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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
|
#J
|
J
|
require 'misc'
guess=:3 :0
'lo hi'=.y
while.lo < hi do.
smoutput 'guessing a number between ',(":lo),' and ',":hi
guess=.lo+?hi-lo
select.{.deb tolower prompt 'is it ',(":guess),'? '
case.'y'do. smoutput 'Win!' return.
case.'l'do. lo=.guess+1
case.'h'do. hi=.guess-1
case.'q'do. smoutput 'giving up' return.
case. do. smouput 'options: yes, low, high, quit'
end.
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
|
#Crystal
|
Crystal
|
def happy?(n)
past = [] of Int32 | Int64
until n == 1
sum = 0; while n > 0; sum += (n % 10) ** 2; n //= 10 end
return false if past.includes? (n = sum)
past << n
end
true
end
i = count = 0
until count == 8; (puts i; count += 1) if happy?(i += 1) end
puts
(99999999999900..99999999999999).each { |i| puts i if happy?(i) }
|
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.
|
#Julia
|
Julia
|
haversine(lat1, lon1, lat2, lon2) =
2 * 6372.8 * asin(sqrt(sind((lat2 - lat1) / 2) ^ 2 +
cosd(lat1) * cosd(lat2) * sind((lon2 - lon1) / 2) ^ 2))
@show haversine(36.12, -86.67, 33.94, -118.4)
|
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.
|
#Kotlin
|
Kotlin
|
import java.lang.Math.*
const val R = 6372.8 // in kilometers
fun haversine(lat1: Double, lon1: Double, lat2: Double, lon2: Double): Double {
val λ1 = toRadians(lat1)
val λ2 = toRadians(lat2)
val Δλ = toRadians(lat2 - lat1)
val Δφ = toRadians(lon2 - lon1)
return 2 * R * asin(sqrt(pow(sin(Δλ / 2), 2.0) + pow(sin(Δφ / 2), 2.0) * cos(λ1) * cos(λ2)))
}
fun main(args: Array<String>) = println("result: " + haversine(36.12, -86.67, 33.94, -118.40))
|
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
|
#Furor
|
Furor
|
."Hello, World!\n"
|
http://rosettacode.org/wiki/Hash_from_two_arrays
|
Hash from two arrays
|
Task
Using two Arrays of equal length, create a Hash object
where the elements from one array (the keys) are linked
to the elements of the other (the values)
Related task
Associative arrays/Creation
|
#Swift
|
Swift
|
let keys = ["a","b","c"]
let vals = [1,2,3]
var hash = [String: Int]()
for (key, val) in zip(keys, vals) {
hash[key] = val
}
|
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
|
#Tcl
|
Tcl
|
set keys [list fred bob joe]
set values [list barber plumber tailor]
array set arr {}
foreach a $keys b $values { set arr($a) $b }
parray arr
|
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
|
#min
|
min
|
(
:n () =list
(n 0 >) (
n 10 mod list prepend #list
n 10 div @n
) while
list
) :digits
(dup digits sum mod 0 ==) :harshad?
(
succ :n
(n harshad? not) (
n succ @n
) while
n
) :next-harshad
0 (next-harshad print " " print!) 20 times newline
1000 next-harshad print!
|
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
|
#GUISS
|
GUISS
|
Start,Programs,Accessories,Notepad,Type:Goodbye[comma][space]World[pling]
|
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
|
#Harbour
|
Harbour
|
PROCEDURE Main()
RETURN wapi_MessageBox(,"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).
|
#M2000_Interpreter
|
M2000 Interpreter
|
Module CheckIt {
Declare form1 form
Declare textbox1 textbox form form1
Declare buttonInc Button form form1
Declare buttonRND Button form form1
Method textbox1, "move", 2000,2000,4000,600
Method buttonInc, "move", 2000,3000,2000,600
Method buttonRND, "move", 4000,3000,2000,600
With form1, "Title", "Rosetta Code: GUI component interaction"
With textbox1,"vartext" as textbox1.value$, "Prompt", "Value:", "ShowAlways", true
With buttonInc,"Caption","Increment"
With buttonRND,"Caption","Random"
textbox1.value$="0"
Function Local1(new Feed$) {
\\ this Function can be used from other Integer
\\ this$ and thispos, exist just before the call of this Function
local sgn$
if feed$="" and this$="-" then thispos-- : exit
if left$(this$,1)="-" then sgn$="-": this$=mid$(this$, 2)
if this$<>Trim$(this$) then this$=Feed$ : thispos-- : exit
If Trim$(this$)="" then this$="0" : thispos=2 : exit
if instr(this$,"+")>0 and sgn$="-" then this$=filter$(this$, "+") : sgn$=""
if instr(this$,"-")>0 and sgn$="" then this$=filter$(this$, "-") : sgn$="-"
if filter$(this$,"0123456789")<>"" then this$=Feed$ : thispos-- : exit
if len(this$)>1 then While left$(this$,1)="0" {this$=mid$(this$, 2)}
this$=sgn$+this$
if this$="-0" then this$="-" : thispos=2
}
Function TextBox1.ValidString {
\\ this Function called direct from textbox
Read New &this$, &thispos
Call Local local1(textbox1.value$)
}
Function buttonInc.Click {
textbox1.value$=str$(val(textbox1.value$)+1, "")
}
Function buttonRND.Click {
If AsK$("Change Value with random number", "Question", "Yes", "No")="Yes" Then {
textbox1.value$=str$(Random(0, 10000), "")
After 100 {Try {Method textbox1,"GetFocus"}}
}
}
\\ open modal
Method form1, "show", 1
Declare form1 nothing
}
Checkit
|
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).
|
#Maple
|
Maple
|
Increase();
|
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.
|
#Action.21
|
Action!
|
INCLUDE "H6:RGB2GRAY.ACT" ;from task Grayscale image
PROC PrintB3(BYTE x)
IF x<10 THEN
Print(" ")
ELSEIF x<100 THEN
Print(" ")
FI
PrintB(x)
RETURN
PROC PrintRgbImage(RgbImage POINTER img)
BYTE x,y
RGB c
FOR y=0 TO img.h-1
DO
FOR x=0 TO img.w-1
DO
GetRgbPixel(img,x,y,c)
Put(32)
PrintB3(c.r) Put(32)
PrintB3(c.g) Put(32)
PrintB3(c.b) Put(32)
OD
PutE()
OD
RETURN
PROC PrintGrayImage(GrayImage POINTER img)
BYTE x,y,c
FOR y=0 TO img.h-1
DO
FOR x=0 TO img.w-1
DO
c=GetGrayPixel(img,x,y)
Put(32)
PrintB3(c)
OD
PutE()
OD
RETURN
PROC Main()
BYTE ARRAY rgbdata=[
0 0 0 0 0 255 0 255 0
255 0 0 0 255 255 255 0 255
255 255 0 255 255 255 31 63 127
63 31 127 127 31 63 127 63 31]
BYTE ARRAY graydata(12)
BYTE width=[3],height=[4],LMARGIN=$52,oldLMARGIN
RgbImage rgbimg
GrayImage grayimg
oldLMARGIN=LMARGIN
LMARGIN=0 ;remove left margin on the screen
Put(125) PutE() ;clear the screen
InitRgbToGray()
InitRgbImage(rgbimg,width,height,rgbdata)
InitGrayImage(grayimg,width,height,graydata)
PrintE("Original RGB image:")
PrintRgbImage(rgbimg) PutE()
RgbToGray(rgbimg,grayimg)
PrintE("RGB to grayscale image:")
PrintGrayImage(grayimg) PutE()
GrayToRgb(grayimg,rgbimg)
PrintE("Grayscale to RGB image:")
PrintRgbImage(rgbimg)
LMARGIN=oldLMARGIN ;restore left margin on the screen
RETURN
|
http://rosettacode.org/wiki/Grayscale_image
|
Grayscale image
|
Many image processing algorithms are defined for grayscale (or else monochromatic) images.
Task
Extend the data storage type defined on this page to support grayscale images.
Define two operations, one to convert a color image to a grayscale image and one for the backward conversion.
To get luminance of a color use the formula recommended by CIE:
L = 0.2126 × R + 0.7152 × G + 0.0722 × B
When using floating-point arithmetic make sure that rounding errors would not cause run-time problems or else distorted results when calculated luminance is stored as an unsigned integer.
|
#Ada
|
Ada
|
type Grayscale_Image is array (Positive range <>, Positive range <>) of Luminance;
|
http://rosettacode.org/wiki/Grayscale_image
|
Grayscale image
|
Many image processing algorithms are defined for grayscale (or else monochromatic) images.
Task
Extend the data storage type defined on this page to support grayscale images.
Define two operations, one to convert a color image to a grayscale image and one for the backward conversion.
To get luminance of a color use the formula recommended by CIE:
L = 0.2126 × R + 0.7152 × G + 0.0722 × B
When using floating-point arithmetic make sure that rounding errors would not cause run-time problems or else distorted results when calculated luminance is stored as an unsigned integer.
|
#BASIC256
|
BASIC256
|
w = 143
h = 188
name$ = "Mona_Lisa.jpg"
graphsize w,h
imgload w/2, h/2, name$
fastgraphics
for x = 0 to w-1
for y = 0 to h-1
p = pixel(x,y)
b = p % 256
p = p \256
g = p % 256
p = p \ 256
r = p % 256
l = 0.2126*r + 0.7152*g + 0.0722*b
color rgb(l,l,l)
plot x,y
next y
refresh
next x
imgsave "Grey_"+name$,"jpg"
|
http://rosettacode.org/wiki/Go_Fish
|
Go Fish
|
Write a program to let the user play Go Fish against a computer opponent. Use the following rules:
Each player is dealt nine cards to start with.
On their turn, a player asks their opponent for a given rank (such as threes or kings). A player must already have at least one card of a given rank to ask for more.
If the opponent has any cards of the named rank, they must hand over all such cards, and the requester can ask again.
If the opponent has no cards of the named rank, the requester draws a card and ends their turn.
A book is a collection of every card of a given rank. Whenever a player completes a book, they may remove it from their hand.
If at any time a player's hand is empty, they may immediately draw a new card, so long as any new cards remain in the deck.
The game ends when every book is complete. The player with the most books wins.
The game's AI need not be terribly smart, but it should use at least some strategy. That is, it shouldn't choose legal moves entirely at random.
You may want to use code from Playing Cards.
Related tasks:
Playing cards
Card shuffles
Deal cards_for_FreeCell
War Card_Game
Poker hand_analyser
|
#Aime
|
Aime
|
' Go Fish ~ ¡Pesca!
Const cartas = "A234567890JQK"
Declare Sub Reparto_Cartas
Declare Sub Pescar_Carta_Jug
Declare Sub Pescar_Carta_CPU
Declare Sub Comprobar_Libro_Jug
Declare Sub Comprobar_Libro_CPU
Declare Sub Comprobar_Fin_Partida
Declare Sub Intro
Dim Shared As Integer play(13), compu(13), deck(13), guess(13), poss(13), asked(13)
Dim Shared As String nombre, Snombre, CartaPedida
Dim Shared puntos(2) As Byte = {0,0}
Dim Shared As Integer remca = 4*Len(cartas)
Dim Shared As Integer i, k, j, cn
For i = 1 To 13
deck(i) = 4
Next i
For i = 1 To 9
Reparto_Cartas
deck(k) -= 1
compu(k) += 1
Reparto_Cartas
deck(k) -= 1
play(k) += 1
Next i
Dim As Integer v, po
Sub Reparto_Cartas
remca -= 1
Dim As Integer sc = remca * Rnd + 1
For k = 1 To 13
sc -= deck(k)
If sc <= 0 Then Return
Next k
End Sub
Sub Pescar_Carta_Jug
Reparto_Cartas
Print " " &Mid(cartas,k,1) &"."
deck(k) -= 1
play(k) += 1
End Sub
Sub Pescar_Carta_CPU
Reparto_Cartas
Print "a carta."
deck(k) -= 1
compu(k) += 1
End Sub
Sub Comprobar_Libro_Jug
For i = 1 To 13
If play(i) <> 4 Then
Else
Color 11: Print Snombre &" completa el libro de " &Mid(cartas,i,1) &"'s.": Color 7
play(i) = 0
puntos(0) += 1
End If
Next i
End Sub
Sub Comprobar_Libro_CPU
For i = 1 To 13
If compu(i) <> 4 Then
Else
Color 11: Print Snombre &" completa el libro de " &Mid(cartas,i,1) &"'s.": Color 7
compu(i) = 0
puntos(1) += 1
End If
Next i
End Sub
Sub Comprobar_Fin_Partida
Dim As Integer np = 0, nc = 0
For i = 1 To 13
np += play(i)
nc += compu(i)
Next i
If remca = 0 Or np = 0 Or nc = 0 Then
Color 15: Print
Print "*** FIN de la partida! ***"
Print
If puntos(0) < puntos(1) Then
Print "La CPU ha ganado."
Elseif puntos(0) > puntos(1) Then
Print nombre &" ha ganado."
Else
Print "Es un empate!"
End If
Sleep: End
End If
End Sub
Sub Intro
Color 15
Print " __ _ _ "
Print " __ _ ___ / _(_)___| |__ "
Print " / ` |/ _ \ | |_| / __| '_ \ "
Print "| (_) | (_) | | _| \__ \ | | | "
Print " \__, |\___/ |_| |_|___/_| |_| "
Print " |___/ "
Print " "
Color 14: Locate 10, 2: Input "Como te llamas: ", nombre
End Sub
'--- Programa Principal ---
Cls
Randomize Timer
Intro
Do
Dim As boolean MuestraMano = false
While MuestraMano = false
Color 15: Print Chr(10) &"Puntos >> " &nombre &": "; puntos(0); " CPU: "; puntos(1)
Color 13: Print Chr(10) &space(10) &remca &" cartas restantes"
Color 14: Print Chr(10) &"Tu mano: ";
For i = 1 To 13
If Not play(i) Then
For j = 1 To play(i)
Print Mid(cartas,i,1); " ";
Next j
End If
Next i
Print
Dim As boolean PideCarta = false
While PideCarta = false
Comprobar_Fin_Partida
Snombre = nombre
Color 7: Print
Input "¨Que carta pides... "; CartaPedida
Print
If CartaPedida <> "" Then cn = Instr(cartas, Ucase(CartaPedida)): PideCarta = true
If cn = 0 Then
Print "Lo siento, no es una opción valida.": PideCarta = false
Elseif play(cn) = 0 Then Color 12: Print "No tienes esa carta!": Color 7: PideCarta = false
End If
Wend
guess(cn) = 1
If compu(cn) = 0 Then
Print Snombre &", ";
Color 15: Print "ve a pescar!"
Color 7: Print Snombre &" pesca un";: Pescar_Carta_Jug
Comprobar_Libro_Jug
MuestraMano = true
Else
v = compu(cn)
compu(cn) = 0
play(cn) += v
Print Snombre &" consigue " &v &" carta(s) mas."
Comprobar_Libro_Jug
MuestraMano = false
End If
Wend
Snombre = "CPU"
For i = 1 To 13
asked(i) = 0
Next i
Dim As boolean Turno_CPU_2 = false
While Turno_CPU_2 = false
Comprobar_Fin_Partida
po = 0
For i = 1 To 13
If (compu(i) > 0) And (guess(i) > 0) Then poss(i) = 1: po += 1
Next i
If po = 0 Then
Do
k = (Rnd*12)+1
Loop While compu(k) = 0 Or asked(k)
Else
Do
k = (Rnd*12)+1
Loop While poss(k) = 0
guess(k) = 0
asked(k) = 1
End If
Print: Print Snombre &" quiere tus " &Mid(cartas,k,1) &"'s."
asked(k) = 1
If play(k) = 0 Then
Print Snombre &", ";
Color 15: Print "ve a pescar!"
