task_url
stringlengths 30
116
| task_name
stringlengths 2
86
| task_description
stringlengths 0
14.4k
| language_url
stringlengths 2
53
| language_name
stringlengths 1
52
| code
stringlengths 0
61.9k
|
---|---|---|---|---|---|
http://rosettacode.org/wiki/Egyptian_division | Egyptian division | Egyptian division is a method of dividing integers using addition and
doubling that is similar to the algorithm of Ethiopian multiplication
Algorithm:
Given two numbers where the dividend is to be divided by the divisor:
Start the construction of a table of two columns: powers_of_2, and doublings; by a first row of a 1 (i.e. 2^0) in the first column and 1 times the divisor in the first row second column.
Create the second row with columns of 2 (i.e 2^1), and 2 * divisor in order.
Continue with successive i’th rows of 2^i and 2^i * divisor.
Stop adding rows, and keep only those rows, where 2^i * divisor is less than or equal to the dividend.
We now assemble two separate sums that both start as zero, called here answer and accumulator
Consider each row of the table, in the reverse order of its construction.
If the current value of the accumulator added to the doublings cell would be less than or equal to the dividend then add it to the accumulator, as well as adding the powers_of_2 cell value to the answer.
When the first row has been considered as above, then the integer division of dividend by divisor is given by answer.
(And the remainder is given by the absolute value of accumulator - dividend).
Example: 580 / 34
Table creation:
powers_of_2
doublings
1
34
2
68
4
136
8
272
16
544
Initialization of sums:
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
8
272
16
544
0
0
Considering table rows, bottom-up:
When a row is considered it is shown crossed out if it is not accumulated, or bold if the row causes summations.
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
8
272
16
544
16
544
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
8
272
16
544
16
544
powers_of_2
doublings
answer
accumulator
1
34
2
68
4
136
16
544
8
272
16
544
powers_of_2
doublings
answer
accumulator
1
34
2
68
16
544
4
136
8
272
16
544
powers_of_2
doublings
answer
accumulator
1
34
17
578
2
68
4
136
8
272
16
544
Answer
So 580 divided by 34 using the Egyptian method is 17 remainder (578 - 580) or 2.
Task
The task is to create a function that does Egyptian division. The function should
closely follow the description above in using a list/array of powers of two, and
another of doublings.
Functions should be clear interpretations of the algorithm.
Use the function to divide 580 by 34 and show the answer here, on this page.
Related tasks
Egyptian fractions
References
Egyptian Number System
| #zkl | zkl | fcn egyptianDivmod(dividend,divisor){
table:=[0..].pump(List, 'wrap(n){ // (2^n,divisor*2^n)
r:=T( p:=(2).pow(n), s:=divisor*p); (s<=dividend) and r or Void.Stop });
accumulator:=0;
foreach p2,d in (table.reverse()){
if(dividend>=d){ accumulator+=p2; dividend-=d; }
}
return(accumulator,dividend);
} |
http://rosettacode.org/wiki/Egyptian_fractions | Egyptian fractions | An Egyptian fraction is the sum of distinct unit fractions such as:
1
2
+
1
3
+
1
16
(
=
43
48
)
{\displaystyle {\tfrac {1}{2}}+{\tfrac {1}{3}}+{\tfrac {1}{16}}\,(={\tfrac {43}{48}})}
Each fraction in the expression has a numerator equal to 1 (unity) and a denominator that is a positive integer, and all the denominators are distinct (i.e., no repetitions).
Fibonacci's Greedy algorithm for Egyptian fractions expands the fraction
x
y
{\displaystyle {\tfrac {x}{y}}}
to be represented by repeatedly performing the replacement
x
y
=
1
⌈
y
/
x
⌉
+
(
−
y
)
mod
x
y
⌈
y
/
x
⌉
{\displaystyle {\frac {x}{y}}={\frac {1}{\lceil y/x\rceil }}+{\frac {(-y)\!\!\!\!\mod x}{y\lceil y/x\rceil }}}
(simplifying the 2nd term in this replacement as necessary, and where
⌈
x
⌉
{\displaystyle \lceil x\rceil }
is the ceiling function).
For this task, Proper and improper fractions must be able to be expressed.
Proper fractions are of the form
a
b
{\displaystyle {\tfrac {a}{b}}}
where
a
{\displaystyle a}
and
b
{\displaystyle b}
are positive integers, such that
a
<
b
{\displaystyle a<b}
, and
improper fractions are of the form
a
b
{\displaystyle {\tfrac {a}{b}}}
where
a
{\displaystyle a}
and
b
{\displaystyle b}
are positive integers, such that a ≥ b.
(See the REXX programming example to view one method of expressing the whole number part of an improper fraction.)
For improper fractions, the integer part of any improper fraction should be first isolated and shown preceding the Egyptian unit fractions, and be surrounded by square brackets [n].
Task requirements
show the Egyptian fractions for:
43
48
{\displaystyle {\tfrac {43}{48}}}
and
5
121
{\displaystyle {\tfrac {5}{121}}}
and
2014
59
{\displaystyle {\tfrac {2014}{59}}}
for all proper fractions,
a
b
{\displaystyle {\tfrac {a}{b}}}
where
a
{\displaystyle a}
and
b
{\displaystyle b}
are positive one-or two-digit (decimal) integers, find and show an Egyptian fraction that has:
the largest number of terms,
the largest denominator.
for all one-, two-, and three-digit integers, find and show (as above). {extra credit}
Also see
Wolfram MathWorld™ entry: Egyptian fraction
| #Visual_Basic_.NET | Visual Basic .NET | Imports System.Numerics
Imports System.Text
Module Module1
Function Gcd(a As BigInteger, b As BigInteger) As BigInteger
If b = 0 Then
If a < 0 Then
Return -a
Else
Return a
End If
Else
Return Gcd(b, a Mod b)
End If
End Function
Function Lcm(a As BigInteger, b As BigInteger) As BigInteger
Return a / Gcd(a, b) * b
End Function
Public Class Rational
Dim num As BigInteger
Dim den As BigInteger
Public Sub New(n As BigInteger, d As BigInteger)
Dim c = Gcd(n, d)
num = n / c
den = d / c
If den < 0 Then
num = -num
den = -den
End If
End Sub
Public Sub New(n As BigInteger)
num = n
den = 1
End Sub
Public Function Numerator() As BigInteger
Return num
End Function
Public Function Denominator() As BigInteger
Return den
End Function
Public Overrides Function ToString() As String
If den = 1 Then
Return num.ToString()
Else
Return String.Format("{0}/{1}", num, den)
End If
End Function
'Arithmetic operators
Public Shared Operator +(lhs As Rational, rhs As Rational) As Rational
Return New Rational(lhs.num * rhs.den + rhs.num * lhs.den, lhs.den * rhs.den)
End Operator
Public Shared Operator -(lhs As Rational, rhs As Rational) As Rational
Return New Rational(lhs.num * rhs.den - rhs.num * lhs.den, lhs.den * rhs.den)
End Operator
'Comparison operators
Public Shared Operator =(lhs As Rational, rhs As Rational) As Boolean
Return lhs.num = rhs.num AndAlso lhs.den = rhs.den
End Operator
Public Shared Operator <>(lhs As Rational, rhs As Rational) As Boolean
Return lhs.num <> rhs.num OrElse lhs.den <> rhs.den
End Operator
Public Shared Operator <(lhs As Rational, rhs As Rational) As Boolean
'a/b < c/d
'ad < bc
Dim ad = lhs.num * rhs.den
Dim bc = lhs.den * rhs.num
Return ad < bc
End Operator
Public Shared Operator >(lhs As Rational, rhs As Rational) As Boolean
'a/b > c/d
'ad > bc
Dim ad = lhs.num * rhs.den
Dim bc = lhs.den * rhs.num
Return ad > bc
End Operator
Public Shared Operator <=(lhs As Rational, rhs As Rational) As Boolean
Return lhs < rhs OrElse lhs = rhs
End Operator
Public Shared Operator >=(lhs As Rational, rhs As Rational) As Boolean
Return lhs > rhs OrElse lhs = rhs
End Operator
'Conversion operators
Public Shared Widening Operator CType(ByVal bi As BigInteger) As Rational
Return New Rational(bi)
End Operator
Public Shared Widening Operator CType(ByVal lo As Long) As Rational
Return New Rational(lo)
End Operator
End Class
Function Egyptian(r As Rational) As List(Of Rational)
Dim result As New List(Of Rational)
If r >= 1 Then
If r.Denominator() = 1 Then
result.Add(r)
result.Add(New Rational(0))
Return result
End If
result.Add(New Rational(r.Numerator / r.Denominator))
r -= result(0)
End If
Dim modFunc = Function(m As BigInteger, n As BigInteger)
Return ((m Mod n) + n) Mod n
End Function
While r.Numerator() <> 1
Dim q = (r.Denominator() + r.Numerator() - 1) / r.Numerator()
result.Add(New Rational(1, q))
r = New Rational(modFunc(-r.Denominator(), r.Numerator()), r.Denominator * q)
End While
result.Add(r)
Return result
End Function
Function FormatList(Of T)(col As List(Of T)) As String
Dim iter = col.GetEnumerator()
Dim sb As New StringBuilder
sb.Append("[")
If iter.MoveNext() Then
sb.Append(iter.Current)
End If
While iter.MoveNext()
sb.Append(", ")
sb.Append(iter.Current)
End While
sb.Append("]")
Return sb.ToString()
End Function
Sub Main()
Dim rs = {New Rational(43, 48), New Rational(5, 121), New Rational(2014, 59)}
For Each r In rs
Console.WriteLine("{0} => {1}", r, FormatList(Egyptian(r)))
Next
Dim lenMax As Tuple(Of ULong, Rational) = Tuple.Create(0UL, New Rational(0))
Dim denomMax As Tuple(Of BigInteger, Rational) = Tuple.Create(New BigInteger(0), New Rational(0))
Dim query = (From i In Enumerable.Range(1, 100)
From j In Enumerable.Range(1, 100)
Select New Rational(i, j)).Distinct().ToList()
For Each r In query
Dim e = Egyptian(r)
Dim eLen As ULong = e.Count
Dim eDenom = e.Last().Denominator()
If eLen > lenMax.Item1 Then
lenMax = Tuple.Create(eLen, r)
End If
If eDenom > denomMax.Item1 Then
denomMax = Tuple.Create(eDenom, r)
End If
Next
Console.WriteLine("Term max is {0} with {1} terms", lenMax.Item2, lenMax.Item1)
Dim dStr = denomMax.Item1.ToString()
Console.WriteLine("Denominator max is {0} with {1} digits {2}...{3}", denomMax.Item2, dStr.Length, dStr.Substring(0, 5), dStr.Substring(dStr.Length - 5, 5))
End Sub
End Module |
http://rosettacode.org/wiki/Ethiopian_multiplication | Ethiopian multiplication | Ethiopian multiplication is a method of multiplying integers using only addition, doubling, and halving.
Method:
Take two numbers to be multiplied and write them down at the top of two columns.
In the left-hand column repeatedly halve the last number, discarding any remainders, and write the result below the last in the same column, until you write a value of 1.
In the right-hand column repeatedly double the last number and write the result below. stop when you add a result in the same row as where the left hand column shows 1.
Examine the table produced and discard any row where the value in the left column is even.
Sum the values in the right-hand column that remain to produce the result of multiplying the original two numbers together
For example: 17 × 34
17 34
Halving the first column:
17 34
8
4
2
1
Doubling the second column:
17 34
8 68
4 136
2 272
1 544
Strike-out rows whose first cell is even:
17 34
8 68
4 136
2 272
1 544
Sum the remaining numbers in the right-hand column:
17 34
8 --
4 ---
2 ---
1 544
====
578
So 17 multiplied by 34, by the Ethiopian method is 578.
Task
The task is to define three named functions/methods/procedures/subroutines:
one to halve an integer,
one to double an integer, and
one to state if an integer is even.
Use these functions to create a function that does Ethiopian multiplication.
References
Ethiopian multiplication explained (BBC Video clip)
A Night Of Numbers - Go Forth And Multiply (Video)
Russian Peasant Multiplication
Programming Praxis: Russian Peasant Multiplication
| #XPL0 | XPL0 | include c:\cxpl\codes; \intrinsic 'code' declarations
func Halve(N); \Return half of N
int N;
return N>>1;
func Double(N); \Return N doubled
int N;
return N<<1;
func IsEven(N); \Return 'true' if N is an even number
int N;
return (N&1)=0;
func EthiopianMul(A, B); \Multiply A times B using Ethiopian method
int A, B;
int I, J, S, Left(100), Right(100);
[Left(0):= A; Right(0):= B; \1. write numbers to be multiplied
I:= 1; \2. repeatedly halve number on left
repeat A:= Halve(A);
Left(I):= A; I:= I+1;
until A=1;
J:= 1; \3. repeatedly double number on right
repeat B:= Double(B);
Right(J):= B; J:= J+1;
until J=I; \stop where left column = 1
for J:= 0 to I-1 do \4. discard right value if left is even
if IsEven(Left(J)) then Right(J):= 0;
S:= 0; \5. sum remaining values on right
for J:= 0 to I-1 do
S:= S + Right(J);
for J:= 0 to I-1 do \show this insanity
[IntOut(0, Left(J)); ChOut(0, 9\tab\); IntOut(0, Right(J)); CrLf(0)];
Text(0, " --------
");
return S; \sum = product
];
int Product;
[Product:= EthiopianMul(17, 34);
ChOut(0, 9); IntOut(0, Product); CrLf(0); CrLf(0);
Product:= EthiopianMul(1234, 5678);
ChOut(0, 9); IntOut(0, Product); CrLf(0);
] |
http://rosettacode.org/wiki/Factorial | Factorial | Definitions
The factorial of 0 (zero) is defined as being 1 (unity).
The Factorial Function of a positive integer, n, is defined as the product of the sequence:
n, n-1, n-2, ... 1
Task
Write a function to return the factorial of a number.
Solutions can be iterative or recursive.
Support for trapping negative n errors is optional.
Related task
Primorial numbers
| #Zig | Zig |
const stdout = @import("std").io.getStdOut().outStream();
pub fn factorial(comptime Num: type, n: i8) ?Num {
return if (@typeInfo(Num) != .Int)
@compileError("factorial called with num-integral type: " ++ @typeName(Num))
else if (n < 0)
null
else calc: {
var i: i8 = 1;
var fac: Num = 1;
while (i <= n) : (i += 1) {
if (@mulWithOverflow(Num, fac, i, &fac))
break :calc null;
} else break :calc fac;
};
}
pub fn main() !void {
try stdout.print("-1! = {}\n", .{factorial(i32, -1)});
try stdout.print("0! = {}\n", .{factorial(i32, 0)});
try stdout.print("5! = {}\n", .{factorial(i32, 5)});
try stdout.print("33!(64 bit) = {}\n", .{factorial(i64, 33)}); // not vailid i64 factorial
try stdout.print("33! = {}\n", .{factorial(i128, 33)}); // biggest facorial possible
try stdout.print("34! = {}\n", .{factorial(i128, 34)}); // will overflow
}
|
http://rosettacode.org/wiki/Echo_server | Echo server | Create a network service that sits on TCP port 12321, which accepts connections on that port, and which echoes complete lines (using a carriage-return/line-feed sequence as line separator) back to clients. No error handling is required. For the purposes of testing, it is only necessary to support connections from localhost (127.0.0.1 or perhaps ::1). Logging of connection information to standard output is recommended.
The implementation must be able to handle simultaneous connections from multiple clients. A multi-threaded or multi-process solution may be used. Each connection must be able to echo more than a single line.
The implementation must not stop responding to other clients if one client sends a partial line or stops reading responses.
| #Tcl | Tcl | # How to handle an incoming new connection
proc acceptEcho {chan host port} {
puts "opened connection from $host:$port"
fconfigure $chan -blocking 0 -buffering line -translation crlf
fileevent $chan readable [list echo $chan $host $port]
}
# How to handle an incoming message on a connection
proc echo {chan host port} {
if {[gets $chan line] >= 0} {
puts $chan $line
} elseif {[eof $chan]} {
close $chan
puts "closed connection from $host:$port"
}
# Other conditions causing a short read need no action
}
# Make the server socket and wait for connections
socket -server acceptEcho -myaddr localhost 12321
vwait forever |
http://rosettacode.org/wiki/Draw_a_rotating_cube | Draw a rotating cube | Task
Draw a rotating cube.
It should be oriented with one vertex pointing straight up, and its opposite vertex on the main diagonal (the one farthest away) straight down. It can be solid or wire-frame, and you can use ASCII art if your language doesn't have graphical capabilities. Perspective is optional.
Related tasks
Draw a cuboid
write language name in 3D ASCII
| #PostScript | PostScript | %!PS-Adobe-3.0
%%BoundingBox: 0 0 400 400
/ed { exch def } def
/roty { dup sin /s ed cos /c ed [[c 0 s neg] [0 1 0] [s 0 c]] } def
/rotz { dup sin /s ed cos /c ed [[c s neg 0] [s c 0] [0 0 1]] } def
/dot { /a ed /b ed
a 0 get b 0 get mul
a 1 get b 1 get mul
a 2 get b 2 get mul
add add } def
/mmul { /v ed [exch {v dot} forall] } def
/transall { /m ed [exch {m exch mmul}forall] } def
/vt
[[1 1 1] [-1 1 1]
[1 -1 1] [-1 -1 1]
[1 1 -1] [-1 1 -1]
[1 -1 -1] [-1 -1 -1]]
-45 roty transall
2 sqrt 1 atan rotz transall
def
/xy { exch get {} forall pop } def
/page {
/a ed /v vt a roty transall def
0 setlinewidth 100 100 scale 2 2 translate
/edge { v xy moveto v xy lineto stroke } def
0 1 2 3 4 5 6 7 0 2 1 3 4 6 5 7 0 4 1 5 2 6 3 7
1 1 12 { pop edge } for
showpage
} def
0 {3.2 add dup page } loop
%%EOF |
http://rosettacode.org/wiki/Element-wise_operations | Element-wise operations | This task is similar to:
Matrix multiplication
Matrix transposition
Task
Implement basic element-wise matrix-matrix and scalar-matrix operations, which can be referred to in other, higher-order tasks.
Implement:
addition
subtraction
multiplication
division
exponentiation
Extend the task if necessary to include additional basic operations, which should not require their own specialised task.
| #Sidef | Sidef | var m1 = [[3,1,4],[1,5,9]]
var m2 = [[2,7,1],[8,2,2]]
say ":: Matrix-matrix operations"
say (m1 ~W+ m2)
say (m1 ~W- m2)
say (m1 ~W* m2)
say (m1 ~W/ m2)
say (m1 ~W// m2)
say (m1 ~W** m2)
say (m1 ~W% m2)
say "\n:: Matrix-scalar operations"
say (m1 ~S+ 42)
say (m1 ~S- 42)
say (m1 ~S/ 42)
say (m1 ~S** 10)
# ...
say "\n:: Scalar-matrix operations"
say (m1 ~RS+ 42)
say (m1 ~RS- 42)
say (m1 ~RS/ 42)
say (m1 ~RS** 10)
# ... |
http://rosettacode.org/wiki/Dragon_curve | Dragon curve |
Create and display a dragon curve fractal.
(You may either display the curve directly or write it to an image file.)
Algorithms
Here are some brief notes the algorithms used and how they might suit various languages.
Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right.
*---R----* expands to * *
\ /
R L
\ /
*
*
/ \
L R
/ \
*---L---* expands to * *
The co-routines dcl and dcr in various examples do this recursively to a desired expansion level.
The curl direction right or left can be a parameter instead of two separate routines.
Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees.
*------->* becomes * * Recursive copies drawn
\ / from the ends towards
\ / the centre.
v v
*
This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen.
Successive approximation repeatedly re-writes each straight line as two new segments at a right angle,
*
*-----* becomes / \ bend to left
/ \ if N odd
* *
* *
*-----* becomes \ / bend to right
\ / if N even
*
Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing.
The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this.
Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently.
n = 1010110000
^
bit above lowest 1-bit, turn left or right as 0 or 1
LowMask = n BITXOR (n-1) # eg. giving 0000011111
AboveMask = LowMask + 1 # eg. giving 0000100000
BitAboveLowestOne = n BITAND AboveMask
The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there.
If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is.
Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction.
If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1.
Absolute direction to move at point n can be calculated by the number of bit-transitions in n.
n = 11 00 1111 0 1
^ ^ ^ ^ 4 places where change bit value
so direction=4*90degrees=East
This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ.
Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently.
Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this.
A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.)
The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section.
As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code.
Axiom F, angle 90 degrees
F -> F+S
S -> F-S
This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page.
Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around.
The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
| #Asymptote | Asymptote | DIM SHARED angle AS DOUBLE
SUB turn (degrees AS DOUBLE)
angle = angle + degrees*3.14159265/180
END SUB
SUB forward (length AS DOUBLE)
LINE - STEP (COS(angle)*length, SIN(angle)*length), 7
END SUB
SUB dragon (length AS DOUBLE, split AS INTEGER, d AS DOUBLE)
IF split=0 THEN
forward length
ELSE
turn d*45
dragon length/1.4142136, split-1, 1
turn -d*90
dragon length/1.4142136, split-1, -1
turn d*45
END IF
END SUB
' Main program
SCREEN 12
angle = 0
PSET (150,180), 0
dragon 400, 12, 1
SLEEP |
http://rosettacode.org/wiki/Draw_a_sphere | Draw a sphere | Task
Draw a sphere.
The sphere can be represented graphically, or in ASCII art, depending on the language capabilities.
Either static or rotational projection is acceptable for this task.
