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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.
#Euler_Math_Toolbox
Euler Math Toolbox
  >A=loadrgb("mona.jpg"); >insrgb(A); >function grayscale (A) ... ${r,g,b}=getrgb(A); $c=0.2126*r+0.7152*g+0.0722*b; $return rgb(c,c,c); $endfunction >insrgb(grayscale(A)); >insrgb(A|grayscale(A));  
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.
#Euphoria
Euphoria
function to_gray(sequence image) sequence color for i = 1 to length(image) do for j = 1 to length(image[i]) do color = and_bits(image[i][j], {#FF0000,#FF00,#FF}) / {#010000,#0100,#01} -- unpack color triple image[i][j] = floor(0.2126*color[1] + 0.7152*color[2] + 0.0722*color[3]) end for end for return image end function   function to_color(sequence image) for i = 1 to length(image) do for j = 1 to length(image[i]) do image[i][j] = image[i][j]*#010101 end for end for return image end function
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
#Go
Go
#!/usr/bin/perl   use strict; # https://rosettacode.org/wiki/Go_Fish use warnings; use List::Util qw( first shuffle );   my $pat = qr/[atjqk2-9]/; # ranks my $deck = join '', shuffle map { my $rank = $_; map "$rank$_", qw( S H C D ) } qw( a t j q k ), 2 .. 9;   my $mebooks = my $youbooks = 0;   my $me = substr $deck, 0, 2 * 9, ''; my $mepicks = join '', $me =~ /$pat/g; arrange($me); $mebooks++ while $me =~ s/($pat).\1.\1.\1.//; my $you = substr $deck, 0, 2 * 9, ''; my $youpicks = join '', $you =~ /$pat/g; arrange($you); $youbooks++ while $you =~ s/($pat).\1.\1.\1.//;   while( $mebooks + $youbooks < 13 ) { play( \$you, \$youbooks, \$youpicks, \$me, \$mebooks, 1 ); $mebooks + $youbooks == 13 and last; play( \$me, \$mebooks, \$mepicks, \$you, \$youbooks, 0 ); } print "me $mebooks you $youbooks\n";   sub arrange { $_[0] = join '', sort $_[0] =~ /../g }   sub human { my $have = shift =~ s/($pat).\K(?!\1)/ /gr; local $| = 1; my $pick; do { print "You have $have, enter request: "; ($pick) = lc(<STDIN>) =~ /$pat/g; } until $pick and $have =~ /$pick/; return $pick; }   sub play { my ($me, $mb, $lastpicks, $you, $yb, $human) = @_; my $more = 1; while( arrange( $$me ), $more and $$mb + $$yb < 13 ) { # use Data::Dump 'dd'; dd \@_, "deck $deck"; if( $$me =~ s/($pat).\1.\1.\1.// ) { print "book of $&\n"; $$mb++; } elsif( $$me ) { my $pick = $human ? do { human($$me) } : do { my %picks; $picks{$_}++ for my @picks = $$me =~ /$pat/g; my $pick = first { $picks{$_} } split(//, $$lastpicks), shuffle @picks; print "pick $pick\n"; $$lastpicks =~ s/$pick//g; $$lastpicks .= $pick; $pick; }; if( $$you =~ s/(?:$pick.)+// ) { $$me .= $&; } else { print "GO FISH !!\n"; $$me .= substr $deck, 0, 2, ''; $more = 0; } } elsif( $deck ) { $$me .= substr $deck, 0, 2, ''; } else { $more = 0; } } arrange( $$me ); }
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).
#Chapel
Chapel
use BigInteger; use Time;   // Chapel doesn't have closure functions that can capture variables from // outside scope, so we use a class to emulate them for this special case; // the member fields mult, mrglst, and mltlst, emulate "captured" variables // that would normally be captured by the `next` continuation closure... class HammingsList { const head: bigint; const mult: uint(8); var mrglst: shared HammingsList?; var mltlst: shared HammingsList?; var tail: shared HammingsList? = nil; proc init(hd: bigint, mlt: uint(8), mrgl: shared HammingsList?, mltl: shared HammingsList?) { head = hd; mult = mlt; mrglst = mrgl; mltlst = mltl; } proc next(): shared HammingsList { if tail != nil then return tail: shared HammingsList; const nhd: bigint = mltlst!.head * mult; if mrglst == nil then { tail = new shared HammingsList(nhd, mult, nil: shared HammingsList?, nil: shared HammingsList?); mltlst = mltlst!.next(); tail!.mltlst <=> mltlst; } else { if mrglst!.head < nhd then { tail = new shared HammingsList(mrglst!.head, mult, nil: shared HammingsList?, nil: shared HammingsList?); mrglst = mrglst!.next(); mrglst <=> tail!.mrglst; mltlst <=> tail!.mltlst; } else { tail = new shared HammingsList(nhd, mult, nil: shared HammingsList?, nil: shared HammingsList?); mltlst = mltlst!.next(); mltlst <=> tail!.mltlst; mrglst <=> tail!.mrglst; } } return tail: shared HammingsList; } }   proc u(n: uint(8), s: shared HammingsList?): shared HammingsList { var r = new shared HammingsList(1: bigint, n, s, nil: shared HammingsList?); r.mltlst = r; // lazy recursion! return r.next(); }   iter hammings(): bigint { var nxt: shared HammingsList? = nil: shared HammingsList?; const mlts: [ 0 .. 2 ] int = [ 5, 3, 2 ]; for m in mlts do nxt = u(m: uint(8), nxt); yield 1 : bigint; while true { yield nxt!.head; nxt = nxt!.next(); } }   write("The first 20 Hamming numbers are: "); var cnt: int = 0; for h in hammings() { write(" ", h); cnt += 1; if cnt >= 20 then break; } write(".\nThe 1691st Hamming number is "); cnt = 0; for h in hammings() { cnt += 1; if cnt < 1691 then continue; write(h); break; } writeln(".\nThe millionth Hamming number is "); var timer: Timer; timer.start(); cnt = 0; for h in hammings() { cnt += 1; if cnt < 1000000 then continue; write(h); break; } timer.stop(); writeln(".\nThis last took ", timer.elapsed(TimeUnits.milliseconds), " milliseconds.");
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
#EasyLang
EasyLang
n = random 10 + 1 write "Guess a number between 1 and 10: " repeat g = number input write g until g = n print " is wrong" write "try again: " . print " is correct. 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
#Eiffel
Eiffel
  class APPLICATION   create make   feature {NONE} -- Initialization   make local number_to_guess: INTEGER do number_to_guess := (create {RANDOMIZER}).random_integer_in_range (1 |..| 10) from print ("Please guess the number!%N") io.read_integer until io.last_integer = number_to_guess loop print ("Please, guess again!%N") io.read_integer end print ("Well guessed!%N") end   end  
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.
#Crystal
Crystal
def subarray_sum(arr) max, slice = 0, [] of Int32 arr.each_index do |i| (i...arr.size).each do |j| sum = arr[i..j].sum max, slice = sum, arr[i..j] if sum > max end end [max, slice] end
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.
#D
D
import std.stdio;   inout(T[]) maxSubseq(T)(inout T[] sequence) pure nothrow @nogc { int maxSum, thisSum, i, start, end = -1;   foreach (immutable j, immutable x; sequence) { thisSum += x; if (thisSum < 0) { i = j + 1; thisSum = 0; } else if (thisSum > maxSum) { maxSum = thisSum; start = i; end = j; } }   if (start <= end && start >= 0 && end >= 0) return sequence[start .. end + 1]; else return []; }   void main() { const a1 = [-1, -2, 3, 5, 6, -2, -1, 4, -4, 2, -1]; writeln("Maximal subsequence: ", a1.maxSubseq);   const a2 = [-1, -2, -3, -5, -6, -2, -1, -4, -4, -2, -1]; writeln("Maximal subsequence: ", a2.maxSubseq); }
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.
#Wren
Wren
import "graphics" for Canvas, Color import "input" for Mouse, Keyboard import "dome" for Window import "./polygon" for Polygon   class Button { construct new(x, y, w, h, legend, c, oc, lc) { var vertices = [[x, y], [x+w, y], [x+w, y+h], [x, y+h]] _rect = Polygon.quick(vertices) _x = x _y = y _w = w _h = h _legend = legend _c = c _oc = oc _lc = lc _enabled = true }   enabled { _enabled } enabled=(e) { _enabled = e }   draw() { _rect.drawfill(_c) _rect.draw(_oc) var l = Canvas.getPrintArea(_legend) var lx = ((_w - l.x)/2).truncate lx = (lx > 0) ? _x + lx : _x + 1 var ly = ((_h - l.y)/2).truncate ly = (ly > 0) ? _y + ly : _y + 1 var col = _enabled ? _lc : Color.darkgray Canvas.print(_legend, lx, ly, col) }   justClicked { Mouse["left"].justPressed && _rect.contains(Mouse.position.x, Mouse.position.y) } }   class TextBox { construct new(x, y, w, h, label, c, oc, lc) { var vertices = [[x, y], [x+w, y], [x+w, y+h], [x, y+h]] _rect = Polygon.quick(vertices) _x = x _y = y _w = w _h = h _label = label _c = c _oc = oc _lc = lc _text = "" _enabled = true }   text { _text } text=(t) { _text = t }   enabled { _enabled } enabled=(e) { _enabled = e }   draw() { _rect.drawfill(_c) _rect.draw(_oc) var l = Canvas.getPrintArea(_label).x var lx = _x - l - 7 if (lx < 1) { lx = 1 _label = _label[0..._x] } var col = _enabled ? _lc : Color.darkgray Canvas.print(_label, lx, _y, col) Canvas.getPrintArea(_label).x Canvas.print(_text, _x + 3, _y + 1, Color.black) } }   class GUIControlEnablement { construct new() { Window.title = "GUI control enablement" _btnIncrement = Button.new(60, 40, 80, 80, "Increment", Color.red, Color.blue, Color.white) _btnDecrement = Button.new(180, 40, 80, 80, "Decrement", Color.green, Color.blue, Color.white) _txtValue = TextBox.new(140, 160, 80, 8, "Value", Color.white, Color.blue, Color.white) _txtValue.text = "0" Keyboard.handleText = true }   init() { _btnDecrement.enabled = false drawControls() }   update() { if (_btnIncrement.enabled && _btnIncrement.justClicked) { var number = Num.fromString(_txtValue.text) + 1 _btnIncrement.enabled = (number < 10) _btnDecrement.enabled = true _txtValue.enabled = (number == 0) _txtValue.text = number.toString } else if (_btnDecrement.enabled && _btnDecrement.justClicked) { var number = Num.fromString(_txtValue.text) - 1 _btnDecrement.enabled = (number > 0) _btnIncrement.enabled = true _txtValue.enabled = (number == 0) _txtValue.text = number.toString } else if (_txtValue.enabled && "0123456789".any { |d| Keyboard[d].justPressed }) { _txtValue.text = Keyboard.text _txtValue.enabled = (_txtValue.text == "0") _btnIncrement.enabled = true _btnDecrement.enabled = (_txtValue.text != "0") } }   draw(alpha) { drawControls() }   drawControls() { Canvas.cls() _btnIncrement.draw() _btnDecrement.draw() _txtValue.draw() } }   var Game = GUIControlEnablement.new()
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)
#CLU
CLU
read_number = proc (prompt: string) returns (int) po: stream := stream$primary_output() pi: stream := stream$primary_input() while true do stream$puts(po, prompt) return(int$parse(stream$getl(pi))) except when bad_format: stream$putl(po, "Invalid number.") end end end read_number   read_limits = proc () returns (int,int) po: stream := stream$primary_output() while true do min: int := read_number("Lower limit? ") max: int := read_number("Upper limit? ") if min >= 0 cand min < max then return(min,max) end stream$putl(po, "Invalid limits, try again.") end end read_limits   read_guess = proc (min, max: int) returns (int) po: stream := stream$primary_output() while true do guess: int := read_number("Guess? ") if min <= guess cand max >= guess then return(guess) end stream$putl(po, "Guess must be between " || int$unparse(min) || " and " || int$unparse(max) || ".") end end read_guess   play_game = proc (min, max, secret: int) po: stream := stream$primary_output() guesses: int := 0 while true do guesses := guesses + 1 guess: int := read_guess(min, max) if guess = secret then break elseif guess < secret then stream$putl(po, "Too low!") elseif guess > secret then stream$putl(po, "Too high!") end end stream$putl(po, "Correct! You got it in " || int$unparse(guesses) || " tries.") end play_game   start_up = proc () po: stream := stream$primary_output() d: date := now() random$seed(d.second + 60*(d.minute + 60*d.hour))   stream$putl(po, "Guess the number\n----- --- ------\n") min, max: int := read_limits() secret: int := min + random$next(max - min + 1) play_game(min, max, secret) end start_up
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.
