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http://rosettacode.org/wiki/Happy_numbers
Happy numbers
From Wikipedia, the free encyclopedia: A happy number is defined by the following process: Starting with any positive integer, replace the number by the sum of the squares of its digits, and repeat the process until the number equals   1   (where it will stay),   or it loops endlessly in a cycle which does not include   1.   Those numbers for which this process end in   1   are       happy   numbers,   while   those numbers   that   do   not   end in   1   are   unhappy   numbers. Task Find and print the first   8   happy numbers. Display an example of your output here on this page. See also   The OEIS entry:   The     happy numbers:   A007770   The OEIS entry:   The unhappy numbers;   A031177
#ActionScript
ActionScript
function sumOfSquares(n:uint) { var sum:uint = 0; while(n != 0) { sum += (n%10)*(n%10); n /= 10; } return sum; } function isInArray(n:uint, array:Array) { for(var k = 0; k < array.length; k++) if(n == array[k]) return true; return false; } function isHappy(n) { var sequence:Array = new Array(); while(n != 1) { sequence.push(n); n = sumOfSquares(n); if(isInArray(n,sequence))return false; } return true; } function printHappy() { var numbersLeft:uint = 8; var numberToTest:uint = 1; while(numbersLeft != 0) { if(isHappy(numberToTest)) { trace(numberToTest); numbersLeft--; } numberToTest++; } } printHappy();
http://rosettacode.org/wiki/Handle_a_signal
Handle a signal
Most operating systems provide interrupt facilities, sometimes called signals either generated by the user or as a result of program failure or reaching a limit like file space. Unhandled signals generally terminate a program in a disorderly manner. Signal handlers are created so that the program behaves in a well-defined manner upon receipt of a signal. Task Provide a program that displays an integer on each line of output at the rate of about one per half second. Upon receipt of the SIGINT signal (often generated by the user typing ctrl-C ( or better yet, SIGQUIT ctrl-\ )) the program will cease outputting integers, output the number of seconds the program has run, and then the program will quit.
#Raku
Raku
signal(SIGINT).tap: { note "Took { now - INIT now } seconds."; exit; }   for 0, 1, *+* ... * { sleep 0.5; .say; }
http://rosettacode.org/wiki/Handle_a_signal
Handle a signal
Most operating systems provide interrupt facilities, sometimes called signals either generated by the user or as a result of program failure or reaching a limit like file space. Unhandled signals generally terminate a program in a disorderly manner. Signal handlers are created so that the program behaves in a well-defined manner upon receipt of a signal. Task Provide a program that displays an integer on each line of output at the rate of about one per half second. Upon receipt of the SIGINT signal (often generated by the user typing ctrl-C ( or better yet, SIGQUIT ctrl-\ )) the program will cease outputting integers, output the number of seconds the program has run, and then the program will quit.
#REXX
REXX
/*REXX program displays integers until a Ctrl─C is pressed, then shows the number of */ /*────────────────────────────────── seconds that have elapsed since start of execution.*/ call time 'Reset' /*reset the REXX elapsed timer. */ signal on halt /*HALT: signaled via a Ctrl─C in DOS.*/   do j=1 /*start with unity and go ye forth. */ say right(j,20) /*display the integer right-justified. */ t=time('E') /*get the REXX elapsed time in seconds.*/ do forever; u=time('Elapsed') /* " " " " " " " */ if u<t | u>t+.5 then iterate j /* ◄═══ passed midnight or ½ second. */ end /*forever*/ end /*j*/   halt: say 'program HALTed, it ran for' format(time("ELapsed"),,2) 'seconds.' /*stick a fork in it, we're all done. */
http://rosettacode.org/wiki/Hash_join
Hash join
An inner join is an operation that combines two data tables into one table, based on matching column values. The simplest way of implementing this operation is the nested loop join algorithm, but a more scalable alternative is the hash join algorithm. Task[edit] Implement the "hash join" algorithm, and demonstrate that it passes the test-case listed below. You should represent the tables as data structures that feel natural in your programming language. Guidance The "hash join" algorithm consists of two steps: Hash phase: Create a multimap from one of the two tables, mapping from each join column value to all the rows that contain it. The multimap must support hash-based lookup which scales better than a simple linear search, because that's the whole point of this algorithm. Ideally we should create the multimap for the smaller table, thus minimizing its creation time and memory size. Join phase: Scan the other table, and find matching rows by looking in the multimap created before. In pseudo-code, the algorithm could be expressed as follows: let A = the first input table (or ideally, the larger one) let B = the second input table (or ideally, the smaller one) let jA = the join column ID of table A let jB = the join column ID of table B let MB = a multimap for mapping from single values to multiple rows of table B (starts out empty) let C = the output table (starts out empty) for each row b in table B: place b in multimap MB under key b(jB) for each row a in table A: for each row b in multimap MB under key a(jA): let c = the concatenation of row a and row b place row c in table C Test-case Input Output A = Age Name 27 Jonah 18 Alan 28 Glory 18 Popeye 28 Alan B = Character Nemesis Jonah Whales Jonah Spiders Alan Ghosts Alan Zombies Glory Buffy jA = Name (i.e. column 1) jB = Character (i.e. column 0) A.Age A.Name B.Character B.Nemesis 27 Jonah Jonah Whales 27 Jonah Jonah Spiders 18 Alan Alan Ghosts 18 Alan Alan Zombies 28 Glory Glory Buffy 28 Alan Alan Ghosts 28 Alan Alan Zombies The order of the rows in the output table is not significant. If you're using numerically indexed arrays to represent table rows (rather than referring to columns by name), you could represent the output rows in the form [[27, "Jonah"], ["Jonah", "Whales"]].
#Sidef
Sidef
func hashJoin(table1, index1, table2, index2) { var a = [] var h = Hash()   # hash phase table1.each { |s| h{s[index1]} := [] << s }   # join phase table2.each { |r| a += h{r[index2]}.map{[_,r]} }   return a }   var t1 = [[27, "Jonah"], [18, "Alan"], [28, "Glory"], [18, "Popeye"], [28, "Alan"]]   var t2 = [["Jonah", "Whales"], ["Jonah", "Spiders"], ["Alan", "Ghosts"], ["Alan", "Zombies"], ["Glory", "Buffy"]]   hashJoin(t1, 1, t2, 0).each { .say }
http://rosettacode.org/wiki/Haversine_formula
Haversine formula
This page uses content from Wikipedia. The original article was at Haversine formula. The list of authors can be seen in the page history. As with Rosetta Code, the text of Wikipedia is available under the GNU FDL. (See links for details on variance) The haversine formula is an equation important in navigation, giving great-circle distances between two points on a sphere from their longitudes and latitudes. It is a special case of a more general formula in spherical trigonometry, the law of haversines, relating the sides and angles of spherical "triangles". Task Implement a great-circle distance function, or use a library function, to show the great-circle distance between: Nashville International Airport (BNA)   in Nashville, TN, USA,   which is: N 36°7.2', W 86°40.2' (36.12, -86.67) -and- Los Angeles International Airport (LAX)  in Los Angeles, CA, USA,   which is: N 33°56.4', W 118°24.0' (33.94, -118.40) User Kaimbridge clarified on the Talk page: -- 6371.0 km is the authalic radius based on/extracted from surface area; -- 6372.8 km is an approximation of the radius of the average circumference (i.e., the average great-elliptic or great-circle radius), where the boundaries are the meridian (6367.45 km) and the equator (6378.14 km). Using either of these values results, of course, in differing distances: 6371.0 km -> 2886.44444283798329974715782394574671655 km; 6372.8 km -> 2887.25995060711033944886005029688505340 km; (results extended for accuracy check: Given that the radii are only approximations anyways, .01' ≈ 1.0621333 km and .001" ≈ .00177 km, practical precision required is certainly no greater than about .0000001——i.e., .1 mm!) As distances are segments of great circles/circumferences, it is recommended that the latter value (r = 6372.8 km) be used (which most of the given solutions have already adopted, anyways). Most of the examples below adopted Kaimbridge's recommended value of 6372.8 km for the earth radius. However, the derivation of this ellipsoidal quadratic mean radius is wrong (the averaging over azimuth is biased). When applying these examples in real applications, it is better to use the mean earth radius, 6371 km. This value is recommended by the International Union of Geodesy and Geophysics and it minimizes the RMS relative error between the great circle and geodesic distance.
#D
D
import std.stdio, std.math;   real haversineDistance(in real dth1, in real dph1, in real dth2, in real dph2) pure nothrow @nogc { enum real R = 6371; enum real TO_RAD = PI / 180;   alias imr = immutable real; imr ph1d = dph1 - dph2; imr ph1 = ph1d * TO_RAD; imr th1 = dth1 * TO_RAD; imr th2 = dth2 * TO_RAD;   imr dz = th1.sin - th2.sin; imr dx = ph1.cos * th1.cos - th2.cos; imr dy = ph1.sin * th1.cos; return asin(sqrt(dx ^^ 2 + dy ^^ 2 + dz ^^ 2) / 2) * 2 * R; }   void main() { writefln("Haversine distance: %.1f km", haversineDistance(36.12, -86.67, 33.94, -118.4)); }
http://rosettacode.org/wiki/Hello_world/Newline_omission
Hello world/Newline omission
Some languages automatically insert a newline after outputting a string, unless measures are taken to prevent its output. Task Display the string   Goodbye, World!   without a trailing newline. Related tasks   Hello world/Graphical   Hello world/Line Printer   Hello world/Standard error   Hello world/Text
#Limbo
Limbo
implement HelloWorld;   include "sys.m"; sys: Sys; include "draw.m";   HelloWorld: module { init: fn(nil: ref Draw->Context, nil: list of string); };   init(nil: ref Draw->Context, nil: list of string) { sys = load Sys Sys->PATH; sys->print("Goodbye, World!"); # No automatic newline. }
http://rosettacode.org/wiki/Hello_world/Newline_omission
Hello world/Newline omission
Some languages automatically insert a newline after outputting a string, unless measures are taken to prevent its output. Task Display the string   Goodbye, World!   without a trailing newline. Related tasks   Hello world/Graphical   Hello world/Line Printer   Hello world/Standard error   Hello world/Text
#LLVM
LLVM
; This is not strictly LLVM, as it uses the C library function "printf". ; LLVM does not provide a way to print values, so the alternative would be ; to just load the string into memory, and that would be boring.   $"OUTPUT_STR" = comdat any @"OUTPUT_STR" = linkonce_odr unnamed_addr constant [16 x i8] c"Goodbye, World!\00", comdat, align 1   ;--- The declaration for the external C printf function. declare i32 @printf(i8*, ...)   define i32 @main() { %1 = call i32 (i8*, ...) @printf(i8* getelementptr inbounds ([16 x i8], [16 x i8]* @"OUTPUT_STR", i32 0, i32 0)) ret i32 0 }
http://rosettacode.org/wiki/Hello_world/Text
Hello world/Text
Hello world/Text is part of Short Circuit's Console Program Basics selection. Task Display the string Hello world! on a text console. Related tasks   Hello world/Graphical   Hello world/Line Printer   Hello world/Newbie   Hello world/Newline omission   Hello world/Standard error   Hello world/Web server
#Emacs_Lisp
Emacs Lisp
(message "Hello world!")
http://rosettacode.org/wiki/Hash_from_two_arrays
Hash from two arrays
Task Using two Arrays of equal length, create a Hash object where the elements from one array (the keys) are linked to the elements of the other (the values) Related task   Associative arrays/Creation
#LiveCode
LiveCode
put "a,b,c" into list1 put 10,20,30 into list2 split list1 using comma split list2 using comma repeat with i=1 to the number of elements of list1 put list2[i] into list3[list1[i]] end repeat combine list3 using comma and colon put list3   -- ouput -- a:10,b:20,c:30
http://rosettacode.org/wiki/Harshad_or_Niven_series
Harshad or Niven series
The Harshad or Niven numbers are positive integers ≥ 1 that are divisible by the sum of their digits. For example,   42   is a Harshad number as   42   is divisible by   (4 + 2)   without remainder. Assume that the series is defined as the numbers in increasing order. Task The task is to create a function/method/procedure to generate successive members of the Harshad sequence. Use it to:   list the first 20 members of the sequence,   and   list the first Harshad number greater than 1000. Show your output here. Related task   Increasing gaps between consecutive Niven numbers See also   OEIS: A005349
#F.23
F#
let divides d n = match bigint.DivRem(n, d) with | (_, rest) -> rest = 0I   let splitToInt (str:string) = List.init str.Length (fun i -> ((int str.[i]) - (int "0".[0])))   let harshads = let rec loop n = seq { let sum = List.fold (+) 0 (splitToInt (n.ToString())) if divides (bigint sum) n then yield n yield! loop (n + 1I) } loop 1I   [<EntryPoint>] let main argv = for h in (Seq.take 20 harshads) do printf "%A " h printfn "" printfn "%A" (Seq.find (fun n -> n > 1000I) harshads) 0
http://rosettacode.org/wiki/Hello_world/Newbie
Hello world/Newbie
Task Guide a new user of a language through the steps necessary to install the programming language and selection of a text editor if needed, to run the languages' example in the Hello world/Text task. Assume the language-newbie is a programmer in another language. Assume the language-newbie is competent in installing software for the platform. Assume the language-newbie can use one simple text editor for the OS/platform, (but that may not necessarily be a particular one if the installation needs a particular editor). Refer to, (and link to), already existing documentation as much as possible (but provide a summary here). Remember to state where to view the output. If particular IDE's or editors are required that are not standard, then point to/explain their installation too. Note: If it is more natural for a language to give output via a GUI or to a file etc, then use that method of output rather than as text to a terminal/command-line, but remember to give instructions on how to view the output generated. You may use sub-headings if giving instructions for multiple platforms.
#zkl
zkl
Extract to ~ Open a termninal
http://rosettacode.org/wiki/Hello_world/Newbie
Hello world/Newbie
Task Guide a new user of a language through the steps necessary to install the programming language and selection of a text editor if needed, to run the languages' example in the Hello world/Text task. Assume the language-newbie is a programmer in another language. Assume the language-newbie is competent in installing software for the platform. Assume the language-newbie can use one simple text editor for the OS/platform, (but that may not necessarily be a particular one if the installation needs a particular editor). Refer to, (and link to), already existing documentation as much as possible (but provide a summary here). Remember to state where to view the output. If particular IDE's or editors are required that are not standard, then point to/explain their installation too. Note: If it is more natural for a language to give output via a GUI or to a file etc, then use that method of output rather than as text to a terminal/command-line, but remember to give instructions on how to view the output generated. You may use sub-headings if giving instructions for multiple platforms.
#Zoomscript
Zoomscript
10 PRINT "Hello"
http://rosettacode.org/wiki/GUI/Maximum_window_dimensions
GUI/Maximum window dimensions
The task is to determine the maximum height and width of a window that can fit within the physical display area of the screen without scrolling. This is effectively the screen size (not the total desktop area, which could be bigger than the screen display area) in pixels minus any adjustments for window decorations and menubars. The idea is to determine the physical display parameters for the maximum height and width of the usable display area in pixels (without scrolling). The values calculated should represent the usable desktop area of a window maximized to fit the the screen. Considerations --- Multiple Monitors For multiple monitors, the values calculated should represent the size of the usable display area on the monitor which is related to the task (i.e.:   the monitor which would display a window if such instructions were given). --- Tiling Window Managers For a tiling window manager, the values calculated should represent the maximum height and width of the display area of the maximum size a window can be created (without scrolling). This would typically be a full screen window (minus any areas occupied by desktop bars), unless the window manager has restrictions that prevents the creation of a full screen window, in which case the values represent the usable area of the desktop that occupies the maximum permissible window size (without scrolling).
#PureBasic
PureBasic
If OpenWindow(0, 0, 0, 5, 5, "", #PB_Window_Maximize + #PB_Window_Invisible) maxX = WindowWidth(0) maxY = WindowHeight(0) CloseWindow(0) MessageRequester("Result", "Maximum Window Width: " + Str(maxX) + ", Maximum Window Height: " + Str(maxY)) EndIf
http://rosettacode.org/wiki/GUI/Maximum_window_dimensions
GUI/Maximum window dimensions
The task is to determine the maximum height and width of a window that can fit within the physical display area of the screen without scrolling. This is effectively the screen size (not the total desktop area, which could be bigger than the screen display area) in pixels minus any adjustments for window decorations and menubars. The idea is to determine the physical display parameters for the maximum height and width of the usable display area in pixels (without scrolling). The values calculated should represent the usable desktop area of a window maximized to fit the the screen. Considerations --- Multiple Monitors For multiple monitors, the values calculated should represent the size of the usable display area on the monitor which is related to the task (i.e.:   the monitor which would display a window if such instructions were given). --- Tiling Window Managers For a tiling window manager, the values calculated should represent the maximum height and width of the display area of the maximum size a window can be created (without scrolling). This would typically be a full screen window (minus any areas occupied by desktop bars), unless the window manager has restrictions that prevents the creation of a full screen window, in which case the values represent the usable area of the desktop that occupies the maximum permissible window size (without scrolling).
