa as byte*8
Trans =lambda Alfa (c) -> {
Return Alfa, 0:=-point as long
Return Alfa, 4:=-color(c,c, c/4+192) as long
for i=0 to 2: Return Alfa, i:=(Eval(Alfa, i)+Eval(Alfa, i+4))/2: Next i
=-Eval(Alfa, 0 as long)
}
Sphere 2400, 9000,7000, Blue
Sphere 800, 6000, 7000, Blue1
Sphere 1200, 5000,5000, Mystery
Sphere 1200, 10000,6000, Mystery2
Sphere 1200, 8000,5000, trans
}
Checkit
Β |
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
| #Lua | Lua | Dynamic[ClockGauge[], UpdateInterval -> 1] |
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:
Β red Β Β (top)
Β then white, Β and
Β lastly blue Β (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)
| #zkl | zkl | const RED=0, WHITE=1, BLUE=2; var BALLS=T(RED,WHITE,BLUE);
fcn colorBalls(balls){ balls.apply(T("red","white","blue").get).concat(", "); }
Β
reg balls, sortedBalls;
do{
balls=(0).pump(12,List,fcn{ BALLS[(0).random(3)] }); // create list of 12 random balls
sortedBalls=balls.sort(); // balls is read only, sort creates new list
}while(balls==sortedBalls); // make sure sort does something
println("Original ball order:\n", colorBalls(balls));
println("\nSorted ball order:\n", colorBalls(sortedBalls)); |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #Prolog | Prolog | cuboid(D1,D2,D3) :-
W is D1 * 50,
H is D2 * 50,
D is D3 * 50,
Β
new(C, window(cuboid)),
Β
% compute the size of the window
Width is W + ceiling(sqrt(H * 48)) + 50,
Height is H + ceiling(sqrt(H * 48)) + 50,
send(C, size, new(_,size(Width,Height))),
Β
%compute the top-left corner of the front face of the cuboid
PX is 25,
PY is 25 + ceiling(sqrt(H * 48)),
Β
% colors of the faces
new(C1, colour(@default, 65535, 0, 0)),
new(C2, colour(@default, 0, 65535, 0)),
new(C3, colour(@default, 0, 0, 65535)),
Β
% the front face
new(B1, box(W, H)),
send(B1, fill_pattern, C1),
send(C, display,B1, point(PX, PY)),
Β
% the top face
new(B2, hpara(point(PX,PY), W, D, C2)),
send(C, display, B2),
Β
% the left face
PX1 is PX + W,
new(B3, vpara(point(PX1,PY), H, D, C3)),
send(C, display, B3),
Β
send(C, open).
Β
Β
Β
:- pce_begin_class(hpara, path, "drawing of a horizontal parallelogram").
Β
initialise(P, Pos, Width, Height, Color) :->
send(P, send_super, initialise),
send(P, append, Pos),
H is ceiling(sqrt(Height * 48)),
get(Pos, x, X),
get(Pos, y, Y),
X1 is X + H,
Y1 is Y - H,
send(P, append, point(X1, Y1)),
X2 is X1 + Width,
send(P, append, point(X2, Y1)),
X3 is X2 - H,
send(P, append, point(X3, Pos?y)),
send(P, append, Pos),
send(P, fill_pattern, Color).
Β
:- pce_end_class.
Β
:- pce_begin_class(vpara, path, "drawing of a vertical parallelogram").
Β
initialise(P, Pos, Height, Depth, Color) :->
send(P, send_super, initialise),
send(P, append, Pos),
H is ceiling(sqrt(Depth * 48)),
get(Pos, x, X),
get(Pos, y, Y),
X1 is X + H,
Y1 is Y - H,
send(P, append, point(X1, Y1)),
Y2 is Y1 + Height,
send(P, append, point(X1, Y2)),
Y3 is Y2 + H,
send(P, append, point(X, Y3)),
send(P, append, Pos),
send(P, fill_pattern, Color).
Β
:- pce_end_class. |
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.
| #Gnuplot | Gnuplot | # Return the position of the highest 1-bit in n.
# The least significant bit is position 0.
# For example n=13 is binary "1101" and the high bit is pos=3.
# If n==0 then the return is 0.
# Arranging the test as n>=2 avoids infinite recursion if n==NaN (any
# comparison involving NaN is always false).
#
high_bit_pos(n) = (n>=2Β ? 1+high_bit_pos(int(n/2)) : 0)
Β
# Return 0 or 1 for the bit at position "pos" in n.
# pos==0 is the least significant bit.
#
bit(n,pos) = int(n / 2**pos) & 1
Β
# dragon(n) returns a complex number which is the position of the
# dragon curve at integer point "n". n=0 is the first point and is at
# the origin {0,0}. Then n=1 is at {1,0} which is x=1,y=0, etc. If n
# is not an integer then the point returned is for int(n).
#
# The calculation goes by bits of n from high to low. Gnuplot doesn't
# have iteration in functions, but can go recursively from
# pos=high_bit_pos(n) down to pos=0, inclusive.
#
# mul() rotates by +90 degrees (complex "i") at bit transitions 0->1
# or 1->0. add() is a vector (i+1)**pos for each 1-bit, but turned by
# factor "i" when in a "reversed" section of curve, which is when the
# bit above is also a 1-bit.
#
dragon(n) = dragon_by_bits(n, high_bit_pos(n))
dragon_by_bits(n,pos) \
= (pos>=0Β ? add(n,pos) + mul(n,pos)*dragon_by_bits(n,pos-1) : 0)
Β
add(n,pos) = (bit(n,pos)Β ? (bit(n,pos+1)Β ? {0,1} * {1,1}**pos \
: {1,1}**pos) \
: 0)
mul(n,pos) = (bit(n,pos) == bit(n,pos+1)Β ? 1 : {0,1})
Β
# Plot the dragon curve from 0 to "length" with line segments.
# "trange" and "samples" are set so the parameter t runs through
# integers t=0 to t=length inclusive.
#
# Any trange works, it doesn't have to start at 0. But must have
# enough "samples" that all integers t in the range are visited,
# otherwise vertices in the curve would be missed.
#
length=256
set trange [0:length]
set samples length+1
set parametric
set key off
plot real(dragon(t)),imag(dragon(t)) with lines |
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
| #Maple | Maple | plots[display](plottools[sphere](), axes = none, style = surface); |
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
| #Mathematica_.2F_Wolfram_Language | Mathematica / Wolfram Language | Dynamic[ClockGauge[], UpdateInterval -> 1] |
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:
Β red Β Β (top)
Β then white, Β and
Β lastly blue Β (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)
| #ZX_Spectrum_Basic | ZX Spectrum Basic | 10 LET r$="Red": LET w$="White": LET b$="Blue"
20 LET c$="RWB"
30 DIM b(10)
40 PRINT "Random:"
50 FOR n=1 TO 10
60 LET b(n)=INT (RND*3)+1
70 PRINT VAL$ (c$(b(n))+"$");" ";
80 NEXT n
90 PRINT ''"Sorted:"
100 FOR i=1 TO 3
110 FOR j=1 TO 10
120 IF b(j)=i THEN PRINT VAL$ (c$(i)+"$");" ";
130 NEXT j
140 NEXT i |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #Pure_Data | Pure Data | Β
#N canvas 1 51 450 300 10;
#X obj 66 67 gemwin;
#X obj 239 148 cuboid 2 3 4;
#X obj 239 46 gemhead;
#X obj 239 68 scale 0.3;
#X msg 66 45 lighting 1 \, create \, 1;
#X obj 61 118 gemhead;
#X obj 61 140 world_light;
#X msg 294 90 1;
#X obj 239 90 t a b;
#X obj 239 118 accumrotate;
#X connect 2 0 3 0;
#X connect 3 0 8 0;
#X connect 4 0 0 0;
#X connect 5 0 6 0;
#X connect 7 0 9 1;
#X connect 7 0 9 2;
#X connect 7 0 9 3;
#X connect 8 0 9 0;
#X connect 8 1 7 0;
#X connect 9 0 1 0;
Β |
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.