Color 7:Print Snombre &" pesca un";: Pescar_Carta_CPU
Comprobar_Libro_CPU
Turno_CPU_2 = true
Else
v = play(k)
play(k) = 0
compu(k) += v
Print Snombre &" consigue " &v &" carta(s) mas."
Comprobar_Libro_CPU
Turno_CPU_2 = false
End If
Wend
Loop
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).
|
#BASIC256
|
BASIC256
|
print "The first 20 Hamming numbers are :"
for i = 1 to 20
print Hamming(i);" ";
next i
print
print "H( 1691) = "; Hamming(1691)
end
function min(a, b)
if a < b then return a else return b
end function
function Hamming(limit)
dim h(1000000)
h[0] = 1
x2 = 2 : x3 = 3 : x5 = 5
i = 0 : j = 0 : k = 0
for n = 1 to limit
h[n] = min(x2, min(x3, x5))
if x2 = h[n] then i += 1: x2 = 2 *h[i]
if x3 = h[n] then j += 1: x3 = 3 *h[j]
if x5 = h[n] then k += 1: x5 = 5 *h[k]
next n
return h[limit -1]
end function
|
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
|
#Brat
|
Brat
|
number = random 10
p "Guess a number between 1 and 10."
until {
true? ask("Guess: ").to_i == number
{ p "Well guessed!"; true }
{ p "Guess again!" }
}
|
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
|
#C
|
C
|
#include <stdlib.h>
#include <stdio.h>
#include <time.h>
int main(void)
{
int n;
int g;
char c;
srand(time(NULL));
n = 1 + (rand() % 10);
puts("I'm thinking of a number between 1 and 10.");
puts("Try to guess it:");
while (1) {
if (scanf("%d", &g) != 1) {
/* ignore one char, in case user gave a non-number */
scanf("%c", &c);
continue;
}
if (g == n) {
puts("Correct!");
return 0;
}
puts("That's not my number. Try another guess:");
}
}
|
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.
|
#C
|
C
|
#include "stdio.h"
typedef struct Range {
int start, end, sum;
} Range;
Range maxSubseq(const int sequence[], const int len) {
int maxSum = 0, thisSum = 0, i = 0;
int start = 0, end = -1, j;
for (j = 0; j < len; j++) {
thisSum += sequence[j];
if (thisSum < 0) {
i = j + 1;
thisSum = 0;
} else if (thisSum > maxSum) {
maxSum = thisSum;
start = i;
end = j;
}
}
Range r;
if (start <= end && start >= 0 && end >= 0) {
r.start = start;
r.end = end + 1;
r.sum = maxSum;
} else {
r.start = 0;
r.end = 0;
r.sum = 0;
}
return r;
}
int main(int argc, char **argv) {
int a[] = {-1 , -2 , 3 , 5 , 6 , -2 , -1 , 4 , -4 , 2 , -1};
int alength = sizeof(a)/sizeof(a[0]);
Range r = maxSubseq(a, alength);
printf("Max sum = %d\n", r.sum);
int i;
for (i = r.start; i < r.end; i++)
printf("%d ", a[i]);
printf("\n");
return 0;
}
|
http://rosettacode.org/wiki/GUI_enabling/disabling_of_controls
|
GUI enabling/disabling of controls
|
In addition to fundamental GUI component interaction, an application should
dynamically enable and disable GUI components, to give some guidance to the
user, and prohibit (inter)actions which are inappropriate in the current state
of the application.
Task
Similar to the task GUI component interaction, write a program
that presents a form with three components to the user:
a numeric input field ("Value")
a button ("increment")
a button ("decrement")
The field is initialized to zero.
The user may manually enter a new value into the field,
increment its value with the "increment" button,
or decrement the value with the "decrement" button.
The input field should be enabled only when its value is zero.
The "increment" button only as long as the field's value is less then 10:
When the value 10 is reached, the button should go into a disabled state.
Analogously, the "decrement" button should be enabled only as long as
the value is greater than zero.
Effectively, the user can now either increment up to 10, or down to zero.
Manually entering values outside that range is still legal,
but the buttons should reflect that and enable/disable accordingly.
|
#Ring
|
Ring
|
Load "guilib.ring"
MyApp = New qApp {
num = 0
win1 = new qWidget() {
setwindowtitle("Hello World")
setGeometry(100,100,370,250)
btn1 = new qpushbutton(win1) {
setGeometry(50,200,100,30)
settext("Increment")
setclickevent("Increment()")}
btn2 = new qpushbutton(win1) {
setGeometry(200,200,100,30)
settext("Decrement")
setclickevent("Decrement()")}
lineedit1 = new qlineedit(win1) {
setGeometry(10,100,350,30)
settext("0")}
show()}
exec()}
func Increment
lineedit1{ num = text()}
num = string(number(num)+1)
lineedit1.settext(num)
if number(num)>9 btn1.setDisabled(True) ok
func Decrement
lineedit1{ num = text()}
num = string(number(num)-1)
lineedit1.settext(num)
if number(num)<0 btn2.setDisabled(True) ok
|
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)
|
#Brat
|
Brat
|
number = random 10
p "Guess a number between 1 and 10."
until {
guess = ask("Guess: ").to_i
true? (guess.null? || { guess > 10 || guess < 1 })
{ p "Please guess a number between 1 and 10."}
{ true? guess == number
{ p "Correct!"; true }
{ true? guess < number
{ p "Too low!" }
{ p "Too high!" }
}
}
}
|
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.
|
#JavaScript
|
JavaScript
|
<html><body>
<script type="text/javascript">
var width = 640; var height = 400;
var c = document.createElement("canvas");
c.setAttribute('id', 'myCanvas');
c.setAttribute('style', 'border:1px solid black;');
c.setAttribute('width', width);
c.setAttribute('height', height);
document.body.appendChild(c);
var ctx = document.getElementById('myCanvas').getContext("2d");
var columnCount = 8; // number of columns
var rowCount = 4; // number of rows
var direction = 1; // 1 = from left to right, 0 = from right to left
var blackLeft = 1; // black is left: 1 = true, 0 = false
for(var j = 0; j < rowCount; j++){
for(var i = 0; i < columnCount; i++){
ctx.fillStyle = 'rgba(0,0,0,'+ (blackLeft-(1/(columnCount-1)*i))*direction +')';
ctx.fillRect(
(width/columnCount)*i,(height/rowCount)*j,
(width/columnCount),(height/rowCount)
);
}
columnCount *= 2;
direction *= -1;
blackLeft = blackLeft ? 0 : 1;
}
</script>
</body></html>
|
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
|
#Java
|
Java
|
import java.util.AbstractList;
import java.util.Collections;
import java.util.Scanner;
public class GuessNumber {
public static final int LOWER = 0, UPPER = 100;
public static void main(String[] args) {
System.out.printf("Instructions:\n" +
"Think of integer number from %d (inclusive) to %d (exclusive) and\n" +
"I will guess it. After each guess, you respond with L, H, or C depending\n" +
"on if my guess was too low, too high, or correct.\n",
LOWER, UPPER);
int result = Collections.binarySearch(new AbstractList<Integer>() {
private final Scanner in = new Scanner(System.in);
public int size() { return UPPER - LOWER; }
public Integer get(int i) {
System.out.printf("My guess is: %d. Is it too high, too low, or correct? (H/L/C) ", LOWER+i);
String s = in.nextLine();
assert s.length() > 0;
switch (Character.toLowerCase(s.charAt(0))) {
case 'l':
return -1;
case 'h':
return 1;
case 'c':
return 0;
}
return -1;
}
}, 0);
if (result < 0)
System.out.println("That is impossible.");
else
System.out.printf("Your number is %d.\n", result);
}
}
|
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
|
#D
|
D
|
bool isHappy(int n) pure nothrow {
int[int] past;
while (true) {
int total = 0;
while (n > 0) {
total += (n % 10) ^^ 2;
n /= 10;
}
if (total == 1)
return true;
if (total in past)
return false;
n = total;
past[total] = 0;
}
}
void main() {
import std.stdio, std.algorithm, std.range;
int.max.iota.filter!isHappy.take(8).writeln;
}
|
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.
|
#Liberty_BASIC
|
Liberty BASIC
|
print "Haversine distance: "; using( "####.###########", havDist( 36.12, -86.67, 33.94, -118.4)); " km."
end
function havDist( th1, ph1, th2, ph2)
degtorad = acs(-1)/180
diameter = 2 * 6372.8
LgD = degtorad * (ph1 - ph2)
th1 = degtorad * th1
th2 = degtorad * th2
dz = sin( th1) - sin( th2)
dx = cos( LgD) * cos( th1) - cos( th2)
dy = sin( LgD) * cos( th1)
havDist = asn( ( dx^2 +dy^2 +dz^2)^0.5 /2) *diameter
end function
|
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
|
#FutureBasic
|
FutureBasic
|
window 1
print @"Hello world!"
HandleEvents
|
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
|
#TXR
|
TXR
|
$ txr -p '^#H(() ,*[zip #(a b c) #(1 2 3)])))'
#H(() (c 3) (b 2) (a 1))
|
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
|
#UNIX_Shell
|
UNIX Shell
|
keys=( foo bar baz )
values=( 123 456 789 )
declare -A hash
for (( i = 0; i < ${#keys[@]}; i++ )); do
hash["${keys[i]}"]=${values[i]}
done
for key in "${!hash[@]}"; do
printf "%s => %s\n" "$key" "${hash[$key]}"
done
|
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
|
#MLite
|
MLite
|
fun sumdigits
(0, n) = n
| (m, n) = sumdigits (m div 10, m rem 10) + n
| n = sumdigits (n div 10, n rem 10)
fun is_harshad n = (n rem (sumdigits n) = 0)
fun next_harshad_after
(n, ~1) = if is_harshad n then
n
else
next_harshad_after (n + 1, ~1)
| n = next_harshad_after (n + 1, ~1)
fun harshad
(max, _, count > max, accum) = rev accum
| (max, here, count, accum) =
if is_harshad here then
harshad (max, here + 1, count + 1, here :: accum)
else
harshad (max, here + 1, count, accum)
| max = harshad (max, 1, 1, [])
;
print "first twenty harshad numbers = "; println ` harshad 20;
print "first harshad number after 1000 = "; println ` next_harshad_after 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
|
#Haskell
|
Haskell
|
import Graphics.UI.Gtk
import Control.Monad
messDialog = do
initGUI
dialog <- messageDialogNew Nothing [] MessageInfo ButtonsOk "Goodbye, World!"
rs <- dialogRun dialog
when (rs == ResponseOk || rs == ResponseDeleteEvent) $ widgetDestroy dialog
dialog `onDestroy` mainQuit
mainGUI
|
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).
|
#Mathematica_.2F_Wolfram_Language
|
Mathematica / Wolfram Language
|
Manipulate[Null, {{value, 0}, InputField[Dynamic[value], Number] &},
Row@{Button["increment", value++],
Button["random",
If[DialogInput[
Column@{"Are you sure?",
Row@{Button["Yes", DialogReturn[True]],
Button["No", DialogReturn[False]]}}],
value = RandomInteger@10000], Method -> "Queued"]}]
|
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).
|
#Nim
|
Nim
|
import
gtk2, glib2, strutils, random
var valu: int = 0
proc thisDestroy(widget: PWidget, data: Pgpointer) {.cdecl.} =
main_quit()
randomize()
nim_init()
var win = window_new(gtk2.WINDOW_TOPLEVEL)
var content = vbox_new(true,10)
var hbox1 = hbox_new(true,10)
var hbox2 = hbox_new(false,1)
var lbl = label_new("Value:")
var entry_fld = entry_new()
entry_fld.set_text("0")
var btn_quit = button_new("Quit")
var btn_inc = button_new("Increment")
var btn_rnd = button_new("Random")
add(hbox2,lbl)
add(hbox2,entry_fld)
add(hbox1,btn_inc)
add(hbox1,btn_rnd)
pack_start(content, hbox2, true, true, 0)
pack_start(content, hbox1, true, true, 0)
pack_start(content, btn_quit, true, true, 0)
set_border_width(win, 5)
add(win, content)
proc on_question_clicked: bool =
var dialog = win.message_dialog_new(0, MESSAGE_QUESTION,
BUTTONS_YES_NO, "Use a Random number?")
var response = dialog.run()
result = response == RESPONSE_YES
dialog.destroy()
proc thisInc(widget: PWidget, data: Pgpointer){.cdecl.} =
inc(valu)
entry_fld.set_text($valu)
proc thisRnd(widget: PWidget, data: Pgpointer){.cdecl.} =
if on_question_clicked():
valu = rand(20)
entry_fld.set_text($valu)
proc thisTextChanged(widget: PWidget, data: Pgpointer) {.cdecl.} =
try:
valu = parseInt($entry_fld.get_text())
except ValueError:
entry_fld.set_text($valu)
discard signal_connect(win, "destroy", SIGNAL_FUNC(thisDestroy), nil)
discard signal_connect(btn_quit, "clicked", SIGNAL_FUNC(thisDestroy), nil)
discard signal_connect(btn_inc, "clicked", SIGNAL_FUNC(thisInc), nil)
discard signal_connect(btn_rnd, "clicked", SIGNAL_FUNC(thisRnd), nil)
discard signal_connect(entry_fld, "changed", SIGNAL_FUNC(thisTextChanged), nil)
win.show_all()
main()
|
http://rosettacode.org/wiki/Greatest_element_of_a_list
|
Greatest element of a list
|
Task
Create a function that returns the maximum value in a provided set of values,
where the number of values may not be known until run-time.
|
#11l
|
11l
|
max(values)
|
http://rosettacode.org/wiki/Graph_colouring
|
Graph colouring
|
A Graph is a collection of nodes
(or vertices), connected by edges (or not).
Nodes directly connected by edges are called neighbours.
In our representation of graphs, nodes are numbered and edges are represented
by the two node numbers connected by the edge separated by a dash.
Edges define the nodes being connected. Only unconnected nodes need a separate
description.
For example,
0-1 1-2 2-0 3
Describes the following graph. Note that node 3 has no neighbours
Example graph
+---+
| 3 |
+---+
+-------------------+
| |
+---+ +---+ +---+
| 0 | --- | 1 | --- | 2 |
+---+ +---+ +---+
A useful internal datastructure for a graph and for later graph algorithms is
as a mapping between each node and the set/list of its neighbours.
In the above example:
0 maps-to 1 and 2
1 maps to 2 and 0
2 maps-to 1 and 0
3 maps-to <nothing>
Graph colouring task
Colour the vertices of a given graph so that no edge is between verticies of
the same colour.
Integers may be used to denote different colours.
Algorithm should do better than just assigning each vertex a separate colour. The idea is to minimise the number of colours used, although no algorithm short of exhaustive search for the minimum is known at present, (and exhaustive search is not a requirement).
Show for each edge, the colours assigned on each vertex.
Show the total number of nodes, edges, and colours used for each graph.
Use the following graphs
Ex1
0-1 1-2 2-0 3
+---+
| 3 |
+---+
+-------------------+
| |
+---+ +---+ +---+
| 0 | --- | 1 | --- | 2 |
+---+ +---+ +---+
Ex2
The wp articles left-side graph
1-6 1-7 1-8 2-5 2-7 2-8 3-5 3-6 3-8 4-5 4-6 4-7
+----------------------------------+
| |
| +---+ |
| +-----------------| 3 | ------+----+
| | +---+ | |
| | | | |
| | | | |
| | | | |
| +---+ +---+ +---+ +---+ |
| | 8 | --- | 1 | --- | 6 | --- | 4 | |
| +---+ +---+ +---+ +---+ |
| | | | |
| | | | |
| | | | |
| | +---+ +---+ +---+ |
+----+------ | 7 | --- | 2 | --- | 5 | -+
| +---+ +---+ +---+
| |
+-------------------+
Ex3
The wp articles right-side graph which is the same graph as Ex2, but with
different node orderings and namings.
