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http://rosettacode.org/wiki/Guess_the_number
|
Guess the number
|
Task
Write a program where the program chooses a number between 1 and 10.
A player is then prompted to enter a guess. If the player guesses wrong, then the prompt appears again until the guess is correct.
When the player has made a successful guess the computer will issue a "Well guessed!" message, and the program exits.
A conditional loop may be used to repeat the guessing until the user is correct.
Related tasks
Bulls and cows
Bulls and cows/Player
Guess the number/With Feedback
Mastermind
|
#Arturo
|
Arturo
|
n: random 1 10
while [notEqual? to :integer input "Guess the number: " n] [
print "Wrong!"
]
print "Well guessed!"
|
http://rosettacode.org/wiki/Guess_the_number
|
Guess the number
|
Task
Write a program where the program chooses a number between 1 and 10.
A player is then prompted to enter a guess. If the player guesses wrong, then the prompt appears again until the guess is correct.
When the player has made a successful guess the computer will issue a "Well guessed!" message, and the program exits.
A conditional loop may be used to repeat the guessing until the user is correct.
Related tasks
Bulls and cows
Bulls and cows/Player
Guess the number/With Feedback
Mastermind
|
#AutoHotkey
|
AutoHotkey
|
Random, rand, 1, 10 ; This stores a number between 1 and 10 in the var rand using the Mersenne Twister
msgbox I am thinking of a number between 1 and 10.
loop
{
InputBox, guess, Guess the number, Type in a number from 1 to 10
If (guess = rand)
{
msgbox Well Guessed!
Break ; exits loop
}
Else
Msgbox Try again.
}
|
http://rosettacode.org/wiki/Greatest_subsequential_sum
|
Greatest subsequential sum
|
Task
Given a sequence of integers, find a continuous subsequence which maximizes the sum of its elements, that is, the elements of no other single subsequence add up to a value larger than this one.
An empty subsequence is considered to have the sum of 0; thus if all elements are negative, the result must be the empty sequence.
|
#Arturo
|
Arturo
|
subarraySum: function [arr][
curr: 0
mx: 0
fst: size arr
lst: 0
currFst: 0
loop.with: 'i arr [e][
curr: curr + e
if e > curr [
curr: e
currFst: i
]
if curr > mx [
mx: curr
fst: currFst
lst: i
]
]
if? lst > fst -> return @[mx, slice arr fst lst]
else -> return [0, []]
]
sequences: @[
@[1, 2, 3, 4, 5, neg 8, neg 9, neg 20, 40, 25, neg 5]
@[neg 1, neg 2, 3, 5, 6, neg 2, neg 1, 4, neg 4, 2, neg 1]
@[neg 1, neg 2, neg 3, neg 4, neg 5]
@[]
]
loop sequences 'seq [
print [pad "sequence:" 15 seq]
processed: subarraySum seq
print [pad "max sum:" 15 first processed]
print [pad "subsequence:" 15 last processed "\n"]
]
|
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.
|
#PureBasic
|
PureBasic
|
Enumeration
#TextGadget
#AddButton
#SubButton
EndEnumeration
Procedure UpdateGadgets(Value,UpdateValue=0)
Overmax=0: UnderMin=0
If Value>=10
Overmax=1
ElseIf Value<=0
UnderMin=1
EndIf
DisableGadget(#AddButton,Overmax)
DisableGadget(#SubButton,UnderMin)
If UpdateValue
SetGadgetText(#TextGadget,Str(Value))
EndIf
EndProcedure
If OpenWindow(0,#PB_Ignore,#PB_Ignore,110,70,"PB-GUI",#PB_Window_SystemMenu)
StringGadget(#TextGadget,10,10,90,20,"")
ButtonGadget(#AddButton,10,40,30,20,"+")
ButtonGadget(#SubButton,70,40,30,20,"-")
UpdateGadgets(Value,1)
Repeat
Event=WaitWindowEvent()
If Event=#PB_Event_Gadget
Gadget=EventGadget()
Select Gadget
Case #AddButton
Value+1
UpdateGadgets(Value,1)
Case #SubButton
Value-1
UpdateGadgets(Value,1)
Default
EType=EventType()
If EType=#PB_EventType_Change
Value=Val(GetGadgetText(#TextGadget))
UpdateGadgets(Value)
EndIf
EndSelect
EndIf
Until Event=#PB_Event_CloseWindow
EndIf
|
http://rosettacode.org/wiki/Guess_the_number/With_feedback
|
Guess the number/With feedback
|
Task
Write a game (computer program) that follows the following rules:
The computer chooses a number between given set limits.
The player is asked for repeated guesses until the the target number is guessed correctly
At each guess, the computer responds with whether the guess is:
higher than the target,
equal to the target,
less than the target, or
the input was inappropriate.
Related task
Guess the number/With Feedback (Player)
|
#BASIC
|
BASIC
|
100 L% = 1
110 U% = 10
120 N% = RND(1) * (U% - L% + 1) + L%
130 PRINT "A NUMBER FROM " L%;
140 PRINT " TO " U%;
150 PRINT ", CALLED A TARGET, HAS BEEN RANDOMLY CHOSEN."
160 FOR Q = 0 TO 1 STEP 0
170 INPUT "GUESS THE TARGET NUMBER: "; G%
180 IF G% < L% OR G% > U% THEN PRINT "THE INPUT WAS INAPPROPRIATE."
190 IF G% > N% THEN PRINT "THE GUESS WAS HIGHER THAN THE TARGET."
200 IF G% < N% THEN PRINT "THE GUESS WAS LESS THAN THE TARGET."
210 Q = G% = N%
220 NEXT
230 PRINT "THE GUESS WAS EQUAL TO THE TARGET."
|
http://rosettacode.org/wiki/Greyscale_bars/Display
|
Greyscale bars/Display
|
The task is to display a series of vertical greyscale bars (contrast bars) with a sufficient number of bars to span the entire width of the display.
For the top quarter of the display, the left hand bar should be black, and we then incrementally step through six shades of grey until we have a white bar on the right hand side of the display. (This gives a total of 8 bars)
For the second quarter down, we start with white and step down through 14 shades of gray, getting darker until we have black on the right hand side of the display. (This gives a total of 16 bars).
Halfway down the display, we start with black, and produce 32 bars, ending in white, and for the last quarter, we start with white and step through 62 shades of grey, before finally arriving at black in the bottom right hand corner, producing a total of 64 bars for the bottom quarter.
|
#EasyLang
|
EasyLang
|
n = 8
for row range 4
sz = 100 / n
for i range n
c = i / (n - 1)
if row mod 2 = 1
c = 1 - c
.
color3 c c c
move sz * i row * 25
rect sz + 1 25
.
n *= 2
.
|
http://rosettacode.org/wiki/Greyscale_bars/Display
|
Greyscale bars/Display
|
The task is to display a series of vertical greyscale bars (contrast bars) with a sufficient number of bars to span the entire width of the display.
For the top quarter of the display, the left hand bar should be black, and we then incrementally step through six shades of grey until we have a white bar on the right hand side of the display. (This gives a total of 8 bars)
For the second quarter down, we start with white and step down through 14 shades of gray, getting darker until we have black on the right hand side of the display. (This gives a total of 16 bars).
Halfway down the display, we start with black, and produce 32 bars, ending in white, and for the last quarter, we start with white and step through 62 shades of grey, before finally arriving at black in the bottom right hand corner, producing a total of 64 bars for the bottom quarter.
|
#Euler_Math_Toolbox
|
Euler Math Toolbox
|
>function grayscale(y1,y2,n,direction=1) ...
$ loop 0 to n-1;
$ s=#/(n-1); barcolor(rgb(s,s,s));
$ if direction==1 then plotbar(#/n,y1,1/n,y2-y1);
$ else plotbar(1-(#+1)/n,y1,1/n,y2-y1);
$ endif;
$ end;
$endfunction
>function grayscales () ...
$ aspect(2); barstyle("#");
$ window(0,0,1023,1023); margin(0); setplot(0,1,0,1);
$ clg;
$ hold on;
$ grayscale(3/4,1,8,1);
$ grayscale(1/2,3/4,14,-1);
$ grayscale(1/4,1/2,32,1);
$ grayscale(0,1/4,64,-1);
$ hold off;
$endfunction
>grayscales:
|
http://rosettacode.org/wiki/Greyscale_bars/Display
|
Greyscale bars/Display
|
The task is to display a series of vertical greyscale bars (contrast bars) with a sufficient number of bars to span the entire width of the display.
For the top quarter of the display, the left hand bar should be black, and we then incrementally step through six shades of grey until we have a white bar on the right hand side of the display. (This gives a total of 8 bars)
For the second quarter down, we start with white and step down through 14 shades of gray, getting darker until we have black on the right hand side of the display. (This gives a total of 16 bars).
Halfway down the display, we start with black, and produce 32 bars, ending in white, and for the last quarter, we start with white and step through 62 shades of grey, before finally arriving at black in the bottom right hand corner, producing a total of 64 bars for the bottom quarter.
|
#FreeBASIC
|
FreeBASIC
|
' version 01-09-2017
' compile with: fbc -s console
' or compile with: fbc -s gui
' hit any key to stop
Dim As UInteger d, blocks, blocksize, ps, col, h, w, x, y1, y2
ScreenInfo w, h
' create display size window, 8bit color (palette), no frame
ScreenRes w, h, 8,, 8
For x = 0 To 255 ' create grayscale palette for
Palette x, x, x, x ' the window we just opened
Next
h = h \ 4 : y2 = h -1
If w Mod 64 <> 0 Then w -= (w Mod 64)
blocks = 8 : blocksize = w \ 8
For ps = 1 To 4
For x = 0 To blocks -1
col = 255 * x \ (blocks -1) ' from black to white
If (ps And 1) = 0 Then col = 255 - col ' from white to black
Line (x * blocksize, y1) - (((x +1) * blocksize) -1, y2), col, bf
Next
y1 += h : y2 += h
blocks *= 2 : blocksize \= 2
Next
' empty keyboard buffer
While Inkey <> "" : Wend
Sleep
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
|
#FreeBASIC
|
FreeBASIC
|
' FB 1.05.0 Win64
Dim hle As String
Dim lowest As Integer = 1
Dim highest As Integer = 20
Dim guess As Integer = 10
Print "Please choose a number between 1 and 20 but don't tell me what it is yet"
Print
Do
Print "My guess is"; guess
Do
Input "Is this higher/lower or equal to your chosen number h/l/e : "; hle
hle = LCase(hle)
If hle = "l" AndAlso guess = highest Then
Print "It can't be more than"; highest; ", try again"
hle = "i" '' invalid
ElseIf hle = "h" AndAlso guess = lowest Then
Print "It can't be less than"; lowest; ", try again"
hle = "i"
End If
Loop Until hle = "h" OrElse hle = "l" OrElse hle = "e"
If hle = "e" Then
Print "Good, thanks for playing the gaame with me!"
Exit Do
ElseIf hle = "h" Then
If highest > guess - 1 Then highest = guess - 1
Else
If lowest < guess + 1 Then lowest = guess + 1
End If
guess = (lowest + highest)\2
Loop
End
|
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
|
#CLU
|
CLU
|
sum_dig_sq = proc (n: int) returns (int)
sum_sq: int := 0
while n > 0 do
sum_sq := sum_sq + (n // 10) ** 2
n := n / 10
end
return (sum_sq)
end sum_dig_sq
is_happy = proc (n: int) returns (bool)
nn: int := sum_dig_sq(n)
while nn ~= n cand nn ~= 1 do
n := sum_dig_sq(n)
nn := sum_dig_sq(sum_dig_sq(nn))
end
return (nn = 1)
end is_happy
happy_numbers = iter (start, num: int) yields (int)
n: int := start
while num > 0 do
if is_happy(n) then
yield (n)
num := num-1
end
n := n+1
end
end happy_numbers
start_up = proc ()
po: stream := stream$primary_output()
for i: int in happy_numbers(1, 8) do
stream$putl(po, int$unparse(i))
end
end start_up
|
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.
|
#J
|
J
|
require 'trig'
haversin=: 0.5 * 1 - cos
Rearth=: 6372.8
haversineDist=: Rearth * haversin^:_1@((1 , *&(cos@{.)) +/ .* [: haversin -)&rfd
|
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
|
#Verbexx
|
Verbexx
|
@STDOUT "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
|
#Verilog
|
Verilog
|
module main;
initial
begin
$write("Goodbye, World!");
$finish ;
end
endmodule
|
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
|
#Vim_Script
|
Vim Script
|
echon "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
|
#Visual_Basic_.NET
|
Visual Basic .NET
|
Module Module1
Sub Main()
Console.Write("Goodbye, World!")