Related tasks
draw a cuboid
draw a rotating cube
write language name in 3D ASCII
draw a Deathstar
| #Common_Lisp | Common Lisp | ;; * Loading the cairo bindings
(eval-when (:compile-toplevel :load-toplevel)
(ql:quickload '("cl-cairo2" "cl-cairo2-xlib")))
;; * The package definition
(defpackage :sphere
(:use :common-lisp :cl-cairo2))
(in-package :sphere)
(defparameter *context* nil)
(defparameter *size* 400)
(defparameter *middle* (/ *size* 2))
;; Opening a display and draw a sphere
(let ((width *size*)
(height *size*))
;; Draw to a X-Window
(setf *context*
(create-xlib-image-context width height :window-name "Sphere"))
;; Clear the whole canvas with gray
(rectangle 0 0 width height)
(set-source-rgb 127 127 127)
(fill-path)
;; Draw a the sphere as circa with a radial pattern
(with-patterns ((pat (create-radial-pattern (* 0.9 *middle*) (* 0.8 *middle*) (* 0.2 *middle*)
(* 0.8 *middle*) (* 0.8 *middle*) *middle*)))
(pattern-add-color-stop-rgba pat 0 1 1 1 1)
(pattern-add-color-stop-rgba pat 1 0 0 0 1)
(set-source pat)
(arc *middle* *middle* 180 0 (* 2 pi))
(fill-path))
;; Draw to a png file
(with-png-file ("sphere.png" :rgb24 width height)
;; Clear the whole canvas with gray
(rectangle 0 0 width height)
(set-source-rgb 127 127 127)
(fill-path)
;; Draw a the sphere as circa with a radial pattern
(with-patterns ((pat (create-radial-pattern (* 0.9 *middle*) (* 0.8 *middle*) (* 0.2 *middle*)
(* 0.8 *middle*) (* 0.8 *middle*) *middle*)))
(pattern-add-color-stop-rgba pat 0 1 1 1 1)
(pattern-add-color-stop-rgba pat 1 0 0 0 1)
(set-source pat)
(arc *middle* *middle* 180 0 (* 2 pi))
(fill-path)))) |
http://rosettacode.org/wiki/Doubly-linked_list/Element_insertion | Doubly-linked list/Element insertion | Doubly-Linked List (element)
This is much like inserting into a Singly-Linked List, but with added assignments so that the backwards-pointing links remain correct.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack | #Perl | Perl | my %node_model = (
data => 'something',
prev => undef,
next => undef,
);
sub insert
{
my ($anchor, $newlink) = @_;
$newlink->{next} = $anchor->{next};
$newlink->{prev} = $anchor;
$newlink->{next}->{prev} = $newlink;
$anchor->{next} = $newlink;
}
# create the list {A,B}
my $node_a = { %node_model };
my $node_b = { %node_model };
$node_a->{next} = $node_b;
$node_b->{prev} = $node_a;
# insert element C into a list {A,B}, between elements A and B.
my $node_c = { %node_model };
insert($node_a, $node_c); |
http://rosettacode.org/wiki/Doubly-linked_list/Element_insertion | Doubly-linked list/Element insertion | Doubly-Linked List (element)
This is much like inserting into a Singly-Linked List, but with added assignments so that the backwards-pointing links remain correct.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack | #Phix | Phix | enum NEXT,PREV,DATA
constant empty_dll = {{1,1}}
sequence dll = deep_copy(empty_dll)
procedure insert_after(object data, integer pos=1)
integer prv = dll[pos][PREV]
dll = append(dll,{pos,prv,data})
if prv!=0 then
dll[prv][NEXT] = length(dll)
end if
dll[pos][PREV] = length(dll)
end procedure
insert_after("ONE")
insert_after("TWO")
insert_after("THREE")
?dll
|
http://rosettacode.org/wiki/Draw_a_clock | Draw a clock | Task
Draw a clock.
More specific:
Draw a time keeping device. It can be a stopwatch, hourglass, sundial, a mouth counting "one thousand and one", anything. Only showing the seconds is required, e.g.: a watch with just a second hand will suffice. However, it must clearly change every second, and the change must cycle every so often (one minute, 30 seconds, etc.) It must be drawn; printing a string of numbers to your terminal doesn't qualify. Both text-based and graphical drawing are OK.
The clock is unlikely to be used to control space flights, so it needs not be hyper-accurate, but it should be usable, meaning if one can read the seconds off the clock, it must agree with the system clock.
A clock is rarely (never?) a major application: don't be a CPU hog and poll the system timer every microsecond, use a proper timer/signal/event from your system or language instead. For a bad example, many OpenGL programs update the frame-buffer in a busy loop even if no redraw is needed, which is very undesirable for this task.
A clock is rarely (never?) a major application: try to keep your code simple and to the point. Don't write something too elaborate or convoluted, instead do whatever is natural, concise and clear in your language.
Key points
animate simple object
timed event
polling system resources
code clarity
| #C | C | #include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <time.h>
#include <sys/time.h>
#define PI 3.14159265
const char * shades = " .:-*ca&#%@";
/* distance of (x, y) from line segment (0, 0)->(x0, y0) */
double dist(double x, double y, double x0, double y0) {
double l = (x * x0 + y * y0) / (x0 * x0 + y0 * y0);
if (l > 1) {
x -= x0;
y -= y0;
} else if (l >= 0) {
x -= l * x0;
y -= l * y0;
}
return sqrt(x * x + y * y);
}
enum { sec = 0, min, hur }; // for subscripts
void draw(int size)
{
# define for_i for(int i = 0; i < size; i++)
# define for_j for(int j = 0; j < size * 2; j++)
double angle, cx = size / 2.;
double sx[3], sy[3], sw[3];
double fade[] = { 1, .35, .35 }; /* opacity of each arm */
struct timeval tv;
struct tm *t;
/* set width of each arm */
sw[sec] = size * .02;
sw[min] = size * .03;
sw[hur] = size * .05;
every_second:
gettimeofday(&tv, 0);
t = localtime(&tv.tv_sec);
angle = t->tm_sec * PI / 30;
sy[sec] = -cx * cos(angle);
sx[sec] = cx * sin(angle);
angle = (t->tm_min + t->tm_sec / 60.) / 30 * PI;
sy[min] = -cx * cos(angle) * .8;
sx[min] = cx * sin(angle) * .8;
angle = (t->tm_hour + t->tm_min / 60.) / 6 * PI;
sy[hur] = -cx * cos(angle) * .6;
sx[hur] = cx * sin(angle) * .6;
printf("\033[s"); /* save cursor position */
for_i {
printf("\033[%d;0H", i); /* goto row i, col 0 */
double y = i - cx;
for_j {
double x = (j - 2 * cx) / 2;
int pix = 0;
/* calcs how far the "pixel" is from each arm and set
* shade, with some anti-aliasing. It's ghetto, but much
* easier than a real scanline conversion.
*/
for (int k = hur; k >= sec; k--) {
double d = dist(x, y, sx[k], sy[k]);
if (d < sw[k] - .5)
pix = 10 * fade[k];
else if (d < sw[k] + .5)
pix = (5 + (sw[k] - d) * 10) * fade[k];
}
putchar(shades[pix]);
}
}
printf("\033[u"); /* restore cursor pos so you can bg the job -- value unclear */
fflush(stdout);
sleep(1); /* sleep 1 can at times miss a second, but will catch up next update */
goto every_second;
}
int main(int argc, char *argv[])
{
int s;
if (argc <= 1 || (s = atoi(argv[1])) <= 0) s = 20;
draw(s);
return 0;
} |
http://rosettacode.org/wiki/Doubly-linked_list/Traversal | Doubly-linked list/Traversal | Traverse from the beginning of a doubly-linked list to the end, and from the end to the beginning.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Lua | Lua | --------------
-- TRAVERSAL:
--------------
List.iterateForward = function(self)
local function iter(self, node)
if node then return node.next else return self.head end
end
return iter, self, nil
end
List.iterateReverse = function(self)
local function iter(self, node)
if node then return node.prev else return self.tail end
end
return iter, self, nil
end
---------
-- TEST:
---------
local list = List()
for i = 1, 5 do list:insertTail(i) end
io.write("Forward: ") for node in list:iterateForward() do io.write(node.data..",") end print()
io.write("Reverse: ") for node in list:iterateReverse() do io.write(node.data..",") end print() |
http://rosettacode.org/wiki/Doubly-linked_list/Traversal | Doubly-linked list/Traversal | Traverse from the beginning of a doubly-linked list to the end, and from the end to the beginning.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Liberty_BASIC | Liberty BASIC |
struct block,nxt as ulong,prev as ulong,nm as char[20],age as long'Our structure of the blocks in our list.
global hHeap
global hFirst
global hLast
global blockCount
global blockSize
blockSize=len(block.struct)
call Init
if hHeap=0 then
print "Error occured! Could not create heap, exiting..."
end
end if
FirstUser=New("David",20)
notImportant=New("Jessica",35)
notImportant=New("Joey",38)
MiddleUser=New("Jack",56)
notImportant=New("Amy",17)
notImportant=New("Bob",28)
LastUser=New("Kenny",56)
print "-Traversing the list forwards"
hCurrent=hFirst
while hCurrent<>0
print tab(2);dechex$(hCurrent);" ";Block.name$(hCurrent);" ";Block.age(hCurrent)
hCurrent=Block.next(hCurrent)
wend
print
print "-Deleting first, middle, and last person."
call Delete FirstUser'1
call Delete MiddleUser'2
call Delete LastUser'3
print
print "-Traversing the list backwards"
hCurrent=hLast
while hCurrent<>0
print tab(2);dechex$(hCurrent);" ";Block.name$(hCurrent);" ";Block.age(hCurrent)
hCurrent=Block.prev(hCurrent)
wend
call Uninit
end
function Block.next(hBlock)
calldll #kernel32,"RtlMoveMemory",block as struct,hBlock as ulong,blockSize as long,ret as void
Block.next=block.nxt.struct
end function
function Block.prev(hBlock)
calldll #kernel32,"RtlMoveMemory",block as struct,hBlock as ulong,blockSize as long,ret as void
Block.prev=block.prev.struct
end function
function Block.age(hBlock)
calldll #kernel32,"RtlMoveMemory",block as struct,hBlock as ulong,blockSize as long,ret as void
Block.age=block.age.struct
end function
function Block.name$(hBlock)
calldll #kernel32,"RtlMoveMemory",block as struct,hBlock as ulong,blockSize as long,ret as void
Block.name$=block.nm.struct
end function
sub Block.age hBlock,age
calldll #kernel32,"RtlMoveMemory",block as struct,hBlock as ulong,blockSize as long,ret as void
block.age.struct=age
calldll #kernel32,"RtlMoveMemory",hBlock as ulong,block as struct,blockSize as long,ret as void
end sub
sub Block.name hBlock,name$
calldll #kernel32,"RtlMoveMemory",block as struct,hBlock as ulong,blockSize as long,ret as void
block.nm.struct=name$
calldll #kernel32,"RtlMoveMemory",hBlock as ulong,block as struct,blockSize as long,ret as void
end sub
sub Block.next hBlock,nxt
calldll #kernel32,"RtlMoveMemory",block as struct,hBlock as ulong,blockSize as long,ret as void
block.nxt.struct=nxt
calldll #kernel32,"RtlMoveMemory",hBlock as ulong,block as struct,blockSize as long,ret as void
end sub
sub Block.prev hBlock,prev
calldll #kernel32,"RtlMoveMemory",block as struct,hBlock as ulong,blockSize as long,ret as void
block.prev.struct=prev
calldll #kernel32,"RtlMoveMemory",hBlock as ulong,block as struct,blockSize as long,ret as void
end sub
function New(name$,age)
calldll #kernel32,"HeapAlloc",hHeap as ulong,_HEAP_ZERO_MEMORY as ulong,blockSize as long,New as ulong
if New<>0 then
blockCount=blockCount+1
if hFirst=0 then
hFirst=New
hLast=New
else
call Block.next hLast,New
call Block.prev New,hLast
hLast=New
end if
call Block.name New,name$
call Block.age New,age
end if
end function
sub Delete hBlock
if hBlock<>0 then
blockCount=blockCount-1
if blockCount=0 then
hFirst=0
hLast=0
else
if hBlock=hFirst then
hFirst=Block.next(hBlock)
call Block.prev hFirst,0
else
if hBlock=hLast then
hLast=Block.prev(hBlock)
call Block.next hLast,0
else
call Block.next Block.prev(hBlock),Block.next(hBlock)
call Block.prev Block.next(hBlock),Block.prev(hBlock)
end if
end if
end if
calldll #kernel32,"HeapFree",hHeap as ulong,0 as long,hBlock as ulong,ret as void
end if
end sub
sub Init
calldll #kernel32,"HeapCreate",0 as long,10000 as long,0 as long,hHeap as ulong
end sub
sub Uninit
calldll #kernel32,"HeapDestroy",hHeap as ulong,ret as void
end sub
|
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Mathematica.2FWolfram_Language | Mathematica/Wolfram Language | CreateDataStructure["DoublyLinkedList"] |
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Modula-2 | Modula-2 | TYPE
Link = POINTER TO LinkRcd;
LinkRcd = RECORD
Prev, Next: Link;
Data: INTEGER
END; |
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Nim | Nim | type
Node[T] = ref TNode[T]
TNode[T] = object
next, prev: Node[T]
data: T |
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Oberon-2 | Oberon-2 |
MODULE Box;
TYPE
Object* = POINTER TO ObjectDesc;
ObjectDesc* = (* ABSTRACT *) RECORD
END;
(* ... *)
END Box.
MODULE Collections;
TYPE
Node* = POINTER TO NodeDesc;
NodeDesc* = (* ABSTRACT *) RECORD
prev-,next-: Node;
value-: Box.Object;
END;
(* ... *)
END Collections.
|
http://rosettacode.org/wiki/Dutch_national_flag_problem | Dutch national flag problem |
The Dutch national flag is composed of three coloured bands in the order:
red (top)
then white, and
lastly blue (at the bottom).
The problem posed by Edsger Dijkstra is:
Given a number of red, blue and white balls in random order, arrange them in the order of the colours in the Dutch national flag.
When the problem was first posed, Dijkstra then went on to successively refine a solution, minimising the number of swaps and the number of times the colour of a ball needed to determined and restricting the balls to end in an array, ...
Task
Generate a randomized order of balls ensuring that they are not in the order of the Dutch national flag.
Sort the balls in a way idiomatic to your language.
Check the sorted balls are in the order of the Dutch national flag.
C.f.
Dutch national flag problem
Probabilistic analysis of algorithms for the Dutch national flag problem by Wei-Mei Chen. (pdf)
| #Haskell | Haskell | import Data.List (sort)
import System.Random (randomRIO)
import System.IO.Unsafe (unsafePerformIO)
data Color = Red | White | Blue deriving (Show, Eq, Ord, Enum)
dutch :: [Color] -> [Color]
dutch = sort
isDutch :: [Color] -> Bool
isDutch x = x == dutch x
randomBalls :: Int -> [Color]
randomBalls 0 = []
randomBalls n = toEnum (unsafePerformIO (randomRIO (fromEnum Red,
fromEnum Blue))) : randomBalls (n - 1)
main :: IO ()
main = do
let a = randomBalls 20
case isDutch a of
True -> putStrLn $ "The random sequence " ++ show a ++
" is already in the order of the Dutch national flag!"
False -> do
putStrLn $ "The starting random sequence is " ++ show a ++ "\n"
putStrLn $ "The ordered sequence is " ++ show (dutch a) |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a cuboid with relative dimensions of 2 × 3 × 4.
The cuboid can be represented graphically, or in ASCII art, depending on the language capabilities.
To fulfill the criteria of being a cuboid, three faces must be visible.
Either static or rotational projection is acceptable for this task.
Related tasks
draw a sphere
draw a rotating cube
write language name in 3D ASCII
draw a Deathstar
| #FreeBASIC | FreeBASIC | #include once "GL/gl.bi"
#include once "GL/glu.bi"
dim rquad as single
screen 18, 16, , 2
glViewport 0, 0, 640, 480 '' Reset The Current Viewport
glMatrixMode GL_PROJECTION '' Select The Projection Matrix
glLoadIdentity '' Reset The Projection Matrix
gluPerspective 45.0, 640.0/480.0, 0.1, 100.0 '' Calculate The Aspect Ratio Of The Window
glMatrixMode GL_MODELVIEW '' Select The Modelview Matrix
glLoadIdentity '' Reset The Modelview Matrix
glShadeModel GL_SMOOTH '' Enable Smooth Shading
glClearColor 0.0, 0.0, 0.0, 0.5 '' Black Background
glClearDepth 1.0 '' Depth Buffer Setup
glEnable GL_DEPTH_TEST '' Enables Depth Testing
glDepthFunc GL_LEQUAL '' The Type Of Depth Testing To Do
glHint GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST '' Really Nice Perspective Calculations
do
glClear GL_COLOR_BUFFER_BIT OR GL_DEPTH_BUFFER_BIT '' Clear Screen And Depth Buffer
glLoadIdentity '' Reset The Current Modelview Matrix
glLoadIdentity '' Reset The Current Modelview Matrix
glTranslatef 0.0, 0.0, -7.0 '' Move Right 1.5 Into The Screen 7.0
glRotatef rquad,1.0, 1.0, 1.0 '' Rotate The Quad On The X axis ( NEW )
glBegin GL_QUADS '' Draw A Quad
glColor3f 0.0, 1.0, 0.0 '' Set The Color To Blue
glVertex3f 1.0, 1.5, -2.0 '' Top Right Of The Quad (Top)
glVertex3f -1.0, 1.5, -2.0 '' Top Left Of The Quad (Top)
glVertex3f -1.0, 1.5, 2.0 '' Bottom Left Of The Quad (Top)
glVertex3f 1.0, 1.5, 2.0 '' Bottom Right Of The Quad (Top)
glColor3f 1.0, 0.5, 0.0 '' Set The Color To Orange
glVertex3f 1.0, -1.5, 2.0 '' Top Right Of The Quad (Bottom)
glVertex3f -1.0, -1.5, 2.0 '' Top Left Of The Quad (Bottom)
glVertex3f -1.0, -1.5, -2.0 '' Bottom Left Of The Quad (Bottom)
glVertex3f 1.0, -1.5, -2.0 '' Bottom Right Of The Quad (Bottom)
glColor3f 1.0, 0.0, 0.0 '' Set The Color To Red
glVertex3f 1.0, 1.5, 2.0 '' Top Right Of The Quad (Front)
glVertex3f -1.0, 1.5, 2.0 '' Top Left Of The Quad (Front)
glVertex3f -1.0, -1.5, 2.0 '' Bottom Left Of The Quad (Front)
glVertex3f 1.0, -1.5, 2.0 '' Bottom Right Of The Quad (Front)
glColor3f 1.0, 1.0, 0.0 '' Set The Color To Yellow
glVertex3f 1.0, -1.5, -2.0 '' Top Right Of The Quad (Back)
glVertex3f -1.0, -1.5, -2.0 '' Top Left Of The Quad (Back)
glVertex3f -1.0, 1.5, -2.0 '' Bottom Left Of The Quad (Back)
glVertex3f 1.0, 1.5, -2.0 '' Bottom Right Of The Quad (Back)
glColor3f 0.0, 0.0, 1.0 '' Set The Color To Blue
glVertex3f -1.0, 1.5, 2.0 '' Top Right Of The Quad (Left)
glVertex3f -1.0, 1.5, -2.0 '' Top Left Of The Quad (Left)
glVertex3f -1.0, -1.5, -2.0 '' Bottom Left Of The Quad (Left)
glVertex3f -1.0, -1.5, 2.0 '' Bottom Right Of The Quad (Left)
glColor3f 1.0, 0.0, 1.0 '' Set The Color To Violet
glVertex3f 1.0, 1.5, -2.0 '' Top Right Of The Quad (Right)
glVertex3f 1.0, 1.5, 2.0 '' Top Left Of The Quad (Right)
glVertex3f 1.0, -1.5, 2.0 '' Bottom Left Of The Quad (Right)
glVertex3f 1.0, -1.5, -2.0 '' Bottom Right Of The Quad (Right)
glEnd '' Done Drawing The Quad
rquad -= 0.15
flip
loop while inkey = "" |
http://rosettacode.org/wiki/Dynamic_variable_names | Dynamic variable names | Task
Create a variable with a user-defined name.
The variable name should not be written in the program text, but should be taken from the user dynamically.
See also
Eval in environment is a similar task.
| #Stata | Stata | display "Name?" _request(s)
scalar $s=10
display $s |
http://rosettacode.org/wiki/Dynamic_variable_names | Dynamic variable names | Task
Create a variable with a user-defined name.
The variable name should not be written in the program text, but should be taken from the user dynamically.
See also
Eval in environment is a similar task.
| #Tcl | Tcl | puts "Enter a variable name:"
gets stdin varname
set $varname 42
puts "I have set variable $varname to [set $varname]" |
http://rosettacode.org/wiki/Dynamic_variable_names | Dynamic variable names | Task
Create a variable with a user-defined name.
The variable name should not be written in the program text, but should be taken from the user dynamically.