1-4 1-6 1-8 3-2 3-6 3-8 5-2 5-4 5-8 7-2 7-4 7-6
+----------------------------------+
| |
| +---+ |
| +-----------------| 5 | ------+----+
| | +---+ | |
| | | | |
| | | | |
| | | | |
| +---+ +---+ +---+ +---+ |
| | 8 | --- | 1 | --- | 4 | --- | 7 | |
| +---+ +---+ +---+ +---+ |
| | | | |
| | | | |
| | | | |
| | +---+ +---+ +---+ |
+----+------ | 6 | --- | 3 | --- | 2 | -+
| +---+ +---+ +---+
| |
+-------------------+
Ex4
This is the same graph, node naming, and edge order as Ex2 except some of the edges x-y are flipped to y-x.
This might alter the node order used in the greedy algorithm leading to differing numbers of colours.
1-6 7-1 8-1 5-2 2-7 2-8 3-5 6-3 3-8 4-5 4-6 4-7
+-------------------------------------------------+
| |
| |
+-------------------+---------+ |
| | | |
+---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+
| 4 | --- | 5 | --- | 2 | --- | 7 | --- | 1 | --- | 6 | --- | 3 | --- | 8 |
+---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+
| | | | | |
+---------+-----------------------------+---------+ | |
| | | |
| | | |
+-----------------------------+-------------------+ |
| |
| |
+-----------------------------+
References
Greedy coloring Wikipedia.
Graph Coloring : Greedy Algorithm & Welsh Powell Algorithm by Priyank Jain.
|
#11l
|
11l
|
F first_avail_int(data)
‘return lowest int 0... not in data’
V d = Set(data)
L(i) 0..
I i !C d
R i
F greedy_colour(name, connections)
DefaultDict[Int, [Int]] graph
L(connection) connections.split(‘ ’)
I ‘-’ C connection
V (n1, n2) = connection.split(‘-’).map(Int)
graph[n1].append(n2)
graph[n2].append(n1)
E
graph[Int(connection)] = [Int]()
// Greedy colourisation algo
V order = sorted(graph.keys())
[Int = Int] colour
V neighbours = graph
L(node) order
V used_neighbour_colours = neighbours[node].filter(nbr -> nbr C @colour).map(nbr -> @colour[nbr])
colour[node] = first_avail_int(used_neighbour_colours)
print("\n"name)
V canonical_edges = Set[(Int, Int)]()
L(n1, neighbours) sorted(graph.items())
I !neighbours.empty
L(n2) neighbours
V edge = tuple_sorted((n1, n2))
I edge !C canonical_edges
print(‘ #.-#.: Colour: #., #.’.format(n1, n2, colour[n1], colour[n2]))
canonical_edges.add(edge)
E
print(‘ #.: Colour: #.’.format(n1, colour[n1]))
V lc = Set(colour.values()).len
print(" #Nodes: #.\n #Edges: #.\n #Colours: #.".format(colour.len, canonical_edges.len, lc))
L(name, connections) [
(‘Ex1’, ‘0-1 1-2 2-0 3’),
(‘Ex2’, ‘1-6 1-7 1-8 2-5 2-7 2-8 3-5 3-6 3-8 4-5 4-6 4-7’),
(‘Ex3’, ‘1-4 1-6 1-8 3-2 3-6 3-8 5-2 5-4 5-8 7-2 7-4 7-6’),
(‘Ex4’, ‘1-6 7-1 8-1 5-2 2-7 2-8 3-5 6-3 3-8 4-5 4-6 4-7’)]
greedy_colour(name, connections)
|
http://rosettacode.org/wiki/Goldbach%27s_comet
|
Goldbach's comet
|
This page uses content from Wikipedia. The original article was at Goldbach's comet. 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)
Goldbach's comet is the name given to a plot of the function g(E), the so-called Goldbach function.
The Goldbach function is studied in relation to Goldbach's conjecture. The function g(E) is defined for all even integers E>2 to be the number of different ways in which E can be expressed as the sum of two primes.
Examples
G(4) = 1, since 4 can only be expressed as the sum of one distinct pair of primes (4 = 2 + 2)
G(22) = 3, since 22 can be expressed as the sum of 3 distinct pairs of primes (22 = 11 + 11 = 5 + 17 = 3 + 19)
Task
Find and show (preferably, in a neat 10x10 table) the first 100 G numbers (that is: the result of the G function described above, for the first 100 even numbers >= 4)
Find and display the value of G(1000000)
Stretch
Calculate the values of G up to 2000 (inclusive) and display the results in a scatter 2d-chart, aka the Goldbach's Comet
See also
Wikipedia: Goldbach's conjecture
OEIS: A045917 - From Goldbach problem: number of decompositions of 2n into unordered sums of two primes
|
#ALGOL_68
|
ALGOL 68
|
BEGIN # calculate values of the Goldbach function G where G(n) is the number #
# of prime pairs that sum to n, n even and > 2 #
# generates an ASCII scatter plot of G(n) up to G(2000) #
# (Goldbach's Comet) #
PR read "primes.incl.a68" PR # include prime utilities #
INT max prime = 1 000 000; # maximum number we will consider #
INT max plot = 2 000; # maximum G value for the comet #
[]BOOL prime = PRIMESIEVE max prime; # sieve of primes to max prime #
[ 0 : max plot ]INT g2; # table of G values: g2[n] = G(2n) #
# construct the table of G values #
FOR n FROM LWB g2 TO UPB g2 DO g2[ n ] := 0 OD;
g2[ 4 ] := 1; # 4 is the only sum of two even primes #
FOR p FROM 3 BY 2 TO max plot OVER 2 DO
IF prime[ p ] THEN
g2[ p + p ] +:= 1;
FOR q FROM p + 2 BY 2 TO max plot - p DO
IF prime[ q ] THEN
g2[ p + q ] +:= 1
FI
OD
FI
OD;
# show the first hundred G values #
INT c := 0;
FOR n FROM 4 BY 2 TO 202 DO
print( ( whole( g2[ n ], -4 ) ) );
IF ( c +:= 1 ) = 10 THEN print( ( newline ) ); c := 0 FI
OD;
# show G( 1 000 000 ) #
INT gm := 0;
FOR p FROM 3 TO max prime OVER 2 DO
IF prime[ p ] THEN
IF prime[ max prime - p ] THEN
gm +:= 1
FI
FI
OD;
print( ( "G(", whole( max prime, 0 ), "): ", whole( gm, 0 ), newline ) );
# find the maximum value of G up to the maximum plot size #
INT max g := 0;
FOR n FROM 2 BY 2 TO max plot DO
IF g2[ n ] > max g THEN max g := g2[ n ] FI
OD;
# draw an ASCII scatter plot of G, each position represents 5 G values #
# the vertical axis is n/10, the horizontal axis is G(n) #
INT plot step = 10;
STRING plot value = " .-+=*%$&#@";
FOR g FROM 0 BY plot step TO max plot - plot step DO
[ 0 : max g ]INT values;
FOR v pos FROM LWB values TO UPB values DO values[ v pos ] := 0 OD;
INT max v := 0;
FOR g element FROM g BY 2 TO g + ( plot step - 1 ) DO
INT g2 value = g2[ g element ];
values[ g2 value ] +:= 1;
IF g2 value > max v THEN max v := g2 value FI
OD;
print( ( IF g MOD 100 = 90 THEN "+" ELSE "|" FI ) );
FOR v pos FROM 1 TO max v DO # exclude 0 values from the plot #
print( ( plot value[ values[ v pos ] + 1 ] ) )
OD;
print( ( newline ) )
OD
END
|
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.
|
#BBC_BASIC
|
BBC BASIC
|
Width% = 200
Height% = 200
VDU 23,22,Width%;Height%;8,16,16,128
*display c:\lena
FOR y% = 0 TO Height%-1
FOR x% = 0 TO Width%-1
rgb% = FNgetpixel(x%,y%)
r% = rgb% >> 16
g% = (rgb% >> 8) AND &FF
b% = rgb% AND &FF
l% = INT(0.3*r% + 0.59*g% + 0.11*b% + 0.5)
PROCsetpixel(x%,y%,l%,l%,l%)
NEXT
NEXT y%
END
DEF PROCsetpixel(x%,y%,r%,g%,b%)
COLOUR 1,r%,g%,b%
GCOL 1
LINE x%*2,y%*2,x%*2,y%*2
ENDPROC
DEF FNgetpixel(x%,y%)
LOCAL col%
col% = TINT(x%*2,y%*2)
SWAP ?^col%,?(^col%+2)
= col%
|
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.
|
#C
|
C
|
typedef unsigned char luminance;
typedef luminance pixel1[1];
typedef struct {
unsigned int width;
unsigned int height;
luminance *buf;
} grayimage_t;
typedef grayimage_t *grayimage;
grayimage alloc_grayimg(unsigned int, unsigned int);
grayimage tograyscale(image);
image tocolor(grayimage);
|
http://rosettacode.org/wiki/Go_Fish
|
Go Fish
|
Write a program to let the user play Go Fish against a computer opponent. Use the following rules:
Each player is dealt nine cards to start with.
On their turn, a player asks their opponent for a given rank (such as threes or kings). A player must already have at least one card of a given rank to ask for more.
If the opponent has any cards of the named rank, they must hand over all such cards, and the requester can ask again.
If the opponent has no cards of the named rank, the requester draws a card and ends their turn.
A book is a collection of every card of a given rank. Whenever a player completes a book, they may remove it from their hand.
If at any time a player's hand is empty, they may immediately draw a new card, so long as any new cards remain in the deck.
The game ends when every book is complete. The player with the most books wins.
The game's AI need not be terribly smart, but it should use at least some strategy. That is, it shouldn't choose legal moves entirely at random.
You may want to use code from Playing Cards.
Related tasks:
Playing cards
Card shuffles
Deal cards_for_FreeCell
War Card_Game
Poker hand_analyser
|
#AutoHotkey
|
AutoHotkey
|
' Go Fish ~ ¡Pesca!
Const cartas = "A234567890JQK"
Declare Sub Reparto_Cartas
Declare Sub Pescar_Carta_Jug
Declare Sub Pescar_Carta_CPU
Declare Sub Comprobar_Libro_Jug
Declare Sub Comprobar_Libro_CPU
Declare Sub Comprobar_Fin_Partida
Declare Sub Intro
Dim Shared As Integer play(13), compu(13), deck(13), guess(13), poss(13), asked(13)
Dim Shared As String nombre, Snombre, CartaPedida
Dim Shared puntos(2) As Byte = {0,0}
Dim Shared As Integer remca = 4*Len(cartas)
Dim Shared As Integer i, k, j, cn
For i = 1 To 13
deck(i) = 4
Next i
For i = 1 To 9
Reparto_Cartas
deck(k) -= 1
compu(k) += 1
Reparto_Cartas
deck(k) -= 1
play(k) += 1
Next i
Dim As Integer v, po
Sub Reparto_Cartas
remca -= 1
Dim As Integer sc = remca * Rnd + 1
For k = 1 To 13
sc -= deck(k)
If sc <= 0 Then Return
Next k
End Sub
Sub Pescar_Carta_Jug
Reparto_Cartas
Print " " &Mid(cartas,k,1) &"."
deck(k) -= 1
play(k) += 1
End Sub
Sub Pescar_Carta_CPU
Reparto_Cartas
Print "a carta."
deck(k) -= 1
compu(k) += 1
End Sub
Sub Comprobar_Libro_Jug
For i = 1 To 13
If play(i) <> 4 Then
Else
Color 11: Print Snombre &" completa el libro de " &Mid(cartas,i,1) &"'s.": Color 7
play(i) = 0
puntos(0) += 1
End If
Next i
End Sub
Sub Comprobar_Libro_CPU
For i = 1 To 13
If compu(i) <> 4 Then
Else
Color 11: Print Snombre &" completa el libro de " &Mid(cartas,i,1) &"'s.": Color 7
compu(i) = 0
puntos(1) += 1
End If
Next i
End Sub
Sub Comprobar_Fin_Partida
Dim As Integer np = 0, nc = 0
For i = 1 To 13
np += play(i)
nc += compu(i)
Next i
If remca = 0 Or np = 0 Or nc = 0 Then
Color 15: Print
Print "*** FIN de la partida! ***"
Print
If puntos(0) < puntos(1) Then
Print "La CPU ha ganado."
Elseif puntos(0) > puntos(1) Then
Print nombre &" ha ganado."
Else
Print "Es un empate!"
End If
Sleep: End
End If
End Sub
Sub Intro
Color 15
Print " __ _ _ "
Print " __ _ ___ / _(_)___| |__ "
Print " / ` |/ _ \ | |_| / __| '_ \ "
Print "| (_) | (_) | | _| \__ \ | | | "
Print " \__, |\___/ |_| |_|___/_| |_| "
Print " |___/ "
Print " "
Color 14: Locate 10, 2: Input "Como te llamas: ", nombre
End Sub
'--- Programa Principal ---
Cls
Randomize Timer
Intro
Do
Dim As boolean MuestraMano = false
While MuestraMano = false
Color 15: Print Chr(10) &"Puntos >> " &nombre &": "; puntos(0); " CPU: "; puntos(1)
Color 13: Print Chr(10) &space(10) &remca &" cartas restantes"
Color 14: Print Chr(10) &"Tu mano: ";
For i = 1 To 13
If Not play(i) Then
For j = 1 To play(i)
Print Mid(cartas,i,1); " ";
Next j
End If
Next i
Print
Dim As boolean PideCarta = false
While PideCarta = false
Comprobar_Fin_Partida
Snombre = nombre
Color 7: Print
Input "¨Que carta pides... "; CartaPedida
Print
If CartaPedida <> "" Then cn = Instr(cartas, Ucase(CartaPedida)): PideCarta = true
If cn = 0 Then
Print "Lo siento, no es una opción valida.": PideCarta = false
Elseif play(cn) = 0 Then Color 12: Print "No tienes esa carta!": Color 7: PideCarta = false
End If
Wend
guess(cn) = 1
If compu(cn) = 0 Then
Print Snombre &", ";
Color 15: Print "ve a pescar!"
Color 7: Print Snombre &" pesca un";: Pescar_Carta_Jug
Comprobar_Libro_Jug
MuestraMano = true
Else
v = compu(cn)
compu(cn) = 0
play(cn) += v
Print Snombre &" consigue " &v &" carta(s) mas."
Comprobar_Libro_Jug
MuestraMano = false
End If
Wend
Snombre = "CPU"
For i = 1 To 13
asked(i) = 0
Next i
Dim As boolean Turno_CPU_2 = false
While Turno_CPU_2 = false
Comprobar_Fin_Partida
po = 0
For i = 1 To 13
If (compu(i) > 0) And (guess(i) > 0) Then poss(i) = 1: po += 1
Next i
If po = 0 Then
Do
k = (Rnd*12)+1
Loop While compu(k) = 0 Or asked(k)
Else
Do
k = (Rnd*12)+1
Loop While poss(k) = 0
guess(k) = 0
asked(k) = 1
End If
Print: Print Snombre &" quiere tus " &Mid(cartas,k,1) &"'s."
asked(k) = 1
If play(k) = 0 Then
Print Snombre &", ";
Color 15: Print "ve a pescar!"
Color 7:Print Snombre &" pesca un";: Pescar_Carta_CPU
Comprobar_Libro_CPU
Turno_CPU_2 = true
Else
v = play(k)
play(k) = 0
compu(k) += v
Print Snombre &" consigue " &v &" carta(s) mas."