End Sub
End Module
|
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
|
#Frege
|
Frege
|
module HelloWorld where
main _ = println "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
|
#Scheme
|
Scheme
|
(define (lists->hash-table keys values . rest)
(apply alist->hash-table (map cons keys values) rest))
|
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
|
#Seed7
|
Seed7
|
$ include "seed7_05.s7i";
const type: numericHash is hash [string] integer;
var numericHash: myHash is numericHash.value;
const proc: main is func
local
var array string: keyList is [] ("one", "two", "three");
var array integer: valueList is [] (1, 2, 3);
var integer: number is 0;
begin
for number range 1 to length(keyList) do
myHash @:= [keyList[number]] valueList[number];
end for;
end func;
|
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
|
#Mathematica_.2F_Wolfram_Language
|
Mathematica / Wolfram Language
|
nextHarshad =
NestWhile[# + 1 &, # + 1, ! Divisible[#, Total@IntegerDigits@#] &] &;
Print@Rest@NestList[nextHarshad, 0, 20];
Print@nextHarshad@1000;
|
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
|
#Gambas
|
Gambas
|
Message.Info("Goodbye, World!") ' Display a simple message box
|
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
|
#Genie
|
Genie
|
[indent=4]
/*
Genie GTK+ hello
valac --pkg gtk+-3.0 hello-gtk.gs
./hello-gtk
*/
uses Gtk
init
Gtk.init (ref args)
var window = new Window (WindowType.TOPLEVEL)
var label = new Label("Goodbye, World!")
window.add(label)
window.set_default_size(160, 100)
window.show_all()
window.destroy.connect(Gtk.main_quit)
Gtk.main()
|
http://rosettacode.org/wiki/GUI_component_interaction
|
GUI component interaction
|
Almost every application needs to communicate with the user in some way.
Therefore, a substantial part of the code deals with the interaction
of program logic with GUI components.
Typically, the following is needed:
put values into input fields under program control
read and check input from the user
pop up dialogs to query the user for further information
Task
For a minimal "application", write a program that presents a form with three components to the user:
a numeric input field ("Value")
a button ("increment")
a button ("random")
The field is initialized to zero.
The user may manually enter a new value into the field,
or increment its value with the "increment" button.
Entering a non-numeric value should be either impossible,
or issue an error message.
Pressing the "random" button presents a confirmation dialog,
and resets the field's value to a random value if the answer is "Yes".
(This task may be regarded as an extension of the task Simple windowed application).
|
#Icon_and_Unicon
|
Icon and Unicon
|
import gui
$include "guih.icn"
# Provides a basic message dialog
class MessageDialog : Dialog (message)
method component_setup ()
label := Label ("label="||message, "pos=20,20")
add (label)
button := TextButton("label=OK", "pos=100,60")
button.connect (self, "dispose", ACTION_EVENT)
add (button)
connect (self, "dispose", CLOSE_BUTTON_EVENT)
attrib ("size=200,100", "bg=light gray")
end
initially (message)
self.Dialog.initially()
self.message := message
end
# Provides a basic yes/no question dialog
class QuestionDialog : Dialog (answer, message)
method answered_yes ()
return answer == "yes"
end
method answer_yes ()
answer := "yes"
dispose ()
end
method answer_no ()
answer := "no"
dispose ()
end
method component_setup ()
label := Label ("label="||message, "pos=20,20")
add (label)
buttonYes := TextButton("label=Yes", "pos=40,60")
buttonYes.connect (self, "answer_yes", ACTION_EVENT)
add (buttonYes)
buttonNo := TextButton("label=No", "pos=120,60")
buttonNo.connect (self, "answer_no", ACTION_EVENT)
add (buttonNo)
connect (self, "dispose", CLOSE_BUTTON_EVENT)
attrib ("size=200,100", "bg=light gray")
end
initially (message)
self.Dialog.initially()
self.answer := "no"
self.message := message
end
# The main window, displays the different components
class WindowApp : Dialog (field, value)
method increment ()
value +:= 1
field.set_contents (string(value))
end
method random ()
query := QuestionDialog ("Set to random?")
query.show_modal ()
if query.answered_yes () then {
value := ?100
field.set_contents (string(value))
}
end
method handle_text_field ()
if not(integer(field.get_contents ()))
then {
warning := MessageDialog ("Not a number")
warning.show_modal ()
field.set_contents (string(value))
}
else {
value := integer(field.get_contents ())
}
end
method component_setup ()
value := 0
field := TextField("contents="||value, "pos=20,20", "size=150")
field.connect (self, "handle_text_field", TEXTFIELD_CHANGED_EVENT)
add (field)
button1 := TextButton("label=Increment", "pos=20,60", "size=70")
button1.connect (self, "increment", ACTION_EVENT)
add (button1)
button2 := TextButton("label=Random", "pos=100,60", "size=70")
button2.connect (self, "random", ACTION_EVENT)
add (button2)
connect (self, "dispose", CLOSE_BUTTON_EVENT)
attrib ("size=200,100", "bg=light gray")
end
end
# create and show the window
procedure main ()
w := WindowApp ()
w.show_modal ()
end
|
http://rosettacode.org/wiki/Hamming_numbers
|
Hamming numbers
|
Hamming numbers are numbers of the form
H = 2i × 3j × 5k
where
i, j, k ≥ 0
Hamming numbers are also known as ugly numbers and also 5-smooth numbers (numbers whose prime divisors are less or equal to 5).
Task
Generate the sequence of Hamming numbers, in increasing order. In particular:
Show the first twenty Hamming numbers.
Show the 1691st Hamming number (the last one below 231).
Show the one millionth Hamming number (if the language – or a convenient library – supports arbitrary-precision integers).
Related tasks
Humble numbers
N-smooth numbers
References
Wikipedia entry: Hamming numbers (this link is re-directed to Regular number).
Wikipedia entry: Smooth number
OEIS entry: A051037 5-smooth or Hamming numbers
Hamming problem from Dr. Dobb's CodeTalk (dead link as of Sep 2011; parts of the thread here and here).
|
#Arturo
|
Arturo
|
hamming: function [limit][
if limit=1 -> return 1
h: map 0..limit-1 'z -> 1
x2: 2, x3: 3, x5: 5
i: 0, j: 0, k: 0
loop 1..limit-1 'n [
set h n min @[x2 x3 x5]
if x2 = h\[n] [
i: i + 1
x2: 2 * h\[i]
]
if x3 = h\[n] [
j: j + 1
x3: 3 * h\[j]
]
if x5 = h\[n] [
k: k + 1
x5: 5 * h\[k]
]
]
last h
]
print map 1..20 => hamming
print hamming 1691
print hamming 1000000
|
http://rosettacode.org/wiki/Guess_the_number
|
Guess the number
|
Task
Write a program where the program chooses a number between 1 and 10.
A player is then prompted to enter a guess. If the player guesses wrong, then the prompt appears again until the guess is correct.
When the player has made a successful guess the computer will issue a "Well guessed!" message, and the program exits.
A conditional loop may be used to repeat the guessing until the user is correct.
Related tasks
Bulls and cows
Bulls and cows/Player
Guess the number/With Feedback
Mastermind
|
#AutoIt
|
AutoIt
|
$irnd = Random(1, 10, 1)
$iinput = -1
While $input <> $irnd
$iinput = InputBox("Choose a number", "Please chosse a Number between 1 and 10")
WEnd
MsgBox(0, "Success", "Well guessed!")
|
http://rosettacode.org/wiki/Guess_the_number
|
Guess the number
|
Task
Write a program where the program chooses a number between 1 and 10.
A player is then prompted to enter a guess. If the player guesses wrong, then the prompt appears again until the guess is correct.
When the player has made a successful guess the computer will issue a "Well guessed!" message, and the program exits.
A conditional loop may be used to repeat the guessing until the user is correct.
Related tasks
Bulls and cows
Bulls and cows/Player
Guess the number/With Feedback
Mastermind
|
#AWK
|
AWK
|
# syntax: GAWK -f GUESS_THE_NUMBER.AWK
BEGIN {
srand()
n = int(rand() * 10) + 1
print("I am thinking of a number between 1 and 10. Try to guess it.")
while (1) {
getline ans
if (ans !~ /^[0-9]+$/) {
print("Your input was not a number. Try again.")
continue
}
if (n == ans) {
print("Well done you.")
break
}
print("Incorrect. Try again.")
}
exit(0)
}
|
http://rosettacode.org/wiki/Greatest_subsequential_sum
|
Greatest subsequential sum
|
Task
Given a sequence of integers, find a continuous subsequence which maximizes the sum of its elements, that is, the elements of no other single subsequence add up to a value larger than this one.
An empty subsequence is considered to have the sum of 0; thus if all elements are negative, the result must be the empty sequence.
|
#ATS
|
ATS
|
(*
** This one is
** translated into ATS from the Ocaml entry
*)
(* ****** ****** *)
//
// How to compile:
// patscc -DATS_MEMALLOC_LIBC -o maxsubseq maxsubseq.dats
//
(* ****** ****** *)
//
#include
"share/atspre_staload.hats"
//
(* ****** ****** *)
typedef ints = List0(int)
(* ****** ****** *)
fun
maxsubseq
(xs: ints): (int, ints) = let
//
fun
loop
(
sum: int, seq: ints
, maxsum: int, maxseq: ints, xs: ints
) : (int, ints) =
(
case+ xs of
| nil () =>
(
maxsum
, list_vt2t(list_reverse(maxseq))
) (* end of [nil] *)
| cons (x, xs) => let
val sum = sum + x
and seq = cons (x, seq)
in
if sum < 0
then loop (0, nil, maxsum, maxseq, xs)
else (
if sum > maxsum
then loop (sum, seq, sum, seq, xs)
else loop (sum, seq, maxsum, maxseq, xs)
) (* end of [else] *)
end // end of [cons]
)
//
in
loop (0, nil, 0, nil, xs)
end // end of [maxsubseq]
implement
main0 () = () where
{
val
(maxsum
,maxseq) =
maxsubseq
(
$list{int}(~1,~2,3,5,6,~2,~1,4,~4,2,~1)
)
//
val () = println! ("maxsum = ", maxsum)
val () = println! ("maxseq = ", maxseq)
//
} (* end of [main0] *)
|
http://rosettacode.org/wiki/Greatest_subsequential_sum
|
Greatest subsequential sum
|
Task
Given a sequence of integers, find a continuous subsequence which maximizes the sum of its elements, that is, the elements of no other single subsequence add up to a value larger than this one.
