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http://rosettacode.org/wiki/Plasma_effect
Plasma effect
The plasma effect is a visual effect created by applying various functions, notably sine and cosine, to the color values of screen pixels. When animated (not a task requirement) the effect may give the impression of a colorful flowing liquid. Task Create a plasma effect. See also Computer Graphics Tutorial (lodev.org) Plasma (bidouille.org)
#Nim
Nim
import math import imageman   const Width = 400 Height = 400   var img = initImage[ColorRGBF](Width, Height) for x in 0..<Width: for y in 0..<Height: let fx = float32(x) let fy = float32(y) var hue = sin(fx / 16) + sin(fy / 8) + sin((fx + fy) / 16) + sin(sqrt((fx^2 + fy^2)) / 8) hue = (hue + 4) / 8 # Between 0 and 1. let rgb = to(ColorHSL([hue * 360, 1, 0.5]), ColorRGBF) img[x, y] = rgb img.savePNG("plasma.png")
http://rosettacode.org/wiki/Playfair_cipher
Playfair cipher
Playfair cipher You are encouraged to solve this task according to the task description, using any language you may know. Task Implement a Playfair cipher for encryption and decryption. The user must be able to choose   J  =  I     or   no   Q   in the alphabet. The output of the encrypted and decrypted message must be in capitalized digraphs, separated by spaces. Output example HI DE TH EG OL DI NT HE TR EX ES TU MP
#Mathematica.2FWolfram_Language
Mathematica/Wolfram Language
ClearAll[MakeTranslationTable, PlayfairCipher, PlayfairDecipher] MakeTranslationTable[tt_List] := Module[{poss, in, out}, poss = Tuples[Tuples[Range[5], 2], 2]; Table[ If[p[[1, 1]] == p[[2, 1]], (* same row *) {in, out} = {p, {{p[[1, 1]], Mod[p[[1, 2]] + 1, 5, 1]}, {p[[2, 1]], Mod[p[[2, 2]] + 1, 5, 1]}}}; , If[p[[1, 2]] == p[[2, 2]], (* same column *) {in, out} = {p, {{Mod[p[[1, 1]] + 1, 5, 1], p[[1, 2]]}, {Mod[p[[2, 1]] + 1, 5, 1], p[[2, 2]]}}}; , (*rectangle*) {in, out} = {p, {{p[[1, 1]], p[[2, 2]]}, {p[[2, 1]], p[[1, 2]]}}}; ] ]; StringJoin[Extract[tt, in]] -> StringJoin[Extract[tt, out]] , {p, poss} ] ] PlayfairCipher[txt_String, key_String, iisj_ : True] := Module[{text, tt}, text = RemoveDiacritics[ToUpperCase[txt]]; tt = RemoveDiacritics[ToUpperCase[key]] <> CharacterRange["A", "Z"]; text //= StringReplace[Except[Alternatives @@ CharacterRange["A", "Z"]] -> ""]; tt //= StringReplace[Except[Alternatives @@ CharacterRange["A", "Z"]] -> ""]; If[iisj, tt //= StringReplace["J" -> "I"]; text //= StringReplace["J" -> "I"]; , tt //= StringReplace["Q" -> ""]; text //= StringReplace["Q" -> ""]; ]; tt //= Characters /* DeleteDuplicates; text = FixedPoint[StringReplace[#, x_ ~~ x_ :> x ~~ "X" ~~ x, 1] &, text]; If[OddQ[StringLength[text]], text = text <> "X"]; If[Length[tt] == 25, tt = Partition[tt, 5]; tt = MakeTranslationTable[tt]; text = StringPartition[text, 2]; StringRiffle[text /. tt, " "] , Print["Something went wrong!"] ] ] PlayfairDecipher[txt_String, key_String, iisj_ : True] := Module[{text, tt}, text = RemoveDiacritics[ToUpperCase[txt]]; tt = RemoveDiacritics[ToUpperCase[key]] <> CharacterRange["A", "Z"]; text //= StringReplace[Except[Alternatives @@ CharacterRange["A", "Z"]] -> ""]; tt //= StringReplace[Except[Alternatives @@ CharacterRange["A", "Z"]] -> ""]; If[iisj, tt //= StringReplace["J" -> "I"]; text //= StringReplace["J" -> "I"]; , tt //= StringReplace["Q" -> ""]; text //= StringReplace["Q" -> ""]; ]; tt //= Characters /* DeleteDuplicates; If[OddQ[StringLength[text]], text = text <> "X"]; If[Length[tt] == 25, tt = Partition[tt, 5]; tt = MakeTranslationTable[tt]; text = StringPartition[text, 2]; StringRiffle[text /. (Reverse /@ tt), " "] , Print["Something went wrong!"] ] ] PlayfairCipher["Hide the gold in...the TREESTUMP!!!", "Playfair example"] PlayfairDecipher[%, "Playfair example"]
http://rosettacode.org/wiki/Pinstripe/Display
Pinstripe/Display
Sample image The task is to demonstrate the creation of a series of vertical pinstripes across the entire width of the display. in the first quarter the pinstripes should alternate one pixel white, one pixel black = 1 pixel wide vertical pinestripes Quarter of the way down the display, we can switch to a wider 2 pixel wide vertical pinstripe pattern, alternating two pixels white, two pixels black. Half way down the display, we switch to 3 pixels wide, for the lower quarter of the display we use 4 pixels. c.f. Colour_pinstripe/Display
#Mathematica.2FWolfram_Language
Mathematica/Wolfram Language
color[y_] := {White, Black}[[Mod[y, 2] + 1]]; Graphics[Join[{Thickness[1/408]}, Flatten[{color[#], Line[{{# - 1/2, 408}, {# - 1/2, 307}}]} & /@ Range[408]], {Thickness[1/204]}, Flatten[{color[#], Line[{{2 # - 1, 306}, {2 # - 1, 205}}]} & /@ Range[204]], {Thickness[1/136]}, Flatten[{color[#], Line[{{3 # - 3/2, 204}, {3 # - 3/2, 103}}]} & /@ Range[136]], {Thickness[1/102]}, Flatten[{color[#], Line[{{4 # - 2, 102}, {4 # - 2, 1}}]} & /@ Range[102]]], ImageSize -> {408, 408}]
http://rosettacode.org/wiki/Pinstripe/Display
Pinstripe/Display
Sample image The task is to demonstrate the creation of a series of vertical pinstripes across the entire width of the display. in the first quarter the pinstripes should alternate one pixel white, one pixel black = 1 pixel wide vertical pinestripes Quarter of the way down the display, we can switch to a wider 2 pixel wide vertical pinstripe pattern, alternating two pixels white, two pixels black. Half way down the display, we switch to 3 pixels wide, for the lower quarter of the display we use 4 pixels. c.f. Colour_pinstripe/Display
#Nim
Nim
import gintro/[glib, gobject, gtk, gio, cairo]   const Width = 420 Height = 420   const Colors = [[255.0, 255.0, 255.0], [0.0, 0.0, 0.0]]   #---------------------------------------------------------------------------------------------------   proc draw(area: DrawingArea; context: Context) = ## Draw the bars.   const lineHeight = Height div 4   var y = 0.0 for lineWidth in [1.0, 2.0, 3.0, 4.0]: context.setLineWidth(lineWidth) var x = 0.0 var colorIndex = 0 while x < Width: context.setSource(Colors[colorIndex]) context.moveTo(x, y) context.lineTo(x, y + lineHeight) context.stroke() colorIndex = 1 - colorIndex x += lineWidth y += lineHeight   #---------------------------------------------------------------------------------------------------   proc onDraw(area: DrawingArea; context: Context; data: pointer): bool = ## Callback to draw/redraw the drawing area contents.   area.draw(context) result = true   #---------------------------------------------------------------------------------------------------   proc activate(app: Application) = ## Activate the application.   let window = app.newApplicationWindow() window.setSizeRequest(Width, Height) window.setTitle("Color pinstripe")   # Create the drawing area. let area = newDrawingArea() window.add(area)   # Connect the "draw" event to the callback to draw the bars. discard area.connect("draw", ondraw, pointer(nil))   window.showAll()   #———————————————————————————————————————————————————————————————————————————————————————————————————   let app = newApplication(Application, "Rosetta.Pinstripe") discard app.connect("activate", activate) discard app.run()
http://rosettacode.org/wiki/Primality_by_trial_division
Primality by trial division
Task Write a boolean function that tells whether a given integer is prime. Remember that   1   and all non-positive numbers are not prime. Use trial division. Even numbers greater than   2   may be eliminated right away. A loop from   3   to   √ n    will suffice,   but other loops are allowed. Related tasks   count in factors   prime decomposition   AKS test for primes   factors of an integer   Sieve of Eratosthenes   factors of a Mersenne number   trial factoring of a Mersenne number   partition an integer X into N primes   sequence of primes by Trial Division
#Qi
Qi
(define prime?-0 K N -> true where (> (* K K) N) K N -> false where (= 0 (MOD N K)) K N -> (prime?-0 (+ K 2) N))   (define prime? 1 -> false 2 -> true N -> false where (= 0 (MOD N 2)) N -> (prime?-0 3 N))
http://rosettacode.org/wiki/Pig_the_dice_game/Player
Pig the dice game/Player
Pig the dice game/Player You are encouraged to solve this task according to the task description, using any language you may know. Task Create a dice simulator and scorer of Pig the dice game and add to it the ability to play the game to at least one strategy. State here the play strategies involved. Show play during a game here. As a stretch goal: Simulate playing the game a number of times with two players of given strategies and report here summary statistics such as, but not restricted to, the influence of going first or which strategy seems stronger. Game Rules The game of Pig is a multiplayer game played with a single six-sided die. The object of the game is to reach 100 points or more. Play is taken in turns. On each person's turn that person has the option of either Rolling the dice: where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again; or a roll of 1 loses the player's total points for that turn and their turn finishes with play passing to the next player. Holding: The player's score for that round is added to their total and becomes safe from the effects of throwing a one. The player's turn finishes with play passing to the next player. References Pig (dice) The Math of Being a Pig and Pigs (extra) - Numberphile videos featuring Ben Sparks.
#C.2B.2B
C++
  #include <windows.h> #include <iostream> #include <string>   //-------------------------------------------------------------------------------------------------- using namespace std;   //-------------------------------------------------------------------------------------------------- const int PLAYERS = 4, MAX_POINTS = 100;   //-------------------------------------------------------------------------------------------------- enum Moves { ROLL, HOLD };   //-------------------------------------------------------------------------------------------------- class player { public: player() { current_score = round_score = 0; } void addCurrScore() { current_score += round_score; } int getCurrScore() { return current_score; } int getRoundScore() { return round_score; } void addRoundScore( int rs ) { round_score += rs; } void zeroRoundScore() { round_score = 0; } virtual int getMove() = 0; virtual ~player() {}   protected: int current_score, round_score; }; //-------------------------------------------------------------------------------------------------- class RAND_Player : public player { virtual int getMove() { if( round_score + current_score >= MAX_POINTS ) return HOLD;   if( rand() % 10 < 5 ) return ROLL; if( round_score > 0 ) return HOLD; return ROLL; } }; //-------------------------------------------------------------------------------------------------- class Q2WIN_Player : public player { virtual int getMove() { if( round_score + current_score >= MAX_POINTS ) return HOLD;   int q = MAX_POINTS - current_score; if( q < 6 ) return ROLL; q /= 4; if( round_score < q ) return ROLL; return HOLD; } }; //-------------------------------------------------------------------------------------------------- class AL20_Player : public player { virtual int getMove() { if( round_score + current_score >= MAX_POINTS ) return HOLD;   if( round_score < 20 ) return ROLL; return HOLD; } }; //-------------------------------------------------------------------------------------------------- class AL20T_Player : public player { virtual int getMove() { if( round_score + current_score >= MAX_POINTS ) return HOLD;   int d = ( 100 * round_score ) / 20; if( round_score < 20 && d < rand() % 100 ) return ROLL; return HOLD; } }; //-------------------------------------------------------------------------------------------------- class Auto_pigGame { public: Auto_pigGame() { _players[0] = new RAND_Player(); _players[1] = new Q2WIN_Player(); _players[2] = new AL20_Player(); _players[3] = new AL20T_Player(); }   ~Auto_pigGame() { delete _players[0]; delete _players[1]; delete _players[2]; delete _players[3]; }   void play() { int die, p = 0; bool endGame = false;   while( !endGame ) { switch( _players[p]->getMove() ) { case ROLL: die = rand() % 6 + 1; if( die == 1 ) { cout << "Player " << p + 1 << " rolled " << die << " - current score: " << _players[p]->getCurrScore() << endl << endl; nextTurn( p ); continue; } _players[p]->addRoundScore( die ); cout << "Player " << p + 1 << " rolled " << die << " - round score: " << _players[p]->getRoundScore() << endl; break; case HOLD: _players[p]->addCurrScore(); cout << "Player " << p + 1 << " holds - current score: " << _players[p]->getCurrScore() << endl << endl; if( _players[p]->getCurrScore() >= MAX_POINTS ) endGame = true; else nextTurn( p );   } } showScore(); }   private: void nextTurn( int& p ) { _players[p]->zeroRoundScore(); ++p %= PLAYERS; }   void showScore() { cout << endl; cout << "Player I (RAND): " << _players[0]->getCurrScore() << endl; cout << "Player II (Q2WIN): " << _players[1]->getCurrScore() << endl; cout << "Player III (AL20): " << _players[2]->getCurrScore() << endl; cout << "Player IV (AL20T): " << _players[3]->getCurrScore() << endl << endl << endl;   system( "pause" ); }   player* _players[PLAYERS]; }; //-------------------------------------------------------------------------------------------------- int main( int argc, char* argv[] ) { srand( GetTickCount() ); Auto_pigGame pg; pg.play(); return 0; } //--------------------------------------------------------------------------------------------------  
http://rosettacode.org/wiki/Plasma_effect
Plasma effect
The plasma effect is a visual effect created by applying various functions, notably sine and cosine, to the color values of screen pixels. When animated (not a task requirement) the effect may give the impression of a colorful flowing liquid. Task Create a plasma effect. See also Computer Graphics Tutorial (lodev.org) Plasma (bidouille.org)
#Ol
Ol
  ; creating the "plasma" image buffer (import (scheme inexact)) (define plasma (fold append #null (map (lambda (y) (map (lambda (x) (let ((value (/ (+ (sin (/ y 4)) (sin (/ (+ x y) 8)) (sin (/ (sqrt (+ (* x x) (* y y))) 8)) 4) 8))) value)) (iota 256))) (iota 256))))  
http://rosettacode.org/wiki/Playfair_cipher
Playfair cipher
Playfair cipher You are encouraged to solve this task according to the task description, using any language you may know. Task Implement a Playfair cipher for encryption and decryption. The user must be able to choose   J  =  I     or   no   Q   in the alphabet. The output of the encrypted and decrypted message must be in capitalized digraphs, separated by spaces. Output example HI DE TH EG OL DI NT HE TR EX ES TU MP
#Nim
Nim
import pegs, strutils   type Position = tuple[x, y: int] Playfair = object positions: array['A'..'Z', Position] table: array[5, array[5, char]]   const None: Position = (-1, -1) # Default value for positions.     proc initPlayfair(key: string; jti: bool): Playfair =   for item in result.positions.mitems: item = None   var alphabet = key & "ABCDEFGHIJKLMNOPQRSTUVWXYZ" alphabet = if jti: alphabet.replace('J', 'I') else: alphabet.replace("Q", "")   var k = 0 for ch in alphabet: if result.positions[ch] == None: result.table[k div 5][k mod 5] = ch result.positions[ch] = (k mod 5, k div 5) inc k     proc codec(playfair: Playfair; text: string; direction: int): string =   result.setLen(text.len)   for i in countup(0, text.high, 2): var (col1, row1) = playfair.positions[text[i]] (col2, row2) = playfair.positions[text[i + 1]]   if row1 == row2: col1 = (col1 + direction) mod 5 col2 = (col2 + direction) mod 5 elif col1 == col2: row1 = (row1 + direction) mod 5 row2 = (row2 + direction) mod 5 else: swap col1, col2   result[i] = playfair.table[row1][col1] result[i + 1] = playfair.table[row2][col2]     proc encode(playfair: Playfair; text: string): string = var text = text i = 0   while i < text.len: if i == text.high: if (text.len and 1) != 0: text.add 'X' elif text[i] == text[i + 1]: text.insert("X", i + 1) inc i, 2   result = playfair.codec(text, 1)     proc decode(playfair: Playfair; text: string): string = result = playfair.codec(text, 4)     proc prompt(msg: string): string = stdout.write msg try: result = stdin.readLine() except EOFError: echo "" quit getCurrentExceptionMsg(), QuitFailure     when isMainModule:   var key: string while key.len <= 6: key = prompt("Enter an encryption key (min letters 6): ").toUpperAscii().replace(peg"[^A-Z]")   var text: string while text.len == 0: text = prompt("Enter the message: ").toUpperAscii().replace(peg"[^A-Z]")   var answer: string while answer notin ["y", "n"]: answer = prompt("Replace J with I? y/n: ").toLowerAscii() let jti = (answer == "y")   let playfair = initPlayfair(key, jti) let enc = playfair.encode(text) let dec = playfair.decode(enc)   echo "Encoded message: ", enc echo "Decoded message: ", dec
http://rosettacode.org/wiki/Pinstripe/Display
Pinstripe/Display
Sample image The task is to demonstrate the creation of a series of vertical pinstripes across the entire width of the display. in the first quarter the pinstripes should alternate one pixel white, one pixel black = 1 pixel wide vertical pinestripes Quarter of the way down the display, we can switch to a wider 2 pixel wide vertical pinstripe pattern, alternating two pixels white, two pixels black. Half way down the display, we switch to 3 pixels wide, for the lower quarter of the display we use 4 pixels. c.f. Colour_pinstripe/Display
#Perl
Perl
use Imager;   my($xsize,$ysize) = (640,400); $img = Imager->new(xsize => $xsize, ysize => $ysize);   my $eps = 10**-14; my $height = int $ysize / 4; for my $width (1..4) { $stripes = int((1-$eps) + $xsize / $width / 2); @row = ((0) x $width, (1) x $width) x $stripes; for $x (0..$#row) { for $y (0..$height) { my $offset = $height*($width-1); $img->setpixel(x => $x, y => $y+$offset, color => $row[$x] ? 'black' : 'white') } } }   $img->write(file => 'pinstripes-bw.png');
http://rosettacode.org/wiki/Primality_by_trial_division
Primality by trial division
Task Write a boolean function that tells whether a given integer is prime. Remember that   1   and all non-positive numbers are not prime. Use trial division. Even numbers greater than   2   may be eliminated right away. A loop from   3   to   √ n    will suffice,   but other loops are allowed. Related tasks   count in factors   prime decomposition   AKS test for primes   factors of an integer   Sieve of Eratosthenes   factors of a Mersenne number   trial factoring of a Mersenne number   partition an integer X into N primes   sequence of primes by Trial Division
#Quackery
Quackery
[ dup 4 < iff [ 1 > ] done dup 1 & not iff [ drop false ] done true swap dup sqrt 0 = iff [ 2drop not ] done 1 >> times [ dup i^ 1 << 3 + mod 0 = if [ dip not conclude ] ] drop ] is isprime ( n --> b )  
http://rosettacode.org/wiki/Pig_the_dice_game/Player
Pig the dice game/Player
Pig the dice game/Player You are encouraged to solve this task according to the task description, using any language you may know. Task Create a dice simulator and scorer of Pig the dice game and add to it the ability to play the game to at least one strategy. State here the play strategies involved. Show play during a game here. As a stretch goal: Simulate playing the game a number of times with two players of given strategies and report here summary statistics such as, but not restricted to, the influence of going first or which strategy seems stronger. Game Rules The game of Pig is a multiplayer game played with a single six-sided die. The object of the game is to reach 100 points or more. Play is taken in turns. On each person's turn that person has the option of either Rolling the dice: where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again; or a roll of 1 loses the player's total points for that turn and their turn finishes with play passing to the next player. Holding: The player's score for that round is added to their total and becomes safe from the effects of throwing a one. The player's turn finishes with play passing to the next player. References Pig (dice) The Math of Being a Pig and Pigs (extra) - Numberphile videos featuring Ben Sparks.
