task_url
stringlengths
30
116
task_name
stringlengths
2
86
task_description
stringlengths
0
14.4k
language_url
stringlengths
2
53
language_name
stringlengths
1
52
code
stringlengths
0
61.9k
http://rosettacode.org/wiki/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
#DCL
DCL
$ happy_1 = 1 $ found = 0 $ i = 1 $ loop1: $ n = i $ seen_list = "," $ loop2: $ if f$type( happy_'n ) .nes. "" then $ goto happy $ if f$type( unhappy_'n ) .nes. "" then $ goto unhappy $ if f$locate( "," + n + ",", seen_list ) .eq. f$length( seen_list ) $ then $ seen_list = seen_list + f$string( n ) + "," $ else $ goto unhappy $ endif $ ns = f$string( n ) $ nl = f$length( ns ) $ j = 0 $ sumsq = 0 $ loop3: $ digit = f$integer( f$extract( j, 1, ns )) $ sumsq = sumsq + digit * digit $ j = j + 1 $ if j .lt. nl then $ goto loop3 $ n = sumsq $ goto loop2 $ unhappy: $ j = 1 $ loop4: $ x = f$element( j, ",", seen_list ) $ if x .eqs. "" then $ goto continue $ unhappy_'x = 1 $ j = j + 1 $ goto loop4 $ happy: $ found = found + 1 $ found_'found = i $ if found .eq. 8 then $ goto done $ j = 1 $ loop5: $ x = f$element( j, ",", seen_list ) $ if x .eqs. "" then $ goto continue $ happy_'x = 1 $ j = j + 1 $ goto loop5 $ continue: $ i = i + 1 $ goto loop1 $ done: $ show symbol found*
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.
#MATLAB_.2F_Octave
MATLAB / Octave
function rad = radians(degree) % degrees to radians rad = degree .* pi / 180; end;   function [a,c,dlat,dlon]=haversine(lat1,lon1,lat2,lon2) % HAVERSINE_FORMULA.AWK - converted from AWK dlat = radians(lat2-lat1); dlon = radians(lon2-lon1); lat1 = radians(lat1); lat2 = radians(lat2); a = (sin(dlat./2)).^2 + cos(lat1) .* cos(lat2) .* (sin(dlon./2)).^2; c = 2 .* asin(sqrt(a)); arrayfun(@(x) printf("distance: %.4f km\n",6372.8 * x), c); end;   [a,c,dlat,dlon] = haversine(36.12,-86.67,33.94,-118.40); % BNA to LAX
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
#GAP
GAP
# Several ways to do it "Hello world!";   Print("Hello world!\n"); # No EOL appended   Display("Hello world!");   f := OutputTextUser(); WriteLine(f, "Hello world!\n"); CloseStream(f);
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
#Visual_Basic
Visual Basic
Dim dict As New Collection os = Array("Windows", "Linux", "MacOS") owner = Array("Microsoft", "Linus Torvalds", "Apple") For n = 0 To 2 dict.Add owner(n), os(n) Next Debug.Print dict.Item("Linux") Debug.Print dict.Item("MacOS") Debug.Print dict.Item("Windows")
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
#WDTE
WDTE
let a => import 'arrays'; let s => import 'stream';   let toScope keys vals => s.zip (a.stream keys) (a.stream vals) -> s.reduce (collect (true)) (@ r scope kv => let [k v] => kv; set scope k v; )  ;
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
#Objeck
Objeck
  class Harshad { function : Main(args : String[]) ~ Nil { count := 0; for(i := 1; count < 20; i += 1;) { if(i % SumDigits(i) = 0){ "{$i} "->Print(); count += 1; }; };   for(i := 1001; true; i += 1;) { if(i % SumDigits(i) = 0){ "... {$i}"->PrintLine(); break; }; }; }   function : SumDigits(n : Int) ~ Int { sum := 0; do { sum += n % 10; n /= 10; } while(n <> 0);   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
#i
i
graphics { display("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).
#Phix
Phix
include pGUI.e Ihandle txt, increment, random, hbx, vbx, dlg function action_cb(Ihandle /*ih*/, integer ch) if not find(ch,"0123456789-") then return IUP_IGNORE end if return IUP_CONTINUE end function function increment_cb(Ihandle /*ih*/) integer v = IupGetInt(txt,"VALUE")+1 IupSetInt(txt,"VALUE",v) return IUP_CONTINUE end function function random_cb(Ihandle /*ih*/) if IupAlarm("Confirm","Replace wth random value?","Yes","No")=1 then IupSetInt(txt,"VALUE",rand(1000)) end if return IUP_CONTINUE end function IupOpen() txt = IupText(Icallback("action_cb"),"EXPAND=YES") increment = IupButton("increment",Icallback("increment_cb")) random = IupButton("random",Icallback("random_cb")) hbx = IupHbox({increment,random},"MARGIN=0x10, GAP=20") vbx = IupVbox({txt,hbx},"MARGIN=40x20") dlg = IupDialog(vbx) IupShow(dlg) if platform()!=JS then IupMainLoop() IupClose() end if
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.
#8080_Assembly
8080 Assembly
org 100h xra a ; set A=0 loop: push psw ; print number as decimal call decout call padding ; print padding pop psw push psw call binout ; print number as binary call padding pop psw ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; mov b,a ; gray encode ana a ; clear carry rar ; shift right xra b ; xor the original ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; push psw call binout ; print gray number as binary call padding pop psw ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; mov b,a ; gray decode decode: ana a ; clear carry jz done ; when no more bits are left, stop rar ; shift right mov c,a ; keep that value xra b ; xor into output value mov b,a ; that is the output value mov a,c ; restore intermediate jmp decode ; do next bit done: mov a,b ; give output value ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; push psw call binout ; print decoded number as binary call padding pop psw push psw call decout ; print decoded number as decimal lxi d,nl call strout pop psw inr a ; next number ani 1fh ; are we there yet? jnz loop ; if not, do next number ret ;; Print A as two-digit number decout: mvi c,10 call dgtout mvi c,1 dgtout: mvi e,'0' - 1 dgtloop: inr e sub c jnc dgtloop add c push psw mvi c,2 call 5 pop psw ret ;; Print A as five-bit binary number binout: ani 1fh ral ral ral mvi c,5 binloop: ral push psw push b mvi c,2 mvi a,0 aci '0' mov e,a call 5 pop b pop psw dcr c jnz binloop ret ;; Print padding padding: lxi d,arrow strout: mvi c,9 jmp 5 arrow: db ' ==> $' nl: db 13,10,'$'
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.
#Action.21
Action!
PROC ToBinaryStr(BYTE n CHAR ARRAY s) BYTE i   s(0)=8 i=8 SetBlock(s+1,8,'0) WHILE n DO s(i)=(n&1)+'0 n==RSH 1 i==-1 OD RETURN   PROC PrintB2(BYTE n) IF n<10 THEN Put(32) FI PrintB(n) RETURN   PROC PrintBin5(BYTE n) CHAR ARRAY s(9),sub(6)   ToBinaryStr(n,s) SCopyS(sub,s,4,s(0)) Print(sub) RETURN   BYTE FUNC Encode(BYTE n) RETURN (n XOR (n RSH 1))   BYTE FUNC Decode(BYTE n) BYTE res   res=n DO n==RSH 1 IF n THEN res==XOR n ELSE EXIT FI OD RETURN (res)   PROC Main() BYTE i,g,b CHAR ARRAY sep=" -> "   FOR i=0 TO 31 DO PrintB2(i) Print(sep) PrintBin5(i) Print(sep) g=Encode(i) PrintBin5(g) Print(sep) b=Decode(g) PrintBin5(b) Print(sep) PrintB2(b) PutE() OD RETURN
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.
#ACL2
ACL2
(defun maximum (xs) (if (endp (rest xs)) (first xs) (max (first xs) (maximum (rest xs)))))
http://rosettacode.org/wiki/Hailstone_sequence
Hailstone sequence
The Hailstone sequence of numbers can be generated from a starting positive integer,   n   by:   If   n   is     1     then the sequence ends.   If   n   is   even then the next   n   of the sequence   = n/2   If   n   is   odd   then the next   n   of the sequence   = (3 * n) + 1 The (unproven) Collatz conjecture is that the hailstone sequence for any starting number always terminates. This sequence was named by Lothar Collatz in 1937   (or possibly in 1939),   and is also known as (the):   hailstone sequence,   hailstone numbers   3x + 2 mapping,   3n + 1 problem   Collatz sequence   Hasse's algorithm   Kakutani's problem   Syracuse algorithm,   Syracuse problem   Thwaites conjecture   Ulam's problem The hailstone sequence is also known as   hailstone numbers   (because the values are usually subject to multiple descents and ascents like hailstones in a cloud). Task Create a routine to generate the hailstone sequence for a number. Use the routine to show that the hailstone sequence for the number 27 has 112 elements starting with 27, 82, 41, 124 and ending with 8, 4, 2, 1 Show the number less than 100,000 which has the longest hailstone sequence together with that sequence's length.   (But don't show the actual sequence!) See also   xkcd (humourous).   The Notorious Collatz conjecture Terence Tao, UCLA (Presentation, pdf).   The Simplest Math Problem No One Can Solve Veritasium (video, sponsored).
#11l
11l
F hailstone(=n) V seq = [n] L n > 1 n = I n % 2 != 0 {3 * n + 1} E n I/ 2 seq.append(n) R seq   V h = hailstone(27) assert(h.len == 112 & h[0.<4] == [27, 82, 41, 124] & h[(len)-4 ..] == [8, 4, 2, 1])   V m = max((1..99999).map(i -> (hailstone(i).len, i))) print(‘Maximum length #. was found for hailstone(#.) for numbers <100,000’.format(m[0], m[1]))
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.
#J
J
parse=: {{ ref=: 2$L:1(;:each cut y) -.L:1 ;:'-' labels=: /:~~.;ref sparse=. (*:#labels) > 20*#ref graph=: (+.|:) 1 (labels i.L:1 ref)} $.^:sparse 0$~2##labels }}   greedy=: {{ colors=. (#y)#a: for_node.y do. color=. <{.(-.~ [:i.1+#) ~.;node#colors colors=. color node_index} colors end.  ;colors }}
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.
#Julia
Julia
using Random   """Useful constants for the colors to be selected for nodes of the graph""" const colors4 = ["blue", "red", "green", "yellow"] const badcolor = "black" @assert(!(badcolor in colors4))   """ struct graph   undirected simple graph constructed from its name and a string listing of point to point connections """ mutable struct Graph name::String g::Dict{Int, Vector{Int}} nodecolor::Dict{Int, String} function Graph(nam::String, s::String) gdic = Dict{Int, Vector{Int}}() for p in eachmatch(r"(\d+)-(\d+)|(\d+)(?!\s*-)" , s) if p != nothing if p[3] != nothing n3 = parse(Int, p[3]) get!(gdic, n3, []) else n1, n2 = parse(Int, p[1]), parse(Int, p[2]) p1vec = get!(gdic, n1, [])  !(n2 in p1vec) && push!(p1vec, n2) p2vec = get!(gdic, n2, [])  !(n1 in p2vec) && push!(p2vec, n1) end end end new(nam, gdic, Dict{Int, String}()) end end   """ tryNcolors!(gr::Graph, N, maxtrials)   Try up to maxtrials to get a coloring with <= N colors """ function tryNcolors!(gr::Graph, N, maxtrials) t, mintrial, minord = N, N + 1, Dict() for _ in 1:maxtrials empty!(gr.nodecolor) ordering = shuffle(collect(keys(gr.g))) for node in ordering usedneighborcolors = [gr.nodecolor[c] for c in gr.g[node] if haskey(gr.nodecolor, c)] gr.nodecolor[node] = badcolor for c in colors4[1:N] if !(c in usedneighborcolors) gr.nodecolor[node] = c break end end end t = length(unique(values(gr.nodecolor))) if t < mintrial mintrial = t minord = deepcopy(gr.nodecolor) end end if length(minord) > 0 gr.nodecolor = minord end end     """ prettyprintcolors(gr::graph)   print out the colored nodes in graph """ function prettyprintcolors(gr::Graph) println("\nColors for the graph named ", gr.name, ":") edgesdone = Vector{Vector{Int}}() for (node, neighbors) in gr.g if !isempty(neighbors) for n in neighbors edge = node < n ? [node, n] : [n, node] if !(edge in edgesdone) println(" ", edge[1], "-", edge[2], " Color: ", gr.nodecolor[edge[1]], ", ", gr.nodecolor[edge[2]]) push!(edgesdone, edge) end end else println(" ", node, ": ", gr.nodecolor[node]) end end println("\n", length(unique(keys(gr.nodecolor))), " nodes, ", length(edgesdone), " edges, ", length(unique(values(gr.nodecolor))), " colors.") end   for (name, txt) in [("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")] exgraph = Graph(name, txt) tryNcolors!(exgraph, 4, 100) prettyprintcolors(exgraph) end  
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.