An empty subsequence is considered to have the sum of 0; thus if all elements are negative, the result must be the empty sequence.
|
#AutoHotkey
|
AutoHotkey
|
seq = -1,-2,3,5,6,-2,-1,4,-4,2,-1
max := sum := start := 0
Loop Parse, seq, `,
If (max < sum+=A_LoopField)
max := sum, a := start, b := A_Index
Else If sum <= 0
sum := 0, start := A_Index
; read out the best subsequence
Loop Parse, seq, `,
s .= A_Index > a && A_Index <= b ? A_LoopField "," : ""
MsgBox % "Max = " max "`n[" SubStr(s,1,-1) "]"
|
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.
|
#Python
|
Python
|
#!/usr/bin/env python3
import tkinter as tk
class MyForm(tk.Frame):
def __init__(self, master=None):
tk.Frame.__init__(self, master)
self.pack(expand=True, fill="both", padx=10, pady=10)
self.master.title("Controls")
self.setupUI()
def setupUI(self):
self.value_entry = tk.Entry(self, justify=tk.CENTER)
self.value_entry.grid(row=0, column=0, columnspan=2,
padx=5, pady=5, sticky="nesw")
self.value_entry.insert('end', '0')
self.value_entry.bind("<KeyPress-Return>", self.eventHandler)
self.decre_btn = tk.Button(self, text="Decrement", state=tk.DISABLED)
self.decre_btn.grid(row=1, column=0, padx=5, pady=5)
self.decre_btn.bind("<Button-1>", self.eventHandler)
self.incre_btn = tk.Button(self, text="Increment")
self.incre_btn.grid(row=1, column=1, padx=5, pady=5)
self.incre_btn.bind("<Button-1>", self.eventHandler)
def eventHandler(self, event):
value = int(self.value_entry.get())
if event.widget == self.value_entry:
if value > 10:
self.value_entry.delete("0", "end")
self.value_entry.insert("end", "0")
elif value == 10:
self.value_entry.config(state=tk.DISABLED)
self.incre_btn.config(state=tk.DISABLED)
self.decre_btn.config(state=tk.NORMAL)
elif value == 0:
self.value_entry.config(state=tk.NORMAL)
self.incre_btn.config(state=tk.NORMAL)
self.decre_btn.config(state=tk.DISABLED)
elif (value > 0) and (value < 10):
self.value_entry.config(state=tk.DISABLED)
self.incre_btn.config(state=tk.NORMAL)
self.decre_btn.config(state=tk.NORMAL)
else:
if event.widget == self.incre_btn:
if (value >= 0) and (value < 10):
value += 1
self.value_entry.config(state=tk.NORMAL)
self.value_entry.delete("0", "end")
self.value_entry.insert("end", str(value))
if value > 0:
self.decre_btn.config(state=tk.NORMAL)
self.value_entry.config(state=tk.DISABLED)
if value == 10:
self.incre_btn.config(state=tk.DISABLED)
elif event.widget == self.decre_btn:
if (value > 0) and (value <= 10):
value -= 1
self.value_entry.config(state=tk.NORMAL)
self.value_entry.delete("0", "end")
self.value_entry.insert("end", str(value))
self.value_entry.config(state=tk.DISABLED)
if (value) < 10:
self.incre_btn.config(state=tk.NORMAL)
if (value) == 0:
self.decre_btn.config(state=tk.DISABLED)
self.value_entry.config(state=tk.NORMAL)
def main():
app = MyForm()
app.mainloop()
if __name__ == "__main__":
main()
|
http://rosettacode.org/wiki/Guess_the_number/With_feedback
|
Guess the number/With feedback
|
Task
Write a game (computer program) that follows the following rules:
The computer chooses a number between given set limits.
The player is asked for repeated guesses until the the target number is guessed correctly
At each guess, the computer responds with whether the guess is:
higher than the target,
equal to the target,
less than the target, or
the input was inappropriate.
Related task
Guess the number/With Feedback (Player)
|
#Batch_File
|
Batch File
|
@echo off
:A
set /a number=%random% %% 10 + 1
:B
set /p guess=Choose a number between 1 and 10:
if %guess equ %number% goto win
if %guess% gtr 10 msg * "Number must be between 1 and 10."
if %guess% leq 0 msg * "Number must be between 1 and 10."
if %guess% gtr %number% echo Higher!
if %guess% lss %number% echo Lower!
goto B
:win
cls
echo You won! The number was %number%
pause>nul
goto A
|
http://rosettacode.org/wiki/Greyscale_bars/Display
|
Greyscale bars/Display
|
The task is to display a series of vertical greyscale bars (contrast bars) with a sufficient number of bars to span the entire width of the display.
For the top quarter of the display, the left hand bar should be black, and we then incrementally step through six shades of grey until we have a white bar on the right hand side of the display. (This gives a total of 8 bars)
For the second quarter down, we start with white and step down through 14 shades of gray, getting darker until we have black on the right hand side of the display. (This gives a total of 16 bars).
Halfway down the display, we start with black, and produce 32 bars, ending in white, and for the last quarter, we start with white and step through 62 shades of grey, before finally arriving at black in the bottom right hand corner, producing a total of 64 bars for the bottom quarter.
|
#Frink
|
Frink
|
fakewidth =!= dummy
g = new graphics
g.antialiased[false]
drawBars[g, 0, 1, 0, 1/4, 8]
drawBars[g, 1, 0, 1/4, 1/2, 16]
drawBars[g, 0, 1, 1/2, 3/4, 32]
drawBars[g, 1, 0, 3/4, 1, 64]
g.show[640,480,1] // No portable fullscreen mode; user must maximize window.
drawBars[g is graphics, leftColor, rightColor, top, bottom, steps] :=
{
colorStep = (rightColor - leftColor) / steps
color = leftColor
for i=0 to steps-1
{
g.color[color, color, color]
g.fillRectSides[i/dummy/steps, top, (i+1)/dummy/steps, bottom]
color = color + colorStep
}
}
|
http://rosettacode.org/wiki/Greyscale_bars/Display
|
Greyscale bars/Display
|
The task is to display a series of vertical greyscale bars (contrast bars) with a sufficient number of bars to span the entire width of the display.
For the top quarter of the display, the left hand bar should be black, and we then incrementally step through six shades of grey until we have a white bar on the right hand side of the display. (This gives a total of 8 bars)
For the second quarter down, we start with white and step down through 14 shades of gray, getting darker until we have black on the right hand side of the display. (This gives a total of 16 bars).
Halfway down the display, we start with black, and produce 32 bars, ending in white, and for the last quarter, we start with white and step through 62 shades of grey, before finally arriving at black in the bottom right hand corner, producing a total of 64 bars for the bottom quarter.
|
#Gambas
|
Gambas
|
Public Sub Form_Open()
Dim iRow, iCol, iClr As Integer 'For Row, Column and Colour
Dim iInc As Integer = 4 'To calculate RGB colour
Dim h1Panel As Panel 'Panels to display colours
With Me 'Setup the Form
.Arrangement = Arrange.Row 'Arrange children in rows
.Border = False 'No Border
.Height = Desktop.Height 'Fill the screen
.Width = Desktop.Width 'Fill the screen
.Fullscreen = True 'Set the Form to Fullscreen
End With
For iRow = 1 To 4 'For each row..
iInc += iInc 'Increase iInc by itself
For iCol = 0 To iInc - 1 'For each column..
iClr = iCol * (256 / iInc) 'Set the RGB colour
If iRow = 2 Or iRow = 4 Then iClr = 255 - (iCol * (256 / iInc)) 'If row 2 or 4 then reverse the colours
h1Panel = New Panel(Me) 'Create a new Panel
With h1Panel 'With the Panel..
.Width = Desktop.Width / iInc 'Set the width
.Height = Desktop.Height / 4 'Set the height
.Background = Color.RGB(iClr, iClr, iClr) 'Set the Background colour
.Border = Border.Plain 'Set a Border (It's easier to see the colour changes)
End With
Next
Next
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
|
#Go
|
Go
|
package main
import (
"fmt"
"sort"
)
func main() {
lower, upper := 0, 100
fmt.Printf(`Instructions:
Think of integer number from %d (inclusive) to %d (exclusive) and
I will guess it. After each guess, I will ask you if it is less than
or equal to some number, and you will respond with "yes" or "no".
`, lower, upper)
answer := sort.Search(upper-lower, func (i int) bool {
fmt.Printf("Is your number less than or equal to %d? ", lower+i)
s := ""
fmt.Scanf("%s", &s)
return s != "" && s[0] == 'y'
})
fmt.Printf("Your number is %d.\n", lower+answer)
}
|
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
|
#CoffeeScript
|
CoffeeScript
|
happy = (n) ->
seen = {}
while true
n = sum_digit_squares(n)
return true if n == 1
return false if seen[n]
seen[n] = true
sum_digit_squares = (n) ->
sum = 0
for c in n.toString()
d = parseInt(c)
sum += d*d
sum
i = 1
cnt = 0
while cnt < 8
if happy(i)
console.log i
cnt += 1
i += 1
|
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.
|
#Java
|
Java
|
public class Haversine {
public static final double R = 6372.8; // In kilometers
public static double haversine(double lat1, double lon1, double lat2, double lon2) {
double dLat = Math.toRadians(lat2 - lat1);
double dLon = Math.toRadians(lon2 - lon1);
lat1 = Math.toRadians(lat1);
lat2 = Math.toRadians(lat2);
double a = Math.pow(Math.sin(dLat / 2),2) + Math.pow(Math.sin(dLon / 2),2) * Math.cos(lat1) * Math.cos(lat2);
double c = 2 * Math.asin(Math.sqrt(a));
return R * c;
}
public static void main(String[] args) {
System.out.println(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
|
#Vlang
|
Vlang
|
fn main() { print("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
|
#Web_68
|
Web 68
|
@ @a@=#!/usr/bin/a68g -nowarn@>@\BEGIN print("Hello World") 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
|
#Wren
|
Wren
|
System.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
|
#XLISP
|
XLISP
|
(display "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
|
#friendly_interactive_shell
|
friendly interactive shell
|
echo 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
|
#SenseTalk
|
SenseTalk
|
set keyList to ["red", "green", "blue"]
set valueList to [150,0,128]
repeat with n=1 to the number of items in keyList
set map.(item n of keyList) to item n of valueList
end repeat
put map
--> (blue:"128", green:"0", red:"150")
|
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
|
#Sidef
|
Sidef
|
var keys = %w(a b c)
var vals = [1, 2, 3]
var hash = Hash()
hash{keys...} = vals...
say hash
|
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
|
#MAD
|
MAD
|
NORMAL MODE IS INTEGER
INTERNAL FUNCTION(A,B)
ENTRY TO REM.
FUNCTION RETURN A-A/B*B
END OF FUNCTION
INTERNAL FUNCTION(I)
ENTRY TO DSUM.
SUM = 0
REST = I
DIGIT WHENEVER REST.NE.0
SUM = SUM + REM.(REST,10)
REST = REST/10
TRANSFER TO DIGIT
END OF CONDITIONAL
FUNCTION RETURN SUM
END OF FUNCTION
INTERNAL FUNCTION(I)
ENTRY TO NEXT.
LOOP THROUGH LOOP, FOR NX=I+1, 1, REM.(NX,DSUM.(NX)).E.0
FUNCTION RETURN NX
END OF FUNCTION
PRINT COMMENT $ FIRST 20 HARSHAD NUMBERS:$
H = 0
N = 0
HARSHD WHENEVER N.LE.1000
N = NEXT.(N)
H = H + 1
WHENEVER H.LE.20, PRINT FORMAT HSHD, H, N
TRANSFER TO HARSHD
END OF CONDITIONAL
PRINT FORMAT THSND, N
VECTOR VALUES HSHD = $8HHARSHAD(,I2,4H) = ,I2*$
VECTOR VALUES THSND =
0 $34HFIRST HARSHAD NUMBER ABOVE 1000 = ,I4*$
END OF PROGRAM
|
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
|
#GlovePIE
|
GlovePIE
|
debug="⡧⢼⣟⣋⣇⣀⣇⣀⣏⣹⠀⠀⣇⣼⣏⣹⡯⡽⣇⣀⣏⡱⢘⠀"
|
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
|
#GML
|
GML
|
draw_text(0,0,"Goodbye World!");
|
http://rosettacode.org/wiki/GUI_component_interaction
|
GUI component interaction
|
Almost every application needs to communicate with the user in some way.
Therefore, a substantial part of the code deals with the interaction
of program logic with GUI components.
Typically, the following is needed:
put values into input fields under program control
read and check input from the user
pop up dialogs to query the user for further information
Task
For a minimal "application", write a program that presents a form with three components to the user:
a numeric input field ("Value")
a button ("increment")
a button ("random")
The field is initialized to zero.
The user may manually enter a new value into the field,
or increment its value with the "increment" button.
Entering a non-numeric value should be either impossible,
or issue an error message.
Pressing the "random" button presents a confirmation dialog,
and resets the field's value to a random value if the answer is "Yes".