#Common_Lisp
Common Lisp
(defclass player () ((score :initform 0 :accessor score) (name :initarg :name :accessor name))) (defun make-player (name) (make-instance 'player :name name)) (defmethod has-won ((player player)) (>= (score player) 100))   (defclass score-based (player) ((score-base :initarg :score-base :initform 25 :accessor score-base))) (defun make-score-based (name &optional (base 25)) (make-instance 'score-based :score-base base :name name)) (defmethod roll-again ((player score-based) other turn-score) (declare (ignorable other)) (< turn-score (score-base player)))   (defclass neller (player) ()) (defun make-neller (name) (make-instance 'neller :name name)) (defmethod roll-again ((player neller) other turn-score) (let ((other-score (score other)) (my-score (score player))) (or (> other-score 71) (> my-score 71) (< turn-score (+ 21 (/ (- other-score my-score) 8))))))   (defun query-turn (player other roll added-score) (format t "~A: Rolled a ~A - Turn: ~A Current Score: ~A Keep rolling (Y, N or Q)?" (name player) roll added-score (+ added-score (score player))) (let ((ret (roll-again player other added-score))) (if ret (format t "Y~%") (format t "N~%")) ret))   (defun do-turns (player other) (do ((new-score 0) (take-turn t)) ((not take-turn) (setf (score player) (+ (score player) new-score))) (let ((roll (+ 1 (random 6)))) (cond ((>= (+ (score player) roll new-score) 100) (format t "~A rolls a ~A and WINS!~%" (name player) roll) (setf new-score (+ new-score roll)) (setf take-turn nil)) ((eql 1 roll) (format t "Ooh! Sorry - ~A rolled a 1 and busted!~%" (name player)) (setf new-score 0) (setf take-turn nil)) (t (setf new-score (+ new-score roll)) (setf take-turn (query-turn player other roll new-score)))))))   (defun play-pig-winner (p1 p2) (do* ((otherplayer p2 curplayer) (curplayer p1 (if (eql curplayer p1) p2 p1))) ((has-won otherplayer) otherplayer) (do-turns curplayer otherplayer)))   (defun play-pig-player (player1 player2) (catch 'quit (format t "Hooray! ~A won the game!"
http://rosettacode.org/wiki/Plasma_effect
Plasma effect
The plasma effect is a visual effect created by applying various functions, notably sine and cosine, to the color values of screen pixels. When animated (not a task requirement) the effect may give the impression of a colorful flowing liquid. Task Create a plasma effect. See also Computer Graphics Tutorial (lodev.org) Plasma (bidouille.org)
#Perl
Perl
use Imager;   sub plasma { my ($w, $h) = @_;   my $img = Imager->new(xsize => $w, ysize => $h);   for my $x (0 .. $w-1) { for my $y (0 .. $h-1) { my $hue = 4 + sin($x/19) + sin($y/9) + sin(($x+$y)/25) + sin(sqrt($x**2 + $y**2)/8); $img->setpixel(x => $x, y => $y, color => {hsv => [360 * $hue / 8, 1, 1]}); } }   return $img; }   my $img = plasma(400, 400); $img->write(file => 'plasma-perl.png');
http://rosettacode.org/wiki/Playfair_cipher
Playfair cipher
Playfair cipher You are encouraged to solve this task according to the task description, using any language you may know. Task Implement a Playfair cipher for encryption and decryption. The user must be able to choose   J  =  I     or   no   Q   in the alphabet. The output of the encrypted and decrypted message must be in capitalized digraphs, separated by spaces. Output example HI DE TH EG OL DI NT HE TR EX ES TU MP
#NetRexx
NetRexx
/* NetRexx */ options replace format comments java crossref symbols nobinary   -- input arguments: -- encipher/decipher IQ-switch key text -- encipher/decipher - -- a character E, D (default E; . is an alias for E) -- IQ-switch - -- a character I, Q (default I for I==J, Q for exclude Q; . is an alias for I) -- key - -- the cipher key - default plugh_xyzzy (really just PLUGHXYZ) -- text - -- the text to encipher/decipher   runSample(arg) return   -- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ method cipher(d_, km, digraphs) public static if d_.upper() = 'D' then d_ = -1 -- encode or decode adjustment else d_ = +1 cipherText = '' loop dw = 1 to digraphs.words() -- process the digraphs one at a time digraph = digraphs.word(dw) cl = '' cr = '' -- get each letter from the digraph parse digraph dl +1 dr loop r_ = 1 to km[0] while (cl cr).words() < 4 -- locate the row/col of each letter in the cipher matrix clx = km[r_].wordpos(dl) crx = km[r_].wordpos(dr) if clx > 0 then cl = r_ clx if crx > 0 then cr = r_ crx end r_   -- process the digraph's rows, columns or rectangles select when cl.word(1) = cr.word(1) then do -- a row rx = cl.word(1) clx = cl.word(2) + d_ crx = cr.word(2) + d_ if clx > 5 then clx = 1 -- wrap if crx > 5 then crx = 1 if clx < 1 then clx = 5 if crx < 1 then crx = 5 cy = km[rx].word(clx) || km[rx].word(crx) cipherText = cipherText cy end when cl.word(2) = cr.word(2) then do -- a column cx = cl.word(2) rlx = cl.word(1) + d_ rrx = cr.word(1) + d_ if rlx > 5 then rlx = 1 -- wrap if rrx > 5 then rrx = 1 if rlx < 1 then rlx = 5 if rrx < 1 then rrx = 5 cy = km[rlx].word(cx) || km[rrx].word(cx) cipherText = cipherText cy end otherwise do -- a rectangle r1 = cl.word(1) r2 = cr.word(1) cy = km[r1].word(cr.word(2)) || km[r2].word(cl.word(2)) cipherText = cipherText cy end end end dw return cipherText.strip()   -- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ method encipher(km, digraphs) public static return cipher('E', km, digraphs)   -- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ method decipher(km, digraphs) public static return cipher('D', km, digraphs)   -- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ method getDigraphs(text, IorQ, ED) private static a2z = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ' if ED.upper() \= 'D' then eks = 'X' else eks = '' tp = text.upper().translate('', a2z) text = text.upper().translate(' '.copies(tp.length()), tp).space(0) rtext = '' ll = ''   loop while text \= '' parse text lc +1 text if ll \= lc then rtext = rtext || lc else rtext = rtext || eks || lc ll = lc end   -- I == J or remove Q fixup if IorQ \= 'Q' then parse 'J I' IorQ sc . else sc = ''   rtext = rtext.changestr(IorQ, sc) if rtext.length() // 2 \= 0 then rtext = rtext || eks digraphs = '' loop while rtext \= '' parse rtext digraph +2 rtext digraphs = digraphs digraph end return digraphs.space()   -- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ method getKey(key, IorQ) private static a2z = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ' kp = (key || a2z).upper() kr = '' loop while kp \= '' parse kp xx +1 kp if \xx.datatype('u') then iterate kr = kr xx kp = kp.changestr(xx, '') end   if IorQ = 'I' | IorQ = 'J' | IorQ = '' then kr = kr.changestr('J', '') else kr = kr.changestr('Q', '')   return kr.space()   -- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ method getKeyMatrix(kr) private static km = '' loop r_ = 1 while kr \= '' parse kr kp +10 kr km[0] = r_ km[r_] = kp end r_ return km   -- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ method runSample(arg) private static parse arg ciph IorQ key text if ciph = '' | ciph = '.' then ciph = 'E' if IorQ = '' | IorQ = '.' then IorQ = 'I' if key = '' | key = '.' then key = 'plugh_xyzzy' if text = '' | text = '.' then text = 'NetRexx; not just a programing language for kings & queens!'   kr = getKey(key.space(0), IorQ) km = getKeyMatrix(kr)   digraphs = getDigraphs(text, IorQ, ciph) -- fixup for a Q in the text when Q is excluded (substitute K for Q) if IorQ.upper = 'Q' then digraphs = digraphs.changestr('Q', 'K') if ciph = 'E' then say text say digraphs if ciph.upper() = 'E' then say encipher(km, digraphs) else say decipher(km, digraphs)   return  
http://rosettacode.org/wiki/Pinstripe/Display
Pinstripe/Display
Sample image The task is to demonstrate the creation of a series of vertical pinstripes across the entire width of the display. in the first quarter the pinstripes should alternate one pixel white, one pixel black = 1 pixel wide vertical pinestripes Quarter of the way down the display, we can switch to a wider 2 pixel wide vertical pinstripe pattern, alternating two pixels white, two pixels black. Half way down the display, we switch to 3 pixels wide, for the lower quarter of the display we use 4 pixels. c.f. Colour_pinstripe/Display
#Phix
Phix
(let Pbm # Create PBM of 384 x 288 pixels (make (for N 4 (let (C 0 L (make (do (/ 384 N) (do N (link C)) (setq C (x| 1 C)) ) ) ) (do 72 (link L)) ) ) ) (out '(display) # Pipe to ImageMagick (prinl "P1") (prinl (length (car Pbm)) " " (length Pbm)) (mapc prinl Pbm) ) )
http://rosettacode.org/wiki/Pinstripe/Display
Pinstripe/Display
Sample image The task is to demonstrate the creation of a series of vertical pinstripes across the entire width of the display. in the first quarter the pinstripes should alternate one pixel white, one pixel black = 1 pixel wide vertical pinestripes Quarter of the way down the display, we can switch to a wider 2 pixel wide vertical pinstripe pattern, alternating two pixels white, two pixels black. Half way down the display, we switch to 3 pixels wide, for the lower quarter of the display we use 4 pixels. c.f. Colour_pinstripe/Display
#PicoLisp
PicoLisp
(let Pbm # Create PBM of 384 x 288 pixels (make (for N 4 (let (C 0 L (make (do (/ 384 N) (do N (link C)) (setq C (x| 1 C)) ) ) ) (do 72 (link L)) ) ) ) (out '(display) # Pipe to ImageMagick (prinl "P1") (prinl (length (car Pbm)) " " (length Pbm)) (mapc prinl Pbm) ) )
http://rosettacode.org/wiki/Primality_by_trial_division
Primality by trial division
Task Write a boolean function that tells whether a given integer is prime. Remember that   1   and all non-positive numbers are not prime. Use trial division. Even numbers greater than   2   may be eliminated right away. A loop from   3   to   √ n    will suffice,   but other loops are allowed. Related tasks   count in factors   prime decomposition   AKS test for primes   factors of an integer   Sieve of Eratosthenes   factors of a Mersenne number   trial factoring of a Mersenne number   partition an integer X into N primes   sequence of primes by Trial Division
#R
R
is.prime <- function(n) n == 2 || n > 2 && n %% 2 == 1 && (n < 9 || all(n %% seq(3, floor(sqrt(n)), 2) > 0))   which(sapply(1:100, is.prime)) # [1] 2 3 5 7 11 13 17 19 23 29 31 37 41 43 47 53 59 61 67 71 73 79 83 89 97
http://rosettacode.org/wiki/Pig_the_dice_game/Player
Pig the dice game/Player
Pig the dice game/Player You are encouraged to solve this task according to the task description, using any language you may know. Task Create a dice simulator and scorer of Pig the dice game and add to it the ability to play the game to at least one strategy. State here the play strategies involved. Show play during a game here. As a stretch goal: Simulate playing the game a number of times with two players of given strategies and report here summary statistics such as, but not restricted to, the influence of going first or which strategy seems stronger. Game Rules The game of Pig is a multiplayer game played with a single six-sided die. The object of the game is to reach 100 points or more. Play is taken in turns. On each person's turn that person has the option of either Rolling the dice: where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again; or a roll of 1 loses the player's total points for that turn and their turn finishes with play passing to the next player. Holding: The player's score for that round is added to their total and becomes safe from the effects of throwing a one. The player's turn finishes with play passing to the next player. References Pig (dice) The Math of Being a Pig and Pigs (extra) - Numberphile videos featuring Ben Sparks.