#Python
Python
  #!/usr/bin/env python3   import tkinter as tk # import the module.   root = tk.Tk() # Create an instance of the class. root.state('zoomed') # Maximized the window. root.update_idletasks() # Update the display. tk.Label(root, text=(str(root.winfo_width())+ " x " +str(root.winfo_height())), font=("Helvetica", 25)).pack() # add a label and set the size to text. root.mainloop()  
http://rosettacode.org/wiki/Hello_world/Graphical
Hello world/Graphical
Task Display the string       Goodbye, World!       on a GUI object   (alert box, plain window, text area, etc.). Related task   Hello world/Text
#C.2B.2B.2FCLI
C++/CLI
  using namespace System::Windows::Forms;   int main(array<System::String^> ^args) { MessageBox::Show("Goodbye, World!", "Rosetta Code"); return 0; }  
http://rosettacode.org/wiki/GUI_enabling/disabling_of_controls
GUI enabling/disabling of controls
In addition to fundamental GUI component interaction, an application should dynamically enable and disable GUI components, to give some guidance to the user, and prohibit (inter)actions which are inappropriate in the current state of the application. Task Similar to the task GUI component interaction, write a program that presents a form with three components to the user:   a numeric input field ("Value")   a button   ("increment")   a button   ("decrement") The field is initialized to zero. The user may manually enter a new value into the field, increment its value with the "increment" button, or decrement the value with the "decrement" button. The input field should be enabled only when its value is zero. The "increment" button only as long as the field's value is less then 10: When the value 10 is reached, the button should go into a disabled state. Analogously, the "decrement" button should be enabled only as long as the value is greater than zero. Effectively, the user can now either increment up to 10, or down to zero. Manually entering values outside that range is still legal, but the buttons should reflect that and enable/disable accordingly.
#BBC_BASIC
BBC BASIC
INSTALL @lib$+"WINLIB2" INSTALL @lib$+"WINLIB5" ES_NUMBER = 8192   form% = FN_newdialog("Rosetta Code", 100, 100, 100, 52, 8, 1000) idInc% = FN_setproc(PROCinc) idDec% = FN_setproc(PROCdec)   PROC_static(form%, "Value:", 100, 10, 10, 24, 14, 0) PROC_editbox(form%, "0", 101, 40, 8, 52, 14, ES_NUMBER) PROC_pushbutton(form%, "Increment", idInc%, 7, 30, 40, 16, 0) PROC_pushbutton(form%, "Decrement", idDec%, 52, 30, 40, 16, 0) PROC_showdialog(form%)   REPEAT WAIT 1 SYS "GetDlgItemInt", !form%, 101, 0, 1 TO number% SYS "GetDlgItem", !form%, 101 TO hedit% SYS "EnableWindow", hedit%, number% = 0 SYS "GetDlgItem", !form%, idInc% TO hinc% SYS "EnableWindow", hinc%, number% < 10 SYS "GetDlgItem", !form%, idDec% TO hdec% SYS "EnableWindow", hdec%, number% > 0 UNTIL !form% = 0 QUIT   DEF PROCinc LOCAL number% SYS "GetDlgItemInt", !form%, 101, 0, 1 TO number% SYS "SetDlgItemInt", !form%, 101, number% + 1, 1 ENDPROC   DEF PROCdec LOCAL number% SYS "GetDlgItemInt", !form%, 101, 0, 1 TO number% SYS "SetDlgItemInt", !form%, 101, number% - 1, 1 ENDPROC
http://rosettacode.org/wiki/Happy_numbers
Happy numbers
From Wikipedia, the free encyclopedia: A happy number is defined by the following process: Starting with any positive integer, replace the number by the sum of the squares of its digits, and repeat the process until the number equals   1   (where it will stay),   or it loops endlessly in a cycle which does not include   1.   Those numbers for which this process end in   1   are       happy   numbers,   while   those numbers   that   do   not   end in   1   are   unhappy   numbers. Task Find and print the first   8   happy numbers. Display an example of your output here on this page. See also   The OEIS entry:   The     happy numbers:   A007770   The OEIS entry:   The unhappy numbers;   A031177
#Ada
Ada
with Ada.Text_IO; use Ada.Text_IO; with Ada.Containers.Ordered_Sets;   procedure Test_Happy_Digits is function Is_Happy (N : Positive) return Boolean is package Sets_Of_Positive is new Ada.Containers.Ordered_Sets (Positive); use Sets_Of_Positive; function Next (N : Positive) return Natural is Sum  : Natural := 0; Accum : Natural := N; begin while Accum > 0 loop Sum  := Sum + (Accum mod 10) ** 2; Accum := Accum / 10; end loop; return Sum; end Next; Current : Positive := N; Visited : Set; begin loop if Current = 1 then return True; elsif Visited.Contains (Current) then return False; else Visited.Insert (Current); Current := Next (Current); end if; end loop; end Is_Happy; Found : Natural := 0; begin for N in Positive'Range loop if Is_Happy (N) then Put (Integer'Image (N)); Found := Found + 1; exit when Found = 8; end if; end loop; end Test_Happy_Digits;
http://rosettacode.org/wiki/Handle_a_signal
Handle a signal
Most operating systems provide interrupt facilities, sometimes called signals either generated by the user or as a result of program failure or reaching a limit like file space. Unhandled signals generally terminate a program in a disorderly manner. Signal handlers are created so that the program behaves in a well-defined manner upon receipt of a signal. Task Provide a program that displays an integer on each line of output at the rate of about one per half second. Upon receipt of the SIGINT signal (often generated by the user typing ctrl-C ( or better yet, SIGQUIT ctrl-\ )) the program will cease outputting integers, output the number of seconds the program has run, and then the program will quit.
#Ruby
Ruby
t1 = Time.now   catch :done do Signal.trap('INT') do Signal.trap('INT', 'DEFAULT') # reset to default throw :done end n = 0 loop do sleep(0.5) n += 1 puts n end end   tdelt = Time.now - t1 puts 'Program has run for %5.3f seconds.' % tdelt
http://rosettacode.org/wiki/Handle_a_signal
Handle a signal
Most operating systems provide interrupt facilities, sometimes called signals either generated by the user or as a result of program failure or reaching a limit like file space. Unhandled signals generally terminate a program in a disorderly manner. Signal handlers are created so that the program behaves in a well-defined manner upon receipt of a signal. Task Provide a program that displays an integer on each line of output at the rate of about one per half second. Upon receipt of the SIGINT signal (often generated by the user typing ctrl-C ( or better yet, SIGQUIT ctrl-\ )) the program will cease outputting integers, output the number of seconds the program has run, and then the program will quit.
#Rust
Rust
  #[cfg(unix)] fn main() { use std::sync::atomic::{AtomicBool, Ordering}; use std::thread; use std::time::{Duration, Instant};   use libc::{sighandler_t, SIGINT};   // The time between ticks of our counter. let duration = Duration::from_secs(1) / 2;   // "SIGINT received" global variable. static mut GOT_SIGINT: AtomicBool = AtomicBool::new(false);   unsafe { // Initially, "SIGINT received" is false. GOT_SIGINT.store(false, Ordering::Release); // Interrupt handler that handles the SIGINT signal unsafe fn handle_sigint() { // It is dangerous to perform any system calls in interrupts, so just set the atomic // "SIGINT received" global to true when it arrives. GOT_SIGINT.store(true, Ordering::Release); } // Make handle_sigint the signal handler for SIGINT. libc::signal(SIGINT, handle_sigint as sighandler_t); }   // Get the start time... let start = Instant::now();   // Integer counter let mut i = 0u32;   // Every `duration`... loop { thread::sleep(duration);   // Break if SIGINT was handled if unsafe { GOT_SIGINT.load(Ordering::Acquire) } { break; }   // Otherwise, increment and display the integer and continue the loop. i += 1; println!("{}", i); }   // Get the elapsed time. let elapsed = start.elapsed();   // Print the difference and exit println!("Program has run for {} seconds", elapsed.as_secs()); }   #[cfg(not(unix))] fn main() { println!("Not supported on this platform"); }    
http://rosettacode.org/wiki/Handle_a_signal
Handle a signal
Most operating systems provide interrupt facilities, sometimes called signals either generated by the user or as a result of program failure or reaching a limit like file space. Unhandled signals generally terminate a program in a disorderly manner. Signal handlers are created so that the program behaves in a well-defined manner upon receipt of a signal. Task Provide a program that displays an integer on each line of output at the rate of about one per half second. Upon receipt of the SIGINT signal (often generated by the user typing ctrl-C ( or better yet, SIGQUIT ctrl-\ )) the program will cease outputting integers, output the number of seconds the program has run, and then the program will quit.
#Scala
Scala
import sun.misc.Signal import sun.misc.SignalHandler   object SignalHandl extends App { val start = System.nanoTime() var counter = 0   Signal.handle(new Signal("INT"), new SignalHandler() { def handle(sig: Signal) { println(f"\nProgram execution took ${(System.nanoTime() - start) / 1e9f}%f seconds\n") exit(0) } })   while (true) { counter += 1 println(counter) Thread.sleep(500) } }
http://rosettacode.org/wiki/Hash_join
Hash join
An inner join is an operation that combines two data tables into one table, based on matching column values. The simplest way of implementing this operation is the nested loop join algorithm, but a more scalable alternative is the hash join algorithm. Task[edit] Implement the "hash join" algorithm, and demonstrate that it passes the test-case listed below. You should represent the tables as data structures that feel natural in your programming language. Guidance The "hash join" algorithm consists of two steps: Hash phase: Create a multimap from one of the two tables, mapping from each join column value to all the rows that contain it. The multimap must support hash-based lookup which scales better than a simple linear search, because that's the whole point of this algorithm. Ideally we should create the multimap for the smaller table, thus minimizing its creation time and memory size. Join phase: Scan the other table, and find matching rows by looking in the multimap created before. In pseudo-code, the algorithm could be expressed as follows: let A = the first input table (or ideally, the larger one) let B = the second input table (or ideally, the smaller one) let jA = the join column ID of table A let jB = the join column ID of table B let MB = a multimap for mapping from single values to multiple rows of table B (starts out empty) let C = the output table (starts out empty) for each row b in table B: place b in multimap MB under key b(jB) for each row a in table A: for each row b in multimap MB under key a(jA): let c = the concatenation of row a and row b place row c in table C Test-case Input Output A = Age Name 27 Jonah 18 Alan 28 Glory 18 Popeye 28 Alan B = Character Nemesis Jonah Whales Jonah Spiders Alan Ghosts Alan Zombies Glory Buffy jA = Name (i.e. column 1) jB = Character (i.e. column 0) A.Age A.Name B.Character B.Nemesis 27 Jonah Jonah Whales 27 Jonah Jonah Spiders 18 Alan Alan Ghosts 18 Alan Alan Zombies 28 Glory Glory Buffy 28 Alan Alan Ghosts 28 Alan Alan Zombies The order of the rows in the output table is not significant. If you're using numerically indexed arrays to represent table rows (rather than referring to columns by name), you could represent the output rows in the form [[27, "Jonah"], ["Jonah", "Whales"]].
#SQL
SQL
-- setting up the test data   CREATE TABLE people (age NUMBER(3), name varchar2(30)); INSERT INTO people (age, name) SELECT 27, 'Jonah' FROM dual UNION ALL SELECT 18, 'Alan' FROM dual UNION ALL SELECT 28, 'Glory' FROM dual UNION ALL SELECT 18, 'Popeye' FROM dual UNION ALL SELECT 28, 'Alan' FROM dual ;   CREATE TABLE nemesises (name varchar2(30), nemesis varchar2(30)); INSERT INTO nemesises (name, nemesis) SELECT 'Jonah', 'Whales' FROM dual UNION ALL SELECT 'Jonah', 'Spiders' FROM dual UNION ALL SELECT 'Alan' , 'Ghosts' FROM dual UNION ALL SELECT 'Alan' , 'Zombies' FROM dual UNION ALL SELECT 'Glory', 'Buffy' FROM dual ;
http://rosettacode.org/wiki/Haversine_formula
Haversine formula
This page uses content from Wikipedia. The original article was at Haversine formula. The list of authors can be seen in the page history. As with Rosetta Code, the text of Wikipedia is available under the GNU FDL. (See links for details on variance) The haversine formula is an equation important in navigation, giving great-circle distances between two points on a sphere from their longitudes and latitudes. It is a special case of a more general formula in spherical trigonometry, the law of haversines, relating the sides and angles of spherical "triangles". Task Implement a great-circle distance function, or use a library function, to show the great-circle distance between: Nashville International Airport (BNA)   in Nashville, TN, USA,   which is: N 36°7.2', W 86°40.2' (36.12, -86.67) -and- Los Angeles International Airport (LAX)  in Los Angeles, CA, USA,   which is: N 33°56.4', W 118°24.0' (33.94, -118.40) User Kaimbridge clarified on the Talk page: -- 6371.0 km is the authalic radius based on/extracted from surface area; -- 6372.8 km is an approximation of the radius of the average circumference (i.e., the average great-elliptic or great-circle radius), where the boundaries are the meridian (6367.45 km) and the equator (6378.14 km). Using either of these values results, of course, in differing distances: 6371.0 km -> 2886.44444283798329974715782394574671655 km; 6372.8 km -> 2887.25995060711033944886005029688505340 km; (results extended for accuracy check: Given that the radii are only approximations anyways, .01' ≈ 1.0621333 km and .001" ≈ .00177 km, practical precision required is certainly no greater than about .0000001——i.e., .1 mm!) As distances are segments of great circles/circumferences, it is recommended that the latter value (r = 6372.8 km) be used (which most of the given solutions have already adopted, anyways). Most of the examples below adopted Kaimbridge's recommended value of 6372.8 km for the earth radius. However, the derivation of this ellipsoidal quadratic mean radius is wrong (the averaging over azimuth is biased). When applying these examples in real applications, it is better to use the mean earth radius, 6371 km. This value is recommended by the International Union of Geodesy and Geophysics and it minimizes the RMS relative error between the great circle and geodesic distance.