See also
Eval in environment is a similar task.
| #TI-89_BASIC | TI-89 BASIC | Local varName,value
InputStr "Variable name", varName
Prompt value
value → #varName |
http://rosettacode.org/wiki/Draw_a_pixel | Draw a pixel | Task
Create a window and draw a pixel in it, subject to the following:
the window is 320 x 240
the color of the pixel must be red (255,0,0)
the position of the pixel is x = 100, y = 100 | #Ring | Ring | # Project : Draw a pixel
load "guilib.ring"
new qapp {
win1 = new qwidget() {
setwindowtitle("Drawing Pixels")
setgeometry(100,100,320,240)
label1 = new qlabel(win1) {
setgeometry(10,10,300,200)
settext("")
}
new qpushbutton(win1) {
setgeometry(200,200,100,30)
settext("draw")
setclickevent("draw()")
}
show()
}
exec()
}
func draw()
p1 = new qpicture()
color = new qcolor() {
setrgb(255,0,0,255)
}
pen = new qpen() {
setcolor(color)
setwidth(5)
}
new qpainter() {
begin(p1)
setpen(pen)
drawpoint(100,100)
endpaint()
}
label1 { setpicture(p1) show() } |
http://rosettacode.org/wiki/Draw_a_pixel | Draw a pixel | Task
Create a window and draw a pixel in it, subject to the following:
the window is 320 x 240
the color of the pixel must be red (255,0,0)
the position of the pixel is x = 100, y = 100 | #Robotic | Robotic |
. "Set the sprite's reference character located at the"
. "upper-left corner of the board (char 0)"
set "SPR0_REFX" to 0
set "SPR0_REFY" to 0
. "Offset that reference by 256, leading to the first character"
. "in the extended character set"
set "SPR0_OFFSET" to 256
. "Set the width and height of the sprite"
set "SPR0_WIDTH" to 1
set "SPR0_HEIGHT" to 1
. "Unbound the sprite, removing the grid restriction"
set "SPR0_UNBOUND" to 1
. "Mark the sprite for display on the overlay (this may not be necessary)"
set "SPR0_OVERLAY" to 1
set "xPos" to 100
set "yPos" to 100
. "Display the sprite at the given location"
put c0c Sprite p00 at "('xPos')" "('yPos')"
|
http://rosettacode.org/wiki/Egyptian_fractions | Egyptian fractions | An Egyptian fraction is the sum of distinct unit fractions such as:
1
2
+
1
3
+
1
16
(
=
43
48
)
{\displaystyle {\tfrac {1}{2}}+{\tfrac {1}{3}}+{\tfrac {1}{16}}\,(={\tfrac {43}{48}})}
Each fraction in the expression has a numerator equal to 1 (unity) and a denominator that is a positive integer, and all the denominators are distinct (i.e., no repetitions).
Fibonacci's Greedy algorithm for Egyptian fractions expands the fraction
x
y
{\displaystyle {\tfrac {x}{y}}}
to be represented by repeatedly performing the replacement
x
y
=
1
⌈
y
/
x
⌉
+
(
−
y
)
mod
x
y
⌈
y
/
x
⌉
{\displaystyle {\frac {x}{y}}={\frac {1}{\lceil y/x\rceil }}+{\frac {(-y)\!\!\!\!\mod x}{y\lceil y/x\rceil }}}
(simplifying the 2nd term in this replacement as necessary, and where
⌈
x
⌉
{\displaystyle \lceil x\rceil }
is the ceiling function).
For this task, Proper and improper fractions must be able to be expressed.
Proper fractions are of the form
a
b
{\displaystyle {\tfrac {a}{b}}}
where
a
{\displaystyle a}
and
b
{\displaystyle b}
are positive integers, such that
a
<
b
{\displaystyle a<b}
, and
improper fractions are of the form
a
b
{\displaystyle {\tfrac {a}{b}}}
where
a
{\displaystyle a}
and
b
{\displaystyle b}
are positive integers, such that a ≥ b.
(See the REXX programming example to view one method of expressing the whole number part of an improper fraction.)
For improper fractions, the integer part of any improper fraction should be first isolated and shown preceding the Egyptian unit fractions, and be surrounded by square brackets [n].
Task requirements
show the Egyptian fractions for:
43
48
{\displaystyle {\tfrac {43}{48}}}
and
5
121
{\displaystyle {\tfrac {5}{121}}}
and
2014
59
{\displaystyle {\tfrac {2014}{59}}}
for all proper fractions,
a
b
{\displaystyle {\tfrac {a}{b}}}
where
a
{\displaystyle a}
and
b
{\displaystyle b}
are positive one-or two-digit (decimal) integers, find and show an Egyptian fraction that has:
the largest number of terms,
the largest denominator.
for all one-, two-, and three-digit integers, find and show (as above). {extra credit}
Also see
Wolfram MathWorld™ entry: Egyptian fraction
| #Wren | Wren | import "/big" for BigInt, BigRat
var toEgyptianHelper // recursive
toEgyptianHelper = Fn.new { |n, d, fracs|
if (n == BigInt.zero) return
var divRem = d.divMod(n)
var div = divRem[0]
if (divRem[1] > BigInt.zero) div = div.inc
fracs.add(BigRat.new(BigInt.one, div))
var n2 = (-d) % n
if (n2 < BigInt.zero) n2 = n2 + n
var d2 = d * div
var f = BigRat.new(n2, d2)
if (f.num == BigInt.one) {
fracs.add(f)
return
}
toEgyptianHelper.call(f.num, f.den, fracs)
}
var toEgyptian = Fn.new { |r|
if (r.num == BigInt.zero) return [r]
var fracs = []
if (r.num.abs >= r.den.abs) {
var div = BigRat.new(r.num/r.den, BigInt.one)
var rem = r - div
fracs.add(div)
toEgyptianHelper.call(rem.num, rem.den, fracs)
} else {
toEgyptianHelper.call(r.num, r.den, fracs)
}
return fracs
}
BigRat.showAsInt = true
var fracs = [BigRat.new(43, 48), BigRat.new(5, 121), BigRat.new(2014, 59)]
for (frac in fracs) {
var list = toEgyptian.call(frac)
System.print("%(frac) -> %(list.join(" + "))")
}
for (r in [98, 998]) {
if (r == 98) {
System.print("\nFor proper fractions with 1 or 2 digits:")
} else {
System.print("\nFor proper fractions with 1, 2 or 3 digits:")
}
var maxSize = 0
var maxSizeFracs = []
var maxDen = BigInt.zero
var maxDenFracs = []
var sieve = List.filled(r + 1, null) // to eliminate duplicates
for (i in 0..r) sieve[i] = List.filled(r + 2, false)
for (i in 1..r) {
for (j in (i + 1)..(r + 1)) {
if (!sieve[i][j]) {
var f = BigRat.new(i, j)
var list = toEgyptian.call(f)
var listSize = list.count
if (listSize > maxSize) {
maxSize = listSize
maxSizeFracs.clear()
maxSizeFracs.add(f)
} else if (listSize == maxSize) {
maxSizeFracs.add(f)
}
var listDen = list[-1].den
if (listDen > maxDen) {
maxDen = listDen
maxDenFracs.clear()
maxDenFracs.add(f)
} else if (listDen == maxDen) {
maxDenFracs.add(f)
}
if (i < r / 2) {
var k = 2
while (true) {
if (j * k > r + 1) break
sieve[i * k][j * k] = true
k = k + 1
}
}
}
}
}
System.print(" largest number of items = %(maxSize)")
System.print(" fraction(s) with this number : %(maxSizeFracs)")
var md = maxDen.toString
System.write(" largest denominator = %(md.count) digits, ")
System.print("%(md[0...20])...%(md[-20..-1])")
System.print(" fraction(s) with this denominator : %(maxDenFracs)")
} |
http://rosettacode.org/wiki/Ethiopian_multiplication | Ethiopian multiplication | Ethiopian multiplication is a method of multiplying integers using only addition, doubling, and halving.
Method:
Take two numbers to be multiplied and write them down at the top of two columns.
In the left-hand column repeatedly halve the last number, discarding any remainders, and write the result below the last in the same column, until you write a value of 1.
In the right-hand column repeatedly double the last number and write the result below. stop when you add a result in the same row as where the left hand column shows 1.
Examine the table produced and discard any row where the value in the left column is even.
Sum the values in the right-hand column that remain to produce the result of multiplying the original two numbers together
For example: 17 × 34
17 34
Halving the first column:
17 34
8
4
2
1
Doubling the second column:
17 34
8 68
4 136
2 272
1 544
Strike-out rows whose first cell is even:
17 34
8 68
4 136
2 272
1 544
Sum the remaining numbers in the right-hand column:
17 34
8 --
4 ---
2 ---
1 544
====
578
So 17 multiplied by 34, by the Ethiopian method is 578.
Task
The task is to define three named functions/methods/procedures/subroutines:
one to halve an integer,
one to double an integer, and
one to state if an integer is even.
Use these functions to create a function that does Ethiopian multiplication.
References
Ethiopian multiplication explained (BBC Video clip)
A Night Of Numbers - Go Forth And Multiply (Video)
Russian Peasant Multiplication
Programming Praxis: Russian Peasant Multiplication
| #zkl | zkl | fcn ethiopianMultiply(l,r){ // l is a non-negative integer
halve :=fcn(n){ n/2 };
double :=fcn(n){ n+n };
lr:=List(T(l,r)); // ( (l,r) .. (1,r*n) )
while(l>1){ lr.write( T(l=halve(l),r=double(r)) ) }
lr.filter(fcn([(l,r)]){ (not l.isEven) }); // strike out even left rows
.reduce(fcn(sum,[(l,r)]){ sum + r },0); // sum right column
} |
http://rosettacode.org/wiki/Factorial | Factorial | Definitions
The factorial of 0 (zero) is defined as being 1 (unity).
The Factorial Function of a positive integer, n, is defined as the product of the sequence:
n, n-1, n-2, ... 1
Task
Write a function to return the factorial of a number.
Solutions can be iterative or recursive.
Support for trapping negative n errors is optional.
Related task
Primorial numbers
| #zkl | zkl | fcn fact(n){[2..n].reduce('*,1)}
fcn factTail(n,N=1) { // tail recursion
if (n == 0) return(N);
return(self.fcn(n-1,n*N));
} |
http://rosettacode.org/wiki/Echo_server | Echo server | Create a network service that sits on TCP port 12321, which accepts connections on that port, and which echoes complete lines (using a carriage-return/line-feed sequence as line separator) back to clients. No error handling is required. For the purposes of testing, it is only necessary to support connections from localhost (127.0.0.1 or perhaps ::1). Logging of connection information to standard output is recommended.
The implementation must be able to handle simultaneous connections from multiple clients. A multi-threaded or multi-process solution may be used. Each connection must be able to echo more than a single line.
The implementation must not stop responding to other clients if one client sends a partial line or stops reading responses.
| #X86_Assembly | X86 Assembly |
; x86_64 Linux NASM
global _start
%define af_inet 2
%define sock_stream 1
%define default_proto 0
%define sol_sock 1
%define reuse_addr 2
%define reuse_port 15
%define server_port 9001
%define addr_any 0
%define family_offset 0
%define port_offset 2
%define addr_offset 4
%define unused_offset 8
%define addr_len 16
%define buffer_len 64
%define max_connections 3
section .text
; rdi - 16 bit value to be byte swapped
; return - byte swapped value
htn_swap16:
xor rax, rax
mov rdx, 0x000000ff
mov rsi, rdi
and rsi, rdx
shl rsi, 8
or rax, rsi
shl rdx, 8
mov rsi, rdi
and rsi, rdx
shr rsi, 8
or rax, rsi
ret
; return - server socket
create_server_socket:
mov rax, 41
mov rdi, af_inet
mov rsi, sock_stream
mov rdx, default_proto
syscall
push rax
mov rax, 54
mov rdi, qword [rsp]
mov rsi, sol_sock
mov rdx, reuse_addr
mov qword [rsp - 16], 1
lea r10, [rsp - 16]
mov r8, 4
syscall
mov rax, 54
mov rdi, qword [rsp]
mov rsi, sol_sock
mov rdx, reuse_port
mov qword [rsp - 16], 1
lea r10, [rsp - 16]
mov r8, 4
syscall
pop rax
ret
; rdi - socket
; rsi - port
; rdx - connections
; return - void
bind_and_listen:
push rdi
push rdx
mov rdi, rsi
call htn_swap16
lea rsi, [rsp - 16]
mov word [rsi + family_offset], af_inet
mov word [rsi + port_offset], ax
mov dword [rsi + addr_offset], addr_any
mov qword [rsi + unused_offset], 0
mov rax, 49
mov rdi, qword [rsp + 8]
mov rdx, addr_len
syscall
mov rax, 50
pop rsi
pop rdi
syscall
ret
; rdi - server socket
; return - client socket
accept:
mov rax, 43
lea rsi, [rsp - 16]
lea rdx, [rsp - 24]
syscall
ret
; rdi - client socket
; return - void
echo:
push rdi
mov rax, 0
lea rsi, [rsp - 104]
mov rdx, buffer_len
syscall
pop rdi
mov rdx, rax
lea rsi, [rsp - 112]
mov rax, 1
syscall
ret
_start:
call create_server_socket
mov r14, rax
mov rdi, rax
mov rsi, server_port
mov rdx, max_connections
call bind_and_listen
accept_connection:
mov rdi, r14
call accept
mov r15, rax
mov rax, 57
syscall
test rax, rax
jz handle_connection
; close client socket
mov rax, 3
mov rdi, r15
syscall
jmp accept_connection
handle_connection:
mov rdi, r15
call echo
close_client:
mov rax, 3
mov rdi, r15
syscall
close_server:
mov rax, 3
mov rdi, r14
syscall
exit:
mov rax, 60
xor rdi, rdi
syscall
|
http://rosettacode.org/wiki/Echo_server | Echo server | Create a network service that sits on TCP port 12321, which accepts connections on that port, and which echoes complete lines (using a carriage-return/line-feed sequence as line separator) back to clients. No error handling is required. For the purposes of testing, it is only necessary to support connections from localhost (127.0.0.1 or perhaps ::1). Logging of connection information to standard output is recommended.
The implementation must be able to handle simultaneous connections from multiple clients. A multi-threaded or multi-process solution may be used. Each connection must be able to echo more than a single line.
The implementation must not stop responding to other clients if one client sends a partial line or stops reading responses.
| #Wren | Wren | /* echo_server.wren */
var MAX_ENQUEUED = 20
var BUF_LEN = 256
var PORT_STR = "12321"
var AF_UNSPEC = 0
var SOCK_STREAM = 1
var AI_PASSIVE = 1
foreign class AddrInfo {
foreign static getAddrInfo(name, service, req, pai)
construct new() {}
foreign family
foreign family=(f)
foreign sockType
foreign sockType=(st)
foreign flags
foreign flags=(f)
foreign protocol
foreign addr
foreign addrLen
}
foreign class AddrInfoPtr {
construct new() {}
foreign deref
foreign free()
}
class Socket {
foreign static create(domain, type, protocol)
foreign static bind(fd, addr, len)
foreign static listen(fd, n)
foreign static accept(fd, addr, addrLen)
}
foreign class SockAddrPtr {
construct new() {}
foreign size
}
class SigAction {
foreign static cleanUpProcesses()
}
foreign class Buffer {
construct new(size) {}
}
class Posix {
foreign static read(fd, buf, nbytes)
foreign static write(fd, buf, n)
foreign static fork()
foreign static close(fd)
}
// Child process.
var echoLines = Fn.new { |csock|
var buf = Buffer.new(BUF_LEN)
var r
while ((r = Posix.read(csock, buf, BUF_LEN)) > 0) {
Posix.write(csock, buf, r)
}
}
// Parent process.
var takeConnectionsForever = Fn.new { |ssock|
while (true) {
var addr = SockAddrPtr.new()
var addrSize = addr.size
/* Block until we take one connection to the server socket */
var csock = Socket.accept(ssock, addr, addrSize)
/* If it was a successful connection, spawn a worker process to service it. */
if (csock == -1) {
System.print("Error accepting socket.")
} else if (Posix.fork() == 0) {
Posix.close(ssock)
echoLines.call(csock)
return
} else {
Posix.close(csock)
}
}
}
/* Look up the address to bind to. */
var hints = AddrInfo.new()
hints.family = AF_UNSPEC
hints.sockType = SOCK_STREAM
hints.flags = AI_PASSIVE
var addrInfoPtr = AddrInfoPtr.new()
if (AddrInfo.getAddrInfo("", PORT_STR, hints, addrInfoPtr) != 0) {
Fiber.abort("Failed to get pointer to addressinfo.")
}
/* Make a socket. */
var res = addrInfoPtr.deref
var sock = Socket.create(res.family, res.sockType, res.protocol)
if (sock == -1) Fiber.abort("Failed to make a socket.")
/* Arrange to clean up child processes (the workers). */
SigAction.cleanUpProcesses()
/* Associate the socket with its address. */
if (Socket.bind(sock, res.addr, res.addrLen) != 0) {
Fiber.abort("Failed to bind socket.")
}
addrInfoPtr.free()
/* State that we've opened a server socket and are listening for connections. */
if (Socket.listen(sock, MAX_ENQUEUED) != 0) {
Fiber.abort("Failed to listen for connections.")
}
/* Serve the listening socket until killed */
takeConnectionsForever.call(sock) |
http://rosettacode.org/wiki/Draw_a_rotating_cube | Draw a rotating cube | Task
Draw a rotating cube.
It should be oriented with one vertex pointing straight up, and its opposite vertex on the main diagonal (the one farthest away) straight down. It can be solid or wire-frame, and you can use ASCII art if your language doesn't have graphical capabilities. Perspective is optional.
Related tasks
Draw a cuboid
write language name in 3D ASCII
| #Processing | Processing | void setup() {
size(500, 500, P3D);
}
void draw() {
background(0);
// position
translate(width/2, height/2, -width/2);
// optional fill and lighting colors
noStroke();
strokeWeight(4);
fill(192, 255, 192);
pointLight(255, 255, 255, 0, -500, 500);
// rotation driven by built-in timer
rotateY(millis()/1000.0);
// draw box
box(300, 300, 300);
} |
http://rosettacode.org/wiki/Draw_a_rotating_cube | Draw a rotating cube | Task
Draw a rotating cube.
It should be oriented with one vertex pointing straight up, and its opposite vertex on the main diagonal (the one farthest away) straight down. It can be solid or wire-frame, and you can use ASCII art if your language doesn't have graphical capabilities. Perspective is optional.
Related tasks
Draw a cuboid
write language name in 3D ASCII
| #Python | Python | from visual import *
scene.title = "VPython: Draw a rotating cube"
scene.range = 2
scene.autocenter = True
print "Drag with right mousebutton to rotate view."
print "Drag up+down with middle mousebutton to zoom."
deg45 = math.radians(45.0) # 0.785398163397
cube = box() # using defaults, see http://www.vpython.org/contents/docs/defaults.html
cube.rotate( angle=deg45, axis=(1,0,0) )
cube.rotate( angle=deg45, axis=(0,0,1) )
while True: # Animation-loop
rate(50)
cube.rotate( angle=0.005, axis=(0,1,0) )
|
http://rosettacode.org/wiki/Element-wise_operations | Element-wise operations | This task is similar to:
Matrix multiplication
Matrix transposition
Task
Implement basic element-wise matrix-matrix and scalar-matrix operations, which can be referred to in other, higher-order tasks.
Implement:
addition
subtraction
multiplication
division
exponentiation
Extend the task if necessary to include additional basic operations, which should not require their own specialised task.
| #Standard_ML | Standard ML | structure Matrix = struct
local
open Array2
fun mapscalar f (x, scalar) =
tabulate RowMajor (nRows x, nCols x, fn (i,j) => f(sub(x,i,j),scalar))
fun map2 f (x, y) =
tabulate RowMajor (nRows x, nCols x, fn (i,j) => f(sub(x,i,j),sub(y,i,j)))
in
infix splus sminus stimes
val op splus = mapscalar Int.+
val op sminus = mapscalar Int.-
val op stimes = mapscalar Int.*
val op + = map2 Int.+
val op - = map2 Int.-
val op * = map2 Int.*
val fromList = fromList
fun toList a =
List.tabulate(nRows a, fn i => List.tabulate(nCols a, fn j => sub(a,i,j)))
end
end;
(* example *)
let open Matrix
infix splus sminus stimes
val m1 = fromList [[1,2],[3,4]]
val m2 = fromList [[4,3],[2,1]]
val s = 2
in
List.map toList [m1+m2, m1-m2, m1*m2,
m1 splus s, m1 sminus s, m1 stimes s]
end; |
http://rosettacode.org/wiki/Element-wise_operations | Element-wise operations | This task is similar to:
Matrix multiplication
Matrix transposition
Task
Implement basic element-wise matrix-matrix and scalar-matrix operations, which can be referred to in other, higher-order tasks.
Implement:
addition
subtraction
multiplication
division
exponentiation
Extend the task if necessary to include additional basic operations, which should not require their own specialised task.
| #Stata | Stata | mata
a = rnormal(5,5,0,1)
b = 2
a:+b
a:-b
a:*b
a:/b
a:^b
a = rnormal(5,5,0,1)
b = rnormal(5,1,0,1)
a:+b
a:-b
a:*b
a:/b
a:^b
end |
http://rosettacode.org/wiki/Dragon_curve | Dragon curve |
Create and display a dragon curve fractal.
(You may either display the curve directly or write it to an image file.)
Algorithms
Here are some brief notes the algorithms used and how they might suit various languages.
Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right.
*---R----* expands to * *
\ /
R L
\ /
*
*
/ \
L R
/ \
*---L---* expands to * *
The co-routines dcl and dcr in various examples do this recursively to a desired expansion level.
The curl direction right or left can be a parameter instead of two separate routines.
Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees.
*------->* becomes * * Recursive copies drawn
\ / from the ends towards
\ / the centre.
v v
*
This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen.
Successive approximation repeatedly re-writes each straight line as two new segments at a right angle,
*
*-----* becomes / \ bend to left
/ \ if N odd
* *
* *
*-----* becomes \ / bend to right
\ / if N even
*
Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing.
The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this.
Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently.
n = 1010110000
^
bit above lowest 1-bit, turn left or right as 0 or 1
LowMask = n BITXOR (n-1) # eg. giving 0000011111
AboveMask = LowMask + 1 # eg. giving 0000100000
BitAboveLowestOne = n BITAND AboveMask
The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there.
If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is.
Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction.
If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1.
Absolute direction to move at point n can be calculated by the number of bit-transitions in n.
n = 11 00 1111 0 1
^ ^ ^ ^ 4 places where change bit value
so direction=4*90degrees=East
This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ.
Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently.
Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this.
A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.)
The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section.
As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code.
Axiom F, angle 90 degrees
F -> F+S
S -> F-S
This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page.
Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around.
The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
| #AutoHotkey | AutoHotkey | DIM SHARED angle AS DOUBLE
SUB turn (degrees AS DOUBLE)
angle = angle + degrees*3.14159265/180
END SUB
SUB forward (length AS DOUBLE)
LINE - STEP (COS(angle)*length, SIN(angle)*length), 7
END SUB
SUB dragon (length AS DOUBLE, split AS INTEGER, d AS DOUBLE)
IF split=0 THEN
forward length
ELSE
turn d*45
dragon length/1.4142136, split-1, 1
turn -d*90
dragon length/1.4142136, split-1, -1
turn d*45
END IF
END SUB
' Main program
SCREEN 12
angle = 0
PSET (150,180), 0
dragon 400, 12, 1
SLEEP |
http://rosettacode.org/wiki/Draw_a_sphere | Draw a sphere | Task
Draw a sphere.
The sphere can be represented graphically, or in ASCII art, depending on the language capabilities.
Either static or rotational projection is acceptable for this task.
Related tasks
draw a cuboid
draw a rotating cube
write language name in 3D ASCII
draw a Deathstar
| #ContextFree | ContextFree |
startshape SPHERE
shape SPHERE {
CIRCLE[]
SPHERE[x 0.1% y 0.1%s 0.99 0.99 b 0.05]
}
|
http://rosettacode.org/wiki/Doubly-linked_list/Element_insertion | Doubly-linked list/Element insertion | Doubly-Linked List (element)
This is much like inserting into a Singly-Linked List, but with added assignments so that the backwards-pointing links remain correct.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack | #PicoLisp | PicoLisp | # Insert an element X at position Pos
(de 2insert (X Pos DLst)
(let (Lst (nth (car DLst) (dec (* 2 Pos))) New (cons X (cadr Lst) Lst))
(if (cadr Lst)
(con (cdr @) New)
(set DLst New) )
(if (cdr Lst)
(set @ New)
(con DLst New) ) ) )
(setq *DL (2list 'A 'B)) # Build a two-element doubly-linked list
(2insert 'C 2 *DL) # Insert C at position 2 |
http://rosettacode.org/wiki/Doubly-linked_list/Element_insertion | Doubly-linked list/Element insertion | Doubly-Linked List (element)
This is much like inserting into a Singly-Linked List, but with added assignments so that the backwards-pointing links remain correct.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack | #PL.2FI | PL/I |
define structure
1 Node,
2 value fixed decimal,
2 back_pointer handle(Node),
2 fwd_pointer handle(Node);
/* Given that 'Current" points at some node in the linked list : */
P = NEW (: Node :); /* Create a node. */
get (P => value);
P => fwd_pointer = Current => fwd_pointer;
/* Points the new node at the next one. */
Current => fwd_pinter = P;
/* Points the current node at the new one. */
P => back_pointer = Current;
/* Points the new node back at the current one. */
Q = P => fwd_pointer;
Q => back_pointer = P;
/* Points the next node to the new one. */
|
http://rosettacode.org/wiki/Doubly-linked_list/Element_insertion | Doubly-linked list/Element insertion | Doubly-Linked List (element)
This is much like inserting into a Singly-Linked List, but with added assignments so that the backwards-pointing links remain correct.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack | #Pop11 | Pop11 | define insert_double(list, element);
lvars tmp;
if list == [] then
;;; Insertion into empty list, return element
element
else
next(list) -> tmp;
list -> prev(element);
tmp -> next(element);
element -> next(list);
if tmp /= [] then
element -> prev(tmp)
endif;
;;; return original list
list
endif;
enddefine;
lvars A = newLink(), B = newLink(), C = newLink();
;;; Build the list of A and B
insert_double(A, B) -> _;
;;; insert C between A and b
insert_double(A, C) -> _; |
http://rosettacode.org/wiki/Doubly-linked_list/Element_insertion | Doubly-linked list/Element insertion | Doubly-Linked List (element)
This is much like inserting into a Singly-Linked List, but with added assignments so that the backwards-pointing links remain correct.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack | #PureBasic | PureBasic | Structure node
*prev.node
*next.node
value.c ;use character type for elements in this example
EndStructure
Procedure insertAfter(element.c, *c.node)
;insert new node *n after node *c and set it's value to element
Protected *n.node = AllocateMemory(SizeOf(node))
If *n
*n\value = element
*n\prev = *c
If *c
*n\next = *c\next
*c\next = *n
EndIf
EndIf
ProcedureReturn *n
EndProcedure
Procedure displayList(*dl.node)
Protected *n.node = *dl
Repeat
Print(Chr(*n\Value) + " ")
*n = *n\next
Until *n = #Null
EndProcedure
If OpenConsole()
Define dl.node, *n.node
*n = insertAfter('A',dl)
insertAfter('B',*n)
insertAfter('C',*n)
displayList(dl)
Print(#CRLF$ + #CRLF$ + "Press ENTER to exit")
Input()
CloseConsole()
EndIf |
http://rosettacode.org/wiki/Draw_a_clock | Draw a clock | Task
Draw a clock.
More specific:
Draw a time keeping device. It can be a stopwatch, hourglass, sundial, a mouth counting "one thousand and one", anything. Only showing the seconds is required, e.g.: a watch with just a second hand will suffice. However, it must clearly change every second, and the change must cycle every so often (one minute, 30 seconds, etc.) It must be drawn; printing a string of numbers to your terminal doesn't qualify. Both text-based and graphical drawing are OK.
The clock is unlikely to be used to control space flights, so it needs not be hyper-accurate, but it should be usable, meaning if one can read the seconds off the clock, it must agree with the system clock.
A clock is rarely (never?) a major application: don't be a CPU hog and poll the system timer every microsecond, use a proper timer/signal/event from your system or language instead. For a bad example, many OpenGL programs update the frame-buffer in a busy loop even if no redraw is needed, which is very undesirable for this task.
A clock is rarely (never?) a major application: try to keep your code simple and to the point. Don't write something too elaborate or convoluted, instead do whatever is natural, concise and clear in your language.
Key points
animate simple object
timed event
polling system resources
code clarity
| #C.23 | C# | using System;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Windows.Forms;
public class Clock : Form
{
static readonly float degrees06 = (float)Math.PI / 30;
static readonly float degrees30 = degrees06 * 5;
static readonly float degrees90 = degrees30 * 3;
readonly int margin = 20;
private Point p0;
public Clock()
{
Size = new Size(500, 500);
StartPosition = FormStartPosition.CenterScreen;
Resize += (sender, args) => ResetSize();
ResetSize();
var timer = new Timer() { Interval = 1000, Enabled = true };
timer.Tick += (sender, e) => Refresh();
DoubleBuffered = true;
}
private void ResetSize()
{
p0 = new Point(ClientRectangle.Width / 2, ClientRectangle.Height / 2);
Refresh();
}
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
drawFace(e.Graphics);
var time = DateTime.Now;
int second = time.Second;
int minute = time.Minute;
int hour = time.Hour;
float angle = degrees90 - (degrees06 * second);
DrawHand(e.Graphics, Pens.Red, angle, 0.95);
float minsecs = (minute + second / 60.0F);
angle = degrees90 - (degrees06 * minsecs);
DrawHand(e.Graphics, Pens.Black, angle, 0.9);
float hourmins = (hour + minsecs / 60.0F);
angle = degrees90 - (degrees30 * hourmins);
DrawHand(e.Graphics, Pens.Black, angle, 0.6);
}
private void drawFace(Graphics g)
{
int radius = Math.Min(p0.X, p0.Y) - margin;
g.FillEllipse(Brushes.White, p0.X - radius, p0.Y - radius, radius * 2, radius * 2);
for (int h = 0; h < 12; h++)
DrawHand(g, Pens.LightGray, h * degrees30, -0.05);
for (int m = 0; m < 60; m++)
DrawHand(g, Pens.LightGray, m * degrees06, -0.025);
}
private void DrawHand(Graphics g, Pen pen, float angle, double size)
{
int radius = Math.Min(p0.X, p0.Y) - margin;
int x0 = p0.X + (size > 0 ? 0 : Convert.ToInt32(radius * (1 + size) * Math.Cos(angle)));
int y0 = p0.Y + (size > 0 ? 0 : Convert.ToInt32(radius * (1 + size) * Math.Sin(-angle)));
int x1 = p0.X + Convert.ToInt32(radius * (size > 0 ? size : 1) * Math.Cos(angle));
int y1 = p0.Y + Convert.ToInt32(radius * (size > 0 ? size : 1) * Math.Sin(-angle));
g.DrawLine(pen, x0, y0, x1, y1);
}
[STAThread]
static void Main()
{
Application.Run(new Clock());
}
} |
http://rosettacode.org/wiki/Doubly-linked_list/Traversal | Doubly-linked list/Traversal | Traverse from the beginning of a doubly-linked list to the end, and from the end to the beginning.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Nim | Nim | type
List[T] = object
head, tail: Node[T]
Node[T] = ref TNode[T]
TNode[T] = object
next, prev: Node[T]
data: T
proc initList[T](): List[T] = discard
proc newNode[T](data: T): Node[T] =
new(result)
result.data = data
proc prepend[T](l: var List[T], n: Node[T]) =
n.next = l.head
if l.head != nil: l.head.prev = n
l.head = n
if l.tail == nil: l.tail = n
proc append[T](l: var List[T], n: Node[T]) =
n.next = nil
n.prev = l.tail
if l.tail != nil:
l.tail.next = n
l.tail = n
if l.head == nil:
l.head = n
proc insertAfter[T](l: var List[T], r, n: Node[T]) =
n.prev = r
n.next = r.next
n.next.prev = n
r.next = n
if r == l.tail: l.tail = n
proc remove[T](l: var List[T], n: Node[T]) =
if n == l.tail: l.tail = n.prev
if n == l.head: l.head = n.next
if n.next != nil: n.next.prev = n.prev
if n.prev != nil: n.prev.next = n.next
proc `$`[T](l: var List[T]): string =
result = ""
var n = l.head
while n != nil:
if result.len > 0: result.add(" -> ")
result.add($n.data)
n = n.next
iterator traverseForward[T](l: List[T]): T =
var n = l.head
while n != nil:
yield n.data
n = n.next
iterator traverseBackward[T](l: List[T]): T =
var n = l.tail
while n != nil:
yield n.data
n = n.prev
var l = initList[int]()
var n = newNode(12)
var m = newNode(13)
var i = newNode(14)
var j = newNode(15)
l.append(n)
l.prepend(m)
l.insertAfter(m, i)
l.prepend(j)
l.remove(m)
for i in l.traverseForward():
echo "> ", i
for i in l.traverseBackward():
echo "< ", i |
http://rosettacode.org/wiki/Doubly-linked_list/Traversal | Doubly-linked list/Traversal | Traverse from the beginning of a doubly-linked list to the end, and from the end to the beginning.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Oberon-2 | Oberon-2 |
MODULE Collections;
IMPORT Box;
TYPE
Action = PROCEDURE (o: Box.Object);
PROCEDURE (dll: DLList) GoForth*(do: Action);
VAR
iter: Node;
BEGIN
iter := dll.first;
WHILE iter # NIL DO
do(iter.value);
iter := iter.next
END
END GoForth;
PROCEDURE (dll: DLList) GoBack*(do: Action);
VAR
iter: Node;
BEGIN
ASSERT(dll.last # NIL);
iter := dll.last;
WHILE iter # NIL DO
do(iter.value);
iter := iter.prev
END
END GoBack;
END Collections.
|
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Objeck | Objeck | class ListNode {
@value : Base;
@next : ListNode;
@previous: ListNode;
New(value : Base) {
@value := value;
}
method : public : Set(value : Base) ~ Nil {
@value := value;
}
method : public : Get() ~ Base {
return @value;
}
method : public : SetNext(next : Collection.ListNode) ~ Nil {
@next := next;
}
method : public : GetNext() ~ ListNode {
return @next;
}
method : public : SetPrevious(previous : Collection.ListNode) ~ Nil {
@previous := previous;
}
method : public : GetPrevious() ~ ListNode {
return @previous;
}
} |
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #OCaml | OCaml | type 'a dlink = {
mutable data: 'a;
mutable next: 'a dlink option;
mutable prev: 'a dlink option;
}
let dlink_of_list li =
let f prev_dlink x =
let dlink = {
data = x;
prev = None;
next = prev_dlink }
in
begin match prev_dlink with
| None -> ()
| Some prev_dlink ->
prev_dlink.prev <- Some dlink
end;
Some dlink
in
List.fold_left f None (List.rev li)
;;
let list_of_dlink =
let rec aux acc = function
| None -> List.rev acc
| Some{ data = d;
prev = _;
next = next } -> aux (d::acc) next
in
aux []
;;
let iter_forward_dlink f =
let rec aux = function
| None -> ()
| Some{ data = d;
prev = _;
next = next } -> f d; aux next
in
aux
;; |
http://rosettacode.org/wiki/Dutch_national_flag_problem | Dutch national flag problem |
The Dutch national flag is composed of three coloured bands in the order:
red (top)
then white, and
lastly blue (at the bottom).
The problem posed by Edsger Dijkstra is:
Given a number of red, blue and white balls in random order, arrange them in the order of the colours in the Dutch national flag.
When the problem was first posed, Dijkstra then went on to successively refine a solution, minimising the number of swaps and the number of times the colour of a ball needed to determined and restricting the balls to end in an array, ...
Task
Generate a randomized order of balls ensuring that they are not in the order of the Dutch national flag.
Sort the balls in a way idiomatic to your language.
Check the sorted balls are in the order of the Dutch national flag.
C.f.
Dutch national flag problem
Probabilistic analysis of algorithms for the Dutch national flag problem by Wei-Mei Chen. (pdf)
| #Icon_and_Unicon | Icon and Unicon | procedure main(a)
n := integer(!a) | 20
every (nr|nw|nb) := ?n-1
sIn := repl("r",nw)||repl("w",nb)||repl("b",nr)
write(sRand := bestShuffle(sIn))
write(sOut := map(csort(map(sRand,"rwb","123")),"123","rwb"))
if sIn ~== sOut then write("Eh? Not in correct order!")
end
procedure bestShuffle(s) # (Taken from the Best Shuffle task)
t := s
every !t :=: ?t # Uncommented to get a random best shuffling
every i := 1 to *t do
every j := (1 to i-1) | (i+1 to *t) do
if (t[i] ~== s[j]) & (s[i] ~== t[j]) then break t[i] :=: t[j]
return t
end
procedure csort(w)
every (s := "") ||:= (find(c := !cset(w),w),c)
return s
end |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a cuboid with relative dimensions of 2 × 3 × 4.
The cuboid can be represented graphically, or in ASCII art, depending on the language capabilities.
To fulfill the criteria of being a cuboid, three faces must be visible.
Either static or rotational projection is acceptable for this task.
Related tasks
draw a sphere
draw a rotating cube
write language name in 3D ASCII
draw a Deathstar
| #Frink | Frink | res = 254 / in
s = 1/2 inch res
v = callJava["frink.graphics.VoxelArray", "cube", [-s, s, -s, s, -s, s, true]]
v.projectX[undef].show["X"]
v.projectY[undef].show["Y"]
v.projectZ[undef].show["Z"]
filename = "cube.stl"
print["Writing $filename..."]
w = new Writer[filename]
w.println[v.toSTLFormat["cube", 1/(res mm)]]
w.close[]
println["done."] |
http://rosettacode.org/wiki/Dynamic_variable_names | Dynamic variable names | Task
Create a variable with a user-defined name.
The variable name should not be written in the program text, but should be taken from the user dynamically.
See also
Eval in environment is a similar task.
| #TUSCRIPT | TUSCRIPT |
$$ MODE TUSCRIPT
ASK "Enter variablename": name=""
ASK "Enter value": value=""
TRACE +@name
@name=$value
PRINT @name
|
http://rosettacode.org/wiki/Dynamic_variable_names | Dynamic variable names | Task
Create a variable with a user-defined name.
The variable name should not be written in the program text, but should be taken from the user dynamically.
See also
Eval in environment is a similar task.
| #UNIX_Shell | UNIX Shell | read name
declare $name=42
echo "${name}=${!name}" |
http://rosettacode.org/wiki/Dynamic_variable_names | Dynamic variable names | Task
Create a variable with a user-defined name.
The variable name should not be written in the program text, but should be taken from the user dynamically.
See also
Eval in environment is a similar task.
| #Wren | Wren | import "io" for Stdin, Stdout
var userVars = {}
System.print("Enter three variables:")
for (i in 0..2) {
System.write("\n name : ")
Stdout.flush()
var name = Stdin.readLine()
System.write(" value: ")
Stdout.flush()
var value = Num.fromString(Stdin.readLine())
userVars[name] = value
}
System.print("\nYour variables are:\n")
for (kv in userVars) {
System.print(" %(kv.key) = %(kv.value)")
} |
http://rosettacode.org/wiki/Draw_a_pixel | Draw a pixel | Task
Create a window and draw a pixel in it, subject to the following:
the window is 320 x 240
the color of the pixel must be red (255,0,0)
the position of the pixel is x = 100, y = 100 | #Ruby | Ruby | require 'gtk3'
Width, Height = 320, 240
PosX, PosY = 100, 100
window = Gtk::Window.new
window.set_default_size(Width, Height)
window.title = 'Draw a pixel'
window.signal_connect(:draw) do |widget, context|
context.set_antialias(Cairo::Antialias::NONE)
# paint out bg with white
# context.set_source_rgb(1.0, 1.0, 1.0)
# context.paint(1.0)
# draw a rectangle
context.set_source_rgb(1.0, 0.0, 0.0)
context.fill do
context.rectangle(PosX, PosY, 1, 1)
end
end
window.signal_connect(:destroy) { Gtk.main_quit }
window.show
Gtk.main
|
http://rosettacode.org/wiki/Draw_a_pixel | Draw a pixel | Task
Create a window and draw a pixel in it, subject to the following:
the window is 320 x 240
the color of the pixel must be red (255,0,0)
the position of the pixel is x = 100, y = 100 | #Rust | Rust | extern crate piston_window;
extern crate image;
use piston_window::*;
fn main() {
let (width, height) = (320, 240);
let mut window: PistonWindow =
WindowSettings::new("Red Pixel", [width, height])
.exit_on_esc(true).build().unwrap();
// Since we cant manipulate pixels directly, we need to manipulate the pixels on a canvas.
// Only issue is that sub-pixels exist (which is probably why the red pixel looks like a smear on the output image)
let mut canvas = image::ImageBuffer::new(width, height);
canvas.put_pixel(100, 100, image::Rgba([0xff, 0, 0, 0xff]));
// Transform into a texture so piston can use it.
let texture: G2dTexture = Texture::from_image(
&mut window.factory,
&canvas,
&TextureSettings::new()
).unwrap();
// The window event loop.
while let Some(event) = window.next() {
window.draw_2d(&event, |context, graphics| {
clear([1.0; 4], graphics);
image(&texture,
context.transform,
graphics);
});
}
}
|
http://rosettacode.org/wiki/Egyptian_fractions | Egyptian fractions | An Egyptian fraction is the sum of distinct unit fractions such as:
1
2
+
1
3
+
1
16
(
=
43
48
)
{\displaystyle {\tfrac {1}{2}}+{\tfrac {1}{3}}+{\tfrac {1}{16}}\,(={\tfrac {43}{48}})}
Each fraction in the expression has a numerator equal to 1 (unity) and a denominator that is a positive integer, and all the denominators are distinct (i.e., no repetitions).
Fibonacci's Greedy algorithm for Egyptian fractions expands the fraction
x
y
{\displaystyle {\tfrac {x}{y}}}
to be represented by repeatedly performing the replacement
x
y
=
1
⌈
y
/
x
⌉
+
(
−
y
)
mod
x
y
⌈
y
/
x
⌉
{\displaystyle {\frac {x}{y}}={\frac {1}{\lceil y/x\rceil }}+{\frac {(-y)\!\!\!\!\mod x}{y\lceil y/x\rceil }}}
(simplifying the 2nd term in this replacement as necessary, and where
⌈
x
⌉
{\displaystyle \lceil x\rceil }
is the ceiling function).
For this task, Proper and improper fractions must be able to be expressed.
Proper fractions are of the form
a
b
{\displaystyle {\tfrac {a}{b}}}
where
a
{\displaystyle a}
and
b
{\displaystyle b}
are positive integers, such that
a
<
b
{\displaystyle a<b}
, and
improper fractions are of the form
a
b
{\displaystyle {\tfrac {a}{b}}}
where
a
{\displaystyle a}
and
b
{\displaystyle b}
are positive integers, such that a ≥ b.
(See the REXX programming example to view one method of expressing the whole number part of an improper fraction.)
For improper fractions, the integer part of any improper fraction should be first isolated and shown preceding the Egyptian unit fractions, and be surrounded by square brackets [n].