#D
D
import std.stdio, std.random;   enum nPlayers = 4, maxPoints = 100;   enum Moves { roll, hold }   abstract class Player { public: final void addCurrScore() pure nothrow { current_score += round_score; } final int getCurrScore() const pure nothrow { return current_score; } final int getRoundScore() const pure nothrow { return round_score; } final void addRoundScore(in int rs) pure nothrow { round_score += rs; } final void zeroRoundScore() pure nothrow { round_score = 0; } Moves getMove();   protected int current_score, round_score; }   final class PlayerRand: Player { override Moves getMove() { if (round_score + current_score >= maxPoints) return Moves.hold;   if (uniform(0, 2) == 0) return Moves.roll; if (round_score > 0) return Moves.hold; return Moves.roll; } }   final class PlayerQ2Win: Player { override Moves getMove() { if (round_score + current_score >= maxPoints) return Moves.hold;   int q = maxPoints - current_score; if (q < 6) return Moves.roll; q /= 4; if (round_score < q) return Moves.roll; return Moves.hold; } }   final class PlayerAL20: Player { override Moves getMove() { if (round_score + current_score >= maxPoints) return Moves.hold; if (round_score < 20) return Moves.roll; return Moves.hold; } }   final class PlayerAL20T: Player { override Moves getMove() { if (round_score + current_score >= maxPoints) return Moves.hold;   immutable d = (100 * round_score) / 20; if (round_score < 20 && d < uniform(0, 100)) return Moves.roll; return Moves.hold; } }   void main() { auto players = [new PlayerRand, new PlayerQ2Win, new PlayerAL20, new PlayerAL20T];   void nextTurn(ref uint p) nothrow { players[p].zeroRoundScore; p = (p + 1) % nPlayers; }   uint p = 0; bool endGame = false;   while (!endGame) { final switch (players[p].getMove) { case Moves.roll: immutable die = uniform(1, 7);   if (die == 1) { writeln("Player ", p + 1, " rolled ", die, " - current score: ", players[p].getCurrScore, "\n"); nextTurn(p); continue; } players[p].addRoundScore(die); writeln("Player ", p + 1, " rolled ", die, " - round score: ", players[p].getRoundScore); break;   case Moves.hold: players[p].addCurrScore; writeln("Player ", p + 1, " holds - current score: ", players[p].getCurrScore, "\n"); if (players[p].getCurrScore >= maxPoints) endGame = true; else nextTurn(p);   } }   writeln; writeln("Player I (Rand): ", players[0].getCurrScore); writeln("Player II (Q2Win): ", players[1].getCurrScore); writeln("Player III (AL20): ", players[2].getCurrScore); writeln("Player IV (AL20T): ", players[3].getCurrScore, "\n\n"); }
http://rosettacode.org/wiki/Plasma_effect
Plasma effect
The plasma effect is a visual effect created by applying various functions, notably sine and cosine, to the color values of screen pixels. When animated (not a task requirement) the effect may give the impression of a colorful flowing liquid. Task Create a plasma effect. See also Computer Graphics Tutorial (lodev.org) Plasma (bidouille.org)
#Phix
Phix
-- demo\rosetta\plasma.exw include pGUI.e   Ihandle dlg, canvas cdCanvas cddbuffer, cdcanvas   sequence plasma integer pw = 0, ph = 0   procedure createPlasma(integer w, h) plasma = repeat(repeat(0,w),h) for y=1 to h do for x=1 to w do atom v = sin(x/16) v += sin(y/8) v += sin((x+y)/16) v += sin(sqrt(x*x + y*y)/8) v += 4 -- shift range from -4 .. 4 to 0 .. 8 v /= 8 -- bring range down to 0 .. 1 plasma[y][x] = v end for end for pw = w ph = h end procedure   atom hueShift = 0   procedure drawPlasma(integer w, h) hueShift = remainder(hueShift + 0.02,1) sequence rgb3 = repeat(repeat(0,w*h),3) integer cx = 1 for y=1 to h do for x=1 to w do atom hue = hueShift + remainder(plasma[y][x],1) integer i = floor(hue * 6) atom t = 255, f = (hue * 6 - i)*t, q = t - f, r, g, b switch mod(i,6) do case 0: r = t; g = f; b = 0 case 1: r = q; g = t; b = 0 case 2: r = 0; g = t; b = f case 3: r = 0; g = q; b = t case 4: r = f; g = 0; b = t case 5: r = t; g = 0; b = q end switch rgb3[1][cx] = r rgb3[2][cx] = g rgb3[3][cx] = b cx += 1 end for end for cdCanvasPutImageRectRGB(cddbuffer, w, h, rgb3, 0, 0, 0, 0, 0, 0, 0, 0) end procedure   function redraw_cb(Ihandle /*ih*/, integer /*posx*/, integer /*posy*/) atom {w,h} = IupGetIntInt(canvas, "DRAWSIZE") if pw!=w or ph!=h then createPlasma(w,h) end if cdCanvasActivate(cddbuffer) drawPlasma(w,h) cdCanvasFlush(cddbuffer) return IUP_DEFAULT end function   function timer_cb(Ihandle /*ih*/) IupUpdate(canvas) return IUP_IGNORE end function   function map_cb(Ihandle ih) cdcanvas = cdCreateCanvas(CD_IUP, ih) cddbuffer = cdCreateCanvas(CD_DBUFFER, cdcanvas) cdCanvasSetBackground(cddbuffer, CD_WHITE) cdCanvasSetForeground(cddbuffer, CD_GRAY) return IUP_DEFAULT end function   procedure main() IupOpen()   canvas = IupCanvas(NULL) IupSetAttribute(canvas, "RASTERSIZE", "450x300") IupSetCallback(canvas, "MAP_CB", Icallback("map_cb")) IupSetCallback(canvas, "ACTION", Icallback("redraw_cb"))   dlg = IupDialog(canvas) IupSetAttribute(dlg, "TITLE", "Plasma")   IupShow(dlg) IupSetAttribute(canvas, "RASTERSIZE", NULL) Ihandle timer = IupTimer(Icallback("timer_cb"), 50) IupMainLoop() IupClose() end procedure   main()
http://rosettacode.org/wiki/Plasma_effect
Plasma effect
The plasma effect is a visual effect created by applying various functions, notably sine and cosine, to the color values of screen pixels. When animated (not a task requirement) the effect may give the impression of a colorful flowing liquid. Task Create a plasma effect. See also Computer Graphics Tutorial (lodev.org) Plasma (bidouille.org)
#Processing
Processing
/** Plasmas with Palette Looping https://lodev.org/cgtutor/plasma.html#Plasmas_with_Palette_Looping_ */   int pal[] = new int[128]; int[] buffer; float r = 42, g = 84, b = 126; boolean rd, gd, bd;   void setup() { size(600, 600); frameRate(25); buffer = new int[width*height]; for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { buffer[x+y*width] = int(((128+(128*sin(x/32.0))) +(128+(128*cos(y/32.0))) +(128+(128*sin(sqrt((x*x+y*y))/32.0))))/4); } } }   void draw() { if (r > 128) rd = true; if (!rd) r++; else r--; if (r < 0) rd = false; if (g > 128) gd = true; if (!gd) g++; else g--; if (r < 0) gd = false; if (b > 128) bd = true; if (!bd) b++; else b--; if (b < 0){ bd = false;} float s_1, s_2; for (int i = 0; i < 128; i++) { s_1 = sin(i*PI/25); s_2 = sin(i*PI/50+PI/4); pal[i] = color(r+s_1*128, g+s_2*128, b+s_1*128); } loadPixels(); for (int i = 0; i < buffer.length; i++) { pixels[i] = pal[(buffer[i]+frameCount)&127]; } updatePixels(); }
http://rosettacode.org/wiki/Playfair_cipher
Playfair cipher
Playfair cipher You are encouraged to solve this task according to the task description, using any language you may know. Task Implement a Playfair cipher for encryption and decryption. The user must be able to choose   J  =  I     or   no   Q   in the alphabet. The output of the encrypted and decrypted message must be in capitalized digraphs, separated by spaces. Output example HI DE TH EG OL DI NT HE TR EX ES TU MP
#ooRexx
ooRexx
/*--------------------------------------------------------------------- * REXX program implements a PLAYFAIR cipher (encryption & decryption). * 11.11.2013 Walter Pachl revamped, for ooRexx, the REXX program * the logic of which was devised by Gerard Schildberger * Invoke as rexx pf O abcd efgh ( phrase to be processed * Defaults: 'Playfair example.' * J * 'Hide the gold in the tree stump' * Major changes: avoid language elements not allowed in ooRexx * show use of a.[expr1,expr2] * allow key to be more than one word * add restriction of using X or Q in text * 12.11.2013 change order of arguments * and comment the use of a.[expr1,expr2] * Program should run on all Rexxes that have changestr-bif *--------------------------------------------------------------------*/ Parse Upper Version v oorexx=pos('OOREXX',v)>0   Parse Arg omit oldk '(' text If omit='' Then omit='J' If oldk='' Then oldk='Playfair example.' If text='' Then text='Hide the gold in the tree stump!!'   newkey=scrub(oldk,1) newtext=scrub(text) If newtext=='' Then Call err 'TEXT is empty or has no letters' If length(omit)\==1 Then Call err 'OMIT letter must be only one letter' If\datatype(omit,'M') Then Call err 'OMIT letter must be a Latin alphabet letter.' omit=translate(omit) cant='must not contain the "OMIT" character: ' omit If pos(omit,newtext)\==0 Then Call err 'TEXT' cant If pos(omit,newkey)\==0 Then Call err 'cipher key' cant abc='abcdefghijklmnopqrstuvwxyz' abcu=translate(abc) /* uppercase alphabet */ abcx=space(translate(abcu,,omit),0) /*elide OMIT char from alphabet */ xx='X' /* char used for double characters*/ If omit==xx Then xx='Q' If pos(xx,newtext)>0 Then Call err 'Sorry,' xx 'is not allowed in text' If length(newkey)<3 Then Call err 'cipher key is too short, must be at least 3 different letters' abcx=space(translate(abcx,,newkey),0) /*remove any cipher characters */ grid=newkey||abcx /* only first 25 chars are used*/ Say 'old cipher key: ' strip(oldk) padl=14+2 pad=left('',padl) Say 'new cipher key: ' newkey padx=left('',padl,"-")'Playfair' Say ' omit char: ' omit /* [?] lowercase of double char. */ Say ' double char: ' xx lxx=translate(xx,abc,abcu) Say ' original text: ' strip(text)/* [?] doubled version of Lxx. */ Call show 'cleansed',newtext lxxlxx=lxx||lxx n=0 /* number of grid characters used.*/ Do row=1 For 5 /* build array of individual cells*/ Do col=1 For 5 n=n+1 a.row.col=substr(grid,n,1) If row==1 Then a.0.col=a.1.col If col==5 Then Do a.row.6=a.row.1 a.row.0=a.row.5 End If row==5 Then Do a.6.col=a.1.col a.0.col=a.5.col End End End   etext=playfair(newtext,1) Call show 'encrypted',etext ptext=playfair(etext,-1) Call show 'plain',ptext qtext=changestr(xx||xx,ptext,lxx) /*change doubled doublechar-?sing*/ qtext=changestr(lxx||xx,qtext,lxxlxx) /*change Xx --? lowercase dblChar*/ qtext=space(translate(qtext,,xx),0) /*remove char used for "doubles."*/ qtext=translate(qtext) /*reinstate the use of upperchars*/ Call show 'decoded',qtext Say ' original text: ' newtext /* ·· and show the original text.*/ Say '' Exit   playfair: /*--------------------------------------------------------------------- * encode (e=1) or decode (e=-1) the given text (t) using the grid *--------------------------------------------------------------------*/ Arg t,e d='' If e=1 Then Do Do k=1 By 1 Until c='' c=substr(t,k,1) If substr(t,k+1,1)==c Then t=left(t,k)||lxx||substr(t,k+1) End End t=translate(t) Do j=1 By 2 To length(t) c2=strip(substr(t,j,2)) If length(c2)==1 Then c2=c2||xx /* append X or Q char, rule 1*/ Call LR Select /*- This could/should be used on ooRexx ------------------------- When rowl==rowr Then c2=a.[rowl,coll+e]a.[rowr,colr+e] /*rule 2*/ When coll==colr Then c2=a.[rowl+e,coll]a.[rowr+e,colr] /*rule 3*/ *--------------------------------------------------------------*/ When rowl==rowr Then c2=aa(rowl,coll+e)aa(rowr,colr+e) /*rule 2*/ When coll==colr Then c2=aa(rowl+e,coll)aa(rowr+e,colr) /*rule 3*/ Otherwise c2=a.rowl.colr||a.rowr.coll /*rule 4*/ End d=d||c2 End Return d   aa: /*--------------------------------------------------------------------- * ooRexx allows to use a.[rowl,coll+e] * this function can be removed when ooRexx syntax is used to access a. *--------------------------------------------------------------------*/ Parse Arg xrow,xcol Return a.xrow.xcol   err: /*--------------------------------------------------------------------- * Exit with an error message *--------------------------------------------------------------------*/ Say Say '***error!***' arg(1) Say Exit 13   lr: /*--------------------------------------------------------------------- * get grid positions of the 2 characters *--------------------------------------------------------------------*/ Parse Value rowcol(left(c2,1)) with rowl coll Parse Value rowcol(right(c2,1)) with rowr colr Return   rowcol: procedure Expose grid /*--------------------------------------------------------------------- * compute row and column of the given character in the 5x5 grid *--------------------------------------------------------------------*/ Parse Arg c p=pos(c,grid) col=(p-1)//5+1 row=(4+p)%5 Return row col   show: /*--------------------------------------------------------------------- * Show heading and text *--------------------------------------------------------------------*/ Arg,y Say Say right(arg(1) 'text: ',padl) digram(arg(2)) result=space(arg(2),0) If arg(1)='decoded' Then Do result=strip(result,'T',xx) End Say pad result Return   scrub: Procedure /*--------------------------------------------------------------------- * Remove all non-letters from the given string, uppercase letters * and, if unique=1 remove duplicates * 'aB + c1Bb' -> 'ABCBB' or 'ABC', respectively *--------------------------------------------------------------------*/ Arg xxx,unique /* ARG caps all args */ d='' used.=0 Do While xxx<>'' Parse Var xxx c +1 xxx If datatype(c,'U') Then If (unique=1 & pos(c,d)=0) |, unique<>1 Then d=d||c End Return d   digram: Procedure /*--------------------------------------------------------------------- * Return the given string as character pairs separated by blanks * 'ABCDEF' -> 'AB CD EF' * 'ABCDE' -> 'AB CD E' *--------------------------------------------------------------------*/ Parse Arg x d='' Do j=1 By 2 To length(x) d=d||substr(x,j,2)' ' End Return strip(d)
http://rosettacode.org/wiki/Pinstripe/Display
Pinstripe/Display
Sample image The task is to demonstrate the creation of a series of vertical pinstripes across the entire width of the display. in the first quarter the pinstripes should alternate one pixel white, one pixel black = 1 pixel wide vertical pinestripes Quarter of the way down the display, we can switch to a wider 2 pixel wide vertical pinstripe pattern, alternating two pixels white, two pixels black. Half way down the display, we switch to 3 pixels wide, for the lower quarter of the display we use 4 pixels. c.f. Colour_pinstripe/Display
#PureBasic
PureBasic
#White = $FFFFFF ;color   ;Create a Pinstripe image Procedure PinstripeDisplay(width, height) Protected x, imgID, psHeight = height / 4, psWidth = 1, psTop, horzBand imgID = CreateImage(#PB_Any, width, height) If imgID StartDrawing(ImageOutput(imgID)) Repeat x = 0 Repeat Box(x, psTop, psWidth, psHeight, #White) x + 2 * psWidth Until x >= width psWidth + 1 horzBand + 1 psTop = horzBand * height / 4 ;move to the top of next horizontal band of image Until psTop >= height StopDrawing() EndIf ProcedureReturn imgID EndProcedure   ;Open a window and display the pinstripe If OpenWindow(0, 0, 0, 1, 1,"PureBasic Pinstripe", #PB_Window_Maximize | #PB_Window_SystemMenu) PicID = PinstripeDisplay(WindowWidth(0), WindowHeight(0)) ImageGadget(0, 0, 0, WindowWidth(0), WindowHeight(0), ImageID(PicID)) While WaitWindowEvent() <> #PB_Event_CloseWindow Wend EndIf
http://rosettacode.org/wiki/Primality_by_trial_division
Primality by trial division
Task Write a boolean function that tells whether a given integer is prime. Remember that   1   and all non-positive numbers are not prime. Use trial division. Even numbers greater than   2   may be eliminated right away. A loop from   3   to   √ n    will suffice,   but other loops are allowed. Related tasks   count in factors   prime decomposition   AKS test for primes   factors of an integer   Sieve of Eratosthenes   factors of a Mersenne number   trial factoring of a Mersenne number   partition an integer X into N primes   sequence of primes by Trial Division
#Racket
Racket
#lang racket   (define (prime? number) (cond ((not (positive? number)) #f) ((= 1 number) #f) ((even? number) (= 2 number)) (else (for/and ((i (in-range 3 (ceiling (sqrt number))))) (not (zero? (remainder number i)))))))
http://rosettacode.org/wiki/Pig_the_dice_game/Player
Pig the dice game/Player
Pig the dice game/Player You are encouraged to solve this task according to the task description, using any language you may know. Task Create a dice simulator and scorer of Pig the dice game and add to it the ability to play the game to at least one strategy. State here the play strategies involved. Show play during a game here. As a stretch goal: Simulate playing the game a number of times with two players of given strategies and report here summary statistics such as, but not restricted to, the influence of going first or which strategy seems stronger. Game Rules The game of Pig is a multiplayer game played with a single six-sided die. The object of the game is to reach 100 points or more. Play is taken in turns. On each person's turn that person has the option of either Rolling the dice: where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again; or a roll of 1 loses the player's total points for that turn and their turn finishes with play passing to the next player. Holding: The player's score for that round is added to their total and becomes safe from the effects of throwing a one. The player's turn finishes with play passing to the next player. References Pig (dice) The Math of Being a Pig and Pigs (extra) - Numberphile videos featuring Ben Sparks.