#PicoLisp
PicoLisp
(let Pgm # Create PGM of 384 x 288 pixels (make (for N 4 (let L (make (for I (* N 8) (let C (*/ (dec I) 255 (dec (* N 8))) (unless (bit? 1 N) (setq C (- 255 C)) ) (do (/ 48 N) (link C)) ) ) ) (do 72 (link L)) ) ) ) (out '(display) # Pipe to ImageMagick (prinl "P5") # NetPBM format (prinl (length (car Pgm)) " " (length Pgm)) (prinl 255) (for Y Pgm (apply wr Y)) ) )
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.
#Plain_English
Plain English
To run: Start up. Clear the screen. Imagine a box with the screen's left and the screen's top and the screen's right and the screen's bottom divided by 4. Make a gradient with the box and 8 and "left-to-right". Draw the gradient. Draw the next gradient given the gradient. Draw the next gradient given the gradient. Draw the next gradient given the gradient. Refresh the screen. Wait for the escape key. Shut down.   A gradient is a record with A box, A partitions number, And a direction string. \"left-to-right" or "right-to-left"   To make a gradient with a box and a number and a string: Put the box into the gradient's box. Put the number into the gradient's partitions. Put the string into the gradient's direction.   To draw a gradient: Put the white color into a color. Put 1000 [the maximum lightness] divided by the gradient's partitions into an amount. If the gradient's direction is "left-to-right", put the black color into the color. Put the gradient's box into a box. Put the gradient's box's width divided by the gradient's partitions into a width number. Put the width plus the box's left into the box's right. Loop. If a counter is past the gradient's partitions, exit. Draw and fill the box with the color. Move the box right the width. If the gradient's direction is "left-to-right", lighten the color by the amount; repeat. Darken the color by the amount. Repeat.   To draw the next gradient given a gradient: Move the gradient's box down the gradient's box's height. Double the gradient's partitions. If the gradient's direction is "left-to-right", set a flag. If the flag is set, put "right-to-left" into the gradient's direction. If the flag is not set, put "left-to-right" into the gradient's direction. Draw the gradient.
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.
#PureBasic
PureBasic
EnableExplicit   Macro Check(Function) If Not Function : End : EndIf EndMacro   Check(InitKeyboard()) ; Cannot initialize keyboard Check(InitSprite()) ; Cannot initialize sprite/screen library Check(ExamineDesktops()) ; Cannot retrieve informations about desktops   Define.i iHeight, iWidth, iDepth iHeight = DesktopHeight(0) iWidth = DesktopWidth(0) iDepth = DesktopDepth(0)   If OpenScreen(iWidth, iHeight, iDepth, "Press ENTER to exit") Define.i bMode.b, iLines, fLine.f, iRow, iSpans, fSpan.f, fColor.f, iTop, iWide, iHigh, iCol, iShade If StartDrawing(ScreenOutput())   bMode = #True ; Pow = #True; Add = #False iLines = 4 ; Number of Lines   If iLines < 1  : iLines = 1  : EndIf ; Pow/Add-Min If bMode If iLines > 6  : iLines = 6  : EndIf ; Pow-Max Else If iLines > 32 : iLines = 32 : EndIf ; Add-Max EndIf fLine = iHeight / iLines iLines - 1   For iRow = 0 To iLines If bMode iSpans = Pow(2, iRow + 3) - 1 ; Pow: 8, 16, 32, 64, 128, 256 Else iSpans = (iRow + 1) * 8 - 1 ; Add: 8, 16, 24, 32, 40, 48, ... EndIf fSpan = iWidth / (iSpans + 1) fColor = 255 / iSpans iTop = Round(iRow * fLine, #PB_Round_Up) iWide = Round(fSpan, #PB_Round_Up) iHigh = Round(fLine, #PB_Round_Up) For iCol = 0 To iSpans iShade = Round(fColor * iCol, #PB_Round_Nearest) If iRow % 2 <> 0 : iShade = 255 - iShade : EndIf ; Alternation Box(Round(iCol * fSpan, #PB_Round_Up), iTop, iWide, iHigh, RGB(iShade, iShade, iShade)) Next Next   StopDrawing() FlipBuffers()   Repeat Delay(30) ExamineKeyboard() Until KeyboardPushed(#PB_Key_Escape) Or KeyboardPushed(#PB_Key_Return) EndIf CloseScreen() EndIf 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
#Nim
Nim
import strutils   let oRange = 1..10 var iRange = oRange   echo """Think of a number between $# and $# and wait for me to guess it. On every guess of mine you should state whether the guess was too high, too low, or equal to your number by typing h, l, or =""".format(iRange.a, iRange.b)   var i = 0 while true: inc i let guess = (iRange.a + iRange.b) div 2 stdout.write "Guess $# is: $#. The score for which is (h,l,=): ".format(i, guess) let txt = stdin.readLine()   case txt of "h": iRange.b = guess - 1 of "l": iRange.a = guess + 1 of "=": echo " Ye-Haw!!" break else: echo " I don't understand your input of '%s'?".format(txt)   if iRange.a > iRange.b or iRange.a < oRange.a or iRange.b > oRange.b: echo "Please check your scoring as I cannot find the value" break   echo "Thanks for keeping score."
http://rosettacode.org/wiki/Guess_the_number/With_feedback_(player)
Guess the number/With feedback (player)
Task Write a player for the game that follows the following rules: The scorer will choose a number between set limits. The computer player will print a guess of the target number. The computer asks for a score of whether its guess is higher than, lower than, or equal to the target. The computer guesses, and the scorer scores, in turn, until the computer correctly guesses the target number. The computer should guess intelligently based on the accumulated scores given. One way is to use a Binary search based algorithm. Related tasks   Guess the number/With Feedback   Bulls and cows/Player
#NS-HUBASIC
NS-HUBASIC
10 PRINT "THINK OF A NUMBER BETWEEN 1 AND";" 9, AND I'LL TRY TO GUESS IT." 20 ISVALID=0 30 GUESS=5 40 PRINT "I GUESS"GUESS"." 50 INPUT "IS THAT HIGHER THAN, LOWER THAN OR EQUAL TO YOUR NUMBER? ",ANSWER$ 60 IF ANSWER$="LOWER THAN" THEN ISVALID=1:IF GUESS<9 THEN GUESS=GUESS+1 70 IF ANSWER$="HIGHER THAN" THEN ISVALID=1:IF GUESS>1 THEN GUESS=GUESS-1 80 IF ANSWER$="EQUAL TO" THEN PRINT "OH YES! I GUESSED CORRECTLY!":END 90 IF ISVALID=0 THEN PRINT "SORRY";", BUT THAT ANSWER IS INVALID." 100 GOTO 40
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
#Dyalect
Dyalect
func happy(n) { var m = [] while n > 1 { m.Add(n) var x = n n = 0 while x > 0 { var d = x % 10 n += d * d x /= 10 } if m.IndexOf(n) != -1 { return false } } return true }   var (n, found) = (1, 0) while found < 8 { if happy(n) { print("\(n) ", terminator: "") found += 1 } n += 1 } print()
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.
#Objeck
Objeck
  bundle Default { class Haversine { function : Dist(th1 : Float, ph1 : Float, th2 : Float, ph2 : Float) ~ Float { ph1 -= ph2; ph1 := ph1->ToRadians(); th1 := th1->ToRadians(); th2 := th2->ToRadians();   dz := th1->Sin()- th2->Sin(); dx := ph1->Cos() * th1->Cos() - th2->Cos(); dy := ph1->Sin() * th1->Cos();   return ((dx * dx + dy * dy + dz * dz)->SquareRoot() / 2.0)->ArcSin() * 2 * 6371.0; }   function : Main(args : String[]) ~ Nil { IO.Console->Print("distance: ")->PrintLine(Dist(36.12, -86.67, 33.94, -118.4)); } } }  
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
#Genie
Genie
  init print "Hello world!"  
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
#Pascal
Pascal
program Niven;   {$IFDEF FPC} {$MODE DELPHI} {$ENDIF}   const base = 10;   type tNum = longword; {Uint64} {$IFDEF FPC}   const cntbasedigits = trunc(ln(High(tNum)) / ln(base)) + 1; {$ELSE}   var cntbasedigits: Integer = 0; {$ENDIF}   type tSumDigit = record sdNumber: tNum; {$IFDEF FPC} sdDigits: array[0..cntbasedigits - 1] of byte; {$ELSE} sdDigits: TArray<Byte>; {$ENDIF} sdSumDig: byte; sdIsNiven: boolean; end;   function InitSumDigit(n: tNum): tSumDigit; var sd: tSumDigit; qt: tNum; i: integer; begin with sd do begin sdNumber := n; {$IFDEF FPC} fillchar(sdDigits, SizeOf(sdDigits), #0); {$ELSE} SetLength(sdDigits,cntbasedigits); fillchar(sdDigits[0], SizeOf(sdDigits), #0); {$ENDIF} sdSumDig := 0; sdIsNiven := false; i := 0; // calculate Digits und sum them up while n > 0 do begin qt := n div base; {n mod base} sdDigits[i] := n - qt * base; inc(sdSumDig, sdDigits[i]); n := qt; inc(i); end; if sdSumDig > 0 then sdIsNiven := (sdNumber mod sdSumDig = 0); end; InitSumDigit := sd; end;   procedure IncSumDigit(var sd: tSumDigit); var i, d: integer; begin i := 0; with sd do begin inc(sdNumber); repeat d := sdDigits[i]; inc(d); inc(sdSumDig); //base-1 times the repeat is left here if d < base then begin sdDigits[i] := d; BREAK; end else begin sdDigits[i] := 0; dec(sdSumDig, base); inc(i); end; until i > high(sdDigits); sdIsNiven := (sdNumber mod sdSumDig) = 0; end; end;   var MySumDig: tSumDigit; lnn: tNum; cnt: integer;   begin {$IFNDEF FPC} cntbasedigits := trunc(ln(High(tNum)) / ln(base)) + 1; {$ENDIF}   MySumDig := InitSumDigit(0); cnt := 0; repeat IncSumDigit(MySumDig); if MySumDig.sdIsNiven then begin write(MySumDig.sdNumber, '.'); inc(cnt); end; until cnt >= 20; write('....'); MySumDig := InitSumDigit(1000); repeat IncSumDigit(MySumDig); until MySumDig.sdIsNiven; writeln(MySumDig.sdNumber, '.'); // searching for big gaps between two niven-numbers // MySumDig:=InitSumDigit(18879989100-276); MySumDig := InitSumDigit(1); cnt := 0; lnn := MySumDig.sdNumber; repeat IncSumDigit(MySumDig); if MySumDig.sdIsNiven then begin if cnt < (MySumDig.sdNumber - lnn) then begin cnt := (MySumDig.sdNumber - lnn); writeln(lnn, ' --> ', MySumDig.sdNumber, ' d=', cnt); end; lnn := MySumDig.sdNumber; end; until MySumDig.sdNumber = High(tNum); { 689988915 --> 689989050 d=135 879987906 --> 879988050 d=144 989888823 --> 989888973 d=150 2998895823 --> 2998895976 d=153 ~ 24 Cpu-cycles per test i3- 4330 1..2^32-1} {$IFNDEF LINUX}readln;{$ENDIF} 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
#JavaScript
JavaScript
alert("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).
#Python
Python
  import random, tkMessageBox from Tkinter import * window = Tk() window.geometry("300x50+100+100") options = { "padx":5, "pady":5} s=StringVar() s.set(1) def increase(): s.set(int(s.get())+1) def rand(): if tkMessageBox.askyesno("Confirmation", "Reset to random value ?"): s.set(random.randrange(0,5000)) def update(e): if not e.char.isdigit(): tkMessageBox.showerror('Error', 'Invalid input !') return "break" e = Entry(text=s) e.grid(column=0, row=0, **options) e.bind('<Key>', update) b1 = Button(text="Increase", command=increase, **options ) b1.grid(column=1, row=0, **options) b2 = Button(text="Random", command=rand, **options) b2.grid(column=2, row=0, **options) mainloop()
http://rosettacode.org/wiki/Gray_code
Gray code
Gray code Karnaugh maps Create functions to encode a number to and decode a number from Gray code. Display the normal binary representations, Gray code representations, and decoded Gray code values for all 5-bit binary numbers (0-31 inclusive, leading 0's not necessary). There are many possible Gray codes. The following encodes what is called "binary reflected Gray code." Encoding (MSB is bit 0, b is binary, g is Gray code): if b[i-1] = 1 g[i] = not b[i] else g[i] = b[i] Or: g = b xor (b logically right shifted 1 time) Decoding (MSB is bit 0, b is binary, g is Gray code): b[0] = g[0] for other bits: b[i] = g[i] xor b[i-1] Reference Converting Between Gray and Binary Codes. It includes step-by-step animations.
