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http://rosettacode.org/wiki/Conditional_structures
Conditional structures
Control Structures These are examples of control structures. You may also be interested in: Conditional structures Exceptions Flow-control structures Loops Task List the conditional structures offered by a programming language. See Wikipedia: conditionals for descriptions. Common conditional structures include if-then-else and switch. Less common are arithmetic if, ternary operator and Hash-based conditionals. Arithmetic if allows tight control over computed gotos, which optimizers have a hard time to figure out.
#Go
Go
if booleanExpression { statements }
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#PureBasic
PureBasic
  EnableExplicit   Procedure.s CommaQuibble(Input$) Protected i, count Protected result$, word$ Input$ = RemoveString(Input$, "[") Input$ = RemoveString(Input$, "]") Input$ = RemoveString(Input$, #DQUOTE$) count = CountString(Input$, ",") + 1 result$ = "{" For i = 1 To count word$ = StringField(Input$, i, ",") If i = 1 result$ + word$ ElseIf Count = i result$ + " and " + word$ Else result$ + ", " + word$ EndIf Next ProcedureReturn result$ + "}" EndProcedure   If OpenConsole() ; As 3 of the strings contain embedded quotes these need to be escaped with '\' and the whole string preceded by '~' PrintN(CommaQuibble("[]")) PrintN(CommaQuibble(~"[\"ABC\"]")) PrintN(CommaQuibble(~"[\"ABC\",\"DEF\"]")) PrintN(CommaQuibble(~"[\"ABC\",\"DEF\",\"G\",\"H\"]")) PrintN("") PrintN("Press any key to close the console") Repeat: Delay(10) : Until Inkey() <> "" CloseConsole() EndIf  
http://rosettacode.org/wiki/Command-line_arguments
Command-line arguments
Command-line arguments is part of Short Circuit's Console Program Basics selection. Scripted main See also Program name. For parsing command line arguments intelligently, see Parsing command-line arguments. Example command line: myprogram -c "alpha beta" -h "gamma"
#Ursa
Ursa
# # command-line arguments #   # output all arguments for (decl int i) (< i (size args)) (inc i) out args<i> endl console end for
http://rosettacode.org/wiki/Command-line_arguments
Command-line arguments
Command-line arguments is part of Short Circuit's Console Program Basics selection. Scripted main See also Program name. For parsing command line arguments intelligently, see Parsing command-line arguments. Example command line: myprogram -c "alpha beta" -h "gamma"
#Ursala
Ursala
#import std   #executable ('parameterized','')   clarg = <.file$[contents: --<''>+ _option%LP]>+ ~command.options
http://rosettacode.org/wiki/Command-line_arguments
Command-line arguments
Command-line arguments is part of Short Circuit's Console Program Basics selection. Scripted main See also Program name. For parsing command line arguments intelligently, see Parsing command-line arguments. Example command line: myprogram -c "alpha beta" -h "gamma"
#V
V
$stack puts   ./args.v a b c =[args.v a b c]
http://rosettacode.org/wiki/Command-line_arguments
Command-line arguments
Command-line arguments is part of Short Circuit's Console Program Basics selection. Scripted main See also Program name. For parsing command line arguments intelligently, see Parsing command-line arguments. Example command line: myprogram -c "alpha beta" -h "gamma"
#vbScript
vbScript
  'Command line arguments can be accessed all together by   For Each arg In Wscript.Arguments Wscript.Echo "arg=", arg Next   'You can access only the named arguments such as /arg:value   For Each arg In Wscript.Arguments.Named Wscript.Echo "name=", arg, "value=", Wscript.Arguments.Named(arg) Next   'Or just the unnamed arguments   For Each arg In Wscript.Arguments.Unnamed Wscript.Echo "arg=", arg Next  
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#HTML
HTML
<!-- Anything within these bracket tags is commented, single or multi-line. -->
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#Icon_and_Unicon
Icon and Unicon
# This is a comment   procedure x(y,z) #: This is a comment and an IPL meta-comment for a procedure  
http://rosettacode.org/wiki/Conway%27s_Game_of_Life
Conway's Game of Life
The Game of Life is a   cellular automaton   devised by the British mathematician   John Horton Conway   in 1970.   It is the best-known example of a cellular automaton. Conway's game of life is described   here: A cell   C   is represented by a   1   when alive,   or   0   when dead,   in an   m-by-m   (or m×m)   square array of cells. We calculate   N   - the sum of live cells in C's   eight-location neighbourhood,   then cell   C   is alive or dead in the next generation based on the following table: C N new C 1 0,1 -> 0 # Lonely 1 4,5,6,7,8 -> 0 # Overcrowded 1 2,3 -> 1 # Lives 0 3 -> 1 # It takes three to give birth! 0 0,1,2,4,5,6,7,8 -> 0 # Barren Assume cells beyond the boundary are always dead. The "game" is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players.   One interacts with the Game of Life by creating an initial configuration and observing how it evolves. Task Although you should test your implementation on more complex examples such as the   glider   in a larger universe,   show the action of the blinker   (three adjoining cells in a row all alive),   over three generations, in a 3 by 3 grid. References   Its creator John Conway, explains   the game of life.   Video from numberphile on youtube.   John Conway   Inventing Game of Life   - Numberphile video. Related task   Langton's ant   - another well known cellular automaton.
#Phix
Phix
-- -- demo\rosetta\Conways_Game_of_Life.exw -- ===================================== -- with javascript_semantics include pGUI.e constant title = "Conway's Game of Life" Ihandle dlg, canvas Ihandln hTimer = NULL cdCanvas cddbuffer sequence c = {}, -- cells cn, -- new cells cl -- last cells procedure draw(integer what) integer x = floor(length(c)/2)+1, y = floor(length(c[1])/2) switch what do case ' ': c = sq_mul(c,0) -- Clear case '+': c[x][y-1..y+1] = repeat(1,3) -- Blinker case 'G': { c[x+1,y+4], c[x+2,y+2], c[x+2,y+4], c[x+3,y+3], c[x+3,y+4]} = repeat(1,5) -- Glider case 'T': {c[x-1,y+1],c[x,y+1],c[x+1,y+1], c[x ,y+3],c[x,y+4],c[x ,y+5]} = repeat(1,6) -- Thunderbird case 'X': for i=0 to min(x,y)-1 do {c[x-i,y+i],c[x+i,y+i], c[x-i,y-i],c[x+i,y-i]} = repeat(1,4) -- Cross end for end switch end procedure atom t1 = time()+1 integer fps = 0 function redraw_cb(Ihandle /*ih*/) integer {width, height} = IupGetIntInt(canvas, "DRAWSIZE"), -- limit to 10K cells (performance target of 10fps) -- n here is the cell size in pixels (min of 1x1) n = ceil(sqrt(width*height/10000)), w = floor(width/n)+2, -- (see cx below) h = floor(height/n)+2, alive = 0 -- keep w, h odd for symmetry (plus I suspect the -- "Cross" code above may now crash without this) w -= even(w) h -= even(h) if length(c)!=w or length(c[1])!=h then c = repeat(repeat(0,h),w) cn = deep_copy(c) cl = deep_copy(c) draw('X') if hTimer!=NULL then IupStoreAttribute(hTimer, "RUN", "YES") end if end if cdCanvasActivate(cddbuffer) -- -- There is a "dead border" of 1 cell all around the edge of c (etc) which -- we never display or update. If we have got this right/an exact fit, then -- w*n should be exactly 2n too wide, whereas in the worst case there is an -- (2n-1) pixel border, which we split between left and right, ditto cy. -- integer cx = n+floor((width-w*n)/2) for x=2 to w-1 do integer cy = n+floor((height-h*n)/2) for y=2 to h-1 do integer cxy = c[x,y], clxy = cl[x,y], cnxy = -cxy for i=x-1 to x+1 do for j=y-1 to y+1 do cnxy += c[i,j] end for end for integer live = iff(cxy?cnxy>=2 and cnxy<=3:cnxy==3), colour = iff(live?iff(cxy?iff(clxy?CD_PURPLE -- adult :CD_GREEN) -- newborn :iff(clxy?CD_RED -- old :CD_YELLOW)) -- shortlived :CD_BLACK) cn[x,y] = live alive += live cdCanvasSetForeground(cddbuffer,colour) cdCanvasBox(cddbuffer, cx, cx+n-1, cy, cy+n-1) cy += n end for cx += n end for cdCanvasFlush(cddbuffer) if not alive then IupStoreAttribute(hTimer, "RUN", "NO") IupStoreAttribute(dlg, "TITLE", "died") elsif c=cn then IupStoreAttribute(hTimer, "RUN", "NO") IupStoreAttribute(dlg, "TITLE", "stable") else cl = c c = deep_copy(cn) fps += 1 if time()>=t1 then IupSetStrAttribute(dlg,"TITLE","%s (%d FPS)",{title,fps}) t1 = time()+1 fps = 0 end if end if return IUP_DEFAULT end function function map_cb(Ihandle ih) cdCanvas cdcanvas = cdCreateCanvas(CD_IUP, ih) cddbuffer = cdCreateCanvas(CD_DBUFFER, cdcanvas) cdCanvasSetBackground(cddbuffer, CD_WHITE) cdCanvasSetForeground(cddbuffer, CD_RED) return IUP_DEFAULT end function function key_cb(Ihandle /*ih*/, atom c) if c=K_ESC then return IUP_CLOSE end if -- (standard practice for me) if c=K_F5 then return IUP_DEFAULT end if -- (let browser reload work) if find(c," ") then draw(' ') -- Clear elsif find(c,"+bB") then draw('+') -- Blinker elsif find(c,"gG") then draw('G') -- Glider elsif find(c,"tT") then draw('T') -- Thunderbird elsif find(c,"xX") then draw('X') -- Cross end if IupStoreAttribute(hTimer, "RUN", "YES") return IUP_CONTINUE end function function timer_cb(Ihandle /*ih*/) IupUpdate(canvas) return IUP_IGNORE end function procedure main() IupOpen() canvas = IupCanvas("RASTERSIZE=390x390") IupSetCallbacks(canvas, {"MAP_CB", Icallback("map_cb"), "ACTION", Icallback("redraw_cb")}) dlg = IupDialog(canvas,`TITLE="%s", MINSIZE=350x55`, {title}) -- (above MINSIZE prevents the title from getting squished) IupSetCallback(dlg, "KEY_CB", Icallback("key_cb")) IupShow(dlg) IupSetAttribute(canvas,"RASTERSIZE",NULL) -- hTimer = IupTimer(Icallback("timer_cb"),40) -- 25fps (maybe) hTimer = IupTimer(Icallback("timer_cb"),100) -- 10fps if platform()!=JS then IupMainLoop() IupClose() end if end procedure main()
http://rosettacode.org/wiki/Conditional_structures
Conditional structures
Control Structures These are examples of control structures. You may also be interested in: Conditional structures Exceptions Flow-control structures Loops Task List the conditional structures offered by a programming language. See Wikipedia: conditionals for descriptions. Common conditional structures include if-then-else and switch. Less common are arithmetic if, ternary operator and Hash-based conditionals. Arithmetic if allows tight control over computed gotos, which optimizers have a hard time to figure out.