Comprobar_Libro_CPU
Turno_CPU_2 = false
End If
Wend
Loop
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).
|
#BBC_BASIC
|
BBC BASIC
|
@% = &1010
FOR h% = 1 TO 20
PRINT "H("; h% ") = "; FNhamming(h%)
NEXT
PRINT "H(1691) = "; FNhamming(1691)
END
DEF FNhamming(l%)
LOCAL i%, j%, k%, n%, m, x2, x3, x5, h%()
DIM h%(l%) : h%(0) = 1
x2 = 2 : x3 = 3 : x5 = 5
FOR n% = 1 TO l%-1
m = x2
IF m > x3 m = x3
IF m > x5 m = x5
h%(n%) = m
IF m = x2 i% += 1 : x2 = 2 * h%(i%)
IF m = x3 j% += 1 : x3 = 3 * h%(j%)
IF m = x5 k% += 1 : x5 = 5 * h%(k%)
NEXT
= h%(l%-1)
|
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
|
#C.23
|
C#
|
using System;
class GuessTheNumberGame
{
static void Main()
{
int randomNumber = new Random().Next(1, 11);
Console.WriteLine("I'm thinking of a number between 1 and 10. Can you guess it?");
while(true)
{
Console.Write("Guess: ");
if (int.Parse(Console.ReadLine()) == randomNumber)
break;
Console.WriteLine("That's not it. Guess again.");
}
Console.WriteLine("Congrats!! You guessed right!");
}
};
|
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
|
#C.2B.2B
|
C++
|
#include <iostream>
#include <cstdlib>
#include <ctime>
int main()
{
srand(time(0));
int n = 1 + (rand() % 10);
int g;
std::cout << "I'm thinking of a number between 1 and 10.\nTry to guess it! ";
while(true)
{
std::cin >> g;
if (g == n)
break;
else
std::cout << "That's not my number.\nTry another guess! ";
}
std::cout << "You've guessed my number!";
return 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.
|
#C.23
|
C#
|
using System;
namespace Tests_With_Framework_4
{
class Program
{
static void Main(string[] args)
{
int[] integers = { -1, -2, 3, 5, 6, -2, -1, 4, -4, 2, -1 }; int length = integers.Length;
int maxsum, beginmax, endmax, sum; maxsum = beginmax = sum = 0; endmax = -1;
for (int i = 0; i < length; i++)
{
sum = 0;
for (int k = i; k < length; k++)
{
sum += integers[k];
if (sum > maxsum)
{
maxsum = sum;
beginmax = i;
endmax = k;
}
}
}
for (int i = beginmax; i <= endmax; i++)
Console.WriteLine(integers[i]);
Console.ReadKey();
}
}
}
|
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.
|
#Ruby
|
Ruby
|
Shoes.app do
@number = edit_line
@number.change {update_controls}
@incr = button('Increment') {update_controls(@number.text.to_i + 1)}
@decr = button('Decrement') {update_controls(@number.text.to_i - 1)}
def update_controls(value = @number.text.to_i)
@number.text = value
@incr.state = value.to_i >= 10 ? "disabled" : nil
@decr.state = value.to_i <= 0 ? "disabled" : nil
end
update_controls 0
end
|
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)
|
#C
|
C
|
#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#define lower_limit 0
#define upper_limit 100
int main(){
int number, guess;
srand( time( 0 ) );
number = lower_limit + rand() % (upper_limit - lower_limit + 1);
printf( "Guess the number between %d and %d: ", lower_limit, upper_limit );
while( scanf( "%d", &guess ) == 1 ){
if( number == guess ){
printf( "You guessed correctly!\n" );
break;
}
printf( "Your guess was too %s.\nTry again: ", number < guess ? "high" : "low" );
}
return 0;
}
|
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.
|
#Julia
|
Julia
|
using Gtk, Cairo, ColorTypes
function generategrays(n, screenwidth)
verts = Vector{RGB}()
hwidth = Int(ceil(screenwidth/n))
for x in 00:Int(floor(0xff/(n-1))):0xff
rgbgray = RGB(x/255, x/255, x/255)
for i in 1:hwidth
push!(verts, rgbgray)
end
end
verts
end
function drawline(ctx, p1, p2, color, width)
move_to(ctx, p1.x, p1.y)
set_source(ctx, color)
line_to(ctx, p2.x, p2.y)
set_line_width(ctx, width)
stroke(ctx)
end
const can = @GtkCanvas()
const win = GtkWindow(can, "Grayscale bars/Display", 400, 400)
fullscreen(win) # start full screen, then reduce to regular window in 5 seconds.
draw(can) do widget
ctx = getgc(can)
h = height(can)
w = width(can)
gpoints = generategrays(8, w)
for (i, x) in enumerate(0:w-1)
drawline(ctx, Point(x, 0.25*h), Point(x, 0), gpoints[i], 1)
end
gpoints = reverse(generategrays(16, w))
for (i, x) in enumerate(0:w-1)
drawline(ctx, Point(x, 0.5*h), Point(x, 0.25*h), gpoints[i], 1)
end
gpoints = generategrays(32, w)
for (i, x) in enumerate(0:w-1)
drawline(ctx, Point(x, 0.75*h), Point(x, 0.5*h), gpoints[i], 1)
end
gpoints = reverse(generategrays(64, w))
for (i, x) in enumerate(0:w-1)
drawline(ctx, Point(x, h), Point(x, 0.75*h), gpoints[i], 1)
end
end
show(can)
sleep(5)
unfullscreen(win)
const cond = Condition()
endit(w) = notify(cond)
signal_connect(endit, win, :destroy)
wait(cond)
|
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.
|
#Kotlin
|
Kotlin
|
// version 1.1
import java.awt.Color
import java.awt.Graphics
import javax.swing.JFrame
class GreyBars : JFrame("grey bars example!") {
private val w: Int
private val h: Int
init {
w = 640
h = 320
setSize(w, h)
defaultCloseOperation = JFrame.EXIT_ON_CLOSE
isVisible = true
}
override fun paint(g: Graphics) {
var run = 0
var colorComp: Double // component of the color
var columnCount = 8
while (columnCount < 128) {
var colorGap = 255.0 / (columnCount - 1) // by this gap we change the background color
val columnWidth = w / columnCount
val columnHeight = h / 4
if (run % 2 == 0) // switches color directions with each iteration of while loop
colorComp = 0.0
else {
colorComp = 255.0
colorGap *= -1.0
}
val ystart = columnHeight * run
var xstart = 0
for (i in 0 until columnCount) {
val iColor = Math.round(colorComp).toInt()
val nextColor = Color(iColor, iColor, iColor)
g.color = nextColor
g.fillRect(xstart, ystart, columnWidth, columnHeight)
xstart += columnWidth
colorComp += colorGap
}
run++
columnCount *= 2
}
}
}
fun main(args: Array<String>) {
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
|
#JavaScript
|
JavaScript
|
#!/usr/bin/env js
var DONE = RIGHT = 0, HIGH = 1, LOW = -1;
function main() {
showInstructions();
while (guess(1, 100) !== DONE);
}
function guess(low, high) {
if (low > high) {
print("I can't guess it. Perhaps you changed your number.");
return DONE;
}
var g = Math.floor((low + high) / 2);
var result = getResult(g);
switch (result) {
case RIGHT:
return DONE;
case LOW:
return guess(g + 1, high);
case HIGH:
return guess(low, g - 1);
}
}
function getResult(g) {
while(true) {
putstr('Is it ' + g + '? ');
var ans = readline().toUpperCase().replace(/^\s+/, '') + ' ';
switch (ans[0]) {
case 'R':
print('I got it! Thanks for the game.');
return RIGHT;
case 'L':
return LOW;
case 'H':
return HIGH;
default:
print('Please tell me if I am "high", "low" or "right".');
}
}
}
function showInstructions() {
print('Think of a number between 1 and 100 and I will try to guess it.');
print('After I guess, type "low", "high" or "right", and then press enter.');
putstr("When you've thought of a number press enter.");
readline();
}
main();
|
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
|
#Dart
|
Dart
|
main() {
HashMap<int,bool> happy=new HashMap<int,bool>();
happy[1]=true;
int count=0;
int i=0;
while(count<8) {
if(happy[i]==null) {
int j=i;
Set<int> sequence=new Set<int>();
while(happy[j]==null && !sequence.contains(j)) {
sequence.add(j);
int sum=0;
int val=j;
while(val>0) {
int digit=val%10;
sum+=digit*digit;
val=(val/10).toInt();
}
j=sum;
}
bool sequenceHappy=happy[j];
Iterator<int> it=sequence.iterator();
while(it.hasNext()) {
happy[it.next()]=sequenceHappy;
}
}
if(happy[i]) {
print(i);
count++;
}
i++;
}
}
|
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.
|
#LiveCode
|
LiveCode
|
function radians n
return n * (3.1415926 / 180)
end radians
function haversine lat1, lng1, lat2, lng2
local radiusEarth
local lat3, lng3
local lat1Rad, lat2Rad, lat3Rad
local lngRad1, lngRad2, lngRad3
local haver
put 6372.8 into radiusEarth
put (lat2 - lat1) into lat3
put (lng2 - lng1) into lng3
put radians(lat1) into lat1Rad
put radians(lat2) into lat2Rad
put radians(lat3) into lat3Rad
put radians(lng1) into lngRad1
put radians(lng2) into lngRad2
put radians(lng3) into lngRad3
put (sin(lat3Rad/2.0)^2) + (cos(lat1Rad)) \
* (cos(lat2Rad)) \
* (sin(lngRad3/2.0)^2) \
into haver
return (radiusEarth * (2.0 * asin(sqrt(haver))))
end haversine
|
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.
|
#Lua
|
Lua
|
local function haversine(x1, y1, x2, y2)
r=0.017453292519943295769236907684886127;
x1= x1*r; x2= x2*r; y1= y1*r; y2= y2*r; dy = y2-y1; dx = x2-x1;
a = math.pow(math.sin(dx/2),2) + math.cos(x1) * math.cos(x2) * math.pow(math.sin(dy/2),2); c = 2 * math.asin(math.sqrt(a)); d = 6372.8 * c;
return d;
end
|
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
|
#FUZE_BASIC
|
FUZE BASIC
|
PRINT "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
|
#UnixPipes
|
UnixPipes
|
cat <<VAL >p.values
apple
boy
cow
dog
elephant
VAL
cat <<KEYS >p.keys
a
b
c
d
e
KEYS
paste -d\ <(cat p.values | sort) <(cat p.keys | sort)
|
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
|
#Ursala
|
Ursala
|
keys = <'foo','bar','baz'>
values = <12354,145430,76748>
hash_function = keys-$values
|
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
|
#NetRexx
|
NetRexx
|
/* NetRexx ------------------------------------------------------------
* 21.01.2014 Walter Pachl translated from ooRexx (from REXX version 1)
*--------------------------------------------------------------------*/
options replace format comments java crossref symbols nobinary
Parse Arg x y . /* get optional arguments: X Y */
If x='' Then x=20 /* Not specified? Use default */
If y='' Then y=1000 /* " " " " */
n=0 /* Niven count */
nl='' /* Niven list. */
Loop j=1 By 1 Until n=x /* let's go Niven number hunting.*/
If j//sumdigs(j)=0 Then Do /* j is a Niven number */
n=n+1 /* bump Niven count */
nl=nl j /* add to list. */
End
End
Say 'first' n 'Niven numbers:'nl
Loop j=y+1 By 1 /* start with first candidate */
If j//sumdigs(j)=0 Then /* j is a Niven number */
Leave
End
Say 'first Niven number >' y 'is:' j
Exit
method sumdigs(n) public static returns Rexx
sum=n.left(1)
Loop k=2 To n.length()
sum=sum+n.substr(k,1)
End
Return sum
|
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
|
#HicEst
|
HicEst
|
WRITE(Messagebox='!') 'Goodbye, World!'
|
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
|
#HolyC
|
HolyC
|
PopUpOk("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).
|
#Oz
|
Oz
|
declare
[QTk] = {Module.link ['x-oz://system/wp/QTk.ozf']}
proc {Main}
MaxValue = 1000
NumberWidget
GUI = lr(
numberentry(init:1 min:0 max:MaxValue handle:NumberWidget)
button(text:"Increase"
action:proc {$}
OldVal = {NumberWidget get($)}
in
{NumberWidget set(OldVal+1)}
end)
button(text:"Random"
action:proc {$}
if {Ask "Reset to random?"} then
Rnd = {OS.rand} * MaxValue div {OS.randLimits _}
in
{NumberWidget set(Rnd)}
end
end)
)
Window = {QTk.build GUI}
in
{Window show}
end
fun {Ask Msg}
Result
Box = {QTk.build
td(message(init:Msg)
lr(button(text:"Yes" action:proc {$} Result=true {Box close} end)
button(text:"No" action:proc {$} Result=false {Box close} end)
))}
in
{Box show}
{Box wait}
Result
end
in
{Main}
|
http://rosettacode.org/wiki/Greatest_element_of_a_list
|
Greatest element of a list
|
Task
Create a function that returns the maximum value in a provided set of values,
where the number of values may not be known until run-time.
|
#8th
|
8th
|
[ 1.0, 2.3, 1.1, 5.0, 3, 2.8, 2.01, 3.14159 ] ' n:max 0 a:reduce . cr
|
http://rosettacode.org/wiki/Graph_colouring
|
Graph colouring
|
A Graph is a collection of nodes
(or vertices), connected by edges (or not).
Nodes directly connected by edges are called neighbours.
In our representation of graphs, nodes are numbered and edges are represented
by the two node numbers connected by the edge separated by a dash.
Edges define the nodes being connected. Only unconnected nodes need a separate
description.
For example,
0-1 1-2 2-0 3
Describes the following graph. Note that node 3 has no neighbours
Example graph
+---+
| 3 |
+---+
+-------------------+
| |
+---+ +---+ +---+
| 0 | --- | 1 | --- | 2 |
+---+ +---+ +---+
A useful internal datastructure for a graph and for later graph algorithms is
as a mapping between each node and the set/list of its neighbours.
In the above example:
0 maps-to 1 and 2
1 maps to 2 and 0
2 maps-to 1 and 0
3 maps-to <nothing>
Graph colouring task
Colour the vertices of a given graph so that no edge is between verticies of
the same colour.
Integers may be used to denote different colours.
Algorithm should do better than just assigning each vertex a separate colour. The idea is to minimise the number of colours used, although no algorithm short of exhaustive search for the minimum is known at present, (and exhaustive search is not a requirement).
Show for each edge, the colours assigned on each vertex.
Show the total number of nodes, edges, and colours used for each graph.
Use the following graphs
Ex1
0-1 1-2 2-0 3
+---+
| 3 |
+---+
+-------------------+
| |
+---+ +---+ +---+
| 0 | --- | 1 | --- | 2 |
+---+ +---+ +---+
Ex2
The wp articles left-side graph
1-6 1-7 1-8 2-5 2-7 2-8 3-5 3-6 3-8 4-5 4-6 4-7
+----------------------------------+
| |
| +---+ |
| +-----------------| 3 | ------+----+
| | +---+ | |
| | | | |
| | | | |
| | | | |
| +---+ +---+ +---+ +---+ |
| | 8 | --- | 1 | --- | 6 | --- | 4 | |
| +---+ +---+ +---+ +---+ |
| | | | |
| | | | |
| | | | |
| | +---+ +---+ +---+ |
+----+------ | 7 | --- | 2 | --- | 5 | -+
| +---+ +---+ +---+
| |
+-------------------+
Ex3
The wp articles right-side graph which is the same graph as Ex2, but with
different node orderings and namings.
1-4 1-6 1-8 3-2 3-6 3-8 5-2 5-4 5-8 7-2 7-4 7-6
+----------------------------------+
| |
| +---+ |
| +-----------------| 5 | ------+----+
| | +---+ | |
| | | | |
| | | | |
| | | | |
| +---+ +---+ +---+ +---+ |
| | 8 | --- | 1 | --- | 4 | --- | 7 | |
| +---+ +---+ +---+ +---+ |
| | | | |
| | | | |
| | | | |
| | +---+ +---+ +---+ |
+----+------ | 6 | --- | 3 | --- | 2 | -+
| +---+ +---+ +---+
| |
+-------------------+
Ex4
This is the same graph, node naming, and edge order as Ex2 except some of the edges x-y are flipped to y-x.