#Mathematica_.2F_Wolfram_Language
Mathematica / Wolfram Language
ClearAll[ColorGroups] ColorGroups[g_Graph] := Module[{h, cols, indset, diffcols}, h = g; cols = {}; While[! EmptyGraphQ[h], maxd = RandomChoice[VertexList[h]]; indset = Flatten[FindIndependentVertexSet[{h, maxd}]]; AppendTo[cols, indset]; h = VertexDelete[h, indset]; ]; AppendTo[cols, VertexList[h]]; diffcols = Length[cols]; cols = Catenate[Map[Thread][Rule @@@ Transpose[{cols, Range[Length[cols]]}]]]; Print[Column[Row[{"Edge ", #1, " to ", #2, " has colors ", #1 /. cols, " and ", #2 /. cols }] & @@@ EdgeList[g]]]; Print[Grid[{{"Vertices: ", VertexCount[g]}, {"Edges: ", EdgeCount[g]}, {"Colors used: ", diffcols}}]] ] ColorGroups[Graph[Range[0, 3], {0 \[UndirectedEdge] 1, 1 \[UndirectedEdge] 2, 2 \[UndirectedEdge] 0}]] ColorGroups[Graph[Range[8], {1 \[UndirectedEdge] 6, 1 \[UndirectedEdge] 7, 1 \[UndirectedEdge] 8, 2 \[UndirectedEdge] 5, 2 \[UndirectedEdge] 7, 2 \[UndirectedEdge] 8, 3 \[UndirectedEdge] 5, 3 \[UndirectedEdge] 6, 3 \[UndirectedEdge] 8, 4 \[UndirectedEdge] 5, 4 \[UndirectedEdge] 6, 4 \[UndirectedEdge] 7}]] ColorGroups[Graph[Range[8], {1 \[UndirectedEdge] 4, 1 \[UndirectedEdge] 6, 1 \[UndirectedEdge] 8, 3 \[UndirectedEdge] 2, 3 \[UndirectedEdge] 6, 3 \[UndirectedEdge] 8, 5 \[UndirectedEdge] 2, 5 \[UndirectedEdge] 4, 5 \[UndirectedEdge] 8, 7 \[UndirectedEdge] 2, 7 \[UndirectedEdge] 4, 7 \[UndirectedEdge] 6}]] ColorGroups[Graph[Range[8], {1 \[UndirectedEdge] 6, 7 \[UndirectedEdge] 1, 8 \[UndirectedEdge] 1, 5 \[UndirectedEdge] 2, 2 \[UndirectedEdge] 7, 2 \[UndirectedEdge] 8, 3 \[UndirectedEdge] 5, 6 \[UndirectedEdge] 3, 3 \[UndirectedEdge] 8, 4 \[UndirectedEdge] 5, 4 \[UndirectedEdge] 6, 4 \[UndirectedEdge] 7}]]
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
#Julia
Julia
using Combinatorics using Plots using Primes   g(n) = iseven(n) ? count(p -> all(isprime, p), partitions(n, 2)) : error("n must be even")   println("The first 100 G numbers are: ")   foreach(p -> print(lpad(p[2], 4), p[1] % 10 == 0 ? "\n" : ""), map(g, 4:2:202) |> enumerate)   println("\nThe value of G(1000000) is ", g(1_000_000))   x = collect(2:2002) y = map(g, 2x) scatter(x, y, markerstrokewidth = 0, color = ["red", "blue", "green"][mod1.(x, 3)])  
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
#Lua
Lua
function T(t) return setmetatable(t, {__index=table}) end table.range = function(t,n) local s=T{} for i=1,n do s[i]=i end return s end table.map = function(t,f) local s=T{} for i=1,#t do s[i]=f(t[i]) end return s end table.batch = function(t,n,f) for i=1,#t,n do local s=T{} for j=1,n do s[j]=t[i+j-1] end f(s) end return t end   function isprime(n) if n < 2 then return false end if n % 2 == 0 then return n==2 end if n % 3 == 0 then return n==3 end for f = 5, n^0.5, 6 do if n%f==0 or n%(f+2)==0 then return false end end return true end   function goldbach(n) local count = 0 for i = 1, n/2 do if isprime(i) and isprime(n-i) then count = count + 1 end end return count end   print("The first 100 G numbers:") g = T{}:range(100):map(function(n) return goldbach(2+n*2) end) g:map(function(n) return string.format("%2d ",n) end):batch(10,function(t) print(t:concat()) end) print("G(1000000) = "..goldbach(1000000))
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.
#Crystal
Crystal
class RGBColour def to_grayscale luminosity = (0.2126*@red + 0.7152*@green + 0.0722*@blue).to_i self.class.new(luminosity, luminosity, luminosity) end end   class Pixmap def to_grayscale gray = self.class.new(@width, @height) @width.times do |x| @height.times do |y| gray[x,y] = self[x,y].to_grayscale end end gray end 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.
#D
D
module grayscale_image;   import core.stdc.stdio, std.array, std.algorithm, std.string, std.ascii; public import bitmap;   struct Gray { ubyte c; enum black = typeof(this)(0); enum white = typeof(this)(255); alias c this; }     Image!Color loadPGM(Color)(Image!Color img, in string fileName) { static int readNum(FILE* f) nothrow @nogc { int n; while (!fscanf(f, "%d ", &n)) { if ((n = fgetc(f)) == '#') { while ((n = fgetc(f)) != '\n') if (n == EOF) return 0; } else return 0; } return n; }   if (img is null) img = new Image!Color();   auto fin = fopen(fileName.toStringz(), "rb"); scope(exit) if (fin) fclose(fin); if (!fin) throw new Exception("Can't open input file.");   if (fgetc(fin) != 'P' || fgetc(fin) != '5' || !isWhite(fgetc(fin))) throw new Exception("Not a PGM (PPM P5) image.");   immutable int nc = readNum(fin); immutable int nr = readNum(fin); immutable int maxVal = readNum(fin); if (nc <= 0 || nr <= 0 || maxVal <= 0) throw new Exception("Wrong input image sizes."); img.allocate(nc, nr); auto pix = new ubyte[img.image.length];   immutable count = fread(pix.ptr, 1, nc * nr, fin); if (count != nc * nr) throw new Exception("Wrong number of items read.");   pix.copy(img.image); return img; }     void savePGM(Color)(in Image!Color img, in string fileName) in { assert(img !is null); assert(!fileName.empty); assert(img.nx > 0 && img.ny > 0 && img.image.length == img.nx * img.ny, "Wrong image."); } body { auto fout = fopen(fileName.toStringz(), "wb"); if (fout == null) throw new Exception("File can't be opened."); fprintf(fout, "P5\n%d %d\n255\n", img.nx, img.ny); auto pix = new ubyte[img.image.length]; foreach (i, ref p; pix) p = cast(typeof(pix[0]))img.image[i]; immutable count = fwrite(pix.ptr, ubyte.sizeof, img.nx * img.ny, fout); if (count != img.nx * img.ny) new Exception("Wrong number of items written."); fclose(fout); }     Gray lumCIE(in RGB c) pure nothrow @nogc { return Gray(cast(ubyte)(0.2126 * c.r + 0.7152 * c.g + 0.0722 * c.b + 0.5)); }   Gray lumAVG(in RGB c) pure nothrow @nogc { return Gray(cast(ubyte)(0.3333 * c.r + 0.3333 * c.g + 0.3333 * c.b + 0.5)); }   Image!Gray rgb2grayImage(alias Conv=lumCIE)(in Image!RGB im) nothrow { auto result = new typeof(return)(im.nx, im.ny); foreach (immutable i, immutable rgb; im.image) result.image[i] = Conv(rgb); return result; }   Image!RGB gray2rgbImage(in Image!Gray im) nothrow { auto result = new typeof(return)(im.nx, im.ny); foreach (immutable i, immutable gr; im.image) result.image[i] = RGB(gr, gr, gr); return result; }   version (grayscale_image_main) { void main() { auto im1 = new Image!Gray; im1.loadPGM("lena.pgm"); gray2rgbImage(im1).savePPM6("lena_rgb.ppm");   auto img2 = new Image!RGB; img2.loadPPM6("quantum_frog.ppm"); img2.rgb2grayImage.savePGM("quantum_frog_grey.pgm"); } }
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
#D
D
  ' 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).
#C
C
#include <stdio.h> #include <stdlib.h>   typedef unsigned long long ham;   size_t alloc = 0, n = 1; ham *q = 0;   void qpush(ham h) { int i, j; if (alloc <= n) { alloc = alloc ? alloc * 2 : 16; q = realloc(q, sizeof(ham) * alloc); }   for (i = n++; (j = i/2) && q[j] > h; q[i] = q[j], i = j); q[i] = h; }   ham qpop() { int i, j; ham r, t; /* outer loop for skipping duplicates */ for (r = q[1]; n > 1 && r == q[1]; q[i] = t) { /* inner loop is the normal down heap routine */ for (i = 1, t = q[--n]; (j = i * 2) < n;) { if (j + 1 < n && q[j] > q[j+1]) j++; if (t <= q[j]) break; q[i] = q[j], i = j; } }   return r; }   int main() { int i; ham h;   for (qpush(i = 1); i <= 1691; i++) { /* takes smallest value, and queue its multiples */ h = qpop(); qpush(h * 2); qpush(h * 3); qpush(h * 5);   if (i <= 20 || i == 1691) printf("%6d: %llu\n", i, h); }   /* free(q); */ return 0; }
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
#Crystal
Crystal
n = rand(1..10) puts "Guess the number: 1..10" until gets.to_s.to_i == n; puts "Wrong! Guess again: " end puts "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
#D
D
  void main() { immutable num = uniform(1, 10).text;   do write("What's next guess (1 - 9)? "); while (readln.strip != num);   writeln("Yep, you guessed my ", num); }
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.
#CoffeeScript
CoffeeScript
  max_sum_seq = (sequence) -> # This runs in linear time. [sum_start, sum, max_sum, max_start, max_end] = [0, 0, 0, 0, 0] for n, i in sequence sum += n if sum > max_sum max_sum = sum max_start = sum_start max_end = i + 1 if sum < 0 # start new sequence sum = 0 sum_start = i + 1 sequence[max_start...max_end]   # tests console.log max_sum_seq [-1, 0, 15, 3, -9, 12, -4] console.log max_sum_seq [-1] console.log max_sum_seq [4, -10, 3]  
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.
#Tcl
Tcl
package require Tk   # Model set field 0   # View place [ttk::frame .bg] -relwidth 1 -relheight 1; # Hack to make things look nice pack [ttk::labelframe .val -text "Value"] pack [ttk::entry .val.ue -textvariable field \ -validate key -invalidcommand bell \ -validatecommand {string is integer %P}] pack [ttk::button .inc -text "increment" -command up] pack [ttk::button .dec -text "decrement" -command down]   # Controller proc up {} { global field incr field } proc down {} { global field incr field -1 } # Attach this controller to the Model; easier than manual calling trace add variable field write updateEnables proc updateEnables {args} { global field .inc state [expr {$field < 10 ? "!disabled" : "disabled"}] .dec state [expr {$field > 0 ? "!disabled" : "disabled"}] } updateEnables; # Force initial state of buttons
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)
#Cach.C3.A9_ObjectScript
Caché ObjectScript
GUESSNUM  ; get a random number between 1 and 100 set target = ($random(100) + 1)  ; $r(100) gives 0-99    ; loop until correct set tries = 0 for { write !,"Guess the integer between 1 and 100: " read "",guess  ; gets input following write    ; validate input if (guess?.N) && (guess > 0) && (guess < 101) {  ; increment attempts set tries = tries + 1    ; evaluate the guess set resp = $select(guess < target:"too low.",guess > target:"too high.",1:"correct!")    ; display result, conditionally exit loop write !,"Your guess was "_resp quit:resp="correct!" } else { write !,"Please enter an integer between 1 and 100." } }  ; guess loop   write !!,"You guessed the number in "_tries_" attempts." quit
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.
#Nim
Nim
import gintro/[glib, gobject, gtk, gio, cairo]   const Width = 640 Height = 480   #---------------------------------------------------------------------------------------------------   proc draw(area: DrawingArea; context: Context) = ## Draw the greyscale bars.   const Black = 0.0 White = 1.0   var y = 0.0 var nrect = 8 let rectHeight = Height / 4   # Draw quarters. for quarter in 0..3: let rectWidth = Width / nrect var x = 0.0 var (grey, incr) = if (quarter and 1) == 0: (Black, 1 / nrect) else: (White, -1 / nrect)   # Draw rectangles. for _ in 1..nrect: context.rectangle(x, y, rectWidth, rectHeight) context.setSource([grey, grey, grey]) context.fill() x += rectWidth grey += incr   y += rectHeight nrect *= 2   #---------------------------------------------------------------------------------------------------   proc onDraw(area: DrawingArea; context: Context; data: pointer): bool = ## Callback to draw/redraw the drawing area contents.   area.draw(context) result = true   #---------------------------------------------------------------------------------------------------   proc activate(app: Application) = ## Activate the application.   let window = app.newApplicationWindow() window.setSizeRequest(Width, Height) window.setTitle("Greyscale bars")   # Create the drawing area. let area = newDrawingArea() window.add(area)   # Connect the "draw" event to the callback to draw the spiral. discard area.connect("draw", ondraw, pointer(nil))   window.showAll()   #———————————————————————————————————————————————————————————————————————————————————————————————————   let app = newApplication(Application, "Rosetta.GreyscaleBars") discard app.connect("activate", activate) discard app.run()
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.