#APL
APL
N←5 ({(0,⍵)⍪1,⊖⍵}⍣N)(1 0⍴⍬)
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.
#Arturo
Arturo
toGray: function [n]-> xor n shr n 1 fromGray: function [n][ p: n while [n > 0][ n: shr n 1 p: xor p n ] return p ]   loop 0..31 'num [ encoded: toGray num decoded: fromGray encoded   print [ pad to :string num 2 ":" pad as.binary num 5 "=>" pad as.binary encoded 5 "=>" pad as.binary decoded 5 ":" pad to :string decoded 2 ] ]
http://rosettacode.org/wiki/Get_system_command_output
Get system command output
Task Execute a system command and get its output into the program. The output may be stored in any kind of collection (array, list, etc.). Related task Execute a system command
#6502_Assembly
6502 Assembly
JSR $FFED ;returns screen width in X and screen height in Y dex  ;subtract 1. This is more useful for comparisons. dey  ;subtract 1. This is more useful for comparisons. stx $20 ;store in zero page ram sty $21 ;store in zero page ram
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.
#Aime
Aime
integer lmax(list l) { integer max, x;   max = l[0];   for (, x in l) { if (max < x) { max = x; } }   max; }
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.
#360_Assembly
360 Assembly
* Greatest common divisor 04/05/2016 GCD CSECT USING GCD,R15 use calling register L R6,A u=a L R7,B v=b LOOPW LTR R7,R7 while v<>0 BZ ELOOPW leave while LR R8,R6 t=u LR R6,R7 u=v LR R4,R8 t SRDA R4,32 shift to next reg DR R4,R7 t/v LR R7,R4 v=mod(t,v) B LOOPW end while ELOOPW LPR R9,R6 c=abs(u) L R1,A a XDECO R1,XDEC edit a MVC PG+4(5),XDEC+7 move a to buffer L R1,B b XDECO R1,XDEC edit b MVC PG+10(5),XDEC+7 move b to buffer XDECO R9,XDEC edit c MVC PG+17(5),XDEC+7 move c to buffer XPRNT PG,80 print buffer XR R15,R15 return code =0 BR R14 return to caller A DC F'1071' a B DC F'1029' b PG DC CL80'gcd(00000,00000)=00000' buffer XDEC DS CL12 temp for edit YREGS END GCD
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.
#Ada
Ada
with Ada.Strings.Unbounded, Ada.Text_IO, Ada.Command_Line, Ada.Directories;   procedure Global_Replace is   subtype U_String is Ada.Strings.Unbounded.Unbounded_String; function "+"(S: String) return U_String renames Ada.Strings.Unbounded.To_Unbounded_String; function "-"(U: U_String) return String renames Ada.Strings.Unbounded.To_String;   procedure String_Replace(S: in out U_String; Pattern, Replacement: String) is -- example: if S is "Mary had a XX lamb", then String_Replace(S, "X", "little"); -- will turn S into "Mary had a littlelittle lamb" -- and String_Replace(S, "Y", "small"); will not change S   Index : Natural; begin loop Index := Ada.Strings.Unbounded.Index(Source => S, Pattern => Pattern); exit when Index = 0; Ada.Strings.Unbounded.Replace_Slice (Source => S, Low => Index, High => Index+Pattern'Length-1, By => Replacement); end loop; end String_Replace;   procedure File_Replace(Filename: String; Pattern, Replacement: String) is -- applies String_Rplace to each line in the file with the given Filename -- propagates any exceptions, when, e.g., the file does not exist   I_File, O_File: Ada.Text_IO.File_Type; Line: U_String; Tmp_Name: String := Filename & ".tmp"; -- name of temporary file; if that file already exists, it will be overwritten begin Ada.Text_IO.Open(I_File, Ada.Text_IO.In_File, Filename); Ada.Text_IO.Create(O_File, Ada.Text_IO.Out_File, Tmp_Name); while not Ada.Text_IO.End_Of_File(I_File) loop Line := +Ada.Text_IO.Get_Line(I_File); String_Replace(Line, Pattern, Replacement); Ada.Text_IO.Put_Line(O_File, -Line); end loop; Ada.Text_IO.Close(I_File); Ada.Text_IO.Close(O_File); Ada.Directories.Delete_File(Filename); Ada.Directories.Rename(Old_Name => Tmp_Name, New_Name => Filename); end File_Replace;   Pattern: String := Ada.Command_Line.Argument(1); Replacement: String := Ada.Command_Line.Argument(2);   begin Ada.Text_IO.Put_Line("Replacing """ & Pattern & """ by """ & Replacement & """ in" & Integer'Image(Ada.Command_Line.Argument_Count - 2) & " files."); for I in 3 .. Ada.Command_Line.Argument_Count loop File_Replace(Ada.Command_Line.Argument(I), Pattern, Replacement); end loop; end Global_Replace;
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).
#Ada
Ada
with Ada.Text_IO; use Ada.Text_IO; procedure hailstone is type int_arr is array(Positive range <>) of Integer; type int_arr_pt is access all int_arr;   function hailstones(num:Integer; pt:int_arr_pt) return Integer is stones : Integer := 1; n : Integer := num; begin if pt /= null then pt(1) := num; end if; while (n/=1) loop stones := stones + 1; if n mod 2 = 0 then n := n/2; else n := (3*n)+1; end if; if pt /= null then pt(stones) := n; end if; end loop; return stones; end hailstones;   nmax,stonemax,stones : Integer := 0; list : int_arr_pt; begin stones := hailstones(27,null); list := new int_arr(1..stones); stones := hailstones(27,list); put(" 27: "&Integer'Image(stones)); new_line; for n in 1..4 loop put(Integer'Image(list(n))); end loop; put(" .... "); for n in stones-3..stones loop put(Integer'Image(list(n))); end loop; new_line; for n in 1..100000 loop stones := hailstones(n,null); if stones>stonemax then nmax := n; stonemax := stones; end if; end loop; put_line(Integer'Image(nmax)&" max @ n= "&Integer'Image(stonemax)); end hailstone;
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.
#Raku
Raku
sub GraphNodeColor(@RAW) { my %OneMany = my %NodeColor; for @RAW { %OneMany{$_[0]}.push: $_[1] ; %OneMany{$_[1]}.push: $_[0] } my @ColorPool = "0", "1" … ^+%OneMany.elems; # as string my %NodePool = %OneMany.BagHash; # this DWIM is nice if %OneMany<NaN>:exists { %NodePool{$_}:delete for %OneMany<NaN>, NaN } # pending while %NodePool.Bool { my $color = @ColorPool.shift; my %TempPool = %NodePool; while (my \n = %TempPool.keys.sort.first) { %NodeColor{n} = $color; %TempPool{n}:delete; %TempPool{$_}:delete for @(%OneMany{n}) ; # skip neighbors as well %NodePool{n}:delete; } } if %OneMany<NaN>:exists { # islanders use an existing color %NodeColor{$_} = %NodeColor.values.sort.first for @(%OneMany<NaN>) } return %NodeColor }   my \DATA = [ [<0 1>,<1 2>,<2 0>,<3 NaN>,<4 NaN>,<5 NaN>], [<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 DATA { say "DATA  : ", $_; say "Result : "; my %out = GraphNodeColor $_; say "$_[0]-$_[1]:\t Color %out{$_[0]} ",$_[1].isNaN??''!!%out{$_[1]} for @$_; say "Nodes  : ", %out.keys.elems; say "Edges  : ", $_.elems; say "Colors : ", %out.values.Set.elems; }
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
#Wren
Wren
import "./math" for Int import "./trait" for Stepped import "./fmt" for Fmt import "io" for File   var limit = 2000 var primes = Int.primeSieve(limit-1).skip(1).toList var goldbach = {4: 1} for (i in Stepped.new(6..limit, 2)) goldbach[i] = 0 for (i in 0...primes.count) { for (j in i...primes.count) { var s = primes[i] + primes[j] if (s > limit) break goldbach[s] = goldbach[s] + 1 } }   System.print("The first 100 G values:") var count = 0 for (i in Stepped.new(4..202, 2)) { count = count + 1 Fmt.write("$2d ", goldbach[i]) if (count % 10 == 0) System.print() }   primes = Int.primeSieve(499999).skip(1) var gm = 0 for (p in primes) { if (Int.isPrime(1e6 - p)) gm = gm + 1 } System.print("\nG(1000000) = %(gm)")   // create .csv file for values up to 2000 for display by an external plotter // the third field being the color (red = 0, blue = 1, green = 2) File.create("goldbachs_comet.csv") { |file| for(i in Stepped.new(4..limit, 2)) { file.writeBytes("%(i), %(goldbach[i]), %(i/2 % 3)\n") } }
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.
#Factor
Factor
USING: arrays kernel math math.matrices math.vectors ;   : rgb>gray ( matrix -- new-matrix ) [ { 0.2126 0.7152 0.0722 } vdot >integer ] matrix-map ;   : gray>rgb ( matrix -- new-matrix ) [ dup dup 3array ] matrix-map ;
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.
#FBSL
FBSL
DIM colored = ".\LenaClr.bmp", grayscale = ".\LenaGry.bmp" DIM head, tail, r, g, b, l, ptr, blobsize = 54 ' sizeof BMP file headers   FILEGET(FILEOPEN(colored, BINARY), FILELEN(colored)): FILECLOSE(FILEOPEN) ' load buffer head = @FILEGET + blobsize: tail = @FILEGET + FILELEN ' set loop bounds   FOR ptr = head TO tail STEP 3 ' transform color triplets b = PEEK(ptr + 0, 1) ' read Windows colors stored in BGR order g = PEEK(ptr + 1, 1) r = PEEK(ptr + 2, 1) l = 0.2126 * r + 0.7152 * g + 0.0722 * b ' derive luminance SETMEM(FILEGET, RGB(l, l, l), ptr - head + blobsize, 3) ' write grayscale NEXT   FILEPUT(FILEOPEN(grayscale, BINARY_NEW), FILEGET): FILECLOSE(FILEOPEN) ' save buffer
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
#Haskell
Haskell
#!/usr/bin/perl   use strict; # https://rosettacode.org/wiki/Go_Fish use warnings; use List::Util qw( first shuffle );   my $pat = qr/[atjqk2-9]/; # ranks my $deck = join '', shuffle map { my $rank = $_; map "$rank$_", qw( S H C D ) } qw( a t j q k ), 2 .. 9;   my $mebooks = my $youbooks = 0;   my $me = substr $deck, 0, 2 * 9, ''; my $mepicks = join '', $me =~ /$pat/g; arrange($me); $mebooks++ while $me =~ s/($pat).\1.\1.\1.//; my $you = substr $deck, 0, 2 * 9, ''; my $youpicks = join '', $you =~ /$pat/g; arrange($you); $youbooks++ while $you =~ s/($pat).\1.\1.\1.//;   while( $mebooks + $youbooks < 13 ) { play( \$you, \$youbooks, \$youpicks, \$me, \$mebooks, 1 ); $mebooks + $youbooks == 13 and last; play( \$me, \$mebooks, \$mepicks, \$you, \$youbooks, 0 ); } print "me $mebooks you $youbooks\n";   sub arrange { $_[0] = join '', sort $_[0] =~ /../g }   sub human { my $have = shift =~ s/($pat).\K(?!\1)/ /gr; local $| = 1; my $pick; do { print "You have $have, enter request: "; ($pick) = lc(<STDIN>) =~ /$pat/g; } until $pick and $have =~ /$pick/; return $pick; }   sub play { my ($me, $mb, $lastpicks, $you, $yb, $human) = @_; my $more = 1; while( arrange( $$me ), $more and $$mb + $$yb < 13 ) { # use Data::Dump 'dd'; dd \@_, "deck $deck"; if( $$me =~ s/($pat).\1.\1.\1.// ) { print "book of $&\n"; $$mb++; } elsif( $$me ) { my $pick = $human ? do { human($$me) } : do { my %picks; $picks{$_}++ for my @picks = $$me =~ /$pat/g; my $pick = first { $picks{$_} } split(//, $$lastpicks), shuffle @picks; print "pick $pick\n"; $$lastpicks =~ s/$pick//g; $$lastpicks .= $pick; $pick; }; if( $$you =~ s/(?:$pick.)+// ) { $$me .= $&; } else { print "GO FISH !!\n"; $$me .= substr $deck, 0, 2, ''; $more = 0; } } elsif( $deck ) { $$me .= substr $deck, 0, 2, ''; } else { $more = 0; } } arrange( $$me ); }
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).