This might alter the node order used in the greedy algorithm leading to differing numbers of colours.
1-6 7-1 8-1 5-2 2-7 2-8 3-5 6-3 3-8 4-5 4-6 4-7
+-------------------------------------------------+
| |
| |
+-------------------+---------+ |
| | | |
+---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+
| 4 | --- | 5 | --- | 2 | --- | 7 | --- | 1 | --- | 6 | --- | 3 | --- | 8 |
+---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+
| | | | | |
+---------+-----------------------------+---------+ | |
| | | |
| | | |
+-----------------------------+-------------------+ |
| |
| |
+-----------------------------+
References
Greedy coloring Wikipedia.
Graph Coloring : Greedy Algorithm & Welsh Powell Algorithm by Priyank Jain.
|
#Go
|
Go
|
package main
import (
"fmt"
"sort"
)
type graph struct {
nn int // number of nodes
st int // node numbering starts from
nbr [][]int // neighbor list for each node
}
type nodeval struct {
n int // number of node
v int // valence of node i.e. number of neighbors
}
func contains(s []int, n int) bool {
for _, e := range s {
if e == n {
return true
}
}
return false
}
func newGraph(nn, st int) graph {
nbr := make([][]int, nn)
return graph{nn, st, nbr}
}
// Note that this creates a single 'virtual' edge for an isolated node.
func (g graph) addEdge(n1, n2 int) {
n1, n2 = n1-g.st, n2-g.st // adjust to starting node number
g.nbr[n1] = append(g.nbr[n1], n2)
if n1 != n2 {
g.nbr[n2] = append(g.nbr[n2], n1)
}
}
// Uses 'greedy' algorithm.
func (g graph) greedyColoring() []int {
// create a slice with a color for each node, starting with color 0
cols := make([]int, g.nn) // all zero by default including the first node
for i := 1; i < g.nn; i++ {
cols[i] = -1 // mark all nodes after the first as having no color assigned (-1)
}
// create a bool slice to keep track of which colors are available
available := make([]bool, g.nn) // all false by default
// assign colors to all nodes after the first
for i := 1; i < g.nn; i++ {
// iterate through neighbors and mark their colors as available
for _, j := range g.nbr[i] {
if cols[j] != -1 {
available[cols[j]] = true
}
}
// find the first available color
c := 0
for ; c < g.nn; c++ {
if !available[c] {
break
}
}
cols[i] = c // assign it to the current node
// reset the neighbors' colors to unavailable
// before the next iteration
for _, j := range g.nbr[i] {
if cols[j] != -1 {
available[cols[j]] = false
}
}
}
return cols
}
// Uses Welsh-Powell algorithm.
func (g graph) wpColoring() []int {
// create nodeval for each node
nvs := make([]nodeval, g.nn)
for i := 0; i < g.nn; i++ {
v := len(g.nbr[i])
if v == 1 && g.nbr[i][0] == i { // isolated node
v = 0
}
nvs[i] = nodeval{i, v}
}
// sort the nodevals in descending order by valence
sort.Slice(nvs, func(i, j int) bool {
return nvs[i].v > nvs[j].v
})
// create colors slice with entries for each node
cols := make([]int, g.nn)
for i := range cols {
cols[i] = -1 // set all nodes to no color (-1) initially
}
currCol := 0 // start with color 0
for f := 0; f < g.nn-1; f++ {
h := nvs[f].n
if cols[h] != -1 { // already assigned a color
continue
}
cols[h] = currCol
// assign same color to all subsequent uncolored nodes which are
// not connected to a previous colored one
outer:
for i := f + 1; i < g.nn; i++ {
j := nvs[i].n
if cols[j] != -1 { // already colored
continue
}
for k := f; k < i; k++ {
l := nvs[k].n
if cols[l] == -1 { // not yet colored
continue
}
if contains(g.nbr[j], l) {
continue outer // node j is connected to an earlier colored node
}
}
cols[j] = currCol
}
currCol++
}
return cols
}
func main() {
fns := [](func(graph) []int){graph.greedyColoring, graph.wpColoring}
titles := []string{"'Greedy'", "Welsh-Powell"}
nns := []int{4, 8, 8, 8}
starts := []int{0, 1, 1, 1}
edges1 := [][2]int{{0, 1}, {1, 2}, {2, 0}, {3, 3}}
edges2 := [][2]int{{1, 6}, {1, 7}, {1, 8}, {2, 5}, {2, 7}, {2, 8},
{3, 5}, {3, 6}, {3, 8}, {4, 5}, {4, 6}, {4, 7}}
edges3 := [][2]int{{1, 4}, {1, 6}, {1, 8}, {3, 2}, {3, 6}, {3, 8},
{5, 2}, {5, 4}, {5, 8}, {7, 2}, {7, 4}, {7, 6}}
edges4 := [][2]int{{1, 6}, {7, 1}, {8, 1}, {5, 2}, {2, 7}, {2, 8},
{3, 5}, {6, 3}, {3, 8}, {4, 5}, {4, 6}, {4, 7}}
for j, fn := range fns {
fmt.Println("Using the", titles[j], "algorithm:\n")
for i, edges := range [][][2]int{edges1, edges2, edges3, edges4} {
fmt.Println(" Example", i+1)
g := newGraph(nns[i], starts[i])
for _, e := range edges {
g.addEdge(e[0], e[1])
}
cols := fn(g)
ecount := 0 // counts edges
for _, e := range edges {
if e[0] != e[1] {
fmt.Printf(" Edge %d-%d -> Color %d, %d\n", e[0], e[1],
cols[e[0]-g.st], cols[e[1]-g.st])
ecount++
} else {
fmt.Printf(" Node %d -> Color %d\n", e[0], cols[e[0]-g.st])
}
}
maxCol := 0 // maximum color number used
for _, col := range cols {
if col > maxCol {
maxCol = col
}
}
fmt.Println(" Number of nodes :", nns[i])
fmt.Println(" Number of edges :", ecount)
fmt.Println(" Number of colors :", maxCol+1)
fmt.Println()
}
}
}
|
http://rosettacode.org/wiki/Goldbach%27s_comet
|
Goldbach's comet
|
This page uses content from Wikipedia. The original article was at Goldbach's comet. 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)
Goldbach's comet is the name given to a plot of the function g(E), the so-called Goldbach function.
The Goldbach function is studied in relation to Goldbach's conjecture. The function g(E) is defined for all even integers E>2 to be the number of different ways in which E can be expressed as the sum of two primes.
Examples
G(4) = 1, since 4 can only be expressed as the sum of one distinct pair of primes (4 = 2 + 2)
G(22) = 3, since 22 can be expressed as the sum of 3 distinct pairs of primes (22 = 11 + 11 = 5 + 17 = 3 + 19)
Task
Find and show (preferably, in a neat 10x10 table) the first 100 G numbers (that is: the result of the G function described above, for the first 100 even numbers >= 4)
Find and display the value of G(1000000)
Stretch
Calculate the values of G up to 2000 (inclusive) and display the results in a scatter 2d-chart, aka the Goldbach's Comet
See also
Wikipedia: Goldbach's conjecture
OEIS: A045917 - From Goldbach problem: number of decompositions of 2n into unordered sums of two primes
|
#Arturo
|
Arturo
|
G: function [n][
size select 2..n/2 'x ->
and? [prime? x][prime? n-x]
]
print "The first 100 G values:"
loop split.every: 10 map select 4..202 => even? => G 'row [
print map to [:string] row 'item -> pad item 3
]
print ["\nG(1000000) =" G 1000000]
csv: join.with:",\n" map select 4..2000 => even? 'x ->
~"|x|, |G x|"
; write the CSV data to a file which we can then visualize
; via our preferred spreadsheet app
write "comet.csv" csv
|
http://rosettacode.org/wiki/Goldbach%27s_comet
|
Goldbach's comet
|
This page uses content from Wikipedia. The original article was at Goldbach's comet. 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)
Goldbach's comet is the name given to a plot of the function g(E), the so-called Goldbach function.
The Goldbach function is studied in relation to Goldbach's conjecture. The function g(E) is defined for all even integers E>2 to be the number of different ways in which E can be expressed as the sum of two primes.
Examples
G(4) = 1, since 4 can only be expressed as the sum of one distinct pair of primes (4 = 2 + 2)
G(22) = 3, since 22 can be expressed as the sum of 3 distinct pairs of primes (22 = 11 + 11 = 5 + 17 = 3 + 19)
Task
Find and show (preferably, in a neat 10x10 table) the first 100 G numbers (that is: the result of the G function described above, for the first 100 even numbers >= 4)
Find and display the value of G(1000000)
Stretch
Calculate the values of G up to 2000 (inclusive) and display the results in a scatter 2d-chart, aka the Goldbach's Comet
See also
Wikipedia: Goldbach's conjecture
OEIS: A045917 - From Goldbach problem: number of decompositions of 2n into unordered sums of two primes
|
#AWK
|
AWK
|
# syntax: GAWK -f GOLDBACHS_COMET.AWK
BEGIN {
print("The first 100 G numbers:")
for (n=4; n<=202; n+=2) {
printf("%4d%1s",g(n),++count%10?"":"\n")
}
n = 1000000
printf("\nG(%d): %d\n",n,g(n))
n = 4
printf("G(%d): %d\n",n,g(n))
n = 22
printf("G(%d): %d\n",n,g(n))
exit(0)
}
function g(n, count,i) {
if (n % 2 == 0) { # n must be even
for (i=2; i<=(1/2)*n; i++) {
if (is_prime(i) && is_prime(n-i)) {
count++
}
}
}
return(count)
}
function is_prime(n, d) {
d = 5
if (n < 2) { return(0) }
if (n % 2 == 0) { return(n == 2) }
if (n % 3 == 0) { return(n == 3) }
while (d*d <= n) {
if (n % d == 0) { return(0) }
d += 2
if (n % d == 0) { return(0) }
d += 4
}
return(1)
}
|
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.
|
#C.23
|
C#
|
Bitmap tImage = new Bitmap("spectrum.bmp");
for (int x = 0; x < tImage.Width; x++)
{
for (int y = 0; y < tImage.Height; y++)
{
Color tCol = tImage.GetPixel(x, y);
// L = 0.2126·R + 0.7152·G + 0.0722·B
double L = 0.2126 * tCol.R + 0.7152 * tCol.G + 0.0722 * tCol.B;
tImage.SetPixel(x, y, Color.FromArgb(Convert.ToInt32(L), Convert.ToInt32(L), Convert.ToInt32(L)));
}
}
// Save
tImage.Save("spectrum2.bmp");
|
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.
|
#Clojure
|
Clojure
|
(import '[java.io File]
'[javax.imageio ImageIO]
'[java.awt Color]
'[java.awt.image BufferedImage]))
(defn rgb-to-gray [color-image]
(let [width (.getWidth color-image)]
(partition width
(for [x (range width)
y (range (.getHeight color-image))]
(let [rgb (.getRGB color-image x y)
rgb-object (new Color rgb)
r (.getRed rgb-object)
g (.getGreen rgb-object)
b (.getBlue rgb-object)
a (.getAlpha rgb-object)]
;Compute the grayscale value an return it: L = 0.2126·R + 0.7152·G + 0.0722·B
(+ (* r 0.2126) (* g 0.7152) (* b 0.0722)))))))
(defn write-matrix-to-image [matrix filename]
(ImageIO/write
(let [height (count matrix)
width (count (first matrix))
output-image (new BufferedImage width height BufferedImage/TYPE_BYTE_GRAY)]
(doseq [row-index (range height)
column-index (range width)]
(.setRGB output-image column-index row-index (.intValue (nth (nth matrix row-index) column-index))))
output-image)
"png"
(new File filename)))
(println
(write-matrix-to-image
(rgb-to-gray
(ImageIO/read (new File "test.jpg")))
"test-gray-cloj.png"))
|
http://rosettacode.org/wiki/Go_Fish
|
Go Fish
|
Write a program to let the user play Go Fish against a computer opponent. Use the following rules:
Each player is dealt nine cards to start with.
On their turn, a player asks their opponent for a given rank (such as threes or kings). A player must already have at least one card of a given rank to ask for more.
If the opponent has any cards of the named rank, they must hand over all such cards, and the requester can ask again.
If the opponent has no cards of the named rank, the requester draws a card and ends their turn.
A book is a collection of every card of a given rank. Whenever a player completes a book, they may remove it from their hand.
If at any time a player's hand is empty, they may immediately draw a new card, so long as any new cards remain in the deck.
The game ends when every book is complete. The player with the most books wins.
The game's AI need not be terribly smart, but it should use at least some strategy. That is, it shouldn't choose legal moves entirely at random.
You may want to use code from Playing Cards.
Related tasks:
Playing cards
Card shuffles
Deal cards_for_FreeCell
War Card_Game
Poker hand_analyser
|
#C
|
C
|
' Go Fish ~ ¡Pesca!
Const cartas = "A234567890JQK"
Declare Sub Reparto_Cartas
Declare Sub Pescar_Carta_Jug
Declare Sub Pescar_Carta_CPU
Declare Sub Comprobar_Libro_Jug
Declare Sub Comprobar_Libro_CPU
Declare Sub Comprobar_Fin_Partida
Declare Sub Intro
Dim Shared As Integer play(13), compu(13), deck(13), guess(13), poss(13), asked(13)
Dim Shared As String nombre, Snombre, CartaPedida
Dim Shared puntos(2) As Byte = {0,0}
Dim Shared As Integer remca = 4*Len(cartas)
Dim Shared As Integer i, k, j, cn
For i = 1 To 13
deck(i) = 4
Next i
For i = 1 To 9
Reparto_Cartas
deck(k) -= 1
compu(k) += 1
Reparto_Cartas
deck(k) -= 1
play(k) += 1
Next i
Dim As Integer v, po
Sub Reparto_Cartas
remca -= 1
Dim As Integer sc = remca * Rnd + 1
For k = 1 To 13
sc -= deck(k)
If sc <= 0 Then Return
Next k
End Sub
Sub Pescar_Carta_Jug
Reparto_Cartas
Print " " &Mid(cartas,k,1) &"."
deck(k) -= 1
play(k) += 1
End Sub
Sub Pescar_Carta_CPU
Reparto_Cartas
Print "a carta."
deck(k) -= 1
compu(k) += 1
End Sub
Sub Comprobar_Libro_Jug
For i = 1 To 13
If play(i) <> 4 Then
Else
Color 11: Print Snombre &" completa el libro de " &Mid(cartas,i,1) &"'s.": Color 7
play(i) = 0
puntos(0) += 1
End If
Next i
End Sub
Sub Comprobar_Libro_CPU
For i = 1 To 13
If compu(i) <> 4 Then
Else
Color 11: Print Snombre &" completa el libro de " &Mid(cartas,i,1) &"'s.": Color 7
compu(i) = 0
puntos(1) += 1
End If
Next i
End Sub
Sub Comprobar_Fin_Partida
Dim As Integer np = 0, nc = 0
For i = 1 To 13
np += play(i)
nc += compu(i)
Next i
If remca = 0 Or np = 0 Or nc = 0 Then
Color 15: Print
Print "*** FIN de la partida! ***"
Print
If puntos(0) < puntos(1) Then
Print "La CPU ha ganado."
Elseif puntos(0) > puntos(1) Then
Print nombre &" ha ganado."
Else
Print "Es un empate!"