#OCaml
OCaml
open Graphics   let round x = truncate (floor (x +. 0.5))   let () = open_graph ""; let width = size_x () and height = size_y () in let bars = [| 8; 16; 32; 64 |] in let n = Array.length bars in Array.iteri (fun i bar -> let part = float width /. float bar in let y = (height / n) * (n - i - 1) in for j = 0 to pred bar do let x = round (float j *. part) in let v = round (float j *. 255. /. float (bar - 1)) in let v = if (i mod 2) = 0 then v else 255 - v in set_color (rgb v v v); fill_rect x y (round part) (height / n) done ) bars; ignore(read_key())
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
#Lua
Lua
function wait(waittime)--wait function is used so that app will not quit immediately local timer = os.time() repeat until os.time() == timer + waittime end     upperBound = 100 lowerBound = 0 print("Think of an integer between 1 to 100.") print("I will try to guess it.") while true do upper1 = upperBound+1 upper2 = upperBound-1 if upperBound == lowerBound or upper1 == lowerBound or upper2 == lowerBound or lowerBound > upperBound then--make sure player is not cheating io.write("You're cheating! I'm not playing anymore. Goodbye.") wait(3) break else Guess = math.floor((upperBound + lowerBound)/2)--guessing mechanism print("My guess is: "..Guess..". Is it too high, too low, or correct? (h/l/c)") input = io.read()   if input == "h" then --higher upperBound = Guess elseif input == "l" then --lower lowerBound = Guess elseif input == "c" then --correct io.write("So I win? Thanks for playing with me.") wait(3) break else print("Invalid input. Please try again. ") end end 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
#Mathematica_.2F_Wolfram_Language
Mathematica / Wolfram Language
guessnumber[min0_, max0_] := DynamicModule[{min = min0, max = max0, guess, correct = False}, guess[] := Round@Mean@{min, max}; Dynamic@If[correct, Row@{"Your number is ", guess[], "."}, Column@{Row@{"I guess ", guess[], "."}, Row@{Button["too high", max = guess[]], Button["too low", min = guess[]], Button["correct", correct = True]}}]]; guessnumber[1, 100]
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
#Delphi
Delphi
  program Happy_numbers;   {$APPTYPE CONSOLE}   uses System.SysUtils, Boost.Int;   type TIntegerDynArray = TArray<Integer>;   TIntHelper = record helper for Integer function IsHappy: Boolean; procedure Next; end;   { TIntHelper }   function TIntHelper.IsHappy: Boolean; var cache: TIntegerDynArray; sum, n: integer; begin n := self; repeat sum := 0; while n > 0 do begin sum := sum + (n mod 10) * (n mod 10); n := n div 10; end; if sum = 1 then exit(True);   if cache.Has(sum) then exit(False); n := sum; cache.Add(sum); until false; end;   procedure TIntHelper.Next; begin inc(self); end;   var count, n: integer;   begin n := 1; count := 0; while count < 8 do begin if n.IsHappy then begin count.Next; write(n, ' '); end; n.Next; end; writeln; readln; end.
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.
#Maxima
Maxima
dms(d, m, s) := (d + m/60 + s/3600)*%pi/180$   great_circle_distance(lat1, long1, lat2, long2) := 12742*asin(sqrt(sin((lat2 - lat1)/2)^2 + cos(lat1)*cos(lat2)*sin((long2 - long1)/2)^2))$   /* Coordinates are found here: http://www.airport-data.com/airport/BNA/ http://www.airport-data.com/airport/LAX/ */   great_circle_distance(dms( 36, 7, 28.10), -dms( 86, 40, 41.50), dms( 33, 56, 32.98), -dms(118, 24, 29.05)), numer; /* 2886.326609413624 */
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.
#.D0.9C.D0.9A-61.2F52
МК-61/52
П3 -> П2 -> П1 -> П0 пи 1 8 0 / П4 ИП1 МГ ИП3 МГ - ИП4 * П1 ИП0 МГ ИП4 * П0 ИП2 МГ ИП4 * П2 ИП0 sin ИП2 sin - П8 ИП1 cos ИП0 cos * ИП2 cos - П6 ИП1 sin ИП0 cos * П7 ИП6 x^2 ИП7 x^2 ИП8 x^2 + + КвКор 2 / arcsin 2 * ИП5 * С/П
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
#GB_BASIC
GB BASIC
10 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
#Vlang
Vlang
fn main() { keys := ["a", "b", "c"] vals := [1, 2, 3] mut hash := map[string]int{} for i, key in keys { hash[key] = vals[i] } println(hash) }
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
#Wortel
Wortel
@hash ["a" "b" "c"] [1 2 3] ; returns {a 1 b 2 c 3}
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
#Oforth
Oforth
: sumDigits(n) 0 while(n) [ n 10 /mod ->n + ] ; : isHarshad dup sumDigits mod 0 == ;   1100 seq filter(#isHarshad) dup left(20) println dup filter(#[ 1000 > ]) first println
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
#Integer_BASIC
Integer BASIC
  10 REM FONT DERIVED FROM 04B-09 BY YUJI OSHIMOTO 20 GR 30 COLOR = 12 40 REM G 50 HLIN 0,5 AT 0 : HLIN 0,5 AT 1 60 VLIN 2,9 AT 0 : VLIN 2,9 AT 1 70 HLIN 2,5 AT 9 : HLIN 2,5 AT 8 80 VLIN 4,7 AT 5 : VLIN 4,7 AT 4 90 VLIN 4,5 AT 3 100 REM O 110 HLIN 7,12 AT 2 : HLIN 7,12 AT 3 120 HLIN 7,12 AT 8 : HLIN 7,12 AT 9 130 VLIN 4,7 AT 7 : VLIN 4,7 AT 8 140 VLIN 4,7 AT 11 : VLIN 4,7 AT 12 150 REM O 160 HLIN 14,19 AT 2 : HLIN 14,19 AT 3 170 HLIN 14,19 AT 8 : HLIN 14,19 AT 9 180 VLIN 4,7 AT 14 : VLIN 4,7 AT 15 190 VLIN 4,7 AT 18 : VLIN 4,7 AT 19 200 REM D 210 HLIN 21,24 AT 2 : HLIN 21,24 AT 3 220 HLIN 21,26 AT 8 : HLIN 21,26 AT 9 230 VLIN 4,7 AT 21 : VLIN 4,7 AT 22 240 VLIN 0,7 AT 25 : VLIN 0,7 AT 26 250 REM - 260 HLIN 28,33 AT 4 : HLIN 28,33 AT 5 270 REM B 280 VLIN 11,20 AT 0 : VLIN 11,20 AT 1 290 HLIN 2,5 AT 20 : HLIN 2,5 AT 19 300 VLIN 15,18 AT 5 : VLIN 15,18 AT 4 310 HLIN 2,5 AT 14 : HLIN 2,5 AT 13 320 REM Y 330 VLIN 13,20 AT 7 : VLIN 13,20 AT 8 340 VLIN 19,20 AT 9 : VLIN 19,20 AT 10 350 VLIN 13,24 AT 11 : VLIN 13,24 AT 12 360 VLIN 23,24 AT 10 : VLIN 23,24 AT 9 370 REM E 380 VLIN 13,20 AT 14 : VLIN 13,20 AT 15 390 HLIN 16,19 AT 13 : HLIN 16,19 AT 14 400 HLIN 18,19 AT 15 : HLIN 18,19 AT 16 410 HLIN 16,17 AT 17 : HLIN 16,17 AT 18 420 HLIN 16,19 AT 19 : HLIN 16,19 AT 20 430 REM , 440 VLIN 17,22 AT 21 : VLIN 17,22 AT 22 450 REM W 460 VLIN 24,33 AT 0 : VLIN 24,33 AT 1 : VLIN 24,33 AT 3 470 VLIN 24,33 AT 4 : VLIN 24,33 AT 6 : VLIN 24,33 AT 7 480 HLIN 0,7 AT 33 : HLIN 0,7 AT 32 490 REM O 500 HLIN 9,14 AT 26 : HLIN 9,14 AT 27 510 HLIN 9,14 AT 32 : HLIN 9,14 AT 33 520 VLIN 28,31 AT 9 : VLIN 28,31 AT 10 530 VLIN 28,31 AT 13 : VLIN 28,31 AT 14 540 REM R 550 HLIN 16,21 AT 26 : HLIN 16,21 AT 27 560 VLIN 28,33 AT 16 : VLIN 28,33 AT 17 570 REM L 580 VLIN 24,33 AT 23 : VLIN 24,33 AT 24 590 REM D 600 HLIN 26,29 AT 26 : HLIN 26,29 AT 27 610 HLIN 26,29 AT 32 : HLIN 26,29 AT 33 620 VLIN 28,33 AT 26 : VLIN 28,33 AT 27 630 VLIN 24,33 AT 30 : VLIN 24,33 AT 31 640 REM ! 650 VLIN 24,29 AT 33 : VLIN 24,29 AT 34 660 VLIN 32,33 AT 33 : VLIN 32,33 AT 34 670 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
#Ioke
Ioke
import(  :javax:swing, :JOptionPane, :JFrame, :JTextArea, :JButton ) import java:awt:FlowLayout   JOptionPane showMessageDialog(nil, "Goodbye, World!") button = JButton new("Goodbye, World!") text = JTextArea new("Goodbye, World!") window = JFrame new("Goodbye, World!") do( layout = FlowLayout new add(button) add(text) pack setDefaultCloseOperation(JFrame field:EXIT_ON_CLOSE) visible = true )
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).
#PicoLisp
PicoLisp
#!/usr/bin/picolisp /usr/lib/picolisp/lib.l   (load "@ext.l" "@lib/http.l" "@lib/xhtml.l" "@lib/form.l")   (de start () (and (app) (zero *Number)) (action (html 0 "Increment" "@lib.css" NIL (form NIL (gui '(+Var +NumField) '*Number 20 "Value") (gui '(+JS +Button) "increment" '(inc '*Number) ) (gui '(+Button) "random" '(ask "Reset to a random value?" (setq *Number (rand)) ) ) ) ) ) )   (server 8080 "!start") (wait)
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).
#PowerShell
PowerShell
[xml]$XML = @" <Window xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" Title="Rosetta Code" WindowStartupLocation = "CenterScreen" Height="100" Width="210" ResizeMode="NoResize">   <Grid Background="#FFC1C3CB"> <Label Name="Label_Value" Content="Value" HorizontalAlignment="Left" Margin="10,10,0,0" VerticalAlignment="Top" Width="70"/> <TextBox Name="TextBox_Value" HorizontalAlignment="Left" Height="23" Margin="90,10,0,0" TextWrapping="Wrap" Text="0" VerticalAlignment="Top" Width="100"/> <Button Name="Button_Random" Content="Random" HorizontalAlignment="Left" Margin="10,41,0,0" VerticalAlignment="Top" Width="70" Height="23"/> <Button Name="Button_Increment" Content="Increment" HorizontalAlignment="Left" Margin="90,41,0,0" VerticalAlignment="Top" Width="100" Height="23"/> </Grid> </Window> "@   $XMLReader = New-Object System.Xml.XmlNodeReader $XML $XMLForm = [Windows.Markup.XamlReader]::Load($XMLReader) $buttonIncrement = $XMLForm.FindName('Button_Increment') $buttonRandom = $XMLForm.FindName('Button_Random') $textBoxValue = $XMLForm.FindName('TextBox_Value')   $buttonRandom.add_click({ $textBoxValue.Text = Get-Random -Minimum 0 -Maximum 10000 }) $buttonIncrement.add_click({++[Int]$textBoxValue.Text})   $XMLForm.ShowDialog() | Out-Null
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.
#Ada
Ada
with Ada.Text_IO, Interfaces; use Ada.Text_IO, Interfaces;   procedure Gray is   Bits : constant := 5; -- Change only this line for 6 or 7-bit encodings subtype Values is Unsigned_8 range 0 .. 2 ** Bits - 1; package Values_Io is new Ada.Text_IO.Modular_IO (Values);   function Encode (Binary : Values) return Values is begin return Binary xor Shift_Right (Binary, 1); end Encode; pragma Inline (Encode);   function Decode (Gray : Values) return Values is Binary, Bit : Values; Mask  : Values := 2 ** (Bits - 1); begin Bit  := Gray and Mask; Binary := Bit; for I in 2 .. Bits loop Bit  := Shift_Right (Bit, 1); Mask  := Shift_Right (Mask, 1); Bit  := (Gray and Mask) xor Bit; Binary := Binary + Bit; end loop; return Binary; end Decode; pragma Inline (Decode);   HT : constant Character := Character'Val (9); J  : Values; begin Put_Line ("Num" & HT & "Binary" & HT & HT & "Gray" & HT & HT & "decoded"); for I in Values'Range loop J := Encode (I); Values_Io.Put (I, 4); Put (": " & HT); Values_Io.Put (I, Bits + 2, 2); Put (" =>" & HT); Values_Io.Put (J, Bits + 2, 2); Put (" => " & HT); Values_Io.Put (Decode (J), 4); New_Line; end loop; end Gray;
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.