#Clojure
Clojure
(defn smerge [xs ys] (lazy-seq (let [x (first xs), y (first ys), [z xs* ys*] (cond (< x y) [x (rest xs) ys] (> x y) [y xs (rest ys)]  :else [x (rest xs) (rest ys)])] (cons z (smerge xs* ys*)))))   (def hamming (lazy-seq (->> (map #(*' 5 %) hamming) (smerge (map #(*' 3 %) hamming)) (smerge (map #(*' 2 %) hamming)) (cons 1))))
http://rosettacode.org/wiki/Guess_the_number
Guess the number
Task Write a program where the program chooses a number between   1   and   10. A player is then prompted to enter a guess.   If the player guesses wrong,   then the prompt appears again until the guess is correct. When the player has made a successful guess the computer will issue a   "Well guessed!"   message,   and the program exits. A   conditional loop   may be used to repeat the guessing until the user is correct. Related tasks   Bulls and cows   Bulls and cows/Player   Guess the number/With Feedback   Mastermind
#Elena
Elena
import extensions;   public program() { int randomNumber := randomGenerator.eval(1,10); console.printLine("I'm thinking of a number between 1 and 10. Can you guess it?"); bool numberCorrect := false; until(numberCorrect) { console.print("Guess: "); int userGuess := console.readLine().toInt(); if (randomNumber == userGuess) { numberCorrect := true; console.printLine("Congrats!! You guessed right!") } else { console.printLine("That's not it. Guess again.") } } }
http://rosettacode.org/wiki/Guess_the_number
Guess the number
Task Write a program where the program chooses a number between   1   and   10. A player is then prompted to enter a guess.   If the player guesses wrong,   then the prompt appears again until the guess is correct. When the player has made a successful guess the computer will issue a   "Well guessed!"   message,   and the program exits. A   conditional loop   may be used to repeat the guessing until the user is correct. Related tasks   Bulls and cows   Bulls and cows/Player   Guess the number/With Feedback   Mastermind
#Elixir
Elixir
defmodule GuessingGame do def play do play(Enum.random(1..10)) end   defp play(number) do guess = Integer.parse(IO.gets "Guess a number (1-10): ") case guess do {^number, _} -> IO.puts "Well guessed!" {n, _} when n in 1..10 -> IO.puts "That's not it." play(number) _ -> IO.puts "Guess not in valid range." play(number) end end end   GuessingGame.play
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.
#Delphi
Delphi
pragma.enable("accumulator")   def maxSubseq(seq) { def size := seq.size()   # Collect all intervals of indexes whose values are positive def intervals := { var intervals := [] var first := 0 while (first < size) { var next := first def seeing := seq[first] > 0 while (next < size && (seq[next] > 0) == seeing) { next += 1 } if (seeing) { # record every positive interval intervals with= first..!next } first := next } intervals }   # For recording the best result found var maxValue := 0 var maxInterval := 0..!0   # Try all subsequences beginning and ending with such intervals. for firstIntervalIx => firstInterval in intervals { for lastInterval in intervals(firstIntervalIx) { def interval := (firstInterval.getOptStart())..!(lastInterval.getOptBound()) def value := accum 0 for i in interval { _ + seq[i] } if (value > maxValue) { maxValue := value maxInterval := interval } } }   return ["value" => maxValue, "indexes" => maxInterval] }
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)
#COBOL
COBOL
IDENTIFICATION DIVISION. PROGRAM-ID. Guess-With-Feedback.   DATA DIVISION. LOCAL-STORAGE SECTION. 01 Seed PIC 9(8). 01 Random-Num PIC 99. 01 Guess PIC 99.   PROCEDURE DIVISION. ACCEPT Seed FROM TIME COMPUTE Random-Num = FUNCTION REM(FUNCTION RANDOM(Seed) * 1000, 10) + 1   DISPLAY "Guess a number between 1 and 10:"   PERFORM FOREVER ACCEPT Guess   IF Guess > Random-Num DISPLAY "Your guess was too high." ELSE IF Guess < Random-Num DISPLAY "Your guess was too low." ELSE DISPLAY "Well guessed!" EXIT PERFORM END-PERFORM   GOBACK .
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.
#Python
Python
#!/usr/bin/env python #four gray scaled stripes 8:16:32:64 in Python 2.7.1   from livewires import *   horiz=640; vert=480; pruh=vert/4; dpp=255.0 begin_graphics(width=horiz,height=vert,title="Gray stripes",background=Colour.black)   def ty_pruhy(each): hiy=each[0]*pruh; loy=hiy-pruh krok=horiz/each[1]; piecol=255.0/(each[1]-1) for x in xrange(0,each[1]): barva=Colour(piecol*x/dpp,piecol*x/dpp,piecol*x/dpp ); set_colour(barva) if each[2]: box(x*krok,hiy,x*krok+krok,loy,filled=1) else: box(horiz-x*krok,hiy,horiz-((x+1)*krok),loy,filled=1)   # main source=[[4,8,True],[3,16,False],[2,32,True],[1,64,False]] for each in source: ty_pruhy(each)   while keys_pressed() != [' ']: # press spacebar to close window pass  
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.
#R
R
  mat <- matrix(c(rep(1:8, each = 8) / 8, rep(16:1, each = 4) / 16, rep(1:32, each = 2) / 32, rep(64:1, each = 1) / 64), nrow = 4, byrow = TRUE) par(mar = rep(0, 4)) image(t(mat[4:1, ]), col = gray(1:64/64), axes = FALSE)  
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
#Objective-C
Objective-C
#import <Foundation/Foundation.h>   @interface GuessNumberFakeArray : NSArray { int lower, upper; } - (instancetype)initWithLower:(int)l andUpper:(int)u; @end   @implementation GuessNumberFakeArray - (instancetype)initWithLower:(int)l andUpper:(int)u { if ((self = [super init])) { lower = l; upper = u; } return self; } - (NSUInteger)count { return upper-lower; } - (id)objectAtIndex:(NSUInteger)i { printf("My guess is: %d. Is it too high, too low, or correct? (H/L/C) ", lower + (int)i); char input[2] = " "; scanf("%1s", input); switch (tolower(input[0])) { case 'l': return @-1; case 'h': return @1; case 'c': return @0; } return nil; } @end   #define LOWER 0 #define UPPER 100   int main(int argc, const char *argv[]) { @autoreleasepool {   printf("Instructions:\n" "Think of integer number from %d (inclusive) to %d (exclusive) and\n" "I will guess it. After each guess, you respond with L, H, or C depending\n" "on if my guess was too low, too high, or correct.\n", LOWER, UPPER); NSUInteger result = [[[GuessNumberFakeArray alloc] initWithLower:LOWER andUpper:UPPER] indexOfObject:[NSNumber numberWithInt: 0] inSortedRange:NSMakeRange(0, UPPER - LOWER) options:0 usingComparator:^(id x, id y){ return [x compare: y]; }]; if (result == NSNotFound) printf("That is impossible.\n"); else printf("Your number is %d.", LOWER + (int)result);   } return 0; }
http://rosettacode.org/wiki/Happy_numbers
Happy numbers
From Wikipedia, the free encyclopedia: A happy number is defined by the following process: Starting with any positive integer, replace the number by the sum of the squares of its digits, and repeat the process until the number equals   1   (where it will stay),   or it loops endlessly in a cycle which does not include   1.   Those numbers for which this process end in   1   are       happy   numbers,   while   those numbers   that   do   not   end in   1   are   unhappy   numbers. Task Find and print the first   8   happy numbers. Display an example of your output here on this page. See also   The OEIS entry:   The     happy numbers:   A007770   The OEIS entry:   The unhappy numbers;   A031177
#D.C3.A9j.C3.A0_Vu
Déjà Vu
next-num: 0 while over: over * dup % swap 10 + swap floor / swap 10 swap drop swap   is-happy happies n: if has happies n: return happies! n local :seq set{ n } n while /= 1 dup: next-num if has seq dup: drop set-to happies n false return false if has happies dup: set-to happies n dup happies! return set-to seq over true drop set-to happies n true true   local :h {} 1 0 while > 8 over: if is-happy h dup: !print( "A happy number: " over ) swap ++ swap ++ drop drop
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.
#Objective-C
Objective-C
+ (double) distanceBetweenLat1:(double)lat1 lon1:(double)lon1 lat2:(double)lat2 lon2:(double)lon2 { //degrees to radians double lat1rad = lat1 * M_PI/180; double lon1rad = lon1 * M_PI/180; double lat2rad = lat2 * M_PI/180; double lon2rad = lon2 * M_PI/180;   //deltas double dLat = lat2rad - lat1rad; double dLon = lon2rad - lon1rad;   double a = sin(dLat/2) * sin(dLat/2) + sin(dLon/2) * sin(dLon/2) * cos(lat1rad) * cos(lat2rad); double c = 2 * asin(sqrt(a)); double R = 6372.8; return R * c; }
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
#Gentee
Gentee
func hello <main> { print("Hello world!") }
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
#Perl
Perl
#!/usr/bin/perl use strict ; use warnings ; use List::Util qw ( sum ) ;   sub createHarshads { my @harshads ; my $number = 1 ; do { if ( $number % sum ( split ( // , $number ) ) == 0 ) { push @harshads , $number ; } $number++ ; } until ( $harshads[ -1 ] > 1000 ) ; return @harshads ; } my @harshadnumbers = createHarshads ; for my $i ( 0..19 ) { print "$harshadnumbers[ $i ]\n" ; } print "The first Harshad number greater than 1000 is $harshadnumbers[ -1 ]!\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
#jq
jq
# Convert a JSON object to a string suitable for use as a CSS style value # e.g: "font-size: 40px; text-align: center;" (without the quotation marks) def to_s: reduce to_entries[] as $pair (""; . + "\($pair.key): \($pair.value); ");   # Defaults: 100%, 100% def svg(width; height): "<svg width='\(width // "100%")' height='\(height // "100%")' xmlns='http://www.w3.org/2000/svg'>";   # Defaults: # id: "linearGradient" # color1: rgb(0,0,0) # color2: rgb(255,255,255) def linearGradient(id; color1; color2): "<defs> <linearGradient id='\(id//"linearGradient")' x1='0%' y1='0%' x2='100%' y2='0%'> <stop offset='0%' style='stop-color:\(color1//"rgb(0,0,0)");stop-opacity:1' /> <stop offset='100%' style='stop-color:\(color2//"rgb(255,255,255)");stop-opacity:1' /> </linearGradient> </defs>";   # input: the text string # "style" should be a JSON object (see for example the default ($dstyle)); # the style actually used is (default + style), i.e. whatever is specified in "style" wins. # Defaults: # x: 0 # y: 0 def text(x; y; style): . as $in | {"font-size": "40px", "text-align": "center", "text-anchor": "left", "fill": "black"} as $dstyle | (($dstyle + style) | to_s) as $style | "<text x='\(x//0)' y='\(y//0)' style='\($style)'> \(.)", "</text>";
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
#JSE
JSE
Text 25,10,"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).
#R
R
  library(gWidgets) options(guiToolkit="RGtk2") ## using gWidgtsRGtk2   w <- gwindow("Interaction")   g <- ggroup(cont=w, horizontal=FALSE) e <- gedit(0, cont=g, coerce.with=as.numeric) bg <- ggroup(cont=g)   inc_btn <- gbutton("increment", cont=bg) rdm_btn <- gbutton("random", cont=bg)   addHandlerChanged(e, handler=function(h,...) { val <- svalue(e) if(is.na(val)) galert("You need to enter a number", parent=w) })   addHandlerChanged(inc_btn, handler=function(h,...) { val <- svalue(e) if(is.na(val)) galert("Can't increment if not a number", parent=w) else svalue(e) <- val + 1 })   addHandlerChanged(rdm_btn, handler=function(h,...) { if(gconfirm("Really replace value?")) svalue(e) <- sample(1:1000, 1) })  
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).
#Racket
Racket
  #lang racket/gui   (define frame (new frame% [label "Interaction Demo"]))   (define inp (new text-field% [label "Value"] [parent frame] [init-value "0"] [callback (λ(f ev) (define v (send f get-value)) (unless (string->number v) (send f set-value (regexp-replace* #rx"[^0-9]+" v ""))))]))   (define buttons (new horizontal-pane% [parent frame])) (define inc-b (new button% [parent buttons] [label "Increment"] [callback (λ (b e) (let* ([v (string->number (send inp get-value))] [v (number->string (add1 v))]) (send inp set-value v)))])) (define rand-b (new button% [parent buttons] [label "Random"] [callback (λ (b e) (when (message-box "Confirm" "Are you sure?" frame '(yes-no)) (send inp set-value (~a (random 10000)))))]))   (send frame show #t)  
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.