| #Go | Go | package main
Β
import (
"fmt"
"image"
"image/color"
"image/draw"
"image/png"
"math"
"os"
)
Β
// separation of the the two endpoints
// make this a power of 2 for prettiest output
const sep = 512
// depth of recursion. adjust as desired for different visual effects.
const depth = 14
Β
var s = math.Sqrt2 / 2
var sin = []float64{0, s, 1, s, 0, -s, -1, -s}
var cos = []float64{1, s, 0, -s, -1, -s, 0, s}
var p = color.NRGBA{64, 192, 96, 255}
var b *image.NRGBA
Β
func main() {
width := sep * 11 / 6
height := sep * 4 / 3
bounds := image.Rect(0, 0, width, height)
b = image.NewNRGBA(bounds)
draw.Draw(b, bounds, image.NewUniform(color.White), image.ZP, draw.Src)
dragon(14, 0, 1, sep, sep/2, sep*5/6)
f, err := os.Create("dragon.png")
if err != nil {
fmt.Println(err)
return
}
if err = png.Encode(f, b); err != nil {
fmt.Println(err)
}
if err = f.Close(); err != nil {
fmt.Println(err)
}
}
Β
func dragon(n, a, t int, d, x, y float64) {
if n <= 1 {
// Go packages used here do not have line drawing functions
// so we implement a very simple line drawing algorithm here.
// We take advantage of knowledge that we are always drawing
// 45 degree diagonal lines.
x1 := int(x + .5)
y1 := int(y + .5)
x2 := int(x + d*cos[a] + .5)
y2 := int(y + d*sin[a] + .5)
xInc := 1
if x1 > x2 {
xInc = -1
}
yInc := 1
if y1 > y2 {
yInc = -1
}
for x, y := x1, y1; ; x, y = x+xInc, y+yInc {
b.Set(x, y, p)
if x == x2 {
break
}
}
return
}
d *= s
a1 := (a - t) & 7
a2 := (a + t) & 7
dragon(n-1, a1, 1, d, x, y)
dragon(n-1, a2, -1, d, x+d*cos[a1], y+d*sin[a1])
} |
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
| #Mathematica_.2F_Wolfram_Language | Mathematica / Wolfram Language | Graphics3D[Sphere[{0,0,0},1]] |
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
| #MATLAB_.2F_Octave | MATLAB / Octave | u = [0:360]*pi/180;
while(1)
s = mod(now*60*24,1)*2*pi;
plot([0,sin(s)],[0,cos(s)],'-',sin(u),cos(u),'k-');
pause(1);
end; |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #PureBasic | PureBasic | Procedure Draw_a_Cuboid(Window, X,Y,Z)
w=WindowWidth(Window)
h=WindowHeight(Window)
diag.f=1.9
If Not (w And h): ProcedureReturn: EndIf
xscale.f = w/(x+z/diag)*0.98
yscale.f = h/(y+z/diag)*0.98
If xscale<yscale
Scale.f = xscale
Else
Scale = yscale
EndIf
x*Scale: Y*Scale: Z*Scale
CreateImage(0,w,h)
If StartDrawing(ImageOutput(0))
c= RGB(250, 40, 5)
Β
;- Calculate the cones in the Cuboid
xk = w/50 Β : yk = h/50
x0 = Z/2 + xkΒ : y0 = yk
x1 = x0 + X Β : y1 = y0
x2 = xk Β : y2 = y0 + Z/2
x3 = x2 + X Β : y3 = y2
x4 = x2 Β : y4 = y2 + Y
x5 = x4 + X Β : y5 = y4
x6 = x5 + Z/2Β : y6 = y5 - Z/2
Β
;- Draw it
LineXY(x0,y0,x1,y1,c)
LineXY(x0,y0,x2,y2,c)
LineXY(x2,y2,x3,y3,c)
LineXY(x1,y1,x3,y3,c)
LineXY(x2,y2,x4,y4,c)
LineXY(x4,y4,x5,y5,c)
LineXY(x5,y5,x4,y4,c)
LineXY(x5,y5,x6,y6,c)
LineXY(x5,y5,x3,y3,c)
LineXY(x6,y6,x1,y1,c)
Β
;- Fill the areas
FillArea(x,y,-1,RGB(255, 0, 0))
FillArea(x,y-z/2,-1,RGB(0, 0, 255))
FillArea(x+z/2,y,-1,RGB(0, 255, 0))
StopDrawing()
EndIf
;- Update the graphic
ImageGadget(0,0,0,w,h,ImageID(0))
EndProcedure
Β
#WFlags = #PB_Window_SystemMenu|#PB_Window_SizeGadget
#title = "PureBasic Cuboid"
MyWin = OpenWindow(#PB_Any, 0, 0, 200, 250, #title, #WFlags)
Β
Repeat
WEvent = WaitWindowEvent()
If WEvent = #PB_Event_SizeWindow
Draw_a_Cuboid(MyWin, 2, 3, 4)
EndIf
Until WEvent = #PB_Event_CloseWindow
Β
;- Save the image?
UsePNGImageEncoder()
respons = MessageRequester("Question","Save the image?",#PB_MessageRequester_YesNo)
If respons=#PB_MessageRequester_Yes
SaveImage(0, SaveFileRequester("","","",0),#PB_ImagePlugin_PNG,9)
EndIf |
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.
| #Gri | Gri | `Draw Dragon [ from .x1. .y1. to .x2. .y2. [level .level.] ]'
Draw a dragon curve going from .x1. .y1. to .x2. .y2. with recursion
depth .level.
Β
The total number of line segments for the recursion is 2^level.
level=0 is a straight line from x1,y1 to x2,y2.
Β
The default for x1,y1 and x2,y2 is to draw horizontally from 0,0
to 1,0.
{
new .x1. .y1. .x2. .y2. .level.
.x1. = \.word3.
.y1. = \.word4.
.x2. = \.word6.
.y2. = \.word7.
.level. = \.word9.
Β
if {rpn \.words. 5 >=}
.x2. = 1
.y2. = 0
end if
if {rpn \.words. 7 >=}
.level. = 6
end if
Β
if {rpn 0 .level. <=}
draw line from .x1. .y1. to .x2. .y2.
else
.level. = {rpn .level. 1 -}
Β
# xmid,ymid is half way between x1,y1 and x2,y2 and up at
# right angles away.
#
# xmid,ymid xmid = (x1+x2 + y2-y1)/2
# ^ ^ ymid = (x1-x2 + y1+y2)/2
# / . \
# / . \
# x1,y1 ........... x2,y2
#
new .xmid. .ymid.
.xmid. = {rpn .x1. .x2. + .y2. .y1. - + 2 /}
.ymid. = {rpn .x1. .x2. - .y1. .y2. + + 2 /}
Β
# The recursion is a level-1 dragon from x1,y1 to the midpoint
# and the same from x2,y2 to the midpoint (the latter
# effectively being a revered dragon.)
#
Draw Dragon from .x1. .y1. to .xmid. .ymid. level .level.