#Action.21
Action!
BYTE FUNC Max(BYTE ARRAY tab BYTE size) BYTE i,res   res=tab(0) FOR i=1 TO size-1 DO IF res<tab(i) THEN res=tab(i) FI OD RETURN (res)   PROC Main() BYTE i,m,size=[20] BYTE ARRAY tab(size)   FOR i=0 TO size-1 DO tab(i)=Rand(0) OD   Print("Array:") FOR i=0 TO size-1 DO PrintF(" %I",tab(i)) OD PutE()   m=Max(tab,size) PrintF("Greatest: %I%E",m) RETURN
http://rosettacode.org/wiki/Hailstone_sequence
Hailstone sequence
The Hailstone sequence of numbers can be generated from a starting positive integer,   n   by:   If   n   is     1     then the sequence ends.   If   n   is   even then the next   n   of the sequence   = n/2   If   n   is   odd   then the next   n   of the sequence   = (3 * n) + 1 The (unproven) Collatz conjecture is that the hailstone sequence for any starting number always terminates. This sequence was named by Lothar Collatz in 1937   (or possibly in 1939),   and is also known as (the):   hailstone sequence,   hailstone numbers   3x + 2 mapping,   3n + 1 problem   Collatz sequence   Hasse's algorithm   Kakutani's problem   Syracuse algorithm,   Syracuse problem   Thwaites conjecture   Ulam's problem The hailstone sequence is also known as   hailstone numbers   (because the values are usually subject to multiple descents and ascents like hailstones in a cloud). Task Create a routine to generate the hailstone sequence for a number. Use the routine to show that the hailstone sequence for the number 27 has 112 elements starting with 27, 82, 41, 124 and ending with 8, 4, 2, 1 Show the number less than 100,000 which has the longest hailstone sequence together with that sequence's length.   (But don't show the actual sequence!) See also   xkcd (humourous).   The Notorious Collatz conjecture Terence Tao, UCLA (Presentation, pdf).   The Simplest Math Problem No One Can Solve Veritasium (video, sponsored).
#360_Assembly
360 Assembly
* Hailstone sequence 16/08/2015 HAILSTON CSECT USING HAILSTON,R12 LR R12,R15 ST R14,SAVER14 BEGIN L R11,=F'100000' nmax LA R8,27 n=27 LR R1,R8 MVI FTAB,X'01' ftab=true BAL R14,COLLATZ LR R10,R1 p XDECO R8,XDEC n MVC BUF1+10(6),XDEC+6 XDECO R10,XDEC p MVC BUF1+18(5),XDEC+7 LA R5,6 LA R3,0 i LA R4,BUF1+25 LOOPED L R2,TAB(R3) tab(i) XDECO R2,XDEC MVC 0(7,R4),XDEC+5 LA R3,4(R3) i=i+1 LA R4,7(R4) C R5,=F'4' BNE BCT LA R4,7(R4) BCT BCT R5,LOOPED XPRNT BUF1,80 print hailstone(n)=p,tab(*) MVC LONGEST,=F'0' longest=0 MVI FTAB,X'00' ftab=true LA R8,1 i LOOPI CR R8,R11 do i=1 to nmax BH ELOOPI LR R1,R8 n BAL R14,COLLATZ LR R10,R1 p L R4,LONGEST CR R4,R10 if longest<p BNL NOTSUP ST R8,IVAL ival=i ST R10,LONGEST longest=p NOTSUP LA R8,1(R8) i=i+1 B LOOPI ELOOPI EQU * end i XDECO R11,XDEC maxn MVC BUF2+9(6),XDEC+6 L R1,IVAL ival XDECO R1,XDEC MVC BUF2+28(6),XDEC+6 L R1,LONGEST longest XDECO R1,XDEC MVC BUF2+36(5),XDEC+7 XPRNT BUF2,80 print maxn,hailstone(ival)=longest B RETURN * * * r1=collatz(r1) COLLATZ LR R7,R1 m=n (R7) LA R6,1 p=1 (R6) LOOPP C R7,=F'1' do p=1 by 1 while(m>1) BNH ELOOPP CLI FTAB,X'01' if ftab BNE NONOK C R6,=F'1' if p>=1 BL NONOK C R6,=F'3' & p<=3 BH NONOK LR R1,R6 then BCTR R1,0 SLA R1,2 ST R7,TAB(R1) tab(p)=m NONOK LR R4,R7 m N R4,=F'1' m&1 LTR R4,R4 if m//2=0 (if not(m&1)) BNZ ODD EVEN SRA R7,1 m=m/2 B EIFM ODD LA R3,3 MR R2,R7 *m LA R7,1(R3) m=m*3+1 EIFM CLI FTAB,X'01' if ftab BNE NEXTP MVC TAB+12,TAB+16 tab(4)=tab(5) MVC TAB+16,TAB+20 tab(5)=tab(6) ST R7,TAB+20 tab(6)=m NEXTP LA R6,1(R6) p=p+1 B LOOPP ELOOPP LR R1,R6 end p; return(p) BR R14 end collatz * RETURN L R14,SAVER14 restore caller address XR R15,R15 set return code BR R14 return to caller SAVER14 DS F IVAL DS F LONGEST DS F N DS F TAB DS 6F FTAB DS X BUF1 DC CL80'hailstone(nnnnnn)=nnnnn : nnnnnn nnnnnn nnnnnn ...* ... nnnnnn nnnnnn nnnnnn' BUF2 DC CL80'longest <nnnnnn : hailstone(nnnnnn)=nnnnn' XDEC DS CL12 YREGS END HAILSTON
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.
#Nim
Nim
import algorithm, sequtils, strscans, strutils, tables   const NoColor = 0   type   Color = range[0..63]   Node = ref object num: Natural # Node number. color: Color # Node color. degree: Natural # Node degree. dsat: Natural # Node Dsaturation. neighbors: seq[Node] # List of neighbors.   Graph = seq[Node] # List of nodes ordered by number.   #---------------------------------------------------------------------------------------------------   proc initGraph(graphRepr: string): Graph = ## Initialize the graph from its string representation.   var mapping: Table[Natural, Node] # Temporary mapping. for elem in graphRepr.splitWhitespace(): var num1, num2: int if elem.scanf("$i-$i", num1, num2): let node1 = mapping.mgetOrPut(num1, Node(num: num1)) let node2 = mapping.mgetOrPut(num2, Node(num: num2)) node1.neighbors.add node2 node2.neighbors.add node1 elif elem.scanf("$i", num1): discard mapping.mgetOrPut(num1, Node(num: num1)) else: raise newException(ValueError, "wrong description: " & elem)   for node in mapping.values: node.degree = node.neighbors.len result = sortedByIt(toSeq(mapping.values), it.num)   #---------------------------------------------------------------------------------------------------   proc numbers(nodes: seq[Node]): string = ## Return the numbers of a list of nodes. for node in nodes: result.addSep(" ") result.add($node.num)   #---------------------------------------------------------------------------------------------------   proc `$`(graph: Graph): string = ## Return the description of the graph.   var maxColor = NoColor for node in graph: stdout.write "Node ", node.num, ": color = ", node.color if node.color > maxColor: maxColor = node.color if node.neighbors.len > 0: echo " neighbors = ", sortedByIt(node.neighbors, it.num).numbers else: echo "" echo "Number of colors: ", maxColor   #---------------------------------------------------------------------------------------------------   proc `<`(node1, node2: Node): bool = ## Comparison of nodes, by dsaturation first, then by degree. if node1.dsat == node2.dsat: node1.degree < node2.degree else: node1.dsat < node2.dsat   #---------------------------------------------------------------------------------------------------   proc getMaxDsatNode(nodes: var seq[Node]): Node = ## Return the node with the greatest dsaturation. let idx = nodes.maxIndex() result = nodes[idx] nodes.delete(idx)   #---------------------------------------------------------------------------------------------------   proc minColor(node: Node): COLOR = ## Return the minimum available color for a node. var colorUsed: set[Color] for neighbor in node.neighbors: colorUsed.incl neighbor.color for color in 1..Color.high: if color notin colorUsed: return color   #---------------------------------------------------------------------------------------------------   proc distinctColorsCount(node: Node): Natural = ## Return the number of distinct colors of the neighbors of a node. var colorUsed: set[Color] for neighbor in node.neighbors: colorUsed.incl neighbor.color result = colorUsed.card   #---------------------------------------------------------------------------------------------------   proc updateDsats(node: Node) = ## Update the dsaturations of the neighbors of a node. for neighbor in node.neighbors: if neighbor.color == NoColor: neighbor.dsat = neighbor.distinctColorsCount()   #---------------------------------------------------------------------------------------------------   proc colorize(graphRepr: string) = ## Colorize a graph.   let graph = initGraph(graphRepr) var nodes = sortedByIt(graph, -it.degree) # Copy or graph sorted by decreasing degrees. while nodes.len > 0: let node = nodes.getMaxDsatNode() node.color = node.minColor() node.updateDsats()   echo "Graph: ", graphRepr echo graph     #---------------------------------------------------------------------------------------------------   when isMainModule: colorize("0-1 1-2 2-0 3") colorize("1-6 1-7 1-8 2-5 2-7 2-8 3-5 3-6 3-8 4-5 4-6 4-7") colorize("1-4 1-6 1-8 3-2 3-6 3-8 5-2 5-4 5-8 7-2 7-4 7-6") colorize("1-6 7-1 8-1 5-2 2-7 2-8 3-5 6-3 3-8 4-5 4-6 4-7")
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.
#Perl
Perl
use strict; use warnings; no warnings 'uninitialized'; use feature 'say'; use constant True => 1; use List::Util qw(head uniq);   sub GraphNodeColor { my(%OneMany, %NodeColor, %NodePool, @ColorPool); my(@data) = @_;   for (@data) { my($a,$b) = @$_; push @{$OneMany{$a}}, $b; push @{$OneMany{$b}}, $a; }   @ColorPool = 0 .. -1 + scalar %OneMany; $NodePool{$_} = True for keys %OneMany;   if ($OneMany{''}) { # skip islanders for now delete $NodePool{$_} for @{$OneMany{''}}; delete $NodePool{''}; }   while (%NodePool) { my $color = shift @ColorPool; my %TempPool = %NodePool;   while (my $n = head 1, sort keys %TempPool) { $NodeColor{$n} = $color; delete $TempPool{$n}; delete $TempPool{$_} for @{$OneMany{$n}} ; # skip neighbors as well delete $NodePool{$n}; }   if ($OneMany{''}) { # islanders use an existing color $NodeColor{$_} = head 1, sort values %NodeColor for @{$OneMany{''}}; } } %NodeColor }   my @DATA = ( [ [1,2],[2,3],[3,1],[4,undef],[5,undef],[6,undef] ], [ [1,6],[1,7],[1,8],[2,5],[2,7],[2,8],[3,5],[3,6],[3,8],[4,5],[4,6],[4,7] ], [ [1,4],[1,6],[1,8],[3,2],[3,6],[3,8],[5,2],[5,4],[5,8],[7,2],[7,4],[7,6] ], [ [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 my $d (@DATA) { my %result = GraphNodeColor @$d;   my($graph,$colors); $graph .= '(' . join(' ', @$_) . '), ' for @$d; $colors .= ' ' . $result{$$_[0]} . '-' . ($result{$$_[1]} // '') . ' ' for @$d;   say 'Graph  : ' . $graph =~ s/,\s*$//r; say 'Colors : ' . $colors; say 'Nodes  : ' . keys %result; say 'Edges  : ' . @$d; say 'Unique : ' . uniq values %result; say ''; }
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
#Mathematica.2FWolfram_Language
Mathematica/Wolfram Language
ClearAll[GoldbachFuncion] GoldbachFuncion[e_Integer] := Module[{ps}, ps = Prime[Range[PrimePi[e/2]]]; Total[Boole[PrimeQ[e - ps]]] ] Grid[Partition[GoldbachFuncion /@ Range[4, 220, 2], 10]] GoldbachFuncion[10^6] DiscretePlot[GoldbachFuncion[e], {e, 4, 2000}, Filling -> None]
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
#Perl
Perl
use strict; use warnings; use feature 'say';   use List::Util 'max'; use GD::Graph::bars; use ntheory 'is_prime';   sub table { my $t = shift() * (my $c = 1 + max map {length} @_); ( sprintf( ('%'.$c.'s')x@_, @_) ) =~ s/.{1,$t}\K/\n/gr }   sub G { my($n) = @_; scalar grep { is_prime($_) and is_prime($n - $_) } 2 .. $n/2; }   my @y; push @y, G(2*$_ + 4) for my @x = 0..1999;   say $_ for table 10, @y; printf "G $_: %d", G($_) for 1e6;   my @data = ( \@x, \@y); my $graph = GD::Graph::bars->new(1200, 400); $graph->set( title => q/Goldbach's Comet/, y_max_value => 170, x_tick_number => 10, r_margin => 10, dclrs => [ 'blue' ], ) or die $graph->error; my $gd = $graph->plot(\@data) or die $graph->error;   open my $fh, '>', 'goldbachs-comet.png'; binmode $fh; print $fh $gd->png(); close $fh;
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.