#Dart
Dart
import 'dart:math';   class Haversine { static final R = 6372.8; // In kilometers   static double haversine(double lat1, lon1, lat2, lon2) { double dLat = _toRadians(lat2 - lat1); double dLon = _toRadians(lon2 - lon1); lat1 = _toRadians(lat1); lat2 = _toRadians(lat2); double a = pow(sin(dLat / 2), 2) + pow(sin(dLon / 2), 2) * cos(lat1) * cos(lat2); double c = 2 * asin(sqrt(a)); return R * c; }   static double _toRadians(double degree) { return degree * pi / 180; }   static void main() { print(haversine(36.12, -86.67, 33.94, -118.40)); } }  
http://rosettacode.org/wiki/Hello_world/Newline_omission
Hello world/Newline omission
Some languages automatically insert a newline after outputting a string, unless measures are taken to prevent its output. Task Display the string   Goodbye, World!   without a trailing newline. Related tasks   Hello world/Graphical   Hello world/Line Printer   Hello world/Standard error   Hello world/Text
#Logtalk
Logtalk
  :- object(error_message).   % the initialization/1 directive argument is automatically executed % when the object is compiled loaded into memory: :- initialization(write('Goodbye, World!')).   :- end_object.  
http://rosettacode.org/wiki/Hello_world/Newline_omission
Hello world/Newline omission
Some languages automatically insert a newline after outputting a string, unless measures are taken to prevent its output. Task Display the string   Goodbye, World!   without a trailing newline. Related tasks   Hello world/Graphical   Hello world/Line Printer   Hello world/Standard error   Hello world/Text
#Lua
Lua
io.write("Goodbye, World!")
http://rosettacode.org/wiki/Hello_world/Text
Hello world/Text
Hello world/Text is part of Short Circuit's Console Program Basics selection. Task Display the string Hello world! on a text console. Related tasks   Hello world/Graphical   Hello world/Line Printer   Hello world/Newbie   Hello world/Newline omission   Hello world/Standard error   Hello world/Web server
#Emojicode
Emojicode
🏁 🍇 😀 🔤Hello world!🔤 🍉
http://rosettacode.org/wiki/Hash_from_two_arrays
Hash from two arrays
Task Using two Arrays of equal length, create a Hash object where the elements from one array (the keys) are linked to the elements of the other (the values) Related task   Associative arrays/Creation
#Lua
Lua
function(keys,values) local t = {} for i=1, #keys do t[keys[i]] = values[i] end end
http://rosettacode.org/wiki/Hash_from_two_arrays
Hash from two arrays
Task Using two Arrays of equal length, create a Hash object where the elements from one array (the keys) are linked to the elements of the other (the values) Related task   Associative arrays/Creation
#M2000_Interpreter
M2000 Interpreter
  Module CheckAll { Module CheckVectorType { Dim Keys$(4), Values(4) Keys$(0):= "one","two","three","four" Values(0):=1,2,3,4 Inventory Dict For i=0 to 3 { Append Dict, Keys$(i):=Values(i) } Print Dict("one")+Dict("four")=Dict("two")+Dict("three") ' true } Module CheckVectorType1 { Dim Keys$(4), Values$(4) Keys$(0):= "one","two","three","four" Values$(0):="*","**","***","****" Inventory Dict For i=0 to 3 { Append Dict, Keys$(i):=Values$(i) } Print Dict$("one")+Dict$("four")=Dict$("two")+Dict$("three") ' true } CheckVectorType CheckVectorType1 } CheckAll  
http://rosettacode.org/wiki/Harshad_or_Niven_series
Harshad or Niven series
The Harshad or Niven numbers are positive integers ≥ 1 that are divisible by the sum of their digits. For example,   42   is a Harshad number as   42   is divisible by   (4 + 2)   without remainder. Assume that the series is defined as the numbers in increasing order. Task The task is to create a function/method/procedure to generate successive members of the Harshad sequence. Use it to:   list the first 20 members of the sequence,   and   list the first Harshad number greater than 1000. Show your output here. Related task   Increasing gaps between consecutive Niven numbers See also   OEIS: A005349
#Factor
Factor
USING: math.text.utils lists lists.lazy ;   : niven? ( n -- ? ) dup 1 digit-groups sum mod 0 = ;   : first-n-niven ( n -- seq ) 1 lfrom [ niven? ] lfilter ltake list>array ;   : next-niven ( n -- m ) 1 + [ dup niven? ] [ 1 + ] until ;   20 first-n-niven . 1000 next-niven .
http://rosettacode.org/wiki/Hello_world/Newbie
Hello world/Newbie
Task Guide a new user of a language through the steps necessary to install the programming language and selection of a text editor if needed, to run the languages' example in the Hello world/Text task. Assume the language-newbie is a programmer in another language. Assume the language-newbie is competent in installing software for the platform. Assume the language-newbie can use one simple text editor for the OS/platform, (but that may not necessarily be a particular one if the installation needs a particular editor). Refer to, (and link to), already existing documentation as much as possible (but provide a summary here). Remember to state where to view the output. If particular IDE's or editors are required that are not standard, then point to/explain their installation too. Note: If it is more natural for a language to give output via a GUI or to a file etc, then use that method of output rather than as text to a terminal/command-line, but remember to give instructions on how to view the output generated. You may use sub-headings if giving instructions for multiple platforms.
#ZX_Spectrum_Basic
ZX Spectrum Basic
10 PRINT "Hello"
http://rosettacode.org/wiki/GUI/Maximum_window_dimensions
GUI/Maximum window dimensions
The task is to determine the maximum height and width of a window that can fit within the physical display area of the screen without scrolling. This is effectively the screen size (not the total desktop area, which could be bigger than the screen display area) in pixels minus any adjustments for window decorations and menubars. The idea is to determine the physical display parameters for the maximum height and width of the usable display area in pixels (without scrolling). The values calculated should represent the usable desktop area of a window maximized to fit the the screen. Considerations --- Multiple Monitors For multiple monitors, the values calculated should represent the size of the usable display area on the monitor which is related to the task (i.e.:   the monitor which would display a window if such instructions were given). --- Tiling Window Managers For a tiling window manager, the values calculated should represent the maximum height and width of the display area of the maximum size a window can be created (without scrolling). This would typically be a full screen window (minus any areas occupied by desktop bars), unless the window manager has restrictions that prevents the creation of a full screen window, in which case the values represent the usable area of the desktop that occupies the maximum permissible window size (without scrolling).
#Racket
Racket
  #lang racket/gui (define-values [W H] (let ([f (new frame% [label "test"])]) (begin0 (send* f (maximize #t) (show #t) (get-client-size)) (send f show #f)))) (printf "~ax~a\n" W H)  
http://rosettacode.org/wiki/GUI/Maximum_window_dimensions
GUI/Maximum window dimensions
The task is to determine the maximum height and width of a window that can fit within the physical display area of the screen without scrolling. This is effectively the screen size (not the total desktop area, which could be bigger than the screen display area) in pixels minus any adjustments for window decorations and menubars. The idea is to determine the physical display parameters for the maximum height and width of the usable display area in pixels (without scrolling). The values calculated should represent the usable desktop area of a window maximized to fit the the screen. Considerations --- Multiple Monitors For multiple monitors, the values calculated should represent the size of the usable display area on the monitor which is related to the task (i.e.:   the monitor which would display a window if such instructions were given). --- Tiling Window Managers For a tiling window manager, the values calculated should represent the maximum height and width of the display area of the maximum size a window can be created (without scrolling). This would typically be a full screen window (minus any areas occupied by desktop bars), unless the window manager has restrictions that prevents the creation of a full screen window, in which case the values represent the usable area of the desktop that occupies the maximum permissible window size (without scrolling).
#Raku
Raku
use X11::libxdo;   my $xdo = Xdo.new;   my ($dw, $dh) = $xdo.get-desktop-dimensions( 0 );   say "Desktop viewport dimensions: (maximum-fullscreen size) $dw x $dh";
http://rosettacode.org/wiki/GUI/Maximum_window_dimensions
GUI/Maximum window dimensions
The task is to determine the maximum height and width of a window that can fit within the physical display area of the screen without scrolling. This is effectively the screen size (not the total desktop area, which could be bigger than the screen display area) in pixels minus any adjustments for window decorations and menubars. The idea is to determine the physical display parameters for the maximum height and width of the usable display area in pixels (without scrolling). The values calculated should represent the usable desktop area of a window maximized to fit the the screen. Considerations --- Multiple Monitors For multiple monitors, the values calculated should represent the size of the usable display area on the monitor which is related to the task (i.e.:   the monitor which would display a window if such instructions were given). --- Tiling Window Managers For a tiling window manager, the values calculated should represent the maximum height and width of the display area of the maximum size a window can be created (without scrolling). This would typically be a full screen window (minus any areas occupied by desktop bars), unless the window manager has restrictions that prevents the creation of a full screen window, in which case the values represent the usable area of the desktop that occupies the maximum permissible window size (without scrolling).
#REXX
REXX
  load "guilib.ring" new qApp { win1 = new qWidget() { new qPushButton(win1) { resize(200,200) settext("Info") setclickevent(' win1{ setwindowtitle("Width: " + width() + " Height : " + height() ) }') } showMaximized()} exec() }  
http://rosettacode.org/wiki/GUI/Maximum_window_dimensions
GUI/Maximum window dimensions
The task is to determine the maximum height and width of a window that can fit within the physical display area of the screen without scrolling. This is effectively the screen size (not the total desktop area, which could be bigger than the screen display area) in pixels minus any adjustments for window decorations and menubars. The idea is to determine the physical display parameters for the maximum height and width of the usable display area in pixels (without scrolling). The values calculated should represent the usable desktop area of a window maximized to fit the the screen. Considerations --- Multiple Monitors For multiple monitors, the values calculated should represent the size of the usable display area on the monitor which is related to the task (i.e.:   the monitor which would display a window if such instructions were given). --- Tiling Window Managers For a tiling window manager, the values calculated should represent the maximum height and width of the display area of the maximum size a window can be created (without scrolling). This would typically be a full screen window (minus any areas occupied by desktop bars), unless the window manager has restrictions that prevents the creation of a full screen window, in which case the values represent the usable area of the desktop that occupies the maximum permissible window size (without scrolling).
#Ring
Ring
  load "guilib.ring" new qApp { win1 = new qWidget() { new qPushButton(win1) { resize(200,200) settext("Info") setclickevent(' win1{ setwindowtitle("Width: " + width() + " Height : " + height() ) }') } showMaximized()} exec() }  
http://rosettacode.org/wiki/Hello_world/Graphical
Hello world/Graphical
Task Display the string       Goodbye, World!       on a GUI object   (alert box, plain window, text area, etc.). Related task   Hello world/Text
#Casio_BASIC
Casio BASIC
ViewWindow 1,127,1,1,63,1 AxesOff CoordOff GridOff LabelOff
http://rosettacode.org/wiki/GUI_enabling/disabling_of_controls
GUI enabling/disabling of controls
In addition to fundamental GUI component interaction, an application should dynamically enable and disable GUI components, to give some guidance to the user, and prohibit (inter)actions which are inappropriate in the current state of the application. Task Similar to the task GUI component interaction, write a program that presents a form with three components to the user:   a numeric input field ("Value")   a button   ("increment")   a button   ("decrement") The field is initialized to zero. The user may manually enter a new value into the field, increment its value with the "increment" button, or decrement the value with the "decrement" button. The input field should be enabled only when its value is zero. The "increment" button only as long as the field's value is less then 10: When the value 10 is reached, the button should go into a disabled state. Analogously, the "decrement" button should be enabled only as long as the value is greater than zero. Effectively, the user can now either increment up to 10, or down to zero. Manually entering values outside that range is still legal, but the buttons should reflect that and enable/disable accordingly.
#C
C
file main.c
http://rosettacode.org/wiki/Happy_numbers
Happy numbers
From Wikipedia, the free encyclopedia: A happy number is defined by the following process: Starting with any positive integer, replace the number by the sum of the squares of its digits, and repeat the process until the number equals   1   (where it will stay),   or it loops endlessly in a cycle which does not include   1.   Those numbers for which this process end in   1   are       happy   numbers,   while   those numbers   that   do   not   end in   1   are   unhappy   numbers. Task Find and print the first   8   happy numbers. Display an example of your output here on this page. See also   The OEIS entry:   The     happy numbers:   A007770   The OEIS entry:   The unhappy numbers;   A031177
#ALGOL_68
ALGOL 68
INT base10 = 10, num happy = 8;   PROC next = (INT in n)INT: ( INT n := in n; INT out := 0; WHILE n NE 0 DO out +:= ( n MOD base10 ) ** 2; n := n OVER base10 OD; out );   PROC is happy = (INT in n)BOOL: ( INT n := in n; FOR i WHILE n NE 1 AND n NE 4 DO n := next(n) OD; n=1 );   INT count := 0; FOR i WHILE count NE num happy DO IF is happy(i) THEN count +:= 1; print((i, new line)) FI OD
http://rosettacode.org/wiki/Handle_a_signal
Handle a signal
Most operating systems provide interrupt facilities, sometimes called signals either generated by the user or as a result of program failure or reaching a limit like file space. Unhandled signals generally terminate a program in a disorderly manner. Signal handlers are created so that the program behaves in a well-defined manner upon receipt of a signal. Task Provide a program that displays an integer on each line of output at the rate of about one per half second. Upon receipt of the SIGINT signal (often generated by the user typing ctrl-C ( or better yet, SIGQUIT ctrl-\ )) the program will cease outputting integers, output the number of seconds the program has run, and then the program will quit.
#Sidef
Sidef
var start = Time.sec;   Sig.INT { |_| Sys.say("Ran for #{Time.sec - start} seconds."); Sys.exit; }   { |i| Sys.say(i); Sys.sleep(0.5); } * Math.inf;
http://rosettacode.org/wiki/Handle_a_signal
Handle a signal
Most operating systems provide interrupt facilities, sometimes called signals either generated by the user or as a result of program failure or reaching a limit like file space. Unhandled signals generally terminate a program in a disorderly manner. Signal handlers are created so that the program behaves in a well-defined manner upon receipt of a signal. Task Provide a program that displays an integer on each line of output at the rate of about one per half second. Upon receipt of the SIGINT signal (often generated by the user typing ctrl-C ( or better yet, SIGQUIT ctrl-\ )) the program will cease outputting integers, output the number of seconds the program has run, and then the program will quit.
#Smalltalk
Smalltalk
|n|   n := 0. UserInterrupt catch:[ [true] whileTrue:[ n := n + 1. n printCR. Delay waitForSeconds: 0.5. ] ]
http://rosettacode.org/wiki/Hash_join
Hash join
An inner join is an operation that combines two data tables into one table, based on matching column values. The simplest way of implementing this operation is the nested loop join algorithm, but a more scalable alternative is the hash join algorithm. Task[edit] Implement the "hash join" algorithm, and demonstrate that it passes the test-case listed below. You should represent the tables as data structures that feel natural in your programming language. Guidance The "hash join" algorithm consists of two steps: Hash phase: Create a multimap from one of the two tables, mapping from each join column value to all the rows that contain it. The multimap must support hash-based lookup which scales better than a simple linear search, because that's the whole point of this algorithm. Ideally we should create the multimap for the smaller table, thus minimizing its creation time and memory size. Join phase: Scan the other table, and find matching rows by looking in the multimap created before. In pseudo-code, the algorithm could be expressed as follows: let A = the first input table (or ideally, the larger one) let B = the second input table (or ideally, the smaller one) let jA = the join column ID of table A let jB = the join column ID of table B let MB = a multimap for mapping from single values to multiple rows of table B (starts out empty) let C = the output table (starts out empty) for each row b in table B: place b in multimap MB under key b(jB) for each row a in table A: for each row b in multimap MB under key a(jA): let c = the concatenation of row a and row b place row c in table C Test-case Input Output A = Age Name 27 Jonah 18 Alan 28 Glory 18 Popeye 28 Alan B = Character Nemesis Jonah Whales Jonah Spiders Alan Ghosts Alan Zombies Glory Buffy jA = Name (i.e. column 1) jB = Character (i.e. column 0) A.Age A.Name B.Character B.Nemesis 27 Jonah Jonah Whales 27 Jonah Jonah Spiders 18 Alan Alan Ghosts 18 Alan Alan Zombies 28 Glory Glory Buffy 28 Alan Alan Ghosts 28 Alan Alan Zombies The order of the rows in the output table is not significant. If you're using numerically indexed arrays to represent table rows (rather than referring to columns by name), you could represent the output rows in the form [[27, "Jonah"], ["Jonah", "Whales"]].
#Swift
Swift
func hashJoin<A, B, K: Hashable>(_ first: [(K, A)], _ second: [(K, B)]) -> [(A, K, B)] { var map = [K: [B]]()   for (key, val) in second { map[key, default: []].append(val) }   var res = [(A, K, B)]()   for (key, val) in first { guard let vals = map[key] else { continue }   res += vals.map({ (val, key, $0) }) }   return res }   let t1 = [ ("Jonah", 27), ("Alan", 18), ("Glory", 28), ("Popeye", 18), ("Alan", 28) ]   let t2 = [ ("Jonah", "Whales"), ("Jonah", "Spiders"), ("Alan", "Ghosts"), ("Alan", "Zombies"), ("Glory", "Buffy") ]   print("Age | Character Name | Nemesis") print("----|----------------|--------")   for (age, name, nemesis) in hashJoin(t1, t2) { print("\(age) | \(name) | \(nemesis)") }
http://rosettacode.org/wiki/Hash_join
Hash join
An inner join is an operation that combines two data tables into one table, based on matching column values. The simplest way of implementing this operation is the nested loop join algorithm, but a more scalable alternative is the hash join algorithm. Task[edit] Implement the "hash join" algorithm, and demonstrate that it passes the test-case listed below. You should represent the tables as data structures that feel natural in your programming language. Guidance The "hash join" algorithm consists of two steps: Hash phase: Create a multimap from one of the two tables, mapping from each join column value to all the rows that contain it. The multimap must support hash-based lookup which scales better than a simple linear search, because that's the whole point of this algorithm. Ideally we should create the multimap for the smaller table, thus minimizing its creation time and memory size. Join phase: Scan the other table, and find matching rows by looking in the multimap created before. In pseudo-code, the algorithm could be expressed as follows: let A = the first input table (or ideally, the larger one) let B = the second input table (or ideally, the smaller one) let jA = the join column ID of table A let jB = the join column ID of table B let MB = a multimap for mapping from single values to multiple rows of table B (starts out empty) let C = the output table (starts out empty) for each row b in table B: place b in multimap MB under key b(jB) for each row a in table A: for each row b in multimap MB under key a(jA): let c = the concatenation of row a and row b place row c in table C Test-case Input Output A = Age Name 27 Jonah 18 Alan 28 Glory 18 Popeye 28 Alan B = Character Nemesis Jonah Whales Jonah Spiders Alan Ghosts Alan Zombies Glory Buffy jA = Name (i.e. column 1) jB = Character (i.e. column 0) A.Age A.Name B.Character B.Nemesis 27 Jonah Jonah Whales 27 Jonah Jonah Spiders 18 Alan Alan Ghosts 18 Alan Alan Zombies 28 Glory Glory Buffy 28 Alan Alan Ghosts 28 Alan Alan Zombies The order of the rows in the output table is not significant. If you're using numerically indexed arrays to represent table rows (rather than referring to columns by name), you could represent the output rows in the form [[27, "Jonah"], ["Jonah", "Whales"]].