Draw Dragon from .x2. .y2. to .xmid. .ymid. level .level.
Β
delete .xmid. .ymid.
end if
Β
delete .x1. .y1. .x2. .y2. .level.
}
Β
# Dragon curve from 0,0 to 1,0 extends out by 1/3 at the ends, so
# extents -0.5 to +1.5 for a bit of margin. The Y extent is the same
# size 2 to make the graph square.
set x axis -0.5 1.5 .25
set y axis -1 1 .25
Β
Draw Dragon |
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
| #MATLAB | MATLAB | figure; sphere |
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
| #MiniScript | MiniScript | // draw a clock hand, then copy it to an image
gfx.clear color.clear
gfx.fillPoly [[60,5], [64,10], [128,5], [64,0]], color.yellow
handImg = gfx.getImage(0,0, 128,10)
Β
clear // clear all displays
Β
// prepare the face sprite
faceImg = file.loadImage("/sys/pics/shapes/CircleThinInv.png")
face = new Sprite
face.image = faceImg
face.scale = 2
face.x = 480; face.y = 320
display(4).sprites.push face
Β
// prepare the hand sprite (from previously created image)
hand = new Sprite
hand.image = handImg
hand.x = face.x; hand.y = face.y
display(4).sprites.push hand
Β
// main loop
while true
hand.rotation = 90 - floor(time)Β % 60 * 6
wait
end while |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #Python | Python | def _pr(t, x, y, z):
txt = '\n'.join(''.join(t[(n,m)] for n in range(3+x+z)).rstrip()
for m in reversed(range(3+y+z)))
return txt
Β
def cuboid(x,y,z):
t = {(n,m):' ' for n in range(3+x+z) for m in range(3+y+z)}
xrow = ['+'] + ['%i'Β % (iΒ % 10) for i in range(x)] + ['+']
for i,ch in enumerate(xrow):
t[(i,0)] = t[(i,1+y)] = t[(1+z+i,2+y+z)] = ch
if _debug: print(_pr(t, x, y, z))
ycol = ['+'] + ['%i'Β % (jΒ % 10) for j in range(y)] + ['+']
for j,ch in enumerate(ycol):
t[(0,j)] = t[(x+1,j)] = t[(2+x+z,1+z+j)] = ch
zdepth = ['+'] + ['%i'Β % (kΒ % 10) for k in range(z)] + ['+']
if _debug: print(_pr(t, x, y, z))
for k,ch in enumerate(zdepth):
t[(k,1+y+k)] = t[(1+x+k,1+y+k)] = t[(1+x+k,k)] = ch
Β
return _pr(t, x, y, z)
Β
Β
_debug = False
if __name__ == '__main__':
for dim in ((2,3,4), (3,4,2), (4,2,3)):
print("CUBOID%r"Β % (dim,), cuboid(*dim), sep='\n') |
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.
| #Haskell | Haskell | import Data.List
import Graphics.Gnuplot.Simple
Β
-- diamonds
-- pl = [[0,1],[1,0]]
Β
pl = [[0,0],[0,1]]
r_90 = [[0,1],[-1,0]]
Β
ip :: [Int] -> [Int] -> Int
ip xs = sum . zipWith (*) xs
matmul xss yss = map (\xs -> map (ip xs ). transpose $ yss) xss
Β
vmoot xs = (xs++).map (zipWith (+) lxs). flip matmul r_90.
map (flip (zipWith (-)) lxs) .reverse . init $ xs
where lxs = last xs
Β
dragoncurve = iterate vmoot pl |
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
| #Maxima | Maxima | /* Two solutions */
plot3d(1, [theta, 0,Β %pi], [phi, 0, 2 *Β %pi],
[transform_xy, spherical_to_xyz], [grid, 30, 60],
[box, false], [legend, false])$
Β
load(draw)$
draw3d(xu_grid=30, yv_grid=60, surface_hide=true,
parametric_surface(cos(phi)*sin(theta),
sin(phi)*sin(theta),
cos(theta),
theta, 0,Β %pi, phi, 0, 2 *Β %pi))$ |
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
| #NetRexx | NetRexx | /* NetRexx */
options replace format comments java crossref symbols binary
Β
import javax.swing.Timer
Β
-- .+....1....+....2....+....3....+....4....+....5....+....6....+....7....+....8
class RClockSwing public extends JFrame
-- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
properties constant
K_TITLE = String "Clock"
isTrue = boolean (1 == 1)
isFalse = \isTrue
properties inheritable
content = Container
Β
-- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
method RClockSwing() public
this(K_TITLE)
return
Β
-- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
method RClockSwing(title = String) public
super(title)
initFrame()
return
Β
-- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
method initFrame() private
content = getContentPane()
content.setLayout(BorderLayout())
content.add(RClockSwing.Panel(), BorderLayout.CENTER)
setResizable(isFalse)
pack()
return
Β
-- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
method main(args = String[]) public static
clockFace = JFrame
clockFace = RClockSwing()
clockFace.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE)
clockFace.setVisible(isTrue)
return
Β
--..+....1....+....2....+....3....+....4....+....5....+....6....+....7....+....8
class RClockSwing.Panel shared extends JPanel implements ActionListener
properties constant
degrees450 = double Math.PI * 2.5
degrees006 = double Math.PI / 30.0
degrees030 = double degrees006 * 5
size = int 350
spacing = int 10
diameter = int size - 2 * spacing
x1 = int diameter / 2 + spacing
y1 = int diameter / 2 + spacing
Β
-- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
method Panel() public
super()
initPanel()
return
Β
-- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
method initPanel() public
setPreferredSize(Dimension(size, size))
setBackground(Color.WHITE)
ptimer = Timer(1000, this)
ptimer.start()
return
Β
-- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
method paintComponent(gr = Graphics) public
super.paintComponent(gr)
g2 = Graphics2D gr
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON)
gr.setColor(Color.black)
gr.drawOval(spacing, spacing, diameter, diameter)
cdate = Calendar.getInstance()
hours = cdate.get(Calendar.HOUR)
minutes = cdate.get(Calendar.MINUTE)
seconds = cdate.get(Calendar.SECOND)
angle = double degrees450 - (degrees006 * seconds)
drawHand(gr, angle, int (diameter / 2 - 10), Color.red)
minsecs = double (minutes + seconds / 60.0)
angle = degrees450 - (degrees006 * minsecs)
drawHand(gr, angle, int (diameter / 3), Color.black)
hourmins = double (hours + minsecs / 60.0)
angle = degrees450 - (degrees030 * hourmins)
drawHand(gr, angle, int (diameter / 4), Color.black)
return
Β
-- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
method drawHand(gr = Graphics, angle = double, radius = int, color = Color) public
x2 = x1 + (int (radius * Math.cos(angle)))
y2 = y1 + (int (radius * Math.sin(-angle)))
gr.setColor(color)
gr.drawLine(x1, y1, x2, y2)
return
Β
-- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
method actionPerformed(evt = ActionEvent) public
repaint()
return
Β |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #Racket | Racket | #lang racket/gui
(require sgl/gl)
Β
; Macro to delimit and automatically end glBegin - glEnd contexts.
(define-syntax-rule (gl-begin-end Vertex-Mode statement ...)