Task requirements
show the Egyptian fractions for:
43
48
{\displaystyle {\tfrac {43}{48}}}
and
5
121
{\displaystyle {\tfrac {5}{121}}}
and
2014
59
{\displaystyle {\tfrac {2014}{59}}}
for all proper fractions,
a
b
{\displaystyle {\tfrac {a}{b}}}
where
a
{\displaystyle a}
and
b
{\displaystyle b}
are positive one-or two-digit (decimal) integers, find and show an Egyptian fraction that has:
the largest number of terms,
the largest denominator.
for all one-, two-, and three-digit integers, find and show (as above). {extra credit}
Also see
Wolfram MathWorld™ entry: Egyptian fraction
| #zkl | zkl | # Just compute the denominator terms, as the numerators are always 1
fcn egyptian(num,denom){
result,t := List(),Void;
t,num=num.divr(denom); // reduce fraction
if(t) result.append(T(t)); // signal t isn't a denominator
while(num){
# Compute ceil($denom/$num) without floating point inaccuracy
term:=denom/num + (denom/num*num < denom);
result.append(term);
z:=denom%num;
num=(if(z) num-z else 0);
denom*=term;
}
result
}
fcn efrac(fraction){ // list to string, format list of denominators
fraction.pump(List,fcn(denom){
if(denom.isType(List)) denom[0]
else String("1/",denom);
}).concat(" + ")
} |
http://rosettacode.org/wiki/Ethiopian_multiplication | Ethiopian multiplication | Ethiopian multiplication is a method of multiplying integers using only addition, doubling, and halving.
Method:
Take two numbers to be multiplied and write them down at the top of two columns.
In the left-hand column repeatedly halve the last number, discarding any remainders, and write the result below the last in the same column, until you write a value of 1.
In the right-hand column repeatedly double the last number and write the result below. stop when you add a result in the same row as where the left hand column shows 1.
Examine the table produced and discard any row where the value in the left column is even.
Sum the values in the right-hand column that remain to produce the result of multiplying the original two numbers together
For example: 17 × 34
17 34
Halving the first column:
17 34
8
4
2
1
Doubling the second column:
17 34
8 68
4 136
2 272
1 544
Strike-out rows whose first cell is even:
17 34
8 68
4 136
2 272
1 544
Sum the remaining numbers in the right-hand column:
17 34
8 --
4 ---
2 ---
1 544
====
578
So 17 multiplied by 34, by the Ethiopian method is 578.
Task
The task is to define three named functions/methods/procedures/subroutines:
one to halve an integer,
one to double an integer, and
one to state if an integer is even.
Use these functions to create a function that does Ethiopian multiplication.
References
Ethiopian multiplication explained (BBC Video clip)
A Night Of Numbers - Go Forth And Multiply (Video)
Russian Peasant Multiplication
Programming Praxis: Russian Peasant Multiplication
| #Z80_Assembly | Z80 Assembly | org &8000
ld hl,17
call Halve_Until_1
push bc
ld hl,34
call Double_Until_1
pop bc
call SumOddEntries
;returns Ethiopian product in IX.
call NewLine
call Primm
byte "0x",0
push ix
pop hl
ld a,H
call ShowHex
;Output should be in decimal but hex is easier.
ld a,L
call ShowHex
ret
Halve_Until_1:
;input: HL = number you wish to halve. HL is unsigned.
ld de,Column_1
ld a,1
ld (Column_1),HL
inc de
inc de
loop_HalveUntil_1:
SRL H
RR L
inc b
push af
ld a,L
ld (de),a
inc de
ld a,H
ld (de),a
inc de
pop af
CP L
jr nz,loop_HalveUntil_1
;b tracks how many times to double the second factor.
ret
Double_Until_1:
;doubles second factor B times. B is calculated by Halve_until_1
ld de,Column_2
ld (Column_2),HL
inc de
inc de
loop_double_until_1:
SLA L
RL H
PUSH AF
LD A,L
LD (DE),A
INC DE
LD A,H
LD (DE),A
INC DE
POP AF
DJNZ loop_double_until_1
ret
SumOddEntries:
sla b ;double loop counter, this is also the offset to the "last" entry of
;each table
ld h,>Column_1
ld d,>Column_2 ;aligning the tables lets us get away with this.
ld l,b
ld e,b
ld ix,0
loop:
ld a,(hl)
rrca ;we only need the result of the odd/even test.
jr nc,skipEven
push hl
push de
ld a,(de)
ld L,a
inc de
ld a,(de)
ld H,a
ex de,hl
add ix,de
pop de
pop hl
skipEven:
dec de
dec de
dec hl
dec hl
djnz loop
ret ;ix should contain the answer
align 8 ;aligns Column_1 to the nearest 256 byte boundary. This makes offsetting easier.
Column_1:
ds 16,0
align 8 ;aligns Column_2 to the nearest 256 byte boundary. This makes offsetting easier.
Column_2:
ds 16,0 |
http://rosettacode.org/wiki/Factorial | Factorial | Definitions
The factorial of 0 (zero) is defined as being 1 (unity).
The Factorial Function of a positive integer, n, is defined as the product of the sequence:
n, n-1, n-2, ... 1
Task
Write a function to return the factorial of a number.
Solutions can be iterative or recursive.
Support for trapping negative n errors is optional.
Related task
Primorial numbers
| #ZX_Spectrum_Basic | ZX Spectrum Basic | 10 LET x=5: GO SUB 1000: PRINT "5! = ";r
999 STOP
1000 REM *************
1001 REM * FACTORIAL *
1002 REM *************
1010 LET r=1
1020 IF x<2 THEN RETURN
1030 FOR i=2 TO x: LET r=r*i: NEXT i
1040 RETURN |
http://rosettacode.org/wiki/Echo_server | Echo server | Create a network service that sits on TCP port 12321, which accepts connections on that port, and which echoes complete lines (using a carriage-return/line-feed sequence as line separator) back to clients. No error handling is required. For the purposes of testing, it is only necessary to support connections from localhost (127.0.0.1 or perhaps ::1). Logging of connection information to standard output is recommended.
The implementation must be able to handle simultaneous connections from multiple clients. A multi-threaded or multi-process solution may be used. Each connection must be able to echo more than a single line.
The implementation must not stop responding to other clients if one client sends a partial line or stops reading responses.
| #zkl | zkl | const PORT=12321;
pipe:=Thread.Pipe(); // how server tells thread to connect to user
fcn echo(socket){ // a thread, one per connection
text:=Data();
while(t:=socket.read()){
text.append(t);
if(text.find("\n",text.cursor)){ text.readln().print(); }
}
// socket was closed
}
// Set up the server socket.
server:=Network.TCPServerSocket.open(PORT);
println("Listening on %s:%s".fmt(server.hostname,server.port));
server.listen(echo.launch); // Main event loop |
http://rosettacode.org/wiki/Draw_a_rotating_cube | Draw a rotating cube | Task
Draw a rotating cube.
It should be oriented with one vertex pointing straight up, and its opposite vertex on the main diagonal (the one farthest away) straight down. It can be solid or wire-frame, and you can use ASCII art if your language doesn't have graphical capabilities. Perspective is optional.
Related tasks
Draw a cuboid
write language name in 3D ASCII
| #Racket | Racket | #lang racket/gui
(require math/matrix math/array)
(define (Rx θ)
(matrix [[1.0 0.0 0.0]
[0.0 (cos θ) (- (sin θ))]
[0.0 (sin θ) (cos θ)]]))
(define (Ry θ)
(matrix [[ (cos θ) 0.0 (sin θ)]
[ 0.0 1.0 0.0 ]
[(- (sin θ)) 0.0 (cos θ)]]))
(define (Rz θ)
(matrix [[(cos θ) (- (sin θ)) 0.0]
[(sin θ) (cos θ) 0.0]
[ 0.0 0.0 1.0]]))
(define base-matrix
(matrix* (identity-matrix 3 100.0)
(Rx (- (/ pi 2) (atan (sqrt 2))))
(Rz (/ pi 4.0))))
(define (current-matrix)
(matrix* (Ry (/ (current-inexact-milliseconds) 1000.))
base-matrix))
(define corners
(for*/list ([x '(-1.0 1.0)]
[y '(-1.0 1.0)]
[z '(-1.0 1.0)])
(matrix [[x] [y] [z]])))
(define lines
'((0 1) (0 2) (0 4) (1 3) (1 5)
(2 3) (2 6) (3 7) (4 5) (4 6)
(5 7) (6 7)))
(define ox 200.)
(define oy 200.)
(define (draw-line dc a b)
(send dc draw-line
(+ ox (array-ref a #(0 0)))
(+ oy (array-ref a #(1 0)))
(+ ox (array-ref b #(0 0)))
(+ oy (array-ref b #(1 0)))))
(define (draw-cube c dc)
(define-values (w h) (send dc get-size))
(set! ox (/ w 2))
(set! oy (/ h 2))
(define cs (for/vector ([c (in-list corners)])
(matrix* (current-matrix) c)))
(for ([l (in-list lines)])
(match-define (list i j) l)
(draw-line dc (vector-ref cs i) (vector-ref cs j))))
(define f (new frame% [label "cube"]))
(define c (new canvas% [parent f] [min-width 400] [min-height 400] [paint-callback draw-cube]))
(send f show #t)
(send* (send c get-dc)
(set-pen "black" 1 'solid)
(set-smoothing 'smoothed))
(define (refresh)
(send c refresh))
(define t (new timer% [notify-callback refresh] [interval 35] [just-once? #f])) |
http://rosettacode.org/wiki/Draw_a_rotating_cube | Draw a rotating cube | Task
Draw a rotating cube.
It should be oriented with one vertex pointing straight up, and its opposite vertex on the main diagonal (the one farthest away) straight down. It can be solid or wire-frame, and you can use ASCII art if your language doesn't have graphical capabilities. Perspective is optional.
Related tasks
Draw a cuboid
write language name in 3D ASCII
| #Raku | Raku | use Terminal::Caca;
given my $canvas = Terminal::Caca.new {
.title('Rosetta Code - Rotating cube - Press any key to exit');
sub scale-and-translate($x, $y, $z) {
$x * 5 / ( 5 + $z ) * 15 + 40,
$y * 5 / ( 5 + $z ) * 7 + 15,
$z;
}
sub rotate3d-x( $x, $y, $z, $angle ) {
my ($cosθ, $sinθ) = cis( $angle * π / 180.0 ).reals;
$x,
$y * $cosθ - $z * $sinθ,
$y * $sinθ + $z * $cosθ;
}
sub rotate3d-y( $x, $y, $z, $angle ) {
my ($cosθ, $sinθ) = cis( $angle * π / 180.0 ).reals;
$x * $cosθ - $z * $sinθ,
$y,
$x * $sinθ + $z * $cosθ;
}
sub rotate3d-z( $x, $y, $z, $angle ) {
my ($cosθ, $sinθ) = cis( $angle * π / 180.0 ).reals;
$x * $cosθ - $y * $sinθ,
$x * $cosθ + $y * $sinθ,
$z;
}
# Unit cube from polygon mesh, aligned to axes
my @mesh =
[ [1, 1, -1], [-1, -1, -1], [-1, 1, -1] ], # far face
[ [1, 1, -1], [-1, -1, -1], [ 1, -1, -1] ],
[ [1, 1, 1], [-1, -1, 1], [-1, 1, 1] ], # near face
[ [1, 1, 1], [-1, -1, 1], [ 1, -1, 1] ];
@mesh.push: [$_».rotate( 1)».Array] for @mesh[^4]; # positive and
@mesh.push: [$_».rotate(-1)».Array] for @mesh[^4]; # negative rotations
# Rotate to correct orientation for task
for ^@mesh X ^@mesh[0] -> ($i, $j) {
@(@mesh[$i;$j]) = rotate3d-x |@mesh[$i;$j], 45;
@(@mesh[$i;$j]) = rotate3d-z |@mesh[$i;$j], 40;
}
my @colors = red, blue, green, cyan, magenta, yellow;
loop {
for ^359 -> $angle {
.color( white, white );
.clear;
# Flatten 3D into 2D and rotate for all faces
my @faces-z;
my $c-index = 0;
for @mesh -> @triangle {
my @points;
my $sum-z = 0;
for @triangle -> @node {
my ($px, $py, $z) = scale-and-translate |rotate3d-y |@node, $angle;
@points.append: $px.Int, $py.Int;
$sum-z += $z;
}
@faces-z.push: %(
color => @colors[$c-index++ div 2],
points => @points,
avg-z => $sum-z / +@points;
);
}
# Draw all faces
# Sort by z to draw farthest first
for @faces-z.sort( -*.<avg-z> ) -> %face {
# Draw filled triangle
.color( %face<color>, %face<color> );
.fill-triangle( |%face<points> );
# And frame
.color( black, black );
.thin-triangle( |%face<points> );
}
.refresh;
exit if .wait-for-event(key-press);
}
}
# Cleanup on scope exit
LEAVE {
.cleanup;
}
} |
http://rosettacode.org/wiki/Element-wise_operations | Element-wise operations | This task is similar to:
Matrix multiplication
Matrix transposition
Task
Implement basic element-wise matrix-matrix and scalar-matrix operations, which can be referred to in other, higher-order tasks.
Implement:
addition
subtraction
multiplication
division
exponentiation
Extend the task if necessary to include additional basic operations, which should not require their own specialised task.
| #Tcl | Tcl | package require Tcl 8.5
proc alias {name args} {uplevel 1 [list interp alias {} $name {} {*}$args]}
# Engine for elementwise operations between matrices
proc elementwiseMatMat {lambda A B} {
set C {}
foreach rA $A rB $B {
set rC {}
foreach vA $rA vB $rB {
lappend rC [apply $lambda $vA $vB]
}
lappend C $rC
}
return $C
}
# Lift some basic math ops
alias m+ elementwiseMatMat {{a b} {expr {$a+$b}}}
alias m- elementwiseMatMat {{a b} {expr {$a-$b}}}
alias m* elementwiseMatMat {{a b} {expr {$a*$b}}}
alias m/ elementwiseMatMat {{a b} {expr {$a/$b}}}
alias m** elementwiseMatMat {{a b} {expr {$a**$b}}}
# Engine for elementwise operations between a matrix and a scalar
proc elementwiseMatSca {lambda A b} {
set C {}
foreach rA $A {
set rC {}
foreach vA $rA {
lappend rC [apply $lambda $vA $b]
}
lappend C $rC
}
return $C
}
# Lift some basic math ops
alias .+ elementwiseMatSca {{a b} {expr {$a+$b}}}
alias .- elementwiseMatSca {{a b} {expr {$a-$b}}}
alias .* elementwiseMatSca {{a b} {expr {$a*$b}}}
alias ./ elementwiseMatSca {{a b} {expr {$a/$b}}}
alias .** elementwiseMatSca {{a b} {expr {$a**$b}}} |
http://rosettacode.org/wiki/Dragon_curve | Dragon curve |
Create and display a dragon curve fractal.
(You may either display the curve directly or write it to an image file.)
Algorithms
Here are some brief notes the algorithms used and how they might suit various languages.
Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right.
*---R----* expands to * *
\ /
R L
\ /
*
*
/ \
L R
/ \
*---L---* expands to * *
The co-routines dcl and dcr in various examples do this recursively to a desired expansion level.
The curl direction right or left can be a parameter instead of two separate routines.
Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees.
*------->* becomes * * Recursive copies drawn
\ / from the ends towards
\ / the centre.
v v
*
This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen.
Successive approximation repeatedly re-writes each straight line as two new segments at a right angle,
*
*-----* becomes / \ bend to left
/ \ if N odd
* *
* *
*-----* becomes \ / bend to right
\ / if N even
*
Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing.
The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this.
Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently.
n = 1010110000
^
bit above lowest 1-bit, turn left or right as 0 or 1
LowMask = n BITXOR (n-1) # eg. giving 0000011111
AboveMask = LowMask + 1 # eg. giving 0000100000
BitAboveLowestOne = n BITAND AboveMask
The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there.
If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is.
Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction.
If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1.
Absolute direction to move at point n can be calculated by the number of bit-transitions in n.
n = 11 00 1111 0 1
^ ^ ^ ^ 4 places where change bit value
so direction=4*90degrees=East
This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ.
Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently.
Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this.
A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.)
The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section.
As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code.
Axiom F, angle 90 degrees
F -> F+S
S -> F-S
This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page.
Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around.
The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
| #BASIC | BASIC | DIM SHARED angle AS DOUBLE
SUB turn (degrees AS DOUBLE)
angle = angle + degrees*3.14159265/180
END SUB
SUB forward (length AS DOUBLE)
LINE - STEP (COS(angle)*length, SIN(angle)*length), 7
END SUB
SUB dragon (length AS DOUBLE, split AS INTEGER, d AS DOUBLE)
IF split=0 THEN
forward length
ELSE
turn d*45
dragon length/1.4142136, split-1, 1
turn -d*90
dragon length/1.4142136, split-1, -1
turn d*45
END IF
END SUB
' Main program
SCREEN 12
angle = 0
PSET (150,180), 0
dragon 400, 12, 1
SLEEP |
http://rosettacode.org/wiki/Draw_a_sphere | Draw a sphere | Task
Draw a sphere.
The sphere can be represented graphically, or in ASCII art, depending on the language capabilities.
Either static or rotational projection is acceptable for this task.
Related tasks
draw a cuboid
draw a rotating cube
write language name in 3D ASCII
draw a Deathstar
| #D | D | import std.stdio, std.math, std.algorithm, std.numeric;
alias V3 = double[3];
immutable light = normalize([30.0, 30.0, -50.0]);
V3 normalize(V3 v) pure @nogc {
v[] /= dotProduct(v, v) ^^ 0.5;
return v;
}
double dot(in ref V3 x, in ref V3 y) pure nothrow @nogc {
immutable double d = dotProduct(x, y);
return d < 0 ? -d : 0;
}
void drawSphere(in double R, in double k, in double ambient) @nogc {
enum shades = ".:!*oe&#%@";
foreach (immutable i; cast(int)floor(-R) .. cast(int)ceil(R) + 1) {
immutable double x = i + 0.5;
foreach (immutable j; cast(int)floor(-2 * R) ..
cast(int)ceil(2 * R) + 1) {
immutable double y = j / 2. + 0.5;
if (x ^^ 2 + y ^^ 2 <= R ^^ 2) {
immutable vec = [x, y, (R^^2 - x^^2 - y^^2) ^^ 0.5]
.normalize;
immutable double b = dot(light, vec) ^^ k + ambient;
int intensity = cast(int)((1 - b) * (shades.length-1));
intensity = min(shades.length - 1, max(intensity, 0));
shades[intensity].putchar;
} else
' '.putchar;
}
'\n'.putchar;
}
}
void main() {
drawSphere(20, 4, 0.1);
drawSphere(10, 2, 0.4);
} |
http://rosettacode.org/wiki/Doubly-linked_list/Element_insertion | Doubly-linked list/Element insertion | Doubly-Linked List (element)
This is much like inserting into a Singly-Linked List, but with added assignments so that the backwards-pointing links remain correct.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack | #Python | Python | def insert(anchor, new):
new.next = anchor.next
new.prev = anchor
anchor.next.prev = new
anchor.next = new |
http://rosettacode.org/wiki/Doubly-linked_list/Element_insertion | Doubly-linked list/Element insertion | Doubly-Linked List (element)
This is much like inserting into a Singly-Linked List, but with added assignments so that the backwards-pointing links remain correct.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack | #Racket | Racket | role DLElem[::T] {
has DLElem[T] $.prev is rw;
has DLElem[T] $.next is rw;
has T $.payload = T;
method pre-insert(T $payload) {
die "Can't insert before beginning" unless $!prev;
my $elem = ::?CLASS.new(:$payload);
$!prev.next = $elem;
$elem.prev = $!prev;
$elem.next = self;
$!prev = $elem;
$elem;
}
method post-insert(T $payload) {
die "Can't insert after end" unless $!next;
my $elem = ::?CLASS.new(:$payload);
$!next.prev = $elem;
$elem.next = $!next;
$elem.prev = self;
$!next = $elem;
$elem;
}
method delete {
die "Can't delete a sentinel" unless $!prev and $!next;
$!next.prev = $!prev;
$!prev.next = $!next; # conveniently returns next element
}
}
role DLList[::DLE] {
has DLE $.first;
has DLE $.last;
submethod BUILD {
$!first = DLE.new;
$!last = DLE.new;
$!first.next = $!last;
$!last.prev = $!first;
}
method list { ($!first.next, *.next ...^ !*.next).map: *.payload }
method reverse { ($!last.prev, *.prev ...^ !*.prev).map: *.payload }
}
class DLElem_Str does DLElem[Str] {}
class DLList_Str does DLList[DLElem_Str] {}
my $sdll = DLList_Str.new;
my $b = $sdll.first.post-insert('A').post-insert('B');
$b.pre-insert('C');
say $sdll.list; # A C B |
http://rosettacode.org/wiki/Draw_a_clock | Draw a clock | Task
Draw a clock.
More specific:
Draw a time keeping device. It can be a stopwatch, hourglass, sundial, a mouth counting "one thousand and one", anything. Only showing the seconds is required, e.g.: a watch with just a second hand will suffice. However, it must clearly change every second, and the change must cycle every so often (one minute, 30 seconds, etc.) It must be drawn; printing a string of numbers to your terminal doesn't qualify. Both text-based and graphical drawing are OK.
The clock is unlikely to be used to control space flights, so it needs not be hyper-accurate, but it should be usable, meaning if one can read the seconds off the clock, it must agree with the system clock.
A clock is rarely (never?) a major application: don't be a CPU hog and poll the system timer every microsecond, use a proper timer/signal/event from your system or language instead. For a bad example, many OpenGL programs update the frame-buffer in a busy loop even if no redraw is needed, which is very undesirable for this task.
A clock is rarely (never?) a major application: try to keep your code simple and to the point. Don't write something too elaborate or convoluted, instead do whatever is natural, concise and clear in your language.