#Harbour
Harbour
IF x == 1 SomeFunc1() ELSEIF x == 2 SomeFunc2() ELSE SomeFunc() ENDIF
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#Python
Python
>>> def strcat(sequence): return '{%s}' % ', '.join(sequence)[::-1].replace(',', 'dna ', 1)[::-1]   >>> for seq in ([], ["ABC"], ["ABC", "DEF"], ["ABC", "DEF", "G", "H"]): print('Input: %-24r -> Output: %r' % (seq, strcat(seq)))     Input: [] -> Output: '{}' Input: ['ABC'] -> Output: '{ABC}' Input: ['ABC', 'DEF'] -> Output: '{ABC and DEF}' Input: ['ABC', 'DEF', 'G', 'H'] -> Output: '{ABC, DEF, G and H}' >>>
http://rosettacode.org/wiki/Command-line_arguments
Command-line arguments
Command-line arguments is part of Short Circuit's Console Program Basics selection. Scripted main See also Program name. For parsing command line arguments intelligently, see Parsing command-line arguments. Example command line: myprogram -c "alpha beta" -h "gamma"
#Visual_Basic
Visual Basic
Sub Main MsgBox Command$ End Sub
http://rosettacode.org/wiki/Command-line_arguments
Command-line arguments
Command-line arguments is part of Short Circuit's Console Program Basics selection. Scripted main See also Program name. For parsing command line arguments intelligently, see Parsing command-line arguments. Example command line: myprogram -c "alpha beta" -h "gamma"
#Visual_Basic_.NET
Visual Basic .NET
Sub Main(ByVal args As String()) For Each token In args Console.WriteLine(token) Next End Sub
http://rosettacode.org/wiki/Command-line_arguments
Command-line arguments
Command-line arguments is part of Short Circuit's Console Program Basics selection. Scripted main See also Program name. For parsing command line arguments intelligently, see Parsing command-line arguments. Example command line: myprogram -c "alpha beta" -h "gamma"
#Vlang
Vlang
import os   fn main() { for i, x in os.args[1..] { println("the argument #$i is $x") } }
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#IDL
IDL
; The following computes the factorial of a number "n" fact = product(indgen( n )+1) ; where n should be an integer
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#Inform_7
Inform 7
[This is a single-line comment.]   [This is a multi-line comment.]   [Comments can [be nested].]
http://rosettacode.org/wiki/Conway%27s_Game_of_Life
Conway's Game of Life
The Game of Life is a   cellular automaton   devised by the British mathematician   John Horton Conway   in 1970.   It is the best-known example of a cellular automaton. Conway's game of life is described   here: A cell   C   is represented by a   1   when alive,   or   0   when dead,   in an   m-by-m   (or m×m)   square array of cells. We calculate   N   - the sum of live cells in C's   eight-location neighbourhood,   then cell   C   is alive or dead in the next generation based on the following table: C N new C 1 0,1 -> 0 # Lonely 1 4,5,6,7,8 -> 0 # Overcrowded 1 2,3 -> 1 # Lives 0 3 -> 1 # It takes three to give birth! 0 0,1,2,4,5,6,7,8 -> 0 # Barren Assume cells beyond the boundary are always dead. The "game" is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players.   One interacts with the Game of Life by creating an initial configuration and observing how it evolves. Task Although you should test your implementation on more complex examples such as the   glider   in a larger universe,   show the action of the blinker   (three adjoining cells in a row all alive),   over three generations, in a 3 by 3 grid. References   Its creator John Conway, explains   the game of life.   Video from numberphile on youtube.   John Conway   Inventing Game of Life   - Numberphile video. Related task   Langton's ant   - another well known cellular automaton.
#Picat
Picat
go => Rows = 3, Cols = 3, println(blinker), pattern(blinker, Pattern,I,J), life(fill(Rows,Cols,Pattern,I,J)), nl.   fill(Rows, Cols, Obj) = fill(Rows, Cols, Obj,1,1). fill(Rows, Cols, Obj,OffsetI,OffsetJ) = Grid => Grid = new_array(Rows,Cols), bind_vars(Grid,0), foreach(I in 1..Obj.length, J in 1..Obj[1].length) Grid[I+OffsetI-1,J+OffsetJ-1] := Obj[I,J] end.   % We stop whenever a fixpoint/cycle is detected life(S) => Rows = S.length, Cols = S[1].length, println([rows=Rows, cols=Cols]), print_grid(S), Seen = new_map(), % detect fixpoint and cycle Count = 0, while (not Seen.has_key(S)) Seen.put(S,1), T = new_array(Rows,Cols), foreach(I in 1..Rows, J in 1..Cols) Sum = sum([S[I+A,J+B] : A in -1..1,B in -1..1, I+A > 0, J+B > 0, I+A =< Rows, J+B =< Cols]) - S[I,J], C = rules(S[I,J], Sum), T[I,J] := C end, print_grid(T), S := T, Count := Count + 1 end, printf("%d generations\n", Count).   print_grid(G) => foreach(I in 1..G.length) foreach(J in 1..G[1].length) if G[I,J] == 1 then print("#") else print(".") end end, nl end, nl.   % The Rules of Life rules(This,Sum) = 1, (This == 1, member(Sum,[2,3]); This == 0, Sum == 3) => true. rules(_This, _Sum) = 0 => true.   % % The patterns % pattern(Name, Pattern, OffsetI, OffsetJ) % where Offset* is the recommended offsets in a grid. %   % For the task pattern(blinker, Pattern,I,J) ?=> Pattern = [[0,0,0], [1,1,1], [0,0,0]], I=1,J=1.
http://rosettacode.org/wiki/Conditional_structures
Conditional structures
Control Structures These are examples of control structures. You may also be interested in: Conditional structures Exceptions Flow-control structures Loops Task List the conditional structures offered by a programming language. See Wikipedia: conditionals for descriptions. Common conditional structures include if-then-else and switch. Less common are arithmetic if, ternary operator and Hash-based conditionals. Arithmetic if allows tight control over computed gotos, which optimizers have a hard time to figure out.
#Haskell
Haskell
fac x = if x==0 then 1 else x * fac (x - 1)
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#Quackery
Quackery
[ swap join join ] is glue ( [ [ [ --> [ )   [ [ dup size dup 0 = iff [ 2drop [] ] done dup 1 = iff [ drop unpack ] done 2 = iff [ unpack $ ' and ' glue ] done behead swap recurse $ ', ' glue ] $ '{' swap join $ '}' join ] is quibble ( [ --> $ )   [] quibble echo$ cr $ 'ABC' nest$ quibble echo$ cr $ 'ABC DEF' nest$ quibble echo$ cr $ 'ABC DEF G H' nest$ quibble echo$
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#R
R
quib <- function(vect) { #The task does not consider empty strings to be words, so we remove them immediately. #We could also remove non-upper-case characters, but the tasks gives off the impression that the user will do that. vect <- vect[nchar(vect) != 0] len <- length(vect) allButLastWord <- if(len >= 2) paste0(vect[seq_len(len - 1)], collapse = ", ") else "" paste0("{", if(nchar(allButLastWord) == 0) vect else paste0(allButLastWord, " and ", vect[len]), "}") } quib(character(0)) #R has several types of empty string, e.g. character(0), "", and c("", "", ""). quib("") quib(" ") quib(c("", "")) quib(rep("", 10)) quib("ABC") quib(c("ABC", "")) quib(c("ABC", "DEF")) quib(c("ABC", "DEF", "G", "H")) quib(c("ABC", "DEF", "G", "H", "I", "J", ""))
http://rosettacode.org/wiki/Command-line_arguments
Command-line arguments
Command-line arguments is part of Short Circuit's Console Program Basics selection. Scripted main See also Program name. For parsing command line arguments intelligently, see Parsing command-line arguments. Example command line: myprogram -c "alpha beta" -h "gamma"
#Wren
Wren
import "os" for Process   System.print(Process.arguments)
http://rosettacode.org/wiki/Command-line_arguments
Command-line arguments
Command-line arguments is part of Short Circuit's Console Program Basics selection. Scripted main See also Program name. For parsing command line arguments intelligently, see Parsing command-line arguments. Example command line: myprogram -c "alpha beta" -h "gamma"
#XPL0
XPL0
int C; [loop [C:= ChIn(8); if C = \EOF\$1A then quit; ChOut(0, C); ]; CrLf(0); ]
http://rosettacode.org/wiki/Command-line_arguments
Command-line arguments
Command-line arguments is part of Short Circuit's Console Program Basics selection. Scripted main See also Program name. For parsing command line arguments intelligently, see Parsing command-line arguments. Example command line: myprogram -c "alpha beta" -h "gamma"
#zkl
zkl
System.argv.println(); vm.arglist.println();
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#Intercal
Intercal
PLEASE NOTE This is a comment
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#Io
Io
# Single-line comment   // Single-line comment   /* Multi-line comment */
http://rosettacode.org/wiki/Conway%27s_Game_of_Life
Conway's Game of Life
The Game of Life is a   cellular automaton   devised by the British mathematician   John Horton Conway   in 1970.   It is the best-known example of a cellular automaton. Conway's game of life is described   here: A cell   C   is represented by a   1   when alive,   or   0   when dead,   in an   m-by-m   (or m×m)   square array of cells. We calculate   N   - the sum of live cells in C's   eight-location neighbourhood,   then cell   C   is alive or dead in the next generation based on the following table: C N new C 1 0,1 -> 0 # Lonely 1 4,5,6,7,8 -> 0 # Overcrowded 1 2,3 -> 1 # Lives 0 3 -> 1 # It takes three to give birth! 0 0,1,2,4,5,6,7,8 -> 0 # Barren Assume cells beyond the boundary are always dead. The "game" is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players.   One interacts with the Game of Life by creating an initial configuration and observing how it evolves. Task Although you should test your implementation on more complex examples such as the   glider   in a larger universe,   show the action of the blinker   (three adjoining cells in a row all alive),   over three generations, in a 3 by 3 grid. References   Its creator John Conway, explains   the game of life.   Video from numberphile on youtube.   John Conway   Inventing Game of Life   - Numberphile video. Related task   Langton's ant   - another well known cellular automaton.
#PicoLisp
PicoLisp
(load "@lib/simul.l")   (de life (DX DY . Init) (let Grid (grid DX DY) (for This Init (=: life T) ) (loop (disp Grid NIL '((This) (if (: life) "X " " ")) ) (wait 1000) (for Col Grid (for This Col (let N # Count neighbors (cnt '((Dir) (get (Dir This) 'life)) (quote west east south north ((X) (south (west X))) ((X) (north (west X))) ((X) (south (east X))) ((X) (north (east X))) ) ) (=: next # Next generation (if (: life) (>= 3 N 2) (= N 3) ) ) ) ) ) (for Col Grid # Update (for This Col (=: life (: next)) ) ) ) ) )   (life 5 5 b3 c3 d3)
http://rosettacode.org/wiki/Conditional_structures
Conditional structures
Control Structures These are examples of control structures. You may also be interested in: Conditional structures Exceptions Flow-control structures Loops Task List the conditional structures offered by a programming language. See Wikipedia: conditionals for descriptions. Common conditional structures include if-then-else and switch. Less common are arithmetic if, ternary operator and Hash-based conditionals. Arithmetic if allows tight control over computed gotos, which optimizers have a hard time to figure out.