(let () (glBegin Vertex-Mode) statement ... (glEnd)))
Β
(define (resize w h)
(glViewport 0 0 w h))
Β
(define (draw-opengl x y z)
(glClearColor 0.0 0.0 0.0 0.0)
(glEnable GL_DEPTH_TEST)
(glClear GL_COLOR_BUFFER_BIT)
(glClear GL_DEPTH_BUFFER_BIT)
Β
(define max-axis (add1 (max x y z)))
Β
(glMatrixMode GL_PROJECTION)
(glLoadIdentity)
(glOrtho (/ (- max-axis) 2) max-axis (/ (- max-axis) 2) max-axis (/ (- max-axis) 2) max-axis)
(glMatrixMode GL_MODELVIEW)
(glLoadIdentity)
(glRotatef -45 1.0 0.0 0.0)
(glRotatef 45 0.0 1.0 0.0)
Β
(gl-begin-end GL_QUADS
(glColor3f 0 0 1)
(glVertex3d x 0.0 z)
(glVertex3d x y z)
(glVertex3d x y 0.0)
(glVertex3d x 0.0 0.0))
(gl-begin-end GL_QUADS
(glColor3f 1 0 0)
(glVertex3d x 0.0 0.0)
(glVertex3d x y 0.0)
(glVertex3d 0.0 y 0.0)
(glVertex3d 0.0 0.0 0.0))
(gl-begin-end GL_QUADS
(glColor3f 0 1 0)
(glVertex3d x y 0.0)
(glVertex3d x y z)
(glVertex3d 0.0 y z)
(glVertex3d 0.0 y 0.0)))
Β
(define my-canvas%
(class* canvas% ()
(inherit with-gl-context swap-gl-buffers)
(init-field (x 2) (y 3) (z 4))
Β
(define/override (on-paint)
(with-gl-context
(lambda ()
(draw-opengl x y z)
(swap-gl-buffers))))
Β
(define/override (on-size width height)
(with-gl-context
(lambda ()
(resize width height))))
Β
(super-instantiate () (style '(gl)))))
Β
(define win (new frame% (label "Racket Draw a cuboid") (min-width 300) (min-height 300)))
(define gl (new my-canvas% (parent win) (x 2) (y 3) (z 4)))
Β
(send win show #t) |
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.
| #HicEst | HicEst | CHARACTER dragon
Β
1 DLG(NameEdit=orders,DNum, Button='&OK', TItle=dragon) ! input orders
WINDOW(WINdowhandle=wh, Height=1, X=1, TItle='Dragon curves up to order '//orders)
Β
IF( LEN(dragon) < 2^orders) ALLOCATE(dragon, 2^orders)
Β
AXIS(WINdowhandle=wh, Xaxis=2048, Yaxis=2048) ! 2048: black, linear, noGrid, noScales
dragon = ' '
NorthEastSouthWest = 0
x = 0
y = 1
LINE(PenUp, Color=1, x=0, y=0, x=x, y=y)
last = 1
Β
DO order = 1, orders
changeRtoL = LEN_TRIM(dragon) + 1 + (LEN_TRIM(dragon) + 1)/2
dragon = TRIM(dragon) // 'R' // TRIM(dragon)
IF(changeRtoL > 2) dragon(changeRtoL) = 'L'
Β
DO last = last, LEN_TRIM(dragon)
NorthEastSouthWest = MOD( NorthEastSouthWest-2*(dragon(last)=='L')+5, 4 )
x = x + (NorthEastSouthWest==1) - (NorthEastSouthWest==3)
y = y + (NorthEastSouthWest==0) - (NorthEastSouthWest==2)
LINE(Color=order, X=x, Y=y)
ENDDO
ENDDO
GOTO 1 ! this is to stimulate a discussion
Β
END |
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
| #Nim | Nim | import math
Β
type Point = tuple[x,y,z: float]
Β
const shades = ".:!*oe&#%@"
Β
proc normalize(x, y, z: float): Point =
let len = sqrt(x*x + y*y + z*z)
(x / len, y / len, z / len)
Β
proc dot(a, b: Point): float =
result = max(0, - a.x*b.x - a.y*b.y - a.z*b.z)
Β
let light = normalize(30.0, 30.0, -50.0)
Β
proc drawSphere(r: int; k, ambient: float) =
for i in -r .. r:
let x = i.float + 0.5
for j in -2*r .. 2*r:
let y = j.float / 2.0 + 0.5
if x*x + y*y <= float r*r:
let
v = normalize(x, y, sqrt(float(r*r) - x*x - y*y))
b = pow(dot(light, v), k) + ambient
i = clamp(int((1.0 - b) * shades.high.float), 0, shades.high)
stdout.write shades[i]
else: stdout.write ' '
stdout.write "\n"
Β
drawSphere 20, 4.0, 0.1
drawSphere 10, 2.0, 0.4 |
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
| #Nim | Nim | import times, os
Β
const
t = ["β‘β’β’΅","β β’Ίβ ","β β β‘±","β β£β‘±","β’β β‘","β£β£β‘","β£β£β‘","β β’β ","β’β£β‘±","β‘β β’±","β β Άβ "]
b = ["β’β£β‘Έ","β’β£Έβ£","β£β£β£","β’β£β‘Έ","β β β‘","β’β£β‘Έ","β’β£β‘Έ","β’°β β ","β’β£β‘Έ","β’β£β‘Ή","β β Ά "]
Β
while true:
let x = getClockStr()
stdout.write "\e[H\e[J"
for c in x: stdout.write t[c.ord - '0'.ord]
echo ""
for c in x: stdout.write b[c.ord - '0'.ord]
echo ""
sleep 1000 |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #Raku | Raku | sub braille-graphics (%a) {
my ($ylo, $yhi, $xlo, $xhi);
for %a.keys -> $y {
$ylo min= +$y; $yhi max= +$y;
for %a{$y}.keys -> $x {
$xlo min= +$x; $xhi max= +$x;
}
}
Β
for $ylo, $ylo + 4 ...^ * > $yhi -> \y {
for $xlo, $xlo + 2 ...^ * > $xhi -> \x {
my $cell = 0x2800;
$cell += 1 if %a{y + 0}{x + 0};
$cell += 2 if %a{y + 1}{x + 0};
$cell += 4 if %a{y + 2}{x + 0};
$cell += 8 if %a{y + 0}{x + 1};
$cell += 16 if %a{y + 1}{x + 1};
$cell += 32 if %a{y + 2}{x + 1};
$cell += 64 if %a{y + 3}{x + 0};
$cell += 128 if %a{y + 3}{x + 1};
print chr($cell);
}
print "\n";
}
}
Β
sub cuboid ( [$x, $y, $z] ) {
my \x = $x * 4;
my \y = $y * 4;
my \z = $z * 2;
my %t;
sub horz ($X, $Y) { %t{$Y }{$X + $_} = True for 0 .. x }
sub vert ($X, $Y) { %t{$Y + $_}{$X } = True for 0 .. y }
sub diag ($X, $Y) { %t{$Y - $_}{$X + $_} = True for 0 .. z }
Β
horz(0, z); horz(z, 0); horz( 0, z+y);
vert(0, z); vert(x, z); vert(z+x, 0);
diag(0, z); diag(x, z); diag( x, z+y);
Β
say "[$x, $y, $z]";
braille-graphics %t;
}
Β
cuboid $_ for [2,3,4], [3,4,2], [4,2,3], [1,1,1], [8,1,1], [1,8,1], [1,1,8]; |
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.