#Tcl
Tcl
package require Tcl 8.6 # Only for lmap, which can be replaced with foreach   proc joinTables {tableA a tableB b} { # Optimisation: if the first table is longer, do in reverse order if {[llength $tableB] < [llength $tableA]} { return [lmap pair [joinTables $tableB $b $tableA $a] { lreverse $pair }] }   foreach value $tableA { lappend hashmap([lindex $value $a]) [lreplace $value $a $a] #dict version# dict lappend hashmap [lindex $value $a] [lreplace $value $a $a] } set result {} foreach value $tableB { set key [lindex $value $b] if {![info exists hashmap($key)]} continue #dict version# if {![dict exists $hashmap $key]} continue foreach first $hashmap($key) { #dict version# foreach first [dict get $hashmap $key] lappend result [list {*}$first $key {*}[lreplace $value $b $b]] } } return $result }   set tableA { {27 "Jonah"} {18 "Alan"} {28 "Glory"} {18 "Popeye"} {28 "Alan"} } set tableB { {"Jonah" "Whales"} {"Jonah" "Spiders"} {"Alan" "Ghosts"} {"Alan" "Zombies"} {"Glory" "Buffy"} } set joined [joinTables $tableA 1 $tableB 0] foreach row $joined { puts $row }
http://rosettacode.org/wiki/Haversine_formula
Haversine formula
This page uses content from Wikipedia. The original article was at Haversine formula. The list of authors can be seen in the page history. As with Rosetta Code, the text of Wikipedia is available under the GNU FDL. (See links for details on variance) The haversine formula is an equation important in navigation, giving great-circle distances between two points on a sphere from their longitudes and latitudes. It is a special case of a more general formula in spherical trigonometry, the law of haversines, relating the sides and angles of spherical "triangles". Task Implement a great-circle distance function, or use a library function, to show the great-circle distance between: Nashville International Airport (BNA)   in Nashville, TN, USA,   which is: N 36°7.2', W 86°40.2' (36.12, -86.67) -and- Los Angeles International Airport (LAX)  in Los Angeles, CA, USA,   which is: N 33°56.4', W 118°24.0' (33.94, -118.40) User Kaimbridge clarified on the Talk page: -- 6371.0 km is the authalic radius based on/extracted from surface area; -- 6372.8 km is an approximation of the radius of the average circumference (i.e., the average great-elliptic or great-circle radius), where the boundaries are the meridian (6367.45 km) and the equator (6378.14 km). Using either of these values results, of course, in differing distances: 6371.0 km -> 2886.44444283798329974715782394574671655 km; 6372.8 km -> 2887.25995060711033944886005029688505340 km; (results extended for accuracy check: Given that the radii are only approximations anyways, .01' ≈ 1.0621333 km and .001" ≈ .00177 km, practical precision required is certainly no greater than about .0000001——i.e., .1 mm!) As distances are segments of great circles/circumferences, it is recommended that the latter value (r = 6372.8 km) be used (which most of the given solutions have already adopted, anyways). Most of the examples below adopted Kaimbridge's recommended value of 6372.8 km for the earth radius. However, the derivation of this ellipsoidal quadratic mean radius is wrong (the averaging over azimuth is biased). When applying these examples in real applications, it is better to use the mean earth radius, 6371 km. This value is recommended by the International Union of Geodesy and Geophysics and it minimizes the RMS relative error between the great circle and geodesic distance.
#Delphi
Delphi
program HaversineDemo; uses Math;   function HaversineDist(th1, ph1, th2, ph2:double):double; const diameter = 2 * 6372.8; var dx, dy, dz:double; begin ph1 := degtorad(ph1 - ph2); th1 := degtorad(th1); th2 := degtorad(th2);   dz := sin(th1) - sin(th2); dx := cos(ph1) * cos(th1) - cos(th2); dy := sin(ph1) * cos(th1); Result := arcsin(sqrt(sqr(dx) + sqr(dy) + sqr(dz)) / 2) * diameter; end;   begin Writeln('Haversine distance: ', HaversineDist(36.12, -86.67, 33.94, -118.4):7:2, ' km.'); end.
http://rosettacode.org/wiki/Hello_world/Newline_omission
Hello world/Newline omission
Some languages automatically insert a newline after outputting a string, unless measures are taken to prevent its output. Task Display the string   Goodbye, World!   without a trailing newline. Related tasks   Hello world/Graphical   Hello world/Line Printer   Hello world/Standard error   Hello world/Text
#m4
m4
`Goodbye, World!'dnl
http://rosettacode.org/wiki/Hello_world/Newline_omission
Hello world/Newline omission
Some languages automatically insert a newline after outputting a string, unless measures are taken to prevent its output. Task Display the string   Goodbye, World!   without a trailing newline. Related tasks   Hello world/Graphical   Hello world/Line Printer   Hello world/Standard error   Hello world/Text
#MANOOL
MANOOL
{{extern "manool.org.18/std/0.3/all"} in Out.Write["Goodbye, World!"]}
http://rosettacode.org/wiki/Hello_world/Newline_omission
Hello world/Newline omission
Some languages automatically insert a newline after outputting a string, unless measures are taken to prevent its output. Task Display the string   Goodbye, World!   without a trailing newline. Related tasks   Hello world/Graphical   Hello world/Line Printer   Hello world/Standard error   Hello world/Text
#Maple
Maple
  printf( "Goodbye, World!" );  
http://rosettacode.org/wiki/Hello_world/Text
Hello world/Text
Hello world/Text is part of Short Circuit's Console Program Basics selection. Task Display the string Hello world! on a text console. Related tasks   Hello world/Graphical   Hello world/Line Printer   Hello world/Newbie   Hello world/Newline omission   Hello world/Standard error   Hello world/Web server
#Erlang
Erlang
io:format("Hello world!~n").
http://rosettacode.org/wiki/Hash_from_two_arrays
Hash from two arrays
Task Using two Arrays of equal length, create a Hash object where the elements from one array (the keys) are linked to the elements of the other (the values) Related task   Associative arrays/Creation
#Maple
Maple
A := [1, 2, 3]; B := ["one", "two", three"]; T := table( zip( `=`, A, B ) );
http://rosettacode.org/wiki/Hash_from_two_arrays
Hash from two arrays
Task Using two Arrays of equal length, create a Hash object where the elements from one array (the keys) are linked to the elements of the other (the values) Related task   Associative arrays/Creation
#Mathematica.2FWolfram_Language
Mathematica/Wolfram Language
Map[(Hash[Part[#, 1]] = Part[#, 2]) &, Transpose[{{1, 2, 3}, {"one", "two", "three"}}]]   ?? Hash ->Hash[1]=one ->Hash[2]=two ->Hash[3]=three
http://rosettacode.org/wiki/Harshad_or_Niven_series
Harshad or Niven series
The Harshad or Niven numbers are positive integers ≥ 1 that are divisible by the sum of their digits. For example,   42   is a Harshad number as   42   is divisible by   (4 + 2)   without remainder. Assume that the series is defined as the numbers in increasing order. Task The task is to create a function/method/procedure to generate successive members of the Harshad sequence. Use it to:   list the first 20 members of the sequence,   and   list the first Harshad number greater than 1000. Show your output here. Related task   Increasing gaps between consecutive Niven numbers See also   OEIS: A005349
#FBSL
FBSL
#APPTYPE CONSOLE   CLASS harshad PRIVATE: memo[]   SUB INITIALIZE() DIM i = 1, c DO IF isNiven(i) THEN c = c + 1 memo[c] = i END IF i = i + 1 IF c = 20 THEN EXIT DO LOOP memo[] = "..." i = 1000 WHILE NOT isNiven(INCR(i)): WEND memo[] = i END SUB   FUNCTION isNiven(n) RETURN NOT (n MOD sumdigits(n)) END FUNCTION   FUNCTION sumdigits(n) DIM num = n, m, sum WHILE num sum = sum + num MOD 10 num = num \ 10 WEND RETURN sum END FUNCTION   PUBLIC: METHOD Yield() FOREACH DIM e IN memo PRINT e, " "; NEXT END METHOD END CLASS   DIM niven AS NEW harshad niven.Yield()   PAUSE  
http://rosettacode.org/wiki/GUI/Maximum_window_dimensions
GUI/Maximum window dimensions
The task is to determine the maximum height and width of a window that can fit within the physical display area of the screen without scrolling. This is effectively the screen size (not the total desktop area, which could be bigger than the screen display area) in pixels minus any adjustments for window decorations and menubars. The idea is to determine the physical display parameters for the maximum height and width of the usable display area in pixels (without scrolling). The values calculated should represent the usable desktop area of a window maximized to fit the the screen. Considerations --- Multiple Monitors For multiple monitors, the values calculated should represent the size of the usable display area on the monitor which is related to the task (i.e.:   the monitor which would display a window if such instructions were given). --- Tiling Window Managers For a tiling window manager, the values calculated should represent the maximum height and width of the display area of the maximum size a window can be created (without scrolling). This would typically be a full screen window (minus any areas occupied by desktop bars), unless the window manager has restrictions that prevents the creation of a full screen window, in which case the values represent the usable area of the desktop that occupies the maximum permissible window size (without scrolling).
#Run_BASIC
Run BASIC
  html "<INPUT TYPE='HIDDEN' id='winHigh' name='winHigh' VALUE='";winHigh;"'></input>" html "<INPUT TYPE='HIDDEN' id='winWide' name='winWide' VALUE='";winWide;"'></input>"   html "<script> <!--   function winSize() { var myWide = 0, myHigh = 0; if( typeof( window.innerWidth ) == 'number' ) { //Non-IE myWide = window.innerWidth; myHigh = window.innerHeight; } else if( document.documentElement && ( document.documentElement.clientWidth || document.documentElement.clientHeight ) ) { //IE 6+ in 'standards compliant mode' myWide = document.documentElement.clientWidth; myHigh = document.documentElement.clientHeight; } else if( document.body && ( document.body.clientWidth || document.body.clientHeight ) ) { //IE 4 compatible myWide = document.body.clientWidth; myHigh = document.body.clientHeight; } // window.alert( 'Width = ' + myWide + ' Height = ' + myHigh ); document.getElementById('winHigh').value = myHigh; document.getElementById('winWide').value = myWide; }   window.onresize = function() { var x = winSize(); } var x = winSize(); //--></script> "
http://rosettacode.org/wiki/GUI/Maximum_window_dimensions
GUI/Maximum window dimensions
The task is to determine the maximum height and width of a window that can fit within the physical display area of the screen without scrolling. This is effectively the screen size (not the total desktop area, which could be bigger than the screen display area) in pixels minus any adjustments for window decorations and menubars. The idea is to determine the physical display parameters for the maximum height and width of the usable display area in pixels (without scrolling). The values calculated should represent the usable desktop area of a window maximized to fit the the screen. Considerations --- Multiple Monitors For multiple monitors, the values calculated should represent the size of the usable display area on the monitor which is related to the task (i.e.:   the monitor which would display a window if such instructions were given). --- Tiling Window Managers For a tiling window manager, the values calculated should represent the maximum height and width of the display area of the maximum size a window can be created (without scrolling). This would typically be a full screen window (minus any areas occupied by desktop bars), unless the window manager has restrictions that prevents the creation of a full screen window, in which case the values represent the usable area of the desktop that occupies the maximum permissible window size (without scrolling).
#Scala
Scala
import java.awt.{Dimension, Insets, Toolkit}   import javax.swing.JFrame   class MaxWindowDims() extends JFrame { val toolkit: Toolkit = Toolkit.getDefaultToolkit val (insets0, screenSize) = (toolkit.getScreenInsets(getGraphicsConfiguration), toolkit.getScreenSize)   println("Physical screen size: " + screenSize) System.out.println("Insets: " + insets0) screenSize.width -= (insets0.left + insets0.right) screenSize.height -= (insets0.top + insets0.bottom) System.out.println("Max available: " + screenSize) }   object MaxWindowDims { def main(args: Array[String]): Unit = { new MaxWindowDims } }
http://rosettacode.org/wiki/GUI/Maximum_window_dimensions
GUI/Maximum window dimensions
The task is to determine the maximum height and width of a window that can fit within the physical display area of the screen without scrolling. This is effectively the screen size (not the total desktop area, which could be bigger than the screen display area) in pixels minus any adjustments for window decorations and menubars. The idea is to determine the physical display parameters for the maximum height and width of the usable display area in pixels (without scrolling). The values calculated should represent the usable desktop area of a window maximized to fit the the screen. Considerations --- Multiple Monitors For multiple monitors, the values calculated should represent the size of the usable display area on the monitor which is related to the task (i.e.:   the monitor which would display a window if such instructions were given). --- Tiling Window Managers For a tiling window manager, the values calculated should represent the maximum height and width of the display area of the maximum size a window can be created (without scrolling). This would typically be a full screen window (minus any areas occupied by desktop bars), unless the window manager has restrictions that prevents the creation of a full screen window, in which case the values represent the usable area of the desktop that occupies the maximum permissible window size (without scrolling).
#Sidef
Sidef
require('Tk')   func max_window_size() -> (Number, Number) { %s'MainWindow'.new.maxsize; }   var (width, height) = max_window_size(); say (width, 'x', height);
http://rosettacode.org/wiki/Hello_world/Graphical
Hello world/Graphical
Task Display the string       Goodbye, World!       on a GUI object   (alert box, plain window, text area, etc.). Related task   Hello world/Text
#Clean
Clean
import StdEnv, StdIO   Start :: *World -> *World Start world = startIO NDI Void (snd o openDialog undef hello) [] world where hello = Dialog "" (TextControl "Goodbye, World!" []) [WindowClose (noLS closeProcess)]
http://rosettacode.org/wiki/GUI_enabling/disabling_of_controls
GUI enabling/disabling of controls
In addition to fundamental GUI component interaction, an application should dynamically enable and disable GUI components, to give some guidance to the user, and prohibit (inter)actions which are inappropriate in the current state of the application. Task Similar to the task GUI component interaction, write a program that presents a form with three components to the user:   a numeric input field ("Value")   a button   ("increment")   a button   ("decrement") The field is initialized to zero. The user may manually enter a new value into the field, increment its value with the "increment" button, or decrement the value with the "decrement" button. The input field should be enabled only when its value is zero. The "increment" button only as long as the field's value is less then 10: When the value 10 is reached, the button should go into a disabled state. Analogously, the "decrement" button should be enabled only as long as the value is greater than zero. Effectively, the user can now either increment up to 10, or down to zero. Manually entering values outside that range is still legal, but the buttons should reflect that and enable/disable accordingly.