#Erlang
Erlang
  -module( pig_dice_player ).   -export( [task/0] ).   task() -> Goal = pig_dice:goal(), Players_holds = [{"Player"++ erlang:integer_to_list(X), X} || X <- [5, 10, 15, 20]], Fun = fun ({Player, Total}, Dict) when Total >= Goal -> dict:update_counter( Player, 1, Dict ); (_Player_total, Dict) -> Dict end, Dict = lists:foldl( Fun, dict:new(), task_play(Players_holds, Goal, []) ), display( dict:to_list(Dict) ).     display( Results ) -> [{Name, Total} | Rest] = lists:reverse( lists:keysort(2, Results) ), io:fwrite( "Winner is ~p with total of ~p wins~n", [Name, Total] ), io:fwrite( "Then follows: " ), [io:fwrite("~p with ~p~n", [N, T]) || {N, T} <- Rest].   is_goal_reached( Score, Player, Goal, Player, Game ) -> Score + proplists:get_value(Player, pig_dice:players_totals(Game)) >= Goal; is_goal_reached( _Score, _Other_player, _Goal, _Player, _Game ) -> false.   loop( Hold, Hold, Goal, Player, Game ) -> pig_dice:hold( Player, Game ), loop( 1, Hold, Goal, Player, Game ); loop( N, Hold, Goal, Player, Game ) -> loop_await_my_turn( pig_dice:player_name(Game), Player, Game ), pig_dice:roll( Player, Game ), Is_goal_reached = is_goal_reached( pig_dice:score(Game), pig_dice:player_name(Game), Goal, Player, Game ), loop_done( Is_goal_reached, N, Hold, Goal, Player, Game ).   loop_await_my_turn( Player, Player, _Game ) -> ok; loop_await_my_turn( _Other, Player, Game ) -> loop_await_my_turn( pig_dice:player_name(Game), Player, Game ).   loop_done( true, _N, _Hold, _Goal, Player, Game ) -> pig_dice:hold( Player, Game ); loop_done( false, N, Hold, Goal, Player, Game ) -> loop( N + 1, Hold, Goal, Player, Game ).   rotate( [H | T] ) -> T ++ [H].   task_play( Players_holds, _Goal, Acc ) when erlang:length(Players_holds) =:= erlang:length(Acc) -> lists:flatten( Acc ); task_play( Players_holds, Goal, Acc ) -> Results = [task_play_n(Players_holds, Goal) || _X <- lists:seq(1, 100)], task_play( rotate(Players_holds), Goal, [Results | Acc] ).   task_play_n( Players_holds, Goal ) -> Game = pig_dice:game( [X || {X, _Y} <- Players_holds] ), Pids = [erlang:spawn(fun() -> loop(1, Y, Goal, X, Game) end) || {X, Y} <- Players_holds], receive {pig, Result, Game} -> [erlang:exit(X, kill) || X <- [Game | Pids]], Result end.  
http://rosettacode.org/wiki/Plasma_effect
Plasma effect
The plasma effect is a visual effect created by applying various functions, notably sine and cosine, to the color values of screen pixels. When animated (not a task requirement) the effect may give the impression of a colorful flowing liquid. Task Create a plasma effect. See also Computer Graphics Tutorial (lodev.org) Plasma (bidouille.org)
#Python
Python
import math import colorsys from PIL import Image   def plasma (w, h): out = Image.new("RGB", (w, h)) pix = out.load() for x in range (w): for y in range(h): hue = 4.0 + math.sin(x / 19.0) + math.sin(y / 9.0) \ + math.sin((x + y) / 25.0) + math.sin(math.sqrt(x**2.0 + y**2.0) / 8.0) hsv = colorsys.hsv_to_rgb(hue/8.0, 1, 1) pix[x, y] = tuple([int(round(c * 255.0)) for c in hsv]) return out   if __name__=="__main__": im = plasma(400, 400) im.show()
http://rosettacode.org/wiki/Playfair_cipher
Playfair cipher
Playfair cipher You are encouraged to solve this task according to the task description, using any language you may know. Task Implement a Playfair cipher for encryption and decryption. The user must be able to choose   J  =  I     or   no   Q   in the alphabet. The output of the encrypted and decrypted message must be in capitalized digraphs, separated by spaces. Output example HI DE TH EG OL DI NT HE TR EX ES TU MP
#Perl
Perl
use Math::Cartesian::Product;   # Pregenerate all forward and reverse translations sub playfair { our($key,$from) = @_; $from //= 'J'; our $to = $from eq 'J' ? 'I' : ''; my(%ENC,%DEC,%seen,@m);   sub canon { my($str) = @_; $str =~ s/[^[:alpha:]]//g; $str =~ s/$from/$to/gi; uc $str; }   my @uniq = grep { ! $seen{$_}++ } split '', canon($key . join '', 'A'..'Z'); while (@uniq) { push @m, [splice @uniq, 0, 5] }   # Map pairs in same row. for my $r (@m) { for my $x (cartesian {@_} [0..4], [0..4]) { my($i,$j) = @$x; next if $i == $j; $ENC{ @$r[$i] . @$r[$j] } = @$r[($i+1)%5] . @$r[($j+1)%5]; } }   # Map pairs in same column. for my $c (0..4) { my @c = map { @$_[$c] } @m; for my $x (cartesian {@_} [0..4], [0..4]) { my($i,$j) = @$x; next if $i == $j; $ENC{ $c[$i] . $c[$j] } = $c[($i+1)%5] . $c[($j+1)%5]; } }   # Map pairs with cross-connections. for my $x (cartesian {@_} [0..4], [0..4], [0..4], [0..4]) { my($i1,$j1,$i2,$j2) = @$x; next if $i1 == $i2 or $j1 == $j2; $ENC{ $m[$i1][$j1] . $m[$i2][$j2] } = $m[$i1][$j2] . $m[$i2][$j1]; }   # Generate reverse translations. while (my ($k, $v) = each %ENC) { $DEC{$v} = $k }   # Return code-refs for encoding/decoding routines return sub { my($red) = @_; # encode my $str = canon($red);   my @list; while ($str =~ /(.)(?(?=\1)|(.?))/g) { push @list, substr($str,$-[0], $-[2] ? 2 : 1); } join ' ', map { length($_)==1 ? $ENC{$_.'X'} : $ENC{$_} } @list; }, sub { my($black) = @_; # decode join ' ', map { $DEC{$_} } canon($black) =~ /../g; } }   my($encode,$decode) = playfair('Playfair example');   my $orig = "Hide the gold in...the TREESTUMP!!!"; my $black = &$encode($orig); my $red = &$decode($black); print " orig:\t$orig\n"; print "black:\t$black\n"; print " red:\t$red\n";
http://rosettacode.org/wiki/Pinstripe/Display
Pinstripe/Display
Sample image The task is to demonstrate the creation of a series of vertical pinstripes across the entire width of the display. in the first quarter the pinstripes should alternate one pixel white, one pixel black = 1 pixel wide vertical pinestripes Quarter of the way down the display, we can switch to a wider 2 pixel wide vertical pinstripe pattern, alternating two pixels white, two pixels black. Half way down the display, we switch to 3 pixels wide, for the lower quarter of the display we use 4 pixels. c.f. Colour_pinstripe/Display
#Python
Python
  #Python task for Pinstripe/Display #Tested for Python2.7 by Benjamin Curutchet   #Import PIL libraries from PIL import Image from PIL import ImageColor from PIL import ImageDraw   #Create the picture (size parameter 1660x1005 like the example) x_size = 1650 y_size = 1000 im = Image.new('RGB',(x_size, y_size))   #Create a full black picture draw = ImageDraw.Draw(im)   #RGB code for the White Color White = (255,255,255)   #First loop in order to create four distinct lines y_delimiter_list = [] for y_delimiter in range(1,y_size,y_size/4): y_delimiter_list.append(y_delimiter)     #Four different loops in order to draw columns in white depending on the #number of the line   for x in range(1,x_size,2): for y in range(1,y_delimiter_list[1],1): draw.point((x,y),White)   for x in range(1,x_size-1,4): for y in range(y_delimiter_list[1],y_delimiter_list[2],1): draw.point((x,y),White) draw.point((x+1,y),White)   for x in range(1,x_size-2,6): for y in range(y_delimiter_list[2],y_delimiter_list[3],1): draw.point((x,y),White) draw.point((x+1,y),White) draw.point((x+2,y),White)   for x in range(1,x_size-3,8): for y in range(y_delimiter_list[3],y_size,1): draw.point((x,y),White) draw.point((x+1,y),White) draw.point((x+2,y),White) draw.point((x+3,y),White)       #Save the picture under a name as a jpg file. print "Your picture is saved" im.save('PictureResult.jpg')    
http://rosettacode.org/wiki/Primality_by_trial_division
Primality by trial division
Task Write a boolean function that tells whether a given integer is prime. Remember that   1   and all non-positive numbers are not prime. Use trial division. Even numbers greater than   2   may be eliminated right away. A loop from   3   to   √ n    will suffice,   but other loops are allowed. Related tasks   count in factors   prime decomposition   AKS test for primes   factors of an integer   Sieve of Eratosthenes   factors of a Mersenne number   trial factoring of a Mersenne number   partition an integer X into N primes   sequence of primes by Trial Division
#Raku
Raku
sub prime (Int $i --> Bool) { $i > 1 and so $i %% none 2..$i.sqrt; }
http://rosettacode.org/wiki/Pig_the_dice_game/Player
Pig the dice game/Player
Pig the dice game/Player You are encouraged to solve this task according to the task description, using any language you may know. Task Create a dice simulator and scorer of Pig the dice game and add to it the ability to play the game to at least one strategy. State here the play strategies involved. Show play during a game here. As a stretch goal: Simulate playing the game a number of times with two players of given strategies and report here summary statistics such as, but not restricted to, the influence of going first or which strategy seems stronger. Game Rules The game of Pig is a multiplayer game played with a single six-sided die. The object of the game is to reach 100 points or more. Play is taken in turns. On each person's turn that person has the option of either Rolling the dice: where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again; or a roll of 1 loses the player's total points for that turn and their turn finishes with play passing to the next player. Holding: The player's score for that round is added to their total and becomes safe from the effects of throwing a one. The player's turn finishes with play passing to the next player. References Pig (dice) The Math of Being a Pig and Pigs (extra) - Numberphile videos featuring Ben Sparks.