End If
Sleep: End
End If
End Sub
Sub Intro
Color 15
Print " __ _ _ "
Print " __ _ ___ / _(_)___| |__ "
Print " / ` |/ _ \ | |_| / __| '_ \ "
Print "| (_) | (_) | | _| \__ \ | | | "
Print " \__, |\___/ |_| |_|___/_| |_| "
Print " |___/ "
Print " "
Color 14: Locate 10, 2: Input "Como te llamas: ", nombre
End Sub
'--- Programa Principal ---
Cls
Randomize Timer
Intro
Do
Dim As boolean MuestraMano = false
While MuestraMano = false
Color 15: Print Chr(10) &"Puntos >> " &nombre &": "; puntos(0); " CPU: "; puntos(1)
Color 13: Print Chr(10) &space(10) &remca &" cartas restantes"
Color 14: Print Chr(10) &"Tu mano: ";
For i = 1 To 13
If Not play(i) Then
For j = 1 To play(i)
Print Mid(cartas,i,1); " ";
Next j
End If
Next i
Print
Dim As boolean PideCarta = false
While PideCarta = false
Comprobar_Fin_Partida
Snombre = nombre
Color 7: Print
Input "¨Que carta pides... "; CartaPedida
Print
If CartaPedida <> "" Then cn = Instr(cartas, Ucase(CartaPedida)): PideCarta = true
If cn = 0 Then
Print "Lo siento, no es una opción valida.": PideCarta = false
Elseif play(cn) = 0 Then Color 12: Print "No tienes esa carta!": Color 7: PideCarta = false
End If
Wend
guess(cn) = 1
If compu(cn) = 0 Then
Print Snombre &", ";
Color 15: Print "ve a pescar!"
Color 7: Print Snombre &" pesca un";: Pescar_Carta_Jug
Comprobar_Libro_Jug
MuestraMano = true
Else
v = compu(cn)
compu(cn) = 0
play(cn) += v
Print Snombre &" consigue " &v &" carta(s) mas."
Comprobar_Libro_Jug
MuestraMano = false
End If
Wend
Snombre = "CPU"
For i = 1 To 13
asked(i) = 0
Next i
Dim As boolean Turno_CPU_2 = false
While Turno_CPU_2 = false
Comprobar_Fin_Partida
po = 0
For i = 1 To 13
If (compu(i) > 0) And (guess(i) > 0) Then poss(i) = 1: po += 1
Next i
If po = 0 Then
Do
k = (Rnd*12)+1
Loop While compu(k) = 0 Or asked(k)
Else
Do
k = (Rnd*12)+1
Loop While poss(k) = 0
guess(k) = 0
asked(k) = 1
End If
Print: Print Snombre &" quiere tus " &Mid(cartas,k,1) &"'s."
asked(k) = 1
If play(k) = 0 Then
Print Snombre &", ";
Color 15: Print "ve a pescar!"
Color 7:Print Snombre &" pesca un";: Pescar_Carta_CPU
Comprobar_Libro_CPU
Turno_CPU_2 = true
Else
v = play(k)
play(k) = 0
compu(k) += v
Print Snombre &" consigue " &v &" carta(s) mas."
Comprobar_Libro_CPU
Turno_CPU_2 = false
End If
Wend
Loop
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).
|
#Bc
|
Bc
|
cat hamming_numbers.bc
define min(x,y) {
if (x < y) {
return x
} else {
return y
}
}
define hamming(limit) {
i = 0
j = 0
k = 0
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])
}
for (lab=1; lab<=20; lab++) {
hamming(lab)
}
hamming(1691)
hamming(1000000)
quit
|
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
|
#Clojure
|
Clojure
|
(def target (inc (rand-int 10))
(loop [n 0]
(println "Guess a number between 1 and 10 until you get it right:")
(let [guess (read)]
(if (= guess target)
(printf "Correct on the %d guess.\n" n)
(do
(println "Try again")
(recur (inc n))))))
|
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
|
#COBOL
|
COBOL
|
IDENTIFICATION DIVISION.
PROGRAM-ID. Guess-The-Number.
DATA DIVISION.
WORKING-STORAGE SECTION.
01 Random-Num PIC 99.
01 Guess PIC 99.
PROCEDURE DIVISION.
COMPUTE Random-Num = 1 + (FUNCTION RANDOM * 10)
DISPLAY "Guess a number between 1 and 10:"
PERFORM FOREVER
ACCEPT Guess
IF Guess = Random-Num
DISPLAY "Well guessed!"
EXIT PERFORM
ELSE
DISPLAY "That isn't it. Try again."
END-IF
END-PERFORM
GOBACK
.
|
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.
|
#C.2B.2B
|
C++
|
#include <utility> // for std::pair
#include <iterator> // for std::iterator_traits
#include <iostream> // for std::cout
#include <ostream> // for output operator and std::endl
#include <algorithm> // for std::copy
#include <iterator> // for std::output_iterator
// Function template max_subseq
//
// Given a sequence of integers, find a 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.
//
// Requirements:
// * ForwardIterator is a forward iterator
// * ForwardIterator's value_type is less-than comparable and addable
// * default-construction of value_type gives the neutral element
// (zero)
// * operator+ and operator< are compatible (i.e. if a>zero and
// b>zero, then a+b>zero, and if a<zero and b<zero, then a+b<zero)
// * [begin,end) is a valid range
//
// Returns:
// a pair of iterators describing the begin and end of the
// subsequence
template<typename ForwardIterator>
std::pair<ForwardIterator, ForwardIterator>
max_subseq(ForwardIterator begin, ForwardIterator end)
{
typedef typename std::iterator_traits<ForwardIterator>::value_type
value_type;
ForwardIterator seq_begin = begin, seq_end = seq_begin;
value_type seq_sum = value_type();
ForwardIterator current_begin = begin;
value_type current_sum = value_type();
value_type zero = value_type();
for (ForwardIterator iter = begin; iter != end; ++iter)
{
value_type value = *iter;
if (zero < value)
{
if (current_sum < zero)
{
current_sum = zero;
current_begin = iter;
}
}
else
{
if (seq_sum < current_sum)
{
seq_begin = current_begin;
seq_end = iter;
seq_sum = current_sum;
}
}
current_sum += value;
}
if (seq_sum < current_sum)
{
seq_begin = current_begin;
seq_end = end;
seq_sum = current_sum;
}
return std::make_pair(seq_begin, seq_end);
}
// the test array
int array[] = { -1, -2, 3, 5, 6, -2, -1, 4, -4, 2, -1 };
// function template to find the one-past-end pointer to the array
template<typename T, int N> int* end(T (&arr)[N]) { return arr+N; }
int main()
{
// find the subsequence
std::pair<int*, int*> seq = max_subseq(array, end(array));
// output it
std::copy(seq.first, seq.second, std::ostream_iterator<int>(std::cout, " "));
std::cout << std::endl;
return 0;
}
|
http://rosettacode.org/wiki/GUI_enabling/disabling_of_controls
|
GUI enabling/disabling of controls
|
In addition to fundamental GUI component interaction, an application should
dynamically enable and disable GUI components, to give some guidance to the
user, and prohibit (inter)actions which are inappropriate in the current state
of the application.
Task
Similar to the task GUI component interaction, write a program
that presents a form with three components to the user:
a numeric input field ("Value")
a button ("increment")
a button ("decrement")
The field is initialized to zero.
The user may manually enter a new value into the field,
increment its value with the "increment" button,
or decrement the value with the "decrement" button.
The input field should be enabled only when its value is zero.
The "increment" button only as long as the field's value is less then 10:
When the value 10 is reached, the button should go into a disabled state.
Analogously, the "decrement" button should be enabled only as long as
the value is greater than zero.
Effectively, the user can now either increment up to 10, or down to zero.
Manually entering values outside that range is still legal,
but the buttons should reflect that and enable/disable accordingly.
|
#Scala
|
Scala
|
import swing.{ BoxPanel, Button, GridPanel, Orientation, Swing, TextField }
import swing.event.{ ButtonClicked, Key, KeyPressed, KeyTyped }
object Enabling extends swing.SimpleSwingApplication {
def top = new swing.MainFrame {
title = "Rosetta Code >>> Task: GUI enabling/disabling of controls | Language: Scala"
val numberField = new TextField {
text = "0" // start at 0
horizontalAlignment = swing.Alignment.Right
}
val (incButton, decButton) = (new Button("Increment"), // Two variables initialized
new Button("Decrement") { enabled = false })
// arrange buttons in a grid with 1 row, 2 columns
val buttonPanel = new GridPanel(1, 2) { contents ++= List(incButton, decButton) }
// arrange text field and button panel in a grid with 2 row, 1 column
contents = new BoxPanel(Orientation.Vertical) { contents ++= List(numberField, buttonPanel) }
val specialKeys = List(Key.BackSpace, Key.Delete)
// listen for keys pressed in numberField and button clicks
listenTo(numberField.keys, incButton, decButton)
reactions += {
case kt: KeyTyped =>
if (kt.char.isDigit) // if the entered char is a digit ...
Swing.onEDT(switching) // ensure GUI-updating
else kt.consume // ... eat the event (i.e. stop it from being processed)
case KeyPressed(_, kp, _, _) if (!specialKeys.contains(kp)) =>
Swing.onEDT(switching) // ensure GUI-updating
case ButtonClicked(`incButton`) =>
numberField.text = (numberField.text.toLong + 1).toString
switching
case ButtonClicked(`decButton`) =>
numberField.text = (numberField.text.toLong - 1).toString
switching
}
def switching = {
val n = (if (numberField.text.isEmpty()) "0" else numberField.text).toLong
numberField.text = n.toString
numberField.enabled = n == 0
incButton.enabled = n < 10
decButton.enabled = n > 0
}
centerOnScreen()
} // def top(
}
|
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)
|
#C.23
|
C#
|
using System;
class Program
{
static void Main(string[] args)
{
const int from = 1;
const int to = 10;
int randomNumber = new Random().Next(from, to);
int guessedNumber;
Console.Write("The number is between {0} and {1}. ", from, to);
while (true)
{
Console.Write("Make a guess: ");
if (int.TryParse(Console.ReadLine(), out guessedNumber))
{
if (guessedNumber == randomNumber)
{
Console.WriteLine("You guessed the right number!");
break;
}
else
{
Console.WriteLine("Your guess was too {0}.", (guessedNumber > randomNumber) ? "high" : "low");
}
}
else
{
Console.WriteLine("Input was not an integer.");
}
}
Console.WriteLine();
Console.WriteLine("Press any key to exit.");
Console.ReadKey();
}
}
|
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.
|
#Liberty_BASIC
|
Liberty BASIC
|
nomainwin
WindowWidth =DisplayWidth
WindowHeight =DisplayHeight
open "Grey bars" for graphics_fs_nsb as #w
#w "trapclose [quit]"
#w "down"
bars =4 ' alter for more, finer bars.
for group =0 to bars -1
for i = 0 to 2^( 3 +group) -1
#w "place "; WindowWidth *i /( 2^( 3 +group)); " "; WindowHeight *group /bars
if ( group =0) or ( group =2) then
g$ =str$( int( 255 *i /(2^( 3 +group)-1)))
else
g$ =str$( 255 -int( 255 *i /(2^( 3 +group)-1)))
end if
grey$ =g$ +" " +g$ +" " +g$
#w "backcolor "; grey$
'#w "color "; grey$ 'rem out for outlined areas..
#w "boxfilled "; WindowWidth *( i +1) /8 ; " "; WindowHeight *( group +1) /bars
next i
next group
wait
[quit]
close #w
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
|
#Julia
|
Julia
|
print("Enter an upper bound: ")
lower = 0
input = readline()
upper = parse(Int, input)
if upper < 1
throw(DomainError)
end
attempts = 1
print("Think of a number, ", lower, "--", upper, ", then press ENTER.")
readline()
const maxattempts = round(Int, ceil(-log(1 / (upper - lower)) / log(2)))
println("I will need at most ", maxattempts, " attempts ",
"(⌈-log(1 / (", upper, " - ", lower, ")) / log(2)⌉ = ",
maxattempts, ").\n")
previous = -1
guess = -1
while true
previous = guess
guess = lower + round(Int, (upper - lower) / 2, RoundNearestTiesUp)
if guess == previous || attempts > maxattempts
println("\nThis is impossible; did you forget your number?")
exit()
end
print("I guess ", guess, ".\n[l]ower, [h]igher, or [c]orrect? ")
input = chomp(readline())
while input ∉ ["c", "l", "h"]
print("Please enter one of \"c\", \"l\", or \"h\". ")
input = chomp(readline())
end
if input == "l"
upper = guess
elseif input == "h"
lower = guess
else
break
end
attempts += 1
end
println("\nI win after ", attempts, attempts == 1 ? " attempt." : " attempts.")
|
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
|
#Kotlin
|
Kotlin
|
// version 1.0.5-2
fun main(args: Array<String>) {
var hle: Char
var lowest = 1
var highest = 20
var guess = 10
println("Please choose a number between 1 and 20 but don't tell me what it is yet\n")
while (true) {
println("My guess is $guess")
do {
print("Is this higher/lower than or equal to your chosen number h/l/e : ")
hle = readLine()!!.first().toLowerCase()
if (hle == 'l' && guess == highest) {
println("It can't be more than $highest, try again")
hle = 'i' // signifies invalid
}
else if (hle == 'h' && guess == lowest) {
println("It can't be less than $lowest, try again")
hle = 'i'
}
}
while (hle !in "hle")
when (hle) {
'e' -> { println("Good, thanks for playing the game with me!") ; return }
'h' -> if (highest > guess - 1) highest = guess - 1
'l' -> if (lowest < guess + 1) lowest = guess + 1
}
guess = (lowest + highest) / 2
}
}
|
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
|
#dc
|
dc
|
[lcI~rscd*+lc0<H]sH
[0rsclHxd4<h]sh
[lIp]s_
0sI[lI1+dsIlhx2>_z8>s]dssx
|
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.
|
#Maple
|
Maple
|
distance := (theta1, phi1, theta2, phi2)->2*6378.14*arcsin( sqrt((1-cos(theta2-theta1))/2 + cos(theta1)*cos(theta2)*(1-cos(phi2-phi1))/2) );
|
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.
|
#Mathematica_.2F_Wolfram_Language
|
Mathematica / Wolfram Language
|
distance[{theta1_, phi1_}, {theta2_, phi2_}] :=
2*6378.14 ArcSin@
Sqrt[Haversine[(theta2 - theta1) Degree] +
Cos[theta1*Degree] Cos[theta2*Degree] Haversine[(phi2 - phi1) Degree]]
|
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
|
#Gambas
|
Gambas
|
Public Sub Main()
PRINT "Hello world!"
End
|
http://rosettacode.org/wiki/Hash_from_two_arrays
|
Hash from two arrays
|
Task
Using two Arrays of equal length, create a Hash object
where the elements from one array (the keys) are linked
to the elements of the other (the values)
Related task
Associative arrays/Creation
|
#Vala
|
Vala
|
using Gee;
void main(){
// mostly copied from C# example
var hashmap = new HashMap<string, string>();
string[] arg_keys = {"foo", "bar", "val"};
string[] arg_values = {"little", "miss", "muffet"};
if (arg_keys.length == arg_values.length ){
for (int i = 0; i < arg_keys.length; i++){
hashmap[arg_keys[i]] = arg_values[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
|
#VBScript
|
VBScript
|
Set dict = CreateObject("Scripting.Dictionary")
os = Array("Windows", "Linux", "MacOS")
owner = Array("Microsoft", "Linus Torvalds", "Apple")
For n = 0 To 2
dict.Add os(n), owner(n)
Next
MsgBox dict.Item("Linux")
MsgBox dict.Item("MacOS")
MsgBox dict.Item("Windows")
|
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
|
#Nim
|
Nim
|
proc slice[T](iter: iterator(): T {.closure.}; sl: Slice[T]): seq[T] =
var i = 0
for n in iter():
if i > sl.b: break
if i >= sl.a: result.add(n)
inc i
iterator harshad(): int {.closure.} =
for n in 1 ..< int.high:
var sum = 0
for ch in $n:
sum += ord(ch) - ord('0')
if n mod sum == 0:
yield n
echo harshad.slice 0 ..< 20
for n in harshad():
if n > 1000:
echo n
break
|
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
|
#Icon_and_Unicon
|
Icon and Unicon
|
link graphics
procedure main()
WOpen("size=100,20") | stop("No window")
WWrites("Goodbye, World!")