#AutoHotkey
AutoHotkey
gray_encode(n){ return n ^ (n >> 1) }   gray_decode(n){ p := n while (n >>= 1) p ^= n return p }   BinString(n){ Loop 5 If ( n & ( 1 << (A_Index-1) ) ) o := "1" . o else o := "0" . o return o }   Loop 32 n:=A_Index-1, out .= n " : " BinString(n) " => " BinString(e:=gray_encode(n)) . " => " BinString(gray_decode(e)) " => " BinString(n) "`n" MsgBox % clipboard := out
http://rosettacode.org/wiki/Get_system_command_output
Get system command output
Task Execute a system command and get its output into the program. The output may be stored in any kind of collection (array, list, etc.). Related task Execute a system command
#68000_Assembly
68000 Assembly
doRNG: ;run this during vblank for best results. JSR SYS_READ_CALENDAR ;gets the calendar. ;MAME uses your computer's time for this. MOVE.L BIOS_HOUR,D0 ;D0 = HHMMSS00 LSR.L #8,D0 ;shift out the zeroes. MOVE.L frame_timer,D1 ;this value is incremented by 1 every vBlank (i.e. just before this procedure is run) NOT.L D1 ;flip all the bits of D1 MULS D1,D0 MULU D1,D0 MOVE.L JOYPAD1,D1 ;get the most recent button presses. CloneByte D1 ;copy this byte to all 4 bytes of D1 EOR.L D1,D0 MOVE.L RNGout_32,D2 ;look at last time's results. AND.B #1,D2 ;check if it's odd or even BNE SwapRNGifEven SWAP D0 ;if even, swap the low and high words of D0 SwapRNGifEven: MOVE.L D0,RNGout_32 rts
http://rosettacode.org/wiki/Get_system_command_output
Get system command output
Task Execute a system command and get its output into the program. The output may be stored in any kind of collection (array, list, etc.). Related task Execute a system command
#Ada
Ada
with Ada.Text_IO; use Ada.Text_IO; with Ada.Characters.Latin_1; use Ada.Characters.Latin_1; with GNAT.Expect; use GNAT.Expect; with GNAT.OS_Lib; use GNAT.OS_Lib; with GNAT.String_Split; use GNAT.String_Split;   procedure System_Command is Command  : String  := "ls -l"; Args  : Argument_List_Access; Status  : aliased Integer; Separators : constant String := LF & CR; Reply_List : Slice_Set;   begin Args := Argument_String_To_List (Command); -- execute the system command and get the output in a single string declare Response : String := Get_Command_Output (Command => Args (Args'First).all, Arguments => Args (Args'First + 1 .. Args'Last), Input => "", Status => Status'Access); begin Free (Args); -- split the output in a slice for easier manipulation if Status = 0 then Create (S => Reply_List, From => Response, Separators => Separators, Mode => Multiple); end if; end; -- do something with the system output. Just print it out for I in 1 .. Slice_Count (Reply_List) loop Put_Line (Slice (Reply_List, I)); end loop;   end System_Command;
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.
#ALGOL_68
ALGOL 68
# substitute any array type with a scalar element # MODE FLT = REAL;   # create an exception for the case of an empty array # PROC raise empty array = VOID:( GO TO except empty array );   PROC max = ([]FLT item)FLT: BEGIN IF LWB item > UPB item THEN raise empty array; SKIP ELSE FLT max element := item[LWB item];   FOR i FROM LWB item + 1 TO UPB item DO IF item[i] > max element THEN max element := item[i] FI OD; max element FI END # max #;   test:( []FLT buf = (-275.0, -111.19, 0.0, -1234568.0, pi, -pi); print((max(buf),new line)) EXIT except empty array: SKIP )
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.
#8th
8th
: gcd \ a b -- gcd dup 0 n:= if drop ;; then tuck \ b a b n:mod \ b a-mod-b recurse ;   : demo \ a b -- 2dup "GCD of " . . " and " . . " = " . gcd . ;   100 5 demo cr 5 100 demo cr 7 23 demo cr   bye  
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.
#AutoHotkey
AutoHotkey
SetWorkingDir %A_ScriptDir% ; Change the working directory to the script's location listFiles := "a.txt|b.txt|c.txt" ; Define a list of files in the current working directory loop, Parse, listFiles, | { ; The above parses the list based on the | character fileread, contents, %A_LoopField% ; Read the file fileDelete, %A_LoopField% ; Delete the file stringReplace, contents, contents, Goodbye London!, Hello New York!, All ; replace all occurrences fileAppend, %contents%, %A_LoopField% ; Re-create the file with new contents }  
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.
#AWK
AWK
  # syntax: GAWK -f GLOBALLY_REPLACE_TEXT_IN_SEVERAL_FILES.AWK filename(s) BEGIN { old_text = "Goodbye London!" new_text = "Hello New York!" } BEGINFILE { nfiles_in++ text_found = 0 delete arr } { if (gsub(old_text,new_text,$0) > 0) { text_found++ } arr[FNR] = $0 } ENDFILE { if (text_found > 0) { nfiles_out++ close(FILENAME) for (i=1; i<=FNR; i++) { printf("%s\n",arr[i]) >FILENAME } } } END { printf("files: %d read, %d updated\n",nfiles_in,nfiles_out) exit(0) }  
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).
#Aime
Aime
void print_hailstone(integer h) { list l;   while (h ^ 1) { lb_p_integer(l, h); h = h & 1 ? 3 * h + 1 : h / 2; }   o_form("hailstone sequence for ~ is ~1 ~ ~ ~ .. ~ ~ ~ ~, it is ~ long\n", l[0], l[1], l[2], l[3], l[-3], l[-2], l[-1], 1, ~l + 1); }   void max_hailstone(integer x) { integer e, i, m; index r;   m = 0; i = 1; while (i < x) { integer h, k, l;   h = i; l = 1; while (h ^ 1) { if (i_j_integer(k, r, h)) { l += k; break; } else { l += 1; h = h & 1 ? 3 * h + 1 : h / 2; } }   r[i] = l - 1;   if (m < l) { m = l; e = i; }   i += 1; }   o_form("hailstone sequence length for ~ is ~\n", e, m); }   integer main(void) { print_hailstone(27); max_hailstone(100000);   return 0; }
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.
#Wren
Wren
import "/dynamic" for Struct import "/sort" for Sort import "/fmt" for Fmt   // (n)umber of node and its (v)alence i.e. number of neighbors var NodeVal = Struct.create("NodeVal", ["n", "v"])   class Graph { construct new(nn, st) { _nn = nn // number of nodes _st = st // node numbering starts from _nbr = List.filled(nn, null) // neighbor list for each node for (i in 0...nn) _nbr[i] = [] }   nn { _nn } st { _st }   // Note that this creates a single 'virtual' edge for an isolated node. addEdge(n1, n2) { // adjust to starting node number n1 = n1 - _st n2 = n2 - _st _nbr[n1].add(n2) if (n1 != n2) _nbr[n2].add(n1) }   // Uses 'greedy' algorithm. greedyColoring { // create a list with a color for each node var cols = List.filled(_nn, -1) // -1 denotes no color assigned cols[0] = 0 // first node assigned color 0 // create a bool list to keep track of which colors are available var available = List.filled(_nn, false) // assign colors to all nodes after the first for (i in 1..._nn) { // iterate through neighbors and mark their colors as available for (j in _nbr[i]) { if (cols[j] != -1) available[cols[j]] = true } // find the first available color var c = available.indexOf(false) cols[i] = c // assign it to the current node // reset the neighbors' colors to unavailable // before the next iteration for (j in _nbr[i]) { if (cols[j] != -1) available[cols[j]] = false } } return cols }   // Uses Welsh-Powell algorithm. wpColoring { // create NodeVal for each node var nvs = List.filled(_nn, null) for (i in 0..._nn) { var v = _nbr[i].count if (v == 1 && _nbr[i][0] == i) { // isolated node v = 0 } nvs[i] = NodeVal.new(i, v) } // sort the NodeVals in descending order by valence var cmp = Fn.new { |nv1, nv2| (nv2.v - nv1.v).sign } Sort.insertion(nvs, cmp) // stable sort   // create colors list with entries for each node var cols = List.filled(_nn, -1) // set all nodes to no color (-1) initially var currCol = 0 // start with color 0 for (f in 0..._nn-1) { var h = nvs[f].n if (cols[h] != -1) { // already assigned a color continue } cols[h] = currCol // assign same color to all subsequent uncolored nodes which are // not connected to a previous colored one var i = f + 1 while (i < _nn) { var outer = false var j = nvs[i].n if (cols[j] != -1) { // already colored i = i + 1 continue } var k = f while (k < i) { var l = nvs[k].n if (cols[l] == -1) { // not yet colored k = k + 1 continue } if (_nbr[j].contains(l)) { outer = true break // node j is connected to an earlier colored node } k = k + 1 } if (!outer) cols[j] = currCol i = i + 1 } currCol = currCol + 1 } return cols } }   var fns = [Fn.new { |g| g.greedyColoring }, Fn.new { |g| g.wpColoring }] var titles = ["'Greedy'", "Welsh-Powell"] var nns = [4, 8, 8, 8] var starts = [0, 1, 1, 1] var edges1 = [[0, 1], [1, 2], [2, 0], [3, 3]] var edges2 = [[1, 6], [1, 7], [1, 8], [2, 5], [2, 7], [2, 8], [3, 5], [3, 6], [3, 8], [4, 5], [4, 6], [4, 7]] var edges3 = [[1, 4], [1, 6], [1, 8], [3, 2], [3, 6], [3, 8], [5, 2], [5, 4], [5, 8], [7, 2], [7, 4], [7, 6]] var edges4 = [[1, 6], [7, 1], [8, 1], [5, 2], [2, 7], [2, 8], [3, 5], [6, 3], [3, 8], [4, 5], [4, 6], [4, 7]] var j = 0 for (fn in fns) { System.print("Using the %(titles[j]) algorithm:\n") var i = 0 for (edges in [edges1, edges2, edges3, edges4]) { System.print(" Example %(i+1)") var g = Graph.new(nns[i], starts[i]) for (e in edges) g.addEdge(e[0], e[1]) var cols = fn.call(g) var ecount = 0 // counts edges for (e in edges) { if (e[0] != e[1]) { Fmt.print(" Edge $d-$d -> Color $d, $d", e[0], e[1], cols[e[0]-g.st], cols[e[1]-g.st]) ecount = ecount + 1 } else { Fmt.print(" Node $d -> Color $d\n", e[0], cols[e[0]-g.st]) } } var maxCol = 0 // maximum color number used for (col in cols) { if (col > maxCol) maxCol = col } System.print(" Number of nodes  : %(nns[i])") System.print(" Number of edges  : %(ecount)") System.print(" Number of colors : %(maxCol+1)") System.print() i = i + 1 } j = j + 1 }
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
#XPL0
XPL0
  func IsPrime(N); \Return 'true' if N is prime int N, I; [if N <= 2 then return N = 2; if (N&1) = 0 then \even >2\ return false; for I:= 3 to sqrt(N) do [if rem(N/I) = 0 then return false; I:= I+1; ]; return true; ];   int PT(1_000_000);   func G(E); \Ways E can be expressed as sum of two primes int E, C, I, J, T; [C:= 0; I:= 0; loop [J:= I; if PT(J) + PT(I) > E then return C; loop [T:= PT(J) + PT(I); if T = E then C:= C+1; if T > E then quit; J:= J+1; ]; I:= I+1; ]; ];   int I, N; [I:= 0; \make prime table for N:= 2 to 1_000_000 do if IsPrime(N) then [PT(I):= N; I:= I+1]; I:= 4; \show first 100 G numbers Format(4, 0); for N:= 1 to 100 do [RlOut(0, float(G(I))); if rem(N/10) = 0 then CrLf(0); I:= I+2; ]; CrLf(0); Text(0, "G(1,000,000) = "); IntOut(0, G(1_000_000)); CrLf(0); ]
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.
#Forth
Forth
\ grayscale bitmap (without word-alignment for scan lines)   \ bdim, bwidth, bdata all work with graymaps   : graymap ( w h -- gmp ) 2dup * bdata allocate throw dup >r 2! r> ;   : gxy ( x y gmp -- addr ) dup bwidth rot * rot + swap bdata + ;   : g@ ( x y gmp -- c ) gxy c@ ; : g! ( c x y bmp -- ) gxy c! ;   : gfill ( c gmp -- ) dup bdata swap bdim * rot fill ;   : gshow ( gmp -- ) dup bdim 0 do cr dup 0 do over i j rot g@ if [char] * emit else space then loop loop 2drop ;   \ RGB <-> Grayscale : lum>rgb ( 0..255 -- pixel ) dup 8 lshift or dup 8 lshift or ;   : pixel>rgb ( pixel -- r g b ) 256 /mod 256 /mod ; : rgb>lum ( pixel -- 0..255 ) pixel>rgb 722 * swap 7152 * + swap 2126 * + 10000 / ;   : bitmap>graymap ( bmp -- gmp ) dup bdim graymap dup bdim nip 0 do dup bwidth 0 do over i j rot b@ rgb>lum over i j rot g! loop loop nip ;   : graymap>bitmap ( gmp -- bmp ) dup bdim bitmap dup bdim nip 0 do dup bwidth 0 do over i j rot g@ lum>rgb over i j rot b! loop loop nip ;
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.