#C.23
C#
using System; using System.ComponentModel; using System.Windows.Forms;   class RosettaInteractionForm : Form {   // Model used for DataBinding. // Notifies bound controls about Value changes. class NumberModel: INotifyPropertyChanged { // initialize event with empty delegate to avoid checks on null public event PropertyChangedEventHandler PropertyChanged = delegate {};   int _value; public int Value { get { return _value; } set { _value = value; // Notify bound control about value change PropertyChanged(this, new PropertyChangedEventArgs("Value")); } } }   NumberModel model = new NumberModel{ Value = 0};   RosettaInteractionForm() { //MaskedTextBox is a TextBox variety with built-in input validation var tbNumber = new MaskedTextBox { Mask="0000", // allow 4 decimal digits only ResetOnSpace = false, // don't enter spaces Dock = DockStyle.Top // place at the top of form }; // bound TextBox.Text to NumberModel.Value; tbNumber.DataBindings.Add("Text", model, "Value"); var enabledIfZero = new Binding("Enabled", model, "Value"); EnableControlWhen(tbNumber, value => value == 0);   var btIncrement = new Button{Text = "Increment", Dock = DockStyle.Bottom}; btIncrement.Click += delegate { model.Value++; }; EnableControlWhen(btIncrement, value => value < 10); var btDecrement = new Button{Text = "Decrement", Dock = DockStyle.Bottom}; btDecrement.Click += delegate { model.Value--; }; EnableControlWhen(btDecrement, value => value > 0); Controls.Add(tbNumber); Controls.Add(btIncrement); Controls.Add(btDecrement); }   // common part of creating bindings for Enabled property void EnableControlWhen(Control ctrl, Func<int, bool> predicate) { // bind Control.Enabled to NumberModel.Value var enabledBinding = new Binding("Enabled", model, "Value"); // Format event is called when model value should be converted to Control value. enabledBinding.Format += (sender, args) => { // Enabled property is of bool type. if (args.DesiredType != typeof(bool)) return; // set resulting value by applying condition args.Value = predicate((int)args.Value); }; // as a result, control will be enabled if predicate returns true ctrl.DataBindings.Add(enabledBinding); }   static void Main() { Application.Run(new RosettaInteractionForm()); } }
http://rosettacode.org/wiki/Happy_numbers
Happy numbers
From Wikipedia, the free encyclopedia: A happy number is defined by the following process: Starting with any positive integer, replace the number by the sum of the squares of its digits, and repeat the process until the number equals   1   (where it will stay),   or it loops endlessly in a cycle which does not include   1.   Those numbers for which this process end in   1   are       happy   numbers,   while   those numbers   that   do   not   end in   1   are   unhappy   numbers. Task Find and print the first   8   happy numbers. Display an example of your output here on this page. See also   The OEIS entry:   The     happy numbers:   A007770   The OEIS entry:   The unhappy numbers;   A031177
#ALGOL-M
ALGOL-M
begin integer function mod(a,b); integer a,b; mod := a-(a/b)*b;   integer function sumdgtsq(n); integer n; sumdgtsq := if n = 0 then 0 else mod(n,10)*mod(n,10) + sumdgtsq(n/10);   integer function happy(n); integer n; begin integer i; integer array seen[0:200]; for i := 0 step 1 until 200 do seen[i] := 0;   while seen[n] = 0 do begin seen[n] := 1; n := sumdgtsq(n); end; happy := if n = 1 then 1 else 0; end;   integer i, n; i := n := 0; while n < 8 do begin if happy(i) = 1 then begin write(i); n := n + 1; end; i := i + 1; end; end
http://rosettacode.org/wiki/Handle_a_signal
Handle a signal
Most operating systems provide interrupt facilities, sometimes called signals either generated by the user or as a result of program failure or reaching a limit like file space. Unhandled signals generally terminate a program in a disorderly manner. Signal handlers are created so that the program behaves in a well-defined manner upon receipt of a signal. Task Provide a program that displays an integer on each line of output at the rate of about one per half second. Upon receipt of the SIGINT signal (often generated by the user typing ctrl-C ( or better yet, SIGQUIT ctrl-\ )) the program will cease outputting integers, output the number of seconds the program has run, and then the program will quit.
#Swift
Swift
import Foundation   let startTime = NSDate() var signalReceived: sig_atomic_t = 0   signal(SIGINT) { signal in signalReceived = 1 }   for var i = 0;; { if signalReceived == 1 { break } usleep(500_000) if signalReceived == 1 { break } print(++i) }   let endTime = NSDate() print("Program has run for \(endTime.timeIntervalSinceDate(startTime)) seconds")    
http://rosettacode.org/wiki/Handle_a_signal
Handle a signal
Most operating systems provide interrupt facilities, sometimes called signals either generated by the user or as a result of program failure or reaching a limit like file space. Unhandled signals generally terminate a program in a disorderly manner. Signal handlers are created so that the program behaves in a well-defined manner upon receipt of a signal. Task Provide a program that displays an integer on each line of output at the rate of about one per half second. Upon receipt of the SIGINT signal (often generated by the user typing ctrl-C ( or better yet, SIGQUIT ctrl-\ )) the program will cease outputting integers, output the number of seconds the program has run, and then the program will quit.
#Tcl
Tcl
package require Expect   proc sigint_handler {} { puts "elapsed time: [expr {[clock seconds] - $::start_time}] seconds" set ::looping false }   trap sigint_handler SIGINT   set start_time [clock seconds] set n 0 set looping true while {$looping} { puts [incr n] after 500 }
http://rosettacode.org/wiki/Handle_a_signal
Handle a signal
Most operating systems provide interrupt facilities, sometimes called signals either generated by the user or as a result of program failure or reaching a limit like file space. Unhandled signals generally terminate a program in a disorderly manner. Signal handlers are created so that the program behaves in a well-defined manner upon receipt of a signal. Task Provide a program that displays an integer on each line of output at the rate of about one per half second. Upon receipt of the SIGINT signal (often generated by the user typing ctrl-C ( or better yet, SIGQUIT ctrl-\ )) the program will cease outputting integers, output the number of seconds the program has run, and then the program will quit.
#TXR
TXR
(set-sig-handler sig-int (lambda (signum async-p) (throwf 'error "caught signal ~s" signum)))   (let ((start-time (time))) (catch (each ((num (range 1))) (format t "~s\n" num) (usleep 500000)) (error (msg) (let ((end-time (time))) (format t "\n\n~a after ~s seconds of execution\n" msg (- end-time start-time))))))
http://rosettacode.org/wiki/Hash_join
Hash join
An inner join is an operation that combines two data tables into one table, based on matching column values. The simplest way of implementing this operation is the nested loop join algorithm, but a more scalable alternative is the hash join algorithm. Task[edit] Implement the "hash join" algorithm, and demonstrate that it passes the test-case listed below. You should represent the tables as data structures that feel natural in your programming language. Guidance The "hash join" algorithm consists of two steps: Hash phase: Create a multimap from one of the two tables, mapping from each join column value to all the rows that contain it. The multimap must support hash-based lookup which scales better than a simple linear search, because that's the whole point of this algorithm. Ideally we should create the multimap for the smaller table, thus minimizing its creation time and memory size. Join phase: Scan the other table, and find matching rows by looking in the multimap created before. In pseudo-code, the algorithm could be expressed as follows: let A = the first input table (or ideally, the larger one) let B = the second input table (or ideally, the smaller one) let jA = the join column ID of table A let jB = the join column ID of table B let MB = a multimap for mapping from single values to multiple rows of table B (starts out empty) let C = the output table (starts out empty) for each row b in table B: place b in multimap MB under key b(jB) for each row a in table A: for each row b in multimap MB under key a(jA): let c = the concatenation of row a and row b place row c in table C Test-case Input Output A = Age Name 27 Jonah 18 Alan 28 Glory 18 Popeye 28 Alan B = Character Nemesis Jonah Whales Jonah Spiders Alan Ghosts Alan Zombies Glory Buffy jA = Name (i.e. column 1) jB = Character (i.e. column 0) A.Age A.Name B.Character B.Nemesis 27 Jonah Jonah Whales 27 Jonah Jonah Spiders 18 Alan Alan Ghosts 18 Alan Alan Zombies 28 Glory Glory Buffy 28 Alan Alan Ghosts 28 Alan Alan Zombies The order of the rows in the output table is not significant. If you're using numerically indexed arrays to represent table rows (rather than referring to columns by name), you could represent the output rows in the form [[27, "Jonah"], ["Jonah", "Whales"]].
#TXR
TXR
(defvar age-name '((27 Jonah) (18 Alan) (28 Glory) (18 Popeye) (28 Alan)))   (defvar nemesis-name '((Jonah Whales) (Jonah Spiders) (Alan Ghosts) (Alan Zombies) (Glory Buffy)))   (defun hash-join (left left-key right right-key) (let ((join-hash [group-by left-key left])) ;; hash phase (append-each ((r-entry right))  ;; join phase (collect-each ((l-entry [join-hash [right-key r-entry]])) ^(,l-entry ,r-entry)))))   (format t "~s\n" [hash-join age-name second nemesis-name first])
http://rosettacode.org/wiki/Hash_join
Hash join
An inner join is an operation that combines two data tables into one table, based on matching column values. The simplest way of implementing this operation is the nested loop join algorithm, but a more scalable alternative is the hash join algorithm. Task[edit] Implement the "hash join" algorithm, and demonstrate that it passes the test-case listed below. You should represent the tables as data structures that feel natural in your programming language. Guidance The "hash join" algorithm consists of two steps: Hash phase: Create a multimap from one of the two tables, mapping from each join column value to all the rows that contain it. The multimap must support hash-based lookup which scales better than a simple linear search, because that's the whole point of this algorithm. Ideally we should create the multimap for the smaller table, thus minimizing its creation time and memory size. Join phase: Scan the other table, and find matching rows by looking in the multimap created before. In pseudo-code, the algorithm could be expressed as follows: let A = the first input table (or ideally, the larger one) let B = the second input table (or ideally, the smaller one) let jA = the join column ID of table A let jB = the join column ID of table B let MB = a multimap for mapping from single values to multiple rows of table B (starts out empty) let C = the output table (starts out empty) for each row b in table B: place b in multimap MB under key b(jB) for each row a in table A: for each row b in multimap MB under key a(jA): let c = the concatenation of row a and row b place row c in table C Test-case Input Output A = Age Name 27 Jonah 18 Alan 28 Glory 18 Popeye 28 Alan B = Character Nemesis Jonah Whales Jonah Spiders Alan Ghosts Alan Zombies Glory Buffy jA = Name (i.e. column 1) jB = Character (i.e. column 0) A.Age A.Name B.Character B.Nemesis 27 Jonah Jonah Whales 27 Jonah Jonah Spiders 18 Alan Alan Ghosts 18 Alan Alan Zombies 28 Glory Glory Buffy 28 Alan Alan Ghosts 28 Alan Alan Zombies The order of the rows in the output table is not significant. If you're using numerically indexed arrays to represent table rows (rather than referring to columns by name), you could represent the output rows in the form [[27, "Jonah"], ["Jonah", "Whales"]].
#VBScript
VBScript
  Dim t_age(4,1) t_age(0,0) = 27 : t_age(0,1) = "Jonah" t_age(1,0) = 18 : t_age(1,1) = "Alan" t_age(2,0) = 28 : t_age(2,1) = "Glory" t_age(3,0) = 18 : t_age(3,1) = "Popeye" t_age(4,0) = 28 : t_age(4,1) = "Alan"   Dim t_nemesis(4,1) t_nemesis(0,0) = "Jonah" : t_nemesis(0,1) = "Whales" t_nemesis(1,0) = "Jonah" : t_nemesis(1,1) = "Spiders" t_nemesis(2,0) = "Alan" : t_nemesis(2,1) = "Ghosts" t_nemesis(3,0) = "Alan" : t_nemesis(3,1) = "Zombies" t_nemesis(4,0) = "Glory" : t_nemesis(4,1) = "Buffy"   Call hash_join(t_age,1,t_nemesis,0)   Sub hash_join(table_1,index_1,table_2,index_2) Set hash = CreateObject("Scripting.Dictionary") For i = 0 To UBound(table_1) hash.Add i,Array(table_1(i,0),table_1(i,1)) Next For j = 0 To UBound(table_2) For Each key In hash.Keys If hash(key)(index_1) = table_2(j,index_2) Then WScript.StdOut.WriteLine hash(key)(0) & "," & hash(key)(1) &_ " = " & table_2(j,0) & "," & table_2(j,1) End If Next Next End Sub  
http://rosettacode.org/wiki/Haversine_formula
Haversine formula
This page uses content from Wikipedia. The original article was at Haversine formula. The list of authors can be seen in the page history. As with Rosetta Code, the text of Wikipedia is available under the GNU FDL. (See links for details on variance) The haversine formula is an equation important in navigation, giving great-circle distances between two points on a sphere from their longitudes and latitudes. It is a special case of a more general formula in spherical trigonometry, the law of haversines, relating the sides and angles of spherical "triangles". Task Implement a great-circle distance function, or use a library function, to show the great-circle distance between: Nashville International Airport (BNA)   in Nashville, TN, USA,   which is: N 36°7.2', W 86°40.2' (36.12, -86.67) -and- Los Angeles International Airport (LAX)  in Los Angeles, CA, USA,   which is: N 33°56.4', W 118°24.0' (33.94, -118.40) User Kaimbridge clarified on the Talk page: -- 6371.0 km is the authalic radius based on/extracted from surface area; -- 6372.8 km is an approximation of the radius of the average circumference (i.e., the average great-elliptic or great-circle radius), where the boundaries are the meridian (6367.45 km) and the equator (6378.14 km). Using either of these values results, of course, in differing distances: 6371.0 km -> 2886.44444283798329974715782394574671655 km; 6372.8 km -> 2887.25995060711033944886005029688505340 km; (results extended for accuracy check: Given that the radii are only approximations anyways, .01' ≈ 1.0621333 km and .001" ≈ .00177 km, practical precision required is certainly no greater than about .0000001——i.e., .1 mm!) As distances are segments of great circles/circumferences, it is recommended that the latter value (r = 6372.8 km) be used (which most of the given solutions have already adopted, anyways). Most of the examples below adopted Kaimbridge's recommended value of 6372.8 km for the earth radius. However, the derivation of this ellipsoidal quadratic mean radius is wrong (the averaging over azimuth is biased). When applying these examples in real applications, it is better to use the mean earth radius, 6371 km. This value is recommended by the International Union of Geodesy and Geophysics and it minimizes the RMS relative error between the great circle and geodesic distance.
#Elena
Elena
import extensions; import system'math;   Haversine(lat1,lon1,lat2,lon2) { var R := 6372.8r; var dLat := (lat2 - lat1).Radian; var dLon := (lon2 - lon1).Radian;   var dLat1 := lat1.Radian; var dLat2 := lat2.Radian;   var a := (dLat / 2).sin() * (dLat / 2).sin() + (dLon / 2).sin() * (dLon / 2).sin() * dLat1.cos() * dLat2.cos();   ^ R * 2 * a.sqrt().arcsin() }   public program() { console.printLineFormatted("The distance between coordinates {0},{1} and {2},{3} is: {4}", 36.12r, -86.67r, 33.94r, -118.40r, Haversine(36.12r, -86.67r, 33.94r, -118.40r)) }
http://rosettacode.org/wiki/Hello_world/Newline_omission
Hello world/Newline omission
Some languages automatically insert a newline after outputting a string, unless measures are taken to prevent its output. Task Display the string   Goodbye, World!   without a trailing newline. Related tasks   Hello world/Graphical   Hello world/Line Printer   Hello world/Standard error   Hello world/Text
#Mathematica_.2F_Wolfram_Language
Mathematica / Wolfram Language
NotebookWrite[EvaluationNotebook[], "Goodbye, World!"]