#Go
Go
package pig   import ( "fmt" "math/rand" "time" )   type ( PlayerID int MessageID int StrategyID int   PigGameData struct { player PlayerID turnCount int turnRollCount int turnScore int lastRoll int scores [2]int verbose bool } )   const ( // Status messages gameOver = iota piggedOut rolls pointSpending holds turn gameOverSummary // Players player1 = PlayerID(0) player2 = PlayerID(1) noPlayer = PlayerID(-1) // Max score maxScore = 100 // Strategies scoreChaseStrat = iota rollCountStrat )   // Returns "s" if n != 1 func pluralS(n int) string { if n != 1 { return "s" } return "" }   // Creates an intializes a new PigGameData structure, returns a *PigGameData func New() *PigGameData { return &PigGameData{0, 0, 0, 0, 0, [2]int{0, 0}, false} }   // Create a status message for a given message ID func (pg *PigGameData) statusMessage(id MessageID) string { var msg string switch id { case gameOver: msg = fmt.Sprintf("Game is over after %d turns", pg.turnCount) case piggedOut: msg = fmt.Sprintf(" Pigged out after %d roll%s", pg.turnRollCount, pluralS(pg.turnRollCount)) case rolls: msg = fmt.Sprintf(" Rolls %d", pg.lastRoll) case pointSpending: msg = fmt.Sprintf("  %d point%s pending", pg.turnScore, pluralS(pg.turnScore)) case holds: msg = fmt.Sprintf(" Holds after %d turns, adding %d points for a total of %d", pg.turnRollCount, pg.turnScore, pg.PlayerScore(noPlayer)) case turn: msg = fmt.Sprintf("Player %d's turn:", pg.player+1) case gameOverSummary: msg = fmt.Sprintf("Game over after %d turns\n player 1 %d\n player 2 %d\n", pg.turnCount, pg.PlayerScore(player1), pg.PlayerScore(player2)) } return msg }   // Print a status message, if pg.Verbose is true func (pg *PigGameData) PrintStatus(id MessageID) { if pg.verbose { fmt.Println(pg.statusMessage(id)) } }   // Play a given strategy func (pg *PigGameData) Play(id StrategyID) (keepPlaying bool) { if pg.GameOver() { pg.PrintStatus(gameOver) return false }   if pg.turnCount == 0 { pg.player = player2 pg.NextPlayer() }   pg.lastRoll = rand.Intn(6) + 1 pg.PrintStatus(rolls) pg.turnRollCount++ if pg.lastRoll == 1 { pg.PrintStatus(piggedOut) pg.NextPlayer() } else { pg.turnScore += pg.lastRoll pg.PrintStatus(pointSpending) success := false switch id { case scoreChaseStrat: success = pg.scoreChaseStrategy() case rollCountStrat: success = pg.rollCountStrategy() } if success { pg.Hold() pg.NextPlayer() } } return true }   // Get the score for a given player func (pg *PigGameData) PlayerScore(id PlayerID) int { if id == noPlayer { return pg.scores[pg.player] } return pg.scores[id] }   // Check if the game is over func (pg *PigGameData) GameOver() bool { return pg.scores[player1] >= maxScore || pg.scores[player2] >= maxScore }   // Returns the Player ID if there is a winner, or -1 func (pg *PigGameData) Winner() PlayerID { for index, score := range pg.scores { if score >= maxScore { return PlayerID(index) } } return noPlayer }   // Get the ID of the other player func (pg *PigGameData) otherPlayer() PlayerID { // 0 becomes 1, 1 becomes 0 return 1 - pg.player }   func (pg *PigGameData) Hold() { pg.scores[pg.player] += pg.turnScore pg.PrintStatus(holds) pg.turnRollCount, pg.turnScore = 0, 0 }   func (pg *PigGameData) NextPlayer() { pg.turnCount++ pg.turnRollCount, pg.turnScore = 0, 0 pg.player = pg.otherPlayer() pg.PrintStatus(turn) }   func (pg *PigGameData) rollCountStrategy() bool { return pg.turnRollCount >= 3 }   func (pg *PigGameData) scoreChaseStrategy() bool { myScore := pg.PlayerScore(pg.player) otherScore := pg.PlayerScore(pg.otherPlayer()) myPendingScore := pg.turnScore + myScore return myPendingScore >= maxScore || myPendingScore > otherScore || pg.turnRollCount >= 5 }   // Run the simulation func main() { // Seed the random number generator rand.Seed(time.Now().UnixNano())   // Start a new game pg := New() pg.verbose = true strategies := [2]StrategyID{scoreChaseStrat, rollCountStrat}   // Play until game over for !pg.GameOver() { pg.Play(strategies[pg.player]) } pg.PrintStatus(gameOverSummary) }
http://rosettacode.org/wiki/Plasma_effect
Plasma effect
The plasma effect is a visual effect created by applying various functions, notably sine and cosine, to the color values of screen pixels. When animated (not a task requirement) the effect may give the impression of a colorful flowing liquid. Task Create a plasma effect. See also Computer Graphics Tutorial (lodev.org) Plasma (bidouille.org)
#Racket
Racket
#lang racket ;; from lisp (cos I could just lift the code) (require images/flomap 2htdp/universe racket/flonum)   ;; copied from pythagoras-triangle#racket (define (real-remainder x q) (- x (* (floor (/ x q)) q)))   (define (HSV->RGB H S V) (define C (* V S)) ; chroma (define H′ (/ H 60)) (define X (* C (- 1 (abs (- (real-remainder H′ 2) 1))))) (define-values (R1 G1 B1) (cond [(< H′ 1) (values C X 0.)] [(< H′ 2) (values X C 0.)] [(< H′ 3) (values 0. C X)] [(< H′ 4) (values 0. X C)] [(< H′ 5) (values X 0. C)] [(< H′ 6) (values C 0. X)] [else (values 0. 0. 0.)])) (define m (- V C)) (values (+ R1 m) (+ G1 m) (+ B1 m)))     (define ((colour-component-by-pos ϕ) k x y) (let ((rv (/ (+ (+ 1/2 (* 1/2 (sin (+ ϕ (/ x 16.0))))) (+ 1/2 (* 1/2 (sin (+ ϕ (/ y 8.0))))) (+ 1/2 (* 1/2 (sin (+ ϕ (/ (+ x y) 16.0))))) (+ 1/2 (* 1/2 (sin (+ ϕ (/ (sqrt (+ (sqr x) (sqr y))) 8.0)))))) 4.0))) rv))   (define ((plasma-flomap (ϕ 0)) w h) (build-flomap 1 w h (colour-component-by-pos ϕ)))   (define ((plasma-image (ϕ 0)) w h) (flomap->bitmap ((plasma-flomap ϕ) w h)))   (define ((colour-plasma plsm) t) (let ((w (flomap-width plsm)) (h (flomap-height plsm))) (flomap->bitmap (build-flomap* 3 w h (λ (x y) (define-values (r g b) (HSV->RGB (real-remainder (+ (* t 5.) (* 360 (flomap-ref plsm 0 x y))) 360.) 1. 1.)) (flvector r g b))))))   ;((plasma-image) 200 200)   ;((plasma-image (/ pi 32)) 200 200)   (define plsm ((plasma-flomap) 300 300)) (animate (λ (t) ((colour-plasma plsm) t)))
http://rosettacode.org/wiki/Plasma_effect
Plasma effect
The plasma effect is a visual effect created by applying various functions, notably sine and cosine, to the color values of screen pixels. When animated (not a task requirement) the effect may give the impression of a colorful flowing liquid. Task Create a plasma effect. See also Computer Graphics Tutorial (lodev.org) Plasma (bidouille.org)
#Raku
Raku
use Image::PNG::Portable;   my ($w, $h) = 400, 400; my $out = Image::PNG::Portable.new: :width($w), :height($h);   plasma($out);   $out.write: 'Plasma-perl6.png';   sub plasma ($png) { (^$w).race.map: -> $x { for ^$h -> $y { my $hue = 4 + sin($x / 19) + sin($y / 9) + sin(($x + $y) / 25) + sin(sqrt($x² + $y²) / 8); $png.set: $x, $y, |hsv2rgb($hue/8, 1, 1); } } }   sub hsv2rgb ( $h, $s, $v ){ my $c = $v * $s; my $x = $c * (1 - abs( (($h*6) % 2) - 1 ) ); my $m = $v - $c; (do given $h { when 0..^1/6 { $c, $x, 0 } when 1/6..^1/3 { $x, $c, 0 } when 1/3..^1/2 { 0, $c, $x } when 1/2..^2/3 { 0, $x, $c } when 2/3..^5/6 { $x, 0, $c } when 5/6..1 { $c, 0, $x } } ).map: ((*+$m) * 255).Int }
http://rosettacode.org/wiki/Pig_the_dice_game
Pig the dice game
The   game of Pig   is a multiplayer game played with a single six-sided die.   The object of the game is to reach   100   points or more.   Play is taken in turns.   On each person's turn that person has the option of either: Rolling the dice:   where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again;   or a roll of   1   loses the player's total points   for that turn   and their turn finishes with play passing to the next player. Holding:   the player's score for that round is added to their total and becomes safe from the effects of throwing a   1   (one).   The player's turn finishes with play passing to the next player. Task Create a program to score for, and simulate dice throws for, a two-person game. Related task   Pig the dice game/Player
#11l
11l
V playercount = 2 V maxscore = 100 V safescore = [0] * playercount V player = 0 V score = 0   L max(safescore) < maxscore V rolling = input(‘Player #.: (#., #.) Rolling? (Y) ’.format( player, safescore[player], score)).trim(‘ ’).lowercase() C Set([‘yes’, ‘y’, ‘’]) I rolling V rolled = random:(1 .. 6) print(‘ Rolled #.’.format(rolled)) I rolled == 1 print(‘ Bust! you lose #. but still keep your previous #.’.format(score, safescore[player])) (score, player) = (0, (player + 1) % playercount) E score += rolled E safescore[player] += score I safescore[player] >= maxscore L.break print(‘ Sticking with #.’.format(safescore[player])) (score, player) = (0, (player + 1) % playercount)   print("\nPlayer #. wins with a score of #.".format(player, safescore[player]))
http://rosettacode.org/wiki/Playfair_cipher
Playfair cipher
Playfair cipher You are encouraged to solve this task according to the task description, using any language you may know. Task Implement a Playfair cipher for encryption and decryption. The user must be able to choose   J  =  I     or   no   Q   in the alphabet. The output of the encrypted and decrypted message must be in capitalized digraphs, separated by spaces. Output example HI DE TH EG OL DI NT HE TR EX ES TU MP
#Phix
Phix
with javascript_semantics constant keyword = "Playfair example", option = 'Q' -- ignore Q -- option = 'J' -- replace J with I sequence table, findchar procedure build_table() table = repeat(repeat(' ',5),5) findchar = repeat(0,26) findchar[option-'A'+1] = {0,0} -- (note any (J/Q) in keyword are simply ignored) string alphabet = upper(keyword) & tagset('Z','A') integer i=1, j=1 for k=1 to length(alphabet) do integer c = alphabet[k] if c>='A' and c<='Z' then integer d = c-'A'+1 if findchar[d]=0 then table[i][j] = c findchar[d] = {i,j} j += 1 if j=6 then i += 1 if i=6 then exit end if -- table filled j = 1 end if end if end if end for end procedure build_table() function clean_text(string plaintext) -- -- get rid of any non-letters and insert X between duplicate letters -- plaintext = upper(plaintext) string cleantext = "" integer prevChar = -1 for i=1 to length(plaintext) do integer nextChar = plaintext[i] if nextChar>='A' and nextChar<='Z' and (nextChar!='Q' or option!='Q') then if nextChar='J' and option='J' then nextChar = 'I' end if if nextChar=prevChar then cleantext &= 'X' end if cleantext &= nextChar prevChar = nextChar end if end for if odd(length(cleantext)) then -- dangling letter at end so add another letter to complete digraph cleantext &= iff(cleantext[$]='X'?'Z':'X') end if return cleantext end function function remove_x(string text) for i=2 to length(text)-1 do if text[i]='X' and ((text[i-1]=' ' and text[i-2]=text[i+1]) or (text[i+1]=' ' and text[i-1]=text[i+2])) then text[i] = '_' end if end for return text end function function playfair(string text, integer step, sequence d) -- -- text may be the plaintext or the encoded version -- step is 2 for plaintext, 3 for encoded(/skip spaces) -- d is {2,3,4,5,1} instead of mod(+1,5), or -- {5,1,2,3,4} -- -1 -- string res = "" for i=1 to length(text) by step do integer {row1, col1} = findchar[text[i]-'A'+1], {row2, col2} = findchar[text[i+1]-'A'+1] if i>1 then res &= " " end if if row1=row2 then {col1,col2} = {d[col1],d[col2]} elsif col1=col2 then {row1,row2} = {d[row1],d[row2]} else {col1,col2} = {col2,col1} end if res &= table[row1][col1] & table[row2][col2] end for return res end function function encode(string plaintext) return playfair(clean_text(plaintext),2,{2,3,4,5,1}) end function function decode(string ciphertext) -- ciphertext includes spaces we need to skip, hence by 3 return remove_x(playfair(ciphertext,3,{5,1,2,3,4})) end function printf(1,"Playfair keyword : %s\n",{keyword}) printf(1,"Option: J=I or no Q (J/Q) : %s\n",option) printf(1,"The table to be used is :\n\n%s\n\n",{join(table,"\n")}) string plaintext = "Hide the gold...in the TREESTUMP!!!!", encoded = encode(plaintext), decoded = decode(encoded) printf(1,"The plain text : %s\n\n",{plaintext}) printf(1,"Encoded text is : %s\n",{encoded}) printf(1,"Decoded text is : %s\n",{decoded})
http://rosettacode.org/wiki/Pinstripe/Display
Pinstripe/Display
Sample image The task is to demonstrate the creation of a series of vertical pinstripes across the entire width of the display. in the first quarter the pinstripes should alternate one pixel white, one pixel black = 1 pixel wide vertical pinestripes Quarter of the way down the display, we can switch to a wider 2 pixel wide vertical pinstripe pattern, alternating two pixels white, two pixels black. Half way down the display, we switch to 3 pixels wide, for the lower quarter of the display we use 4 pixels. c.f. Colour_pinstripe/Display
#Racket
Racket
  #lang racket/gui   (define-values [W H] (get-display-size #t))   (define parts 4)   (define (paint-pinstripe canvas dc) (send dc set-pen "black" 0 'solid) (send dc set-brush "black" 'solid) (define H* (round (/ H parts))) (for ([row parts]) (define Y (* row H*)) (for ([X (in-range 0 W (* (add1 row) 2))]) (send dc draw-rectangle X Y (add1 row) H*))))   (define full-frame% (class frame% (define/override (on-subwindow-char r e) (when (eq? 'escape (send e get-key-code)) (send this show #f))) (super-new [label "Pinstripe"] [width W] [height H] [style '(no-caption no-resize-border hide-menu-bar no-system-menu)]) (define c (new canvas% [parent this] [paint-callback paint-pinstripe])) (send this show #t)))   (void (new full-frame%))  
http://rosettacode.org/wiki/Pinstripe/Display
Pinstripe/Display
Sample image The task is to demonstrate the creation of a series of vertical pinstripes across the entire width of the display. in the first quarter the pinstripes should alternate one pixel white, one pixel black = 1 pixel wide vertical pinestripes Quarter of the way down the display, we can switch to a wider 2 pixel wide vertical pinstripe pattern, alternating two pixels white, two pixels black. Half way down the display, we switch to 3 pixels wide, for the lower quarter of the display we use 4 pixels. c.f. Colour_pinstripe/Display
#Raku
Raku
my ($x,$y) = 1280,720; my @colors = 0, 1;   spurt "pinstripes.pgm", qq:to/EOH/ orelse .die; P5 # pinstripes.pgm $x $y 1 EOH   my $img = open "pinstripes.pgm", :a, :bin orelse .die;   my $vzones = $y div 4; for 1..4 -> $w { my $stripes = ceiling $x / $w / +@colors; my $line = Buf.new: (flat((@colors Xxx $w) xx $stripes).Array).splice(0,$x); # DH change 2015-12-20 $img.write: $line for ^$vzones; }   $img.close;
http://rosettacode.org/wiki/Primality_by_trial_division
Primality by trial division
Task Write a boolean function that tells whether a given integer is prime. Remember that   1   and all non-positive numbers are not prime. Use trial division. Even numbers greater than   2   may be eliminated right away. A loop from   3   to   √ n    will suffice,   but other loops are allowed. Related tasks   count in factors   prime decomposition   AKS test for primes   factors of an integer   Sieve of Eratosthenes   factors of a Mersenne number   trial factoring of a Mersenne number   partition an integer X into N primes   sequence of primes by Trial Division
#REBOL
REBOL
prime?: func [n] [ case [ n = 2 [ true ] n <= 1 or (n // 2 = 0) [ false ] true [ for i 3 round square-root n 2 [ if n // i = 0 [ return false ] ] true ] ] ]
http://rosettacode.org/wiki/Pig_the_dice_game/Player
Pig the dice game/Player
Pig the dice game/Player You are encouraged to solve this task according to the task description, using any language you may know. Task Create a dice simulator and scorer of Pig the dice game and add to it the ability to play the game to at least one strategy. State here the play strategies involved. Show play during a game here. As a stretch goal: Simulate playing the game a number of times with two players of given strategies and report here summary statistics such as, but not restricted to, the influence of going first or which strategy seems stronger. Game Rules The game of Pig is a multiplayer game played with a single six-sided die. The object of the game is to reach 100 points or more. Play is taken in turns. On each person's turn that person has the option of either Rolling the dice: where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again; or a roll of 1 loses the player's total points for that turn and their turn finishes with play passing to the next player. Holding: The player's score for that round is added to their total and becomes safe from the effects of throwing a one. The player's turn finishes with play passing to the next player. References Pig (dice) The Math of Being a Pig and Pigs (extra) - Numberphile videos featuring Ben Sparks.