#HicEst
HicEst
IF( a > 5 ) WRITE(Messagebox) a ! single line IF   IF( a >= b ) THEN WRITE(Text=some_string) a, b ELSEIF(some_string > "?") THEN WRITE(ClipBoard) some_string ELSEIF( nonzero ) THEN WRITE(WINdowhandle=nnn) some_string ELSE WRITE(StatusBar) a, b, some_string ENDIF
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#Racket
Racket
(define (quibbling words) (define (sub-quibbling words) (match words ['() ""] [(list a) a] [(list a b) (format "~a and ~a" a b)] [(list a b ___) (format "~a, ~a" a (sub-quibbling b))])) (format "{~a}" (sub-quibbling words)))   (for ((input '([] ["ABC"] ["ABC" "DEF"] ["ABC" "DEF" "G" "H"]))) (printf "~s\t->\t~a~%" input (quibbling input)))
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#Raku
Raku
sub comma-quibbling(@A) { <{ }>.join: @A < 2 ?? @A !! "@A[0..*-2].join(', ') and @A[*-1]"; }   say comma-quibbling($_) for [], [<ABC>], [<ABC DEF>], [<ABC DEF G H>];
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#Isabelle
Isabelle
theory Text imports Main begin   (* Top-level Isar comment. *)   end
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#J
J
NB. Text that follows 'NB.' has no effect on execution.   0 : 0 Multi-line comments may be placed in strings, like this. )   Note 'example' Another way to record multi-line comments as text is to use 'Note', which is actually a simple program that makes it clearer when defined text is used only to provide comment. )   'A simple string which is not used is legal, and will be discarded'
http://rosettacode.org/wiki/Conway%27s_Game_of_Life
Conway's Game of Life
The Game of Life is a   cellular automaton   devised by the British mathematician   John Horton Conway   in 1970.   It is the best-known example of a cellular automaton. Conway's game of life is described   here: A cell   C   is represented by a   1   when alive,   or   0   when dead,   in an   m-by-m   (or m×m)   square array of cells. We calculate   N   - the sum of live cells in C's   eight-location neighbourhood,   then cell   C   is alive or dead in the next generation based on the following table: C N new C 1 0,1 -> 0 # Lonely 1 4,5,6,7,8 -> 0 # Overcrowded 1 2,3 -> 1 # Lives 0 3 -> 1 # It takes three to give birth! 0 0,1,2,4,5,6,7,8 -> 0 # Barren Assume cells beyond the boundary are always dead. The "game" is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players.   One interacts with the Game of Life by creating an initial configuration and observing how it evolves. Task Although you should test your implementation on more complex examples such as the   glider   in a larger universe,   show the action of the blinker   (three adjoining cells in a row all alive),   over three generations, in a 3 by 3 grid. References   Its creator John Conway, explains   the game of life.   Video from numberphile on youtube.   John Conway   Inventing Game of Life   - Numberphile video. Related task   Langton's ant   - another well known cellular automaton.
#PL.2FI
PL/I
(subscriptrange): Conway: procedure options (main); /* 20 November 2013 */ /* A grid of (1:100, 1:100) is desired; the array GRID is defined as (0:101, 0:101), */ /* to satisfy the requirement that elements off-grid are zero. */ declare n fixed binary; /* grid size) */   put ('What grid size do you want?'); get (n); put skip list ('Generating a grid of size ' || trim(n) );   begin; declare grid (0:n+1,0:n+1) bit(1) initial ((*) '0'b); declare new (0:n+1,0:n+1) bit(1); declare cell(3,3) defined grid(1sub-2+i, 2sub-2+j) bit (1); declare (i, j, k) fixed binary;   /* Initialize some cells. */ grid(2,2) = '1'b; grid(2,3) = '1'b; grid(2,4) = '1'b;   /* Print the initial state. */ put list ('Initial pattern:'); do i = 1 to n; put skip; do j = 1 to n; put edit (grid(i,j)) (b(1)); end; end;   do k = 1 to 4; /* Do one generation of life */ new = '0'b; /* For each C, the center of a 3 x 3 cell matrix. */ do i = 1 to n; do j = 1 to n; if grid(i,j) then select (sum(cell)-1); when (0,1) new(i,j) = '0'b; when (4,5,6,7,8) new(i,j) = '0'b; when (2,3) new(i,j) = '1'b; end; else select (sum(cell)); when (3) new(i,j) = '1'b; otherwise new(i,j) = '0'b; end; end; end; grid = new; /* Update GRID with the new generation. */   /* Print the generation. */ put skip(2) list ('Generation ' || trim(k)); do i = 1 to n; put skip; do j = 1 to n; put edit (grid(i,j)) (b(1)); end; end; end; end; end Conway;
http://rosettacode.org/wiki/Conditional_structures
Conditional structures
Control Structures These are examples of control structures. You may also be interested in: Conditional structures Exceptions Flow-control structures Loops Task List the conditional structures offered by a programming language. See Wikipedia: conditionals for descriptions. Common conditional structures include if-then-else and switch. Less common are arithmetic if, ternary operator and Hash-based conditionals. Arithmetic if allows tight control over computed gotos, which optimizers have a hard time to figure out.
#HPPPL
HPPPL
IF X THEN // do if X is not 0 ELSE // do if X is 0 END;
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#REBOL
REBOL
rebol []   comma-quibbling: func [block] [ rejoin [ "^{"   to-string use [s] [ s: copy block s: next s forskip s 2 [insert s either tail? next s [" and "] [", "]] s: head s ]   "^}" ] ]   foreach t [[] [ABC] [ABC DEF] [ABC DEF G H]] [print comma-quibbling t]  
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#REXX
REXX
say quibbling('') say quibbling('ABC') say quibbling('ABC DEF') say quibbling('ABC DEF G H') exit   quibbling: procedure parse arg list Select When list='' Then result='' When words(list)=1 then result=word(list,1) Otherwise result=translate(strip(subword(list,1,words(list)-1)),',',' '), 'and' word(list,words(list)) End Return '{'result'}'
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#Java
Java
/* This is a comment */
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#JavaScript
JavaScript
n = n + 1; // This is a comment
http://rosettacode.org/wiki/Conway%27s_Game_of_Life
Conway's Game of Life
The Game of Life is a   cellular automaton   devised by the British mathematician   John Horton Conway   in 1970.   It is the best-known example of a cellular automaton. Conway's game of life is described   here: A cell   C   is represented by a   1   when alive,   or   0   when dead,   in an   m-by-m   (or m×m)   square array of cells. We calculate   N   - the sum of live cells in C's   eight-location neighbourhood,   then cell   C   is alive or dead in the next generation based on the following table: C N new C 1 0,1 -> 0 # Lonely 1 4,5,6,7,8 -> 0 # Overcrowded 1 2,3 -> 1 # Lives 0 3 -> 1 # It takes three to give birth! 0 0,1,2,4,5,6,7,8 -> 0 # Barren Assume cells beyond the boundary are always dead. The "game" is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players.   One interacts with the Game of Life by creating an initial configuration and observing how it evolves. Task Although you should test your implementation on more complex examples such as the   glider   in a larger universe,   show the action of the blinker   (three adjoining cells in a row all alive),   over three generations, in a 3 by 3 grid. References   Its creator John Conway, explains   the game of life.   Video from numberphile on youtube.   John Conway   Inventing Game of Life   - Numberphile video. Related task   Langton's ant   - another well known cellular automaton.
#Pointless
Pointless
----------------------------------------------------------- -- Print 100 simulated states of conway's game of life -- for a glider starting pattern on a wrapping grid -- Print generation number along with cells   output = initCells |> iterate(updateCells) |> take(130) |> enumerate |> map(showPair) |> printFrames   initCells = [[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0] [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0] [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0] [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0] [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0] [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0] [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0] [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0] [0 0 0 0 0 0 0 1 1 0 0 0 0 1 0 0 0 0 0 0 0] [0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 0 0 0 0 0] [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0] [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0] [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0] [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0] [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]]   width = length(initCells[0]) height = length(initCells)   positions = for y in range(0, height - 1) for x in range(0, width - 1) yield (x, y)   ----------------------------------------------------------- -- Update each cell in the grid according to its position, -- and convert the resulting list back to a 2D array   updateCells(cells) = positions |> map(tick(cells)) |> toNDArray((height, width))   ----------------------------------------------------------- -- Get the new value for a cell at a give position -- based on the current cell values in the grid   tick(cells, pos) = toInt(survive or birth) where { survive = cells[y][x] == 1 and count in {2, 3} birth = cells[y][x] == 0 and count == 3 count = getCount(x, y, cells) (x, y) = pos }   ----------------------------------------------------------- -- Get the number of live neighbors of a given position   getCount(x, y, cells) = sum( for dx in [-1, 0, 1] for dy in [-1, 0, 1] when (dx != 0 or dy != 0) yield getNeighbor(x + dx, y + dy, cells) )   getNeighbor(x, y, cells) = cells[y % height][x % width]   ----------------------------------------------------------- -- Print the board and generation number given pairs -- of (gen, cells) from the enumerate function   showPair(pair) = format("{}\ngeneration: {}", [showCells(cells), gen]) where (gen, cells) = pair   showCells(cells) = toList(cells) |> map(showRow) |> join("\n")   showRow(row) = format("|{}|", [map(showCell, toList(row)) |> join("")])   showCell(cell) = if cell == 1 then "*" else " "
http://rosettacode.org/wiki/Conditional_structures
Conditional structures
Control Structures These are examples of control structures. You may also be interested in: Conditional structures Exceptions Flow-control structures Loops Task List the conditional structures offered by a programming language. See Wikipedia: conditionals for descriptions. Common conditional structures include if-then-else and switch. Less common are arithmetic if, ternary operator and Hash-based conditionals. Arithmetic if allows tight control over computed gotos, which optimizers have a hard time to figure out.
#i
i
//'i' supports if, else, and else if software { a = 3   if a = 3 print("a = three") else if a = 2 print("a = two") else print("a = ", a) end }
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#Ring
Ring
  # Project : Comma Quibbling   text = list(4) text[1] = "{}" text[2] = "ABC" text[3] = "ABC,DEF" text[4] = "ABC,DEF,G,H" comma(text)   func comma(text) listtext = [] for n = 1 to 4 listtext = str2list(substr(text[n], ",", nl)) if n = 2 see "{" + list2str(listtext) + "}" + nl loop ok if len(listtext) = 1 see "{}" + nl loop ok str = "{" for m = 1 to len(listtext)-1 if len(listtext) = 2 str = str + listtext[m] + " " else str = str + listtext[m] + ", " ok next if len(listtext) = 2 str = left(str, len(str)-1) else str = left(str, len(str)-2) ok if len(listtext) = 2 str = str + " " + listtext[len(listtext)] + "}" else str = str + " and " + listtext[len(listtext)] + "}" ok see str + nl next  
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#Ruby
Ruby
def comma_quibbling(a) %w<{ }>.join(a.length < 2 ? a.first : "#{a[0..-2].join(', ')} and #{a[-1]}") end   [[], %w<ABC>, %w<ABC DEF>, %w<ABC DEF G H>].each do |a| puts comma_quibbling(a) end
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#JCL
JCL
  //* This is a comment line (//* in columns 1-3)  
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#Joy
Joy
# this is a single line comment   (* this is a multi-line comment *)
http://rosettacode.org/wiki/Conway%27s_Game_of_Life
Conway's Game of Life
The Game of Life is a   cellular automaton   devised by the British mathematician   John Horton Conway   in 1970.   It is the best-known example of a cellular automaton. Conway's game of life is described   here: A cell   C   is represented by a   1   when alive,   or   0   when dead,   in an   m-by-m   (or m×m)   square array of cells. We calculate   N   - the sum of live cells in C's   eight-location neighbourhood,   then cell   C   is alive or dead in the next generation based on the following table: C N new C 1 0,1 -> 0 # Lonely 1 4,5,6,7,8 -> 0 # Overcrowded 1 2,3 -> 1 # Lives 0 3 -> 1 # It takes three to give birth! 0 0,1,2,4,5,6,7,8 -> 0 # Barren Assume cells beyond the boundary are always dead. The "game" is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players.   One interacts with the Game of Life by creating an initial configuration and observing how it evolves. Task Although you should test your implementation on more complex examples such as the   glider   in a larger universe,   show the action of the blinker   (three adjoining cells in a row all alive),   over three generations, in a 3 by 3 grid. References   Its creator John Conway, explains   the game of life.   Video from numberphile on youtube.   John Conway   Inventing Game of Life   - Numberphile video. Related task   Langton's ant   - another well known cellular automaton.