http://rosettacode.org/wiki/Hello_world/Newline_omission
Hello world/Newline omission
Some languages automatically insert a newline after outputting a string, unless measures are taken to prevent its output. Task Display the string   Goodbye, World!   without a trailing newline. Related tasks   Hello world/Graphical   Hello world/Line Printer   Hello world/Standard error   Hello world/Text
#MATLAB_.2F_Octave
MATLAB / Octave
fprintf('Goodbye, World!');
http://rosettacode.org/wiki/Hello_world/Newline_omission
Hello world/Newline omission
Some languages automatically insert a newline after outputting a string, unless measures are taken to prevent its output. Task Display the string   Goodbye, World!   without a trailing newline. Related tasks   Hello world/Graphical   Hello world/Line Printer   Hello world/Standard error   Hello world/Text
#min
min
"Goodbye, World!" print
http://rosettacode.org/wiki/Hello_world/Text
Hello world/Text
Hello world/Text is part of Short Circuit's Console Program Basics selection. Task Display the string Hello world! on a text console. Related tasks   Hello world/Graphical   Hello world/Line Printer   Hello world/Newbie   Hello world/Newline omission   Hello world/Standard error   Hello world/Web server
#ERRE
ERRE
  ! Hello World in ERRE language PROGRAM HELLO BEGIN PRINT("Hello world!") END PROGRAM  
http://rosettacode.org/wiki/Hash_from_two_arrays
Hash from two arrays
Task Using two Arrays of equal length, create a Hash object where the elements from one array (the keys) are linked to the elements of the other (the values) Related task   Associative arrays/Creation
#MATLAB_.2F_Octave
MATLAB / Octave
function s = StructFromArrays(allKeys, allVals) % allKeys must be cell array of strings of valid field-names % allVals can be cell array or array of numbers % Assumes arrays are same size and valid types s = struct; if iscell(allVals) for k = 1:length(allKeys) s.(allKeys{k}) = allVals{k}; end else for k = 1:length(allKeys) s.(allKeys{k}) = allVals(k); end end end
http://rosettacode.org/wiki/Hash_from_two_arrays
Hash from two arrays
Task Using two Arrays of equal length, create a Hash object where the elements from one array (the keys) are linked to the elements of the other (the values) Related task   Associative arrays/Creation
#MiniScript
MiniScript
keys = ["foo", "bar", "val"] values = ["little", "miss", "muffet"]   d = {} for i in range(keys.len-1) d[keys[i]] = values[i] end for   print d
http://rosettacode.org/wiki/Harshad_or_Niven_series
Harshad or Niven series
The Harshad or Niven numbers are positive integers ≥ 1 that are divisible by the sum of their digits. For example,   42   is a Harshad number as   42   is divisible by   (4 + 2)   without remainder. Assume that the series is defined as the numbers in increasing order. Task The task is to create a function/method/procedure to generate successive members of the Harshad sequence. Use it to:   list the first 20 members of the sequence,   and   list the first Harshad number greater than 1000. Show your output here. Related task   Increasing gaps between consecutive Niven numbers See also   OEIS: A005349
#FOCAL
FOCAL
01.10 S N=0 01.20 S P=0 01.30 D 3 01.40 I (19-P)1.7 01.50 T %4,N,! 01.60 S P=P+1 01.70 I (N-1001)1.3 01.80 T N,! 01.90 Q   02.10 S A=0 02.20 S B=N 02.30 S C=FITR(B/10) 02.40 S A=A+B-C*10 02.50 S B=C 02.60 I (-B)2.3   03.10 S N=N+1 03.20 D 2 03.30 I (FITR(N/A)*A-N)3.1
http://rosettacode.org/wiki/GUI/Maximum_window_dimensions
GUI/Maximum window dimensions
The task is to determine the maximum height and width of a window that can fit within the physical display area of the screen without scrolling. This is effectively the screen size (not the total desktop area, which could be bigger than the screen display area) in pixels minus any adjustments for window decorations and menubars. The idea is to determine the physical display parameters for the maximum height and width of the usable display area in pixels (without scrolling). The values calculated should represent the usable desktop area of a window maximized to fit the the screen. Considerations --- Multiple Monitors For multiple monitors, the values calculated should represent the size of the usable display area on the monitor which is related to the task (i.e.:   the monitor which would display a window if such instructions were given). --- Tiling Window Managers For a tiling window manager, the values calculated should represent the maximum height and width of the display area of the maximum size a window can be created (without scrolling). This would typically be a full screen window (minus any areas occupied by desktop bars), unless the window manager has restrictions that prevents the creation of a full screen window, in which case the values represent the usable area of the desktop that occupies the maximum permissible window size (without scrolling).
#Tcl
Tcl
package require Tk proc maxSize {} { # Need a dummy window; max window can be changed by scripts set top .__defaultMaxSize__ if {![winfo exists $top]} { toplevel $top wm withdraw $top } # Default max size of window is value we want return [wm maxsize $top] }
http://rosettacode.org/wiki/GUI/Maximum_window_dimensions
GUI/Maximum window dimensions
The task is to determine the maximum height and width of a window that can fit within the physical display area of the screen without scrolling. This is effectively the screen size (not the total desktop area, which could be bigger than the screen display area) in pixels minus any adjustments for window decorations and menubars. The idea is to determine the physical display parameters for the maximum height and width of the usable display area in pixels (without scrolling). The values calculated should represent the usable desktop area of a window maximized to fit the the screen. Considerations --- Multiple Monitors For multiple monitors, the values calculated should represent the size of the usable display area on the monitor which is related to the task (i.e.:   the monitor which would display a window if such instructions were given). --- Tiling Window Managers For a tiling window manager, the values calculated should represent the maximum height and width of the display area of the maximum size a window can be created (without scrolling). This would typically be a full screen window (minus any areas occupied by desktop bars), unless the window manager has restrictions that prevents the creation of a full screen window, in which case the values represent the usable area of the desktop that occupies the maximum permissible window size (without scrolling).
#Visual_Basic
Visual Basic
TYPE syswindowstru screenheight AS INTEGER screenwidth AS INTEGER maxheight AS INTEGER maxwidth AS INTEGER END TYPE   DIM syswindow AS syswindowstru   ' Determine the height and width of the screen syswindow.screenwidth = Screen.Width / Screen.TwipsPerPixelX syswindow.screenheight=Screen.Height / Screen.TwipsPerPixelY   ' Make adjustments for window decorations and menubars
http://rosettacode.org/wiki/GUI/Maximum_window_dimensions
GUI/Maximum window dimensions
The task is to determine the maximum height and width of a window that can fit within the physical display area of the screen without scrolling. This is effectively the screen size (not the total desktop area, which could be bigger than the screen display area) in pixels minus any adjustments for window decorations and menubars. The idea is to determine the physical display parameters for the maximum height and width of the usable display area in pixels (without scrolling). The values calculated should represent the usable desktop area of a window maximized to fit the the screen. Considerations --- Multiple Monitors For multiple monitors, the values calculated should represent the size of the usable display area on the monitor which is related to the task (i.e.:   the monitor which would display a window if such instructions were given). --- Tiling Window Managers For a tiling window manager, the values calculated should represent the maximum height and width of the display area of the maximum size a window can be created (without scrolling). This would typically be a full screen window (minus any areas occupied by desktop bars), unless the window manager has restrictions that prevents the creation of a full screen window, in which case the values represent the usable area of the desktop that occupies the maximum permissible window size (without scrolling).
#Visual_Basic_.NET
Visual Basic .NET
Imports System.Drawing Imports System.Windows.Forms   Module Program Sub Main() Dim bounds As Rectangle = Screen.PrimaryScreen.Bounds Console.WriteLine($"Primary screen bounds: {bounds.Width}x{bounds.Height}")   Dim workingArea As Rectangle = Screen.PrimaryScreen.WorkingArea Console.WriteLine($"Primary screen working area: {workingArea.Width}x{workingArea.Height}") End Sub End Module
http://rosettacode.org/wiki/Hello_world/Graphical
Hello world/Graphical
Task Display the string       Goodbye, World!       on a GUI object   (alert box, plain window, text area, etc.). Related task   Hello world/Text
#Clojure
Clojure
(ns experimentation.core (:import (javax.swing JOptionPane JFrame JTextArea JButton) (java.awt FlowLayout)))   (JOptionPane/showMessageDialog nil "Goodbye, World!") (let [button (JButton. "Goodbye, World!") window (JFrame. "Goodbye, World!") text (JTextArea. "Goodbye, World!")] (doto window (.setLayout (FlowLayout.)) (.add button) (.add text) (.pack) (.setDefaultCloseOperation (JFrame/EXIT_ON_CLOSE)) (.setVisible true)))
http://rosettacode.org/wiki/GUI_enabling/disabling_of_controls
GUI enabling/disabling of controls
In addition to fundamental GUI component interaction, an application should dynamically enable and disable GUI components, to give some guidance to the user, and prohibit (inter)actions which are inappropriate in the current state of the application. Task Similar to the task GUI component interaction, write a program that presents a form with three components to the user:   a numeric input field ("Value")   a button   ("increment")   a button   ("decrement") The field is initialized to zero. The user may manually enter a new value into the field, increment its value with the "increment" button, or decrement the value with the "decrement" button. The input field should be enabled only when its value is zero. The "increment" button only as long as the field's value is less then 10: When the value 10 is reached, the button should go into a disabled state. Analogously, the "decrement" button should be enabled only as long as the value is greater than zero. Effectively, the user can now either increment up to 10, or down to zero. Manually entering values outside that range is still legal, but the buttons should reflect that and enable/disable accordingly.
#C.2B.2B
C++
file task.h
http://rosettacode.org/wiki/Guess_the_number/With_feedback_(player)
Guess the number/With feedback (player)
Task Write a player for the game that follows the following rules: The scorer will choose a number between set limits. The computer player will print a guess of the target number. The computer asks for a score of whether its guess is higher than, lower than, or equal to the target. The computer guesses, and the scorer scores, in turn, until the computer correctly guesses the target number. The computer should guess intelligently based on the accumulated scores given. One way is to use a Binary search based algorithm. Related tasks   Guess the number/With Feedback   Bulls and cows/Player
#11l
11l
V (target_min, target_max) = (1, 10) V (mn, mx) = (target_min, target_max)   print( ‘Think of a number between #. and #. and wait for me to guess it. On every guess of mine you should state whether the guess was too high, too low, or equal to your number by typing h, l, or = ’.format(target_min, target_max))   V i = 0 L i++ V guess = (mn + mx) I/ 2 V txt = input(‘Guess #2 is: #2. The score for which is (h,l,=): ’.format(i, guess)).trim(‘ ’).lowercase()[0] I txt !C ‘hl=’ print(‘ I don't understand your input of '#.' ?’.format(txt)) L.continue I txt == ‘h’ mx = guess - 1 I txt == ‘l’ mn = guess + 1 I txt == ‘=’ print(‘ Ye-Haw!!’) L.break I (mn > mx) | (mn < target_min) | (mx > target_max) print(‘Please check your scoring as I cannot find the value’) L.break   print("\nThanks for keeping score.")
http://rosettacode.org/wiki/Happy_numbers
Happy numbers
From Wikipedia, the free encyclopedia: A happy number is defined by the following process: Starting with any positive integer, replace the number by the sum of the squares of its digits, and repeat the process until the number equals   1   (where it will stay),   or it loops endlessly in a cycle which does not include   1.   Those numbers for which this process end in   1   are       happy   numbers,   while   those numbers   that   do   not   end in   1   are   unhappy   numbers. Task Find and print the first   8   happy numbers. Display an example of your output here on this page. See also   The OEIS entry:   The     happy numbers:   A007770   The OEIS entry:   The unhappy numbers;   A031177
#ALGOL_W
ALGOL W
begin  % find some happy numbers  %  % returns true if n is happy, false otherwise; n must be >= 0  % logical procedure isHappy( integer value n ) ; if n < 2 then true else begin  % seen is used to hold the values of the cycle of the  %  % digit square sums, as noted in the Batch File  %  % version, we do not need a large array. The digit  %  % square sum of 9 999 999 999 is 810...  % integer array seen( 0 :: 32 ); integer number, trys; number  := n; trys  := -1; while begin logical terminated; integer tPos; terminated  := false; tPos  := 0; while not terminated and tPos <= trys do begin terminated := seen( tPos ) = number; tPos  := tPos + 1 end while_not_terminated_and_tPos_lt_trys ; number > 1 and not terminated end do begin integer sum; trys  := trys + 1; seen( trys )  := number; sum  := 0; while number > 0 do begin integer digit; digit  := number rem 10; number  := number div 10; sum  := sum + ( digit * digit ) end while_number_gt_0 ; number  := sum end while_number_gt_1_and_not_terminated ; number = 1 end isHappy ;  % print the first 8 happy numbers  % begin integer happyCount, n; happyCount := 0; n  := 1; write( "first 8 happy numbers: " ); while happyCount < 8 do begin if isHappy( n ) then begin writeon( i_w := 1, " ", n ); happyCount := happyCount + 1 end if_isHappy_n ; n := n + 1 end while_happyCount_lt_8 end end.
http://rosettacode.org/wiki/Handle_a_signal
Handle a signal
Most operating systems provide interrupt facilities, sometimes called signals either generated by the user or as a result of program failure or reaching a limit like file space. Unhandled signals generally terminate a program in a disorderly manner. Signal handlers are created so that the program behaves in a well-defined manner upon receipt of a signal. Task Provide a program that displays an integer on each line of output at the rate of about one per half second. Upon receipt of the SIGINT signal (often generated by the user typing ctrl-C ( or better yet, SIGQUIT ctrl-\ )) the program will cease outputting integers, output the number of seconds the program has run, and then the program will quit.
#UNIX_Shell
UNIX Shell
c="1" # Trap signals for SIGQUIT (3), SIGABRT (6) and SIGTERM (15) trap "echo -n 'We ran for ';echo -n `expr $c /2`; echo " seconds"; exit" 3 6 15 while [ "$c" -ne 0 ]; do # infinite loop # wait 0.5 # We need a helper program for the half second interval c=`expr $c + 1` done
http://rosettacode.org/wiki/Handle_a_signal
Handle a signal
Most operating systems provide interrupt facilities, sometimes called signals either generated by the user or as a result of program failure or reaching a limit like file space. Unhandled signals generally terminate a program in a disorderly manner. Signal handlers are created so that the program behaves in a well-defined manner upon receipt of a signal. Task Provide a program that displays an integer on each line of output at the rate of about one per half second. Upon receipt of the SIGINT signal (often generated by the user typing ctrl-C ( or better yet, SIGQUIT ctrl-\ )) the program will cease outputting integers, output the number of seconds the program has run, and then the program will quit.
#Visual_Basic_.NET
Visual Basic .NET
Module Module1 Dim startTime As Date   Sub Main() startTime = Date.Now ' Add event handler for Cntrl+C command AddHandler Console.CancelKeyPress, AddressOf Console_CancelKeyPress   Dim counter = 0 While True counter += 1 Console.WriteLine(counter) Threading.Thread.Sleep(500) End While End Sub   Sub Console_CancelKeyPress(sender As Object, e As ConsoleCancelEventArgs) Dim stopTime = Date.Now Console.WriteLine("This program ran for {0:000.000} seconds", (stopTime - startTime).TotalMilliseconds / 1000) Environment.Exit(0) End Sub   End Module
http://rosettacode.org/wiki/Hash_join
Hash join
An inner join is an operation that combines two data tables into one table, based on matching column values. The simplest way of implementing this operation is the nested loop join algorithm, but a more scalable alternative is the hash join algorithm. Task[edit] Implement the "hash join" algorithm, and demonstrate that it passes the test-case listed below. You should represent the tables as data structures that feel natural in your programming language. Guidance The "hash join" algorithm consists of two steps: Hash phase: Create a multimap from one of the two tables, mapping from each join column value to all the rows that contain it. The multimap must support hash-based lookup which scales better than a simple linear search, because that's the whole point of this algorithm. Ideally we should create the multimap for the smaller table, thus minimizing its creation time and memory size. Join phase: Scan the other table, and find matching rows by looking in the multimap created before. In pseudo-code, the algorithm could be expressed as follows: let A = the first input table (or ideally, the larger one) let B = the second input table (or ideally, the smaller one) let jA = the join column ID of table A let jB = the join column ID of table B let MB = a multimap for mapping from single values to multiple rows of table B (starts out empty) let C = the output table (starts out empty) for each row b in table B: place b in multimap MB under key b(jB) for each row a in table A: for each row b in multimap MB under key a(jA): let c = the concatenation of row a and row b place row c in table C Test-case Input Output A = Age Name 27 Jonah 18 Alan 28 Glory 18 Popeye 28 Alan B = Character Nemesis Jonah Whales Jonah Spiders Alan Ghosts Alan Zombies Glory Buffy jA = Name (i.e. column 1) jB = Character (i.e. column 0) A.Age A.Name B.Character B.Nemesis 27 Jonah Jonah Whales 27 Jonah Jonah Spiders 18 Alan Alan Ghosts 18 Alan Alan Zombies 28 Glory Glory Buffy 28 Alan Alan Ghosts 28 Alan Alan Zombies The order of the rows in the output table is not significant. If you're using numerically indexed arrays to represent table rows (rather than referring to columns by name), you could represent the output rows in the form [[27, "Jonah"], ["Jonah", "Whales"]].