#Haskell
Haskell
- player1 always rolls until he gets 20 or more - player2 always rolls four times - player3 rolls three times until she gets more than 60 points, then she rolls until she gets 20 or more - player4 rolls 3/4 of the time, 1/4 he holds, but if he gets a score more than 75 he goes for the win
http://rosettacode.org/wiki/Plasma_effect
Plasma effect
The plasma effect is a visual effect created by applying various functions, notably sine and cosine, to the color values of screen pixels. When animated (not a task requirement) the effect may give the impression of a colorful flowing liquid. Task Create a plasma effect. See also Computer Graphics Tutorial (lodev.org) Plasma (bidouille.org)
#Ring
Ring
  # Project : Plasma effect   load "guilib.ring"   paint = null   new qapp { win1 = new qwidget() { setwindowtitle("Plasma effect") setgeometry(100,100,500,600)   label1 = new qlabel(win1) { setgeometry(10,10,400,400) settext("") }   new qpushbutton(win1) { setgeometry(150,500,100,30) settext("Draw") setclickevent("Draw()") } show() } exec() }   func draw   p1 = new qpicture() color = new qcolor() { setrgb(0,0,255,255) } ### <<< BLUE pen = new qpen() { setcolor(color) setwidth(1) }   paint = new qpainter() { begin(p1) setpen(pen)   w = 256 h = 256 time = 0   for x = 0 to w -1 for y = 0 to h -1 time = time + 0.99 value = sin(dist(x + time, y, 128, 128) / 8) + sin(dist(x, y, 64, 64) / 8) + sin(dist(x, y + time / 7, 192, 64) / 7) + sin(dist(x, y, 192, 100) / 8) + 4 c = floor(value * 32) r = c g = (c*2)%255 b = 255-c color2 = new qcolor() color2.setrgb(r,g,b,255) pen.setcolor(color2) setpen(pen) drawpoint(x,y) next next endpaint() } label1 { setpicture(p1) show() } return   func dist(a, b, c, d) d = sqrt(((a - c) * (a - c) + (b - d) * (b - d))) return d  
http://rosettacode.org/wiki/Pig_the_dice_game
Pig the dice game
The   game of Pig   is a multiplayer game played with a single six-sided die.   The object of the game is to reach   100   points or more.   Play is taken in turns.   On each person's turn that person has the option of either: Rolling the dice:   where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again;   or a roll of   1   loses the player's total points   for that turn   and their turn finishes with play passing to the next player. Holding:   the player's score for that round is added to their total and becomes safe from the effects of throwing a   1   (one).   The player's turn finishes with play passing to the next player. Task Create a program to score for, and simulate dice throws for, a two-person game. Related task   Pig the dice game/Player
#ActionScript
ActionScript
  package {   import flash.display.Graphics; import flash.display.Shape; import flash.display.Sprite; import flash.events.Event; import flash.events.MouseEvent; import flash.text.TextField; import flash.text.TextFieldAutoSize; import flash.text.TextFormat;   public class PigTheDiceGame extends Sprite {   /** * The name of the first player. * * @private */ private var _name1:String = "Player 1";   /** * The name of the second player. * * @private */ private var _name2:String = "Player 2";   /** * True if the next turn is of the second player, false if it is of the first player. * * @private */ private var _isPlayer2:Boolean = false;   /** * The score of the first player. * * @private */ private var __p1Score:uint;   /** * The score of the second player. * * @private */ private var __p2Score:uint;   /** * The number of points in the current turn. * * @private */ private var __turnPts:uint;   /** * The text field displaying the score of the first player. * * @private */ private var _p1ScoreText:TextField;   /** * The text field displaying the score of the second player. * * @private */ private var _p2ScoreText:TextField;   /** * The button which must be clicked for a player to roll the dice. * * @private */ private var _rollButton:Sprite;   /** * The button which must be clicked for a player to hold. * * @private */ private var _holdButton:Sprite;   /** * The text field displaying the name of the current player. */ private var _currentPlayerText:TextField;   /** * The text field displaying the number of points in the current turn. * * @private */ private var _ptsThisTurnText:TextField;   /** * The dice. * * @private */ private var _dice:Shape;   /** * The number of points required to win the game. * * @private */ private var _maxScore:uint = 100;   /** * The text field displaying additional information about the game. * * @private */ private var _statusText:TextField;   /** * Creates a new PigTheDiceGame instance. */ public function PigTheDiceGame() { if ( stage ) _init(); else addEventListener(Event.ADDED_TO_STAGE, _init); }   /** * Function which constructs the dice game when the object is added to the stage. * * @private */ private function _init(e:Event = null):void {   // Border and background   graphics.beginFill(0xFFFFDD); graphics.lineStyle(2, 0xFFCC00); graphics.drawRect(0, 0, 450, 280)   x = 20; y = 20;   // Text fields and labels   var currentPlayerText:TextField = _createTextField(_name1 + "'s turn", 20, 0, 10, 0xDD0000, TextFieldAutoSize.CENTER, width); var p1ScoreLabel:TextField = _createTextField(_name1 + "'s score:", 15, 20, currentPlayerText.y + currentPlayerText.height + 20, 0x000000, TextFieldAutoSize.LEFT, 120); var p1ScoreText:TextField = _createTextField("0", 17, 135, p1ScoreLabel.y, 0xFF0000, TextFieldAutoSize.RIGHT, 50); var p2ScoreLabel:TextField = _createTextField(_name2 + "'s score:", 15, 20, p1ScoreText.y + p1ScoreText.height + 5, 0x000000, TextFieldAutoSize.LEFT, 120); var p2ScoreText:TextField = _createTextField("0", 17, 135, p2ScoreLabel.y, 0xFF0000, TextFieldAutoSize.RIGHT, 50); var ptsThisTurnLabel:TextField = _createTextField("Points in this turn:", 15, 20, p2ScoreText.y + p2ScoreText.height + 15, 0x000000, TextFieldAutoSize.LEFT, 120); var ptsThisTurnText:TextField = _createTextField("0", 17, 135, ptsThisTurnLabel.y, 0xFF0000, TextFieldAutoSize.RIGHT, 50);   // Dice   var dice:Shape = new Shape(); dice.x = 201; dice.y = ptsThisTurnText.y + ptsThisTurnText.height + 30; dice.visible = false;   var statusText:TextField = _createTextField("Start Play!", 15, 0, dice.y + 70, 0x0000A0, TextFieldAutoSize.CENTER, 450);   // "Roll" button   var rollButton:Sprite = new Sprite(); var rollButtonText:TextField = _createTextField("Roll dice", 17, 0, 0, 0x000000, TextFieldAutoSize.CENTER, 100); rollButton.mouseChildren = false; rollButton.buttonMode = true; rollButton.graphics.lineStyle(1, 0x444444); rollButton.graphics.beginFill(0xDDDDDD); rollButton.graphics.drawRect(0, 0, 100, rollButtonText.height); rollButton.x = 330; rollButton.y = 80; rollButton.addChild(rollButtonText);   // "Hold" button   var holdButton:Sprite = new Sprite(); var holdButtonText:TextField = _createTextField("Hold", 17, 0, 0, 0x000000, TextFieldAutoSize.CENTER, 100); holdButton.mouseChildren = false; holdButton.buttonMode = true; holdButton.graphics.copyFrom(rollButton.graphics); holdButton.x = 330; holdButton.y = rollButton.y + rollButton.height + 10; holdButton.addChild(holdButtonText);   rollButton.addEventListener(MouseEvent.CLICK, _rollButtonClick); holdButton.addEventListener(MouseEvent.CLICK, _holdButtonClick);   _currentPlayerText = currentPlayerText; _p1ScoreText = p1ScoreText; _p2ScoreText = p2ScoreText; _ptsThisTurnText = ptsThisTurnText; _rollButton = rollButton; _holdButton = holdButton; _dice = dice; _statusText = statusText;   addChild(currentPlayerText); addChild(p1ScoreLabel); addChild(p1ScoreText); addChild(p2ScoreLabel); addChild(p2ScoreText); addChild(ptsThisTurnLabel); addChild(ptsThisTurnLabel); addChild(ptsThisTurnText); addChild(statusText); addChild(_dice); addChild(rollButton); addChild(holdButton);   }   /** * Creates a new text field. * * @param text The text to be displayed in the text field. * @param size The font size of the text. * @param x The x-coordinate of the text field. * @param y The y-coordinate of the text field. * @param colour The text colour. * @param autoSize The text alignment mode. * @param width The width of the text field. * @return A TextField object. * @private */ private function _createTextField(text:String, size:Number, x:Number, y:Number, colour:uint, autoSize:String, width:Number):TextField { var t:TextField = new TextField(); t.defaultTextFormat = new TextFormat(null, size, colour); t.autoSize = autoSize; t.x = x; t.y = y; t.width = width; t.text = text; t.height = t.textHeight + 5; return t; }   /** * Rolls the dice. * * @return The result of the roll (1-6) * @private */ private function _rollDice():uint {   // Since Math.random() returns a number between 0 and 1, multiplying it by 6 and then rounding down // gives a number between 0 and 5, so add 1 to it.   var roll:uint = uint(Math.random() * 6) + 1;   _dice.visible = true; var diceGraphics:Graphics = _dice.graphics;   // Draw the dice.   diceGraphics.clear(); diceGraphics.lineStyle(2, 0x555555); diceGraphics.beginFill(0xFFFFFF); diceGraphics.drawRect(0, 0, 48, 48); diceGraphics.beginFill(0x000000); diceGraphics.lineStyle(0);   switch ( roll ) { case 1: diceGraphics.drawCircle(24, 24, 3); break; case 2: diceGraphics.drawCircle(16, 16, 3); diceGraphics.drawCircle(32, 32, 3); break; case 3: diceGraphics.drawCircle(12, 12, 3); diceGraphics.drawCircle(24, 24, 3); diceGraphics.drawCircle(36, 36, 3); break; case 4: diceGraphics.drawCircle(16, 16, 3); diceGraphics.drawCircle(16, 32, 3); diceGraphics.drawCircle(32, 16, 3); diceGraphics.drawCircle(32, 32, 3); break; case 5: diceGraphics.drawCircle(12, 12, 3); diceGraphics.drawCircle(24, 24, 3); diceGraphics.drawCircle(36, 36, 3); diceGraphics.drawCircle(36, 12, 3); diceGraphics.drawCircle(12, 36, 3); break; case 6: diceGraphics.drawCircle(16, 12, 3); diceGraphics.drawCircle(16, 24, 3); diceGraphics.drawCircle(16, 36, 3); diceGraphics.drawCircle(32, 12, 3); diceGraphics.drawCircle(32, 24, 3); diceGraphics.drawCircle(32, 36, 3); break; }   return roll;   }   /** * The score of the first player. * * @private */ private function get _p1Score():uint { return __p1Score; }   /** * @private */ private function set _p1Score(value:uint):void { __p1Score = value; _p1ScoreText.text = String(value);   if ( value >= _maxScore ) { _currentPlayerText.text = "Game over!"; _statusText.text = _name1 + " wins!"; removeChild(_rollButton); removeChild(_holdButton); } }   /** * The score of the second player. * * @private */ private function get _p2Score():uint { return __p2Score; }   /** * @private */ private function set _p2Score(value:uint):void { __p2Score = value; _p2ScoreText.text = String(value);   if ( value >= _maxScore ) { _currentPlayerText.text = "Game over!"; _statusText.text = _name2 + " wins!"; removeChild(_rollButton); removeChild(_holdButton); } }   /** * The number of points in the current turn. * * @private */ private function get _turnPts():uint { return __turnPts; }   /** * @private */ private function set _turnPts(value:uint):void { __turnPts = value; _ptsThisTurnText.text = String(value);   if ( _isPlayer2 && __p2Score + value >= _maxScore ) { _ptsThisTurnText.text = "0"; _p2Score += value; } else if ( ! _isPlayer2 && __p1Score + value >= _maxScore ) { _ptsThisTurnText.text = "0"; _p1Score += value; } }   /** * Function called when the "Roll dice" button is clicked. * * @private */ private function _rollButtonClick(e:MouseEvent):void { var roll:uint = _rollDice();   if ( roll == 1 ) { if ( _isPlayer2 ) { _currentPlayerText.text = _name1 + "'s turn"; _statusText.text = _name2 + " rolls 1 and loses " + __turnPts + " points. " + _name1 + "'s turn now."; } else { _currentPlayerText.text = _name2 + "'s turn"; _statusText.text = _name1 + " rolls 1 and loses " + __turnPts + " points. " + _name2 + "'s turn now."; }   _isPlayer2 = ! _isPlayer2; _turnPts = 0; } else { _turnPts += roll; _statusText.text = ""; } }   /** * Function called when the "Hold" button is clicked. * * @private */ private function _holdButtonClick(e:MouseEvent):void { if ( _isPlayer2 ) { _currentPlayerText.text = _name1 + "'s turn"; _statusText.text = _name2 + " holds and wins " + __turnPts + " points. " + _name1 + "'s turn now."; _p2Score += __turnPts; } else { _currentPlayerText.text = _name2 + "'s turn"; _statusText.text = _name1 + " holds and wins " + __turnPts + " points. " + _name2 + "'s turn now."; _p1Score += __turnPts; }   _dice.visible = false; _turnPts = 0; _isPlayer2 = ! _isPlayer2; }   }   }  
http://rosettacode.org/wiki/Playfair_cipher
Playfair cipher
Playfair cipher You are encouraged to solve this task according to the task description, using any language you may know. Task Implement a Playfair cipher for encryption and decryption. The user must be able to choose   J  =  I     or   no   Q   in the alphabet. The output of the encrypted and decrypted message must be in capitalized digraphs, separated by spaces. Output example HI DE TH EG OL DI NT HE TR EX ES TU MP
#Python
Python
from string import ascii_uppercase from itertools import product from re import findall   def uniq(seq): seen = {} return [seen.setdefault(x, x) for x in seq if x not in seen]   def partition(seq, n): return [seq[i : i + n] for i in xrange(0, len(seq), n)]     """Instantiate a specific encoder/decoder.""" def playfair(key, from_ = 'J', to = None): if to is None: to = 'I' if from_ == 'J' else ''   def canonicalize(s): return filter(str.isupper, s.upper()).replace(from_, to)   # Build 5x5 matrix. m = partition(uniq(canonicalize(key + ascii_uppercase)), 5)   # Pregenerate all forward translations. enc = {}   # Map pairs in same row. for row in m: for i, j in product(xrange(5), repeat=2): if i != j: enc[row[i] + row[j]] = row[(i + 1) % 5] + row[(j + 1) % 5]   # Map pairs in same column. for c in zip(*m): for i, j in product(xrange(5), repeat=2): if i != j: enc[c[i] + c[j]] = c[(i + 1) % 5] + c[(j + 1) % 5]   # Map pairs with cross-connections. for i1, j1, i2, j2 in product(xrange(5), repeat=4): if i1 != i2 and j1 != j2: enc[m[i1][j1] + m[i2][j2]] = m[i1][j2] + m[i2][j1]   # Generate reverse translations. dec = dict((v, k) for k, v in enc.iteritems())   def sub_enc(txt): lst = findall(r"(.)(?:(?!\1)(.))?", canonicalize(txt)) return " ".join(enc[a + (b if b else 'X')] for a, b in lst)   def sub_dec(encoded): return " ".join(dec[p] for p in partition(canonicalize(encoded), 2))   return sub_enc, sub_dec     (encode, decode) = playfair("Playfair example") orig = "Hide the gold in...the TREESTUMP!!!" print "Original:", orig enc = encode(orig) print "Encoded:", enc print "Decoded:", decode(enc)
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#11l
11l
print(random:choice([‘foo’, ‘bar’, ‘baz’]))
http://rosettacode.org/wiki/Pinstripe/Display
Pinstripe/Display
Sample image The task is to demonstrate the creation of a series of vertical pinstripes across the entire width of the display. in the first quarter the pinstripes should alternate one pixel white, one pixel black = 1 pixel wide vertical pinestripes Quarter of the way down the display, we can switch to a wider 2 pixel wide vertical pinstripe pattern, alternating two pixels white, two pixels black. Half way down the display, we switch to 3 pixels wide, for the lower quarter of the display we use 4 pixels. c.f. Colour_pinstripe/Display
#Ring
Ring
  # Project : Pinstripe/Display   load "guilib.ring"   paint = null   new qapp { win1 = new qwidget() { setwindowtitle("Pinstripe/Display") setgeometry(100,100,500,600) label1 = new qlabel(win1) { setgeometry(10,10,400,400) settext("") } new qpushbutton(win1) { setgeometry(150,500,100,30) settext("draw") setclickevent("draw()") } show() } exec() }   func draw p1 = new qpicture() color = new qcolor() { setrgb(0,0,255,255) } pen = new qpen() { setcolor(color) setwidth(1) } paint = new qpainter() { begin(p1) setpen(pen)   xscreen = 100 yscreen = 100 color = new qcolor() color.setrgb(0,0,0,255) mybrush = new qbrush() {setstyle(1) setcolor(color)} setbrush(mybrush) for x = 0 to xscreen*4-4 step 4 drawrect(x,yscreen*3/2,2,yscreen/2) next for x = 0 to xscreen*4-8 step 8 drawrect(x,yscreen*2/2,4,yscreen/2) next for x = 0 to xscreen*4-12 step 12 drawrect(x,yscreen*1/2,6,yscreen/2) next for x = 0 to xscreen*4-16 step 16 drawrect(x,yscreen*0/2,8,yscreen/2) next   endpaint() } label1 { setpicture(p1) show() } return  
http://rosettacode.org/wiki/Pinstripe/Display
Pinstripe/Display
Sample image The task is to demonstrate the creation of a series of vertical pinstripes across the entire width of the display. in the first quarter the pinstripes should alternate one pixel white, one pixel black = 1 pixel wide vertical pinestripes Quarter of the way down the display, we can switch to a wider 2 pixel wide vertical pinstripe pattern, alternating two pixels white, two pixels black. Half way down the display, we switch to 3 pixels wide, for the lower quarter of the display we use 4 pixels. c.f. Colour_pinstripe/Display
#Scala
Scala
import java.awt._   import javax.swing._   object PinstripeDisplay extends App {   SwingUtilities.invokeLater(() => new JFrame("Pinstripe") {   class Pinstripe_Display extends JPanel {   override def paintComponent(g: Graphics): Unit = { val bands = 4   super.paintComponent(g) for (b <- 1 to bands) { var colIndex = 0 for (x <- 0 until getWidth by b) { g.setColor(if (colIndex % 2 == 0) Color.white else Color.black) g.fillRect(x, (b - 1) * (getHeight / bands), x + b, b * (getHeight / bands)) colIndex += 1 } } }   setPreferredSize(new Dimension(900, 600)) }   add(new Pinstripe_Display, BorderLayout.CENTER) pack() setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE) setLocationRelativeTo(null) setVisible(true) })   }
http://rosettacode.org/wiki/Primality_by_trial_division
Primality by trial division
Task Write a boolean function that tells whether a given integer is prime. Remember that   1   and all non-positive numbers are not prime. Use trial division. Even numbers greater than   2   may be eliminated right away. A loop from   3   to   √ n    will suffice,   but other loops are allowed. Related tasks   count in factors   prime decomposition   AKS test for primes   factors of an integer   Sieve of Eratosthenes   factors of a Mersenne number   trial factoring of a Mersenne number   partition an integer X into N primes   sequence of primes by Trial Division
#REXX
REXX
/*REXX program tests for primality by using (kinda smartish) trial division. */ parse arg n .; if n=='' then n=10000 /*let the user choose the upper limit. */ tell=(n>0); n=abs(n) /*display the primes only if N > 0. */ p=0 /*a count of the primes found (so far).*/ do j=-57 to n /*start in the cellar and work up. */ if \isPrime(j) then iterate /*if not prime, then keep looking. */ p=p+1 /*bump the jelly bean counter. */ if tell then say right(j,20) 'is prime.' /*maybe display prime to the terminal. */ end /*j*/ say say "There are " p " primes up to " n ' (inclusive).' exit /*stick a fork in it, we're all done. */ /*──────────────────────────────────────────────────────────────────────────────────────*/ isPrime: procedure; parse arg x /*get the number to be tested. */ if wordpos(x, '2 3 5 7')\==0 then return 1 /*is number a teacher's pet? */ if x<2 | x//2==0 | x//3==0 then return 0 /*weed out the riff-raff. */ do k=5 by 6 until k*k>x /*skips odd multiples of 3. */ if x//k==0 | x//(k+2)==0 then return 0 /*a pair of divides. ___ */ end /*k*/ /*divide up through the √ x */ /*Note: // is ÷ remainder.*/ return 1 /*done dividing, it's prime. */
http://rosettacode.org/wiki/Pig_the_dice_game/Player
Pig the dice game/Player
Pig the dice game/Player You are encouraged to solve this task according to the task description, using any language you may know. Task Create a dice simulator and scorer of Pig the dice game and add to it the ability to play the game to at least one strategy. State here the play strategies involved. Show play during a game here. As a stretch goal: Simulate playing the game a number of times with two players of given strategies and report here summary statistics such as, but not restricted to, the influence of going first or which strategy seems stronger. Game Rules The game of Pig is a multiplayer game played with a single six-sided die. The object of the game is to reach 100 points or more. Play is taken in turns. On each person's turn that person has the option of either Rolling the dice: where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again; or a roll of 1 loses the player's total points for that turn and their turn finishes with play passing to the next player. Holding: The player's score for that round is added to their total and becomes safe from the effects of throwing a one. The player's turn finishes with play passing to the next player. References Pig (dice) The Math of Being a Pig and Pigs (extra) - Numberphile videos featuring Ben Sparks.