(This task may be regarded as an extension of the task Simple windowed application).
|
#J
|
J
|
INTERACT=: noun define
pc interact;
cc Value edit center;
cc increment button;cn "Increment";
cc random button;cn "Random";
pas 6 6;pcenter;
)
interact_run=: verb define
wd INTERACT
wd 'set Value text 0;'
wd 'pshow;'
)
interact_cancel=: interact_close=: verb define
wd'pclose'
)
interact_Value_button=: verb define
wd 'set Value text ' , ": {. 0 ". Value
)
interact_increment_button=: verb define
wd 'set Value text ' , ": 1 + {. 0 ". Value
)
interact_random_button=: verb define
if. 2 = 2 3 wdquery 'Confirm';'Reset to random number?' do.
wd 'set Value text ' , ": ?100
end.
)
|
http://rosettacode.org/wiki/GUI_component_interaction
|
GUI component interaction
|
Almost every application needs to communicate with the user in some way.
Therefore, a substantial part of the code deals with the interaction
of program logic with GUI components.
Typically, the following is needed:
put values into input fields under program control
read and check input from the user
pop up dialogs to query the user for further information
Task
For a minimal "application", write a program that presents a form with three components to the user:
a numeric input field ("Value")
a button ("increment")
a button ("random")
The field is initialized to zero.
The user may manually enter a new value into the field,
or increment its value with the "increment" button.
Entering a non-numeric value should be either impossible,
or issue an error message.
Pressing the "random" button presents a confirmation dialog,
and resets the field's value to a random value if the answer is "Yes".
(This task may be regarded as an extension of the task Simple windowed application).
|
#Java
|
Java
|
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
import javax.swing.JTextField;
public class Interact extends JFrame{
final JTextField numberField;
final JButton incButton, randButton;
public Interact(){
//stop the GUI threads when the user hits the X button
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
numberField = new JTextField();
incButton = new JButton("Increment");
randButton = new JButton("Random");
numberField.setText("0");//start at 0
//listen for button presses in the text field
numberField.addKeyListener(new KeyListener(){
@Override
public void keyTyped(KeyEvent e) {
//if the entered character is not a digit
if(!Character.isDigit(e.getKeyChar())){
//eat the event (i.e. stop it from being processed)
e.consume();
}
}
@Override
public void keyReleased(KeyEvent e){}
@Override
public void keyPressed(KeyEvent e){}
});
//listen for button clicks on the increment button
incButton.addActionListener(new ActionListener(){
@Override
public void actionPerformed(ActionEvent e) {
String text = numberField.getText();
if(text.isEmpty()){
numberField.setText("1");
}else{
numberField.setText((Long.valueOf(text) + 1) + "");
}
}
});
//listen for button clicks on the random button
randButton.addActionListener(new ActionListener(){
@Override
public void actionPerformed(ActionEvent e) {
//show a dialog and if they answer "Yes"
if(JOptionPane.showConfirmDialog(null, "Are you sure?") ==
JOptionPane.YES_OPTION){
//set the text field text to a random positive long
numberField.setText(Long.toString((long)(Math.random()
* Long.MAX_VALUE)));
}
}
});
//arrange the components in a grid with 2 rows and 1 column
setLayout(new GridLayout(2, 1));
//a secondary panel for arranging both buttons in one grid space in the window
JPanel buttonPanel = new JPanel();
//the buttons are in a grid with 1 row and 2 columns
buttonPanel.setLayout(new GridLayout(1, 2));
//add the buttons
buttonPanel.add(incButton);
buttonPanel.add(randButton);
//put the number field on top of the buttons
add(numberField);
add(buttonPanel);
//size the window appropriately
pack();
}
public static void main(String[] args){
new Interact().setVisible(true);
}
}
|
http://rosettacode.org/wiki/Hamming_numbers
|
Hamming numbers
|
Hamming numbers are numbers of the form
H = 2i × 3j × 5k
where
i, j, k ≥ 0
Hamming numbers are also known as ugly numbers and also 5-smooth numbers (numbers whose prime divisors are less or equal to 5).
Task
Generate the sequence of Hamming numbers, in increasing order. In particular:
Show the first twenty Hamming numbers.
Show the 1691st Hamming number (the last one below 231).
Show the one millionth Hamming number (if the language – or a convenient library – supports arbitrary-precision integers).
Related tasks
Humble numbers
N-smooth numbers
References
Wikipedia entry: Hamming numbers (this link is re-directed to Regular number).
Wikipedia entry: Smooth number
OEIS entry: A051037 5-smooth or Hamming numbers
Hamming problem from Dr. Dobb's CodeTalk (dead link as of Sep 2011; parts of the thread here and here).
|
#ATS
|
ATS
|
//
// How to compile:
// patscc -DATS_MEMALLOC_LIBC -o hamming hamming.dats
//
#include
"share/atspre_staload.hats"
fun
min3
(
A: arrayref(int, 3)
) : natLt(3) = i where
{
var x: int = A[0]
var i: natLt(3) = 0
val () = if A[1] < x then (x := A[1]; i := 1)
val () = if A[2] < x then (x := A[2]; i := 2)
} (* end of [min3] *)
fun
hamming
{n:pos}
(
n: int(n)
) : int = let
//
var A = @[int](2, 3, 5)
val A = $UNSAFE.cast{arrayref(int, 3)}(addr@A)
var I = @[int](1, 1, 1)
val I = $UNSAFE.cast{arrayref(int, 3)}(addr@I)
val H = arrayref_make_elt<int> (i2sz(succ(n)), 0)
val () = H[0] := 1
//
fun
loop{k:pos}
(k: int(k)) : void =
(
//
if
k < n
then let
val i = min3(A)
val k =
(
if A[i] > H[k-1] then (H[k] := A[i]; k+1) else k
) : intBtwe(k, k+1)
val ii = I[i]
val () = I[i] := ii+1
val ii = $UNSAFE.cast{natLte(n)}(ii)
val () = if i = 0 then A[i] := 2*H[ii]
val () = if i = 1 then A[i] := 3*H[ii]
val () = if i = 2 then A[i] := 5*H[ii]
in
loop(k)
end // end of [then]
else () // end of [else]
//
) (* end of [loop] *)
//
in
loop (1); H[n-1]
end (* end of [hamming] *)
implement
main0 () =
{
val () =
loop(1) where
{
fun
loop
{n:pos}
(
n: int(n)
) : void =
if
n <= 20
then let
val () =
println! ("hamming(",n,") = ", hamming(n))
in
loop(n+1)
end // end of [then]
// end of [if]
} (* end of [val] *)
val n = 1691
val () = println! ("hamming(",n,") = ", hamming(n))
//
} (* end of [main0] *)
|
http://rosettacode.org/wiki/Guess_the_number
|
Guess the number
|
Task
Write a program where the program chooses a number between 1 and 10.
A player is then prompted to enter a guess. If the player guesses wrong, then the prompt appears again until the guess is correct.
When the player has made a successful guess the computer will issue a "Well guessed!" message, and the program exits.
A conditional loop may be used to repeat the guessing until the user is correct.
Related tasks
Bulls and cows
Bulls and cows/Player
Guess the number/With Feedback
Mastermind
|
#BASIC
|
BASIC
|
10 N% = RND(1) * 10 + 1
20 PRINT "A NUMBER FROM 1 ";
30 PRINT "TO 10 HAS BEEN ";
40 PRINT "RANDOMLY CHOSEN."
50 FOR Q = 0 TO 1 STEP 0
60 INPUT "ENTER A GUESS. "; G%
70 Q = G% = N%
80 NEXT
90 PRINT "WELL GUESSED!"
|
http://rosettacode.org/wiki/Guess_the_number
|
Guess the number
|
Task
Write a program where the program chooses a number between 1 and 10.
A player is then prompted to enter a guess. If the player guesses wrong, then the prompt appears again until the guess is correct.
When the player has made a successful guess the computer will issue a "Well guessed!" message, and the program exits.
A conditional loop may be used to repeat the guessing until the user is correct.
Related tasks
Bulls and cows
Bulls and cows/Player
Guess the number/With Feedback
Mastermind
|
#BASIC256
|
BASIC256
|
n = int(rand * 10) + 1
print "I am thinking of a number from 1 to 10"
do
input "Guess it > ",g
if g <> n then
print "No luck, Try again."
endif
until g = n
print "Yea! You guessed my number."
|
http://rosettacode.org/wiki/Greatest_subsequential_sum
|
Greatest subsequential sum
|
Task
Given a sequence of integers, find a continuous subsequence which maximizes the sum of its elements, that is, the elements of no other single subsequence add up to a value larger than this one.
An empty subsequence is considered to have the sum of 0; thus if all elements are negative, the result must be the empty sequence.
|
#AutoIt
|
AutoIt
|
Local $iArray[11] = [-1, -2, 3, 5, 6, -2, -1, 4, -4, 2, -1]
GREAT_SUB($iArray)
Local $iArray[5] = [-1, -2, -3, -4, -5]
GREAT_SUB($iArray)
Local $iArray[15] = [7, -6, -8, 5, -2, -6, 7, 4, 8, -9, -3, 2, 6, -4, -6]
GREAT_SUB($iArray)
Func GREAT_SUB($iArray)
Local $iSUM = 0, $iBEGIN_MAX = 0, $iEND_MAX = -1, $iMAX_SUM = 0
For $i = 0 To UBound($iArray) - 1
$iSUM = 0
For $k = $i To UBound($iArray) - 1
$iSUM += $iArray[$k]
If $iSUM > $iMAX_SUM Then
$iMAX_SUM = $iSUM
$iEND_MAX = $k
$iBEGIN_MAX = $i
EndIf
Next
Next
ConsoleWrite("> Array: [")
For $i = 0 To UBound($iArray) - 1
If $iArray[$i] > 0 Then ConsoleWrite("+")
ConsoleWrite($iArray[$i])
If $i <> UBound($iArray) - 1 Then ConsoleWrite(",")
Next
ConsoleWrite("]" & @CRLF & "+>Maximal subsequence: [")
$iSUM = 0
For $i = $iBEGIN_MAX To $iEND_MAX
$iSUM += $iArray[$i]
If $iArray[$i] > 0 Then ConsoleWrite("+")
ConsoleWrite($iArray[$i])
If $i <> $iEND_MAX Then ConsoleWrite(",")
Next
ConsoleWrite("]" & @CRLF & "!>SUM of subsequence: " & $iSUM & @CRLF)
EndFunc ;==>GREAT_SUB
|
http://rosettacode.org/wiki/GUI_enabling/disabling_of_controls
|
GUI enabling/disabling of controls
|
In addition to fundamental GUI component interaction, an application should
dynamically enable and disable GUI components, to give some guidance to the
user, and prohibit (inter)actions which are inappropriate in the current state
of the application.
Task
Similar to the task GUI component interaction, write a program
that presents a form with three components to the user:
a numeric input field ("Value")
a button ("increment")
a button ("decrement")
The field is initialized to zero.
The user may manually enter a new value into the field,
increment its value with the "increment" button,
or decrement the value with the "decrement" button.
The input field should be enabled only when its value is zero.
The "increment" button only as long as the field's value is less then 10:
When the value 10 is reached, the button should go into a disabled state.
Analogously, the "decrement" button should be enabled only as long as
the value is greater than zero.
Effectively, the user can now either increment up to 10, or down to zero.
Manually entering values outside that range is still legal,
but the buttons should reflect that and enable/disable accordingly.
|
#R
|
R
|
library(gWidgets)
options(guiToolkit="RGtk2") ## using gWidgtsRGtk2
w <- gwindow("Disable components")
g <- ggroup(cont=w, horizontal=FALSE)
e <- gedit("0", cont=g, coerce.with=as.numeric)
bg <- ggroup(cont=g)
down_btn <- gbutton("-", cont=bg)
up_btn <- gbutton("+", cont=bg)
update_ctrls <- function(h,...) {
val <- svalue(e)
enabled(down_btn) <- val >= 0
enabled(up_btn) <- val <= 10
}
rement <- function(h,...) {
svalue(e) <- svalue(e) + h$action
update_ctrls(h,...)
}
addHandlerChanged(e, handler=update_ctrls)
addHandlerChanged(down_btn, handler=rement, action=-1)
addHandlerChanged(up_btn, handler=rement, action=1)
|
http://rosettacode.org/wiki/Guess_the_number/With_feedback
|
Guess the number/With feedback
|
Task
Write a game (computer program) that follows the following rules:
The computer chooses a number between given set limits.