#Delphi
Delphi
-module(ros_bitmap).   -export([new/2, fill/2, set_pixel/3, get_pixel/2, convert/2]).   -record(bitmap, { mode = rgb, pixels = nil, shape = {0, 0} }).   tuple_to_bytes({rgb, R, G, B}) -> <<R:8, G:8, B:8>>; tuple_to_bytes({gray, L}) -> <<L:8>>.   bytes_to_tuple(rgb, Bytes) -> <<R:8, G:8, B:8>> = Bytes, {rgb, R, G, B}; bytes_to_tuple(gray, Bytes) -> <<L:8>> = Bytes, {gray, L}.   new(Width, Height) -> new(Width, Height, {rgb, 0, 0, 0}).   new(Width, Height, rgb) -> new(Width, Height, {rgb, 0, 0, 0});   new(Width, Height, gray) -> new(Width, Height, {gray, 0, 0, 0});   new(Width, Height, ColorTuple) when is_tuple(ColorTuple) -> [Mode|Components] = tuple_to_list(ColorTuple), Bytes = list_to_binary(Components), #bitmap{ pixels=array:new(Width * Height, {default, Bytes}), shape={Width, Height}, mode=Mode}.   fill(#bitmap{shape={Width, Height}, mode=Mode}, ColorTuple) when element(1, ColorTuple) =:= Mode -> new(Width, Height, ColorTuple).   set_pixel(#bitmap{pixels=Pixels, shape={Width, _Height}, mode=Mode}=Bitmap, {at, X, Y}, ColorTuple) when element(1, ColorTuple) =:= Mode -> Index = X + Y * Width, Bitmap#bitmap{pixels=array:set(Index, tuple_to_bytes(ColorTuple), Pixels)}.   get_pixel(#bitmap{pixels=Pixels, shape={Width, _Height}, mode=Mode}, {at, X, Y}) -> Index = X + Y * Width, Bytes = array:get(Index, Pixels), bytes_to_tuple(Mode, Bytes).   luminance(<<R:8, G:8, B:8>>) -> <<(trunc(R * 0.2126 + G * 0.7152 + B * 0.0722))>>.   %% convert from rgb to grayscale convert(#bitmap{pixels=Pixels, mode=rgb}=Bitmap, gray) -> Bitmap#bitmap{ pixels=array:map(fun(_I, Pixel) -> luminance(Pixel) end, Pixels), mode=gray};   %% convert from grayscale to rgb convert(#bitmap{pixels=Pixels, mode=gray}=Bitmap, rgb)-> Bitmap#bitmap{ pixels=array:map(fun(_I, <<L:8>>) -> <<L:8, L:8, L:8>> end, Pixels), mode=rgb};   %% no conversion if the mode is the same with the bitmap. convert(#bitmap{mode=Mode}=Bitmap, Mode) -> Bitmap.  
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
#Erlang
Erlang
  ' 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).
#C.23
C#
using System; using System.Numerics; using System.Linq;   namespace Hamming {   class MainClass {   public static BigInteger Hamming(int n) { BigInteger two = 2, three = 3, five = 5; var h = new BigInteger[n]; h[0] = 1; BigInteger x2 = 2, x3 = 3, x5 = 5; int i = 0, j = 0, k = 0;   for (int index = 1; index < n; index++) { h[index] = BigInteger.Min(x2, BigInteger.Min(x3, x5)); if (h[index] == x2) x2 = two * h[++i]; if (h[index] == x3) x3 = three * h[++j]; if (h[index] == x5) x5 = five * h[++k]; } return h[n - 1]; }   public static void Main(string[] args) { Console.WriteLine(string.Join(" ", Enumerable.Range(1, 20).ToList().Select(x => Hamming(x)))); Console.WriteLine(Hamming(1691)); Console.WriteLine(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
#Dart
Dart
import 'dart:math'; import 'dart:io';   main() { final n = (1 + new Random().nextInt(10)).toString(); print("Guess which number I've chosen in the range 1 to 10"); do { stdout.write(" Your guess : "); } while (n != stdin.readLineSync()); print("\nWell 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
#DCL
DCL
$ time = f$time() $ number = f$extract( f$length( time ) - 1, 1, time ) + 1 $ loop: $ inquire guess "enter a guess (integer 1-10) " $ if guess .nes. number then $ goto loop $ write sys$output "Well guessed!"
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.
#Common_Lisp
Common Lisp
(defun max-subseq (list) (let ((best-sum 0) (current-sum 0) (end 0)) ;; determine the best sum, and the end of the max subsequence (do ((list list (rest list)) (i 0 (1+ i))) ((endp list)) (setf current-sum (max 0 (+ current-sum (first list)))) (when (> current-sum best-sum) (setf end i best-sum current-sum))) ;; take the subsequence of list ending at end, and remove elements ;; from the beginning until the subsequence sums to best-sum. (let* ((sublist (subseq list 0 (1+ end))) (sum (reduce #'+ sublist))) (do ((start 0 (1+ start)) (sublist sublist (rest sublist)) (sum sum (- sum (first sublist)))) ((or (endp sublist) (eql sum best-sum)) (values best-sum sublist start (1+ end)))))))
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.
#Vala
Vala
bool validate_input(Gtk.Window window, string str){ int64 val; bool ret = int64.try_parse(str,out val);;   if(!ret || str == ""){ var dialog = new Gtk.MessageDialog(window, Gtk.DialogFlags.MODAL, Gtk.MessageType.ERROR, Gtk.ButtonsType.OK, "Invalid value"); dialog.run(); dialog.destroy(); } if(str == ""){ ret = false; }   return ret; }   int main (string[] args) { Gtk.init (ref args);   var window = new Gtk.Window(); window.title = "Rosetta Code"; window.window_position = Gtk.WindowPosition.CENTER; window.destroy.connect(Gtk.main_quit); window.set_default_size(0,0);   var box = new Gtk.Box(Gtk.Orientation.HORIZONTAL, 1); box.set_border_width(1);   var label = new Gtk.Label("Value:"); var entry = new Gtk.Entry(); var ib = new Gtk.Button.with_label("inc"); var db = new Gtk.Button.with_label("dec");   ib.set_sensitive(true); //enable the inc button db.set_sensitive(false); //disable the dec button   entry.set_text("0"); //initialize to zero   entry.activate.connect(() => { var str = entry.get_text();   if(!validate_input(window, str)){ entry.set_text("0"); //initialize to zero on wrong input }else{ int num = int.parse(str); if(num != 0){ entry.set_sensitive(false); //disable the field } if(num > 0 && num < 10){ ib.set_sensitive(true); //enable the inc button db.set_sensitive(true); //enable the dec button } if(num > 9){ ib.set_sensitive(false); //disable the inc button db.set_sensitive(true); //enable the dec button } } });   ib.clicked.connect(() => { // read and validate the entered value if(!validate_input(window, entry.get_text())){ entry.set_text("0"); //initialize to zero on wrong input }else{ int num = int.parse(entry.get_text()) + 1; entry.set_text(num.to_string()); if(num > 9){ ib.set_sensitive(false); //disable the inc button } if(num != 0){ db.set_sensitive(true); //enable the dec button entry.set_sensitive(false); //disable the field } if(num == 0){ entry.set_sensitive(true); //enable the field } if(num < 0){ db.set_sensitive(false); //disable the dec button } } });   db.clicked.connect(() => { // read and validate the entered value int num = int.parse(entry.get_text()) - 1; entry.set_text(num.to_string()); if(num == 0){ db.set_sensitive(false); //disable the dec button entry.set_sensitive(true); //enable the field } if(num < 10){ ib.set_sensitive(true); //enable the inc button } });   box.pack_start(label, false, false, 2); box.pack_start(entry, false, false, 2); box.pack_start(ib, false, false, 2); box.pack_start(db, false, false, 2);   window.add(box);   window.show_all();   Gtk.main(); return 0; }  
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)
#Ceylon
Ceylon
import ceylon.random { DefaultRandom }   shared void run() { value random = DefaultRandom(); value range = 1..10; while(true) { value chosen = random.nextElement(range); print("I have chosen a number between ``range.first`` and ``range.last``. What is your guess?"); while(true) { if(exists line = process.readLine()) { value guess = Integer.parse(line.trimmed);   if(is ParseException guess) { print(guess.message); continue; }   switch(guess <=> chosen) case (larger) { print("Too high!"); } case (smaller) { print("Too low!"); } case (equal) { print("You got it!"); break; } } else { print("Please enter a number!"); } } } }
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.
#Perl
Perl
sub partition { my($all, $div) = @_; my @marks = 0; push @marks, $_/$div * $all for 1..$div; my @copy = @marks; $marks[$_] -= $copy[$_-1] for 1..$#marks; @marks[1..$#marks]; }   sub bars { my($h,$w,$p,$rev) = @_; my (@nums,@vals,$line,$d);   $d = 2**$p; push @nums, int $_/($d-1) * (2**16-1) for $rev ? reverse 0..$d-1 : 0..$d-1; push @vals, ($nums[$_]) x (partition($w, $d))[$_] for 0..$#nums; $line = join(' ', @vals) . "\n"; $line x $h; }   my($w,$h) = (1280,768); open my $pgm, '>', 'Greyscale-bars-perl5.pgm' or die "Can't create Greyscale-bars-perl5.pgm: $!";   print $pgm <<"EOH"; P2 # Greyscale-bars-perl5.pgm $w $h 65535 EOH   my ($h1,$h2,$h3,$h4) = partition($h,4);   print $pgm bars($h1,$w,3,0), bars($h2,$w,4,1), bars($h3,$w,5,0), bars($h4,$w,6,1);
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
#MATLAB
MATLAB
function GuessNumberFeedbackPlayer   lowVal = input('Lower limit: '); highVal = input('Upper limit: '); fprintf('Think of your number. Press Enter when ready.\n') pause nGuesses = 1; done = false; while ~done guess = floor(0.5*(lowVal+highVal)); score = input(sprintf( ... 'Is %d too high (H), too low (L), or equal (E)? ', guess), 's'); if any(strcmpi(score, {'h' 'hi' 'high' 'too high' '+'})) highVal = guess-1; nGuesses = nGuesses+1; elseif any(strcmpi(score, {'l' 'lo' 'low' 'too low' '-'})) lowVal = guess+1; nGuesses = nGuesses+1; elseif any(strcmpi(score, {'e' 'eq' 'equal' 'right' 'correct' '='})) fprintf('Yay! I win in %d guesses.\n', nGuesses) done = true; else fprintf('Unclear response. Try again.\n') end if highVal < lowVal fprintf('Incorrect scoring. No further guesses.\n') done = true; end 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
#Draco
Draco
proc nonrec dsumsq(byte n) byte: byte r, d; r := 0; while n~=0 do d := n % 10; n := n / 10; r := r + d * d od; r corp   proc nonrec happy(byte n) bool: [256] bool seen; byte i; for i from 0 upto 255 do seen[i] := false od; while not seen[n] do seen[n] := true; n := dsumsq(n) od; seen[1] corp   proc nonrec main() void: byte n, seen; n := 1; seen := 0; while seen < 8 do if happy(n) then writeln(n:3); seen := seen + 1 fi; n := n + 1 od corp
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.