#PostScript
PostScript
%!PS-Adobe-3.0 %%BoundingBox: 0 0 400 400   /size 400 def   realtime srand /rand1 { rand 2147483647 div } def   /m { moveto } bind def /l { rlineto} bind def /drawboard { 0 1 n 1 sub { /y exch def 0 1 n 1 sub { /x exch def board x get y get 1 eq { x c mul y c mul m c 0 l 0 c l c neg 0 l closepath fill } if } for } for } def   /r1n { dup 0 lt { n add } if dup n ge { n sub } if } def /neighbors { /y exch def /x exch def 0 y 1 sub 1 y 1 add { r1n /y1 exch def x 1 sub 1 x 1 add { r1n /x1 exch def board x1 get y1 get add } for } for board x get y get sub } def   /iter { /board [0 1 n 1 sub { /x exch def [0 1 n 1 sub { /y exch def x y neighbors board x get y get 0 eq { 3 eq {1}{0} ifelse } { dup 2 eq exch 3 eq or {1}{0} ifelse } ifelse } for ] } for ] def } def   /n 200 def /initprob .15 def /c size n div def /board [ n {[ n { rand1 initprob le {1}{0} ifelse } repeat]} repeat ] def   1000 { drawboard showpage iter } repeat %%EOF
http://rosettacode.org/wiki/Conditional_structures
Conditional structures
Control Structures These are examples of control structures. You may also be interested in: Conditional structures Exceptions Flow-control structures Loops Task List the conditional structures offered by a programming language. See Wikipedia: conditionals for descriptions. Common conditional structures include if-then-else and switch. Less common are arithmetic if, ternary operator and Hash-based conditionals. Arithmetic if allows tight control over computed gotos, which optimizers have a hard time to figure out.
#Icon_and_Unicon
Icon and Unicon
if expr0 then expr1 else expr2
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#Run_BASIC
Run BASIC
wrds$ = "[] [""ABC""] [""ABC"", ""DEF""] [""ABC"", ""DEF"", ""G"", ""H""] " while word$(wrds$,j+1,chr$(13)) <> "" a$ = word$(wrds$,j+1,chr$(13)) print a$;" ==> "; a$ = "{"+mid$(a$,2,len(a$)-2)+"}" j = j + 1 for i = len(a$) to 1 step -1 if mid$(a$,i,1) = "," then a$ = left$(a$,i-1) + " and " + mid$(a$,i+2) exit for end if next i print a$ WEND
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#Rust
Rust
  fn quibble(seq: &[&str]) -> String { match seq.len() { 0 => "{}".to_string(), 1 => format!("{{{}}}", seq[0]), _ => { format!("{{{} and {}}}", seq[..seq.len() - 1].join(", "), seq.last().unwrap()) } } }   fn main() { println!("{}", quibble(&[])); println!("{}", quibble(&["ABC"])); println!("{}", quibble(&["ABC", "DEF"])); println!("{}", quibble(&["ABC", "DEF", "G", "H"])); }  
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#jq
jq
# this is a single line comment "Hello #world" # the first # on this line is part of the jq program  
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#Jsish
Jsish
#!/usr/bin/env/jsish /* Comments, in Jsish */   // to end of line comment, double slash   /* Enclosed comment, slash star, ending with star slash Cannot be nested, but can cross line boundaries and occur pretty much anywhere whitespace is allowed */   var x = 'X'; /* A var called X */ /* active code on this line */ printf("Result %q %d\n", /* comment code mix */ x, /**/42);   ;x; // jsish also handles double slash commented // unit test echo lines as a special case of "expect failure"   ;//noname(x);   /* =!EXPECTSTART!= Result X 42 x ==> X noname(x) ==> PASS!: err = can not execute expression: 'noname' not a function =!EXPECTEND!= */
http://rosettacode.org/wiki/Conway%27s_Game_of_Life
Conway's Game of Life
The Game of Life is a   cellular automaton   devised by the British mathematician   John Horton Conway   in 1970.   It is the best-known example of a cellular automaton. Conway's game of life is described   here: A cell   C   is represented by a   1   when alive,   or   0   when dead,   in an   m-by-m   (or m×m)   square array of cells. We calculate   N   - the sum of live cells in C's   eight-location neighbourhood,   then cell   C   is alive or dead in the next generation based on the following table: C N new C 1 0,1 -> 0 # Lonely 1 4,5,6,7,8 -> 0 # Overcrowded 1 2,3 -> 1 # Lives 0 3 -> 1 # It takes three to give birth! 0 0,1,2,4,5,6,7,8 -> 0 # Barren Assume cells beyond the boundary are always dead. The "game" is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players.   One interacts with the Game of Life by creating an initial configuration and observing how it evolves. Task Although you should test your implementation on more complex examples such as the   glider   in a larger universe,   show the action of the blinker   (three adjoining cells in a row all alive),   over three generations, in a 3 by 3 grid. References   Its creator John Conway, explains   the game of life.   Video from numberphile on youtube.   John Conway   Inventing Game of Life   - Numberphile video. Related task   Langton's ant   - another well known cellular automaton.
#Prolog
Prolog
  %----------------------------------------------------------------------% % GAME OF LIFE  % %  % % Adapt the prediacte grid_size according to the grid size of the  % % start pic.  % % Modify the number of generations.  % % Run PROLOG and type '[gol].' to compile the source file.  % % Create a subfolder <subfolder> where your gol.pl resides and place  % % your initial PBM '<filename>0.0000.pbm' inside <subfolder>.  % % You need to adjust the number of zeros after <filename>. The  % % sequence of zeros after '0.' must be as long as the number of  % % generations. This is important to obtain a propper animation.  % % (Maybe someone knows a better solution for this)  % % Start PROLOG and run  % %  % % cellular('./<subloder>/<filename>').  % %  % % Inside <subfolder> run the following shell command  % %  % % convert -delay 25 -loop 0 <filename>* <filename>.gif  % %  % %----------------------------------------------------------------------%   %----------------------------------------------------------------------% % Special thanks to René Thiemann improving the runtime performance.  % %----------------------------------------------------------------------%   % Size of the 2D grid grid_size(300). % Number of generations generations(1000).   %----------------------------------------------------------------------% % Main procedure: generate n generations of life and store each file.  % % cellular( +File path )  % %----------------------------------------------------------------------% cellular(I) :- grid_size(GS), string_concat(I,'0.0000.pbm',I1), read_pbm(I1,GS,M), cellular_(I,M,GS,1), !.   cellular_(I,M,GS,N) :- N1 is N+1, format(atom(N0),'~4d',N), string_concat(I,N0,I1), string_concat(I1,'.pbm',I2), step(M,M1), write_pbm(M1,GS,I2), !, cellular_(I,M1,GS,N1). cellular_(_,_,_,GE) :- generations(GE),!.   %----------------------------------------------------------------------% % Apply the Game Of Life rule set to every cell.  % % step( +OldMatrix, +NewMatrix )  % %  % % ss | s | ... | s ss ... step_ss  % % ----+---+-----+--- s ... step_s  % % ii | i | ... | i ii ... step_ii  % % ----+---+-----+--- i ... step_i  % %  : | : |  : | : ee ... step_ee  % % ----+---+-----+--- e ... step_e  % % ii | i | ... | i  % % ----+---+-----+---  % % ee | e | ... | e  % %  % %----------------------------------------------------------------------% step([R1,R2|M],[H|T]) :- step_ss(R1,R2,H), !, step_([R1,R2|M],T).   step_([R1,R2,R3|M],[H|T]) :- step_ii(R1,R2,R3,H), step_([R2,R3|M],T), !. step_([R1,R2],[H]) :- step_ee(R1,R2,H).   % Start case step_ss([A1,A2|R1],[B1,B2|R2],[H|T]) :- rule([0,0,0],[0,A1,A2],[0,B1,B2],H), step_s([A1,A2|R1],[B1,B2|R2],T). step_s([A1,A2,A3|R1],[B1,B2,B3|R2],[H|T]) :- rule([0,0,0],[A1,A2,A3],[B1,B2,B3],H), step_s([A2,A3|R1],[B2,B3|R2],T). step_s([A1,A2],[B1,B2],[H]) :- rule([0,0,0],[A1,A2,0],[B1,B2,0],H).   % Immediate case step_ii([A1,A2|R1],[B1,B2|R2],[C1,C2|R3],[H|T]) :- rule([0,A1,A2],[0,B1,B2],[0,C1,C2],H), step_i([A1,A2|R1],[B1,B2|R2],[C1,C2|R3],T). step_i([A1,A2,A3|R1],[B1,B2,B3|R2],[C1,C2,C3|R3],[H|T]) :- rule([A1,A2,A3],[B1,B2,B3],[C1,C2,C3],H), step_i([A2,A3|R1],[B2,B3|R2],[C2,C3|R3],T). step_i([A1,A2],[B1,B2],[C1,C2],[H]) :- rule([A1,A2,0],[B1,B2,0],[C1,C2,0],H).   % End case step_ee([A1,A2|R1],[B1,B2|R2],[H|T]) :- rule([0,A1,A2],[0,B1,B2],[0,0,0],H), step_e([A1,A2|R1],[B1,B2|R2],T). step_e([A1,A2,A3|R1],[B1,B2,B3|R2],[H|T]) :- rule([A1,A2,A3],[B1,B2,B3],[0,0,0],H), step_e([A2,A3|R1],[B2,B3|R2],T). step_e([A1,A2],[B1,B2],[H]) :- rule([A1,A2,0],[B1,B2,0],[0,0,0],H).   %----------------------------------------------------------------------% % o Any dead cell with exactly three live neighbours becomes a live  % % cell, as if by reproduction.  % % o Any other dead cell remains dead.  % % o Any live cell with fewer than two live neighbours dies, as if  % % caused by under-population.  % % o Any live cell with two or three live neighbours lives on to the  % % next generation.  % % o Any live cell with more than three live neighbours dies, as if by  % % overcrowding.  % %  % % [Source: Wikipedia]  % %----------------------------------------------------------------------% rule([A,B,C],[D,0,F],[G,H,I],1) :- A+B+C+D+F+G+H+I =:= 3. rule([_,_,_],[_,0,_],[_,_,_],0). rule([A,B,C],[D,1,F],[G,H,I],0) :- A+B+C+D+F+G+H+I < 2. rule([A,B,C],[D,1,F],[G,H,I],1) :- A+B+C+D+F+G+H+I =:= 2. rule([A,B,C],[D,1,F],[G,H,I],1) :- A+B+C+D+F+G+H+I =:= 3. rule([A,B,C],[D,1,F],[G,H,I],0) :- A+B+C+D+F+G+H+I > 3.   %----------------------------------------------------------------------% % Read a 2bit Protable Bitmap into a GS x GS 2-dimensional list.  % % read_pbm( +File path, +Grid size, -List 2D )  % %----------------------------------------------------------------------% read_pbm(F,GS,M) :- open(F,read,S), skip(S,10), skip(S,10), get(S,C), read_file(S,C,L), nest(L,GS,M), close(S).   read_file(S,C,[CHR|T]) :- CHR is C-48, get(S,NC), read_file(S,NC,T). read_file(_,-1,[]) :- !.   %----------------------------------------------------------------------% % Morph simple list into a 2-dimensional one with size GS x GS  % % nest( ?List simple, ?Grid size, ?2D list )  % %----------------------------------------------------------------------% nest(L,GS,[H|T]) :- length(H,GS), append(H,S,L), nest(S,GS,T). nest(L,GS,[L]) :- length(L,S), S =< GS, !.   %----------------------------------------------------------------------% % Write a GS x GS 2-dimensional list into a 2bit Protable Bitmap.  % % write_pbm( +List 2D, +Grid size, +File path )  % %----------------------------------------------------------------------% write_pbm(L,GS,F) :- open(F,write,S), write(S,'P1'), nl(S), write(S,GS), put(S,' '), write(S,GS), nl(S), write_file(S,L), close(S).   write_file(S,[H|T]) :- write_line(S,H), nl(S), write_file(S,T). write_file(_,[]) :- !.   write_line(S,[H|T]) :- write(S,H), put(S,' '), write_line(S,T). write_line(_,[]) :- !.  
http://rosettacode.org/wiki/Conditional_structures
Conditional structures
Control Structures These are examples of control structures. You may also be interested in: Conditional structures Exceptions Flow-control structures Loops Task List the conditional structures offered by a programming language. See Wikipedia: conditionals for descriptions. Common conditional structures include if-then-else and switch. Less common are arithmetic if, ternary operator and Hash-based conditionals. Arithmetic if allows tight control over computed gotos, which optimizers have a hard time to figure out.