| #Icon_and_Unicon | Icon and Unicon | link linddraw,wopen
Β
procedure main()
gener := 12 # generations
w := h := 800 # window size
rewrite := table() # L rewrite rules
rewrite["X"] := "X+YF+"
rewrite["Y"] := "-FX-Y"
every (C := '') ++:= !!rewrite
every /rewrite[c := !C] := c # map all rule characters
Β
WOpen("size=" || w || "," || h, "dx=" || (w / 2), "dy=" || (h / 2)) | stop("*** cannot open window")
WAttrib("fg=blue")
Β
linddraw(0, 0, "FX", rewrite, 5, 90.0, gener, 0)
# x,y, axiom, rules, length, angle, generations, delay
Β
WriteImage("dragon-unicon" || ".gif") # save the image
WDone()
end |
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
| #Ol | Ol | Β
(import (lib gl))
(import (OpenGL version-1-0))
Β
; init
(glClearColor 0.3 0.3 0.3 1)
(glPolygonMode GL_FRONT_AND_BACK GL_FILL)
Β
(define quadric (gluNewQuadric))
Β
; draw loop
(gl:set-renderer (lambda (mouse)
(glClear GL_COLOR_BUFFER_BIT)
Β
(glColor3f 0.7 0.7 0.7)
(gluSphere quadric 0.4 32 10)
))
Β |
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
| #OCaml | OCaml | #!/usr/bin/env ocaml
#load "unix.cma"
#load "graphics.cma"
open Graphics
Β
let pi = 4.0 *. atan 1.0
let angle v max = float v /. max *. 2.0 *. pi
Β
let () =
open_graph "";
set_window_title "OCaml Clock";
resize_window 256 256;
auto_synchronize false;
let w = size_x ()
and h = size_y () in
let rec loop () =
clear_graph ();
Β
let point radius r a =
let x = int_of_float (radius *. sin a)
and y = int_of_float (radius *. cos a) in
fill_circle (w/2+x) (h/2+y) r;
in
set_color (rgb 192 192 192);
point 84.0 8 0.0;
point 84.0 8 (angle 90 360.0);
point 84.0 8 (angle 180 360.0);
point 84.0 8 (angle 270 360.0);
set_color (rgb 224 224 224);
point 84.0 6 (angle 30 360.0);
point 84.0 6 (angle 60 360.0);
point 84.0 6 (angle 120 360.0);
point 84.0 6 (angle 150 360.0);
point 84.0 6 (angle 210 360.0);
point 84.0 6 (angle 240 360.0);
point 84.0 6 (angle 300 360.0);
point 84.0 6 (angle 330 360.0);
Β
set_line_width 9;
set_color (rgb 192 192 192);
draw_circle (w/2) (h/2) 100;
Β
let tm = Unix.localtime (Unix.gettimeofday ()) in
let sec = angle tm.Unix.tm_sec 60.0 in
let min = angle tm.Unix.tm_min 60.0 in
let hour = angle (tm.Unix.tm_hour * 60 + tm.Unix.tm_min) (24.0 *. 60.0) in
let hour = hour *. 2.0 in
Β
let hand t radius width color =
let x = int_of_float (radius *. sin t)
and y = int_of_float (radius *. cos t) in
set_line_width width;
set_color color;
moveto (w/2) (h/2); rlineto x y;
in
hand sec 90.0 2 (rgb 0 128 255);
hand min 82.0 4 (rgb 0 0 128);
hand hour 72.0 6 (rgb 255 0 128);
Β
synchronize ();
Unix.sleep 1;
loop ()
in
try loop ()
with _ -> close_graph () |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #Retro | Retro | 3 elements d h w
Β
: spaces ( n- ) &space timesΒ ;
: --- ( - ) '+ putc @w 2 * [ '- putc ] times '+ putcΒ ;
:Β ? ( n- ) @h <> [ '| ] [ '+ ] ifΒ ;
: slice ( n- ) '/ putc @w 2 * spaces '/ putc @d swap - dup spacesΒ ? putc crΒ ;
: |...|/ ( - ) @h [ '| putc @w 2 * spaces '| putc 1- spaces '/ putc cr ] iterdΒ ;
: face ( - )
--- @w 1+ spaces '/ putc cr
|...|/
--- crΒ ;
Β
: cuboid ( whd- )
Β !dΒ !hΒ !w cr
@d 1+ spaces --- cr
@d [ dup spaces slice ] iterd
faceΒ ;
Β
2 3 4 cuboid |
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.
| #J | J | require 'plot'
start=: 0 0,: 1 0
step=: ],{: +"1 (0 _1,: 1 0) +/ .*~ |.@}: -"1 {:
plot <"1 |: step^:13 start |
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
| #Openscad | Openscad | // This will produce a sphere of radius 5
sphere(5); |
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
| #ooRexx | ooRexx | /* REXX ---------------------------------------------------------------
* 09.02.2014 Walter Pachl with a little, well considerable, help from
* a friend (Mark Miesfeld)
* 1) downstripped an example contained in the ooRexx distribution
* 2) constructed the squares for seconds, minutes, and hours
* 3) constructed second-, minute- and hour hand
* 5) removed lots of unnecessary code (courtesy mark Miesfeld again)
* 6) painted the background white
* 7) display date as well as time as text
* 21.02.2014 Attempts to add a minimize icon keep failing
*--------------------------------------------------------------------*/
d = .drawDlg~new
if d~initCode <> 0 then do
say 'The Draw dialog was not created correctly. Aborting.'
return d~initCode
end
d~execute("SHOWTOP")
return 0
Β
::requires "ooDialog.cls"
::requires 'rxmath' library
Β
::class 'drawDlg' subclass UserDialog
Β
::attribute interrupted unguarded
Β
::method init
expose walterFont
Β
forward class (super) continue
-- colornames:
-- 1 dark red 7 light grey 13 red
-- 2 dark green 8 pale green 14 light green
-- 3 dark yellow 9 light blue 15 yellow
-- 4 dark blue 10 white 16 blue
-- 5 purple 11 grey 17 pink
-- 6 blue grey 12 dark grey 18 turquoise
Β
self~interrupted = .true
Β
-- Create a font to write the nice big letters and digits
opts = .directory~new
opts~weight = 700
walterFont = self~createFontEx("Arial",14,opts)
Β
-- if \self~createcenter(200, 230,"Walter's Clock","MINIMIZEBOX", ,"System",14) then
if \self~createcenter(200, 230,"Walter's Clock",,,"System",14) then
self~initCode = 1
-- self~connectDraw(100, "clock", .true)
Β
::method defineDialog
-- self~createPushButton(/*IDC_PB_DRAW*/100,0,0,240,200,"NOTAB OWNERDRAW") -- The drawing surface.
-- self~createPushButton(/*IDC_PB_DRAW*/100,0,0,240,180,"DISABLED NOTAB") -- better.Β ???
self~createPushButton(/*IDC_PB_DRAW*/100,0,0,200,200,"DISABLED NOTAB") -- better.Β ???