#MySQL
MySQL
DELIMITER $$   CREATE FUNCTION haversine ( lat1 FLOAT, lon1 FLOAT, lat2 FLOAT, lon2 FLOAT ) RETURNS FLOAT NO SQL DETERMINISTIC BEGIN DECLARE r FLOAT unsigned DEFAULT 6372.8; DECLARE dLat FLOAT unsigned; DECLARE dLon FLOAT unsigned; DECLARE a FLOAT unsigned; DECLARE c FLOAT unsigned;   SET dLat = ABS(RADIANS(lat2 - lat1)); SET dLon = ABS(RADIANS(lon2 - lon1)); SET lat1 = RADIANS(lat1); SET lat2 = RADIANS(lat2);   SET a = POW(SIN(dLat / 2), 2) + COS(lat1) * COS(lat2) * POW(SIN(dLon / 2), 2); SET c = 2 * ASIN(SQRT(a));   RETURN (r * c); END$$   DELIMITER ;
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
#gecho
gecho
'Hello, <> 'World! print
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
#Wren
Wren
var keys = [1, 2, 3, 4, 5] var values = ["first", "second", "third", "fourth","fifth"] var hash = {} (0..4).each { |i| hash[keys[i]] = values[i] } System.print(hash)
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
#zkl
zkl
keys:=T("a","b","c","d"); vals:=T(1,2,3,4); d:=keys.zip(vals).toDictionary(); d.println(); d["b"].println();
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
#ooRexx
ooRexx
/* REXX --------------------------------------------------------------- * 21.01.2014 Walter Pachl modi-(simpli-)fied from REXX version 1 *--------------------------------------------------------------------*/ 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. */   Do j=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   Do j=y+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   sumdigs: Procedure /* compute sum of n's digits */ Parse Arg n sum=left(n,1) Do k=2 To length(n) sum=sum+substr(n,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
#IWBASIC
IWBASIC
  DEF Win:WINDOW DEF Close:CHAR DEF ScreenSizeX,ScreenSizeY:UINT   GETSCREENSIZE(ScreenSizeX,ScreenSizeY)   OPENWINDOW Win,0,0,ScreenSizeX,ScreenSizeY,NULL,NULL,"Goodbye program",&MainHandler   PRINT Win,"Goodbye, World!" 'Prints in upper left corner of the window (position 0,0).   WAITUNTIL Close=1   CLOSEWINDOW Win   END   SUB MainHandler   IF @MESSAGE=@IDCLOSEWINDOW THEN Close=1   RETURN ENDSUB  
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).
#Prolog
Prolog
dialog('GUI_Interaction', [ object := GUI_Interaction, parts := [ GUI_Interaction := dialog('Rosetta Code'), Input_field := text_item(input_field), Increment := button(increment), Random := button(random) ], modifications := [ Input_field := [ label := 'Value :', length := 28 ] ], layout := [ area(Input_field, area(54, 24, 251, 24)), area(Increment, area(54, 90, 80, 24)), area(Random, area(230, 90, 80, 24)) ], behaviour :=   [ Increment := [ message := message(@prolog, increment, Input_field ) ], Random := [ message := message(@prolog, my_random, Input_field) ], Input_field := [ message := message(@prolog, input, GUI_Interaction, Increment, @receiver, @arg1) ] ]   ]).   gui_component :- make_dialog(S, 'GUI_Interaction'), send(S, open).     increment(Input) :- get(Input, selection, V), atom_number(V, Val), Val1 is Val + 1, send(Input, selection, Val1).   my_random(Input) :- new(D, dialog('GUI Interaction')), send(D, append(label(lbl,'Confirm your choice !'))), send(D, append(button(ok, message(D, return, ok)))), send(D, append(button(cancel, message(D, return, ko)))), send(D, default_button(ok)), get(D, confirm, Rval), free(D), ( Rval = ok -> X is random(10000), send(Input, selection, X) ).     input(Gui, Btn, Input, Selection) :- catch( (term_to_atom(T, Selection), number(T), send(Gui, focus, Btn)), _, ( send(@display, inform, 'Please type a number !'), send(Input,clear))).  
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.
#Aime
Aime
integer gray_encode(integer n) { n ^ (n >> 1); }   integer gray_decode(integer n) { integer p;   p = n; while (n >>= 1) { p ^= n; }   p; }
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.
#ActionScript
ActionScript
function max(... args):Number { var curMax:Number = -Infinity; for(var i:uint = 0; i < args.length; i++) curMax = Math.max(curMax, args[i]); return curMax; }
http://rosettacode.org/wiki/Hailstone_sequence
Hailstone sequence
The Hailstone sequence of numbers can be generated from a starting positive integer,   n   by:   If   n   is     1     then the sequence ends.   If   n   is   even then the next   n   of the sequence   = n/2   If   n   is   odd   then the next   n   of the sequence   = (3 * n) + 1 The (unproven) Collatz conjecture is that the hailstone sequence for any starting number always terminates. This sequence was named by Lothar Collatz in 1937   (or possibly in 1939),   and is also known as (the):   hailstone sequence,   hailstone numbers   3x + 2 mapping,   3n + 1 problem   Collatz sequence   Hasse's algorithm   Kakutani's problem   Syracuse algorithm,   Syracuse problem   Thwaites conjecture   Ulam's problem The hailstone sequence is also known as   hailstone numbers   (because the values are usually subject to multiple descents and ascents like hailstones in a cloud). Task Create a routine to generate the hailstone sequence for a number. Use the routine to show that the hailstone sequence for the number 27 has 112 elements starting with 27, 82, 41, 124 and ending with 8, 4, 2, 1 Show the number less than 100,000 which has the longest hailstone sequence together with that sequence's length.   (But don't show the actual sequence!) See also   xkcd (humourous).   The Notorious Collatz conjecture Terence Tao, UCLA (Presentation, pdf).   The Simplest Math Problem No One Can Solve Veritasium (video, sponsored).
#ABAP
ABAP
  CLASS lcl_hailstone DEFINITION. PUBLIC SECTION. TYPES: tty_sequence TYPE STANDARD TABLE OF i WITH NON-UNIQUE EMPTY KEY, BEGIN OF ty_seq_len, start TYPE i, len TYPE i, END OF ty_seq_len, tty_seq_len TYPE HASHED TABLE OF ty_seq_len WITH UNIQUE KEY start.   CLASS-METHODS: get_next IMPORTING n TYPE i RETURNING VALUE(r_next_hailstone_num) TYPE i,   get_sequence IMPORTING start TYPE i RETURNING VALUE(r_sequence) TYPE tty_sequence,   get_longest_sequence_upto IMPORTING limit TYPE i RETURNING VALUE(r_longest_sequence) TYPE ty_seq_len.   PRIVATE SECTION. TYPES: BEGIN OF ty_seq, start TYPE i, seq TYPE tty_sequence, END OF ty_seq. CLASS-DATA: sequence_buffer TYPE HASHED TABLE OF ty_seq WITH UNIQUE KEY start. ENDCLASS.   CLASS lcl_hailstone IMPLEMENTATION. METHOD get_next. r_next_hailstone_num = COND #( WHEN n MOD 2 = 0 THEN n / 2 ELSE ( 3 * n ) + 1 ). ENDMETHOD.   METHOD get_sequence. INSERT start INTO TABLE r_sequence. IF start = 1. RETURN. ENDIF.   READ TABLE sequence_buffer ASSIGNING FIELD-SYMBOL(<buff>) WITH TABLE KEY start = start. IF sy-subrc = 0. INSERT LINES OF <buff>-seq INTO TABLE r_sequence. ELSE. DATA(seq) = get_sequence( get_next( start ) ). INSERT LINES OF seq INTO TABLE r_sequence. INSERT VALUE ty_seq( start = start seq = seq ) INTO TABLE sequence_buffer. ENDIF. ENDMETHOD.   METHOD get_longest_sequence_upto. DATA: max_seq TYPE ty_seq_len, act_seq TYPE ty_seq_len.   DO limit TIMES. act_seq-len = lines( get_sequence( sy-index ) ).   IF act_seq-len > max_seq-len. max_seq-len = act_seq-len. max_seq-start = sy-index. ENDIF. ENDDO.   r_longest_sequence = max_seq. ENDMETHOD. ENDCLASS.   START-OF-SELECTION. cl_demo_output=>begin_section( |Hailstone sequence of 27 is: | ). cl_demo_output=>write( REDUCE string( INIT result = `` FOR item IN lcl_hailstone=>get_sequence( 27 ) NEXT result = |{ result } { item }| ) ). cl_demo_output=>write( |With length: { lines( lcl_hailstone=>get_sequence( 27 ) ) }| ). cl_demo_output=>begin_section( |Longest hailstone sequence upto 100k| ). cl_demo_output=>write( lcl_hailstone=>get_longest_sequence_upto( 100000 ) ). cl_demo_output=>display( ).  
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.
#Phix
Phix
-- demo\rosetta\Graph_colouring.exw with javascript_semantics constant tests = split(""" 0-1 1-2 2-0 3 1-6 1-7 1-8 2-5 2-7 2-8 3-5 3-6 3-8 4-5 4-6 4-7 1-4 1-6 1-8 3-2 3-6 3-8 5-2 5-4 5-8 7-2 7-4 7-6 1-6 7-1 8-1 5-2 2-7 2-8 3-5 6-3 3-8 4-5 4-6 4-7 ""","\n",true) function colour(sequence nodes, links, colours, soln, integer best, next, used=0) -- fill/try each colours[next], recursing as rqd and saving any improvements. -- nodes/links are read-only here, colours is the main workspace, soln/best are -- the results, next is 1..length(nodes), and used is length(unique(colours)). -- On really big graphs I might consider making nodes..best static, esp colours, -- in which case you will probably also want a "colours[next] = 0" reset below. integer c = 1 colours = deep_copy(colours) while c<best do bool avail = true for i=1 to length(links[next]) do if colours[links[next][i]]==c then avail = false exit end if end for if avail then colours[next] = c integer newused = used + (find(c,colours)==next) if next<length(nodes) then {best,soln} = colour(nodes,links,colours,soln,best,next+1,newused) elsif newused<best then {best,soln} = {newused,deep_copy(colours)} end if end if c += 1 end while return {best,soln} end function function add_node(sequence nodes, links, string n) integer rdx = find(n,nodes) if rdx=0 then nodes = append(nodes,n) links = append(links,{}) rdx = length(nodes) end if return {nodes, links, rdx} end function for t=1 to length(tests) do string tt = tests[t] sequence lt = split(tt," "), nodes = {}, links = {} integer linkcount = 0, left, right for l=1 to length(lt) do sequence ll = split(lt[l],"-") {nodes, links, left} = add_node(deep_copy(nodes),deep_copy(links),ll[1]) if length(ll)=2 then {nodes, links, right} = add_node(deep_copy(nodes),deep_copy(links),ll[2]) links[left] = deep_copy(links[left])&right links[right] = deep_copy(links[right])&left linkcount += 1 end if end for integer ln = length(nodes) printf(1,"test%d: %d nodes, %d edges, ",{t,ln,linkcount}) sequence colours = repeat(0,ln), soln = tagset(ln) -- fallback solution integer next = 1, best = ln printf(1,"%d colours:%v\n",colour(nodes,links,colours,soln,best,next)) end for
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
#Phix
Phix
-- -- demo\rosetta\Goldbachs_comet.exw -- ================================ -- -- Note: this plots n/2 vs G(n) for n=6 to 4000 by 2, matching wp and -- Algol 68, Python, and Raku. However, while not wrong, Arturo -- and Wren apparently plot n vs G(n) for n=6 to 2000 by 2, so -- should you spot any (very) minor differences, that'd be why. -- with javascript_semantics requires("1.0.2") constant limit = 4000 sequence primes = get_primes_le(limit)[2..$], goldbach = reinstate(repeat(0,limit),{4},{1}) for i=1 to length(primes) do for j=i to length(primes) do integer s = primes[i] + primes[j] if s>limit then exit end if goldbach[s] += 1 end for end for sequence fhg = extract(goldbach,tagstart(4,100,2)) string fhgs = join_by(fhg,1,10," ","\n","%2d") integer gm = sum(apply(sq_sub(1e6,get_primes_le(499999)[2..$]),is_prime)) printf(1,"The first 100 G values:\n%s\n\nG(1,000,000) = %,d\n",{fhgs,gm}) include pGUI.e include IupGraph.e function get_data(Ihandle /*graph*/) return {{tagset(limit/2,3,3),extract(goldbach,tagset(limit,6,6)),CD_RED}, {tagset(limit/2,4,3),extract(goldbach,tagset(limit,8,6)),CD_BLUE}, {tagset(limit/2,5,3),extract(goldbach,tagset(limit,10,6)),CD_DARK_GREEN}} end function IupOpen() Ihandle graph = IupGraph(get_data,"RASTERSIZE=640x440,MARKSTYLE=PLUS") IupSetAttributes(graph,"XTICK=%d,XMIN=0,XMAX=%d",{limit/20,limit/2}) IupSetAttributes(graph,"YTICK=20,YMIN=0,YMAX=%d",{max(goldbach)+20}) Ihandle dlg = IupDialog(graph,`TITLE="Goldbach's comet",MINSIZE=400x300`) IupShow(dlg) if platform()!=JS then IupMainLoop() IupClose() end if
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.