The player is asked for repeated guesses until the the target number is guessed correctly
At each guess, the computer responds with whether the guess is:
higher than the target,
equal to the target,
less than the target, or
the input was inappropriate.
Related task
Guess the number/With Feedback (Player)
|
#BBC_BASIC
|
BBC BASIC
|
Min% = 1
Max% = 10
chosen% = RND(Max%-Min%+1) + Min% - 1
REPEAT
PRINT "Guess a number between "; Min% " and " ;Max% ;
INPUT ": " guess%
CASE TRUE OF
WHEN guess% < Min% OR guess% > Max%:
PRINT "That was an invalid number"
WHEN guess% < chosen%:
PRINT "Sorry, your number was too low"
WHEN guess% > chosen%:
PRINT "Sorry, your number was too high"
OTHERWISE:
PRINT "Well guessed!"
EXIT REPEAT
ENDCASE
UNTIL FALSE
END
|
http://rosettacode.org/wiki/Greyscale_bars/Display
|
Greyscale bars/Display
|
The task is to display a series of vertical greyscale bars (contrast bars) with a sufficient number of bars to span the entire width of the display.
For the top quarter of the display, the left hand bar should be black, and we then incrementally step through six shades of grey until we have a white bar on the right hand side of the display. (This gives a total of 8 bars)
For the second quarter down, we start with white and step down through 14 shades of gray, getting darker until we have black on the right hand side of the display. (This gives a total of 16 bars).
Halfway down the display, we start with black, and produce 32 bars, ending in white, and for the last quarter, we start with white and step through 62 shades of grey, before finally arriving at black in the bottom right hand corner, producing a total of 64 bars for the bottom quarter.
|
#Go
|
Go
|
package main
import (
"github.com/fogleman/gg"
"math"
)
func greyBars(dc *gg.Context) {
run := 0
colorComp := 0.0 // component of the color
for colCount := 8; colCount < 128; colCount *= 2 {
// by this gap we change the background color
colorGap := 255.0 / float64(colCount-1)
colWidth := float64(dc.Width() / colCount)
colHeight := float64(dc.Height() / 4)
// switches color directions with each iteration of for loop
if run%2 == 0 {
colorComp = 0.0
} else {
colorComp = 255.0
colorGap = -colorGap
}
xstart, ystart := 0.0, colHeight*float64(run)
for i := 0; i < colCount; i++ {
icolor := int(math.Round(colorComp)) // round to nearer integer
dc.SetRGB255(icolor, icolor, icolor)
dc.DrawRectangle(xstart, ystart, colWidth, colHeight)
dc.Fill()
xstart += colWidth
colorComp += colorGap
}
run++
}
}
func main() {
dc := gg.NewContext(640, 320)
greyBars(dc)
dc.SavePNG("greybars.png")
}
|
http://rosettacode.org/wiki/Greyscale_bars/Display
|
Greyscale bars/Display
|
The task is to display a series of vertical greyscale bars (contrast bars) with a sufficient number of bars to span the entire width of the display.
For the top quarter of the display, the left hand bar should be black, and we then incrementally step through six shades of grey until we have a white bar on the right hand side of the display. (This gives a total of 8 bars)
For the second quarter down, we start with white and step down through 14 shades of gray, getting darker until we have black on the right hand side of the display. (This gives a total of 16 bars).
Halfway down the display, we start with black, and produce 32 bars, ending in white, and for the last quarter, we start with white and step through 62 shades of grey, before finally arriving at black in the bottom right hand corner, producing a total of 64 bars for the bottom quarter.
|
#Haskell
|
Haskell
|
import Graphics.UI.Gtk
import Graphics.UI.Gtk.Gdk.GC
import Control.Monad.Trans (liftIO)
-- click on the window to exit.
main = do
initGUI
window <- windowNew
buf <- pixbufNewFromXPMData bars
widgetAddEvents window [ButtonPressMask]
on window objectDestroy mainQuit
on window exposeEvent (paint buf)
on window buttonPressEvent $
liftIO $ do { widgetDestroy window; return True }
windowFullscreen window
widgetShowAll window
mainGUI
paint :: Pixbuf -> EventM EExpose Bool
paint buf = do
pix <- eventWindow
liftIO $ do
(sx, sy) <- drawableGetSize pix
newBuf <- pixbufScaleSimple buf sx sy InterpNearest
gc <- gcNewWithValues pix newGCValues
drawPixbuf pix gc newBuf 0 0 0 0 (-1) (-1) RgbDitherNone 0 0
return True
bars :: [String]
bars = [
"64 4 65 1 1 1"," c None","A c #000000",
"C c #080808","D c #0C0C0C","E c #101010","F c #141414",
"G c #181818","H c #1C1C1C","I c #202020","J c #242424",
"K c #282828","L c #2C2C2C","M c #303030","N c #343434",
"O c #383838","P c #3C3C3C","Q c #404040","R c #444444",
"S c #484848","T c #4C4C4C","U c #505050","V c #545454",
"W c #585858","X c #5C5C5C","Y c #606060","Z c #646464",
"a c #686868","b c #6C6C6C","c c #707070","d c #747474",
"e c #787878","f c #7C7C7C","g c #808080","h c #848484",
"i c #888888","j c #8C8C8C","k c #909090","l c #949494",
"m c #989898","n c #9C9C9C","o c #A0A0A0","p c #A4A4A4",
"q c #A8A8A8","r c #ACACAC","s c #B0B0B0","t c #B4B4B4",
"u c #B8B8B8","v c #BCBCBC","w c #C0C0C0","x c #C4C4C4",
"y c #C8C8C8","z c #CCCCCC","0 c #D0D0D0","1 c #D4D4D4",
"2 c #D8D8D8","3 c #DCDCDC","4 c #E0E0E0","5 c #E4E4E4",
"6 c #E8E8E8","7 c #ECECEC","8 c #F0F0F0","9 c #F4F4F4",
". c #F8F8F8","+ c #FCFCFC","* c #FFFFFF",
"AAAAAAAAJJJJJJJJRRRRRRRRZZZZZZZZhhhhhhhhppppppppxxxxxxxx********",
"****88881111xxxxttttppppllllhhhhddddZZZZVVVVRRRRNNNNJJJJFFFFAAAA",
"AADDFFHHJJLLNNPPRRTTVVXXZZbbddffhhjjllnnpprrttvvxxzz11336688..**",
"*+.9876543210zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCA"
]
|
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
|
#Haskell
|
Haskell
|
main :: IO ()
main = do
putStrLn "Please enter the range:"
putStr "From: "
from <- getLine
putStr "To: "
to <- getLine
case (from, to) of
(_) | [(from', "")] <- reads from
, [(to' , "")] <- reads to
, from' < to' -> loop from' to'
(_) -> putStrLn "Invalid input." >> main
loop :: Integer -> Integer -> IO ()
loop from to = do
let guess = (to + from) `div` 2
putStrLn $ "Is it " ++ show guess ++ "? ((l)ower, (c)orrect, (h)igher)"
answer <- getLine
case answer of
"c" -> putStrLn "Awesome!"
"l" -> loop from guess
"h" -> loop guess to
(_) -> putStrLn "Invalid answer." >> loop from to
|
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
|
#Common_Lisp
|
Common Lisp
|
(defun sqr (n)
(* n n))
(defun sum-of-sqr-dgts (n)
(loop for i = n then (floor i 10)
while (plusp i)
sum (sqr (mod i 10))))
(defun happy-p (n &optional cache)
(or (= n 1)
(unless (find n cache)
(happy-p (sum-of-sqr-dgts n)
(cons n cache)))))
(defun happys (&aux (happys 0))
(loop for i from 1
while (< happys 8)
when (happy-p i)
collect i and do (incf happys)))
(print (happys))
|
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.
|
#JavaScript
|
JavaScript
|
function haversine() {
var radians = Array.prototype.map.call(arguments, function(deg) { return deg/180.0 * Math.PI; });
var lat1 = radians[0], lon1 = radians[1], lat2 = radians[2], lon2 = radians[3];
var R = 6372.8; // km
var dLat = lat2 - lat1;
var dLon = lon2 - lon1;
var a = Math.sin(dLat / 2) * Math.sin(dLat /2) + Math.sin(dLon / 2) * Math.sin(dLon /2) * Math.cos(lat1) * Math.cos(lat2);
var c = 2 * Math.asin(Math.sqrt(a));
return R * c;
}
console.log(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
|
#XPath
|
XPath
|
'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
|
#XPL0
|
XPL0
|
code Text=12;
Text(0, "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
|
#XSLT
|
XSLT
|
<xsl:text>Goodbye, World!</xsl:text>
|
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
|
#zkl
|
zkl
|
print("Goodbye, World!");
Console.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
|
#Zig
|
Zig
|
const std = @import("std");
pub fn main() !void {
try std.io.getStdOut().writer().writeAll("Hello 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
|
#Frink
|
Frink
|
println["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
|
#Smalltalk
|
Smalltalk
|
Array extend [
dictionaryWithValues: array [ |d|
d := Dictionary new.
1 to: ((self size) min: (array size)) do: [:i|
d at: (self at: i) put: (array at: i).
].
^ d
]
].
({ 'red' . 'one' . 'two' }
dictionaryWithValues: { '#ff0000'. 1. 2 }) displayNl.
|
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
|
#SNOBOL4
|
SNOBOL4
|
* # Fill arrays
keys = array(5); vals = array(5)
ks = 'ABCDE'; vs = '12345'
kloop i = i + 1; ks len(1) . keys<i> = :s(kloop)
vloop j = j + 1; vs len(1) . vals<j> = :s(vloop)
* # Create hash
hash = table(5)
hloop k = k + 1; hash<keys<k>> = vals<k> :s(hloop)
* # Test and display
ts = 'ABCDE'
tloop ts len(1) . ch = :f(out)
str = str ch ':' hash<ch> ' ' :(tloop)
out output = str
end
|
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
|
#MATLAB_.2F_Octave
|
MATLAB / Octave
|
function v = isharshad(n)
v = isinteger(n) && ~mod(n,sum(num2str(n)-'0'));
end;
|
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
|
#Go
|
Go
|
package main
import "github.com/mattn/go-gtk/gtk"
func main() {
gtk.Init(nil)
win := gtk.NewWindow(gtk.WINDOW_TOPLEVEL)
win.SetTitle("Goodbye, World!")
win.SetSizeRequest(300, 200)
win.Connect("destroy", gtk.MainQuit)
button := gtk.NewButtonWithLabel("Goodbye, World!")
win.Add(button)
button.Connect("clicked", gtk.MainQuit)
win.ShowAll()
gtk.Main()
}
|
http://rosettacode.org/wiki/GUI_component_interaction
|
GUI component interaction
|
Almost every application needs to communicate with the user in some way.
Therefore, a substantial part of the code deals with the interaction
of program logic with GUI components.
Typically, the following is needed:
put values into input fields under program control
read and check input from the user
pop up dialogs to query the user for further information
Task
For a minimal "application", write a program that presents a form with three components to the user:
a numeric input field ("Value")
a button ("increment")
a button ("random")
The field is initialized to zero.
The user may manually enter a new value into the field,
or increment its value with the "increment" button.
Entering a non-numeric value should be either impossible,
or issue an error message.
Pressing the "random" button presents a confirmation dialog,
and resets the field's value to a random value if the answer is "Yes".
(This task may be regarded as an extension of the task Simple windowed application).
|
#Julia
|
Julia
|
#=
The task: For a minimal "application", write a program that
presents a form with three components to the user: A numeric input
field ("Value") and two buttons ("increment" and "random").
=#
using Tk
w = Toplevel("Component Interaction Example")
fr = Frame(w)
pack(fr, expand=true, fill="both")
value = Entry(fr, "")
increment = Button(fr, "Increment")
random = Button(fr, "Random")
formlayout(value, "Value:")
formlayout(increment, " ")
formlayout(random, " ")
set_value(value, "0") ## The field is initialized to zero.
incrementvalue(s) = (val = parse(Int, get_value(value)); set_value(value, string(val + 1)))
bind(increment, "command", incrementvalue)
function validate_command(path, P)
try
length(P) > 0 && parse(Float64, P)
tcl("expr", "TRUE")
catch e
tcl("expr", "FALSE")
end
end
function invalid_command(path, W)
println("Invalid value")
tcl(W, "delete", "@0", "end")
end
"""
Pressing the "random" button presents a confirmation dialog and
resets the field's value to a random value if the answer is "Yes".