Key points
animate simple object
timed event
polling system resources
code clarity
| #C.2B.2B | C++ |
#include <windows.h>
#include <string>
#include <math.h>
//--------------------------------------------------------------------------------------------------
using namespace std;
//--------------------------------------------------------------------------------------------------
const int BMP_SIZE = 300, MY_TIMER = 987654, CENTER = BMP_SIZE >> 1, SEC_LEN = CENTER - 20,
MIN_LEN = SEC_LEN - 20, HOUR_LEN = MIN_LEN - 20;
const float PI = 3.1415926536f;
//--------------------------------------------------------------------------------------------------
class vector2
{
public:
vector2() { x = y = 0; }
vector2( int a, int b ) { x = a; y = b; }
void set( int a, int b ) { x = a; y = b; }
void rotate( float angle_r )
{
float _x = static_cast<float>( x ),
_y = static_cast<float>( y ),
s = sinf( angle_r ),
c = cosf( angle_r ),
a = _x * c - _y * s,
b = _x * s + _y * c;
x = static_cast<int>( a );
y = static_cast<int>( b );
}
int x, y;
};
//--------------------------------------------------------------------------------------------------
class myBitmap
{
public:
myBitmap() : pen( NULL ), brush( NULL ), clr( 0 ), wid( 1 ) {}
~myBitmap()
{
DeleteObject( pen );
DeleteObject( brush );
DeleteDC( hdc );
DeleteObject( bmp );
}
bool create( int w, int h )
{
BITMAPINFO bi;
ZeroMemory( &bi, sizeof( bi ) );
bi.bmiHeader.biSize = sizeof( bi.bmiHeader );
bi.bmiHeader.biBitCount = sizeof( DWORD ) * 8;
bi.bmiHeader.biCompression = BI_RGB;
bi.bmiHeader.biPlanes = 1;
bi.bmiHeader.biWidth = w;
bi.bmiHeader.biHeight = -h;
HDC dc = GetDC( GetConsoleWindow() );
bmp = CreateDIBSection( dc, &bi, DIB_RGB_COLORS, &pBits, NULL, 0 );
if( !bmp ) return false;
hdc = CreateCompatibleDC( dc );
SelectObject( hdc, bmp );
ReleaseDC( GetConsoleWindow(), dc );
width = w; height = h;
return true;
}
void clear( BYTE clr = 0 )
{
memset( pBits, clr, width * height * sizeof( DWORD ) );
}
void setBrushColor( DWORD bClr )
{
if( brush ) DeleteObject( brush );
brush = CreateSolidBrush( bClr );
SelectObject( hdc, brush );
}
void setPenColor( DWORD c )
{
clr = c;
createPen();
}
void setPenWidth( int w )
{
wid = w;
createPen();
}
void saveBitmap( string path )
{
BITMAPFILEHEADER fileheader;
BITMAPINFO infoheader;
BITMAP bitmap;
DWORD wb;
GetObject( bmp, sizeof( bitmap ), &bitmap );
DWORD* dwpBits = new DWORD[bitmap.bmWidth * bitmap.bmHeight];
ZeroMemory( dwpBits, bitmap.bmWidth * bitmap.bmHeight * sizeof( DWORD ) );
ZeroMemory( &infoheader, sizeof( BITMAPINFO ) );
ZeroMemory( &fileheader, sizeof( BITMAPFILEHEADER ) );
infoheader.bmiHeader.biBitCount = sizeof( DWORD ) * 8;
infoheader.bmiHeader.biCompression = BI_RGB;
infoheader.bmiHeader.biPlanes = 1;
infoheader.bmiHeader.biSize = sizeof( infoheader.bmiHeader );
infoheader.bmiHeader.biHeight = bitmap.bmHeight;
infoheader.bmiHeader.biWidth = bitmap.bmWidth;
infoheader.bmiHeader.biSizeImage = bitmap.bmWidth * bitmap.bmHeight * sizeof( DWORD );
fileheader.bfType = 0x4D42;
fileheader.bfOffBits = sizeof( infoheader.bmiHeader ) + sizeof( BITMAPFILEHEADER );
fileheader.bfSize = fileheader.bfOffBits + infoheader.bmiHeader.biSizeImage;
GetDIBits( hdc, bmp, 0, height, ( LPVOID )dwpBits, &infoheader, DIB_RGB_COLORS );
HANDLE file = CreateFile( path.c_str(), GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL );
WriteFile( file, &fileheader, sizeof( BITMAPFILEHEADER ), &wb, NULL );
WriteFile( file, &infoheader.bmiHeader, sizeof( infoheader.bmiHeader ), &wb, NULL );
WriteFile( file, dwpBits, bitmap.bmWidth * bitmap.bmHeight * 4, &wb, NULL );
CloseHandle( file );
delete [] dwpBits;
}
HDC getDC() const { return hdc; }
int getWidth() const { return width; }
int getHeight() const { return height; }
private:
void createPen()
{
if( pen ) DeleteObject( pen );
pen = CreatePen( PS_SOLID, wid, clr );
SelectObject( hdc, pen );
}
HBITMAP bmp;
HDC hdc;
HPEN pen;
HBRUSH brush;
void *pBits;
int width, height, wid;
DWORD clr;
};
//--------------------------------------------------------------------------------------------------
class clock
{
public:
clock()
{
_bmp.create( BMP_SIZE, BMP_SIZE );
_bmp.clear( 100 );
_bmp.setPenWidth( 2 );
_ang = DegToRadian( 6 );
}
void setNow()
{
GetLocalTime( &_sysTime );
draw();
}
float DegToRadian( float degree ) { return degree * ( PI / 180.0f ); }
void setHWND( HWND hwnd ) { _hwnd = hwnd; }
private:
void drawTicks( HDC dc )
{
vector2 line;
_bmp.setPenWidth( 1 );
for( int x = 0; x < 60; x++ )
{
line.set( 0, 50 );
line.rotate( static_cast<float>( x + 30 ) * _ang );
MoveToEx( dc, CENTER - static_cast<int>( 2.5f * static_cast<float>( line.x ) ), CENTER - static_cast<int>( 2.5f * static_cast<float>( line.y ) ), NULL );
LineTo( dc, CENTER - static_cast<int>( 2.81f * static_cast<float>( line.x ) ), CENTER - static_cast<int>( 2.81f * static_cast<float>( line.y ) ) );
}
_bmp.setPenWidth( 3 );
for( int x = 0; x < 60; x += 5 )
{
line.set( 0, 50 );
line.rotate( static_cast<float>( x + 30 ) * _ang );
MoveToEx( dc, CENTER - static_cast<int>( 2.5f * static_cast<float>( line.x ) ), CENTER - static_cast<int>( 2.5f * static_cast<float>( line.y ) ), NULL );
LineTo( dc, CENTER - static_cast<int>( 2.81f * static_cast<float>( line.x ) ), CENTER - static_cast<int>( 2.81f * static_cast<float>( line.y ) ) );
}
}
void drawHands( HDC dc )
{
float hp = DegToRadian( ( 30.0f * static_cast<float>( _sysTime.wMinute ) ) / 60.0f );
int h = ( _sysTime.wHour > 12 ? _sysTime.wHour - 12 : _sysTime.wHour ) * 5;
_bmp.setPenWidth( 3 );
_bmp.setPenColor( RGB( 0, 0, 255 ) );
drawHand( dc, HOUR_LEN, ( _ang * static_cast<float>( 30 + h ) ) + hp );
_bmp.setPenColor( RGB( 0, 128, 0 ) );
drawHand( dc, MIN_LEN, _ang * static_cast<float>( 30 + _sysTime.wMinute ) );
_bmp.setPenWidth( 2 );
_bmp.setPenColor( RGB( 255, 0, 0 ) );
drawHand( dc, SEC_LEN, _ang * static_cast<float>( 30 + _sysTime.wSecond ) );
}
void drawHand( HDC dc, int len, float ang )
{
vector2 line;
line.set( 0, len );
line.rotate( ang );
MoveToEx( dc, CENTER, CENTER, NULL );
LineTo( dc, line.x + CENTER, line.y + CENTER );
}
void draw()
{
HDC dc = _bmp.getDC();
_bmp.setBrushColor( RGB( 250, 250, 250 ) );
Ellipse( dc, 0, 0, BMP_SIZE, BMP_SIZE );
_bmp.setBrushColor( RGB( 230, 230, 230 ) );
Ellipse( dc, 10, 10, BMP_SIZE - 10, BMP_SIZE - 10 );
drawTicks( dc );
drawHands( dc );
_bmp.setPenColor( 0 ); _bmp.setBrushColor( 0 );
Ellipse( dc, CENTER - 5, CENTER - 5, CENTER + 5, CENTER + 5 );
_wdc = GetDC( _hwnd );
BitBlt( _wdc, 0, 0, BMP_SIZE, BMP_SIZE, dc, 0, 0, SRCCOPY );
ReleaseDC( _hwnd, _wdc );
}
myBitmap _bmp;
HWND _hwnd;
HDC _wdc;
SYSTEMTIME _sysTime;
float _ang;
};
//--------------------------------------------------------------------------------------------------
class wnd
{
public:
wnd() { _inst = this; }
int wnd::Run( HINSTANCE hInst )
{
_hInst = hInst;
_hwnd = InitAll();
SetTimer( _hwnd, MY_TIMER, 1000, NULL );
_clock.setHWND( _hwnd );
ShowWindow( _hwnd, SW_SHOW );
UpdateWindow( _hwnd );
MSG msg;
ZeroMemory( &msg, sizeof( msg ) );
while( msg.message != WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) != 0 )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
}
return UnregisterClass( "_MY_CLOCK_", _hInst );
}
private:
void wnd::doPaint( HDC dc ) { _clock.setNow(); }
void wnd::doTimer() { _clock.setNow(); }
static int WINAPI wnd::WndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY: PostQuitMessage( 0 ); break;
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC dc = BeginPaint( hWnd, &ps );
_inst->doPaint( dc );
EndPaint( hWnd, &ps );
return 0;
}
case WM_TIMER: _inst->doTimer(); break;
default:
return DefWindowProc( hWnd, msg, wParam, lParam );
}
return 0;
}
HWND InitAll()
{
WNDCLASSEX wcex;
ZeroMemory( &wcex, sizeof( wcex ) );
wcex.cbSize = sizeof( WNDCLASSEX );
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = ( WNDPROC )WndProc;
wcex.hInstance = _hInst;
wcex.hCursor = LoadCursor( NULL, IDC_ARROW );
wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 );
wcex.lpszClassName = "_MY_CLOCK_";
RegisterClassEx( &wcex );
RECT rc = { 0, 0, BMP_SIZE, BMP_SIZE };
AdjustWindowRect( &rc, WS_SYSMENU | WS_CAPTION, FALSE );
int w = rc.right - rc.left, h = rc.bottom - rc.top;
return CreateWindow( "_MY_CLOCK_", ".: Clock -- PJorente :.", WS_SYSMENU, CW_USEDEFAULT, 0, w, h, NULL, NULL, _hInst, NULL );
}
static wnd* _inst;
HINSTANCE _hInst;
HWND _hwnd;
clock _clock;
};
wnd* wnd::_inst = 0;
//--------------------------------------------------------------------------------------------------
int APIENTRY _tWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow )
{
wnd myWnd;
return myWnd.Run( hInstance );
}
//--------------------------------------------------------------------------------------------------
|
http://rosettacode.org/wiki/Doubly-linked_list/Traversal | Doubly-linked list/Traversal | Traverse from the beginning of a doubly-linked list to the end, and from the end to the beginning.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Objeck | Objeck |
class Traverse {
function : Main(args : String[]) ~ Nil {
list := Collection.IntList->New();
list->Insert(100);
list->Insert(50);
list->Insert(25);
list->Insert(10);
list->Insert(5);
"-- forward --"->PrintLine();
list->Rewind();
while(list->More()) {
list->Get()->PrintLine();
list->Next();
};
"-- backward --"->PrintLine();
list->Forward();
while(list->More()) {
list->Get()->PrintLine();
list->Previous();
};
}
}
|
http://rosettacode.org/wiki/Doubly-linked_list/Traversal | Doubly-linked list/Traversal | Traverse from the beginning of a doubly-linked list to the end, and from the end to the beginning.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Oforth | Oforth | DList method: forEachNext
dup ifNull: [ drop @head ifNull: [ false ] else: [ @head @head true] return ]
next dup ifNull: [ drop false ] else: [ dup true ] ;
DList method: forEachPrev
dup ifNull: [ drop @tail ifNull: [ false ] else: [ @tail @tail true] return ]
prev dup ifNull: [ drop false ] else: [ dup true ] ;
: test
| dl n |
DList new ->dl
dl insertFront("A")
dl insertBack("B")
dl head insertAfter(DNode new("C", null , null))
"Traversal (beginning to end) : " println
dl forEach: n [ n . ]
"\nTraversal (end to beginning) : " println
dl revEach: n [ n . ] ; |
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Oforth | Oforth | Object Class new: DNode(value, mutable prev, mutable next) |
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Oz | Oz | fun {CreateNewNode Value}
node(prev:{NewCell _}
next:{NewCell _}
value:Value)
end |
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Pascal | Pascal | type link_ptr = ^link;
data_ptr = ^data; (* presumes that type 'data' is defined above *)
link = record
prev: link_ptr;
next: link_ptr;
data: data_ptr;
end; |
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Perl | Perl | my %node = (
data => 'say what',
next => \%foo_node,
prev => \%bar_node,
);
$node{next} = \%quux_node; # mutable |
http://rosettacode.org/wiki/Dutch_national_flag_problem | Dutch national flag problem |
The Dutch national flag is composed of three coloured bands in the order:
red (top)
then white, and
lastly blue (at the bottom).
The problem posed by Edsger Dijkstra is:
Given a number of red, blue and white balls in random order, arrange them in the order of the colours in the Dutch national flag.
When the problem was first posed, Dijkstra then went on to successively refine a solution, minimising the number of swaps and the number of times the colour of a ball needed to determined and restricting the balls to end in an array, ...
Task
Generate a randomized order of balls ensuring that they are not in the order of the Dutch national flag.
Sort the balls in a way idiomatic to your language.
Check the sorted balls are in the order of the Dutch national flag.
C.f.
Dutch national flag problem
Probabilistic analysis of algorithms for the Dutch national flag problem by Wei-Mei Chen. (pdf)
| #J | J | i2b=: {&(;:'red white blue') |
http://rosettacode.org/wiki/Dutch_national_flag_problem | Dutch national flag problem |
The Dutch national flag is composed of three coloured bands in the order:
red (top)
then white, and
lastly blue (at the bottom).
The problem posed by Edsger Dijkstra is:
Given a number of red, blue and white balls in random order, arrange them in the order of the colours in the Dutch national flag.
When the problem was first posed, Dijkstra then went on to successively refine a solution, minimising the number of swaps and the number of times the colour of a ball needed to determined and restricting the balls to end in an array, ...
Task
Generate a randomized order of balls ensuring that they are not in the order of the Dutch national flag.
Sort the balls in a way idiomatic to your language.
Check the sorted balls are in the order of the Dutch national flag.
C.f.
Dutch national flag problem
Probabilistic analysis of algorithms for the Dutch national flag problem by Wei-Mei Chen. (pdf)
| #Java | Java | import java.util.Arrays;
import java.util.Random;
public class DutchNationalFlag {
enum DutchColors {
RED, WHITE, BLUE
}
public static void main(String[] args){
DutchColors[] balls = new DutchColors[12];
DutchColors[] values = DutchColors.values();
Random rand = new Random();
for (int i = 0; i < balls.length; i++)
balls[i]=values[rand.nextInt(values.length)];
System.out.println("Before: " + Arrays.toString(balls));
Arrays.sort(balls);
System.out.println("After: " + Arrays.toString(balls));
boolean sorted = true;
for (int i = 1; i < balls.length; i++ ){
if (balls[i-1].compareTo(balls[i]) > 0){
sorted=false;
break;
}
}
System.out.println("Correctly sorted: " + sorted);
}
} |
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a cuboid with relative dimensions of 2 × 3 × 4.
The cuboid can be represented graphically, or in ASCII art, depending on the language capabilities.
To fulfill the criteria of being a cuboid, three faces must be visible.
Either static or rotational projection is acceptable for this task.
Related tasks
draw a sphere
draw a rotating cube
write language name in 3D ASCII
draw a Deathstar
| #Go | Go | package main
import "fmt"
func cuboid(dx, dy, dz int) {
fmt.Printf("cuboid %d %d %d:\n", dx, dy, dz)
cubLine(dy+1, dx, 0, "+-")
for i := 1; i <= dy; i++ {
cubLine(dy-i+1, dx, i-1, "/ |")
}
cubLine(0, dx, dy, "+-|")
for i := 4*dz - dy - 2; i > 0; i-- {
cubLine(0, dx, dy, "| |")
}
cubLine(0, dx, dy, "| +")
for i := 1; i <= dy; i++ {
cubLine(0, dx, dy-i, "| /")
}
cubLine(0, dx, 0, "+-\n")
}
func cubLine(n, dx, dy int, cde string) {
fmt.Printf("%*s", n+1, cde[:1])
for d := 9*dx - 1; d > 0; d-- {
fmt.Print(cde[1:2])
}
fmt.Print(cde[:1])
fmt.Printf("%*s\n", dy+1, cde[2:])
}
func main() {
cuboid(2, 3, 4)
cuboid(1, 1, 1)
cuboid(6, 2, 1)
} |
http://rosettacode.org/wiki/Dynamic_variable_names | Dynamic variable names | Task
Create a variable with a user-defined name.
The variable name should not be written in the program text, but should be taken from the user dynamically.
See also
Eval in environment is a similar task.
| #Z80_Assembly | Z80 Assembly | org &8000
WaitChar equ &BB06 ;Amstrad CPC BIOS call, loops until user presses a key. That key's ASCII value is returned in A.
PrintChar equ &BB5A ;Amstrad CPC BIOS call, A is treated as an ASCII value and is printed to the screen.
getInput:
call WaitChar
;returns key press in A
or a ;set flags according to accumulator
jp m,getInput
;most keyboards aren't capable of going over ascii 127
;but just in case they can prevent it.
;IX/IY offsets are signed, thus a key press outside of 7-bit ASCII would index out of bounds
push af
call PrintChar ;prints the user variable name to the screen.
pop af
call NewLine
ld (LoadFromUserNamedVariable+2),a ;offset byte is at addr+2
ld (StoreToUserNamedVariable+2),a
; This self-modifying code turns both instances of (IX+0) into (IX+varname)
ld a,&42 ;set the value of the dynamically named variable
; to &42
ld ix,ExtraRam ;storage location of dynamically named variables
StoreToUserNamedVariable:
ld (IX+0),a ;store 42 at the named offset
;"+0" is overwritten with the dynamic user ram name
xor a
dec a
;just to prove that the value is indeed stored where the code
; is intending to, set A to 255 so that the next section of
; code will show that the variable is indeed retrieved and
; is shown to the screen
LoadFromUserNamedVariable:
ld a,(IX+0) ;retrieve the value at the stored offset. The "+0" was overwritten with the user-defined offset.
call ShowHex ;prints to the terminal the value stored at the dynamically named user variable
ReturnToBasic
RET
ShowHex: ;credit to Keith S. of Chibiakumas
push af
and %11110000
rrca
rrca
rrca
rrca
call PrintHexChar
pop af
and %00001111
;call PrintHexChar
;execution flows into it naturally.
PrintHexChar:
or a ;Clear Carry Flag
daa
add a,&F0
adc a,&40
jp PrintChar
;ret
NewLine:
push af
ld a,13 ;Carriage return
call PrintChar
ld a,10 ;Line Feed
call PrintChar
pop af
ret
org &9000
ExtraRam:
ds 256,0 ;256 bytes of ram, each initialized to zero |
http://rosettacode.org/wiki/Draw_a_pixel | Draw a pixel | Task
Create a window and draw a pixel in it, subject to the following:
the window is 320 x 240
the color of the pixel must be red (255,0,0)
the position of the pixel is x = 100, y = 100 | #Scala | Scala | import java.awt.image.BufferedImage
import java.awt.Color
import scala.language.reflectiveCalls
object RgbBitmap extends App {
class RgbBitmap(val dim: (Int, Int)) {
def width = dim._1
def height = dim._2
private val image = new BufferedImage(width, height, BufferedImage.TYPE_3BYTE_BGR)
def apply(x: Int, y: Int) = new Color(image.getRGB(x, y))
def update(x: Int, y: Int, c: Color) = image.setRGB(x, y, c.getRGB)
def fill(c: Color) = {
val g = image.getGraphics
g.setColor(c)
g.fillRect(0, 0, width, height)
}
}
object RgbBitmap {
def apply(width: Int, height: Int) = new RgbBitmap(width, height)
}
/** Even Javanese style testing is still possible.
*/
private val img0 = new RgbBitmap(50, 60) { // Wrappers to enable adhoc Javanese style
def getPixel(x: Int, y: Int) = this(x, y)
def setPixel(x: Int, y: Int, c: Color) = this(x, y) = c
}
img0.fill(Color.CYAN)
img0.setPixel(5, 6, Color.BLUE)
// Testing in Java style
assert(img0.getPixel(0, 1) == Color.CYAN)
assert(img0.getPixel(5, 6) == Color.BLUE)
assert(img0.width == 50)
assert(img0.height == 60)
println("Tests successfully completed with no errors found.")
} |
http://rosettacode.org/wiki/Ethiopian_multiplication | Ethiopian multiplication | Ethiopian multiplication is a method of multiplying integers using only addition, doubling, and halving.
Method:
Take two numbers to be multiplied and write them down at the top of two columns.