#Fortran
Fortran
type scimage integer, dimension(:,:), pointer :: channel integer :: width, height end type scimage
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
#Icon_and_Unicon
Icon and Unicon
#!/usr/bin/perl   use strict; # https://rosettacode.org/wiki/Go_Fish use warnings; use List::Util qw( first shuffle );   my $pat = qr/[atjqk2-9]/; # ranks my $deck = join '', shuffle map { my $rank = $_; map "$rank$_", qw( S H C D ) } qw( a t j q k ), 2 .. 9;   my $mebooks = my $youbooks = 0;   my $me = substr $deck, 0, 2 * 9, ''; my $mepicks = join '', $me =~ /$pat/g; arrange($me); $mebooks++ while $me =~ s/($pat).\1.\1.\1.//; my $you = substr $deck, 0, 2 * 9, ''; my $youpicks = join '', $you =~ /$pat/g; arrange($you); $youbooks++ while $you =~ s/($pat).\1.\1.\1.//;   while( $mebooks + $youbooks < 13 ) { play( \$you, \$youbooks, \$youpicks, \$me, \$mebooks, 1 ); $mebooks + $youbooks == 13 and last; play( \$me, \$mebooks, \$mepicks, \$you, \$youbooks, 0 ); } print "me $mebooks you $youbooks\n";   sub arrange { $_[0] = join '', sort $_[0] =~ /../g }   sub human { my $have = shift =~ s/($pat).\K(?!\1)/ /gr; local $| = 1; my $pick; do { print "You have $have, enter request: "; ($pick) = lc(<STDIN>) =~ /$pat/g; } until $pick and $have =~ /$pick/; return $pick; }   sub play { my ($me, $mb, $lastpicks, $you, $yb, $human) = @_; my $more = 1; while( arrange( $$me ), $more and $$mb + $$yb < 13 ) { # use Data::Dump 'dd'; dd \@_, "deck $deck"; if( $$me =~ s/($pat).\1.\1.\1.// ) { print "book of $&\n"; $$mb++; } elsif( $$me ) { my $pick = $human ? do { human($$me) } : do { my %picks; $picks{$_}++ for my @picks = $$me =~ /$pat/g; my $pick = first { $picks{$_} } split(//, $$lastpicks), shuffle @picks; print "pick $pick\n"; $$lastpicks =~ s/$pick//g; $$lastpicks .= $pick; $pick; }; if( $$you =~ s/(?:$pick.)+// ) { $$me .= $&; } else { print "GO FISH !!\n"; $$me .= substr $deck, 0, 2, ''; $more = 0; } } elsif( $deck ) { $$me .= substr $deck, 0, 2, ''; } else { $more = 0; } } arrange( $$me ); }
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).
#CoffeeScript
CoffeeScript
# Generate hamming numbers in order. Hamming numbers have the # property that they don't evenly divide any prime numbers outside # a given set, such as [2, 3, 5].   generate_hamming_sequence = (primes, max_n) -> # We use a lazy algorithm, only ever keeping N candidates # in play, one for each of our seed primes. Let's say # primes is [2,3,5]. Our virtual streams are these: # # hammings: 1,2,3,4,5,6,8,10,12,15,16,18,20,... # hammings*2: 2,4,6,9.10,12,16,20,24,30,32,36,40... # hammings*3: 3,6,9,12,15,18,24,30,36,45,... # hammings*5: 5,10,15,20,25,30,40,50,... # # After encountering 40 for the last time, our candidates # will be # 50 = 2 * 25 # 45 = 3 * 15 # 50 = 5 * 10 # Then, after 45 # 50 = 2 * 25 # 48 = 3 * 16 <= new # 50 = 5 * 10 hamming_numbers = [1] candidates = ([p, p, 1] for p in primes) last_number = 1 while hamming_numbers.length < max_n # Get the next candidate Hamming Number tuple. i = min_idx(candidates) candidate = candidates[i] [n, p, seq_idx] = candidate   # Add to sequence unless it's a duplicate. if n > last_number hamming_numbers.push n last_number = n   # Replace the candidate with its successor (based on # p = 2, 3, or 5). # # This is the heart of the algorithm. Let's say, over the # primes [2,3,5], we encounter the hamming number 32 based on it being # 2 * 16, where 16 is the 12th number in the sequence. # We'll be passed in [32, 2, 12] as candidate, and # hamming_numbers will be [1,2,3,4,5,6,8,9,10,12,16,18,...] # by now. The next candidate we need to enqueue is # [36, 2, 13], where the numbers mean this: # # 36 - next multiple of 2 of a Hamming number # 2 - prime number # 13 - 1-based index of 18 in the sequence # # When we encounter [36, 2, 13], we will then enqueue # [40, 2, 14], based on 20 being the 14th hamming number. q = hamming_numbers[seq_idx] candidates[i] = [p*q, p, seq_idx+1]   hamming_numbers   min_idx = (arr) -> # Don't waste your time reading this--it just returns # the index of the smallest tuple in an array, respecting that # the tuples may contain integers. (CS compiles to JS, which is # kind of stupid about sorting. There are libraries to work around # the limitation, but I wanted this code to be standalone.) less_than = (tup1, tup2) -> i = 0 while i < tup2.length return true if tup1[i] <= tup2[i] return false if tup1[i] > tup2[i] i += 1   min_i = 0 for i in [1...arr.length] if less_than arr[i], arr[min_i] min_i = i return min_i   primes = [2, 3, 5] numbers = generate_hamming_sequence(primes, 10000) console.log numbers[1690] console.log numbers[9999]
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
#Emacs_Lisp
Emacs Lisp
(let ((number (1+ (random 10)))) (while (not (= (read-number "Guess the number ") number)) (message "Wrong, try again.")) (message "Well guessed! %d" number))
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
#Erlang
Erlang
% Implemented by Arjun Sunel -module(guess_the_number). -export([main/0]).   main() -> io:format("Guess my number between 1 and 10 until you get it right:\n"), N = random:uniform(10), guess(N).   guess(N) -> {ok, [K]} = io:fread("Guess number : ","~d"),   if K=:=N -> io:format("Well guessed!!\n"); true -> guess(N) end.  
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.
#E
E
pragma.enable("accumulator")   def maxSubseq(seq) { def size := seq.size()   # Collect all intervals of indexes whose values are positive def intervals := { var intervals := [] var first := 0 while (first < size) { var next := first def seeing := seq[first] > 0 while (next < size && (seq[next] > 0) == seeing) { next += 1 } if (seeing) { # record every positive interval intervals with= first..!next } first := next } intervals }   # For recording the best result found var maxValue := 0 var maxInterval := 0..!0   # Try all subsequences beginning and ending with such intervals. for firstIntervalIx => firstInterval in intervals { for lastInterval in intervals(firstIntervalIx) { def interval := (firstInterval.getOptStart())..!(lastInterval.getOptBound()) def value := accum 0 for i in interval { _ + seq[i] } if (value > maxValue) { maxValue := value maxInterval := interval } } }   return ["value" => maxValue, "indexes" => maxInterval] }
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)
#Common_Lisp
Common Lisp
(defun guess-the-number-feedback (&optional (min 1) (max 100)) (let ((num-guesses 0) (num (+ (random (1+ (- max min))) min)) (guess nil)) (format t "Try to guess a number from ~:d to ~:d!~%" min max) (loop do (format t "Guess? ") (incf num-guesses) (setf guess (read)) (format t "Your guess is ~[not a number.~;too small.~;too large.~;correct!~]~%" (cond ((not (numberp guess)) 0) ((< guess num) 1) ((> guess num) 2) ((= guess num) 3))) until (and (numberp guess) (= guess num))) (format t "You got the number correct on the ~:r guess!~%" num-guesses)))  
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.
#Racket
Racket
  #lang racket/gui (require slideshow/pict)   (define-values (*width* *height*) (values 400 40))   (define (shades inc) (for/list ([scale (in-range 0 (+ 1 inc) inc)]) (round (* 255 scale))))   (define (grays increment direction) (define colors (shades increment)) (apply hc-append ((if (eq? direction 'right) identity reverse) (for/list ([c colors]) (colorize (filled-rectangle (/ *width* (length colors)) *height*) (make-color c c c))))))   (vc-append (grays 1/8 'right) (grays 1/16 'left) (grays 1/32 'right) (grays 1/64 'left))  
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.
#Raku
Raku
my ($width,$height) = 1280,768;   my $PGM = open "Greyscale-bars-perl6.pgm", :w orelse die "Can't create Greyscale-bars-perl6.pgm: $_";   $PGM.print: qq:to/EOH/; P2 # Greyscale-bars-perl6.pgm $width $height 65535 EOH   my ($h1,$h2,$h3,$h4) = divvy($height,4);   my @nums = ((0/7,1/7...7/7) X* 65535)».floor; my $line = ~(@nums Zxx divvy($width,8)); $PGM.say: $line for ^$h1;   @nums = ((15/15,14/15...0/15) X* 65535)».floor; $line = ~(@nums Zxx divvy($width,16)); $PGM.say: $line for ^$h2;   @nums = ((0/31,1/31...31/31) X* 65535)».floor; $line = ~(@nums Zxx divvy($width,32)); $PGM.say: $line for ^$h3;   @nums = ((63/63,62/63...0/63) X* 65535)».floor; $line = ~(@nums Zxx divvy($width,64)); $PGM.say: $line for ^$h4;   $PGM.close;   sub divvy($all, $div) { my @marks = ((1/$div,2/$div ... 1) X* $all)».round; @marks Z- 0,|@marks; }
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
#PARI.2FGP
PARI/GP
  guessnumber2(b)={ my(c=0,d=b,a=0); for(x=1,b, for(y=1,b, if(a<c||a==c||a==d||a>d, a=random(b), break() ) ); print("I guess "a" am I h,l,or e ?"); g=input(); if(g==h, d=a, if(g==l, c=a, if(g==e, break() ) ) ) ); }  
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
#E
E
def isHappyNumber(var x :int) { var seen := [].asSet() while (!seen.contains(x)) { seen with= x var sum := 0 while (x > 0) { sum += (x % 10) ** 2 x //= 10 } x := sum if (x == 1) { return true } } return false }   var count := 0 for x ? (isHappyNumber(x)) in (int >= 1) { println(x) if ((count += 1) >= 8) { break } }
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.
#OCaml
OCaml
(* Preamble -- some math, and an "angle" type which might be part of a common library. *) let pi = 4. *. atan 1. let radians_of_degrees = ( *. ) (pi /. 180.) let haversin theta = 0.5 *. (1. -. cos theta)   (* The angle type can track radians or degrees, which I'll use for automatic conversion. *) type angle = Deg of float | Rad of float let as_radians = function | Deg d -> radians_of_degrees d | Rad r -> r   (* Demonstrating use of a module, and record type. *) module LatLong = struct type t = { lat: float; lng: float } let of_angles lat lng = { lat = as_radians lat; lng = as_radians lng } let sub a b = { lat = a.lat-.b.lat; lng = a.lng-.b.lng }   let dist radius a b = let d = sub b a in let h = haversin d.lat +. haversin d.lng *. cos a.lat *. cos b.lat in 2. *. radius *. asin (sqrt h) end   (* Now we can use the LatLong module to construct coordinates and calculate * great-circle distances. * NOTE radius and resulting distance are in the same measure, and units could * be tracked for this too... but who uses miles? ;) *) let earth_dist = LatLong.dist 6372.8 and bna = LatLong.of_angles (Deg 36.12) (Deg (-86.67)) and lax = LatLong.of_angles (Deg 33.94) (Deg (-118.4)) in earth_dist bna 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
#GFA_Basic
GFA Basic
PRINT "Hello World"
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
#Phix
Phix
integer n = 0 sequence digits={0} procedure nNiven() while 1 do n += 1 for i=length(digits) to 0 by -1 do if i=0 then digits = prepend(digits,1) exit end if if digits[i]<9 then digits[i] += 1 exit end if digits[i] = 0 end for if remainder(n,sum(digits))=0 then exit end if end while end procedure sequence s = {} for i=1 to 20 do nNiven() s &= n end for ?s while n<=1000 do nNiven() end while ?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
#Jsish
Jsish
prompt$ jsish Jsish interactive: see 'help [cmd]'. \ cancels > input. ctrl-c aborts running script. # require('JsiAgarGUI') 1 # JsiAgarGUI.alert("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
#Julia
Julia
using Tk   window = Toplevel("Hello World", 200, 100, false) pack_stop_propagate(window)   fr = Frame(window) pack(fr, expand=true, fill="both")   txt = Label(fr, "Hello World") pack(txt, expand=true)   set_visible(window, true)   # sleep(7)
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).