"""
function randval(s)
out = Messagebox(w, title="Randomize input", detail="Select a new random number?")
if out == "ok"
new_value = rand(collect(1:99))
set_value(value, string(new_value))
end
end
bind(random, "command", randval)
while true sleep(1); end
|
http://rosettacode.org/wiki/GUI_component_interaction
|
GUI component interaction
|
Almost every application needs to communicate with the user in some way.
Therefore, a substantial part of the code deals with the interaction
of program logic with GUI components.
Typically, the following is needed:
put values into input fields under program control
read and check input from the user
pop up dialogs to query the user for further information
Task
For a minimal "application", write a program that presents a form with three components to the user:
a numeric input field ("Value")
a button ("increment")
a button ("random")
The field is initialized to zero.
The user may manually enter a new value into the field,
or increment its value with the "increment" button.
Entering a non-numeric value should be either impossible,
or issue an error message.
Pressing the "random" button presents a confirmation dialog,
and resets the field's value to a random value if the answer is "Yes".
(This task may be regarded as an extension of the task Simple windowed application).
|
#Kotlin
|
Kotlin
|
import java.awt.GridLayout
import java.awt.event.ActionEvent
import java.awt.event.ActionListener
import java.awt.event.KeyEvent
import java.awt.event.KeyListener
import javax.swing.*
class Interact : JFrame() {
val numberField = JTextField()
val incButton = JButton("Increment")
val randButton = JButton("Random")
val buttonPanel = JPanel()
init {
defaultCloseOperation = JFrame.EXIT_ON_CLOSE
numberField.text = "0"
numberField.addKeyListener(object : KeyListener {
override fun keyTyped(e : KeyEvent) : Unit {
if (!Character.isDigit(e.keyChar)) e.consume()
}
override fun keyReleased(e : KeyEvent?) {}
override fun keyPressed(e : KeyEvent) {}
})
incButton.addActionListener {
val num = (numberField.text ?: "").toDouble()
numberField.text = (num + 1).toString()
}
randButton.addActionListener(object : ActionListener {
fun proceedOrNot() = JOptionPane.showConfirmDialog(randButton, "Are you sure?")
override fun actionPerformed(e : ActionEvent) {
if(proceedOrNot() == JOptionPane.YES_OPTION)
numberField.text = (Math.random() * Long.MAX_VALUE).toString()
}
})
layout = GridLayout(2, 1)
buttonPanel.layout = GridLayout(1, 2)
buttonPanel.add(incButton)
buttonPanel.add(randButton)
add(numberField)
add(buttonPanel)
pack()
}
}
fun main(args : Array<String>) {
Interact().isVisible = true
}
|
http://rosettacode.org/wiki/Hamming_numbers
|
Hamming numbers
|
Hamming numbers are numbers of the form
H = 2i × 3j × 5k
where
i, j, k ≥ 0
Hamming numbers are also known as ugly numbers and also 5-smooth numbers (numbers whose prime divisors are less or equal to 5).
Task
Generate the sequence of Hamming numbers, in increasing order. In particular:
Show the first twenty Hamming numbers.
Show the 1691st Hamming number (the last one below 231).
Show the one millionth Hamming number (if the language – or a convenient library – supports arbitrary-precision integers).
Related tasks
Humble numbers
N-smooth numbers
References
Wikipedia entry: Hamming numbers (this link is re-directed to Regular number).
Wikipedia entry: Smooth number
OEIS entry: A051037 5-smooth or Hamming numbers
Hamming problem from Dr. Dobb's CodeTalk (dead link as of Sep 2011; parts of the thread here and here).
|
#AutoHotkey
|
AutoHotkey
|
SetBatchLines, -1
Msgbox % hamming(1,20)
Msgbox % hamming(1690)
return
hamming(first,last=0)
{
if (first < 1)
ans=ERROR
if (last = 0)
last := first
i:=0, j:=0, k:=0
num1 := ceil((last * 20)**(1/3))
num2 := ceil(num1 * ln(2)/ln(3))
num3 := ceil(num1 * ln(2)/ln(5))
loop
{
H := (2**i) * (3**j) * (5**k)
if (H > 0)
ans = %H%`n%ans%
i++
if (i > num1)
{
i=0
j++
if (j > num2)
{
j=0
k++
}
}
if (k > num3)
break
}
Sort ans, N
Loop, parse, ans, `n, `r
{
if (A_index > last)
break
if (A_index < first)
continue
Output = %Output%`n%A_LoopField%
}
return Output
}
|
http://rosettacode.org/wiki/Guess_the_number
|
Guess the number
|
Task
Write a program where the program chooses a number between 1 and 10.
A player is then prompted to enter a guess. If the player guesses wrong, then the prompt appears again until the guess is correct.
When the player has made a successful guess the computer will issue a "Well guessed!" message, and the program exits.
A conditional loop may be used to repeat the guessing until the user is correct.
Related tasks
Bulls and cows
Bulls and cows/Player
Guess the number/With Feedback
Mastermind
|
#Batch_File
|
Batch File
|
@echo off
set /a answer=%random%%%(10-1+1)+1
set /p guess=Pick a number between 1 and 10:
:loop
if %guess%==%answer% (echo Well guessed!
pause) else (set /p guess=Nope, guess again:
goto loop)
|
http://rosettacode.org/wiki/Guess_the_number
|
Guess the number
|
Task
Write a program where the program chooses a number between 1 and 10.
A player is then prompted to enter a guess. If the player guesses wrong, then the prompt appears again until the guess is correct.
When the player has made a successful guess the computer will issue a "Well guessed!" message, and the program exits.
A conditional loop may be used to repeat the guessing until the user is correct.
Related tasks
Bulls and cows
Bulls and cows/Player
Guess the number/With Feedback
Mastermind
|
#BBC_BASIC
|
BBC BASIC
|
choose% = RND(10)
REPEAT
INPUT "Guess a number between 1 and 10: " guess%
IF guess% = choose% THEN
PRINT "Well guessed!"
END
ELSE
PRINT "Sorry, try again"
ENDIF
UNTIL FALSE
|
http://rosettacode.org/wiki/Greatest_subsequential_sum
|
Greatest subsequential sum
|
Task
Given a sequence of integers, find a continuous subsequence which maximizes the sum of its elements, that is, the elements of no other single subsequence add up to a value larger than this one.
An empty subsequence is considered to have the sum of 0; thus if all elements are negative, the result must be the empty sequence.
|
#AWK
|
AWK
|
# Finds the subsequence of ary[1] to ary[len] with the greatest sum.
# Sets subseq[1] to subseq[n] and returns n. Also sets subseq["sum"].
# An empty subsequence has sum 0.
function maxsubseq(subseq, ary, len, b, bp, bs, c, cp, i) {
b = 0 # best sum
c = 0 # current sum
bp = 0 # position of best subsequence
bn = 0 # length of best subsequence
cp = 1 # position of current subsequence
for (i = 1; i <= len; i++) {
c += ary[i]
if (c < 0) {
c = 0
cp = i + 1
}
if (c > b) {
b = c
bp = cp
bn = i + 1 - cp
}
}
for (i = 1; i <= bn; i++)
subseq[i] = ary[bp + i - 1]
subseq["sum"] = b
return bn
}
|
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.
|
#Racket
|
Racket
|
#lang racket/gui
(define frame (new frame% [label "Interaction Demo"]))
(define (changed . _)
(define s (send inp get-value))
(define v (string->number s))
(unless v (set! v (or (string->number (regexp-replace* #rx"[^0-9]+" s "")) 0))
(send inp set-value (~a v)))
(send inc-b enable (< v 10))
(send dec-b enable (> v 0))
(send inp enable (zero? v)))
(define ((change-value f) . _)
(send inp set-value (number->string (f (string->number (send inp get-value)))))
(changed))
(define inp
(new text-field% [label "Value"] [parent frame] [init-value "0"] [callback changed]))
(define buttons (new horizontal-pane% [parent frame]))
(define inc-b
(new button% [parent buttons] [label "Increment"] [callback (change-value add1)]))
(define dec-b
(new button% [parent buttons] [label "Decrement"] [callback (change-value sub1)]))
(send frame show #t)
|
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.
|
#Raku
|
Raku
|
use GTK::Simple;
use GTK::Simple::App;
my GTK::Simple::App $app .= new( title => 'Controls Enable / Disable' );
$app.set-content(
my $box = GTK::Simple::HBox.new(
my $inc = GTK::Simple::Button.new( label => ' + ' ),
my $value = GTK::Simple::Entry.new,
my $dec = GTK::Simple::Button.new( label => ' - ' )
)
);
$app.border-width = 10;
$box.spacing = 10;
$value.changed.tap: {
$value.text.=subst(/\D/, '');
$inc.sensitive = $value.text < 10;
$dec.sensitive = $value.text > 0;
}
$value.text = '0';
$inc.clicked.tap: { my $val = $value.text; $val += 1; $value.text = $val.Str }
$dec.clicked.tap: { my $val = $value.text; $val -= 1; $value.text = $val.Str }
$app.run;
|
http://rosettacode.org/wiki/Guess_the_number/With_feedback
|
Guess the number/With feedback
|
Task
Write a game (computer program) that follows the following rules:
The computer chooses a number between given set limits.
The player is asked for repeated guesses until the the target number is guessed correctly
At each guess, the computer responds with whether the guess is:
higher than the target,
equal to the target,
less than the target, or
the input was inappropriate.
Related task
Guess the number/With Feedback (Player)
|
#BCPL
|
BCPL
|
get "libhdr"
static $( randstate = ? $)
let rand(min,max) = valof
$( let x = ?
let range = max-min
let mask = 1
while mask < range do mask := (mask << 1) | 1
$( randstate := random(randstate)
x := (randstate >> 6) & mask
$) repeatuntil 0 <= x < range
resultis x + min
$)
let readguess(min,max) = valof
$( let x = ?
writes("Guess? ")
x := readn()
if min <= x < max then resultis x
writes("Invalid input.*N")
$) repeat
let play(min,max,secret) be
$( let tries, guess = 0, ?
$( guess := readguess(min,max)
if guess < secret then writes("Too low!*N")
if guess > secret then writes("Too high!*N")
tries := tries + 1
$) repeatuntil guess = secret
writef("Correct! You guessed it in %N tries.*N", tries)
$)
let start() be
$( let min, max = ?, ?
writes("Guess the number*N*N")
writes("Random seed? ") ; randstate := readn()
$( writes("Lower bound? ") ; min := readn()
writes("Upper bound? ") ; max := readn() + 1
test max-1 > min break or writes("Invalid bounds.*N")
$) repeat
wrch('*N')
play(min, max, rand(min, max))
$)
|
http://rosettacode.org/wiki/Greyscale_bars/Display
|
Greyscale bars/Display
|
The task is to display a series of vertical greyscale bars (contrast bars) with a sufficient number of bars to span the entire width of the display.
For the top quarter of the display, the left hand bar should be black, and we then incrementally step through six shades of grey until we have a white bar on the right hand side of the display. (This gives a total of 8 bars)
For the second quarter down, we start with white and step down through 14 shades of gray, getting darker until we have black on the right hand side of the display. (This gives a total of 16 bars).