#Visual_FoxPro
Visual FoxPro
  LOCAL i As Integer, n As Integer CLOSE DATABASES ALL *!* Create and populate the hash tables CREATE CURSOR people_ids(id I, used L DEFAULT .F.) INDEX ON id TAG id COLLATE "Machine" INDEX ON used TAG used BINARY COLLATE "Machine" SET ORDER TO 0 CREATE CURSOR nem_ids(id I, used L DEFAULT .F.) INDEX ON id TAG id COLLATE "Machine" INDEX ON used TAG used BINARY COLLATE "Machine" SET ORDER TO 0 n = 100 FOR i = 1 TO n INSERT INTO people_ids (id) VALUES (i) INSERT INTO nem_ids (id) VALUES (i) ENDFOR   CREATE CURSOR people (age I, name V(16), id I) INDEX ON id TAG id COLLATE "Machine" INDEX ON name TAG name COLLATE "Machine" SET ORDER TO 0 INSERT INTO people (age, name) VALUES (27, "Jonah") INSERT INTO people (age, name) VALUES (18, "Alan") INSERT INTO people (age, name) VALUES (28, "Glory") INSERT INTO people (age, name) VALUES (18, "Popeye") INSERT INTO people (age, name) VALUES (28, "Alan") REPLACE id WITH HashMe("people_ids") ALL   *!* The plural of nemesis is nemeses CREATE CURSOR nemeses (name V(16), nemesis V(16), p_id I, id I) INDEX ON id TAG id COLLATE "Machine" INDEX ON p_id TAG p_id COLLATE "Machine" INDEX ON name TAG name COLLATE "Machine" SET ORDER TO 0   INSERT INTO nemeses (name, nemesis) VALUES ("Jonah", "Whales") INSERT INTO nemeses (name, nemesis) VALUES ("Jonah", "Spiders") INSERT INTO nemeses (name, nemesis) VALUES ("Alan", "Ghosts") INSERT INTO nemeses (name, nemesis) VALUES ("Alan", "Zombies") INSERT INTO nemeses (name, nemesis) VALUES ("Glory", "Buffy") REPLACE id WITH HashMe("nem_ids") ALL UPDATE nemeses SET p_id = people.id FROM people ; WHERE nemeses.name = people.name   *!* Show the join SELECT pe.age, pe.name, ne.nemesis FROM people pe ; JOIN nemeses ne ON pe.id = ne.p_id TO FILE "hashjoin.txt"   FUNCTION HashMe(cTable As String) As Integer LOCAL ARRAY a[1] SELECT MIN(id) FROM (cTable) WHERE NOT used INTO ARRAY a UPDATE (cTable) SET used = .T. WHERE id = a[1] RETURN a[1] ENDFUNC  
http://rosettacode.org/wiki/Hash_join
Hash join
An inner join is an operation that combines two data tables into one table, based on matching column values. The simplest way of implementing this operation is the nested loop join algorithm, but a more scalable alternative is the hash join algorithm. Task[edit] Implement the "hash join" algorithm, and demonstrate that it passes the test-case listed below. You should represent the tables as data structures that feel natural in your programming language. Guidance The "hash join" algorithm consists of two steps: Hash phase: Create a multimap from one of the two tables, mapping from each join column value to all the rows that contain it. The multimap must support hash-based lookup which scales better than a simple linear search, because that's the whole point of this algorithm. Ideally we should create the multimap for the smaller table, thus minimizing its creation time and memory size. Join phase: Scan the other table, and find matching rows by looking in the multimap created before. In pseudo-code, the algorithm could be expressed as follows: let A = the first input table (or ideally, the larger one) let B = the second input table (or ideally, the smaller one) let jA = the join column ID of table A let jB = the join column ID of table B let MB = a multimap for mapping from single values to multiple rows of table B (starts out empty) let C = the output table (starts out empty) for each row b in table B: place b in multimap MB under key b(jB) for each row a in table A: for each row b in multimap MB under key a(jA): let c = the concatenation of row a and row b place row c in table C Test-case Input Output A = Age Name 27 Jonah 18 Alan 28 Glory 18 Popeye 28 Alan B = Character Nemesis Jonah Whales Jonah Spiders Alan Ghosts Alan Zombies Glory Buffy jA = Name (i.e. column 1) jB = Character (i.e. column 0) A.Age A.Name B.Character B.Nemesis 27 Jonah Jonah Whales 27 Jonah Jonah Spiders 18 Alan Alan Ghosts 18 Alan Alan Zombies 28 Glory Glory Buffy 28 Alan Alan Ghosts 28 Alan Alan Zombies The order of the rows in the output table is not significant. If you're using numerically indexed arrays to represent table rows (rather than referring to columns by name), you could represent the output rows in the form [[27, "Jonah"], ["Jonah", "Whales"]].
#Wren
Wren
import "/fmt" for Fmt   class A { construct new(age, name) { _age = age _name = name }   age { _age } name { _name } }   class B { construct new(character, nemesis) { _character = character _nemesis = nemesis }   character { _character } nemesis { _nemesis } }   var tableA = [ A.new(27, "Jonah"), A.new(18, "Alan"), A.new(28, "Glory"), A.new(18, "Popeye"), A.new(28, "Alan") ] var tableB = [ B.new("Jonah", "Whales"), B.new("Jonah", "Spiders"), B.new("Alan", "Ghosts"), B.new("Alan", "Zombies"), B.new("Glory", "Buffy") ] var h = {} var i = 0 for (a in tableA) { var n = h[a.name] if (n) { n.add(i) } else { h[a.name] = [i] } i = i + 1 }   System.print("Age Name Character Nemesis") System.print("--- ----- --------- -------") for (b in tableB) { var c = h[b.character] if (c) { for (i in c) { var t = tableA[i] Fmt.print("$3d $-5s $-9s $s", t.age, t.name, b.character, b.nemesis) } } }
http://rosettacode.org/wiki/Haversine_formula
Haversine formula
This page uses content from Wikipedia. The original article was at Haversine formula. The list of authors can be seen in the page history. As with Rosetta Code, the text of Wikipedia is available under the GNU FDL. (See links for details on variance) The haversine formula is an equation important in navigation, giving great-circle distances between two points on a sphere from their longitudes and latitudes. It is a special case of a more general formula in spherical trigonometry, the law of haversines, relating the sides and angles of spherical "triangles". Task Implement a great-circle distance function, or use a library function, to show the great-circle distance between: Nashville International Airport (BNA)   in Nashville, TN, USA,   which is: N 36°7.2', W 86°40.2' (36.12, -86.67) -and- Los Angeles International Airport (LAX)  in Los Angeles, CA, USA,   which is: N 33°56.4', W 118°24.0' (33.94, -118.40) User Kaimbridge clarified on the Talk page: -- 6371.0 km is the authalic radius based on/extracted from surface area; -- 6372.8 km is an approximation of the radius of the average circumference (i.e., the average great-elliptic or great-circle radius), where the boundaries are the meridian (6367.45 km) and the equator (6378.14 km). Using either of these values results, of course, in differing distances: 6371.0 km -> 2886.44444283798329974715782394574671655 km; 6372.8 km -> 2887.25995060711033944886005029688505340 km; (results extended for accuracy check: Given that the radii are only approximations anyways, .01' ≈ 1.0621333 km and .001" ≈ .00177 km, practical precision required is certainly no greater than about .0000001——i.e., .1 mm!) As distances are segments of great circles/circumferences, it is recommended that the latter value (r = 6372.8 km) be used (which most of the given solutions have already adopted, anyways). Most of the examples below adopted Kaimbridge's recommended value of 6372.8 km for the earth radius. However, the derivation of this ellipsoidal quadratic mean radius is wrong (the averaging over azimuth is biased). When applying these examples in real applications, it is better to use the mean earth radius, 6371 km. This value is recommended by the International Union of Geodesy and Geophysics and it minimizes the RMS relative error between the great circle and geodesic distance.
#Elixir
Elixir
defmodule Haversine do @v  :math.pi / 180 @r 6372.8 # km for the earth radius def distance({lat1, long1}, {lat2, long2}) do dlat = :math.sin((lat2 - lat1) * @v / 2) dlong = :math.sin((long2 - long1) * @v / 2) a = dlat * dlat + dlong * dlong * :math.cos(lat1 * @v) * :math.cos(lat2 * @v) @r * 2 * :math.asin(:math.sqrt(a)) end end   bna = {36.12, -86.67} lax = {33.94, -118.40} IO.puts Haversine.distance(bna, lax)
http://rosettacode.org/wiki/Hello_world/Newline_omission
Hello world/Newline omission
Some languages automatically insert a newline after outputting a string, unless measures are taken to prevent its output. Task Display the string   Goodbye, World!   without a trailing newline. Related tasks   Hello world/Graphical   Hello world/Line Printer   Hello world/Standard error   Hello world/Text
#mIRC_Scripting_Language
mIRC Scripting Language
echo -ag Goodbye, World!
http://rosettacode.org/wiki/Hello_world/Newline_omission
Hello world/Newline omission
Some languages automatically insert a newline after outputting a string, unless measures are taken to prevent its output. Task Display the string   Goodbye, World!   without a trailing newline. Related tasks   Hello world/Graphical   Hello world/Line Printer   Hello world/Standard error   Hello world/Text
#ML.2FI
ML/I
Goodbye, World!
http://rosettacode.org/wiki/Hello_world/Text
Hello world/Text
Hello world/Text is part of Short Circuit's Console Program Basics selection. Task Display the string Hello world! on a text console. Related tasks   Hello world/Graphical   Hello world/Line Printer   Hello world/Newbie   Hello world/Newline omission   Hello world/Standard error   Hello world/Web server
#Euler_Math_Toolbox
Euler Math Toolbox
"Hello world!"
http://rosettacode.org/wiki/Hash_from_two_arrays
Hash from two arrays
Task Using two Arrays of equal length, create a Hash object where the elements from one array (the keys) are linked to the elements of the other (the values) Related task   Associative arrays/Creation
#Neko
Neko
/** <doc><h2>Hash from two arrays, in Neko</h2></doc> **/   var sprintf = $loader.loadprim("std@sprintf", 2)   var array_keys = $array("one",2,"three",4,"five") var array_vals = $array("six",7,"eight",9,"zero") var elements = $asize(array_keys)   var table = $hnew(elements)   var step = elements while (step -= 1) >= 0 $hadd(table, $hkey(array_keys[step]), array_vals[step])   /* $hiter accepts a hashtable and a function that accepts two args, key, val */ var show = function(k, v) $print("Hashed key: ", sprintf("%10d", k), " Value: ", v, "\n") $hiter(table, show)
http://rosettacode.org/wiki/Hash_from_two_arrays
Hash from two arrays
Task Using two Arrays of equal length, create a Hash object where the elements from one array (the keys) are linked to the elements of the other (the values) Related task   Associative arrays/Creation
#Nemerle
Nemerle
using System; using System.Console; using Nemerle.Collections; using Nemerle.Collections.NCollectionsExtensions;   module AssocArray { Main() : void { def list1 = ["apples", "oranges", "bananas", "kumquats"]; def list2 = [13, 34, 12]; def inventory = Hashtable(ZipLazy(list1, list2)); foreach (item in inventory) WriteLine("{0}: {1}", item.Key, item.Value); } }
http://rosettacode.org/wiki/Harshad_or_Niven_series
Harshad or Niven series
The Harshad or Niven numbers are positive integers ≥ 1 that are divisible by the sum of their digits. For example,   42   is a Harshad number as   42   is divisible by   (4 + 2)   without remainder. Assume that the series is defined as the numbers in increasing order. Task The task is to create a function/method/procedure to generate successive members of the Harshad sequence. Use it to:   list the first 20 members of the sequence,   and   list the first Harshad number greater than 1000. Show your output here. Related task   Increasing gaps between consecutive Niven numbers See also   OEIS: A005349
#Fortran
Fortran
  !-*- mode: compilation; default-directory: "/tmp/" -*- !Compilation started at Tue May 21 13:15:59 ! !a=./f && make $a && $a < unixdict.txt !gfortran -std=f2003 -Wall -ffree-form f.f03 -o f ! 1 2 3 4 5 6 7 8 9 10 12 18 20 21 24 27 30 36 40 42 1002 ! !Compilation finished at Tue May 21 13:15:59   program Harshad integer :: i, h = 0 do i=1, 20 call nextHarshad(h) write(6, '(i5)', advance='no') h enddo h = 1000 call nextHarshad(h) write(6, '(i5)') h   contains   subroutine nextHarshad(h) ! alter input integer h to be the next greater Harshad number. integer, intent(inout) :: h h = h+1 ! bigger do while (.not. isHarshad(h)) h = h+1 end do end subroutine nextHarshad   logical function isHarshad(a) integer, intent(in) :: a integer :: mutable, digit_sum isHarshad = .false. if (a .lt. 1) return ! false if a < 1 mutable = a digit_sum = 0 do while (mutable /= 0) digit_sum = digit_sum + mod(mutable, 10) mutable = mutable / 10 end do isHarshad = 0 .eq. mod(a, digit_sum) end function isHarshad   end program Harshad  
http://rosettacode.org/wiki/GUI/Maximum_window_dimensions
GUI/Maximum window dimensions
The task is to determine the maximum height and width of a window that can fit within the physical display area of the screen without scrolling. This is effectively the screen size (not the total desktop area, which could be bigger than the screen display area) in pixels minus any adjustments for window decorations and menubars. The idea is to determine the physical display parameters for the maximum height and width of the usable display area in pixels (without scrolling). The values calculated should represent the usable desktop area of a window maximized to fit the the screen. Considerations --- Multiple Monitors For multiple monitors, the values calculated should represent the size of the usable display area on the monitor which is related to the task (i.e.:   the monitor which would display a window if such instructions were given). --- Tiling Window Managers For a tiling window manager, the values calculated should represent the maximum height and width of the display area of the maximum size a window can be created (without scrolling). This would typically be a full screen window (minus any areas occupied by desktop bars), unless the window manager has restrictions that prevents the creation of a full screen window, in which case the values represent the usable area of the desktop that occupies the maximum permissible window size (without scrolling).
#Wren
Wren
import "input" for Keyboard import "dome" for Window, Process import "graphics" for Canvas, Color   class Game { static init() { Canvas.print("Maximize the window and press 'm'", 0, 0, Color.white) }   static update() { if (Keyboard.isKeyDown("m") ) { System.print("Maximum window dimensions are %(Window.width) x %(Window.height)") Process.exit(0) } }   static draw(alpha) {} }
http://rosettacode.org/wiki/GUI/Maximum_window_dimensions
GUI/Maximum window dimensions
The task is to determine the maximum height and width of a window that can fit within the physical display area of the screen without scrolling. This is effectively the screen size (not the total desktop area, which could be bigger than the screen display area) in pixels minus any adjustments for window decorations and menubars. The idea is to determine the physical display parameters for the maximum height and width of the usable display area in pixels (without scrolling). The values calculated should represent the usable desktop area of a window maximized to fit the the screen. Considerations --- Multiple Monitors For multiple monitors, the values calculated should represent the size of the usable display area on the monitor which is related to the task (i.e.:   the monitor which would display a window if such instructions were given). --- Tiling Window Managers For a tiling window manager, the values calculated should represent the maximum height and width of the display area of the maximum size a window can be created (without scrolling). This would typically be a full screen window (minus any areas occupied by desktop bars), unless the window manager has restrictions that prevents the creation of a full screen window, in which case the values represent the usable area of the desktop that occupies the maximum permissible window size (without scrolling).
#XPL0
XPL0
int A; [A:= GetFB; Text(0, "Width = "); IntOut(0, A(0)); CrLf(0); Text(0, "Height = "); IntOut(0, A(1)); CrLf(0); ]
http://rosettacode.org/wiki/Hello_world/Graphical
Hello world/Graphical
Task Display the string       Goodbye, World!       on a GUI object   (alert box, plain window, text area, etc.). Related task   Hello world/Text
#COBOL
COBOL
CLASS-ID ProgramClass. METHOD-ID Main STATIC. PROCEDURE DIVISION. INVOKE TYPE Application::EnableVisualStyles() *> Optional INVOKE TYPE MessageBox::Show("Goodbye, World!") END METHOD. END CLASS.
http://rosettacode.org/wiki/GUI_enabling/disabling_of_controls
GUI enabling/disabling of controls
In addition to fundamental GUI component interaction, an application should dynamically enable and disable GUI components, to give some guidance to the user, and prohibit (inter)actions which are inappropriate in the current state of the application. Task Similar to the task GUI component interaction, write a program that presents a form with three components to the user:   a numeric input field ("Value")   a button   ("increment")   a button   ("decrement") The field is initialized to zero. The user may manually enter a new value into the field, increment its value with the "increment" button, or decrement the value with the "decrement" button. The input field should be enabled only when its value is zero. The "increment" button only as long as the field's value is less then 10: When the value 10 is reached, the button should go into a disabled state. Analogously, the "decrement" button should be enabled only as long as the value is greater than zero. Effectively, the user can now either increment up to 10, or down to zero. Manually entering values outside that range is still legal, but the buttons should reflect that and enable/disable accordingly.