#Raku
Raku
use GTK::Simple; use GTK::Simple::App;   my GTK::Simple::App $app .= new(title => 'GUI component interaction');   $app.set-content( my $box = GTK::Simple::VBox.new( my $value = GTK::Simple::Entry.new(text => '0'), my $increment = GTK::Simple::Button.new(label => 'Increment'), my $random = GTK::Simple::Button.new(label => 'Random'), ) );   $app.size-request(400, 100); $app.border-width = 20; $box.spacing = 10;   $value.changed.tap: { ($value.text ||= '0') ~~ s:g/<-[0..9]>//; }   $increment.clicked.tap: { my $val = $value.text; $val += 1; $value.text = $val.Str }   $random.clicked.tap: { # Dirty hack to work around the fact that GTK::Simple doesn't provide # access to GTK message dialogs yet :P if run «zenity --question --text "Reset to random value?"» { $value.text = (^100).pick.Str } }   $app.run;
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.
#AWK
AWK
# Tested using GAWK   function bits2str(bits, data, mask) { # Source: https://www.gnu.org/software/gawk/manual/html_node/Bitwise-Functions.html if (bits == 0) return "0"   mask = 1 for (; bits != 0; bits = rshift(bits, 1)) data = (and(bits, mask) ? "1" : "0") data   while ((length(data) % 8) != 0) data = "0" data   return data }   function gray_encode(n){ # Source: https://en.wikipedia.org/wiki/Gray_code#Converting_to_and_from_Gray_code return xor(n,rshift(n,1)) }   function gray_decode(n){ # Source: https://en.wikipedia.org/wiki/Gray_code#Converting_to_and_from_Gray_code mask = rshift(n,1) while(mask != 0){ n = xor(n,mask) mask = rshift(mask,1) } return n }   BEGIN{ for (i=0; i < 32; i++) printf "%-3s => %05d => %05d => %05d\n",i, bits2str(i),bits2str(gray_encode(i)), bits2str(gray_decode(gray_encode(i))) }
http://rosettacode.org/wiki/Get_system_command_output
Get system command output
Task Execute a system command and get its output into the program. The output may be stored in any kind of collection (array, list, etc.). Related task Execute a system command
#Aime
Aime
o_("-- ", sshell().plan("expr", "8", "*", "9").link.b_dump('\n'), " --\n");
http://rosettacode.org/wiki/Get_system_command_output
Get system command output
Task Execute a system command and get its output into the program. The output may be stored in any kind of collection (array, list, etc.). Related task Execute a system command
#Amazing_Hopper
Amazing Hopper
  /* JAMBO language - a flavour of Hopper */ #include <jambo.h> Main sys = `cat jm/sys1.jambo` Set( sys ) Prnl End  
http://rosettacode.org/wiki/Get_system_command_output
Get system command output
Task Execute a system command and get its output into the program. The output may be stored in any kind of collection (array, list, etc.). Related task Execute a system command
#Applesoft_BASIC
Applesoft BASIC
100 HIMEM: 24576 110 LET A = 24576 120 LET P = 768 130 DEF FN P(A) = PEEK (A) + PEEK (A + 1) * 256 140 DEF FN H(A) = INT (A / 256) 150 DEF FN L(A) = A - FN H(A) * 256 160 POKE P + 00,073: REM EOR 170 POKE P + 01,128: REM #$80 180 POKE P + 02,141: REM STA 190 POKE P + 03, FN L(A) 200 POKE P + 04, FN H(A) 210 POKE P + 05,073: REM EOR 220 POKE P + 06,128: REM #$80 230 POKE P + 07,238: REM INC 240 POKE P + 08, FN L(P + 3) 250 POKE P + 09, FN H(P + 3) 260 POKE P + 10,208: REM BNE 270 POKE P + 11,3 280 POKE P + 12,238: REM INC 290 POKE P + 13, FN L(P + 4) 300 POKE P + 14, FN H(P + 4) 310 POKE P + 15,096: REM RTS 320 POKE 54, FN L(P) 330 POKE 55, FN H(P) 340 CALL 1002 350 PRINT CHR$ (4)"CATALOG" 360 PRINT CHR$ (4)"PR#0" 370 LET C = - 1 380 LET I = 0 390 LET S = 0 400 LET E = FN P(P + 3) 410 DIM S$(54) 420 LET S$(0) = "" 430 POKE 236, PEEK (131) 440 POKE 237, PEEK (132) 450 LET S = FN P(236) 460 FOR I = A TO E STEP 255 470 LET C = C + 1 480 POKE S + C * 3,255 490 IF E - I < 255 THEN POKE S + C * 3,E - I 500 POKE S + C * 3 + 1, FN L(I) 510 POKE S + C * 3 + 2, FN H(I) 520 PRINT S$(C); 530 NEXT
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.
#ALGOL_W
ALGOL W
begin  % simple list type  % record IntList( integer val; reference(IntList) next );    % find the maximum element of an IntList, returns 0 for an empty list  % integer procedure maxElement( reference(IntList) value list ) ; begin integer maxValue; reference(IntList) listPos; maxValue := 0; listPos  := list; if listPos not = null then begin  % non-empty list  % maxValue := val(listPos); listPos  := next(listPos); while listPos not = null do begin if val(listPos) > maxValue then maxValue := val(listPos); listPos := next(listPos) end while_listPos_ne_null ; end if_listPos_ne_null ; maxValue end maxElement ;    % test the maxElement procedure  % write( maxElement( IntList( -767, IntList( 2397, IntList( 204, null ) ) ) ) )   end.
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.
#AArch64_Assembly
AArch64 Assembly
  /* ARM assembly AARCH64 Raspberry PI 3B */ /* program calPgcd64.s */   /*******************************************/ /* Constantes file */ /*******************************************/ /* for this file see task include a file in language AArch64 assembly*/ .include "../includeConstantesARM64.inc"   /*********************************/ /* Initialized data */ /*********************************/ .data sMessResult: .asciz "Number 1 : @ number 2 : @ PGCD  : @ \n" szCarriageReturn: .asciz "\n" szMessError: .asciz "Error PGCD !!\n"   /*********************************/ /* UnInitialized data */ /*********************************/ .bss sZoneConv: .skip 24 /*********************************/ /* code section */ /*********************************/ .text .global main main: // entry of program   mov x20,36 mov x21,18 mov x0,x20 mov x1,x21 bl calPGCDmod bcs 99f // error ? mov x2,x0 // pgcd mov x0,x20 mov x1,x21 bl displayResult mov x20,37 mov x21,15 mov x0,x20 mov x1,x21 bl calPGCDmod bcs 99f // error ? mov x2,x0 // pgcd mov x0,x20 mov x1,x21 bl displayResult     b 100f 99: // display error ldr x0,qAdrszMessError bl affichageMess 100: // standard end of the program mov x0, #0 // return code mov x8, #EXIT // request to exit program svc #0 // perform the system call   qAdrszCarriageReturn: .quad szCarriageReturn qAdrszMessError: .quad szMessError   /***************************************************/ /* Compute pgcd modulo use */ /***************************************************/ /* x0 contains first number */ /* x1 contains second number */ /* x0 return PGCD */ /* if error carry set to 1 */ calPGCDmod: stp x1,lr,[sp,-16]! // save registres stp x2,x3,[sp,-16]! // save registres cbz x0,99f // if = 0 error cbz x1,99f cmp x0,0 bgt 1f neg x0,x0 // if negative inversion number 1 1: cmp x1,0 bgt 2f neg x1,x1 // if negative inversion number 2 2: cmp x0,x1 // compare two numbers bgt 3f mov x2,x0 // inversion mov x0,x1 mov x1,x2 3: udiv x2,x0,x1 // division msub x0,x2,x1,x0 // compute remainder cmp x0,0 bgt 2b // loop mov x0,x1 cmn x0,0 // clear carry b 100f 99: // error mov x0,0 cmp x0,0 // set carry 100: ldp x2,x3,[sp],16 // restaur des 2 registres ldp x1,lr,[sp],16 // restaur des 2 registres ret // retour adresse lr x30   /***************************************************/ /* display result */ /***************************************************/ /* x0 contains first number */ /* x1 contains second number */ /* x2 contains PGCD */ displayResult: stp x1,lr,[sp,-16]! // save registres mov x3,x1 // save x1 ldr x1,qAdrsZoneConv bl conversion10 // décimal conversion ldr x0,qAdrsMessResult ldr x1,qAdrsZoneConv // insert conversion bl strInsertAtCharInc mov x4,x0 // save message address mov x0,x3 // conversion second number ldr x1,qAdrsZoneConv bl conversion10 // décimal conversion mov x0,x4 // move message address ldr x1,qAdrsZoneConv // insert conversion bl strInsertAtCharInc mov x4,x0 // save message address mov x0,x2 // conversion pgcd ldr x1,qAdrsZoneConv bl conversion10 // décimal conversion mov x0,x4 // move message address ldr x1,qAdrsZoneConv // insert conversion bl strInsertAtCharInc bl affichageMess // display message ldp x1,lr,[sp],16 // restaur des 2 registres ret // retour adresse lr x30 qAdrsMessResult: .quad sMessResult qAdrsZoneConv: .quad sZoneConv /********************************************************/ /* File Include fonctions */ /********************************************************/ /* for this file see task include a file in language AArch64 assembly */ .include "../includeARM64.inc"  
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.
#BASIC
BASIC
CONST matchtext = "Goodbye London!" CONST repltext = "Hello New York!" CONST matchlen = LEN(matchtext)   DIM L0 AS INTEGER, x AS INTEGER, filespec AS STRING, linein AS STRING   L0 = 1 WHILE LEN(COMMAND$(L0)) filespec = DIR$(COMMAND$(L0)) WHILE LEN(filespec) OPEN filespec FOR BINARY AS 1 linein = SPACE$(LOF(1)) GET #1, 1, linein DO x = INSTR(linein, matchtext) IF x THEN linein = LEFT$(linein, x - 1) & repltext & MID$(linein, x + matchlen) ' If matchtext and repltext are of equal length (as in this example) ' then you can replace the above line with this: ' MID$(linein, x) = repltext ' This is somewhat more efficient than having to rebuild the string. ELSE EXIT DO END IF LOOP ' If matchtext and repltext are of equal length (as in this example), or repltext ' is longer than matchtext, you could just write back to the file while it's open ' in BINARY mode, like so: ' PUT #1, 1, linein ' But since there's no way to reduce the file size via BINARY and PUT, we do this: CLOSE OPEN filespec FOR OUTPUT AS 1 PRINT #1, linein; CLOSE filespec = DIR$ WEND L0 += 1 WEND
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.
#BBC_BASIC
BBC BASIC
FindThis$ = "Goodbye London!" ReplaceWith$ = "Hello New York!"   DIM Files$(3) Files$() = "C:\test1.txt", "C:\test2.txt", "C:\test3.txt", "C:\test4.txt"   FOR f% = 0 TO DIM(Files$(),1) infile$ = Files$(f%) infile% = OPENIN(infile$) IF infile%=0 ERROR 100, "Failed to open file " + infile$ tmpfile$ = @tmp$+"replace.txt" tmpfile% = OPENOUT(tmpfile$)   WHILE NOT EOF#infile% INPUT #infile%, a$ IF ASCa$=10 a$ = MID$(a$,2) l% = LEN(FindThis$) REPEAT here% = INSTR(a$, FindThis$) IF here% a$ = LEFT$(a$,here%-1) + ReplaceWith$ + MID$(a$,here%+l%) UNTIL here% = 0 PRINT #tmpfile%, a$ : BPUT #tmpfile%,10 ENDWHILE CLOSE #infile% CLOSE #tmpfile%   OSCLI "DEL """ + infile$ + """" OSCLI "REN """ + tmpfile$ + """ """ + infile$ + """" NEXT END
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).
#ALGOL_60
ALGOL 60
begin comment Hailstone sequence - Algol 60; integer array collatz[1:400]; integer icollatz;   integer procedure mod(i,j); value i,j; integer i,j; mod:=i-(i div j)*j;   integer procedure hailstone(num); value num; integer num; begin integer i,n; icollatz:=1; n:=num; i:=0; collatz[icollatz]:=n; for i:=i+1 while n notequal 1 do begin if mod(n,2)=0 then n:=n div 2 else n:=(3*n)+1; icollatz:=icollatz+1; collatz[icollatz]:=n end; hailstone:=icollatz end hailstone;   integer i,nn,ncollatz,count,nlongest,nel,nelcur,nnn; nn:=27; ncollatz:=hailstone(nn); outstring(1,"sequence for"); outinteger(1,nn); outstring(1," :\n"); for i:=1 step 1 until ncollatz do outinteger(1,collatz[i]); outstring(1,"\n"); outstring(1,"number of elements:"); outinteger(1,ncollatz); outstring(1,"\n\n"); nlongest:=0; nel:=0; nnn:=100000; for count:=1, count+1 while count<nnn do begin nelcur:=hailstone(count); if nelcur>nel then begin nel:=nelcur; nlongest:=count end end; outstring(1,"number <"); outinteger(1,nnn); outstring(1,"with the longest sequence:"); outinteger(1,nlongest); outstring(1,", with"); outinteger(1,nel); outstring(1,"elements."); outstring(1,"\n") 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.