Halfway down the display, we start with black, and produce 32 bars, ending in white, and for the last quarter, we start with white and step through 62 shades of grey, before finally arriving at black in the bottom right hand corner, producing a total of 64 bars for the bottom quarter.
|
#Icon_and_Unicon
|
Icon and Unicon
|
link graphics,printf,numbers
procedure main()
DrawTestCard(GreyScale_TestCard())
WDone()
end
procedure greyscale(l,h,s) #: generate s greys over range l:h
every i := round(l to h+1 by ((h-l)/(s-1.))) do
suspend sprintf("%d,%d,%d",i,i,i) # return rgb black-grey-white
end
procedure GreyScale_TestCard() #: return greyscale testcard
TC := testcard(,"GreyScale Test Card",
width := 800, height := 600,
list(numbands := 4) )
maxv := 2^16-1 # largest colour value
every (iv := [], i := 1 to numbands) do { # for each band
every put(v := [], greyscale(0,maxv,2^(2+i))) # compute greyscale
put(iv, if i%2 = 0 then v else reverse(v)) # switch directions
}
every r := height/numbands * ((i := 1 to numbands)-1) + 1 do {
TC.bands[i] := band(r,[])
every c := width/(*iv[i]) * ((j := 1 to *iv[i])-1) + 1 do
put(TC.bands[i].bars, bar( c, iv[i,j]))
put((TC.bands[i]).bars, bar(width)) # right sentinal
}
put(TC.bands,band(height)) # bottom sentinal
return TC
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
|
#Icon_and_Unicon
|
Icon and Unicon
|
procedure main ()
lower_limit := 1
higher_limit := 100
write ("Think of a number between 1 and 100")
write ("Press 'enter' when ready")
read ()
repeat {
if (higher_limit < lower_limit)
then { # check that player is not cheating!
write ("Something has gone wrong ... I give up")
exit ()
}
my_guess := (higher_limit + lower_limit) / 2
write ("My guess is ", my_guess)
write ("Enter 'H' if your number is higher, 'L' if lower, or 'E' if equal")
reply := map(trim(read ()))
case (reply) of {
"e" : {
write ("I got it correct - thankyou!")
exit () # game over
}
"h" : lower_limit := my_guess + 1
"l" : higher_limit := my_guess - 1
default : write ("Pardon? Let's try that again")
}
}
end
|
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
|
#Cowgol
|
Cowgol
|
include "cowgol.coh";
sub sumDigitSquare(n: uint8): (s: uint8) is
s := 0;
while n != 0 loop
var d := n % 10;
s := s + d * d;
n := n / 10;
end loop;
end sub;
sub isHappy(n: uint8): (h: uint8) is
var seen: uint8[256];
MemZero(&seen[0], @bytesof seen);
while seen[n] == 0 loop
seen[n] := 1;
n := sumDigitSquare(n);
end loop;
if n == 1 then
h := 1;
else
h := 0;
end if;
end sub;
var n: uint8 := 1;
var seen: uint8 := 0;
while seen < 8 loop
if isHappy(n) != 0 then
print_i8(n);
print_nl();
seen := seen + 1;
end if;
n := n + 1;
end loop;
|
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.
|
#jq
|
jq
|
def haversine(lat1;lon1; lat2;lon2):
def radians: . * (1|atan)/45;
def sind: radians|sin;
def cosd: radians|cos;
def sq: . * .;
(((lat2 - lat1)/2) | sind | sq) as $dlat
| (((lon2 - lon1)/2) | sind | sq) as $dlon
| 2 * 6372.8 * (( $dlat + (lat1|cosd) * (lat2|cosd) * $dlon ) | sqrt | asin) ;
|
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.
|
#Jsish
|
Jsish
|
/* Haversine formula, in Jsish */
function haversine() {
var radians = arguments.map(function(deg) { return deg/180.0 * Math.PI; });
var lat1 = radians[0], lon1 = radians[1], lat2 = radians[2], lon2 = radians[3];
var R = 6372.8; // km
var dLat = lat2 - lat1;
var dLon = lon2 - lon1;
var a = Math.sin(dLat / 2) * Math.sin(dLat /2) + Math.sin(dLon / 2) * Math.sin(dLon /2) * Math.cos(lat1) * Math.cos(lat2);
var c = 2 * Math.asin(Math.sqrt(a));
return R * c;
}
;haversine(36.12, -86.67, 33.94, -118.40);
/*
=!EXPECTSTART!=
haversine(36.12, -86.67, 33.94, -118.40) ==> 2887.259950607112
=!EXPECTEND!=
*/
|
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
|
#ZX_Spectrum_Basic
|
ZX Spectrum Basic
|
10 REM The trailing semicolon prevents a newline
20 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
|
#FunL
|
FunL
|
println( '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
|
#Sparkling
|
Sparkling
|
let keys = { "foo", "bar", "baz" };
let vals = { 13, 37, 42 };
var hash = {};
for var i = 0; i < sizeof keys; i++ {
hash[keys[i]] = vals[i];
}
|
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
|
#Standard_ML
|
Standard ML
|
structure StringMap = BinaryMapFn (struct
type ord_key = string
val compare = String.compare
end);
val keys = [ "foo", "bar", "baz" ]
and vals = [ 16384, 32768, 65536 ]
and myMap = StringMap.empty;
val myMap = foldl StringMap.insert' myMap (ListPair.zipEq (keys, vals));
|
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
|
#Modula-2
|
Modula-2
|
MODULE Harshad;
FROM InOut IMPORT WriteString, WriteCard, WriteLn;
VAR n, i: CARDINAL;
PROCEDURE DigitSum(n: CARDINAL): CARDINAL;
VAR sum: CARDINAL;
BEGIN
sum := 0;
WHILE n > 0 DO;
sum := sum + n MOD 10;
n := n DIV 10;
END;
RETURN sum;
END DigitSum;
PROCEDURE NextHarshad(n: CARDINAL): CARDINAL;
BEGIN
REPEAT INC(n);
UNTIL n MOD DigitSum(n) = 0;
RETURN n;
END NextHarshad;
BEGIN
n := 0;
WriteString("First 20 Harshad numbers:");
WriteLn();
FOR i := 1 TO 20 DO
n := NextHarshad(n);
WriteCard(n, 3);
END;
WriteLn();
WriteString("First Harshad number above 1000: ");
WriteCard(NextHarshad(1000), 4);
WriteLn();
END Harshad.
|
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
|
#Groovy
|
Groovy
|
import groovy.swing.SwingBuilder
import javax.swing.JFrame
new SwingBuilder().edt {
optionPane().showMessageDialog(null, "Goodbye, World!")
frame(title:'Goodbye, World!', defaultCloseOperation:JFrame.EXIT_ON_CLOSE, pack:true, show: true) {
flowLayout()
button(text:'Goodbye, World!')
textArea(text:'Goodbye, World!')
}
}
|
http://rosettacode.org/wiki/GUI_component_interaction
|
GUI component interaction
|
Almost every application needs to communicate with the user in some way.
Therefore, a substantial part of the code deals with the interaction
of program logic with GUI components.
Typically, the following is needed:
put values into input fields under program control
read and check input from the user
pop up dialogs to query the user for further information
Task
For a minimal "application", write a program that presents a form with three components to the user:
a numeric input field ("Value")
a button ("increment")
a button ("random")
The field is initialized to zero.
The user may manually enter a new value into the field,
or increment its value with the "increment" button.
Entering a non-numeric value should be either impossible,
or issue an error message.
Pressing the "random" button presents a confirmation dialog,
and resets the field's value to a random value if the answer is "Yes".
(This task may be regarded as an extension of the task Simple windowed application).
|
#Lambdatalk
|
Lambdatalk
|
{input {@ id="input" type="text" value="0"}}
{input {@ type="button" value="increment"
onclick="document.getElementById('input').value =
parseInt( document.getElementById('input').value ) + 1;"}}
{input {@ type="button" value="random"
onclick="if (confirm( 'yes?' ))
document.getElementById('input').value =
Math.round(Math.random()*100);"}}
|
http://rosettacode.org/wiki/GUI_component_interaction
|
GUI component interaction
|
Almost every application needs to communicate with the user in some way.
Therefore, a substantial part of the code deals with the interaction
of program logic with GUI components.
Typically, the following is needed:
put values into input fields under program control
read and check input from the user
pop up dialogs to query the user for further information
Task
For a minimal "application", write a program that presents a form with three components to the user:
a numeric input field ("Value")
a button ("increment")
a button ("random")
The field is initialized to zero.
The user may manually enter a new value into the field,
or increment its value with the "increment" button.
Entering a non-numeric value should be either impossible,
or issue an error message.
Pressing the "random" button presents a confirmation dialog,
and resets the field's value to a random value if the answer is "Yes".
(This task may be regarded as an extension of the task Simple windowed application).
|
#Liberty_BASIC
|
Liberty BASIC
|
nomainwin
textbox #demo.val, 20, 50, 90, 24
button #demo.inc, "Increment", [btnIncrement], UL, 20, 90, 90, 24
button #demo.rnd, "Random", [btnRandom], UL, 20, 120, 90, 24
open "Rosetta Task: GUI component interaction" for window as #demo
#demo "trapclose [quit]"
validNum$ = "0123456789."
#demo.val 0
wait
[quit]
close #demo
end
[btnIncrement]
#demo.val "!contents? nVal$"
nVal$ = trim$(nVal$)
if left$(nVal$, 1) = "-" then
neg = 1
nVal$ = mid$(nVal$, 2)
else
neg = 0
end if
validNum = 1
nDecs = 0
for i = 1 to len(nVal$)
if instr(validNum$, mid$(nVal$, i, 1)) = 0 then
validNum = 0
end if
if mid$(nVal$, i, 1) = "." then
nDecs = nDecs + 1
end if
next i
if nDecs > 1 then
validNum = 0
end if
if neg = 1 then
nVal$ = "-";nVal$
end if
if validNum = 0 then
notice nVal$;" does not appear to be a valid number. " + _
"(Commas are not allowed.)"
else
nVal = val(nVal$)
nVal = nVal + 1
end if
#demo.val nVal
wait
[btnRandom]
confirm "Reset value to random number";yn$
if yn$ = "yes" then
nVal = int(rnd(1) * 100) + 1
#demo.val nVal
end if
wait
|
http://rosettacode.org/wiki/Grayscale_image
|
Grayscale image
|
Many image processing algorithms are defined for grayscale (or else monochromatic) images.
Task
Extend the data storage type defined on this page to support grayscale images.
Define two operations, one to convert a color image to a grayscale image and one for the backward conversion.
To get luminance of a color use the formula recommended by CIE:
L = 0.2126 × R + 0.7152 × G + 0.0722 × B
When using floating-point arithmetic make sure that rounding errors would not cause run-time problems or else distorted results when calculated luminance is stored as an unsigned integer.
|
#11l
|
11l
|
T Colour
Byte r, g, b
F (r, g, b)
.r = r
.g = g
.b = b
F ==(other)
R .r == other.r & .g == other.g & .b == other.b
V black = Colour(0, 0, 0)
V white = Colour(255, 255, 255)
T Bitmap
Int width, height
Colour background
[[Colour]] map
F (width = 40, height = 40, background = white)
assert(width > 0 & height > 0)
.width = width
.height = height
.background = background
.map = (0 .< height).map(h -> (0 .< @width).map(w -> @@background))
F fillrect(x, y, width, height, colour = black)
assert(x >= 0 & y >= 0 & width > 0 & height > 0)
L(h) 0 .< height
L(w) 0 .< width
.map[y + h][x + w] = colour
F set(x, y, colour = black)
.map[y][x] = colour
F get(x, y)
R .map[y][x]
F togreyscale()
L(h) 0 .< .height
L(w) 0 .< .width
V (r, g, b) = .get(w, h)
V l = Int(0.2126 * r + 0.7152 * g + 0.0722 * b)
.set(w, h, Colour(l, l, l))
F writeppmp3()
V magic = "P3\n"
V comment = "# generated from Bitmap.writeppmp3\n"
V s = magic‘’comment‘’("#. #.\n#.\n".format(.width, .height, 255))
L(h) (.height - 1 .< -1).step(-1)
L(w) 0 .< .width
V (r, g, b) = .get(w, h)
s ‘’= ‘ #3 #3 #3’.format(r, g, b)
s ‘’= "\n"
R s
V bitmap = Bitmap(4, 4, white)
bitmap.fillrect(1, 0, 1, 2, Colour(127, 0, 63))
bitmap.set(3, 3, Colour(0, 127, 31))
print(‘Colour:’)
print(bitmap.writeppmp3())
print(‘Grey:’)
bitmap.togreyscale()
print(bitmap.writeppmp3())
|
http://rosettacode.org/wiki/Hamming_numbers
|
Hamming numbers
|
Hamming numbers are numbers of the form
H = 2i × 3j × 5k
where
i, j, k ≥ 0
Hamming numbers are also known as ugly numbers and also 5-smooth numbers (numbers whose prime divisors are less or equal to 5).