Β
self~createPushButton(IDCANCEL,160,212, 35, 12,,"&Cancel")
Β
::method initDialog unguarded
expose x y dc myPen change
change = 0
x = self~factorx
y = self~factory
dc = self~getButtonDC(100)
--+ myPen = self~createPen(1,'solid',0)
t = .TimeSpan~fromMicroSeconds(500000) -- .5 seconds
msg = .Message~new(self, 'clock')
alrm = .Alarm~new(t, msg)
Β
::method interrupt unguarded
Β
self~interrupted = .true
Β
::method cancel unguarded -- Stop the drawing program and quit.
expose x y
self~hide
self~interrupted = .true
return self~cancel:super
Β
::method leaving unguarded -- Best place to clean up resources
expose dc myPen walterFont
Β
--+ self~deleteObject(myPen)
self~freeButtonDC(/*IDC_PB_DRAW*/100,dc)
self~deleteFont(walterFont)
Β
::method clock unguarded /* draw individual pixels */
expose x y dc myPen change walterFont
-- Say 'clock started'
mx = trunc(20*x); my = trunc(20*y); size = 400
Β
--+ curPen = self~objectToDC(dc, myPen)
Β
-- Select the nice big letters and digits into the device context to use to
-- to write with:
curFont = self~fontToDC(dc, walterFont)
Β
-- Create a white brush and select it into the device to paint with.
whiteBrush = self~createBrush(10)
curBrush = self~objectToDC(dc, whiteBrush)
Β
-- Paint the drawing area surface with the white brush
-- self~rectangle(dc, 1, 1, 500, 450, 'FILL') -- how does that relate to the 180 aboveΒ ???
-- self~rectangle(dc, 1, 1, 480, 400, 'FILL') -- how does that relate to the 180 aboveΒ ???
Β
button = self~newPushButton(100)
clRect = button~clientRect; -- Say clRect
self~rectangle(dc, clRect~left+10, clRect~top+10, clRect~right-10, clRect~bottom-10, 'FILL')
Β
self~transparentText(dc)
self~writeDirect(dc, 55,20*y,"Walter's Clock")
self~writeDirect(dc,236, 56,'12')
self~writeDirect(dc,428,220,'3')
self~writeDirect(dc,245,375,'6')
self~writeDirect(dc, 60,220,'9')
self~opaqueText(dc)
Β
-- These 5 lines just have the effect of showing "Walter's Clock" first
-- for a brief instant before the other drawing shows. If you want it all
-- to show at once, then remove this.
/*
if change \= 2 then do
call msSleep 1000
change = 2
end
*/
self~interrupted = .false
Β
sec=0
min=0
hhh=0
fact=rxCalcPi()/180
Parse Value '-1 -1 -1 -1' With hho mmo sso hopo
Β
do dalpha=0 To 359 by 30 until self~interrupted
alpha = dalpha*fact
zxa=trunc(250+124*rxCalcSin(alpha,,'R'))
zya=trunc(230-110*rxCalcCos(alpha,,'R'))
hhh=right(hhh,2,0)
hhh.hhh=right(zxa,3) right(zya,3)
hhh+=1
self~draw_square(dc,zxa,zya,3,5)
self~draw_square(dc,zxa,zya,2,10)
End
Do a=0 To 59
a=right(a,2,0)
alpha=a*6*fact
sin.a=rxCalcSin(alpha,,'R')
cos.a=rxCalcCos(alpha,,'R')
sin.0mhh.a=sin.a
cos.0mhh.a=cos.a
End
Do hoi=0 To 12*60-1
hoi=right(hoi,3,0)
alpha=(hoi/2)*fact
sin.0hoh.hoi=rxCalcSin(alpha,,'R')
cos.0hoh.hoi=rxCalcCos(alpha,,'R')
End
do dalpha=0 To 359 by 6 until self~interrupted
alpha = dalpha*fact
zxa=trunc(250+165*rxCalcSin(alpha,,'R'))
zya=trunc(230-140*rxCalcCos(alpha,,'R'))
sec=right(min,2,0)
sec.sec=right(zxa,3) right(zya,3)
sec+=1
self~draw_square(dc,zxa,zya,3,5)
self~draw_square(dc,zxa,zya,2,10)
zxa=trunc(250+140*rxCalcSin(alpha,,'R'))
zya=trunc(230-125*rxCalcCos(alpha,,'R'))
min=right(min,2,0)
min.min=right(zxa,3) right(zya,3)
--Call lineout 'pos.xxx',right(min,2) 'min='min.min
min+=1
self~draw_square(dc,zxa,zya,3,5)
self~draw_square(dc,zxa,zya,2,10)
End
Β
do dalpha=0 by 6 until self~interrupted
alpha=dalpha*fact
zxa=trunc(250+165*rxCalcSin(alpha,,'R'))
zya=trunc(230-140*rxCalcCos(alpha,,'R'))
time=time()
parse Var time hh ':' mm ':' ss
If hh>=12 Then hh=right(hh-12,2,0)
self~writeDirect(dc, 355,40,time)
date=date()
self~writeDirect(dc, 355,60,date)
If hh<>hho Then Do
If hho>=0 Then Do
Parse Var hhh.hho hx hy
self~draw_square(dc,hx,hy,2,10)
End
Parse Var hhh.hh hx hy
self~draw_square(dc,hx,hy,2,2)
End
If mm<>mmo Then Do
If mmo>=0 Then Do
Parse Var min.mmo mx my
self~draw_square(dc,mx,my,2,10)
End
Parse Var min.mm mx my
self~draw_square(dc,mx,my,2,2)
End
If ss<>sso Then Do
If sso>=0 Then Do
Parse Var sec.sso sx sy
self~draw_square(dc,sx,sy,2,10)
self~draw_second_hand(dc,sso,sin.,cos.,10)
End
Parse Var sec.ss sx sy
self~draw_square(dc,sx,sy,2, 2)
self~draw_second_hand(dc,ss,sin.,cos.,16)
self~draw_square(dc,250,230,4,1)
hop=right(hh*60+mm,3,0)
self~draw_hour_hand(dc,hop,sin.,cos.,13)
self~draw_minute_hand(dc,mm,sin.,cos.,14)
End
If mm<>mmo Then Do
If hopo>=0 Then
self~draw_hour_hand(dc,hopo,sin.,cos.,10)
hop=right(hh*60+mm,3,0)
self~draw_hour_hand(dc,hop,sin.,cos.,13)
hopo=hop
If mmo>=0 Then
self~draw_minute_hand(dc,mmo,sin.,cos.,10)
self~draw_minute_hand(dc,mm,sin.,cos.,14)
End
self~draw_square(dc,250,230,4,1)
hho=hh
mmo=mm
sso=ss
Β
call msSleep 100
self~pause
end
-- if kpix >= size then kpix = 1
Β
self~interrupted = .true
--+ self~objectToDC(dc, curPen)
self~objectToDC(dc, curBrush)
Β
::method pause
j = msSleep(10)
Β
::method draw_square
Use Arg dc, x, y, d, c
Do zx=x-d to x+d
Do zy=y-d to y+d
self~drawPixel(dc, zx, zy, c)
End
End
Β
::method draw_hour_hand
Use Arg dc, hp, sin., cos., color
Do p=1 To 60
zx=trunc(250+p*sin.0hoh.hp)
zy=trunc(230-p*cos.0hoh.hp)
self~draw_square(dc, zx, zy, 2, color)
End
Β
::method draw_minute_hand
Use Arg dc, mp, sin., cos., color
Do p=1 To 80
zx=trunc(250+p*sin.0mhh.mp)
zy=trunc(230-p*cos.0mhh.mp)
self~draw_square(dc, zx, zy, 1, color)
End
Β
::method draw_second_hand
Use Arg dc, sp, sin., cos., color
Do p=1 To 113
zx=trunc(250+p*sin.sp)
zy=trunc(230-p*(140/165)*cos.sp)
self~draw_square(dc, zx, zy, 0, color)
End
Β
::method quot
Parse Arg x,y
If y=0 Then Return '??'