#IDL
IDL
if a eq 5 then print, "a equals five" [else print, "a is something else"]
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#Scala
Scala
def quibble( s:List[String] ) = s match { case m if m.isEmpty => "{}" case m if m.length < 3 => m.mkString("{", " and ", "}") case m => "{" + m.init.mkString(", ") + " and " + m.last + "}" }   // A little test... { println( quibble( List() ) ) println( quibble( List("ABC") ) ) println( quibble( List("ABC","DEF") ) ) println( quibble( List("ABC","DEF","G","H") ) ) }
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#Scheme
Scheme
  (define (quibble . args) (display "{") (do ((rem args (cdr rem))) ((null? rem) (display "}\n")) (display (car rem)) (cond ((= 1 (length rem)) ) ((= 2 (length rem)) (display " and ")) (else (display ", ")))))   (quibble) (quibble "ABC") (quibble "ABC" "DEF") (quibble "ABC" "DEF" "G" "H")  
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#Julia
Julia
# single line   #= Multi- line comment =#
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#K
K
/ this is a comment 2+2 / as is this  
http://rosettacode.org/wiki/Conway%27s_Game_of_Life
Conway's Game of Life
The Game of Life is a   cellular automaton   devised by the British mathematician   John Horton Conway   in 1970.   It is the best-known example of a cellular automaton. Conway's game of life is described   here: A cell   C   is represented by a   1   when alive,   or   0   when dead,   in an   m-by-m   (or m×m)   square array of cells. We calculate   N   - the sum of live cells in C's   eight-location neighbourhood,   then cell   C   is alive or dead in the next generation based on the following table: C N new C 1 0,1 -> 0 # Lonely 1 4,5,6,7,8 -> 0 # Overcrowded 1 2,3 -> 1 # Lives 0 3 -> 1 # It takes three to give birth! 0 0,1,2,4,5,6,7,8 -> 0 # Barren Assume cells beyond the boundary are always dead. The "game" is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players.   One interacts with the Game of Life by creating an initial configuration and observing how it evolves. Task Although you should test your implementation on more complex examples such as the   glider   in a larger universe,   show the action of the blinker   (three adjoining cells in a row all alive),   over three generations, in a 3 by 3 grid. References   Its creator John Conway, explains   the game of life.   Video from numberphile on youtube.   John Conway   Inventing Game of Life   - Numberphile video. Related task   Langton's ant   - another well known cellular automaton.
#Processing
Processing
boolean play = true; int cellSize = 10; int cols, rows; int lastCell = 0; int sample = 10; // Game of life board int[][] grid;   void setup() { size(800, 500); noStroke(); // Calculate cols, rows and init array cols = width/cellSize; rows = height/cellSize; grid = new int[cols][rows]; init(-1); // randomized start   println("Press 'space' to start/stop"); println("'e' to clear all cells"); println("'b' demonstrate 'blinker'"); println("'g' demonstrate glider"); println("'r' to randomize grid"); println("'+' and '-' to change speed");   }   void draw() { background(0);   for ( int i = 0; i < cols; i++) { for ( int j = 0; j < rows; j++) { if ((grid[i][j] == 1)) fill(255); else fill(0); rect(i*cellSize, j*cellSize, cellSize, cellSize); } } if (play && frameCount%sample==0 && !mousePressed) { generate(); } }   void generate() { int[][] nextGrid = new int[cols][rows]; for (int x = 0; x < cols; x++) { for (int y = 0; y < rows; y++) { int ngbs = countNgbs(x, y); // the classic Conway rules if ((grid[x][y] == 1) && (ngbs < 2)) nextGrid[x][y] = 0; // solitude else if ((grid[x][y] == 1) && (ngbs > 3)) nextGrid[x][y] = 0; // crowded else if ((grid[x][y] == 0) && (ngbs == 3)) nextGrid[x][y] = 1; // cell born else nextGrid[x][y] = grid[x][y]; // keep } } grid = nextGrid; }   int countNgbs(int x, int y) { int ngbCount = 0; for (int i = -1; i <= 1; i++) { for (int j = -1; j <= 1; j++) { // 'united' borders ngbCount += grid[(x+i+cols)%cols][(y+j+rows)%rows]; } } // cell taken out of count ngbCount -= grid[x][y]; return ngbCount; }   void init(int option) { int state; for (int x = 0; x < cols; x++) { for (int y = 0; y < rows; y++) { if (option == -1) { state = int(random(2)); } else { state = option; } grid[x][y] = state; } } }   void keyReleased() { if (key == 'r') { init(-1); // randomize grid } if (key == 'e') { init(0); // empty grid } if (key == 'g') { int glider[][] = { {0, 1, 0}, {0, 0, 1}, {1, 1, 1}}; setNine(10, 10, glider); } if (key == 'b') { int blinker[][] = { {0, 1, 0}, {0, 1, 0}, {0, 1, 0}}; setNine(10, 10, blinker); } if (key == ' ') { play = !play; } if (key == '+' || key == '=') { sample=max(sample-1, 1); } if (key == '-') { sample++; } }   void setNine(int x, int y, int nine[][]) { for (int i = 0; i <= 2; i++) { for (int j = 0; j <= 2; j++) { grid[(x+i+cols)%cols][(y+j+rows)%rows] = nine[i][j]; } } }   void mousePressed() { paint(); } void mouseDragged() { paint(); }   void paint() { int x = mouseX/cellSize; int y = mouseY/cellSize; int p = y*cols + x; if (p!=lastCell) { lastCell=p; int states[] = {1, 0}; grid[x][y] = states[grid[x][y]]; // invert } }
http://rosettacode.org/wiki/Conditional_structures
Conditional structures
Control Structures These are examples of control structures. You may also be interested in: Conditional structures Exceptions Flow-control structures Loops Task List the conditional structures offered by a programming language. See Wikipedia: conditionals for descriptions. Common conditional structures include if-then-else and switch. Less common are arithmetic if, ternary operator and Hash-based conditionals. Arithmetic if allows tight control over computed gotos, which optimizers have a hard time to figure out.
#Inform_7
Inform 7
[short form] if N is 1, say "one."; otherwise say "not one.";   [block form] if N is 1: say "one."; otherwise if N is 2: say "two."; otherwise: say "not one or two.";   [short and long forms can be negated with "unless"] unless N is 1, say "not one."
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#Sed
Sed
s/#.*$//g y/[/{/ y/]/}/ s/"//g s/ [A-Z][A-Z]*}/ and&/g s/, and/ and/
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#Seed7
Seed7
$ include "seed7_05.s7i";   const func string: quibble (in array string: input) is func result var string: quibble is "{"; begin case length(input) of when {0}: quibble &:= "}"; when {1}: quibble &:= input[1] & "}"; otherwise: quibble &:= join(input[.. pred(length(input))], ", ") & " and " & input[length(input)] & "}"; end case; end func;   const proc: main is func begin writeln(quibble(0 times "")); writeln(quibble([] ("ABC"))); writeln(quibble([] ("ABC", "DEF"))); writeln(quibble([] ("ABC", "DEF", "G", "H"))); end func;
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#KonsolScript
KonsolScript
//This is a comment. //This is another comment.   /* This is a comment too. */   /* This is a multi-line comment */
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#Kotlin
Kotlin
// This is a single line comment   /* This is a multi-line comment */   /* Multi-line comments /* can also be nested */ like so */   const val CURRENT_VERSION = "1.0.5-2" // A comment can also be added at the end of a line const val /* or even in the middle of a line */ NEXT_MAJOR_VERSION = "1.1"   /** * This is a documentation comment used by KDoc. * * It's documenting the main function which is the entry-point to a Kotlin executable. * * @param [args] A string array containing the command line arguments (if any) passed to the executable * @return Implicit return value is Unit which signifies no meaningful return value (like 'void' in java) */ fun main(args: Array<String>) { println("Current stable version is $CURRENT_VERSION") println("Next major version is $NEXT_MAJOR_VERSION") }
http://rosettacode.org/wiki/Conway%27s_Game_of_Life
Conway's Game of Life
The Game of Life is a   cellular automaton   devised by the British mathematician   John Horton Conway   in 1970.   It is the best-known example of a cellular automaton. Conway's game of life is described   here: A cell   C   is represented by a   1   when alive,   or   0   when dead,   in an   m-by-m   (or m×m)   square array of cells. We calculate   N   - the sum of live cells in C's   eight-location neighbourhood,   then cell   C   is alive or dead in the next generation based on the following table: C N new C 1 0,1 -> 0 # Lonely 1 4,5,6,7,8 -> 0 # Overcrowded 1 2,3 -> 1 # Lives 0 3 -> 1 # It takes three to give birth! 0 0,1,2,4,5,6,7,8 -> 0 # Barren Assume cells beyond the boundary are always dead. The "game" is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players.   One interacts with the Game of Life by creating an initial configuration and observing how it evolves. Task Although you should test your implementation on more complex examples such as the   glider   in a larger universe,   show the action of the blinker   (three adjoining cells in a row all alive),   over three generations, in a 3 by 3 grid. References   Its creator John Conway, explains   the game of life.   Video from numberphile on youtube.   John Conway   Inventing Game of Life   - Numberphile video. Related task   Langton's ant   - another well known cellular automaton.
#Python
Python
import random from collections import defaultdict   printdead, printlive = '-#' maxgenerations = 3 cellcount = 3,3 celltable = defaultdict(int, { (1, 2): 1, (1, 3): 1, (0, 3): 1, } ) # Only need to populate with the keys leading to life   ## ## Start States ## # blinker u = universe = defaultdict(int) u[(1,0)], u[(1,1)], u[(1,2)] = 1,1,1   ## toad #u = universe = defaultdict(int) #u[(5,5)], u[(5,6)], u[(5,7)] = 1,1,1 #u[(6,6)], u[(6,7)], u[(6,8)] = 1,1,1   ## glider #u = universe = defaultdict(int) #maxgenerations = 16 #u[(5,5)], u[(5,6)], u[(5,7)] = 1,1,1 #u[(6,5)] = 1 #u[(7,6)] = 1   ## random start #universe = defaultdict(int, # # array of random start values # ( ((row, col), random.choice((0,1))) # for col in range(cellcount[0]) # for row in range(cellcount[1]) # ) ) # returns 0 for out of bounds   for i in range(maxgenerations): print("\nGeneration %3i:" % ( i, )) for row in range(cellcount[1]): print(" ", ''.join(str(universe[(row,col)]) for col in range(cellcount[0])).replace( '0', printdead).replace('1', printlive)) nextgeneration = defaultdict(int) for row in range(cellcount[1]): for col in range(cellcount[0]): nextgeneration[(row,col)] = celltable[ ( universe[(row,col)], -universe[(row,col)] + sum(universe[(r,c)] for r in range(row-1,row+2) for c in range(col-1, col+2) ) ) ] universe = nextgeneration
http://rosettacode.org/wiki/Conditional_structures
Conditional structures
Control Structures These are examples of control structures. You may also be interested in: Conditional structures Exceptions Flow-control structures Loops Task List the conditional structures offered by a programming language. See Wikipedia: conditionals for descriptions. Common conditional structures include if-then-else and switch. Less common are arithmetic if, ternary operator and Hash-based conditionals. Arithmetic if allows tight control over computed gotos, which optimizers have a hard time to figure out.