Task
Generate the sequence of Hamming numbers, in increasing order. In particular:
Show the first twenty Hamming numbers.
Show the 1691st Hamming number (the last one below 231).
Show the one millionth Hamming number (if the language – or a convenient library – supports arbitrary-precision integers).
Related tasks
Humble numbers
N-smooth numbers
References
Wikipedia entry: Hamming numbers (this link is re-directed to Regular number).
Wikipedia entry: Smooth number
OEIS entry: A051037 5-smooth or Hamming numbers
Hamming problem from Dr. Dobb's CodeTalk (dead link as of Sep 2011; parts of the thread here and here).
|
#AWK
|
AWK
|
# syntax: gawk -M -f hamming_numbers.awk
BEGIN {
for (i=1; i<=20; i++) {
printf("%d ",hamming(i))
}
printf("\n1691: %d\n",hamming(1691))
printf("\n1000000: %d\n",hamming(1000000))
exit(0)
}
function hamming(limit, h,i,j,k,n,x2,x3,x5) {
h[0] = 1
x2 = 2
x3 = 3
x5 = 5
for (n=1; n<=limit; n++) {
h[n] = min(x2,min(x3,x5))
if (h[n] == x2) { x2 = 2 * h[++i] }
if (h[n] == x3) { x3 = 3 * h[++j] }
if (h[n] == x5) { x5 = 5 * h[++k] }
}
return(h[limit-1])
}
function min(x,y) {
return((x < y) ? x : y)
}
|
http://rosettacode.org/wiki/Guess_the_number
|
Guess the number
|
Task
Write a program where the program chooses a number between 1 and 10.
A player is then prompted to enter a guess. If the player guesses wrong, then the prompt appears again until the guess is correct.
When the player has made a successful guess the computer will issue a "Well guessed!" message, and the program exits.
A conditional loop may be used to repeat the guessing until the user is correct.
Related tasks
Bulls and cows
Bulls and cows/Player
Guess the number/With Feedback
Mastermind
|
#Befunge
|
Befunge
|
v RNG anthouse
> v ,,,,,,<
v?v ,
vvvvv ,
v?????v ,
vvvvvvvvv ,
>?????????v ,
>vvvvvvvvvv< ,
>??????????< ,
>vvvvvvvvvv< ,
>??????????< ,
>vvvvvvvvvv< ^"Well guessed!"<
>??????????< >"oN",,91v actual game unit
1234567899 ^_91+"!" ^
1 ^-g22<&<>+,v
+>,,,,,,,,,,,,,,,,^
>>>>>>>>>v^"guessthenumber!"+19<
RNG unit > 22p ^
|
http://rosettacode.org/wiki/Guess_the_number
|
Guess the number
|
Task
Write a program where the program chooses a number between 1 and 10.
A player is then prompted to enter a guess. If the player guesses wrong, then the prompt appears again until the guess is correct.
When the player has made a successful guess the computer will issue a "Well guessed!" message, and the program exits.
A conditional loop may be used to repeat the guessing until the user is correct.
Related tasks
Bulls and cows
Bulls and cows/Player
Guess the number/With Feedback
Mastermind
|
#Bracmat
|
Bracmat
|
( ( GuessTheNumber
= mynumber
. clk$:?mynumber
& mod$(!mynumber*den$!mynumber.10)+1:?mynumber
& whl
' ( put'"Guess my number:"
& get':~!mynumber:?K
)
& out'"Well guessed!"
)
& GuessTheNumber$
);
|
http://rosettacode.org/wiki/Greatest_subsequential_sum
|
Greatest subsequential sum
|
Task
Given a sequence of integers, find a continuous subsequence which maximizes the sum of its elements, that is, the elements of no other single subsequence add up to a value larger than this one.
An empty subsequence is considered to have the sum of 0; thus if all elements are negative, the result must be the empty sequence.
|
#BBC_BASIC
|
BBC BASIC
|
DIM A%(11) : A%() = 0, 1, 2, -3, 3, -1, 0, -4, 0, -1, -4, 2
PRINT FNshowarray(A%()) " -> " FNmaxsubsequence(A%())
DIM B%(10) : B%() = -1, -2, 3, 5, 6, -2, -1, 4, -4, 2, -1
PRINT FNshowarray(B%()) " -> " FNmaxsubsequence(B%())
DIM C%(4) : C%() = -1, -2, -3, -4, -5
PRINT FNshowarray(C%()) " -> " FNmaxsubsequence(C%())
END
DEF FNmaxsubsequence(a%())
LOCAL a%, b%, i%, j%, m%, s%, a$
a% = 1
FOR i% = 0 TO DIM(a%(),1)
s% = 0
FOR j% = i% TO DIM(a%(),1)
s% += a%(j%)
IF s% > m% THEN
m% = s%
a% = i%
b% = j%
ENDIF
NEXT
NEXT i%
IF a% > b% THEN = "[]"
a$ = "["
FOR i% = a% TO b%
a$ += STR$(a%(i%)) + ", "
NEXT
= LEFT$(LEFT$(a$)) + "]"
DEF FNshowarray(a%())
LOCAL i%, a$
a$ = "["
FOR i% = 0 TO DIM(a%(),1)
a$ += STR$(a%(i%)) + ", "
NEXT
= LEFT$(LEFT$(a$)) + "]"
|
http://rosettacode.org/wiki/Greatest_subsequential_sum
|
Greatest subsequential sum
|
Task
Given a sequence of integers, find a continuous subsequence which maximizes the sum of its elements, that is, the elements of no other single subsequence add up to a value larger than this one.
An empty subsequence is considered to have the sum of 0; thus if all elements are negative, the result must be the empty sequence.
|
#Bracmat
|
Bracmat
|
( 0:?max
& :?seq
& -1 -2 3 5 6 -2 -1 4 -4 2 -1
: ?
[%( (
= s sum
. ( sum
= A
. !arg:%?A ?arg&!A+sum$!arg
| 0
)
& ( sum$!sjt:>!max:?max
& !sjt:?seq
|
)
)
$
& ~
)
?
| !seq
)
|
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.
|
#Red
|
Red
|
Red[]
enable: does [
f/enabled?: 0 = n
i/enabled?: 10 > n
d/enabled?: 0 < n
]
view [
f: field "0" [either error? try [n: to-integer f/text] [f/text: "0"] [enable]]
i: button "increment" [f/text: mold n: add to-integer f/text 1 enable]
d: button "decrement" disabled [f/text: mold n: subtract to-integer f/text 1 enable]
]
|
http://rosettacode.org/wiki/Guess_the_number/With_feedback
|
Guess the number/With feedback
|
Task
Write a game (computer program) that follows the following rules:
The computer chooses a number between given set limits.
The player is asked for repeated guesses until the the target number is guessed correctly
At each guess, the computer responds with whether the guess is:
higher than the target,
equal to the target,
less than the target, or
the input was inappropriate.
Related task
Guess the number/With Feedback (Player)
|
#Befunge
|
Befunge
|
1:"d">>048*"neewteb rebmun a sseuG">:#,_$\:.\"d na",,\,,:.55+,\-88+0v
<*2\_$\1+%+48*">",,#v>#+:&#>#5-:!_0`00p0"hgih"00g>_0"wol"00g!>_48vv1?
\1-:^v"d correctly!"<^,,\,+55,". >"$_,#!>#:<"Your guess was too"*<>+>
:#,_@>"ess" >"eug uoY">
|
http://rosettacode.org/wiki/Greyscale_bars/Display
|
Greyscale bars/Display
|
The task is to display a series of vertical greyscale bars (contrast bars) with a sufficient number of bars to span the entire width of the display.
For the top quarter of the display, the left hand bar should be black, and we then incrementally step through six shades of grey until we have a white bar on the right hand side of the display. (This gives a total of 8 bars)
For the second quarter down, we start with white and step down through 14 shades of gray, getting darker until we have black on the right hand side of the display. (This gives a total of 16 bars).
Halfway down the display, we start with black, and produce 32 bars, ending in white, and for the last quarter, we start with white and step through 62 shades of grey, before finally arriving at black in the bottom right hand corner, producing a total of 64 bars for the bottom quarter.
|
#J
|
J
|
load 'viewmat'
size=. 2{.".wd'qm' NB. J6
size=. getscreenwh_jgtk_ '' NB. J7
rows=. (2^3+i.4),._1^i.4
bars=. ((64%{.)#[:(<:@|%~i.)*/)"1 rows
togreyscale=. (256#. [:<.255 255 255&*)"0
'rgb' viewmat (4<.@%~{:size)# (64<.@%~{.size)#"1 togreyscale bars
|
http://rosettacode.org/wiki/Greyscale_bars/Display
|
Greyscale bars/Display
|
The task is to display a series of vertical greyscale bars (contrast bars) with a sufficient number of bars to span the entire width of the display.
For the top quarter of the display, the left hand bar should be black, and we then incrementally step through six shades of grey until we have a white bar on the right hand side of the display. (This gives a total of 8 bars)
For the second quarter down, we start with white and step down through 14 shades of gray, getting darker until we have black on the right hand side of the display. (This gives a total of 16 bars).
Halfway down the display, we start with black, and produce 32 bars, ending in white, and for the last quarter, we start with white and step through 62 shades of grey, before finally arriving at black in the bottom right hand corner, producing a total of 64 bars for the bottom quarter.
|
#Java
|
Java
|
import javax.swing.* ;
import java.awt.* ;
public class Greybars extends JFrame {
private int width ;
private int height ;
public Greybars( ) {
super( "grey bars example!" ) ;
width = 640 ;
height = 320 ;
setSize( width , height ) ;
setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE ) ;
setVisible( true ) ;
}
public void paint ( Graphics g ) {
int run = 0 ;
double colorcomp = 0.0 ; //component of the color
for ( int columncount = 8 ; columncount < 128 ; columncount *= 2 ) {
double colorgap = 255.0 / (columncount - 1) ; //by this gap we change the background color
int columnwidth = width / columncount ;
int columnheight = height / 4 ;
if ( run % 2 == 0 ) //switches color directions with every for loop
colorcomp = 0.0 ;
else {
colorcomp = 255.0 ;
colorgap *= -1.0 ;
}
int ystart = 0 + columnheight * run ;
int xstart = 0 ;
for ( int i = 0 ; i < columncount ; i++ ) {
int icolor = (int)Math.round(colorcomp) ; //round to nearer integer
Color nextColor = new Color( icolor , icolor, icolor ) ;
g.setColor( nextColor ) ;
g.fillRect( xstart , ystart , columnwidth , columnheight ) ;
xstart += columnwidth ;
colorcomp += colorgap ;
}
run++ ;
}
}
public static void main( String[ ] args ) {
Greybars gb = new Greybars( ) ;
}
}
|
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
|
#IS-BASIC
|
IS-BASIC
|
100 PROGRAM "GuessIt.bas"
110 LET N=100
120 TEXT 80
130 PRINT "Choose a number between 1 and;" N:PRINT "I will start guess the number."
140 LET BL=1:LET UL=100:LET NR=0
150 DO
160 LET GUESS=INT((BL+UL)/2):LET NR=NR+1
170 SET #102:INK 3:PRINT :PRINT "My";NR;". guess: ";GUESS:SET #102:INK 1
180 LET ANSWER=QUESTION
190 SELECT CASE ANSWER
200 CASE 1
210 LET UL=GUESS-1
220 CASE 2
230 LET BL=GUESS+1
240 CASE ELSE
250 END SELECT
260 IF BL>UL THEN PRINT "You are cheating!":LET ANSWER=9
270 LOOP UNTIL ANSWER=0 OR ANSWER=9
280 PRINT "So the number is:" GUESS
290 DEF QUESTION
300 PRINT "Your number: 1 - Is lower?; 2 - Is higher?; 0 - Is equal?"
310 DO
320 LET K$=INKEY$
330 LOOP UNTIL K$>="0" AND K$<="3"
340 LET QUESTION=VAL(K$)
350 END DEF
|
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