In the left-hand column repeatedly halve the last number, discarding any remainders, and write the result below the last in the same column, until you write a value of 1.
In the right-hand column repeatedly double the last number and write the result below. stop when you add a result in the same row as where the left hand column shows 1.
Examine the table produced and discard any row where the value in the left column is even.
Sum the values in the right-hand column that remain to produce the result of multiplying the original two numbers together
For example: 17 × 34
17 34
Halving the first column:
17 34
8
4
2
1
Doubling the second column:
17 34
8 68
4 136
2 272
1 544
Strike-out rows whose first cell is even:
17 34
8 68
4 136
2 272
1 544
Sum the remaining numbers in the right-hand column:
17 34
8 --
4 ---
2 ---
1 544
====
578
So 17 multiplied by 34, by the Ethiopian method is 578.
Task
The task is to define three named functions/methods/procedures/subroutines:
one to halve an integer,
one to double an integer, and
one to state if an integer is even.
Use these functions to create a function that does Ethiopian multiplication.
References
Ethiopian multiplication explained (BBC Video clip)
A Night Of Numbers - Go Forth And Multiply (Video)
Russian Peasant Multiplication
Programming Praxis: Russian Peasant Multiplication
| #ZX_Spectrum_Basic | ZX Spectrum Basic | 10 DEF FN e(a)=a-INT (a/2)*2-1
20 DEF FN h(a)=INT (a/2)
30 DEF FN d(a)=2*a
40 LET x=17: LET y=34: LET tot=0
50 IF x<1 THEN GO TO 100
60 PRINT x;TAB (4);
70 IF FN e(x)=0 THEN LET tot=tot+y: PRINT y: GO TO 90
80 PRINT "---"
90 LET x=FN h(x): LET y=FN d(y): GO TO 50
100 PRINT TAB (4);"===",TAB (4);tot |
http://rosettacode.org/wiki/Draw_a_rotating_cube | Draw a rotating cube | Task
Draw a rotating cube.
It should be oriented with one vertex pointing straight up, and its opposite vertex on the main diagonal (the one farthest away) straight down. It can be solid or wire-frame, and you can use ASCII art if your language doesn't have graphical capabilities. Perspective is optional.
Related tasks
Draw a cuboid
write language name in 3D ASCII
| #Ring | Ring |
#===================================================================#
# Based on Original Sample from RayLib (https://www.raylib.com/)
# Ported to RingRayLib by Ring Team
#===================================================================#
load "raylib.ring"
screenWidth = 800
screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking")
camera = Camera3D(
10, 10, 10,
0, 0, 0 ,
0, 1, 0 ,
45,
CAMERA_PERSPECTIVE
)
cubePosition = Vector3( 0, 1, 0 )
cubeSize = Vector3( 2, 2, 2 )
ray = Ray(0,0,0,0,0,0)
collision = false
SetCameraMode(camera, CAMERA_FREE)
SetTargetFPS(60)
while !WindowShouldClose()
UpdateCamera(camera)
if IsMouseButtonPressed(MOUSE_LEFT_BUTTON)
if !collision
ray = GetMouseRay(GetMousePosition(), camera)
collision = CheckCollisionRayBox(ray,
BoundingBox( cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2,
cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 ) )
else collision = false
ok
ok
BeginDrawing()
ClearBackground(RAYWHITE)
BeginMode3D(camera)
if collision
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED)
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON)
DrawCubeWires(cubePosition, cubeSize.x + 0.2f, cubeSize.y + 0.2f, cubeSize.z + 0.2f, GREEN)
else
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY)
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY)
ok
DrawRay(ray, MAROON)
DrawGrid(10, 1)
EndMode3D()
DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY)
if collision DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN) ok
DrawFPS(10, 10)
EndDrawing()
end
CloseWindow()
|
http://rosettacode.org/wiki/Draw_a_rotating_cube | Draw a rotating cube | Task
Draw a rotating cube.
It should be oriented with one vertex pointing straight up, and its opposite vertex on the main diagonal (the one farthest away) straight down. It can be solid or wire-frame, and you can use ASCII art if your language doesn't have graphical capabilities. Perspective is optional.
Related tasks
Draw a cuboid
write language name in 3D ASCII
| #Scala | Scala | import java.awt.event.ActionEvent
import java.awt._
import javax.swing.{JFrame, JPanel, Timer}
import scala.math.{Pi, atan, cos, sin, sqrt}
object RotatingCube extends App {
class RotatingCube extends JPanel {
private val vertices: Vector[Array[Double]] =
Vector(Array(-1, -1, -1), Array(-1, -1, 1), Array(-1, 1, -1),
Array(-1, 1, 1), Array(1, -1, -1), Array(1, -1, 1), Array(1, 1, -1), Array(1, 1, 1))
private val edges: Vector[(Int, Int)] =
Vector((0, 1), (1, 3), (3, 2), (2, 0), (4, 5), (5, 7),
(7, 6), (6, 4), (0, 4), (1, 5), (2, 6), (3, 7))
setPreferredSize(new Dimension(640, 640))
setBackground(Color.white)
scale(100)
rotateCube(Pi / 4, atan(sqrt(2)))
new Timer(17, (_: ActionEvent) => {
rotateCube(Pi / 180, 0)
repaint()
}).start()
override def paintComponent(gg: Graphics): Unit = {
def drawCube(g: Graphics2D): Unit = {
g.translate(getWidth / 2, getHeight / 2)
for {edge <- edges
xy1: Array[Double] = vertices(edge._1)
xy2: Array[Double] = vertices(edge._2)
} {
g.drawLine(xy1(0).toInt, xy1(1).toInt, xy2(0).toInt, xy2(1).toInt)
g.fillOval(xy1(0).toInt -4, xy1(1).toInt - 4, 8, 8)
g.setColor(Color.black)
}
}
super.paintComponent(gg)
val g: Graphics2D = gg.asInstanceOf[Graphics2D]
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON)
drawCube(g)
}
private def scale(s: Double): Unit = {
for {node <- vertices
i <- node.indices
} node(i) *= s
}
private def rotateCube(angleX: Double, angleY: Double): Unit = {
def sinCos(x: Double) = (sin(x), cos(x))
val ((sinX, cosX), (sinY, cosY)) = (sinCos(angleX), sinCos(angleY))
for {
node <- vertices
x: Double = node(0)
y: Double = node(1)
} {
def f(p: Double, q: Double)(a: Double, b: Double) = a * p + b * q
def fx(a: Double, b: Double) = f(cosX, sinX)(a, b)
def fy(a: Double, b: Double) = f(cosY, sinY)(a, b)
node(0) = fx(x, -node(2))
val z = fx(node(2), x)
node(1) = fy(y, -z)
node(2) = fy(z, y)
}
}
}
new JFrame("Rotating Cube") {
add(new RotatingCube(), BorderLayout.CENTER)
pack()
setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE)
setLocationRelativeTo(null)
setResizable(false)
setVisible(true)
}
} |
http://rosettacode.org/wiki/Element-wise_operations | Element-wise operations | This task is similar to:
Matrix multiplication
Matrix transposition
Task
Implement basic element-wise matrix-matrix and scalar-matrix operations, which can be referred to in other, higher-order tasks.
Implement:
addition
subtraction
multiplication
division
exponentiation
Extend the task if necessary to include additional basic operations, which should not require their own specialised task.
| #Vlang | Vlang | import math
struct Matrix {
mut:
ele []f64
stride int
}
fn matrix_from_rows(rows [][]f64) Matrix {
if rows.len == 0 {
return Matrix{[], 0}
}
mut m := Matrix{[]f64{len: rows.len*rows[0].len}, rows[0].len}
for rx, row in rows {
m.ele = m.ele[..rx*m.stride]
m.ele << row
m.ele << m.ele[(rx+1)*m.stride..]
}
return m
}
fn like(m Matrix) Matrix {
return Matrix{[]f64{len: m.ele.len}, m.stride}
}
fn (m Matrix) str() string {
mut s := ""
for e := 0; e < m.ele.len; e += m.stride {
s += "${m.ele[e..e+m.stride]} \n"
}
return s
}
type BinaryFunc64 = fn(f64, f64) f64
fn element_wise_mm(m1 Matrix, m2 Matrix, f BinaryFunc64) Matrix {
mut z := like(m1)
for i, m1e in m1.ele {
z.ele[i] = f(m1e, m2.ele[i])
}
return z
}
fn element_wise_ms(m Matrix, s f64, f BinaryFunc64) Matrix {
mut z := like(m)
for i, e in m.ele {
z.ele[i] = f(e, s)
}
return z
}
fn add(a f64, b f64) f64 { return a + b }
fn sub(a f64, b f64) f64 { return a - b }
fn mul(a f64, b f64) f64 { return a * b }
fn div(a f64, b f64) f64 { return a / b }
fn exp(a f64, b f64) f64 { return math.pow(a, b) }
fn add_matrix(m1 Matrix, m2 Matrix) Matrix { return element_wise_mm(m1, m2, add) }
fn sub_matrix(m1 Matrix, m2 Matrix) Matrix { return element_wise_mm(m1, m2, sub) }
fn mul_matrix(m1 Matrix, m2 Matrix) Matrix { return element_wise_mm(m1, m2, mul) }
fn div_matrix(m1 Matrix, m2 Matrix) Matrix { return element_wise_mm(m1, m2, div) }
fn exp_matrix(m1 Matrix, m2 Matrix) Matrix { return element_wise_mm(m1, m2, exp) }
fn add_scalar(m Matrix, s f64) Matrix { return element_wise_ms(m, s, add) }
fn sub_scalar(m Matrix, s f64) Matrix { return element_wise_ms(m, s, sub) }
fn mul_scalar(m Matrix, s f64) Matrix { return element_wise_ms(m, s, mul) }
fn div_scalar(m Matrix, s f64) Matrix { return element_wise_ms(m, s, div) }
fn exp_scalar(m Matrix, s f64) Matrix { return element_wise_ms(m, s, exp) }
fn h(heading string, m Matrix) {
println(heading)
print(m)
}
fn main() {
m1 := matrix_from_rows([[f64(3), 1, 4], [f64(1), 5, 9]])
m2 := matrix_from_rows([[f64(2), 7, 1], [f64(8), 2, 8]])
h("m1:", m1)
h("m2:", m2)
println('')
h("m1 + m2:", add_matrix(m1, m2))
h("m1 - m2:", sub_matrix(m1, m2))
h("m1 * m2:", mul_matrix(m1, m2))
h("m1 / m2:", div_matrix(m1, m2))
h("m1 ^ m2:", exp_matrix(m1, m2))
println('')
s := .5
println("s: $s")
h("m1 + s:", add_scalar(m1, s))
h("m1 - s:", sub_scalar(m1, s))
h("m1 * s:", mul_scalar(m1, s))
h("m1 / s:", div_scalar(m1, s))
h("m1 ^ s:", exp_scalar(m1, s))
} |
http://rosettacode.org/wiki/Element-wise_operations | Element-wise operations | This task is similar to:
Matrix multiplication
Matrix transposition
Task
Implement basic element-wise matrix-matrix and scalar-matrix operations, which can be referred to in other, higher-order tasks.
Implement:
addition
subtraction
multiplication
division
exponentiation
Extend the task if necessary to include additional basic operations, which should not require their own specialised task.
| #Wren | Wren | import "/fmt" for Fmt
import "/matrix" for Matrix
// matrix-matrix element wise ops
class MM {
static add(m1, m2) { m1 + m2 }
static sub(m1, m2) { m1 - m2 }
static mul(m1, m2) {
if (!m1.sameSize(m2)) Fiber.abort("Matrices must be of the same size.")
var m = Matrix.new(m1.numRows, m1.numCols)
for (i in 0...m.numRows) {
for (j in 0...m.numCols) m[i, j] = m1[i, j] * m2[i, j]
}
return m
}
static div(m1, m2) {
if (!m1.sameSize(m2)) Fiber.abort("Matrices must be of the same size.")
var m = Matrix.new(m1.numRows, m1.numCols)
for (i in 0...m.numRows) {
for (j in 0...m.numCols) m[i, j] = m1[i, j] / m2[i, j]
}
return m
}
static pow(m1, m2) {
if (!m1.sameSize(m2)) Fiber.abort("Matrices must be of the same size.")
var m = Matrix.new(m1.numRows, m1.numCols)
for (i in 0...m.numRows) {
for (j in 0...m.numCols) m[i, j] = m1[i, j].pow(m2[i, j])
}
return m
}
}
// matrix-scalar element wise ops
class MS {
static add(m, s) { m + s }
static sub(m, s) { m - s }
static mul(m, s) { m * s }
static div(m, s) { m / s }
static pow(m, s) { m.apply { |e| e.pow(s) } }
}
// scalar-matrix element wise ops
class SM {
static add(s, m) { m + s }
static sub(s, m) { -m + s }
static mul(s, m) { m * s }
static div(s, m) {
var n = Matrix.new(m.numRows, m.numCols)
for (i in 0...n.numRows) {
for (j in 0...n.numCols) n[i, j] = s / m[i, j]
}
return n
}
static pow(s, m) {
var n = Matrix.new(m.numRows, m.numCols)
for (i in 0...n.numRows) {
for (j in 0...n.numCols) n[i, j] = s.pow(m[i, j])
}
return n
}
}
var m = Matrix.new([ [3, 5, 7], [1, 2, 3], [2, 4, 6] ])
System.print("m:")
Fmt.mprint(m, 2, 0)
System.print("\nm + m:")
Fmt.mprint(MM.add(m, m), 2, 0)
System.print("\nm - m:")
Fmt.mprint(MM.sub(m, m), 2, 0)
System.print("\nm * m:")
Fmt.mprint(MM.mul(m, m), 2, 0)
System.print("\nm / m:")
Fmt.mprint(MM.div(m, m), 2, 0)
System.print("\nm ^ m:")
Fmt.mprint(MM.pow(m, m), 6, 0)
var s = 2
System.print("\ns = %(s):")
System.print("\nm + s:")
Fmt.mprint(MS.add(m, s), 2, 0)
System.print("\nm - s:")
Fmt.mprint(MS.sub(m, s), 2, 0)
System.print("\nm * s:")
Fmt.mprint(MS.mul(m, s), 2, 0)
System.print("\nm / s:")
Fmt.mprint(MS.div(m, s), 3, 1)
System.print("\nm ^ s:")
Fmt.mprint(MS.pow(m, s), 2, 0)
System.print("\ns + m:")
Fmt.mprint(SM.add(s, m), 2, 0)
System.print("\ns - m:")
Fmt.mprint(SM.sub(s, m), 2, 0)
System.print("\ns * m:")
Fmt.mprint(SM.mul(s, m), 2, 0)
System.print("\ns / m:")
Fmt.mprint(SM.div(s, m), 8, 6)
System.print("\ns ^ m:")
Fmt.mprint(SM.pow(s, m), 3, 0) |
http://rosettacode.org/wiki/Dragon_curve | Dragon curve |
Create and display a dragon curve fractal.
(You may either display the curve directly or write it to an image file.)
Algorithms
Here are some brief notes the algorithms used and how they might suit various languages.
Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right.
*---R----* expands to * *
\ /
R L
\ /
*
*
/ \
L R
/ \
*---L---* expands to * *
The co-routines dcl and dcr in various examples do this recursively to a desired expansion level.
The curl direction right or left can be a parameter instead of two separate routines.
Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees.
*------->* becomes * * Recursive copies drawn
\ / from the ends towards
\ / the centre.
v v
*
This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen.
Successive approximation repeatedly re-writes each straight line as two new segments at a right angle,
*
*-----* becomes / \ bend to left
/ \ if N odd
* *
* *
*-----* becomes \ / bend to right
\ / if N even
*
Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing.
The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this.
Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently.
n = 1010110000
^
bit above lowest 1-bit, turn left or right as 0 or 1
LowMask = n BITXOR (n-1) # eg. giving 0000011111
AboveMask = LowMask + 1 # eg. giving 0000100000
BitAboveLowestOne = n BITAND AboveMask
The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there.
If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is.
Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction.
If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1.
Absolute direction to move at point n can be calculated by the number of bit-transitions in n.
n = 11 00 1111 0 1
^ ^ ^ ^ 4 places where change bit value
so direction=4*90degrees=East
This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ.
Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently.
Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this.
A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.)
The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section.
As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code.
Axiom F, angle 90 degrees
F -> F+S
S -> F-S
This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page.
Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around.
The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
| #BASIC256 | BASIC256 | # Version without functions (for BASIC-256 ver. 0.9.6.66)
graphsize 390,270
level = 18 : insize = 247 # initial values
x = 92 : y = 94 #
iters = 2^level # total number of iterations
qiter = 510/iters # constant for computing colors
SQ = sqrt(2) : QPI = pi/4 # constants
rotation = 0 : iter = 0 : rq = 1.0 # state variables
dim rqs(level) # stack for rq (rotation coefficient)
color white
fastgraphics
rect 0,0,graphwidth,graphheight
refresh
gosub dragon
refresh
imgsave "Dragon_curve_BASIC-256.png", "PNG"
end
dragon:
if level<=0 then
yn = sin(rotation)*insize + y
xn = cos(rotation)*insize + x
if iter*2<iters then
color 0,iter*qiter,255-iter*qiter
else
color qiter*iter-255,(iters-iter)*qiter,0
end if
line x,y,xn,yn
iter = iter + 1
x = xn : y = yn
return
end if
insize = insize/SQ
rotation = rotation + rq*QPI
level = level - 1
rqs[level] = rq : rq = 1
gosub dragon
rotation = rotation - rqs[level]*QPI*2
rq = -1
gosub dragon
rq = rqs[level]
rotation = rotation + rq*QPI
level = level + 1
insize = insize*SQ
return |
http://rosettacode.org/wiki/Draw_a_sphere | Draw a sphere | Task
Draw a sphere.
The sphere can be represented graphically, or in ASCII art, depending on the language capabilities.
Either static or rotational projection is acceptable for this task.
Related tasks
draw a cuboid
draw a rotating cube
write language name in 3D ASCII
draw a Deathstar
| #Delphi | Delphi |
program DrawASphere;
{$APPTYPE CONSOLE}
uses
SysUtils,
Math;
type
TDouble3 = array[0..2] of Double;
TChar10 = array[0..9] of Char;
var
shades: TChar10 = ('.', ':', '!', '*', 'o', 'e', '&', '#', '%', '@');
light: TDouble3 = (30, 30, -50 );
procedure normalize(var v: TDouble3);
var
len: Double;
begin
len:= sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
v[0] := v[0] / len;
v[1] := v[1] / len;
v[2] := v[2] / len;
end;
function dot(x, y: TDouble3): Double;
begin
Result:= x[0]*y[0] + x[1]*y[1] + x[2]*y[2];
Result:= IfThen(Result < 0, -Result, 0 );
end;
procedure drawSphere(R, k, ambient: Double);
var
vec: TDouble3;
x, y, b: Double;
i, j,
intensity: Integer;
begin
for i:= Floor(-R) to Ceil(R) do
begin
x := i + 0.5;
for j:= Floor(-2*R) to Ceil(2 * R) do
begin
y:= j / 2 + 0.5;
if(x * x + y * y <= R * R) then
begin
vec[0]:= x;
vec[1]:= y;
vec[2]:= sqrt(R * R - x * x - y * y);
normalize(vec);
b:= Power(dot(light, vec), k) + ambient;
intensity:= IfThen(b <= 0,
Length(shades) - 2,
Trunc(max( (1 - b) * (Length(shades) - 1), 0 )));
Write(shades[intensity]);
end
else
Write(' ');
end;
Writeln;
end;
end;
begin
normalize(light);
drawSphere(19, 4, 0.1);
drawSphere(10, 2, 0.4);
Readln;
end.
|
http://rosettacode.org/wiki/Doubly-linked_list/Element_insertion | Doubly-linked list/Element insertion | Doubly-Linked List (element)
This is much like inserting into a Singly-Linked List, but with added assignments so that the backwards-pointing links remain correct.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack | #Raku | Raku | role DLElem[::T] {
has DLElem[T] $.prev is rw;
has DLElem[T] $.next is rw;
has T $.payload = T;
method pre-insert(T $payload) {
die "Can't insert before beginning" unless $!prev;
my $elem = ::?CLASS.new(:$payload);
$!prev.next = $elem;
$elem.prev = $!prev;
$elem.next = self;
$!prev = $elem;
$elem;
}
method post-insert(T $payload) {
die "Can't insert after end" unless $!next;
my $elem = ::?CLASS.new(:$payload);
$!next.prev = $elem;
$elem.next = $!next;
$elem.prev = self;
$!next = $elem;
$elem;
}
method delete {
die "Can't delete a sentinel" unless $!prev and $!next;
$!next.prev = $!prev;
$!prev.next = $!next; # conveniently returns next element
}
}
role DLList[::DLE] {
has DLE $.first;
has DLE $.last;
submethod BUILD {
$!first = DLE.new;
$!last = DLE.new;
$!first.next = $!last;
$!last.prev = $!first;
}
method list { ($!first.next, *.next ...^ !*.next).map: *.payload }
method reverse { ($!last.prev, *.prev ...^ !*.prev).map: *.payload }
}
class DLElem_Str does DLElem[Str] {}
class DLList_Str does DLList[DLElem_Str] {}
my $sdll = DLList_Str.new;
my $b = $sdll.first.post-insert('A').post-insert('B');
$b.pre-insert('C');
say $sdll.list; # A C B |
http://rosettacode.org/wiki/Draw_a_clock | Draw a clock | Task
Draw a clock.