#Isabelle
Isabelle
theory Scratch imports Main begin   text‹if-then-else› lemma "(if True then 42 else 0) = 42" by simp   text‹case statement with pattern matching, which evaluates to the True-case› lemma "case [42] of Nil ⇒ False | [x] ⇒ True | x#xs ⇒ False" by simp   text‹Loops are implemented via recursive functions› fun recurse :: "nat ⇒ nat" where "recurse 0 = 0" | "recurse (Suc n) = recurse n"   text‹The function always returns zero.› lemma "recurse n = 0" by(induction n) simp+   end
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#SenseTalk
SenseTalk
Quibble [] // (No input words). Quibble ["ABC"] Quibble ["ABC", "DEF"] Quibble ["ABC", "DEF", "G", "H"]   to Quibble with wordList if the number of items in wordList is ... ... 0 then put "{}" ... 1 then put "{" & item 1 of wordList & "}" ... else put "{" & (items first to penultimate of wordList) joined by ", " & " and " & the last item of wordlist & "}" end if end Quibble  
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#Sidef
Sidef
func comma_quibbling(words) { '{' + ([words.ft(0, -2).join(', ')]-[''] + [words.last] -> join(' and ')) + '}'; }   [<>, <ABC>, <ABC DEF>, <ABC DEF G H>].each { |w| say comma_quibbling(w); }
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#Lambdatalk
Lambdatalk
  ;; this is a comment on a single line   °°° this is a comment on several lines °°°  
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#LabVIEW
LabVIEW
# This is a comment.
http://rosettacode.org/wiki/Conway%27s_Game_of_Life
Conway's Game of Life
The Game of Life is a   cellular automaton   devised by the British mathematician   John Horton Conway   in 1970.   It is the best-known example of a cellular automaton. Conway's game of life is described   here: A cell   C   is represented by a   1   when alive,   or   0   when dead,   in an   m-by-m   (or m×m)   square array of cells. We calculate   N   - the sum of live cells in C's   eight-location neighbourhood,   then cell   C   is alive or dead in the next generation based on the following table: C N new C 1 0,1 -> 0 # Lonely 1 4,5,6,7,8 -> 0 # Overcrowded 1 2,3 -> 1 # Lives 0 3 -> 1 # It takes three to give birth! 0 0,1,2,4,5,6,7,8 -> 0 # Barren Assume cells beyond the boundary are always dead. The "game" is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players.   One interacts with the Game of Life by creating an initial configuration and observing how it evolves. Task Although you should test your implementation on more complex examples such as the   glider   in a larger universe,   show the action of the blinker   (three adjoining cells in a row all alive),   over three generations, in a 3 by 3 grid. References   Its creator John Conway, explains   the game of life.   Video from numberphile on youtube.   John Conway   Inventing Game of Life   - Numberphile video. Related task   Langton's ant   - another well known cellular automaton.
#R
R
# Generates a new board - either a random one, sample blinker or gliders, or user specified. gen.board <- function(type="random", nrow=3, ncol=3, seeds=NULL) { if(type=="random") { return(matrix(runif(nrow*ncol) > 0.5, nrow=nrow, ncol=ncol)) } else if(type=="blinker") { seeds <- list(c(2,1),c(2,2),c(2,3)) } else if(type=="glider") { seeds <- list(c(1,2),c(2,3),c(3,1), c(3,2), c(3,3)) } board <- matrix(FALSE, nrow=nrow, ncol=ncol) for(k in seq_along(seeds)) { board[seeds[[k]][1],seeds[[k]][2]] <- TRUE } board }   # Returns the number of living neighbours to a location count.neighbours <- function(x,i,j) { sum(x[max(1,i-1):min(nrow(x),i+1),max(1,j-1):min(ncol(x),j+1)]) - x[i,j] }   # Implements the rulebase determine.new.state <- function(board, i, j) { N <- count.neighbours(board,i,j) (N == 3 || (N ==2 && board[i,j])) }   # Generates the next interation of the board from the existing one evolve <- function(board) { newboard <- board for(i in seq_len(nrow(board))) { for(j in seq_len(ncol(board))) { newboard[i,j] <- determine.new.state(board,i,j) } } newboard }   # Plays the game. By default, the board is shown in a plot window, though output to the console if possible. game.of.life <- function(board, nsteps=50, timebetweensteps=0.25, graphicaloutput=TRUE) { if(!require(lattice)) stop("lattice package could not be loaded") nr <- nrow(board)   for(i in seq_len(nsteps)) { if(graphicaloutput) { print(levelplot(t(board[nr:1,]), colorkey=FALSE)) } else print(board)   Sys.sleep(timebetweensteps)   newboard <- evolve(board)   if(all(newboard==board)) { message("board is static") break } else if(sum(newboard) < 1) { message("everything is dead") break } else board <- newboard } invisible(board) }   # Example usage game.of.life(gen.board("blinker")) game.of.life(gen.board("glider", 18, 20)) game.of.life(gen.board(, 50, 50))
http://rosettacode.org/wiki/Conditional_structures
Conditional structures
Control Structures These are examples of control structures. You may also be interested in: Conditional structures Exceptions Flow-control structures Loops Task List the conditional structures offered by a programming language. See Wikipedia: conditionals for descriptions. Common conditional structures include if-then-else and switch. Less common are arithmetic if, ternary operator and Hash-based conditionals. Arithmetic if allows tight control over computed gotos, which optimizers have a hard time to figure out.
#J
J
if(s.equals("Hello World")) { foo(); } else if(s.equals("Bye World")) bar();//{}'s optional for one-liners else { deusEx(); }
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#Standard_ML
Standard ML
local fun quib [] = "" | quib [x] = x | quib [x0,x1] = x0 ^ " and " ^ x1 | quib (x::xs) = x ^ ", " ^ quib xs in fun quibble xs = "{" ^ quib xs ^ "}" end   (* Tests: *) val t_quibble_0 = quibble [] = "{}" val t_quibble_1 = quibble ["ABC"] = "{ABC}" val t_quibble_2 = quibble ["ABC", "DEF"] = "{ABC and DEF}" val t_quibble_3 = quibble ["ABC", "DEF", "G", "H"] = "{ABC, DEF, G and H}"  
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#Swift
Swift
let inputs = [[], ["ABC"], ["ABC", "DEF"], ["ABC", "DEF", "G", "H"]]   func quibbling(var words:[String]) { if words.count == 0 { println("{}") } else if words.count == 1 { println("{\(words[0])}") } else if words.count == 2 { println("{\(words[0]) and \(words[1])}") } else { var output = "{" while words.count != 2 { output += words.removeAtIndex(0) + ", " } output += "\(words.removeAtIndex(0)) and \(words.removeAtIndex(0))}"   println(output) } }   for word in inputs { quibbling(word) }
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#Lang5
Lang5
# This is a comment.
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#langur
langur
# single line comment starts with hash mark   /* inline or multi-line comment uses C-style syntax */  
http://rosettacode.org/wiki/Conway%27s_Game_of_Life
Conway's Game of Life
The Game of Life is a   cellular automaton   devised by the British mathematician   John Horton Conway   in 1970.   It is the best-known example of a cellular automaton. Conway's game of life is described   here: A cell   C   is represented by a   1   when alive,   or   0   when dead,   in an   m-by-m   (or m×m)   square array of cells. We calculate   N   - the sum of live cells in C's   eight-location neighbourhood,   then cell   C   is alive or dead in the next generation based on the following table: C N new C 1 0,1 -> 0 # Lonely 1 4,5,6,7,8 -> 0 # Overcrowded 1 2,3 -> 1 # Lives 0 3 -> 1 # It takes three to give birth! 0 0,1,2,4,5,6,7,8 -> 0 # Barren Assume cells beyond the boundary are always dead. The "game" is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players.   One interacts with the Game of Life by creating an initial configuration and observing how it evolves. Task Although you should test your implementation on more complex examples such as the   glider   in a larger universe,   show the action of the blinker   (three adjoining cells in a row all alive),   over three generations, in a 3 by 3 grid. References   Its creator John Conway, explains   the game of life.   Video from numberphile on youtube.   John Conway   Inventing Game of Life   - Numberphile video. Related task   Langton's ant   - another well known cellular automaton.
#Racket
Racket
  #lang racket (require 2htdp/image 2htdp/universe)   ;;; ;;; Grid object ;;;   (define (make-empty-grid m n) (build-vector m (lambda (y) (make-vector n 0))))   (define rows vector-length)   (define (cols grid) (vector-length (vector-ref grid 0)))   (define (make-grid m n living-cells) (let loop ([grid (make-empty-grid m n)] [cells living-cells]) (if (empty? cells) grid (loop (2d-set! grid (caar cells) (cadar cells) 1) (cdr cells)))))   (define (2d-ref grid i j) (cond [(< i 0) 0] [(< j 0) 0] [(>= i (rows grid)) 0] [(>= j (cols grid)) 0] [else (vector-ref (vector-ref grid i) j)]))   (define (2d-refs grid indices) (map (lambda (ind) (2d-ref grid (car ind) (cadr ind))) indices))   (define (2d-set! grid i j val) (vector-set! (vector-ref grid i) j val) grid)   ;;; cartesian product of 2 lists (define (cart l1 l2) (if (empty? l1) '() (append (let loop ([n (car l1)] [l l2]) (if (empty? l) '() (cons (list n (car l)) (loop n (cdr l))))) (cart (cdr l1) l2))))   ;;; Count living cells in the neighbourhood (define (n-count grid i j) (- (apply + (2d-refs grid (cart (list (- i 1) i (+ i 1)) (list (- j 1) j (+ j 1))))) (2d-ref grid i j)))   ;;; ;;; Rules and updates of the grid ;;;   ;;; rules are stored in a 2d array: r_i,j = new state of a cell ;;; in state i with j neighboors (define conway-rules (list->vector (list (list->vector '(0 0 0 1 0 0 0 0 0)) (list->vector '(0 0 1 1 0 0 0 0 0)))))   (define (next-state rules grid i j) (let ([current (2d-ref grid i j)] [N (n-count grid i j)]) (2d-ref rules current N)))   (define (next-grid rules grid) (let ([new-grid (make-empty-grid (rows grid) (cols grid))]) (let loop ([i 0] [j 0]) (if (>= i (rows grid)) new-grid (if (>= j (cols grid)) (loop (+ i 1) 0) (begin (2d-set! new-grid i j (next-state rules grid i j)) (loop i (+ j 1))))))))   (define (next-grid! rules grid) (let ([new-grid (next-grid rules grid)]) (let loop ((i 0)) (if (< i (rows grid)) (begin (vector-set! grid i (vector-ref new-grid i)) (loop (+ i 1))) grid))))   ;;; ;;; Image / Animation ;;;   (define (grid->image grid) (let ([m (rows grid)] [n (cols grid)] [size 5]) (let loop ([img (rectangle (* m size) (* n size) "solid" "white")] [i 0] [j 0]) (if (>= i (rows grid)) img (if (>= j (cols grid)) (loop img (+ i 1) 0) (if (= (2d-ref grid i j) 1) (loop (underlay/xy img (* i (+ 1 size)) (* j (+ 1 size)) (square (- size 2) "solid" "black")) i (+ j 1)) (loop img i (+ j 1))))))))       (define (game-of-life grid refresh_time) (animate (lambda (n) (if (= (modulo n refresh_time) 0) (grid->image (next-grid! conway-rules grid)) (grid->image grid)))))   ;;; ;;; Examples ;;;   (define (blinker) (make-grid 3 3 '((0 1) (1 1) (2 1))))   (define (thunder) (make-grid 70 50 '((30 19) (30 20) (30 21) (29 17) (30 17) (31 17))))   (define (cross) (let loop ([i 0] [l '()]) (if (>= i 80) (make-grid 80 80 l) (loop (+ i 1) (cons (list i i) (cons (list (- 79 i) i) l))))))   ;;; To run examples: ;;; (game-of-life (blinker) 30) ;;; (game-of-life (thunder) 2) ;;; (game-of-life (cross) 2)  
http://rosettacode.org/wiki/Conditional_structures
Conditional structures
Control Structures These are examples of control structures. You may also be interested in: Conditional structures Exceptions Flow-control structures Loops Task List the conditional structures offered by a programming language. See Wikipedia: conditionals for descriptions. Common conditional structures include if-then-else and switch. Less common are arithmetic if, ternary operator and Hash-based conditionals. Arithmetic if allows tight control over computed gotos, which optimizers have a hard time to figure out.