Else Return x/y |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #REXX | REXX | /*REXX program displays a cuboid (dimensions, if specified, must be positive integers).*/
parse arg x y z indent . /*x, y, z: dimensions and indentation.*/
x=p(x 2); y=p(y 3); z=p(z 4); in=p(indent 0) /*use the defaults if not specified. */
pad=left('', in) /*indentation must be non-negative. */
call show y+2 , , "+-"
do j=1 for y; call show y-j+2, j-1, "/ |" Β ; end /*j*/
call show , y , "+-|"
do z-1; call show , y , "| |" Β ; end /*z-1*/
call show , y , "| +"
do j=1 for y; call show , y-j, "| /" Β ; end /*j*/
call show , , "+-"
exit /*stick a fork in it, we're all done. */
/*ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ*/
p: return word( arg(1), 1) /*pick the first number or word in list*/
/*ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ*/
show: parse arg #,$,a 2 b 3 c 4 /*get the arguments (or parts thereof).*/
say pad || right(a, p(# 1) )copies(b, 4*x)a || right(c, p($ 0) + 1); 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.
| #Java | Java | import java.awt.Color;
import java.awt.Graphics;
import java.util.*;
import javax.swing.JFrame;
Β
public class DragonCurve extends JFrame {
Β
private List<Integer> turns;
private double startingAngle, side;
Β
public DragonCurve(int iter) {
super("Dragon Curve");
setBounds(100, 100, 800, 600);
setDefaultCloseOperation(EXIT_ON_CLOSE);
turns = getSequence(iter);
startingAngle = -iter * (Math.PI / 4);
side = 400 / Math.pow(2, iter / 2.);
}
Β
public List<Integer> getSequence(int iterations) {
List<Integer> turnSequence = new ArrayList<Integer>();
for (int i = 0; i < iterations; i++) {
List<Integer> copy = new ArrayList<Integer>(turnSequence);
Collections.reverse(copy);
turnSequence.add(1);
for (Integer turn : copy) {
turnSequence.add(-turn);
}
}
return turnSequence;
}
Β
@Override
public void paint(Graphics g) {
g.setColor(Color.BLACK);
double angle = startingAngle;
int x1 = 230, y1 = 350;
int x2 = x1 + (int) (Math.cos(angle) * side);
int y2 = y1 + (int) (Math.sin(angle) * side);
g.drawLine(x1, y1, x2, y2);
x1 = x2;
y1 = y2;
for (Integer turn : turns) {
angle += turn * (Math.PI / 2);
x2 = x1 + (int) (Math.cos(angle) * side);
y2 = y1 + (int) (Math.sin(angle) * side);
g.drawLine(x1, y1, x2, y2);
x1 = x2;
y1 = y2;
}
}
Β
public static void main(String[] args) {
new DragonCurve(14).setVisible(true);
}
} |
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
| #OxygenBasic | OxygenBasic | Β
Β % Title "Sphere"
'% Animated
Β % PlaceCentral
uses ConsoleG
Β
sub main
========
cls 0.0, 0.2, 0.7
shading
scale 10
pushstate
GoldMaterial.act
go sphere
popstate
end sub
Β
EndScript
Β |
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
| #Perl | Perl | use utf8; # interpret source code as UTF8
binmode STDOUT, ':utf8'; # allow printing wide chars without warning
$|++; # disable output buffering
Β
my ($rows, $cols) = split /\s+/, `stty size`;
my $x = int($rows / 2 - 1);
my $y = int($cols / 2 - 16);
Β
my @chars = map {[ /(...)/g ]}
("βββ β·βΆβββΆβββ· β·βββ΄βββ΄βΆββββββββ ",
"β β βββββΆββ€βββ€ββββββ ββββ€βββ€Β : ",
"βββ β΅βββ΄βΆββ β΅βΆβββββ β΅ββββΆββ ");
Β
while (1) {
my @indices = map { ord($_) - ord('0') } split //,
sprintf("%02d:%02d:%02d", (localtime(time))[2,1,0]);
Β
clear();
for (0 .. $#chars) {
position($x + $_, $y);
print "@{$chars[$_]}[@indices]";
}
position(1, 1);
Β
sleep 1;
}
Β
sub clear { print "\e[H\e[J" }
sub position { printf "\e[%d;%dH", shift, shift } |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a Β cuboid Β with relative dimensions of Β 2 Γ 3 Γ 4.
The cuboid can be represented graphically, or in Β ASCII art, Β 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
| #Ring | Ring | Β
# ProjectΒ : Draw a cuboid
Β
load "guilib.ring"
Β
paint = null
Β
new qapp
{
win1 = new qwidget() {
setwindowtitle("Draw a cuboid")
setgeometry(100,100,500,600)
label1 = new qlabel(win1) {
setgeometry(10,10,400,400)
settext("")
}
new qpushbutton(win1) {
setgeometry(150,500,100,30)
settext("draw")
setclickevent("draw()")
}
show()
}
exec()
}
Β
func draw
p1 = new qpicture()
color = new qcolor() {
setrgb(0,0,255,255)
}
pen = new qpen() {
setcolor(color)
setwidth(1)
}
paint = new qpainter() {
begin(p1)
setpen(pen)
Β
color = new qcolor()
color.setrgb(255,0,0,255)
mybrush = new qbrush() {setstyle(1) setcolor(color)}
setbrush(mybrush)
paint.drawPolygon([[200,200],[300,200],[300,100],[200,100]], 0)
color = new qcolor()
color.setrgb(0,255,0,255)
mybrush = new qbrush() {setstyle(1) setcolor(color)}
setbrush(mybrush)
paint.drawPolygon([[200,100],[250,50],[350,50],[300,100]], 0)
color = new qcolor()
color.setrgb(0, 0, 255,255)
mybrush = new qbrush() {setstyle(1) setcolor(color)}
setbrush(mybrush)
paint.drawPolygon([[350,50],[350,150],[300,200],[300,100]], 0)
Β
endpaint()
}
label1 { setpicture(p1) show() }
return
Β |
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.
| #JavaScript | JavaScript | var DRAGON = (function () {
// MATRIX MATH
// -----------
Β
var matrix = {
mult: function ( m, v ) {
return [ m[0][0] * v[0] + m[0][1] * v[1],
m[1][0] * v[0] + m[1][1] * v[1] ];
},
Β
minus: function ( a, b ) {
return [ a[0]-b[0], a[1]-b[1] ];
},
Β
plus: function ( a, b ) {
return [ a[0]+b[0], a[1]+b[1] ];
}
};
Β
Β
// SVG STUFF
// ---------
Β
// Turn a pair of points into an SVG path like "M1 1L2 2".
var toSVGpath = function (a, b) { // type system fail
return "M" + a[0] + " " + a[1] + "L" + b[0] + " " + b[1];
};
Β
Β
// DRAGON MAKING
// -------------
Β
// Make a dragon with a better fractal algorithm
var fractalMakeDragon = function (svgid, ptA, ptC, state, lr, interval) {
Β
// make a new <path>
var path = document.createElementNS('http://www.w3.org/2000/svg', 'path');
path.setAttribute( "class", "dragon");
path.setAttribute( "d", toSVGpath(ptA, ptC) );
Β
// append the new path to the existing <svg>
var svg = document.getElementById(svgid); // call could be eliminated
svg.appendChild(path);
Β
// if we have more iterations to go...