#J
J
pigval=:4 :0 (+/%#)(-x),}.(1+i.6)<.100-y+x )
http://rosettacode.org/wiki/Plasma_effect
Plasma effect
The plasma effect is a visual effect created by applying various functions, notably sine and cosine, to the color values of screen pixels. When animated (not a task requirement) the effect may give the impression of a colorful flowing liquid. Task Create a plasma effect. See also Computer Graphics Tutorial (lodev.org) Plasma (bidouille.org)
#Ruby
Ruby
  attr_reader :buffer, :palette, :r, :g, :b, :rd, :gd, :bd, :dim   def settings size(600, 600) end   def setup sketch_title 'Plasma Effect' frame_rate 25 @r = 42 @g = 84 @b = 126 @rd = true @gd = true @bd = true @dim = width * height @buffer = Array.new(dim) grid(width, height) do |x, y| buffer[x + y * width] = ( ( (128 + (128 * sin(x / 32.0))) + (128 + (128 * cos(y / 32.0))) + (128 + (128 * sin(Math.hypot(x, y) / 32.0))) ) / 4 ).to_i end load_pixels end   def draw if rd @r -= 1 @rd = false if r.negative? else @r += 1 @rd = true if r > 128 end if gd @g -= 1 @gd = false if g.negative? else @g += 1 @gd = true if g > 128 end if bd @b -= 1 @bd = false if b.negative? else @b += 1 @bd = true if b > 128 end @palette = (0..127).map do |col| s1 = sin(col * Math::PI / 25) s2 = sin(col * Math::PI / 50 + Math::PI / 4) color(r + s1 * 128, g + s2 * 128, b + s1 * 128) end dim.times do |idx| pixels[idx] = palette[(buffer[idx] + frame_count) & 127] end update_pixels end  
http://rosettacode.org/wiki/Pig_the_dice_game
Pig the dice game
The   game of Pig   is a multiplayer game played with a single six-sided die.   The object of the game is to reach   100   points or more.   Play is taken in turns.   On each person's turn that person has the option of either: Rolling the dice:   where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again;   or a roll of   1   loses the player's total points   for that turn   and their turn finishes with play passing to the next player. Holding:   the player's score for that round is added to their total and becomes safe from the effects of throwing a   1   (one).   The player's turn finishes with play passing to the next player. Task Create a program to score for, and simulate dice throws for, a two-person game. Related task   Pig the dice game/Player
#Ada
Ada
package Pig is   type Dice_Score is range 1 .. 6;   type Player is tagged private; function Recent(P: Player) return Natural; function All_Recent(P: Player) return Natural; function Score(P: Player) return Natural;   type Actor is abstract tagged null record; function Roll_More(A: Actor; Self, Opponent: Player'Class) return Boolean is abstract;   procedure Play(First, Second: Actor'Class; First_Wins: out Boolean);   private type Player is tagged record Score: Natural := 0; All_Recent: Natural := 0; Recent_Roll: Dice_Score := 1; end record;   end Pig;
http://rosettacode.org/wiki/Playfair_cipher
Playfair cipher
Playfair cipher You are encouraged to solve this task according to the task description, using any language you may know. Task Implement a Playfair cipher for encryption and decryption. The user must be able to choose   J  =  I     or   no   Q   in the alphabet. The output of the encrypted and decrypted message must be in capitalized digraphs, separated by spaces. Output example HI DE TH EG OL DI NT HE TR EX ES TU MP
#Raku
Raku
# Instantiate a specific encoder/decoder.   sub playfair( $key, $from = 'J', $to = $from eq 'J' ?? 'I' !! '' ) {   sub canon($str) { $str.subst(/<-alpha>/,'', :g).uc.subst(/$from/,$to,:g) }   # Build 5x5 matrix. my @m = canon($key ~ ('A'..'Z').join).comb.unique.map: -> $a,$b,$c,$d,$e { [$a,$b,$c,$d,$e] }   # Pregenerate all forward translations. my %ENC = gather { # Map pairs in same row. for @m -> @r { for ^@r X ^@r -> (\i,\j) { next if i == j; take @r[i] ~ @r[j] => @r[(i+1)%5] ~ @r[(j+1)%5]; } }   # Map pairs in same column. for ^5 -> $c { my @c = @m.map: *.[$c]; for ^@c X ^@c -> (\i,\j) { next if i == j; take @c[i] ~ @c[j] => @c[(i+1)%5] ~ @c[(j+1)%5]; } }   # Map pairs with cross-connections. for ^5 X ^5 X ^5 X ^5 -> (\i1,\j1,\i2,\j2) { next if i1 == i2 or j1 == j2; take @m[i1][j1] ~ @m[i2][j2] => @m[i1][j2] ~ @m[i2][j1]; } }   # Generate reverse translations. my %DEC = %ENC.invert;   return anon sub enc($red) { my @list = canon($red).comb(/(.) (.?) <?{ $1 ne $0 }>/); ~@list.map: { .chars == 1 ?? %ENC{$_~'X'} !! %ENC{$_} } }, anon sub dec($black) { my @list = canon($black).comb(/../); ~@list.map: { %DEC{$_} } } }   my (&encode,&decode) = playfair 'Playfair example';   my $orig = "Hide the gold in...the TREESTUMP!!!"; say " orig:\t$orig";   my $black = encode $orig; say "black:\t$black";   my $red = decode $black; say " red:\t$red";
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#8086_Assembly
8086 Assembly
.model small .stack 1024   .data TestList byte 00h,05h,10h,15h,20h,25h,30h,35h   .code   start: mov ax,@data mov ds,ax   mov ax,@code mov es,ax   call seedXorshift32 ;seeds the xorshift rng using the computer's date and time   call doXorshift32 mov ax,word ptr [ds:xorshift32_state_lo] ;retrieve the rng output and al,00000111b ;constrain the rng to values 0-7   mov bx,offset TestList XLAT ;translate AL according to [DS:BX]   call PrintHex ;display AL to the terminal     mov ax,4C00h int 21h ;exit program and return to MS-DOS end start
http://rosettacode.org/wiki/Pinstripe/Display
Pinstripe/Display
Sample image The task is to demonstrate the creation of a series of vertical pinstripes across the entire width of the display. in the first quarter the pinstripes should alternate one pixel white, one pixel black = 1 pixel wide vertical pinestripes Quarter of the way down the display, we can switch to a wider 2 pixel wide vertical pinstripe pattern, alternating two pixels white, two pixels black. Half way down the display, we switch to 3 pixels wide, for the lower quarter of the display we use 4 pixels. c.f. Colour_pinstripe/Display
#Sinclair_ZX81_BASIC
Sinclair ZX81 BASIC
10 FOR W=1 TO 4 20 FOR I=0 TO 63 STEP 2*W 30 FOR J=1 TO W 40 FOR K=43-11*(W-1) TO 33-11*(W-1) STEP -1 50 PLOT I+J,K 60 NEXT K 70 NEXT J 80 NEXT I 90 NEXT W
http://rosettacode.org/wiki/Pinstripe/Display
Pinstripe/Display
Sample image The task is to demonstrate the creation of a series of vertical pinstripes across the entire width of the display. in the first quarter the pinstripes should alternate one pixel white, one pixel black = 1 pixel wide vertical pinestripes Quarter of the way down the display, we can switch to a wider 2 pixel wide vertical pinstripe pattern, alternating two pixels white, two pixels black. Half way down the display, we switch to 3 pixels wide, for the lower quarter of the display we use 4 pixels. c.f. Colour_pinstripe/Display
#Tcl
Tcl
package require Tcl 8.5 package require Tk 8.5   wm attributes . -fullscreen 1 pack [canvas .c -highlightthick 0] -fill both -expand 1 set colors {black white}   set dy [expr {[winfo screenheight .c]/4}] set y 0 foreach dx {1 2 3 4} { for {set x 0} {$x < [winfo screenwidth .c]} {incr x $dx} { .c create rectangle $x $y [expr {$x+$dx}] [expr {$y+$dy}] \ -fill [lindex $colors 0] -outline {} set colors [list {*}[lrange $colors 1 end] [lindex $colors 0]] } incr y $dy }
http://rosettacode.org/wiki/Primality_by_trial_division
Primality by trial division
Task Write a boolean function that tells whether a given integer is prime. Remember that   1   and all non-positive numbers are not prime. Use trial division. Even numbers greater than   2   may be eliminated right away. A loop from   3   to   √ n    will suffice,   but other loops are allowed. Related tasks   count in factors   prime decomposition   AKS test for primes   factors of an integer   Sieve of Eratosthenes   factors of a Mersenne number   trial factoring of a Mersenne number   partition an integer X into N primes   sequence of primes by Trial Division
#Ring
Ring
give n flag = isPrime(n) if flag = 1 see n + " is a prime number" else see n + " is not a prime number" ok   func isPrime num if (num <= 1) return 0 ok if (num % 2 = 0 and num != 2) return 0 ok for i = 3 to floor(num / 2) -1 step 2 if (num % i = 0) return 0 ok next return 1
http://rosettacode.org/wiki/Pig_the_dice_game/Player
Pig the dice game/Player
Pig the dice game/Player You are encouraged to solve this task according to the task description, using any language you may know. Task Create a dice simulator and scorer of Pig the dice game and add to it the ability to play the game to at least one strategy. State here the play strategies involved. Show play during a game here. As a stretch goal: Simulate playing the game a number of times with two players of given strategies and report here summary statistics such as, but not restricted to, the influence of going first or which strategy seems stronger. Game Rules The game of Pig is a multiplayer game played with a single six-sided die. The object of the game is to reach 100 points or more. Play is taken in turns. On each person's turn that person has the option of either Rolling the dice: where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again; or a roll of 1 loses the player's total points for that turn and their turn finishes with play passing to the next player. Holding: The player's score for that round is added to their total and becomes safe from the effects of throwing a one. The player's turn finishes with play passing to the next player. References Pig (dice) The Math of Being a Pig and Pigs (extra) - Numberphile videos featuring Ben Sparks.