#Java
Java
if(s.equals("Hello World")) { foo(); } else if(s.equals("Bye World")) bar();//{}'s optional for one-liners else { deusEx(); }
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#Tcl
Tcl
proc commaQuibble {lst} { return \{[join [lreplace $lst end-1 end [join [lrange $lst end-1 end] " and "]] ", "]\} }   foreach input { {} {"ABC"} {"ABC" "DEF"} {"ABC" "DEF" "G" "H"} } { puts [commaQuibble $input] }
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#TXR
TXR
(defun quib (list) (tree-bind (: last . lead) (reverse list) `{@{(nreverse lead) ", "}@(if lead " and ")@last}`))
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#Lasso
Lasso
//This is a comment.   /* This is also a comment. */   /* A multi-line comment */   /* ========================== A multi-line comment =========================== */
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#LaTeX
LaTeX
\documentclass{minimal} \begin{document} % This is a comment \end{document}
http://rosettacode.org/wiki/Conway%27s_Game_of_Life
Conway's Game of Life
The Game of Life is a   cellular automaton   devised by the British mathematician   John Horton Conway   in 1970.   It is the best-known example of a cellular automaton. Conway's game of life is described   here: A cell   C   is represented by a   1   when alive,   or   0   when dead,   in an   m-by-m   (or m×m)   square array of cells. We calculate   N   - the sum of live cells in C's   eight-location neighbourhood,   then cell   C   is alive or dead in the next generation based on the following table: C N new C 1 0,1 -> 0 # Lonely 1 4,5,6,7,8 -> 0 # Overcrowded 1 2,3 -> 1 # Lives 0 3 -> 1 # It takes three to give birth! 0 0,1,2,4,5,6,7,8 -> 0 # Barren Assume cells beyond the boundary are always dead. The "game" is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players.   One interacts with the Game of Life by creating an initial configuration and observing how it evolves. Task Although you should test your implementation on more complex examples such as the   glider   in a larger universe,   show the action of the blinker   (three adjoining cells in a row all alive),   over three generations, in a 3 by 3 grid. References   Its creator John Conway, explains   the game of life.   Video from numberphile on youtube.   John Conway   Inventing Game of Life   - Numberphile video. Related task   Langton's ant   - another well known cellular automaton.
#Raku
Raku
class Automaton { subset World of Str where { .lines>>.chars.unique == 1 and m/^^<[.#\n]>+$$/ } has Int ($.width, $.height); has @.a;   multi method new (World $s) { self.new: :width(.pick.chars), :height(.elems), :a( .map: { [ .comb ] } ) given $s.lines.cache; }   method gist { join "\n", map { .join }, @!a }   method C (Int $r, Int $c --> Bool) { @!a[$r % $!height][$c % $!width] eq '#'; } method N (Int $r, Int $c --> Int) { +grep ?*, map { self.C: |@$_ }, [ $r - 1, $c - 1], [ $r - 1, $c ], [ $r - 1, $c + 1], [ $r , $c - 1], [ $r , $c + 1], [ $r + 1, $c - 1], [ $r + 1, $c ], [ $r + 1, $c + 1]; }   method succ { self.new: :$!width, :$!height, :a( gather for ^$.height -> $r { take [ gather for ^$.width -> $c { take (self.C($r, $c) == 1 && self.N($r, $c) == 2|3) || (self.C($r, $c) == 0 && self.N($r, $c) == 3) ?? '#' !! '.' } ] } ) } }   my Automaton $glider .= new: q:to/EOF/; ............ ............ ............ .......###.. .###...#.... ........#... ............ EOF     for ^10 { say $glider++; say '--'; }
http://rosettacode.org/wiki/Conditional_structures
Conditional structures
Control Structures These are examples of control structures. You may also be interested in: Conditional structures Exceptions Flow-control structures Loops Task List the conditional structures offered by a programming language. See Wikipedia: conditionals for descriptions. Common conditional structures include if-then-else and switch. Less common are arithmetic if, ternary operator and Hash-based conditionals. Arithmetic if allows tight control over computed gotos, which optimizers have a hard time to figure out.
#JavaScript
JavaScript
if( s == "Hello World" ) { foo(); } else if( s == "Bye World" ) { bar(); } else { deusEx(); }
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#UNIX_Shell
UNIX Shell
quibble() { # Here awk(1) is easier than sed(1). awk 'BEGIN { for (i = 1; i < ARGC - 2; i++) s = s ARGV[i] ", " i = ARGC - 2; if (i > 0) s = s ARGV[i] " and " i = ARGC - 1; if (i > 0) s = s ARGV[i] printf "{%s}\n", s exit 0 }' "$@" }   quibble quibble ABC quibble ABC DEF quibble ABC DEF G H
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#VBA
VBA
Option Explicit   Sub Main() Debug.Print Quibbling("") Debug.Print Quibbling("ABC") Debug.Print Quibbling("ABC, DEF") Debug.Print Quibbling("ABC, DEF, G, H") Debug.Print Quibbling("ABC, DEF, G, H, IJKLM, NO, PQRSTUV") End Sub   Private Function Quibbling(MyString As String) As String Dim s As String, n As Integer s = "{" & MyString & "}": n = InStrRev(s, ",") If n > 0 Then s = Left(s, n - 1) & " and " & Right(s, Len(s) - (n + 1)) Quibbling = s End Function
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#Liberty_BASIC
Liberty BASIC
'This is a comment REM This is a comment   print "This has a comment on the end of the line." 'This is a comment print "This also has a comment on the end of the line." : REM This is a comment
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#Lily
Lily
# This is a single-line comment
http://rosettacode.org/wiki/Conway%27s_Game_of_Life
Conway's Game of Life
The Game of Life is a   cellular automaton   devised by the British mathematician   John Horton Conway   in 1970.   It is the best-known example of a cellular automaton. Conway's game of life is described   here: A cell   C   is represented by a   1   when alive,   or   0   when dead,   in an   m-by-m   (or m×m)   square array of cells. We calculate   N   - the sum of live cells in C's   eight-location neighbourhood,   then cell   C   is alive or dead in the next generation based on the following table: C N new C 1 0,1 -> 0 # Lonely 1 4,5,6,7,8 -> 0 # Overcrowded 1 2,3 -> 1 # Lives 0 3 -> 1 # It takes three to give birth! 0 0,1,2,4,5,6,7,8 -> 0 # Barren Assume cells beyond the boundary are always dead. The "game" is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players.   One interacts with the Game of Life by creating an initial configuration and observing how it evolves. Task Although you should test your implementation on more complex examples such as the   glider   in a larger universe,   show the action of the blinker   (three adjoining cells in a row all alive),   over three generations, in a 3 by 3 grid. References   Its creator John Conway, explains   the game of life.   Video from numberphile on youtube.   John Conway   Inventing Game of Life   - Numberphile video. Related task   Langton's ant   - another well known cellular automaton.
#Red
Red
Red [ Purpose: "Conway's Game of Life" Author: "Joe Smith" ]   neigh: [[0 1] [0 -1] [1 0] [-1 0] [1 1] [1 -1] [-1 1] [-1 -1]] conway: function [petri] [ new-petri: copy/deep petri repeat row length? petri [ repeat col length? petri [ live-neigh: 0 foreach cell neigh [ try [ if petri/(:row + cell/1)/(:col + cell/2) = 1 [live-neigh: live-neigh + 1] ] ] switch petri/:row/:col [ 1 [if any [live-neigh < 2 live-neigh > 3] [new-petri/:row/:col: 0] ] 0 [if live-neigh = 3 [new-petri/:row/:col: 1]] ]]] clear insert petri new-petri ]   *3-3: [ [0 1 0] [0 1 0] [0 1 0] ]   *8-8: [ [0 0 1 0 0 0 0 0] [0 0 0 1 0 0 0 0] [0 1 1 1 0 0 0 0] [0 0 0 0 0 0 0 0] [0 0 0 0 0 0 0 0] [0 0 0 0 0 0 0 0] [0 0 0 0 0 0 0 0] [0 0 0 0 0 0 0 0] ]   display: function [table] [ foreach row table [ print replace/all (replace/all to-string row "0" "_") "1" "#" ] print "" ]   loop 5 [ display *3-3 conway *3-3 ] loop 23 [ display *8-8 conway *8-8 ]  
http://rosettacode.org/wiki/Conditional_structures
Conditional structures
Control Structures These are examples of control structures. You may also be interested in: Conditional structures Exceptions Flow-control structures Loops Task List the conditional structures offered by a programming language. See Wikipedia: conditionals for descriptions. Common conditional structures include if-then-else and switch. Less common are arithmetic if, ternary operator and Hash-based conditionals. Arithmetic if allows tight control over computed gotos, which optimizers have a hard time to figure out.
#JCL
JCL
0  : ok 4  : warning 8  : error 12 : severe error 16 : terminal error
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#VBScript
VBScript
Function Quibble(s) arr = Split(s,",") If s = "" Then Quibble = "{}" ElseIf UBound(arr) = 0 Then Quibble = "{" & arr(0) & "}" Else Quibble = "{" For i = 0 To UBound(arr) If i = UBound(arr) - 1 Then Quibble = Quibble & arr(i) & " and " & arr(i + 1) & "}" Exit For Else Quibble = Quibble & arr(i) & ", " End If Next End If End Function   WScript.StdOut.Write Quibble("") WScript.StdOut.WriteLine WScript.StdOut.Write Quibble("ABC") WScript.StdOut.WriteLine WScript.StdOut.Write Quibble("ABC,DEF") WScript.StdOut.WriteLine WScript.StdOut.Write Quibble("ABC,DEF,G,H") WScript.StdOut.WriteLine
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#Visual_Basic_.NET
Visual Basic .NET
Option Explicit On Option Infer On Option Strict On   Module Program Function FormatEnumerable(source As IEnumerable(Of String)) As String Dim res As New Text.StringBuilder("{")   Using en = source.GetEnumerator() Dim moreThanOne As Boolean = False Dim nxt = If(en.MoveNext(), en.Current, String.Empty)   Do While en.MoveNext() If moreThanOne Then res.Append(", ") moreThanOne = True   res.Append(nxt) nxt = en.Current Loop   Dim lastItem = If(moreThanOne, " and ", "") & nxt Return res.ToString() & lastItem & "}" End Using End Function   Function FormatArray(source As String()) As String Select Case source.Length Case 0 : Return "{}" Case 1 : Return "{" & source(0) & "}" Case Else : Return "{" & String.Join(", ", source.Take(source.Length - 1)) & " and " & source(source.Length - 1) & "}" End Select End Function   Sub Main() Dim cases As String()() = {Array.Empty(Of String), New String() {"ABC"}, New String() {"ABC", "DEF"}, New String() {"ABC", "DEF", "G", "H"}} For Each c In cases Console.WriteLine(FormatArray(c)) Console.WriteLine(FormatEnumerable(c)) Next End Sub End Module  
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#Lilypond
Lilypond
% This is a comment   %{ This is a comment spanning several lines %}
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#Lingo
Lingo
-- This is a comment. -- This is another comment
http://rosettacode.org/wiki/Conway%27s_Game_of_Life
Conway's Game of Life
The Game of Life is a   cellular automaton   devised by the British mathematician   John Horton Conway   in 1970.   It is the best-known example of a cellular automaton. Conway's game of life is described   here: A cell   C   is represented by a   1   when alive,   or   0   when dead,   in an   m-by-m   (or m×m)   square array of cells. We calculate   N   - the sum of live cells in C's   eight-location neighbourhood,   then cell   C   is alive or dead in the next generation based on the following table: C N new C 1 0,1 -> 0 # Lonely 1 4,5,6,7,8 -> 0 # Overcrowded 1 2,3 -> 1 # Lives 0 3 -> 1 # It takes three to give birth! 0 0,1,2,4,5,6,7,8 -> 0 # Barren Assume cells beyond the boundary are always dead. The "game" is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players.   One interacts with the Game of Life by creating an initial configuration and observing how it evolves. Task Although you should test your implementation on more complex examples such as the   glider   in a larger universe,   show the action of the blinker   (three adjoining cells in a row all alive),   over three generations, in a 3 by 3 grid. References   Its creator John Conway, explains   the game of life.   Video from numberphile on youtube.   John Conway   Inventing Game of Life   - Numberphile video. Related task   Langton's ant   - another well known cellular automaton.