if (state > 1) {
Β
// make a new point, either to the left or right
var growNewPoint = function (ptA, ptC, lr) {
var left = [[ 1/2,-1/2 ],
[ 1/2, 1/2 ]];
Β
var right = [[ 1/2, 1/2 ],
[-1/2, 1/2 ]];
Β
return matrix.plus(ptA, matrix.mult( lr ? left : right,
matrix.minus(ptC, ptA) ));
};
Β
var ptB = growNewPoint(ptA, ptC, lr, state);
Β
// then recurse using each new line, one left, one right
var recurse = function () {
// when recursing deeper, delete this svg path
svg.removeChild(path);
Β
// then invoke again for new pair, decrementing the state
fractalMakeDragon(svgid, ptB, ptA, state-1, lr, interval);
fractalMakeDragon(svgid, ptB, ptC, state-1, lr, interval);
};
Β
window.setTimeout(recurse, interval);
}
};
Β
Β
// Export these functions
// ----------------------
return {
fractal: fractalMakeDragon
Β
// ARGUMENTS
// ---------
// svgid id of <svg> element
// ptA first point [x,y] (from top left)
// ptC second point [x,y]
// state number indicating how many steps to recurse
// lr true/false to make new point on left or right
Β
// CONFIG
// ------
// CSS rules should be made for the following
// svg#fractal
// svg path.dragon
};
Β
}()); |
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
| #Pascal | Pascal | use strict;
use warnings;
Β
my $x = my $y = 255;
$x |= 1; # must be odd
my $depth = 255;
Β
my $light = Vector->new(rand, rand, rand)->normalized;
Β
print "P2\n$x $y\n$depth\n";
Β
my ($r, $ambient) = (($x - 1)/2, 0);
my ($r2) = $r ** 2;
{
for my $x (-$r .. $r) {
my $x2 = $x**2;
for my $y (-$r .. $r) {
my $y2 = $y**2;
my $pixel = 0;
if ($x2 + $y2 < $r2) {
my $v = Vector->new($x, $y, sqrt($r2 - $x2 - $y2))->normalized;
my $I = $light . $v + $ambient;
$I = $I < 0 ? 0 : $I > 1 ? 1 : $I;
$pixel = int($I * $depth);
}
print $pixel;
print $y == $r ? "\n" : " ";
}
}
}
Β
package Vector {
sub new {
my $class = shift;
bless ref($_[0]) eq 'Array' ? $_[0] : [ @_ ], $class;
}
sub normalized {
my $this = shift;
my $norm = sqrt($this . $this);
ref($this)->new( map $_/$norm, @$this );
}
use overload q{.} => sub {
my ($a, $b) = @_;
my $sum = 0;
for (0 .. @$a - 1) {
$sum += $a->[$_] * $b->[$_]
}
return $sum;
},
q{""} => sub { sprintf "Vector:[%s]", join ' ', @{shift()} };
} |
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
| #Phix | Phix | --
-- demo\rosetta\Clock.exw
-- ======================
--
with javascript_semantics
include pGUI.e
Ihandle dlg, canvas, hTimer
cdCanvas cd_canvas
procedure draw_hand(atom degrees, atom r, baseangle, baselen, cx, cy)
atom a = PI-(degrees+90)*PI/180,
-- tip
x1 = cos(a)*(r),
y1 = sin(a)*(r),
-- base
x2 = cos(a+PI-baseangle)*baselen,
y2 = sin(a+PI-baseangle)*baselen,
x3 = cos(a+PI+baseangle)*baselen,
y3 = sin(a+PI+baseangle)*baselen
cdCanvasSetLineWidth(cd_canvas,1)
cdCanvasLine(cd_canvas,cx+x1,cy+y1,cx+x2,cy+y2)
cdCanvasLine(cd_canvas,cx+x2,cy+y2,cx+x3,cy+y3)
cdCanvasLine(cd_canvas,cx+x3,cy+y3,cx+x1,cy+y1)
cdCanvasBegin(cd_canvas,CD_FILL)
cdCanvasVertex(cd_canvas,cx+x1,cy+y1)
cdCanvasVertex(cd_canvas,cx+x2,cy+y2)
cdCanvasVertex(cd_canvas,cx+x3,cy+y3)
cdCanvasEnd(cd_canvas)
end procedure
procedure draw_clock(atom cx, cy, d)
atom w = 2+floor(d/25)
cdCanvasFont(cd_canvas, "Helvetica", CD_PLAIN, floor(d/15))
cdCanvasSetLineWidth(cd_canvas, w)
cdCanvasArc(cd_canvas, cx, cy, d, d, 0, 360)
d -= w+8
w = 1+floor(d/50)
for i=6 to 360 by 6 do
integer h = remainder(i,30)=0
cdCanvasSetLineWidth(cd_canvas, max(floor(w*(1+h)/3),1))
atom a = PI-(i+90)*PI/180,
x1 = cos(a)*d/2, x2 = cos(a)*(d/2-w*(2+h)*.66),
y1 = sin(a)*d/2, y2 = sin(a)*(d/2-w*(2+h)*.66)
cdCanvasLine(cd_canvas, cx+x1, cy+y1, cx+x2, cy+y2)
if h then
x1 = cos(a)*(d/2-w*4.5)
y1 = sin(a)*(d/2-w*4.5)
cdCanvasText(cd_canvas,cx+x1,cy+y1,sprintf("%d",{i/30}))
end if
end for
atom {hour,mins,secs,msecs} = date(true)[DT_HOUR..DT_MSEC]
if IupGetInt(hTimer,"TIME")<1000 then
-- (if showing once a second, always land on exact
-- seconds, ie completely ignore msecs, otherwise
-- show smooth running (fractional) second hand.)
secs += msecs/1000
end if
mins += secs/60
hour += mins/60
atom r = d/2
draw_hand(hour*360/12,r-w*9,0.3,d/20,cx,cy)
draw_hand(mins*360/60,r-w*2,0.2,d/16,cx,cy)
cdCanvasSetForeground(cd_canvas, CD_RED)
draw_hand(secs*360/60,r-w*2,0.05,d/16,cx,cy)
cdCanvasSetForeground(cd_canvas, CD_BLACK)
end procedure
function redraw_cb(Ihandle /*ih*/, integer /*posx*/, /*posy*/)
integer {width, height} = IupGetIntInt(canvas, "DRAWSIZE"),
r = floor(min(width,height)*0.9),
cx = floor(width/2),
cy = floor(height/2)
cdCanvasActivate(cd_canvas)
cdCanvasClear(cd_canvas)
draw_clock(cx,cy,r)
cdCanvasFlush(cd_canvas)
return IUP_DEFAULT
end function
function timer_cb(Ihandle /*ih*/)
IupUpdate(canvas)
return IUP_IGNORE
end function
function map_cb(Ihandle ih)
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, "10x10Β %g", {res})
end if
cdCanvasSetBackground(cd_canvas, CD_WHITE)
cdCanvasSetForeground(cd_canvas, CD_BLACK)
cdCanvasSetTextAlignment(cd_canvas, CD_CENTER)
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%dΒ %g", {canvas_width, canvas_height, res})
return IUP_DEFAULT
end function
procedure main()
IupOpen()
canvas = IupGLCanvas("RASTERSIZE=350x350")
IupSetCallbacks(canvas, {"MAP_CB", Icallback("map_cb"),
"ACTION", Icallback("redraw_cb"),
"RESIZE_CB", Icallback("canvas_resize_cb")})
hTimer = IupTimer(Icallback("timer_cb"), 40) -- smooth secs
-- hTimer = IupTimer(Icallback("timer_cb"), 1000) -- tick seconds
dlg = IupDialog(canvas, "TITLE=Clock")
IupShow(dlg)
IupSetAttribute(canvas, "RASTERSIZE", NULL) -- release the minimum limitation
if platform()!=JS then
IupMainLoop()
IupClose()
end if
end procedure
main()
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.