#zkl
zkl
fcn colorGraph(nodeStr){ // "0-1 1-2 2-0 3" numEdges,graph := 0,Dictionary(); // ( 0:(1,2), 1:L(0,2), 2:(1,0), 3:() ) foreach n in (nodeStr.split(" ")){ // parse string to graph n=n - " "; if(n.holds("-")){ a,b := n.split("-"); // keep as string graph.appendV(a,b); graph.appendV(b,a); numEdges+=1; } else graph[n]=T; // island } colors,colorPool := Dictionary(), ["A".."Z"].walk(); graph.pump(Void,'wrap([(node,nbrs)]){ // ( "1",(0,2), "3",() ) clrs:=colorPool.copy(); // all colors are available, then remove neighbours foreach i in (nbrs){ clrs.remove(colors.find(i)) } // if nbr has color, color not available colors[node] = clrs[0]; // first available remaining color }); return(graph,colors,numEdges) }
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.
#F.C5.8Drmul.C3.A6
Fōrmulæ
Dim As Integer ancho = 143, alto = 188, x, y, p, red, green, blue, luminancia Dim As String imagen = "Mona_Lisa.bmp" Screenres ancho,alto,32 Bload imagen   For x = 0 To ancho-1 For y = 0 To alto-1 p = Point(x,y) red = p Mod 256 p = p \ 256 green = p Mod 256 p = p \ 256 blue = p Mod 256 luminancia = 0.2126*red + 0.7152*green + 0.0722*blue Pset(x,y), Rgb(luminancia,luminancia,luminancia) Next y Next x   Bsave "Grey_"+imagen+".bmp",0 Sleep
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.
#FreeBASIC
FreeBASIC
Dim As Integer ancho = 143, alto = 188, x, y, p, red, green, blue, luminancia Dim As String imagen = "Mona_Lisa.bmp" Screenres ancho,alto,32 Bload imagen   For x = 0 To ancho-1 For y = 0 To alto-1 p = Point(x,y) red = p Mod 256 p = p \ 256 green = p Mod 256 p = p \ 256 blue = p Mod 256 luminancia = 0.2126*red + 0.7152*green + 0.0722*blue Pset(x,y), Rgb(luminancia,luminancia,luminancia) Next y Next x   Bsave "Grey_"+imagen+".bmp",0 Sleep
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
#J
J
#!/usr/bin/perl   use strict; # https://rosettacode.org/wiki/Go_Fish use warnings; use List::Util qw( first shuffle );   my $pat = qr/[atjqk2-9]/; # ranks my $deck = join '', shuffle map { my $rank = $_; map "$rank$_", qw( S H C D ) } qw( a t j q k ), 2 .. 9;   my $mebooks = my $youbooks = 0;   my $me = substr $deck, 0, 2 * 9, ''; my $mepicks = join '', $me =~ /$pat/g; arrange($me); $mebooks++ while $me =~ s/($pat).\1.\1.\1.//; my $you = substr $deck, 0, 2 * 9, ''; my $youpicks = join '', $you =~ /$pat/g; arrange($you); $youbooks++ while $you =~ s/($pat).\1.\1.\1.//;   while( $mebooks + $youbooks < 13 ) { play( \$you, \$youbooks, \$youpicks, \$me, \$mebooks, 1 ); $mebooks + $youbooks == 13 and last; play( \$me, \$mebooks, \$mepicks, \$you, \$youbooks, 0 ); } print "me $mebooks you $youbooks\n";   sub arrange { $_[0] = join '', sort $_[0] =~ /../g }   sub human { my $have = shift =~ s/($pat).\K(?!\1)/ /gr; local $| = 1; my $pick; do { print "You have $have, enter request: "; ($pick) = lc(<STDIN>) =~ /$pat/g; } until $pick and $have =~ /$pick/; return $pick; }   sub play { my ($me, $mb, $lastpicks, $you, $yb, $human) = @_; my $more = 1; while( arrange( $$me ), $more and $$mb + $$yb < 13 ) { # use Data::Dump 'dd'; dd \@_, "deck $deck"; if( $$me =~ s/($pat).\1.\1.\1.// ) { print "book of $&\n"; $$mb++; } elsif( $$me ) { my $pick = $human ? do { human($$me) } : do { my %picks; $picks{$_}++ for my @picks = $$me =~ /$pat/g; my $pick = first { $picks{$_} } split(//, $$lastpicks), shuffle @picks; print "pick $pick\n"; $$lastpicks =~ s/$pick//g; $$lastpicks .= $pick; $pick; }; if( $$you =~ s/(?:$pick.)+// ) { $$me .= $&; } else { print "GO FISH !!\n"; $$me .= substr $deck, 0, 2, ''; $more = 0; } } elsif( $deck ) { $$me .= substr $deck, 0, 2, ''; } else { $more = 0; } } arrange( $$me ); }
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).
#Common_Lisp
Common Lisp
(defun next-hamm (factors seqs) (let ((x (apply #'min (map 'list #'first seqs)))) (loop for s in seqs for f in factors for i from 0 with add = t do (if (= x (first s)) (pop s)) ;; prevent a value from being added to multiple lists (when add (setf (elt seqs i) (nconc s (list (* x f)))) (if (zerop (mod x f)) (setf add nil))) finally (return x))))   (loop with factors = '(2 3 5) with seqs = (loop for i in factors collect '(1)) for n from 1 to 1000001 do (let ((x (next-hamm factors seqs))) (if (or (< n 21) (= n 1691) (= n 1000000)) (format t "~d: ~d~%" n x))))
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
#ERRE
ERRE
  PROGRAM GUESS_NUMBER   ! ! for rosettacode.org !   BEGIN   RANDOMIZE(TIMER) N=0 R=INT(RND(1)*100+1)  ! RND function gives a random number from 0 to 1 G=0 C$=""   WHILE G<>R DO INPUT("Pick a number between 1 and 100";G) IF G=R THEN PRINT("You got it!") N+=1 PRINT("It took";N;"tries to pick the right Number.") ELSIF G<R THEN PRINT("Try a larger number.") N+=1 ELSE PRINT("Try a smaller number.") N+=1 END IF END WHILE END PROGRAM  
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
#Euphoria
Euphoria
include get.e   integer n,g n = rand(10)   puts(1,"I have thought of a number from 1 to 10.\n") puts(1,"Try to guess it!\n")   while 1 do g = prompt_number("Enter your guess: ",{1,10}) if n = g then exit end if puts(1,"Your guess was wrong. Try again!\n") end while   puts(1,"Well done! You guessed it.")
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.
#EchoLisp
EchoLisp
  (lib 'struct) (struct result (score starter))   ;; the score of i in sequence ( .. i j ...) is max (i , i + score (j)) ;; to compute score of (a b .. x y z) : ;; start with score(z) and compute scores of y , z , ..c, b , a. ;; this is O(n)   ;; return value of sub-sequence (define (max-max L into: result) (define value (if (empty? L) -Infinity (max (first L) (+ (first L) (max-max (cdr L) result )))))   (when (> value (result-score result)) (set-result-score! result value) ;; remember best score (set-result-starter! result L)) ;; and its location value)   ;; return (best-score (best sequence)) (define (max-seq L) (define best (result -Infinity null)) (max-max L into: best) (define score (result-score best))   (list score (for/list (( n (result-starter best))) #:break (zero? score) (set! score (- score n)) n)))   (define L '(-1 -2 3 5 6 -2 -1 4 -4 2 -1)) (max-seq L) → (15 (3 5 6 -2 -1 4))  
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)
#Crystal
Crystal
number = rand(1..10)   puts "Guess the number between 1 and 10"   loop do begin user_number = gets.to_s.to_i if user_number == number puts "You guessed it." break elsif user_number > number puts "Too high." else puts "Too low." end rescue ArgumentError puts "Please enter an integer." end end
http://rosettacode.org/wiki/Greyscale_bars/Display
Greyscale bars/Display
The task is to display a series of vertical greyscale bars (contrast bars) with a sufficient number of bars to span the entire width of the display. For the top quarter of the display, the left hand bar should be black, and we then incrementally step through six shades of grey until we have a white bar on the right hand side of the display. (This gives a total of 8 bars) For the second quarter down, we start with white and step down through 14 shades of gray, getting darker until we have black on the right hand side of the display. (This gives a total of 16 bars). Halfway down the display, we start with black, and produce 32 bars, ending in white, and for the last quarter, we start with white and step through 62 shades of grey, before finally arriving at black in the bottom right hand corner, producing a total of 64 bars for the bottom quarter.
#RapidQ
RapidQ
  Declare Sub PaintCanvas   Create Form as Qform Caption = "Rosetta Greyscale" Center create Canv as QCanvas align = 5 onPaint = PaintCanvas end create end create   Sub PaintCanvas NumRows = 4 'Change for number of rows for curbar = 0 to NumRows-1 Bars = 2^(curbar+3) for x = 0 to (Bars -1) x1=Canv.Width/Bars*x y1=Canv.Height/NumRows*CurBar x2=Canv.Width/Bars*(x+1) y2=Canv.Height/NumRows*(CurBar+1) c=(255/(Bars-1))*x c=iif(curbar mod 2, 255-c, c) Canv.FillRect(x1, y1, x2, y2, rgb(c, c, c)) next x next curbar end sub   Form.showmodal  
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.
#Ring
Ring
  # Project : Greyscale bars/Display   load "guilib.ring"   paint = null   new qapp { win1 = new qwidget() { setwindowtitle("Greyscale bars/Display") setgeometry(100,100,500,600) label1 = new qlabel(win1) { setgeometry(10,10,400,400) settext("") } new qpushbutton(win1) { setgeometry(150,500,100,30) settext("draw") setclickevent("draw()") } show() } exec() }   func draw p1 = new qpicture() color = new qcolor() { setrgb(0,0,255,255) } pen = new qpen() { setcolor(color) setwidth(1) } paint = new qpainter() { begin(p1) setpen(pen)   for row=1 to 4 n=pow(2,(row+2)) w=1280/n py=256*(4-row) for b=0 to n-1 g=floor(255*b/(n-1)) if n=16 or n=64 g=255-g ok color2 = new qcolor() color2.setrgb(g,g,g,255) mybrush = new qbrush() {setstyle(1) setcolor(color2)} paint.setbrush(mybrush) paint.drawrect(w*b,py,w,256) next next   endpaint() } label1 { setpicture(p1) show() }  
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.
#Run_BASIC
Run BASIC
for i = 1 to 4 incr = int(256 / (i * 8)) c = 256 html "<table style='width: 200px; height: 11px;' border=0 cellpadding=0 cellspacing=0><tr>" for j = 1 to i * 8 html "<td style='background-color: rgb(";c;",";c;",";c;");'></td>" c = c - incr next j html "</tr>" next i html "</table>" 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
#Pascal
Pascal
Program GuessIt(input, output);   var done, ok: boolean; guess, upp, low: integer; res: char;   begin writeln ('Choose a number between 0 and 1000.'); write ('Press Enter and I will start to guess the number.'); readln; upp := 1000; low := 0; repeat ok := false; guess := ( ( upp - low ) div 2 ) + low; write ('My guess is: ', guess:4); write ('. How did i score? ''l'' = too low, ''h'' = too high, ''c'' = correct : '); repeat readln (res); res := lowercase(res); until (res = 'c') or (res = 'l') or (res = 'h'); case res of 'l': low := guess; 'h': upp := guess; else ok := true end; until ok; writeln ('So the number is: ', guess:4); writeln ('It was nice to play with you.'); 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
#Eiffel
Eiffel
  class APPLICATION   create make   feature {NONE} -- Initialization   make -- Run application. local l_val: INTEGER do from l_val := 1 until l_val > 100 loop if is_happy_number (l_val) then print (l_val.out) print ("%N") end l_val := l_val + 1 end end   feature -- Happy number   is_happy_number (a_number: INTEGER): BOOLEAN -- Is `a_number' a happy number? require positive_number: a_number > 0 local l_number: INTEGER l_set: ARRAYED_SET [INTEGER] do from l_number := a_number create l_set.make (10) until l_number = 1 or l_set.has (l_number) loop l_set.put (l_number) l_number := square_sum_of_digits (l_number) end   Result := (l_number = 1) end   feature{NONE} -- Implementation   square_sum_of_digits (a_number: INTEGER): INTEGER -- Sum of the sqares of digits of `a_number'. require positive_number: a_number > 0 local l_number, l_digit: INTEGER do from l_number := a_number until l_number = 0 loop l_digit := l_number \\ 10 Result := Result + l_digit * l_digit l_number := l_number // 10 end end   end