#Retro
Retro
:w/l [ $. eq? [ #0 ] [ #1 ] choose , ] s:for-each ;   'World d:create '.................... w/l '.................... w/l '.................... w/l '..ooo............... w/l '....o............... w/l '...o................ w/l '.................... w/l '.................... w/l '.................... w/l '.................... w/l '.................... w/l '....ooo............. w/l '.................... w/l '.................... w/l '.................... w/l '........ooo......... w/l '.......ooo.......... w/l '.................... w/l '.................... w/l '.................... w/l   'Next d:create #20 #20 * allot   {{ 'Surrounding var  :get (rc-v) dup-pair [ #0 #19 n:between? ] bi@ and [ &World + [ #20 * ] dip + fetch ] [ drop-pair #0 ] choose ;  :neighbor? (rc-) get &Surrounding v:inc-by ;  :NW (rc-rc) dup-pair [ n:dec ] bi@ neighbor? ;  :NN (rc-rc) dup-pair [ n:dec ] dip neighbor? ;  :NE (rc-rc) dup-pair [ n:dec ] dip n:inc neighbor? ;  :WW (rc-rc) dup-pair n:dec neighbor? ;  :EE (rc-rc) dup-pair n:inc neighbor? ;  :SW (rc-rc) dup-pair [ n:inc ] dip n:dec neighbor? ;  :SS (rc-rc) dup-pair [ n:inc ] dip neighbor? ;  :SE (rc-rc) dup-pair [ n:inc ] bi@ neighbor? ;  :count (rc-rcn) #0 !Surrounding NW NN NE WW EE SW SS SE @Surrounding ;  :alive (rc-n) count #2 #3 n:between? [ #1 ] if; #0 ;  :dead (rc-n) count #3 eq? [ #1 ] if; #0 ;  :new-state (rc-n) dup-pair get #1 eq? &alive &dead choose ;  :set (nrc-) &Next + [ #20 * ] dip + store ;  :cols (r-) #20 [ I over swap new-state rot rot set ] times<with-index> drop ;  :output (n-) n:-zero? [ $o ] [ $. ] choose c:put sp ; ---reveal---  :display (-) nl &World #20 [ #20 [ fetch-next output ] times nl ] times drop ;  :gen (-) #20 [ I cols ] times<with-index> &Next &World #20 #20 * copy ; }}   {{  :divide #20 [ $- c:put ] times sp 'Gen:_ s:put dup n:put nl ; ---reveal---  :gens (n-) #0 swap [ display divide n:inc gen ] times drop ; }}   #12 gens
http://rosettacode.org/wiki/Conditional_structures
Conditional structures
Control Structures These are examples of control structures. You may also be interested in: Conditional structures Exceptions Flow-control structures Loops Task List the conditional structures offered by a programming language. See Wikipedia: conditionals for descriptions. Common conditional structures include if-then-else and switch. Less common are arithmetic if, ternary operator and Hash-based conditionals. Arithmetic if allows tight control over computed gotos, which optimizers have a hard time to figure out.
#Jinja
Jinja
  print(Template("""{% for lang in ["Jinja", "Python", "Swift", "Nim"] %} {{ loop.index }}) {{ lang }}{% if loop.last %}.{% else %},{% endif %} {%- endfor %}""").render())  
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#Vlang
Vlang
fn q(s []string) string { match s.len { 0 { return '{}' } 1 { return '{${s[0]}}' } 2 { return '{${s[0]} and ${s[1]}}' } else{ return '{${s[0..s.len-1].join(', ')} and ${s[s.len-1]}}' } } }   fn main(){ println(q([])) println(q(['ABC'])) println(q(['ABC','DEF'])) println(q(['ABC','DEF','G','H'])) }
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#Wren
Wren
var quibbling = Fn.new { |w| var c = w.count if (c == 0) return "{}" if (c == 1) return "{%(w[0])}" if (c == 2) return "{%(w[0]) and %(w[1])}" return "{%(w[0..-2].join(", ")) and %(w[-1])}" }   var words = [ [], ["ABC"], ["ABC", "DEF"], ["ABC", "DEF", "G", "H"] ] for (w in words) System.print(quibbling.call(w))
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#LiveCode
LiveCode
-- comment may appear anywhere on line // comment may appear anywhere on line # comment may appear anywhere on line /* this is a block comment that may span any number of lines */
http://rosettacode.org/wiki/Comments
Comments
Task Show all ways to include text in a language source file that's completely ignored by the compiler or interpreter. Related tasks   Documentation   Here_document See also   Wikipedia   xkcd (Humor: hand gesture denoting // for "commenting out" people.)
#Logo
Logo
; comments come after a semicolon, and last until the end of the line
http://rosettacode.org/wiki/Conway%27s_Game_of_Life
Conway's Game of Life
The Game of Life is a   cellular automaton   devised by the British mathematician   John Horton Conway   in 1970.   It is the best-known example of a cellular automaton. Conway's game of life is described   here: A cell   C   is represented by a   1   when alive,   or   0   when dead,   in an   m-by-m   (or m×m)   square array of cells. We calculate   N   - the sum of live cells in C's   eight-location neighbourhood,   then cell   C   is alive or dead in the next generation based on the following table: C N new C 1 0,1 -> 0 # Lonely 1 4,5,6,7,8 -> 0 # Overcrowded 1 2,3 -> 1 # Lives 0 3 -> 1 # It takes three to give birth! 0 0,1,2,4,5,6,7,8 -> 0 # Barren Assume cells beyond the boundary are always dead. The "game" is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players.   One interacts with the Game of Life by creating an initial configuration and observing how it evolves. Task Although you should test your implementation on more complex examples such as the   glider   in a larger universe,   show the action of the blinker   (three adjoining cells in a row all alive),   over three generations, in a 3 by 3 grid. References   Its creator John Conway, explains   the game of life.   Video from numberphile on youtube.   John Conway   Inventing Game of Life   - Numberphile video. Related task   Langton's ant   - another well known cellular automaton.
#REXX
REXX
/*REXX program runs and displays the Conway's game of life, it stops after N repeats. */ signal on halt /*handle a cell growth interruptus. */ parse arg peeps '(' rows cols empty life! clearScreen repeats generations . rows = p(rows 3) /*the maximum number of cell rows. */ cols = p(cols 3) /* " " " " " columns. */ emp = pickChar(empty 'blank') /*an empty cell character (glyph). */ clearScr = p(clearScreen 0) /* "1" indicates to clear the screen.*/ life! = pickChar(life! '☼') /*the gylph kinda looks like an amoeba.*/ reps = p(repeats 2) /*stop pgm if there are two repeats.*/ generations = p(generations 100) /*the number of generations allowed. */ sw= max(linesize() - 1, cols) /*usable screen width for the display. */ #reps= 0; $.= emp /*the universe is new, ··· and barren.*/ gens=abs(generations) /*used for a programming convenience.*/ x= space(peeps); upper x /*elide superfluous spaces; uppercase. */ if x=='' then x= "BLINKER" /*if nothing specified, use BLINKER. */ if x=='BLINKER' then x= "2,1 2,2 2,3" if x=='OCTAGON' then x= "1,5 1,6 2,4 2,7 3,3 3,8 4,2 4,9 5,2 5,9 6,3 6,8 7,4 7,7 8,5 8,6" call assign. /*assign the initial state of all cells*/ call showCells /*show the initial state of the cells.*/ do life=1 for gens; call assign@ /*construct next generation of cells.*/ if generations>0 | life==gens then call showCells /*should cells be displayed? */ end /*life*/ /* [↑] cell colony grows, lives, dies.*/ exit /*stick a fork in it, we're all done. */ /*──────────────────────────────────────────────────────────────────────────────────────*/ showCells: if clearScr then 'CLS' /* ◄─── change 'command' for your OS.*/ call showRows /*show the rows in the proper order. */ say right(copies('▒', sw) life, sw) /*show a fence between the generations.*/ if _=='' then exit /*if there's no life, then stop the run*/ if !._ then #reps= #reps + 1 /*we detected a repeated cell pattern. */  !._= 1 /*existence state and compare later. */ if reps\==0 & #reps<=reps then return /*so far, so good, regarding repeats.*/ say say center('"Life" repeated itself' reps "times, simulation has ended.",sw,'▒') exit /*stick a fork in it, we're all done. */ /*───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────*/ $: parse arg _row,_col; return $._row._col==life! assign$: do r=1 for rows; do c=1 for cols; $.r.c= @.r.c; end; end; return assign.: do while x\==''; parse var x r "," c x; $.r.c=life!; rows=max(rows,r); cols=max(cols,c); end; life=0; !.=0; return assign?:  ?=$.r.c; n=neighbors(); if ?==emp then do;if n==3 then ?=life!; end; else if n<2 | n>3 then ?=emp; @.r.c=?; return assign@: @.=emp; do r=1 for rows; do c=1 for cols; call assign?; end; end; call assign$; return halt: say; say "REXX program (Conway's Life) halted."; say; exit 0 neighbors: return $(r-1,c-1) + $(r-1,c) + $(r-1,c+1) + $(r,c-1) + $(r,c+1) + $(r+1,c-1) + $(r+1,c) + $(r+1,c+1) p: return word(arg(1), 1) pickChar: _=p(arg(1)); arg u .; if u=='BLANK' then _=" "; L=length(_); if L==3 then _=d2c(_); if L==2 then _=x2c(_); return _ showRows: _=; do r=rows by -1 for rows; z=; do c=1 for cols; z=z||$.r.c; end; z=strip(z,'T',emp); say z; _=_||z; end; return
http://rosettacode.org/wiki/Conditional_structures
Conditional structures
Control Structures These are examples of control structures. You may also be interested in: Conditional structures Exceptions Flow-control structures Loops Task List the conditional structures offered by a programming language. See Wikipedia: conditionals for descriptions. Common conditional structures include if-then-else and switch. Less common are arithmetic if, ternary operator and Hash-based conditionals. Arithmetic if allows tight control over computed gotos, which optimizers have a hard time to figure out.
#jq
jq
if cond then f else g end
http://rosettacode.org/wiki/Comma_quibbling
Comma quibbling
Comma quibbling is a task originally set by Eric Lippert in his blog. Task Write a function to generate a string output which is the concatenation of input words from a list/sequence where: An input of no words produces the output string of just the two brace characters "{}". An input of just one word, e.g. ["ABC"], produces the output string of the word inside the two braces, e.g. "{ABC}". An input of two words, e.g. ["ABC", "DEF"], produces the output string of the two words inside the two braces with the words separated by the string " and ", e.g. "{ABC and DEF}". An input of three or more words, e.g. ["ABC", "DEF", "G", "H"], produces the output string of all but the last word separated by ", " with the last word separated by " and " and all within braces; e.g. "{ABC, DEF, G and H}". Test your function with the following series of inputs showing your output here on this page: [] # (No input words). ["ABC"] ["ABC", "DEF"] ["ABC", "DEF", "G", "H"] Note: Assume words are non-empty strings of uppercase characters for this task.
#XBS
XBS
func task(a:array){ set x:string=""; foreach(k,v as a){ set out:string=""; if ((k==(?a-2))&((?a)>1)){out=" and "}elif(k!=(?a-1)){out=", "} x+=v+out;del out; } send "{"+x+"}"; }   log(task([])); log(task(["ABC"])); log(task(["ABC","DEF"])); log(task(["ABC","DEF","GHI"]));