WDone()
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
|
#HPPPL
|
HPPPL
|
MSGBOX("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).
|
#Perl
|
Perl
|
#!/usr/bin/perl
use strict;
use warnings;
use Tk;
use Tk::Dialog;
use Tk::LabFrame;
my $value = 0;
my $mw = MainWindow->new;
$mw->title( 'GUI component interaction' );
my $lf = $mw->LabFrame( -label => 'Value' )->pack(-fill => 'x',-expand => 1);
$lf->Entry( -width => 10, -textvariable => \$value,
-validate => 'key', -validatecommand => sub { $_[0] =~ /^\d{1,9}\z/ },
)->pack(-fill => 'x', -expand => 1);
$mw->Button( -text => 'increment', -command => sub { $value++ },
)->pack( -side => 'left' );
$mw->Button( -text => 'random', -command => sub {
$mw->Dialog(
-text => 'Change to a random value?',
-title => 'Confirm',
-buttons => [ qw(Yes No) ]
)->Show eq 'Yes' and $value = int rand 1e9; }
)->pack( -side => 'right' );
MainLoop;
|
http://rosettacode.org/wiki/Gray_code
|
Gray code
|
Gray code
Karnaugh maps
Create functions to encode a number to and decode a number from Gray code.
Display the normal binary representations, Gray code representations, and decoded Gray code values for all 5-bit binary numbers (0-31 inclusive, leading 0's not necessary).
There are many possible Gray codes. The following encodes what is called "binary reflected Gray code."
Encoding (MSB is bit 0, b is binary, g is Gray code):
if b[i-1] = 1
g[i] = not b[i]
else
g[i] = b[i]
Or:
g = b xor (b logically right shifted 1 time)
Decoding (MSB is bit 0, b is binary, g is Gray code):
b[0] = g[0]
for other bits:
b[i] = g[i] xor b[i-1]
Reference
Converting Between Gray and Binary Codes. It includes step-by-step animations.
|
#11l
|
11l
|
F gray_encode(n)
R n (+) n >> 1
F gray_decode(=n)
V m = n >> 1
L m != 0
n (+)= m
m >>= 1
R n
print(‘DEC, BIN => GRAY => DEC’)
L(i) 32
V gray = gray_encode(i)
V dec = gray_decode(gray)
print(‘ #2, #. => #. => #2’.format(i, bin(i).zfill(5), bin(gray).zfill(5), dec))
|
http://rosettacode.org/wiki/Greatest_element_of_a_list
|
Greatest element of a list
|
Task
Create a function that returns the maximum value in a provided set of values,
where the number of values may not be known until run-time.
|
#AArch64_Assembly
|
AArch64 Assembly
|
/* ARM assembly AARCH64 Raspberry PI 3B */
/* program rechMax64.s */
/*******************************************/
/* Constantes file */
/*******************************************/
/* for this file see task include a file in language AArch64 assembly*/
.include "../includeConstantesARM64.inc"
/*********************************/
/* Initialized data */
/*********************************/
.data
szMessResult: .ascii "Max number is = @ rank = @ address (hexa) = @ \n" // message result
tTableNumbers: .quad 50
.quad 12
.quad -1000
.quad 40
.quad 255
.quad 60
.quad 254
.equ NBRANKTABLE, (. - tTableNumbers) / 8 // number table posts
/*********************************/
/* UnInitialized data */
/*********************************/
.bss
sZoneConv: .skip 24
/*********************************/
/* code section */
/*********************************/
.text
.global main
main: // entry of program
ldr x1,qAdrtTableNumbers
mov x2,0
ldr x4,[x1,x2,lsl #3] // load first number
mov x3,x2 // save first indice
add x2,x2,1 // increment indice
1:
cmp x2,#NBRANKTABLE // indice ? maxi
bge 2f // yes -> end search
ldr x0,[x1,x2,lsl #3] // load other number
cmp x0,x4 // > old number max
csel x4,x0,x4,gt // if > x4 = x0 else x4=x4
csel x3,x2,x3,gt // if > x3 = x2 else x3=x3
add x2,x2,1 // increment indice
b 1b // and loop
2:
mov x0,x4
ldr x1,qAdrsZoneConv
bl conversion10S // decimal conversion
ldr x0,qAdrszMessResult
ldr x1,qAdrsZoneConv
bl strInsertAtCharInc // insert result at first @ character
mov x5,x0 // save address message
mov x0,x3
ldr x1,qAdrsZoneConv // conversion rank maxi
bl conversion10S // decimal conversion
mov x0,x5 // message address
ldr x1,qAdrsZoneConv
bl strInsertAtCharInc // insert result at Second @ character
mov x5,x0 // save message address
ldr x0,qAdrtTableNumbers
lsl x3,x3,3
add x0,x0,x3
ldr x1,qAdrsZoneConv // conversion address maxi
bl conversion16 // hexa conversion
mov x0,x5
ldr x1,qAdrsZoneConv
bl strInsertAtCharInc // insert result at third @ character
bl affichageMess // display message final
100: // standard end of the program
mov x0,0 // return code
mov x8,EXIT // request to exit program
svc 0 // perform the system call
qAdrtTableNumbers: .quad tTableNumbers
qAdrszMessResult: .quad szMessResult
qAdrsZoneConv: .quad sZoneConv
/******************************************************************/
/* conversion hexadecimal register */
/******************************************************************/
/* x0 contains value and x1 address zone receptrice */
conversion16:
stp x0,lr,[sp,-48]! // save registres
stp x1,x2,[sp,32] // save registres
stp x3,x4,[sp,16] // save registres
mov x2,#60 // start bit position
mov x4,#0xF000000000000000 // mask
mov x3,x0 // save entry value
1: // start loop
and x0,x3,x4 // value register and mask
lsr x0,x0,x2 // right shift
cmp x0,#10 // >= 10 ?
bge 2f // yes
add x0,x0,#48 // no is digit
b 3f
2:
add x0,x0,#55 // else is a letter A-F
3:
strb w0,[x1],#1 // load result and + 1 in address
lsr x4,x4,#4 // shift mask 4 bits left
subs x2,x2,#4 // decrement counter 4 bits <= zero ?
bge 1b // no -> loop
100: // fin standard de la fonction
ldp x3,x4,[sp,16] // restaur des 2 registres
ldp x1,x2,[sp,32] // restaur des 2 registres
ldp x0,lr,[sp],48 // restaur des 2 registres
ret
/********************************************************/
/* File Include fonctions */
/********************************************************/
/* for this file see task include a file in language AArch64 assembly */
.include "../includeARM64.inc"
|
http://rosettacode.org/wiki/Graph_colouring
|
Graph colouring
|
A Graph is a collection of nodes
(or vertices), connected by edges (or not).
Nodes directly connected by edges are called neighbours.
In our representation of graphs, nodes are numbered and edges are represented
by the two node numbers connected by the edge separated by a dash.
Edges define the nodes being connected. Only unconnected nodes need a separate
description.
For example,
0-1 1-2 2-0 3
Describes the following graph. Note that node 3 has no neighbours
Example graph
+---+
| 3 |
+---+
+-------------------+
| |
+---+ +---+ +---+
| 0 | --- | 1 | --- | 2 |
+---+ +---+ +---+
A useful internal datastructure for a graph and for later graph algorithms is
as a mapping between each node and the set/list of its neighbours.
In the above example:
0 maps-to 1 and 2
1 maps to 2 and 0
2 maps-to 1 and 0
3 maps-to <nothing>
Graph colouring task
Colour the vertices of a given graph so that no edge is between verticies of
the same colour.
Integers may be used to denote different colours.
Algorithm should do better than just assigning each vertex a separate colour. The idea is to minimise the number of colours used, although no algorithm short of exhaustive search for the minimum is known at present, (and exhaustive search is not a requirement).
Show for each edge, the colours assigned on each vertex.
Show the total number of nodes, edges, and colours used for each graph.
Use the following graphs
Ex1
0-1 1-2 2-0 3
+---+
| 3 |
+---+
+-------------------+
| |
+---+ +---+ +---+
| 0 | --- | 1 | --- | 2 |
+---+ +---+ +---+
Ex2
The wp articles left-side graph
1-6 1-7 1-8 2-5 2-7 2-8 3-5 3-6 3-8 4-5 4-6 4-7
+----------------------------------+
| |
| +---+ |
| +-----------------| 3 | ------+----+
| | +---+ | |
| | | | |
| | | | |
| | | | |
| +---+ +---+ +---+ +---+ |
| | 8 | --- | 1 | --- | 6 | --- | 4 | |
| +---+ +---+ +---+ +---+ |
| | | | |
| | | | |
| | | | |
| | +---+ +---+ +---+ |
+----+------ | 7 | --- | 2 | --- | 5 | -+
| +---+ +---+ +---+
| |
+-------------------+
Ex3
The wp articles right-side graph which is the same graph as Ex2, but with
different node orderings and namings.
1-4 1-6 1-8 3-2 3-6 3-8 5-2 5-4 5-8 7-2 7-4 7-6
+----------------------------------+
| |
| +---+ |
| +-----------------| 5 | ------+----+
| | +---+ | |
| | | | |
| | | | |
| | | | |
| +---+ +---+ +---+ +---+ |
| | 8 | --- | 1 | --- | 4 | --- | 7 | |
| +---+ +---+ +---+ +---+ |
| | | | |
| | | | |
| | | | |
| | +---+ +---+ +---+ |
+----+------ | 6 | --- | 3 | --- | 2 | -+
| +---+ +---+ +---+
| |
+-------------------+
Ex4
This is the same graph, node naming, and edge order as Ex2 except some of the edges x-y are flipped to y-x.
This might alter the node order used in the greedy algorithm leading to differing numbers of colours.
1-6 7-1 8-1 5-2 2-7 2-8 3-5 6-3 3-8 4-5 4-6 4-7
+-------------------------------------------------+
| |
| |
+-------------------+---------+ |
| | | |
+---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+
| 4 | --- | 5 | --- | 2 | --- | 7 | --- | 1 | --- | 6 | --- | 3 | --- | 8 |
+---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+
| | | | | |
+---------+-----------------------------+---------+ | |
| | | |
| | | |
+-----------------------------+-------------------+ |
| |
| |
+-----------------------------+
References
Greedy coloring Wikipedia.
Graph Coloring : Greedy Algorithm & Welsh Powell Algorithm by Priyank Jain.
|
#Haskell
|
Haskell
|
import Data.Maybe
import Data.List
import Control.Monad.State
import qualified Data.Map as M
import Text.Printf
------------------------------------------------------------
-- Primitive graph representation
type Node = Int
type Color = Int
type Graph = M.Map Node [Node]
nodes :: Graph -> [Node]
nodes = M.keys
adjacentNodes :: Graph -> Node -> [Node]
adjacentNodes g n = fromMaybe [] $ M.lookup n g
degree :: Graph -> Node -> Int
degree g = length . adjacentNodes g
fromList :: [(Node, [Node])] -> Graph
fromList = foldr add M.empty
where
add (a, bs) g = foldr (join [a]) (join bs a g) bs
join = flip (M.insertWith (++))
readGraph :: String -> Graph
readGraph = fromList . map interprete . words
where
interprete s = case span (/= '-') s of
(a, "") -> (read a, [])
(a, '-':b) -> (read a, [read b])
------------------------------------------------------------
-- Graph coloring functions
uncolored :: Node -> State [(Node, Color)] Bool
uncolored n = isNothing <$> colorOf n
colorOf :: Node -> State [(Node, Color)] (Maybe Color)
colorOf n = gets (lookup n)
greedyColoring :: Graph -> [(Node, Color)]
greedyColoring g = mapM_ go (nodes g) `execState` []
where
go n = do
c <- colorOf n
when (isNothing c) $ do
adjacentColors <- nub . catMaybes <$> mapM colorOf (adjacentNodes g n)
let newColor = head $ filter (`notElem` adjacentColors) [1..]
modify ((n, newColor) :)
filterM uncolored (adjacentNodes g n) >>= mapM_ go
wpColoring :: Graph -> [(Node, Color)]
wpColoring g = go [1..] nodesList `execState` []
where
nodesList = sortOn (negate . degree g) (nodes g)
go _ [] = pure ()
go (c:cs) ns = do
mark c ns
filterM uncolored ns >>= go cs
mark c [] = pure () :: State [(Node, Color)] ()
mark c (n:ns) = do
modify ((n, c) :)
mark c (filter (`notElem` adjacentNodes g n) ns)
|
http://rosettacode.org/wiki/Goldbach%27s_comet
|
Goldbach's comet
|
This page uses content from Wikipedia. The original article was at Goldbach's comet. 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)
Goldbach's comet is the name given to a plot of the function g(E), the so-called Goldbach function.
The Goldbach function is studied in relation to Goldbach's conjecture. The function g(E) is defined for all even integers E>2 to be the number of different ways in which E can be expressed as the sum of two primes.
Examples
G(4) = 1, since 4 can only be expressed as the sum of one distinct pair of primes (4 = 2 + 2)
G(22) = 3, since 22 can be expressed as the sum of 3 distinct pairs of primes (22 = 11 + 11 = 5 + 17 = 3 + 19)
Task
Find and show (preferably, in a neat 10x10 table) the first 100 G numbers (that is: the result of the G function described above, for the first 100 even numbers >= 4)
Find and display the value of G(1000000)
Stretch
Calculate the values of G up to 2000 (inclusive) and display the results in a scatter 2d-chart, aka the Goldbach's Comet
See also
Wikipedia: Goldbach's conjecture
OEIS: A045917 - From Goldbach problem: number of decompositions of 2n into unordered sums of two primes
|
#FreeBASIC
|
FreeBASIC
|
Function isPrime(Byval ValorEval As Uinteger) As Boolean
If ValorEval <= 1 Then Return False
For i As Integer = 2 To Int(Sqr(ValorEval))
If ValorEval Mod i = 0 Then Return False
Next i
Return True
End Function
Function g(n As Uinteger) As Uinteger
Dim As Uinteger i, count = 0
If (n Mod 2 = 0) Then 'n in goldbach function g(n) must be even
For i = 2 To (1/2) * n
If isPrime(i) And isPrime(n - i) Then count += 1
Next i
End If
Return count
End Function
Print "The first 100 G numbers are:"
Dim As Uinteger col = 1
For n As Uinteger = 4 To 202 Step 2
Print Using "####"; g(n);
If (col Mod 10 = 0) Then Print
col += 1
Next n
Print !"\nThe value of G(1000000) is "; g(1000000)
Sleep
|
http://rosettacode.org/wiki/Goldbach%27s_comet
|
Goldbach's comet
|
This page uses content from Wikipedia. The original article was at Goldbach's comet. 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)
Goldbach's comet is the name given to a plot of the function g(E), the so-called Goldbach function.
The Goldbach function is studied in relation to Goldbach's conjecture. The function g(E) is defined for all even integers E>2 to be the number of different ways in which E can be expressed as the sum of two primes.