#Erlang
Erlang
-module(ros_bitmap).   -export([new/2, fill/2, set_pixel/3, get_pixel/2, convert/2]).   -record(bitmap, { mode = rgb, pixels = nil, shape = {0, 0} }).   tuple_to_bytes({rgb, R, G, B}) -> <<R:8, G:8, B:8>>; tuple_to_bytes({gray, L}) -> <<L:8>>.   bytes_to_tuple(rgb, Bytes) -> <<R:8, G:8, B:8>> = Bytes, {rgb, R, G, B}; bytes_to_tuple(gray, Bytes) -> <<L:8>> = Bytes, {gray, L}.   new(Width, Height) -> new(Width, Height, {rgb, 0, 0, 0}).   new(Width, Height, rgb) -> new(Width, Height, {rgb, 0, 0, 0});   new(Width, Height, gray) -> new(Width, Height, {gray, 0, 0, 0});   new(Width, Height, ColorTuple) when is_tuple(ColorTuple) -> [Mode|Components] = tuple_to_list(ColorTuple), Bytes = list_to_binary(Components), #bitmap{ pixels=array:new(Width * Height, {default, Bytes}), shape={Width, Height}, mode=Mode}.   fill(#bitmap{shape={Width, Height}, mode=Mode}, ColorTuple) when element(1, ColorTuple) =:= Mode -> new(Width, Height, ColorTuple).   set_pixel(#bitmap{pixels=Pixels, shape={Width, _Height}, mode=Mode}=Bitmap, {at, X, Y}, ColorTuple) when element(1, ColorTuple) =:= Mode -> Index = X + Y * Width, Bitmap#bitmap{pixels=array:set(Index, tuple_to_bytes(ColorTuple), Pixels)}.   get_pixel(#bitmap{pixels=Pixels, shape={Width, _Height}, mode=Mode}, {at, X, Y}) -> Index = X + Y * Width, Bytes = array:get(Index, Pixels), bytes_to_tuple(Mode, Bytes).   luminance(<<R:8, G:8, B:8>>) -> <<(trunc(R * 0.2126 + G * 0.7152 + B * 0.0722))>>.   %% convert from rgb to grayscale convert(#bitmap{pixels=Pixels, mode=rgb}=Bitmap, gray) -> Bitmap#bitmap{ pixels=array:map(fun(_I, Pixel) -> luminance(Pixel) end, Pixels), mode=gray};   %% convert from grayscale to rgb convert(#bitmap{pixels=Pixels, mode=gray}=Bitmap, rgb)-> Bitmap#bitmap{ pixels=array:map(fun(_I, <<L:8>>) -> <<L:8, L:8, L:8>> end, Pixels), mode=rgb};   %% no conversion if the mode is the same with the bitmap. convert(#bitmap{mode=Mode}=Bitmap, Mode) -> Bitmap.  
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
#FreeBASIC
FreeBASIC
  ' 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).
#C.2B.2B
C++
  #include <iostream> #include <vector> // Hamming like sequences Generator // // Nigel Galloway. August 13th., 2012 // class Ham { private: std::vector<unsigned int> _H, _hp, _hv, _x; public: bool operator!=(const Ham& other) const {return true;} Ham begin() const {return *this;} Ham end() const {return *this;} unsigned int operator*() const {return _x.back();} Ham(const std::vector<unsigned int> &pfs):_H(pfs),_hp(pfs.size(),0),_hv({pfs}),_x({1}){} const Ham& operator++() { for (int i=0; i<_H.size(); i++) for (;_hv[i]<=_x.back();_hv[i]=_x[++_hp[i]]*_H[i]); _x.push_back(_hv[0]); for (int i=1; i<_H.size(); i++) if (_hv[i]<_x.back()) _x.back()=_hv[i]; return *this; } };  
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
#Delphi
Delphi
program GuessTheNumber;   {$APPTYPE CONSOLE}   uses SysUtils;   var theDigit : String ; theAnswer : String ;   begin Randomize ; theDigit := IntToStr(Random(9)+1) ; while ( theAnswer <> theDigit ) do Begin Writeln('Please enter a digit between 1 and 10' ) ; Readln(theAnswer); End ; Writeln('Congratulations' ) ; end.  
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
#D.C3.A9j.C3.A0_Vu
Déjà Vu
local :number random-range 1 11   while true: if = number to-num !prompt "Guess my number: ": !print "Congratulations, you've guessed it!" return else: !print "Nope, try again."
http://rosettacode.org/wiki/Greatest_subsequential_sum
Greatest subsequential sum
Task Given a sequence of integers, find a continuous subsequence which maximizes the sum of its elements, that is, the elements of no other single subsequence add up to a value larger than this one. An empty subsequence is considered to have the sum of   0;   thus if all elements are negative, the result must be the empty sequence.
#Component_Pascal
Component Pascal
  MODULE OvctGreatestSubsequentialSum; IMPORT StdLog, Strings, Args;   PROCEDURE Gss(iseq: ARRAY OF INTEGER;OUT start, end, maxsum: INTEGER); VAR i,j,sum: INTEGER; BEGIN i := 0; maxsum := 0; start := 0; end := -1; WHILE i < LEN(iseq) - 1 DO sum := 0; j := i; WHILE j < LEN(iseq) -1 DO INC(sum ,iseq[j]); IF sum > maxsum THEN maxsum := sum; start := i; end := j END; INC(j); END; INC(i) END END Gss;   PROCEDURE Do*; VAR p: Args.Params; iseq: POINTER TO ARRAY OF INTEGER; i, res, start, end, sum: INTEGER; BEGIN Args.Get(p); (* Get Params *) NEW(iseq,p.argc); (* Transform params to INTEGERs *) FOR i := 0 TO p.argc - 1 DO Strings.StringToInt(p.args[i],iseq[i],res) END; Gss(iseq,start,end,sum); StdLog.String("["); FOR i := start TO end DO StdLog.Int(iseq[i]); IF i < end THEN StdLog.String(",") END END; StdLog.String("]=");StdLog.Int(sum);StdLog.Ln; END Do;   END OvctGreatestSubsequentialSum.  
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.
#Visual_Basic
Visual Basic
VERSION 5.00 Begin VB.Form Form1 Caption = "Form1" ClientHeight = 2265 ClientLeft = 60 ClientTop = 600 ClientWidth = 2175 LinkTopic = "Form1" ScaleHeight = 2265 ScaleWidth = 2175 StartUpPosition = 3 'Windows Default Begin VB.CommandButton cmdDec Caption = "Decrement" Enabled = 0 'False Height = 495 Left = 120 TabIndex = 2 Top = 1680 Width = 1215 End Begin VB.CommandButton cmdInc Caption = "Increment" Height = 495 Left = 120 TabIndex = 1 Top = 1080 Width = 1215 End Begin VB.TextBox txtValue Height = 495 Left = 120 TabIndex = 0 Text = "0" Top = 240 Width = 1215 End End Attribute VB_Name = "Form1" Attribute VB_GlobalNameSpace = False Attribute VB_Creatable = False Attribute VB_PredeclaredId = True Attribute VB_Exposed = False '-----user-written code begins here; everything above this line is hidden in the GUI----- Private Sub cmdDec_Click() If Val(txtValue.Text) > 0 Then txtValue.Text = Val(txtValue.Text) - 1 End Sub   Private Sub cmdInc_Click() If Val(txtValue.Text) < 10 Then txtValue.Text = Val(txtValue.Text) + 1 End Sub   Private Sub txtValue_Change() Select Case Val(txtValue.Text) Case Is < 0 txtValue.Enabled = False cmdInc.Enabled = True cmdDec.Enabled = False Case Is > 9 txtValue.Enabled = False cmdInc.Enabled = False cmdDec.Enabled = True Case 0 txtValue.Enabled = True cmdInc.Enabled = True cmdDec.Enabled = False Case Else txtValue.Enabled = False cmdInc.Enabled = True cmdDec.Enabled = True End Select End Sub
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)
#Clojure
Clojure
(defn guess-run [] (let [start 1 end 100 target (+ start (rand-int (inc (- end start))))] (printf "Guess a number between %d and %d" start end) (loop [i 1] (printf "Your guess %d:\n" i) (let [ans (read)] (if (cond (not (number? ans)) (println "Invalid format") (or (< ans start) (> ans end)) (println "Out of range") (< ans target) (println "too low") (> ans target) (println "too high")  :else true) (println "Correct") (recur (inc i)))))))
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.
#Phix
Phix
-- -- demo\rosetta\Greyscale_bars.exw -- =============================== -- with javascript_semantics include pGUI.e Ihandle dlg, canvas cdCanvas cddbuffer, cdcanvas integer quit = 1 bool refire = false function redraw_cb(Ihandle /*ih*/, integer /*posx*/, /*posy*/) cdCanvasActivate(cddbuffer) integer {width, height} = IupGetIntInt(canvas, "DRAWSIZE") integer h = floor(height/4) height -= 1 for row=1 to 4 do integer x = 0, p2 = power(2,row+2), c = floor(255/(p2-1)) for n=0 to p2-1 do integer colour = c*n*#010101 if and_bits(row,1)=0 then colour = xor_bits(colour,#FFFFFF) end if cdCanvasSetForeground(cddbuffer, colour) integer nx = ceil(width*(n+1)/p2) cdCanvasBox(cddbuffer, x, nx-1, (4-row)*h, height) x = nx end for height = (4-row)*h-1 end for cdCanvasFlush(cddbuffer) return IUP_DEFAULT end function function map_cb(Ihandle ih) cdcanvas = cdCreateCanvas(CD_IUP, ih) cddbuffer = cdCreateCanvas(CD_DBUFFER, cdcanvas) return IUP_DEFAULT end function function unmap_cb(Ihandle /*ih*/) cdKillCanvas(cddbuffer) cdKillCanvas(cdcanvas) return IUP_DEFAULT end function procedure main() IupOpen() canvas = IupCanvas("RASTERSIZE=600x400") IupSetCallbacks(canvas, {"MAP_CB", Icallback("map_cb"), "UNMAP_CB", Icallback("unmap_cb"), "ACTION", Icallback("redraw_cb")}) dlg = IupDialog(canvas, `TITLE="Greyscale bars"`) IupShow(dlg) IupSetAttribute(canvas, "RASTERSIZE", NULL) if platform()!=JS then IupMainLoop() IupClose() end if end procedure main()
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
#MAXScript
MAXScript
inclusiveRange = [1,100] lowRange = inclusiveRange.x maxRange = inclusiveRange.y guesses = 1 inf = "Think of a number between % and % and I will try to guess it.\n" +\ "Type -1 if the guess is less than your number,\n"+\ "0 if the guess is correct, " +\ "or 1 if it's too high.\nPress esc to exit.\n" clearListener() format inf (int lowRange) (int maxRange) while not keyboard.escpressed do ( local chosen = ((lowRange + maxRange) / 2) as integer if lowRange == maxRange do format "\nHaving fun?" format "\nI choose %.\n" chosen local theAnswer = getKBValue prompt:"Answer? " case theAnswer of ( (-1): (lowRange = chosen; guesses += 1) (0): (format "\nYay. I guessed your number after % %.\n" \ guesses (if guesses == 1 then "try" else "tries") exit with OK) (1): (maxRange = chosen; guesses += 1) default: (format "\nI don't understand your input.") ) )
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
#Modula-2
Modula-2
MODULE raden;   IMPORT InOut;   VAR done, ok : BOOLEAN; guess, upp, low : CARDINAL; res : CHAR;   BEGIN InOut.WriteString ("Choose a number between 0 and 1000."); InOut.WriteLn; InOut.WriteLn; upp := 1000; low := 0; REPEAT ok := FALSE; guess := ( ( upp - low ) DIV 2 ) + low; InOut.WriteString ("My guess is"); InOut.WriteCard (guess, 4); InOut.Write (11C); InOut.WriteString ("How did I score? 'L' = too low, 'H' = too high, 'Q' = OK : "); InOut.WriteBf; REPEAT InOut.Read (res); res := CAP (res) UNTIL (res = 'Q') OR (res = 'L') OR (res = 'H'); CASE res OF 'L' : low := guess | 'H' : upp := guess ELSE ok := TRUE END; UNTIL ok; InOut.WriteString ("So the number is"); InOut.WriteCard (guess, 4); InOut.WriteLn; InOut.WriteString ("Thanks for letting me play with you."); InOut.WriteLn END raden.
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
#DWScript
DWScript
function IsHappy(n : Integer) : Boolean; var cache : array of Integer; sum : Integer; begin while True do begin sum := 0; while n>0 do begin sum += Sqr(n mod 10); n := n div 10; end; if sum = 1 then Exit(True); if sum in cache then Exit(False); n := sum; cache.Add(sum); end; end;   var n := 8; var i : Integer;   while n>0 do begin Inc(i); if IsHappy(i) then begin PrintLn(i); Dec(n); end; end;
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.
#Nim
Nim
import math   proc radians(x): float = x * Pi / 180   proc haversine(lat1, lon1, lat2, lon2): float = const r = 6372.8 # Earth radius in kilometers let dLat = radians(lat2 - lat1) dLon = radians(lon2 - lon1) lat1 = radians(lat1) lat2 = radians(lat2)   a = sin(dLat/2)*sin(dLat/2) + cos(lat1)*cos(lat2)*sin(dLon/2)*sin(dLon/2) c = 2*arcsin(sqrt(a))   result = r * c   echo haversine(36.12, -86.67, 33.94, -118.40)
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.