#Delphi
Delphi
type TForm1 = class(TForm) MaskEditValue: TMaskEdit; // Set Editmask on: "99;0; " SpeedButtonIncrement: TSpeedButton; SpeedButtonDecrement: TSpeedButton; procedure MaskEditValueChange(Sender: TObject); procedure SpeedButtonDecrementClick(Sender: TObject); procedure SpeedButtonIncrementClick(Sender: TObject); end;   var Form1: TForm1;   implementation   procedure TForm1.MaskEditValueChange(Sender: TObject); begin TMaskEdit(Sender).Enabled := StrToIntDef(Trim(TMaskEdit(Sender).Text), 0) = 0; SpeedButtonIncrement.Enabled := StrToIntDef(Trim(TMaskEdit(Sender).Text), 0) < 10; SpeedButtonDecrement.Enabled := StrToIntDef(Trim(TMaskEdit(Sender).Text), 0) > 0; end;   procedure TForm1.SpeedButtonDecrementClick(Sender: TObject); begin MaskEditValue.Text := IntToStr(Pred(StrToIntDef(Trim(MaskEditValue.Text), 0))); end;   procedure TForm1.SpeedButtonIncrementClick(Sender: TObject); begin MaskEditValue.Text := IntToStr(Succ(StrToIntDef(Trim(MaskEditValue.Text), 0))); end;
http://rosettacode.org/wiki/Guess_the_number/With_feedback_(player)
Guess the number/With feedback (player)
Task Write a player for the game that follows the following rules: The scorer will choose a number between set limits. The computer player will print a guess of the target number. The computer asks for a score of whether its guess is higher than, lower than, or equal to the target. The computer guesses, and the scorer scores, in turn, until the computer correctly guesses the target number. The computer should guess intelligently based on the accumulated scores given. One way is to use a Binary search based algorithm. Related tasks   Guess the number/With Feedback   Bulls and cows/Player
#Action.21
Action!
PROC Main() BYTE n,min=[1],max=[100] CHAR c   PrintF("Think a number in range %B-%B%E",min,max) DO n=(max+min) RSH 1 PrintF("My guess is %B%E",n) PrintF("Is it (E)qual, (L)ower or (H)igher?") c=GetD(7) Put(c) PutE() IF c='E THEN Print("I guessed!") EXIT ELSEIF c='L THEN max=n-1 ELSEIF c='H THEN min=n+1 FI IF max<min THEN Print("You are cheating...") EXIT FI OD RETURN
http://rosettacode.org/wiki/Guess_the_number/With_feedback_(player)
Guess the number/With feedback (player)
Task Write a player for the game that follows the following rules: The scorer will choose a number between set limits. The computer player will print a guess of the target number. The computer asks for a score of whether its guess is higher than, lower than, or equal to the target. The computer guesses, and the scorer scores, in turn, until the computer correctly guesses the target number. The computer should guess intelligently based on the accumulated scores given. One way is to use a Binary search based algorithm. Related tasks   Guess the number/With Feedback   Bulls and cows/Player
#Ada
Ada
with Ada.Text_IO; procedure Guess_Number_Player is procedure Guess_Number (Lower_Limit : Integer; Upper_Limit : Integer) is type Feedback is (Lower, Higher, Correct); package Feedback_IO is new Ada.Text_IO.Enumeration_IO (Feedback); My_Guess : Integer := Lower_Limit + (Upper_Limit - Lower_Limit) / 2; Your_Feedback : Feedback; begin Ada.Text_IO.Put_Line ("Think of a number!"); loop Ada.Text_IO.Put_Line ("My guess: " & Integer'Image (My_Guess)); Ada.Text_IO.Put ("Your answer (lower, higher, correct): "); Feedback_IO.Get (Your_Feedback); exit when Your_Feedback = Correct; if Your_Feedback = Lower then My_Guess := Lower_Limit + (My_Guess - Lower_Limit) / 2; else My_Guess := My_Guess + (Upper_Limit - My_Guess) / 2; end if; end loop; Ada.Text_IO.Put_Line ("I guessed well!"); end Guess_Number; package Int_IO is new Ada.Text_IO.Integer_IO (Integer); Lower_Limit : Integer; Upper_Limit : Integer; begin loop Ada.Text_IO.Put ("Lower Limit: "); Int_IO.Get (Lower_Limit); Ada.Text_IO.Put ("Upper Limit: "); Int_IO.Get (Upper_Limit); exit when Lower_Limit < Upper_Limit; Ada.Text_IO.Put_Line ("Lower limit must be lower!"); end loop; Guess_Number (Lower_Limit, Upper_Limit); end Guess_Number_Player;
http://rosettacode.org/wiki/Happy_numbers
Happy numbers
From Wikipedia, the free encyclopedia: A happy number is defined by the following process: Starting with any positive integer, replace the number by the sum of the squares of its digits, and repeat the process until the number equals   1   (where it will stay),   or it loops endlessly in a cycle which does not include   1.   Those numbers for which this process end in   1   are       happy   numbers,   while   those numbers   that   do   not   end in   1   are   unhappy   numbers. Task Find and print the first   8   happy numbers. Display an example of your output here on this page. See also   The OEIS entry:   The     happy numbers:   A007770   The OEIS entry:   The unhappy numbers;   A031177
#APL
APL
∇ HappyNumbers arg;⎕IO;∆roof;∆first;bin;iroof [1] ⍝0: Happy number [2] ⍝1: http://rosettacode.org/wiki/Happy_numbers [3] ⎕IO←1 ⍝ Index origin [4] ∆roof ∆first←2↑arg,10 ⍝ [5] [6] bin←{ [7] ⍺←⍬ ⍝ Default left arg [8] ⍵=1:1 ⍝ Always happy! [9] [10] numbers←⍎¨1⊂⍕⍵ ⍝ Split numbers into parts [11] next←+/{⍵*2}¨numbers ⍝ Sum and square of numbers [12] [13] next∊⍺:0 ⍝ Return 0, if already exists [14] (⍺,next)∇ next ⍝ Check next number (recursive) [15] [16] }¨iroof←⍳∆roof ⍝ Does all numbers upto ∆root smiles? [17] [18] ⎕←~∘0¨∆first↑bin/iroof ⍝ Show ∆first numbers, but not 0 ∇
http://rosettacode.org/wiki/Handle_a_signal
Handle a signal
Most operating systems provide interrupt facilities, sometimes called signals either generated by the user or as a result of program failure or reaching a limit like file space. Unhandled signals generally terminate a program in a disorderly manner. Signal handlers are created so that the program behaves in a well-defined manner upon receipt of a signal. Task Provide a program that displays an integer on each line of output at the rate of about one per half second. Upon receipt of the SIGINT signal (often generated by the user typing ctrl-C ( or better yet, SIGQUIT ctrl-\ )) the program will cease outputting integers, output the number of seconds the program has run, and then the program will quit.
#Visual_FoxPro
Visual FoxPro
  *!* In VFP, Ctrl+C is normally used to copy text to the clipboard. *!* Esc is used to stop execution. CLEAR SET ESCAPE ON ON ESCAPE DO StopLoop CLEAR DLLS DECLARE Sleep IN WIN32API INTEGER nMilliSeconds lLoop = .T. n = 0 ? "Press Esc to Cancel..." t1 = INT(SECONDS()) DO WHILE lLoop n = n + 1 ? n Sleep(500) ENDDO ? "Elapsed time:", TRANSFORM(INT(SECONDS()) - t1) + " secs." CLEAR DLLS RETURN TO MASTER   PROCEDURE StopLoop lLoop = .F. ENDPROC  
http://rosettacode.org/wiki/Handle_a_signal
Handle a signal
Most operating systems provide interrupt facilities, sometimes called signals either generated by the user or as a result of program failure or reaching a limit like file space. Unhandled signals generally terminate a program in a disorderly manner. Signal handlers are created so that the program behaves in a well-defined manner upon receipt of a signal. Task Provide a program that displays an integer on each line of output at the rate of about one per half second. Upon receipt of the SIGINT signal (often generated by the user typing ctrl-C ( or better yet, SIGQUIT ctrl-\ )) the program will cease outputting integers, output the number of seconds the program has run, and then the program will quit.
#Wren
Wren
import "scheduler" for Scheduler import "timer" for Timer import "io" for Stdin   var start = System.clock var stop = false   Scheduler.add { var n = 0 while (true) { System.print(n) if (stop) { var elapsed = System.clock - start + n * 0.5 System.print("Program has run for %(elapsed) seconds.") return } Timer.sleep(500) n = n + 1 } }   Stdin.isRaw = true // enable control characters to go into stdin while (true) { var b = Stdin.readByte() if (b == 3 || b == 28) break // quits on pressing either Ctrl-C os Ctrl-\ } Stdin.isRaw = false stop = true
http://rosettacode.org/wiki/Hash_join
Hash join
An inner join is an operation that combines two data tables into one table, based on matching column values. The simplest way of implementing this operation is the nested loop join algorithm, but a more scalable alternative is the hash join algorithm. Task[edit] Implement the "hash join" algorithm, and demonstrate that it passes the test-case listed below. You should represent the tables as data structures that feel natural in your programming language. Guidance The "hash join" algorithm consists of two steps: Hash phase: Create a multimap from one of the two tables, mapping from each join column value to all the rows that contain it. The multimap must support hash-based lookup which scales better than a simple linear search, because that's the whole point of this algorithm. Ideally we should create the multimap for the smaller table, thus minimizing its creation time and memory size. Join phase: Scan the other table, and find matching rows by looking in the multimap created before. In pseudo-code, the algorithm could be expressed as follows: let A = the first input table (or ideally, the larger one) let B = the second input table (or ideally, the smaller one) let jA = the join column ID of table A let jB = the join column ID of table B let MB = a multimap for mapping from single values to multiple rows of table B (starts out empty) let C = the output table (starts out empty) for each row b in table B: place b in multimap MB under key b(jB) for each row a in table A: for each row b in multimap MB under key a(jA): let c = the concatenation of row a and row b place row c in table C Test-case Input Output A = Age Name 27 Jonah 18 Alan 28 Glory 18 Popeye 28 Alan B = Character Nemesis Jonah Whales Jonah Spiders Alan Ghosts Alan Zombies Glory Buffy jA = Name (i.e. column 1) jB = Character (i.e. column 0) A.Age A.Name B.Character B.Nemesis 27 Jonah Jonah Whales 27 Jonah Jonah Spiders 18 Alan Alan Ghosts 18 Alan Alan Zombies 28 Glory Glory Buffy 28 Alan Alan Ghosts 28 Alan Alan Zombies The order of the rows in the output table is not significant. If you're using numerically indexed arrays to represent table rows (rather than referring to columns by name), you could represent the output rows in the form [[27, "Jonah"], ["Jonah", "Whales"]].
#zkl
zkl
ageName:=T(27,"Jonah", 18,"Alan", 28,"Glory", 18,"Popeye", 28,"Alan"); nameNemesis:=T("Jonah","Whales", "Jonah","Spiders", "Alan","Ghosts", "Alan","Zombies", "Glory","Buffy");   fcn addAN(age,name,d){ // keys are names, values are ( (age,...),() ) if (r:=d.find(name)) d[name] = T(r[0].append(age),r[1]); else d.add(name,T(T(age),T)); d // return d so pump will use that as result for assignment } fcn addNN(name,nemesis,d){ // values-->( (age,age...), (nemesis,...) ) if (r:=d.find(name)){ ages,nemesises := r; d[name] = T(ages,nemesises.append(nemesis)); } } // Void.Read --> take existing i, read next one, pass both to next function var d=ageName.pump(Void,Void.Read,T(addAN,Dictionary())); nameNemesis.pump(Void,Void.Read,T(addNN,d));   d.println(); // the union of the two tables d.keys.sort().pump(Console.println,'wrap(name){ //pretty print the join val:=d[name]; if (not val[1])return(Void.Skip); String(name,":",d[name][1].concat(",")); })
http://rosettacode.org/wiki/Haversine_formula
Haversine formula
This page uses content from Wikipedia. The original article was at Haversine formula. The list of authors can be seen in the page history. As with Rosetta Code, the text of Wikipedia is available under the GNU FDL. (See links for details on variance) The haversine formula is an equation important in navigation, giving great-circle distances between two points on a sphere from their longitudes and latitudes. It is a special case of a more general formula in spherical trigonometry, the law of haversines, relating the sides and angles of spherical "triangles". Task Implement a great-circle distance function, or use a library function, to show the great-circle distance between: Nashville International Airport (BNA)   in Nashville, TN, USA,   which is: N 36°7.2', W 86°40.2' (36.12, -86.67) -and- Los Angeles International Airport (LAX)  in Los Angeles, CA, USA,   which is: N 33°56.4', W 118°24.0' (33.94, -118.40) User Kaimbridge clarified on the Talk page: -- 6371.0 km is the authalic radius based on/extracted from surface area; -- 6372.8 km is an approximation of the radius of the average circumference (i.e., the average great-elliptic or great-circle radius), where the boundaries are the meridian (6367.45 km) and the equator (6378.14 km). Using either of these values results, of course, in differing distances: 6371.0 km -> 2886.44444283798329974715782394574671655 km; 6372.8 km -> 2887.25995060711033944886005029688505340 km; (results extended for accuracy check: Given that the radii are only approximations anyways, .01' ≈ 1.0621333 km and .001" ≈ .00177 km, practical precision required is certainly no greater than about .0000001——i.e., .1 mm!) As distances are segments of great circles/circumferences, it is recommended that the latter value (r = 6372.8 km) be used (which most of the given solutions have already adopted, anyways). Most of the examples below adopted Kaimbridge's recommended value of 6372.8 km for the earth radius. However, the derivation of this ellipsoidal quadratic mean radius is wrong (the averaging over azimuth is biased). When applying these examples in real applications, it is better to use the mean earth radius, 6371 km. This value is recommended by the International Union of Geodesy and Geophysics and it minimizes the RMS relative error between the great circle and geodesic distance.
#Elm
Elm
haversine : ( Float, Float ) -> ( Float, Float ) -> Float haversine ( lat1, lon1 ) ( lat2, lon2 ) = let r = 6372.8   dLat = degrees (lat2 - lat1)   dLon = degrees (lon2 - lon1)   a = (sin (dLat / 2)) ^ 2 + (sin (dLon / 2)) ^ 2 * cos (degrees lat1) * cos (degrees lat2) in r * 2 * asin (sqrt a)   view = Html.div [] [ Html.text (toString (haversine ( 36.12, -86.67 ) ( 33.94, -118.4 ))) ]  
http://rosettacode.org/wiki/Hello_world/Newline_omission
Hello world/Newline omission
Some languages automatically insert a newline after outputting a string, unless measures are taken to prevent its output. Task Display the string   Goodbye, World!   without a trailing newline. Related tasks   Hello world/Graphical   Hello world/Line Printer   Hello world/Standard error   Hello world/Text
#Modula-2
Modula-2
MODULE HelloWorld; FROM Terminal IMPORT WriteString,ReadChar;   BEGIN WriteString("Goodbye, World!"); ReadChar END HelloWorld.
http://rosettacode.org/wiki/Hello_world/Newline_omission
Hello world/Newline omission
Some languages automatically insert a newline after outputting a string, unless measures are taken to prevent its output. Task Display the string   Goodbye, World!   without a trailing newline. Related tasks   Hello world/Graphical   Hello world/Line Printer   Hello world/Standard error   Hello world/Text
#N.2Ft.2Froff
N/t/roff
  Goodbye, World!  
http://rosettacode.org/wiki/Hello_world/Newline_omission
Hello world/Newline omission
Some languages automatically insert a newline after outputting a string, unless measures are taken to prevent its output. Task Display the string   Goodbye, World!   without a trailing newline. Related tasks   Hello world/Graphical   Hello world/Line Printer   Hello world/Standard error   Hello world/Text
#Nanoquery
Nanoquery
print "Goodbye, world!"
http://rosettacode.org/wiki/Hello_world/Text
Hello world/Text
Hello world/Text is part of Short Circuit's Console Program Basics selection. Task Display the string Hello world! on a text console. Related tasks   Hello world/Graphical   Hello world/Line Printer   Hello world/Newbie   Hello world/Newline omission   Hello world/Standard error   Hello world/Web server
#Extended_BrainF.2A.2A.2A
Extended BrainF***
[.>]@Hello world!