Examples
G(4) = 1, since 4 can only be expressed as the sum of one distinct pair of primes (4 = 2 + 2)
G(22) = 3, since 22 can be expressed as the sum of 3 distinct pairs of primes (22 = 11 + 11 = 5 + 17 = 3 + 19)
Task
Find and show (preferably, in a neat 10x10 table) the first 100 G numbers (that is: the result of the G function described above, for the first 100 even numbers >= 4)
Find and display the value of G(1000000)
Stretch
Calculate the values of G up to 2000 (inclusive) and display the results in a scatter 2d-chart, aka the Goldbach's Comet
See also
Wikipedia: Goldbach's conjecture
OEIS: A045917 - From Goldbach problem: number of decompositions of 2n into unordered sums of two primes
|
#J
|
J
|
10 10$#/.~4,/:~ 0-.~,(<:/~ * +/~) p:1+i.p:inv 202
1 1 1 2 1 2 2 2 2 3
3 3 2 3 2 4 4 2 3 4
3 4 5 4 3 5 3 4 6 3
5 6 2 5 6 5 5 7 4 5
8 5 4 9 4 5 7 3 6 8
5 6 8 6 7 10 6 6 12 4
5 10 3 7 9 6 5 8 7 8
11 6 5 12 4 8 11 5 8 10
5 6 13 9 6 11 7 7 14 6
8 13 5 8 11 7 9 13 8 9
|
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.
|
#Common_Lisp
|
Common Lisp
|
(in-package #:rgb-pixel-buffer)
(defun rgb-to-gray-image (rgb-image)
(flet ((rgb-to-gray (rgb-value)
(round (+ (* 0.2126 (rgb-pixel-red rgb-value))
(* 0.7152 (rgb-pixel-green rgb-value))
(* 0.0722 (rgb-pixel-blue rgb-value))))))
(let ((gray-image (make-array (array-dimensions rgb-image) :element-type '(unsigned-byte 8))))
(dotimes (i (array-total-size rgb-image))
(setf (row-major-aref gray-image i) (rgb-to-gray (row-major-aref rgb-image i))))
gray-image)))
(export 'rgb-to-gray-image)
(defun grayscale-image-to-pgm-file (image file-name &optional (max-value 255))
(with-open-file (p file-name :direction :output
:if-exists :supersede)
(format p "P2 ~&~A ~A ~&~A" (array-dimension image 1) (array-dimension image 0) max-value)
(dotimes (i (array-total-size image))
(print (row-major-aref image i) p))))
(export 'grayscale-image-to-pgm-file)
|
http://rosettacode.org/wiki/Go_Fish
|
Go Fish
|
Write a program to let the user play Go Fish against a computer opponent. Use the following rules:
Each player is dealt nine cards to start with.
On their turn, a player asks their opponent for a given rank (such as threes or kings). A player must already have at least one card of a given rank to ask for more.
If the opponent has any cards of the named rank, they must hand over all such cards, and the requester can ask again.
If the opponent has no cards of the named rank, the requester draws a card and ends their turn.
A book is a collection of every card of a given rank. Whenever a player completes a book, they may remove it from their hand.
If at any time a player's hand is empty, they may immediately draw a new card, so long as any new cards remain in the deck.
The game ends when every book is complete. The player with the most books wins.
The game's AI need not be terribly smart, but it should use at least some strategy. That is, it shouldn't choose legal moves entirely at random.
You may want to use code from Playing Cards.
Related tasks:
Playing cards
Card shuffles
Deal cards_for_FreeCell
War Card_Game
Poker hand_analyser
|
#C.2B.2B
|
C++
|
' Go Fish ~ ¡Pesca!
Const cartas = "A234567890JQK"
Declare Sub Reparto_Cartas
Declare Sub Pescar_Carta_Jug
Declare Sub Pescar_Carta_CPU
Declare Sub Comprobar_Libro_Jug
Declare Sub Comprobar_Libro_CPU
Declare Sub Comprobar_Fin_Partida
Declare Sub Intro
Dim Shared As Integer play(13), compu(13), deck(13), guess(13), poss(13), asked(13)
Dim Shared As String nombre, Snombre, CartaPedida
Dim Shared puntos(2) As Byte = {0,0}
Dim Shared As Integer remca = 4*Len(cartas)
Dim Shared As Integer i, k, j, cn
For i = 1 To 13
deck(i) = 4
Next i
For i = 1 To 9
Reparto_Cartas
deck(k) -= 1
compu(k) += 1
Reparto_Cartas
deck(k) -= 1
play(k) += 1
Next i
Dim As Integer v, po
Sub Reparto_Cartas
remca -= 1
Dim As Integer sc = remca * Rnd + 1
For k = 1 To 13
sc -= deck(k)
If sc <= 0 Then Return
Next k
End Sub
Sub Pescar_Carta_Jug
Reparto_Cartas
Print " " &Mid(cartas,k,1) &"."
deck(k) -= 1
play(k) += 1
End Sub
Sub Pescar_Carta_CPU
Reparto_Cartas
Print "a carta."
deck(k) -= 1
compu(k) += 1
End Sub
Sub Comprobar_Libro_Jug
For i = 1 To 13
If play(i) <> 4 Then
Else
Color 11: Print Snombre &" completa el libro de " &Mid(cartas,i,1) &"'s.": Color 7
play(i) = 0
puntos(0) += 1
End If
Next i
End Sub
Sub Comprobar_Libro_CPU
For i = 1 To 13
If compu(i) <> 4 Then
Else
Color 11: Print Snombre &" completa el libro de " &Mid(cartas,i,1) &"'s.": Color 7
compu(i) = 0
puntos(1) += 1
End If
Next i
End Sub
Sub Comprobar_Fin_Partida
Dim As Integer np = 0, nc = 0
For i = 1 To 13
np += play(i)
nc += compu(i)
Next i
If remca = 0 Or np = 0 Or nc = 0 Then
Color 15: Print
Print "*** FIN de la partida! ***"
Print
If puntos(0) < puntos(1) Then
Print "La CPU ha ganado."
Elseif puntos(0) > puntos(1) Then
Print nombre &" ha ganado."
Else
Print "Es un empate!"
End If
Sleep: End
End If
End Sub
Sub Intro
Color 15
Print " __ _ _ "
Print " __ _ ___ / _(_)___| |__ "
Print " / ` |/ _ \ | |_| / __| '_ \ "
Print "| (_) | (_) | | _| \__ \ | | | "
Print " \__, |\___/ |_| |_|___/_| |_| "
Print " |___/ "
Print " "
Color 14: Locate 10, 2: Input "Como te llamas: ", nombre
End Sub
'--- Programa Principal ---
Cls
Randomize Timer
Intro
Do
Dim As boolean MuestraMano = false
While MuestraMano = false
Color 15: Print Chr(10) &"Puntos >> " &nombre &": "; puntos(0); " CPU: "; puntos(1)
Color 13: Print Chr(10) &space(10) &remca &" cartas restantes"
Color 14: Print Chr(10) &"Tu mano: ";
For i = 1 To 13
If Not play(i) Then
For j = 1 To play(i)
Print Mid(cartas,i,1); " ";
Next j
End If
Next i
Print
Dim As boolean PideCarta = false
While PideCarta = false
Comprobar_Fin_Partida
Snombre = nombre
Color 7: Print
Input "¨Que carta pides... "; CartaPedida
Print
If CartaPedida <> "" Then cn = Instr(cartas, Ucase(CartaPedida)): PideCarta = true
If cn = 0 Then
Print "Lo siento, no es una opción valida.": PideCarta = false
Elseif play(cn) = 0 Then Color 12: Print "No tienes esa carta!": Color 7: PideCarta = false
End If
Wend
guess(cn) = 1
If compu(cn) = 0 Then
Print Snombre &", ";
Color 15: Print "ve a pescar!"
Color 7: Print Snombre &" pesca un";: Pescar_Carta_Jug
Comprobar_Libro_Jug
MuestraMano = true
Else
v = compu(cn)
compu(cn) = 0
play(cn) += v
Print Snombre &" consigue " &v &" carta(s) mas."
Comprobar_Libro_Jug
MuestraMano = false
End If
Wend
Snombre = "CPU"
For i = 1 To 13
asked(i) = 0
Next i
Dim As boolean Turno_CPU_2 = false
While Turno_CPU_2 = false
Comprobar_Fin_Partida
po = 0
For i = 1 To 13
If (compu(i) > 0) And (guess(i) > 0) Then poss(i) = 1: po += 1
Next i
If po = 0 Then
Do
k = (Rnd*12)+1
Loop While compu(k) = 0 Or asked(k)
Else
Do
k = (Rnd*12)+1
Loop While poss(k) = 0
guess(k) = 0
asked(k) = 1
End If
Print: Print Snombre &" quiere tus " &Mid(cartas,k,1) &"'s."
asked(k) = 1
If play(k) = 0 Then
Print Snombre &", ";
Color 15: Print "ve a pescar!"
Color 7:Print Snombre &" pesca un";: Pescar_Carta_CPU
Comprobar_Libro_CPU
Turno_CPU_2 = true
Else
v = play(k)
play(k) = 0
compu(k) += v
Print Snombre &" consigue " &v &" carta(s) mas."
Comprobar_Libro_CPU
Turno_CPU_2 = false
End If
Wend
Loop
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).
|
#Bracmat
|
Bracmat
|
( ( hamming
= x2 x3 x5 n i j k min
. tbl$(h,!arg) { This creates an array. Arrays are always global in Bracmat. }
& 1:?(0$h)
& 2:?x2
& 3:?x3
& 5:?x5
& 0:?n:?i:?j:?k
& whl
' ( !n+1:<!arg:?n
& !x2:?min
& (!x3:<!min:?min|)
& (!x5:<!min:?min|)
& !min:?(!n$h) { !n is index into array h }
& ( !x2:!min
& 2*!((1+!i:?i)$h):?x2
|
)
& ( !x3:!min
& 3*!((1+!j:?j)$h):?x3
|
)
& ( !x5:!min
& 5*!((1+!k:?k)$h):?x5
|
)
)
& !((!arg+-1)$h) (tbl$(h,0)&) { We delete the array by setting its size to 0 }
)
& 0:?I
& whl'(!I+1:~>20:?I&put$(hamming$!I " "))
& out$
& out$(hamming$1691)
& out$(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
|
#CoffeeScript
|
CoffeeScript
|
num = Math.ceil(Math.random() * 10)
guess = prompt "Guess the number. (1-10)"
while parseInt(guess) isnt num
guess = prompt "YOU LOSE! Guess again. (1-10)"
alert "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
|
#Common_Lisp
|
Common Lisp
|
(defun guess-the-number (max)
(format t "Try to guess a number from 1 to ~a!~%Guess? " max)
(loop with num = (1+ (random max))
for guess = (read)
as num-guesses from 1
until (and (numberp guess) (= guess num))
do (format t "Your guess was wrong. Try again.~%Guess? ")
(force-output)
finally (format t "Well guessed! You took ~a ~:*~[~;try~:;tries~].~%" num-guesses)))
|
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.
|
#Clojure
|
Clojure
|
(defn max-subseq-sum [coll]
(->> (take-while seq (iterate rest coll)) ; tails
(mapcat #(reductions conj [] %)) ; inits
(apply max-key #(reduce + %)))) ; max sum
|
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.
|
#Smalltalk
|
Smalltalk
|
|top input vh incButton decButton|
vh := ValueHolder with:0.
top := StandardSystemView label:'Rosetta GUI interaction'.
top extent:300@100.
top add:((Label label:'Value:') origin: 0 @ 10 corner: 100 @ 40).
top add:(input := EditField origin: 102 @ 10 corner: 1.0 @ 40).
input model:(TypeConverter onNumberValue:vh).
input enableChannel:(BlockValue with:[:v | v = 0] argument:vh).
top add:((incButton := Button label:'Inc') origin: 10 @ 50 corner: 100 @ 80).
top add:((decButton := Button label:'Dec') origin: 110 @ 50 corner: 210 @ 80).
incButton action:[ vh value: (vh value + 1) ].
incButton enableChannel:(BlockValue with:[:v | v < 10] argument:vh).
decButton action:[ vh value: (vh value - 1) ].
decButton enableChannel:(BlockValue with:[:v | v > 0] argument:vh).
top open
|
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)
|
#C.2B.2B
|
C++
|
#include <iostream>
#include <cstdlib>
#include <ctime>
int main()
{
std::srand(std::time(0));
int lower, upper, guess;
std::cout << "Enter lower limit: ";
std::cin >> lower;
std::cout << "Enter upper limit: ";
std::cin >> upper;
int random_number = lower + std::rand() % ((upper + 1) - lower);
do
{
std::cout << "Guess what number I have: ";
std::cin >> guess;
if (guess > random_number)
std::cout << "Your guess is too high\n";
else if (guess < random_number)
std::cout << "Your guess is too low\n";
else
std::cout << "You got it!\n";
} while (guess != random_number);
return 0;
}
|
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.
|
#Mathematica_.2F_Wolfram_Language
|
Mathematica / Wolfram Language
|
CreateDocument[ Graphics[ Flatten@Table[
{ If[EvenQ[#3], GrayLevel[ 1. - j/#1 ], GrayLevel[ j/#1 ]],
Rectangle[{j #2, 7*#3}, {#2 (j + 1), (#3 + 1) 7}]}, {j, 0, #1}] & @@@
{{7, 8, 3}, {15, 4, 2}, {31, 2, 1}, {63, 1, 0} }
,ImageSize -> Full], WindowFrame -> "Frameless", WindowSize -> Full]
|
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.
|
#MAXScript
|
MAXScript
|
fn drawBarRow _bmp _row _width _number _inverse=
(
local dir = if _inverse then 1 else -1
if not _inverse then
(
setpixels _bmp [0,_row] (for i in 1 to (_width/_number) collect (black))
for i = (_width/_number) to _width by (_width/_number) do
(
local loopPosition = i/(_width-(_width/_number)) as float
local colorsArr = for c in 1 to (_width/_number) collect (white*loopPosition)
setpixels _bmp [i,_row] colorsArr
)
return _bmp
)
else
(
setpixels _bmp [0,_row] (for i in 1 to (_width/_number) collect (white))
for i = _width to (_width/_number) by ((_width/_number)*-1) do
(
local loopPosition = 1.0-(i/(_width-(_width/_number))) as float
local colorsArr = for c in 1 to (_width/_number) collect (white*loopPosition)
setpixels _bmp [i,_row] colorsArr
)
return _bmp
)
)
fn bitmap_verticalBars =
(
local width = (sysinfo.desktopsize).x
local height = (sysinfo.desktopsize).y
local theBitmap = bitmap width height color:white
local row = 0
while row <= (height-1) do
(
local barNumber = 0
case of
(
(row < (height/4)): (barNumber = 1)
(row >= (height/4) and row < (height/2)): (barNumber = 2)
(row >= (height/2) and row < (height-(height/4))): (barNumber = 3)
(row >= (height-(height/4))): (barNumber = 4)
default: return theBitmap
)
case barNumber of
(
1: (
theBitmap = drawBarRow theBitmap row width 8 false
)
2: (
theBitmap = drawBarRow theBitmap row width 16 true
)
3: (
theBitmap = drawBarRow theBitmap row width 32 false
)
4: (
theBitmap = drawBarRow theBitmap row width 64 true
)
)
row += 1
--
)
return theBitmap
)
b = bitmap_verticalBars()
display b
|
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
|
#Liberty_BASIC
|
Liberty BASIC
|
mini=0
maxi=100
print "Think of a number between ";mini;" and ";maxi
print "Each time I guess a number you must state whether my"
print "guess was too high, too low, or equal to your number."
print
while response$<>"="
if not(mini<=maxi) then
print "Error"
exit while
end if
guess=int((maxi-mini)/2)+mini
print "My guess is ";guess;". Type L for low, H for high, = for correct."
input response$
response$=upper$(response$)
select case response$
case "L"
mini=guess+1
case "H"
maxi=guess-1
case "="
print guess;" is correct."
exit while
case else
print "Your response was not helpful."
end select
wend
print "Thanks for playing."
|
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