More specific:
Draw a time keeping device. It can be a stopwatch, hourglass, sundial, a mouth counting "one thousand and one", anything. Only showing the seconds is required, e.g.: a watch with just a second hand will suffice. However, it must clearly change every second, and the change must cycle every so often (one minute, 30 seconds, etc.) It must be drawn; printing a string of numbers to your terminal doesn't qualify. Both text-based and graphical drawing are OK.
The clock is unlikely to be used to control space flights, so it needs not be hyper-accurate, but it should be usable, meaning if one can read the seconds off the clock, it must agree with the system clock.
A clock is rarely (never?) a major application: don't be a CPU hog and poll the system timer every microsecond, use a proper timer/signal/event from your system or language instead. For a bad example, many OpenGL programs update the frame-buffer in a busy loop even if no redraw is needed, which is very undesirable for this task.
A clock is rarely (never?) a major application: try to keep your code simple and to the point. Don't write something too elaborate or convoluted, instead do whatever is natural, concise and clear in your language.
Key points
animate simple object
timed event
polling system resources
code clarity
| #ContextFree | ContextFree |
startshape START
TIME_IN_SECONDS = 60
shape START {
SECOND_HAND[r (TIME_IN_SECONDS*-6)]
CIRCLE[s 50 50]
}
shape SECOND_HAND
{
TRIANGLE [[z 1 s 1 30 y 0.26 b 1]]
}
|
http://rosettacode.org/wiki/Doubly-linked_list/Traversal | Doubly-linked list/Traversal | Traverse from the beginning of a doubly-linked list to the end, and from the end to the beginning.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Oz | Oz | declare
proc {Walk Node Action}
case Node of nil then skip
[] node(value:V next:N ...) then
{Action V}
{Walk @N Action}
end
end
proc {WalkBackwards Node Action}
Tail = {GetLast Node}
proc {Loop N}
case N of nil then skip
[] node(value:V prev:P ...) then
{Action V}
{Loop @P}
end
end
in
{Loop Tail}
end
fun {GetLast Node}
case @(Node.next) of nil then Node
[] NextNode=node(...) then {GetLast NextNode}
end
end
fun {CreateNewNode Value}
node(prev:{NewCell nil}
next:{NewCell nil}
value:Value)
end
proc {InsertAfter Node NewNode}
Next = Node.next
in
(NewNode.next) := @Next
(NewNode.prev) := Node
case @Next of nil then skip
[] node(prev:NextPrev ...) then
NextPrev := NewNode
end
Next := NewNode
end
A = {CreateNewNode a}
B = {CreateNewNode b}
C = {CreateNewNode c}
in
{InsertAfter A B}
{InsertAfter A C}
{Walk A Show}
{WalkBackwards A Show} |
http://rosettacode.org/wiki/Doubly-linked_list/Traversal | Doubly-linked list/Traversal | Traverse from the beginning of a doubly-linked list to the end, and from the end to the beginning.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Pascal | Pascal | enum NEXT,PREV,DATA
constant empty_dll = {{1,1}}
sequence dll = deep_copy(empty_dll)
procedure insert_after(object data, integer pos=1)
integer prv = dll[pos][PREV]
dll = append(dll,{pos,prv,data})
if prv!=0 then
dll[prv][NEXT] = length(dll)
end if
dll[pos][PREV] = length(dll)
end procedure
insert_after("ONE")
insert_after("TWO")
insert_after("THREE")
?dll
procedure show(integer d)
integer idx = dll[1][d]
while idx!=1 do
?dll[idx][DATA]
idx = dll[idx][d]
end while
end procedure
show(NEXT)
?"=="
show(PREV)
|
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #Phix | Phix | enum NEXT,PREV,DATA
type slnode(object x)
return (sequence(x) and length(x)=DATA and <i>udt</i>(x[DATA]) and integer(x[NEXT] and integer(x[PREV]))
end type
|
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #PicoLisp | PicoLisp | +-----+-----+ +-----+-----+
| Val | ---+---> | | | ---+---> next
+-----+-----+ +--+--+-----+
|
prev <---+
|
http://rosettacode.org/wiki/Doubly-linked_list/Element_definition | Doubly-linked list/Element definition | Task
Define the data structure for a doubly-linked list element.
The element should include a data member to hold its value and pointers to both the next element in the list and the previous element in the list.
The pointers should be mutable.
See also
Array
Associative array: Creation, Iteration
Collections
Compound data type
Doubly-linked list: Definition, Element definition, Element insertion, List Traversal, Element Removal
Linked list
Queue: Definition, Usage
Set
Singly-linked list: Element definition, Element insertion, List Traversal, Element Removal
Stack
| #PL.2FI | PL/I |
define structure
1 Node,
2 value fixed decimal,
2 back_pointer handle(Node),
2 fwd_pointer handle(Node);
P = NEW(: Node :); /* Creates a node, and lets P point at it. */
get (P => value); /* Reads in a value to the node we just created. */
/* Assuming that back_pointer and fwd_pointer point at other nodes, */
/* we can say ... */
P = P => fwd_pointer; /* P now points at the next node. */
...
P = P => back_pointer; /* P now points at the previous node. */
|
http://rosettacode.org/wiki/Dutch_national_flag_problem | Dutch national flag problem |
The Dutch national flag is composed of three coloured bands in the order:
red (top)
then white, and
lastly blue (at the bottom).
The problem posed by Edsger Dijkstra is:
Given a number of red, blue and white balls in random order, arrange them in the order of the colours in the Dutch national flag.
When the problem was first posed, Dijkstra then went on to successively refine a solution, minimising the number of swaps and the number of times the colour of a ball needed to determined and restricting the balls to end in an array, ...
Task
Generate a randomized order of balls ensuring that they are not in the order of the Dutch national flag.
Sort the balls in a way idiomatic to your language.
Check the sorted balls are in the order of the Dutch national flag.
C.f.
Dutch national flag problem
Probabilistic analysis of algorithms for the Dutch national flag problem by Wei-Mei Chen. (pdf)
| #JavaScript | JavaScript | const dutchNationalFlag = () => {
/**
* Return the name of the given number in this way:
* 0 = Red
* 1 = White
* 2 = Blue
* @param {!number} e
*/
const name = e => e > 1 ? 'Blue' : e > 0 ? 'White' : 'Red';
/**
* Given an array of numbers return true if each number is bigger than
* or the same as the previous
* @param {!Array<!number>} arr
*/
const isSorted = arr => arr.every((e,i) => e >= arr[Math.max(i-1, 0)]);
/**
* Generator that keeps yielding a random int between 0(inclusive) and
* max(exclusive), up till n times, and then is done.
* @param max
* @param n
*/
function* randomGen (max, n) {
let i = 0;
while (i < n) {
i += 1;
yield Math.floor(Math.random() * max);
}
}
/**
* An array of random integers between 0 and 3
* @type {[!number]}
*/
const mixedBalls = [...(randomGen(3, 22))];
/**
* Sort the given array into 3 sub-arrays and then concatenate those.
*/
const sortedBalls = mixedBalls
.reduce((p,c) => p[c].push(c) && p, [[],[],[]])
.reduce((p,c) => p.concat(c), []);
/**
* A verbatim implementation of the Wikipedia pseudo-code
* @param {!Array<!number>} A
* @param {!number} mid The value of the 'mid' number. In our case 1 as
* low is 0 and high is 2
*/
const dutchSort = (A, mid) => {
let i = 0;
let j = 0;
let n = A.length - 1;
while(j <= n) {
if (A[j] < mid) {
[A[i], A[j]] = [A[j], A[i]];
i += 1;
j += 1;
} else if (A[j] > mid) {
[A[j], A[n]] = [A[n], A[j]];
n -= 1
} else {
j += 1;
}
}
};
console.log(`Mixed balls : ${mixedBalls.map(name).join()}`);
console.log(`Is sorted: ${isSorted(mixedBalls)}`);
console.log(`Sorted balls : ${sortedBalls.map(name).join()}`);
console.log(`Is sorted: ${isSorted(sortedBalls)}`);
// Only do the dutch sort now as it mutates the mixedBalls array in place.
dutchSort(mixedBalls, 1);
console.log(`Dutch Sorted balls: ${mixedBalls.map(name).join()}`);
console.log(`Is sorted: ${isSorted(mixedBalls)}`);
};
dutchNationalFlag();
|
http://rosettacode.org/wiki/Draw_a_cuboid | Draw a cuboid | Task
Draw a cuboid with relative dimensions of 2 × 3 × 4.
The cuboid can be represented graphically, or in ASCII art, depending on the language capabilities.
To fulfill the criteria of being a cuboid, three faces must be visible.
Either static or rotational projection is acceptable for this task.
Related tasks
draw a sphere
draw a rotating cube
write language name in 3D ASCII
draw a Deathstar
| #Haskell | Haskell | import Graphics.Rendering.OpenGL
import Graphics.UI.GLUT
-- Draw a cuboid. Its vertices are those of a unit cube, which is then scaled
-- to the required dimensions. We only specify the visible faces, each of
-- which is composed of two triangles. The faces are rotated into position and
-- rendered with a perspective transformation.
type Fl = GLfloat
cuboid :: IO ()
cuboid = do
color red ; render front
color green ; render side
color blue ; render top
red,green,blue :: Color4 GLfloat
red = Color4 1 0 0 1
green = Color4 0 1 0 1
blue = Color4 0 0 1 1
render :: [(Fl, Fl, Fl)] -> IO ()
render = renderPrimitive TriangleStrip . mapM_ toVertex
where toVertex (x,y,z) = vertex $ Vertex3 x y z
front,side,top :: [(Fl,Fl,Fl)]
front = vertices [0,1,2,3]
side = vertices [4,1,5,3]
top = vertices [3,2,5,6]
vertices :: [Int] -> [(Fl,Fl,Fl)]
vertices = map (verts !!)
verts :: [(Fl,Fl,Fl)]
verts = [(0,0,1), (1,0,1), (0,1,1), (1,1,1), (1,0,0), (1,1,0), (0,1,0)]
transform :: IO ()
transform = do
translate $ Vector3 0 0 (-10 :: Fl)
rotate (-14) $ Vector3 0 0 (1 :: Fl)
rotate (-30) $ Vector3 0 1 (0 :: Fl)
rotate 25 $ Vector3 1 0 (0 :: Fl)
scale 2 3 (4 :: Fl)
translate $ Vector3 (-0.5) (-0.5) (-0.5 :: Fl)
display :: IO ()
display = do
clear [ColorBuffer]
perspective 40 1 1 (15 :: GLdouble)
transform
cuboid
flush
main :: IO ()
main = do
let name = "Cuboid"
initialize name []
createWindow name
displayCallback $= display
mainLoop |
http://rosettacode.org/wiki/Dynamic_variable_names | Dynamic variable names | Task
Create a variable with a user-defined name.
The variable name should not be written in the program text, but should be taken from the user dynamically.
See also
Eval in environment is a similar task.
| #zkl | zkl | vname:="foo"; // or vname:=ask("var name = ");
klass:=Compiler.Compiler.compileText("var %s=123".fmt(vname))(); // compile & run the constructor
klass.vars.println();
klass.foo.println();
klass.setVar(vname).println(); // setVar(name,val) sets the var |
http://rosettacode.org/wiki/Dynamic_variable_names | Dynamic variable names | Task
Create a variable with a user-defined name.
The variable name should not be written in the program text, but should be taken from the user dynamically.
See also
Eval in environment is a similar task.
| #Zsh | Zsh | read name
typeset $name=42 |
http://rosettacode.org/wiki/Draw_a_pixel | Draw a pixel | Task
Create a window and draw a pixel in it, subject to the following:
the window is 320 x 240
the color of the pixel must be red (255,0,0)
the position of the pixel is x = 100, y = 100 | #SmileBASIC | SmileBASIC | XSCREEN 3
DISPLAY 1
GPSET 100, 100, RGB(255, 0, 0)
WAIT 60 |
http://rosettacode.org/wiki/Draw_a_pixel | Draw a pixel | Task
Create a window and draw a pixel in it, subject to the following:
the window is 320 x 240
the color of the pixel must be red (255,0,0)
the position of the pixel is x = 100, y = 100 | #Standard_ML | Standard ML | open XWindows ;
open Motif ;
val imgWindow = fn () =>
let
val shell = XtAppInitialise "" "demo" "top" [] [ XmNwidth 320, XmNheight 240 ] ;
val main = XmCreateMainWindow shell "main" [ XmNmappedWhenManaged true ] ;
val canvas = XmCreateDrawingArea main "drawarea" [ XmNwidth 320, XmNheight 240 ] ;
val usegc = DefaultGC (XtDisplay canvas) ;
val put = fn (w,s,t) => ( XSetForeground usegc 0xff0000 ;
XDrawPoint (XtWindow canvas) usegc ( XPoint {x=100,y=100} ) ; t);
in
(
XtSetCallbacks canvas [ (XmNexposeCallback , put) ] XmNarmCallback ;
XtManageChild canvas ;
XtManageChild main ;
XtRealizeWidget shell
)
end; |
http://rosettacode.org/wiki/Draw_a_pixel | Draw a pixel | Task
Create a window and draw a pixel in it, subject to the following:
the window is 320 x 240
the color of the pixel must be red (255,0,0)
the position of the pixel is x = 100, y = 100 | #Tcl | Tcl | package require Tcl 8.5
package require Tk
pack [canvas .c -width 320 -height 240 -bg #fff] -anchor nw
.c create rectangle 100 100 100 100 -fill #f00 -outline "" |
http://rosettacode.org/wiki/Draw_a_rotating_cube | Draw a rotating cube | Task
Draw a rotating cube.
It should be oriented with one vertex pointing straight up, and its opposite vertex on the main diagonal (the one farthest away) straight down. It can be solid or wire-frame, and you can use ASCII art if your language doesn't have graphical capabilities. Perspective is optional.
Related tasks
Draw a cuboid
write language name in 3D ASCII
| #Tcl | Tcl | # matrix operation support:
package require math::linearalgebra
namespace import ::math::linearalgebra::matmul
namespace import ::math::linearalgebra::crossproduct
namespace import ::math::linearalgebra::dotproduct
namespace import ::math::linearalgebra::sub
# returns a cube as a list of faces,
# where each face is a list of (3space) points
proc make_cube {{radius 1}} {
set dirs {
A { 1 1 1}
B { 1 1 -1}
C { 1 -1 -1}
D { 1 -1 1}
E {-1 1 1}
F {-1 1 -1}
G {-1 -1 -1}
H {-1 -1 1}
}
set faces {
{A B C D}
{D C G H}
{H G F E}
{E F B A}
{A D H E}
{C B F G}
}
lmap fa $faces {
lmap dir $fa {
lmap x [dict get $dirs $dir] {
expr {1.0 * $x * $radius}
}
}
}
}
# a matrix constructor
proc Matrix {m} {
tailcall lmap row $m {
lmap e $row {
expr 1.0*($e)
}
}
}
proc identity {} {
Matrix {
{1 0 0}
{0 1 0}
{0 0 1}
}
}
# some matrices useful for animation:
proc rotateZ {theta} {
Matrix {
{ cos($theta) -sin($theta) 0 }
{ sin($theta) cos($theta) 0 }
{ 0 0 1 }
}
}
proc rotateY {theta} {
Matrix {
{ sin($theta) 0 cos($theta) }
{ 0 1 0 }
{ cos($theta) 0 -sin($theta) }
}
}
proc rotateX {theta} {
Matrix {
{ 1 0 0 }
{ 0 cos($theta) -sin($theta) }
{ 0 sin($theta) cos($theta) }
}
}
proc camera {flen} {
Matrix {
{ $flen 0 0 }
{ 0 $flen 0 }
{ 0 0 0 }
}
}
proc render {canvas object} {
set W [winfo width $canvas]
set H [winfo height $canvas]
set fl 1.0
set t [expr {[clock microseconds] / 1000000.0}]
set transform [identity]
set transform [matmul $transform [rotateX [expr {atan(1)}]]]
set transform [matmul $transform [rotateZ [expr {atan(1)}]]]
set transform [matmul $transform [rotateY $t]]
set transform [matmul $transform [camera $fl]]
foreach face $object {
# do transformations into screen space:
set points [lmap p $face { matmul $p $transform }]
# calculate a normal
set o [lindex $points 0]
set v1 [sub [lindex $points 1] $o]
set v2 [sub [lindex $points 2] $o]
set normal [crossproduct $v1 $v2]
set cosi [dotproduct $normal {0 0 -1.0}]
if {$cosi <= 0} { ;# rear-facing!
continue
}
set points [lmap p $points {
lassign $p x y
list [expr {$x + $W/2}] [expr {$y + $H/2}]
}]
set points [concat {*}$points]
$canvas create poly $points -outline black -fill red
}
}
package require Tk
pack [canvas .c] -expand yes -fill both
proc tick {} {
.c delete all
render .c $::world
after 50 tick
}
set ::world [make_cube 100]
tick |
http://rosettacode.org/wiki/Element-wise_operations | Element-wise operations | This task is similar to:
Matrix multiplication
Matrix transposition
Task
Implement basic element-wise matrix-matrix and scalar-matrix operations, which can be referred to in other, higher-order tasks.
Implement:
addition
subtraction
multiplication
division
exponentiation
Extend the task if necessary to include additional basic operations, which should not require their own specialised task.
| #zkl | zkl | var [const] GSL=Import("zklGSL"); // libGSL (GNU Scientific Library)
M:=GSL.Matrix(3,3).set(3,5,7, 1,2,3, 2,4,6);
x:=2;
println("M = \n%s\nx = %s".fmt(M.format(),x));
foreach op in (T('+,'-,'*,'/)){
println("M %s x:\n%s\n".fmt(op.toString()[3,1],op(M.copy(),x).format()));
}
foreach op in (T("addElements","subElements","mulElements","divElements")){
println("M %s M:\n%s\n".fmt(op, M.copy().resolve(op)(M).format()));
}
mSqrd:=M.pump(0,M.copy(),fcn(x){ x*x }); // M element by element
println("M square elements:\n%s\n".fmt(mSqrd.format())); |
http://rosettacode.org/wiki/Dragon_curve | Dragon curve |
Create and display a dragon curve fractal.
(You may either display the curve directly or write it to an image file.)
Algorithms
Here are some brief notes the algorithms used and how they might suit various languages.
Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right.
*---R----* expands to * *
\ /
R L
\ /
*
*
/ \
L R
/ \
*---L---* expands to * *
The co-routines dcl and dcr in various examples do this recursively to a desired expansion level.
The curl direction right or left can be a parameter instead of two separate routines.
Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees.
*------->* becomes * * Recursive copies drawn
\ / from the ends towards
\ / the centre.
v v
*
This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen.
Successive approximation repeatedly re-writes each straight line as two new segments at a right angle,
*
*-----* becomes / \ bend to left
/ \ if N odd
* *
* *
*-----* becomes \ / bend to right
\ / if N even
*
Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing.
The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this.
Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently.
n = 1010110000
^
bit above lowest 1-bit, turn left or right as 0 or 1
LowMask = n BITXOR (n-1) # eg. giving 0000011111
AboveMask = LowMask + 1 # eg. giving 0000100000
BitAboveLowestOne = n BITAND AboveMask
The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there.
If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is.
Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction.
If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1.
Absolute direction to move at point n can be calculated by the number of bit-transitions in n.
n = 11 00 1111 0 1
^ ^ ^ ^ 4 places where change bit value
so direction=4*90degrees=East
This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ.
Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently.
Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this.
A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.)
The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section.
As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code.
Axiom F, angle 90 degrees
F -> F+S
S -> F-S
This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page.
Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around.
The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
| #BBC_BASIC | BBC BASIC | MODE 8
MOVE 800,400
GCOL 11
PROCdragon(512, 12, 1)
END
DEF PROCdragon(size, split%, d)
PRIVATE angle
IF split% = 0 THEN
DRAW BY -COS(angle)*size, SIN(angle)*size
ELSE
angle += d*PI/4
PROCdragon(size/SQR(2), split%-1, 1)
angle -= d*PI/2
PROCdragon(size/SQR(2), split%-1, -1)
angle += d*PI/4
ENDIF
ENDPROC |
http://rosettacode.org/wiki/Draw_a_sphere | Draw a sphere | Task
Draw a sphere.
The sphere can be represented graphically, or in ASCII art, depending on the language capabilities.
Either static or rotational projection is acceptable for this task.
Related tasks
draw a cuboid
draw a rotating cube
write language name in 3D ASCII
draw a Deathstar
| #DWScript | DWScript |
type
TFloat3 = array[0..2] of Float;
var
light : TFloat3 = [ 30, 30, -50 ];
procedure normalize(var v : TFloat3);
var
len: Float;
begin
len := sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
v[0] /= len;
v[1] /= len;
v[2] /= len;
end;
function dot(x, y : TFloat3) : Float;
begin
Result := x[0]*y[0] + x[1]*y[1] + x[2]*y[2];
if Result<0 then
Result:=-Result
else Result:=0;
end;
procedure drawSphere(R, k, ambient : Float);
var
vec : TFloat3;
x, y, b : Float;
i, j, size, intensity : Integer;
begin
size:=Trunc(Ceil(R)-Floor(-R)+1);
PrintLn('P2');
PrintLn(IntToStr(size)+' '+IntToStr(size));
PrintLn('255');
for i := Floor(-R) to Ceil(R) do begin
x := i + 0.5;
for j := Floor(-R) to Ceil(R) do begin
y := j + 0.5;
if (x * x + y * y <= R * R) then begin
vec[0] := x;
vec[1] := y;
vec[2] := sqrt(R * R - x * x - y * y);
normalize(vec);
b := Power(dot(light, vec), k) + ambient;
intensity := ClampInt( Round(b*255), 0, 255);
Print(intensity);
Print(' ')
end else Print('0 ');
end;
PrintLn('');
end;
end;
normalize(light);
drawSphere(19, 4, 0.1);
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.