#Oberon-2
Oberon-2
  MODULE Haversines; IMPORT LRealMath, Out;   PROCEDURE Distance(lat1,lon1,lat2,lon2: LONGREAL): LONGREAL; CONST r = 6372.8D0; (* Earth radius as LONGREAL *) to_radians = LRealMath.pi / 180.0D0; VAR d,ph1,th1,th2: LONGREAL; dz,dx,dy: LONGREAL; BEGIN d := lon1 - lon2; ph1 := d * to_radians; th1 := lat1 * to_radians; th2 := lat2 * to_radians;   dz := LRealMath.sin(th1) - LRealMath.sin(th2); dx := LRealMath.cos(ph1) * LRealMath.cos(th1) - LRealMath.cos(th2); dy := LRealMath.sin(ph1) * LRealMath.cos(th1);   RETURN LRealMath.arcsin(LRealMath.sqrt(LRealMath.power(dx,2.0) + LRealMath.power(dy,2.0) + LRealMath.power(dz,2.0)) / 2.0) * 2.0 * r; END Distance; BEGIN Out.LongRealFix(Distance(36.12,-86.67,33.94,-118.4),6,10);Out.Ln END Haversines.  
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
#Gema
Gema
*= ! ignore off content of input \B=Hello world!\! ! Start output with this text.
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
#PARI.2FGP
PARI/GP
isHarshad(n)=n%sumdigits(n)==0 n=0;k=20;while(k,if(isHarshad(n++),k--;print1(n", "))); n=1000;while(!isHarshad(n++),);print("\n"n)
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
#J
J
wdinfo '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
#Java
Java
import javax.swing.*; import java.awt.*;   public class OutputSwing {   public static void main(String[] args) {   SwingUtilities.invokeLater(new Runnable(){ public void run() { JOptionPane.showMessageDialog (null, "Goodbye, World!"); // in alert box JFrame frame = new JFrame("Goodbye, World!"); // on title bar JTextArea text = new JTextArea("Goodbye, World!"); // in editable area JButton button = new JButton("Goodbye, World!"); // on button   frame.setLayout(new FlowLayout()); frame.add(button); frame.add(text); frame.pack(); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setVisible(true); } }); } }
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).
#PureBasic
PureBasic
Enumeration #StringGadget #Increment #Random EndEnumeration   If OpenWindow(0,#PB_Ignore,#PB_Ignore,180,50,"PB-GUI",#PB_Window_SystemMenu) StringGadget(#StringGadget,5,5,170,20,"",#PB_String_Numeric) ButtonGadget(#Increment,5,25,80,20, "Increment") ButtonGadget(#Random, 90,25,80,20, "Random") Repeat Event=WaitWindowEvent() If Event=#PB_Event_Gadget Select EventGadget() Case #Increment CurrentVal=Val(GetGadgetText(#StringGadget)) SetGadgetText(#StringGadget,Str(CurrentVal+1)) Case #Random Flag=#PB_MessageRequester_YesNo Answer=MessageRequester("Randomize","Are you sure?",Flag) If Answer=#PB_MessageRequester_Yes SetGadgetText(#StringGadget,Str(Random(#MAXLONG))) EndIf EndSelect EndIf Until Event=#PB_Event_CloseWindow CloseWindow(0) EndIf
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.
#ALGOL_68
ALGOL 68
BEGIN OP GRAY = (BITS b) BITS : b XOR (b SHR 1); CO Convert to Gray code CO OP YARG = (BITS g) BITS : CO Convert from Gray code CO BEGIN BITS b := g, mask := g SHR 1; WHILE mask /= 2r0 DO b := b XOR mask; mask := mask SHR 1 OD; b END; FOR i FROM 0 TO 31 DO printf (($zd, ": ", 2(2r5d, " >= "), 2r5dl$, i, BIN i, GRAY BIN i, YARG GRAY BIN i)) OD END
http://rosettacode.org/wiki/Gray_code
Gray code
Gray code Karnaugh maps Create functions to encode a number to and decode a number from Gray code. Display the normal binary representations, Gray code representations, and decoded Gray code values for all 5-bit binary numbers (0-31 inclusive, leading 0's not necessary). There are many possible Gray codes. The following encodes what is called "binary reflected Gray code." Encoding (MSB is bit 0, b is binary, g is Gray code): if b[i-1] = 1 g[i] = not b[i] else g[i] = b[i] Or: g = b xor (b logically right shifted 1 time) Decoding (MSB is bit 0, b is binary, g is Gray code): b[0] = g[0] for other bits: b[i] = g[i] xor b[i-1] Reference Converting Between Gray and Binary Codes. It includes step-by-step animations.
#Amazing_Hopper
Amazing Hopper
  #proto GrayEncode(_X_) #synon _GrayEncode *getGrayEncode #proto GrayDecode(_X_) #synon _GrayDecode *getGrayDecode   #include <hbasic.h>   Begin Gray=0 SizeBin(4) // size 5 bits: 0->4 Take (" # BINARY GRAY DECODE\n") Take ("------------------------------\n"), and Print It For Up( i := 0, 31, 1) Print( LPad$(" ",2,Str$(i))," => ", Bin$(i)," => ") get Gray Encode(i) and Copy to (Gray), get Binary; then Take(" => ") now get Gray Decode( Gray ), get Binary, and Print It with a Newl Next End   Subrutines   Gray Encode(n) Return (XorBit( RShift(1,n), n ))   Gray Decode(n) p = n While ( n ) n >>= 1 p != n Wend Return (p)  
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.
#Ada
Ada
with Ada.Text_Io;   procedure Max_Test isco -- substitute any array type with a scalar element type Flt_Array is array (Natural range <>) of Float;   -- Create an exception for the case of an empty array Empty_Array : Exception;   function Max(Item : Flt_Array) return Float is Max_Element : Float := Float'First; begin if Item'Length = 0 then raise Empty_Array; end if;   for I in Item'range loop if Item(I) > Max_Element then Max_Element := Item(I); end if; end loop; return Max_Element; end Max;   Buf : Flt_Array := (-275.0, -111.19, 0.0, -1234568.0, 3.14159, -3.14159); begin Ada.Text_IO.Put_Line(Float'Image(Max(Buf))); end Max_Test;
http://rosettacode.org/wiki/Greatest_common_divisor
Greatest common divisor
Greatest common divisor You are encouraged to solve this task according to the task description, using any language you may know. Task Find the greatest common divisor   (GCD)   of two integers. Greatest common divisor   is also known as   greatest common factor (gcf)   and   greatest common measure. Related task   least common multiple. See also   MathWorld entry:   greatest common divisor.   Wikipedia entry:     greatest common divisor.
#11l
11l
F gcd(=u, =v) L v != 0 (u, v) = (v, u % v) R abs(u)   print(gcd(0, 0)) print(gcd(0, 10)) print(gcd(0, -10)) print(gcd(9, 6)) print(gcd(6, 9)) print(gcd(-6, 9)) print(gcd(8, 45)) print(gcd(40902, 24140))
http://rosettacode.org/wiki/Globally_replace_text_in_several_files
Globally replace text in several files
Task Replace every occurring instance of a piece of text in a group of text files with another one. For this task we want to replace the text   "Goodbye London!"   with   "Hello New York!"   for a list of files.
#11l
11l
L(fname) fs:list_dir(‘.’) I fname.ends_with(‘.txt’) V fcontents = File(fname).read() File(fname, ‘w’).write(fcontents.replace(‘Goodbye London!’, ‘Hello, New York!’))  
http://rosettacode.org/wiki/Hailstone_sequence
Hailstone sequence
The Hailstone sequence of numbers can be generated from a starting positive integer,   n   by:   If   n   is     1     then the sequence ends.   If   n   is   even then the next   n   of the sequence   = n/2   If   n   is   odd   then the next   n   of the sequence   = (3 * n) + 1 The (unproven) Collatz conjecture is that the hailstone sequence for any starting number always terminates. This sequence was named by Lothar Collatz in 1937   (or possibly in 1939),   and is also known as (the):   hailstone sequence,   hailstone numbers   3x + 2 mapping,   3n + 1 problem   Collatz sequence   Hasse's algorithm   Kakutani's problem   Syracuse algorithm,   Syracuse problem   Thwaites conjecture   Ulam's problem The hailstone sequence is also known as   hailstone numbers   (because the values are usually subject to multiple descents and ascents like hailstones in a cloud). Task Create a routine to generate the hailstone sequence for a number. Use the routine to show that the hailstone sequence for the number 27 has 112 elements starting with 27, 82, 41, 124 and ending with 8, 4, 2, 1 Show the number less than 100,000 which has the longest hailstone sequence together with that sequence's length.   (But don't show the actual sequence!) See also   xkcd (humourous).   The Notorious Collatz conjecture Terence Tao, UCLA (Presentation, pdf).   The Simplest Math Problem No One Can Solve Veritasium (video, sponsored).
#ACL2
ACL2
(defun hailstone (len) (loop for x = len then (if (evenp x) (/ x 2) (+ 1 (* 3 x))) collect x until (= x 1)))   ;; Must be tail recursive (defun max-hailstone-start (limit mx curr) (declare (xargs :mode :program)) (if (zp limit) (mv mx curr) (let ((new-mx (len (hailstone limit)))) (if (> new-mx mx) (max-hailstone-start (1- limit) new-mx limit) (max-hailstone-start (1- limit) mx curr)))))
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.
#Python
Python
import re from collections import defaultdict from itertools import count     connection_re = r""" (?: (?P<N1>\d+) - (?P<N2>\d+) | (?P<N>\d+) (?!\s*-)) """   class Graph:   def __init__(self, name, connections): self.name = name self.connections = connections g = self.graph = defaultdict(list) # maps vertex to direct connections   matches = re.finditer(connection_re, connections, re.MULTILINE | re.VERBOSE) for match in matches: n1, n2, n = match.groups() if n: g[n] += [] else: g[n1].append(n2) # Each the neighbour of the other g[n2].append(n1)   def greedy_colour(self, order=None): "Greedy colourisation algo." if order is None: order = self.graph # Choose something colour = self.colour = {} neighbours = self.graph for node in order: used_neighbour_colours = (colour[nbr] for nbr in neighbours[node] if nbr in colour) colour[node] = first_avail_int(used_neighbour_colours) self.pp_colours() return colour   def pp_colours(self): print(f"\n{self.name}") c = self.colour e = canonical_edges = set() for n1, neighbours in sorted(self.graph.items()): if neighbours: for n2 in neighbours: edge = tuple(sorted([n1, n2])) if edge not in canonical_edges: print(f" {n1}-{n2}: Colour: {c[n1]}, {c[n2]}") canonical_edges.add(edge) else: print(f" {n1}: Colour: {c[n1]}") lc = len(set(c.values())) print(f" #Nodes: {len(c)}\n #Edges: {len(e)}\n #Colours: {lc}")     def first_avail_int(data): "return lowest int 0... not in data" d = set(data) for i in count(): if i not in d: return i     if __name__ == '__main__': for name, connections in [ ('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"), ]: g = Graph(name, connections) g.greedy_colour()
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
#Picat
Picat
main => println("First 100 G numbers:"), foreach({G,I} in zip(take([G: T in 1..300, G=g(T),G>0],100),1..100)) printf("%2d %s",G,cond(I mod 10 == 0,"\n","")) end, nl, printf("G(1_000_000): %d\n", g(1_000_000)).   g(N) = cond((N > 2, N mod 2 == 0), {1 : I in 1..N // 2, prime(I),prime(N-I)}.len, 0).
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
#Python
Python
from matplotlib.pyplot import scatter, show from sympy import isprime   def g(n): assert n > 2 and n % 2 == 0, 'n in goldbach function g(n) must be even' count = 0 for i in range(1, n//2 + 1): if isprime(i) and isprime(n - i): count += 1 return count   print('The first 100 G numbers are:')   col = 1 for n in range(4, 204, 2): print(str(g(n)).ljust(4), end = '\n' if (col % 10 == 0) else '') col += 1   print('\nThe value of G(1000000) is', g(1_000_000))   x = range(4, 4002, 2) y = [g(i) for i in x] colors = [["red", "blue", "green"][(i // 2) % 3] for i in x] scatter([i // 2 for i in x], y, marker='.', color = colors) show()
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
#Raku
Raku
sub G (Int $n) { +(2..$n/2).grep: { .is-prime && ($n - $_).is-prime } }   # Task put "The first 100 G values:\n", (^100).map({ G 2 × $_ + 4 }).batch(10)».fmt("%2d").join: "\n";   put "\nG 1_000_000 = ", G 1_000_000;   # Stretch use SVG; use SVG::Plot;   my @x = map 2 × * + 4, ^2000; my @y = @x.map: &G;   'Goldbachs-Comet-Raku.svg'.IO.spurt: SVG.serialize: SVG::Plot.new( width => 1000, height => 500, background => 'white', title => "Goldbach's Comet", x => @x, values => [@y,], ).plot: :points;