#Java
Java
import java.util.Scanner;   public class Pigdice {   public static void main(String[] args) { Scanner scan = new Scanner(System.in); int players = 0;   //Validate the input while(true) { //Get the number of players System.out.println("Hello, welcome to Pig Dice the game! How many players? "); if(scan.hasNextInt()) {   //Gotta be more than 0 int nextInt = scan.nextInt(); if(nextInt > 0) { players = nextInt; break; } } else { System.out.println("That wasn't an integer. Try again. \n"); scan.next(); } } System.out.println("Alright, starting with " + players + " players. \n");   //Start the game play(players, scan);   scan.close(); }   public static void play(int group, Scanner scan) { //Set the number of strategies available. final int STRATEGIES = 5;   //Construct the dice- accepts an int as an arg for number of sides, but defaults to 6. Dice dice = new Dice();   //Create an array of players and initialize them to defaults. Player[] players = new Player[group]; for(int count = 0; count < group; count++) { players[count] = new Player(count); System.out.println("Player " + players[count].getNumber() + " is alive! "); }   /*****Print strategy options here. Modify Player.java to add strategies. *****/ System.out.println("Each strategy is numbered 0 - " + (STRATEGIES - 1) + ". They are as follows: "); System.out.println(">> Enter '0' for a human player. "); System.out.println(">> Strategy 1 is a basic strategy where the AI rolls until 20+ points and holds unless the current max is 75+."); System.out.println(">> Strategy 2 is a basic strategy where the AI, after 3 successful rolls, will randomly decide to roll or hold. "); System.out.println(">> Strategy 3 is similar to strategy 2, except it's a little gutsier and will attempt 5 successful rolls. "); System.out.println(">> Strategy 4 is like a mix between strategies 1 and 3. After turn points are >= 20 and while max points are still less than 75, it will randomly hold or roll. ");   //Get the strategy for each player for(Player player : players) { System.out.println("\nWhat strategy would you like player " + player.getNumber() + " to use? ");   //Validate the strategy is a real strategy. while(true) { if(scan.hasNextInt()) { int nextInt = scan.nextInt(); if (nextInt < Strategy.STRATEGIES.length) { player.setStrategy(Strategy.STRATEGIES[nextInt]); break; } } else { System.out.println("That wasn't an option. Try again. "); scan.next(); } } }   //Here is where the rules for the game are programmatically defined. int max = 0; while(max < 100) {   //Begin the round for(Player player : players) { System.out.println(">> Beginning Player " + player.getNumber() + "'s turn. ");   //Set the points for the turn to 0 player.setTurnPoints(0);   //Determine whether the player chooses to roll or hold. player.setMax(max); while(true) { Move choice = player.choose(); if(choice == Move.ROLL) { int roll = dice.roll(); System.out.println(" A " + roll + " was rolled. "); player.setTurnPoints(player.getTurnPoints() + roll);   //Increment the player's built in iterator. player.incIter();   //If the player rolls a 1, their turn is over and they gain 0 points this round. if(roll == 1) { player.setTurnPoints(0); break; } } //Check if the player held or not. else { System.out.println(" The player has held. "); break; } }   //End the turn and add any accumulated points to the player's pool. player.addPoints(player.getTurnPoints()); System.out.println(" Player " + player.getNumber() + "'s turn is now over. Their total is " + player.getPoints() + ". \n");   //Reset the player's built in iterator. player.resetIter();   //Update the max score if necessary. if(max < player.getPoints()) { max = player.getPoints(); }   //If someone won, stop the game and announce the winner. if(max >= 100) { System.out.println("Player " + player.getNumber() + " wins with " + max + " points! End scores: ");   //Announce the final scores. for(Player p : players) { System.out.println("Player " + p.getNumber() + " had " + p.getPoints() + " points. "); } break; } } }   }   }
http://rosettacode.org/wiki/Plasma_effect
Plasma effect
The plasma effect is a visual effect created by applying various functions, notably sine and cosine, to the color values of screen pixels. When animated (not a task requirement) the effect may give the impression of a colorful flowing liquid. Task Create a plasma effect. See also Computer Graphics Tutorial (lodev.org) Plasma (bidouille.org)
#Rust
Rust
  extern crate image;   use image::ColorType; use std::path::Path;   // Framebuffer dimensions const WIDTH: usize = 640; const HEIGHT: usize = 480;   /// Formula for plasma at any particular address fn plasma_pixel(x: f64, y: f64) -> f64 { ((x / 16.0).sin() + (y / 8.0).sin() + ((x + y) / 16.0).sin() + ((x * x + y * y).sqrt() / 8.0).sin() + 4.0) / 8.0 }   /// Precalculate plasma field lookup-table for performance fn create_plasma_lut() -> Vec<f64> { let mut plasma: Vec<f64> = vec![0.0; WIDTH * HEIGHT]; for y in 0..HEIGHT { for x in 0..WIDTH { plasma[(y * WIDTH) + x] = plasma_pixel(x as f64, y as f64); } } plasma }   /// Convert from HSV float(1.0,1.0,1.0) to RGB u8 tuple (255,255,255). /// From https://crates.io/crates/palette 0.5.0 rgb.rs, simplified for example fn hsv_to_rgb(hue: f64, saturation: f64, value: f64) -> (u8, u8, u8) { let c = value * saturation; let h = hue * 6.0; let x = c * (1.0 - (h % 2.0 - 1.0).abs()); let m = value - c; let (red, green, blue) = match (h % 6.0).floor() as u32 { 0 => (c, x, 0.0), 1 => (x, c, 0.0), 2 => (0.0, c, x), 3 => (0.0, x, c), 4 => (x, 0.0, c), _ => (c, 0.0, x), }; // Convert back to RGB (where components are integers from 0 to 255) ( ((red + m) * 255.0).round() as u8, ((green + m) * 255.0).round() as u8, ((blue + m) * 255.0).round() as u8, ) } fn main() { // The bitmap/framebuffer for our application. 3 u8 elements per output pixel let mut framebuffer: Vec<u8> = vec![0; WIDTH * HEIGHT * 3]; // Generate a lookup table so we don't do too much math for every pixel. // Do it in a function so that the local one can be immutable. let plasma_lookup_table = create_plasma_lut(); // For each (r,g,b) pixel in our output buffer for (index, rgb) in framebuffer.chunks_mut(3).enumerate() { // Lookup the precalculated plasma value let hue_lookup = plasma_lookup_table[index] % 1.0; let (red, green, blue) = hsv_to_rgb(hue_lookup, 1.0, 1.0); rgb[0] = red; rgb[1] = green; rgb[2] = blue; } // Save our plasma image to out.png let output_path = Path::new("out.png"); match image::save_buffer( output_path, framebuffer.as_slice(), WIDTH as u32, HEIGHT as u32, ColorType::RGB(8), ) { Err(e) => println!("Error writing output image:\n{}", e), Ok(_) => println!("Output written to:\n{}", output_path.to_str().unwrap()), } }    
http://rosettacode.org/wiki/Plasma_effect
Plasma effect
The plasma effect is a visual effect created by applying various functions, notably sine and cosine, to the color values of screen pixels. When animated (not a task requirement) the effect may give the impression of a colorful flowing liquid. Task Create a plasma effect. See also Computer Graphics Tutorial (lodev.org) Plasma (bidouille.org)
#Scala
Scala
import java.awt._ import java.awt.event.ActionEvent import java.awt.image.BufferedImage   import javax.swing._   import scala.math.{sin, sqrt}   object PlasmaEffect extends App {   SwingUtilities.invokeLater(() => new JFrame("Plasma Effect") {   class PlasmaEffect extends JPanel { private val (w, h) = (640, 640) private var hueShift = 0.0f   override def paintComponent(gg: Graphics): Unit = { val g = gg.asInstanceOf[Graphics2D]   def drawPlasma(g: Graphics2D) = { val img = new BufferedImage(w, h, BufferedImage.TYPE_INT_RGB)   for (y <- 0 until h; x <- 0 until w) {   def design = (sin(x / 16f) + sin(y / 8f) + sin((x + y) / 16f) + sin(sqrt(x * x + y * y) / 8f) + 4).toFloat / 8   img.setRGB(x, y, Color.HSBtoRGB(hueShift + design % 1, 1, 1)) } g.drawImage(img, 0, 0, null) }   super.paintComponent(gg) g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON) drawPlasma(g) }   // animate about 24 fps and shift hue value with every frame new Timer(42, (_: ActionEvent) => { hueShift = (hueShift + 0.02f) % 1 repaint() }).start()   setBackground(Color.white) setPreferredSize(new Dimension(h, w)) }   add(new PlasmaEffect, BorderLayout.CENTER) pack() setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE) setLocationRelativeTo(null) setResizable(false) setVisible(true) })   }
http://rosettacode.org/wiki/Pig_the_dice_game
Pig the dice game
The   game of Pig   is a multiplayer game played with a single six-sided die.   The object of the game is to reach   100   points or more.   Play is taken in turns.   On each person's turn that person has the option of either: Rolling the dice:   where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again;   or a roll of   1   loses the player's total points   for that turn   and their turn finishes with play passing to the next player. Holding:   the player's score for that round is added to their total and becomes safe from the effects of throwing a   1   (one).   The player's turn finishes with play passing to the next player. Task Create a program to score for, and simulate dice throws for, a two-person game. Related task   Pig the dice game/Player
#AutoHotkey
AutoHotkey
Gui, Font, s12, Verdana Gui, Add, Text, vPlayer0, Player 0 Gui, Add, Text, vSum0, 000 Gui, Add, Button, Default, Roll Gui, Add, Text, ys vLastRoll, Roll 0 Gui, Add, Text, vTurnSum, Sum 000 Gui, Add, Button, , Hold Gui, Add, Text, ys vPlayer1, Player 1 Gui, Add, Text, vSum1, 000 Gui, Add, Button, , Reload Gui, Show GuiControl, Disable, Player1   CurrentPlayer := 0 ButtonRoll: Loop 10 { Random, LastRoll, 1, 6 GuiControl, , LastRoll, Roll %LastRoll% Sleep 50 } If LastRoll != 1 { TurnSum += LastRoll GuiControl, , TurnSum, Sum %TurnSum% Return } TurnSum := 0 ButtonHold: Sum%CurrentPlayer% += TurnSum TurnSum := 0 GuiControl, , LastRoll, Roll GuiControl, , TurnSum, Sum %TurnSum% GuiControl, , Sum%CurrentPlayer%, % Sum%CurrentPlayer% If Sum%CurrentPlayer% >= 100 { MsgBox Player %CurrentPlayer% Won! GuiClose: ExitApp } GuiControl, Disable, Player%CurrentPlayer% CurrentPlayer := !CurrentPlayer GuiControl, Enable, Player%CurrentPlayer% Return   ButtonReload: Reload
http://rosettacode.org/wiki/Playfair_cipher
Playfair cipher
Playfair cipher You are encouraged to solve this task according to the task description, using any language you may know. Task Implement a Playfair cipher for encryption and decryption. The user must be able to choose   J  =  I     or   no   Q   in the alphabet. The output of the encrypted and decrypted message must be in capitalized digraphs, separated by spaces. Output example HI DE TH EG OL DI NT HE TR EX ES TU MP
#REXX
REXX
/*REXX program implements a PLAYFAIR cipher (encryption and decryption). */ @abc= 'abcdefghijklmnopqrstuvwxyz'; @abcU= @abc /*literals for lower and upper ABC's.*/ parse arg omit key '(' text /*TEXT is the phrase to be used. */ oldKey= key /*save the old key. */ if key =='' | key ==',' then do; key= 'Playfair example.' oldKey= key " ◄───using the default." end if omit=='' | omit==',' then omit= 'J' /*the "omitted" character string. */ if text='' then text= 'Hide the gold in the tree stump!!' /*default.*/ upper omit @abcU /*uppercase OMIT characters & alphabet.*/ @cant= 'can''t contain the "OMIT" character: ' omit /*literal used in error text.*/ @uchars= 'unique characters.' /*a literal used below in an error msg.*/ newKey = scrub(key, 1) /*scrub old cipher key ──► newKey */ newText= scrub(text ) /* " " text ──► newText */ if newText=='' then call err 'TEXT is empty or has no letters.' if length(omit)\==1 then call err 'OMIT letter must be only one letter.' if \datatype(omit, 'M') then call err 'OMIT letter must be a Latin alphabet letter.' if pos(omit, newText)\==0 then call err 'TEXT' @cant if pos(omit, newKey) \==0 then call err 'cipher key' @cant fill= space( translate(@abcU, , omit), 0) /*elide OMIT characters from alphabet. */ xx= 'X' /*character used for double characters.*/ if omit==xx then xx= 'Q' /* " " " " " */ if length(newKey)<3 then call err 'cipher key is too short, must be ≥ 3' @uchars fill= space( translate(fill, , newKey), 0) /*remove any cipher characters. */ grid= newKey || fill /*only first 25 characters are used. */ say 'old cipher key: ' strip(oldKey) say 'new cipher key: ' newKey say ' omit char: ' omit say ' double char: ' xx say ' original text: ' strip(text) padL= 14 + 2 call show 'cleansed', newText #= 0 /*number of grid characters used. */ do row =1 for 5 /*build array of individual cells. */ do col=1 for 5; #= # + 1; @.row.col= substr(grid, #, 1) if row==1 then @.0.col= @.1.col if col==5 then do; @.row.6= @.row.1; @.row.0= @.row.5; end if row==5 then do; @.6.col= @.1.col; @.0.col= @.5.col; end end /*col*/ end /*row*/ pad = left('', padL) padX= left('', padL, "═")'Playfair' Lxx = translate(xx, @abc, @abcU) /* [↓] lowercase of double character. */ LxxLxx= Lxx || Lxx /* [↓] doubled version of Lxx. */ eText= .Playfair(newText, 1); call show 'encrypted' , eText pText= .Playfair(eText ); call show 'plain' , pText qText= changestr(xx || xx, pText, Lxx) /*change doubled doublechar ──► single.*/ qText= changestr(Lxx || xx, qText, LxxLxx) /*change xx ──► lowercase dblCharacter*/ qText= space( translate( qText, , xx), 0) /*remove character used for "doubles". */ upper qText /*reinstate the use of upper characters*/ if length(qText)\==length(pText) then call show 'possible', qText say ' original text: ' newText; say /*··· and also show the original text. */ if qtext==newText then say padx 'encryption──► decryption──► encryption worked.' exit /*stick a fork in it, we're all done. */ /*──────────────────────────────────────────────────────────────────────────────────────*/ @@: parse arg Xrow,Xcol; return @.Xrow.Xcol err: say; say '***error!***' arg(1); say; exit 13 LR: rowL= row(left(__, 1)); colL= _; rowR= row(right(__,1)); colR= _; return length(__) row:  ?= pos(arg(1), grid); _= (?-1) // 5 + 1; return (4+?) % 5 show: arg ,y; say; say right(arg(1) 'text: ',padL) digram(y); say pad space(y, 0); return /*──────────────────────────────────────────────────────────────────────────────────────*/ .Playfair: arg T,encrypt; i= -1; if encrypt==1 then i= 1; $= do k=1 while i==1; _= substr(T, k, 1); if _==' ' then leave if _==substr(T, k+1, 1) then T= left(T, k) || Lxx || substr(T, k + 1) end /*k*/ upper T do j=1 by 2 to length(T); __= strip( substr(T, j, 2) ) if LR()==1 then __= __ || xx; call LR /*append X or Q char, rule 1*/ select /*rule*/ when rowL==rowR then __= @@(rowL, colL+i)@@(rowR, colR+i) /*2*/ when colL==colR then __= @@(rowL+i, colL )@@(rowR+i, colR) /*3*/ otherwise __= @@(rowL, colR )@@(rowR, colL) /*4*/ end /*select*/ $= $ || __ end /*j*/ return $ /*──────────────────────────────────────────────────────────────────────────────────────*/ digram: procedure; parse arg x,,$; do j=1 by 2 to length(x) $= $ || substr(x, j, 2)' ' end /*j*/ return strip($) /*──────────────────────────────────────────────────────────────────────────────────────*/ scrub: procedure; arg xxx,unique; xxx= space(xxx, 0) /*ARG capitalizes all args*/ $=; do j=1 for length(xxx); _= substr(xxx, j, 1) if unique==1 then if pos(_, $)\==0 then iterate /*is unique?*/ if datatype(_, 'M') then $= $ || _ /*only use Latin letters. */ end /*j*/ return $
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#ACL2
ACL2
:set-state-ok t   (defun pick-random-element (xs state) (mv-let (idx state) (random$ (len xs) state) (mv (nth idx xs) state)))
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#Action.21
Action!
PROC Main() DEFINE PTR="CARD" PTR ARRAY a(7) BYTE i,index   a(0)="Monday" a(1)="Tuesday" a(2)="Wednesday" a(3)="Thursday" a(4)="Friday" a(5)="Saturday" a(6)="Sunday"   FOR i=1 TO 20 DO index=Rand(7) PrintE(a(index)) OD RETURN
http://rosettacode.org/wiki/Pinstripe/Display
Pinstripe/Display
Sample image The task is to demonstrate the creation of a series of vertical pinstripes across the entire width of the display. in the first quarter the pinstripes should alternate one pixel white, one pixel black = 1 pixel wide vertical pinestripes Quarter of the way down the display, we can switch to a wider 2 pixel wide vertical pinstripe pattern, alternating two pixels white, two pixels black. Half way down the display, we switch to 3 pixels wide, for the lower quarter of the display we use 4 pixels. c.f. Colour_pinstripe/Display
#Wren
Wren
import "graphics" for Canvas, Color import "dome" for Window   class Game { static init() { Window.title = "Pinstripe" __width = 900 __height = 600 Canvas.resize(__width, __height) Window.resize(__width, __height) var colors = [ Color.hex("FFFFFF"), // white Color.hex("000000") // black ] pinstripe(colors) }   static pinstripe(colors) { var w = __width var h = (__height/4).floor for (b in 1..4) { var x = 0 var ci = 0 while (x < w) { var y = h * (b - 1) Canvas.rectfill(x, y, b, h, colors[ci%2]) x = x + b ci = ci + 1 } } }   static update() {}   static draw(dt) {} }
http://rosettacode.org/wiki/Primality_by_trial_division
Primality by trial division
Task Write a boolean function that tells whether a given integer is prime. Remember that   1   and all non-positive numbers are not prime. Use trial division. Even numbers greater than   2   may be eliminated right away. A loop from   3   to   √ n    will suffice,   but other loops are allowed. Related tasks   count in factors   prime decomposition   AKS test for primes   factors of an integer   Sieve of Eratosthenes   factors of a Mersenne number   trial factoring of a Mersenne number   partition an integer X into N primes   sequence of primes by Trial Division
#Ruby
Ruby
def prime(a) if a == 2 true elsif a <= 1 || a % 2 == 0 false else divisors = (3..Math.sqrt(a)).step(2) divisors.none? { |d| a % d == 0 } end end p (1..50).select{|i| prime(i)}
http://rosettacode.org/wiki/Pig_the_dice_game/Player
Pig the dice game/Player
Pig the dice game/Player You are encouraged to solve this task according to the task description, using any language you may know. Task Create a dice simulator and scorer of Pig the dice game and add to it the ability to play the game to at least one strategy. State here the play strategies involved. Show play during a game here. As a stretch goal: Simulate playing the game a number of times with two players of given strategies and report here summary statistics such as, but not restricted to, the influence of going first or which strategy seems stronger. Game Rules The game of Pig is a multiplayer game played with a single six-sided die. The object of the game is to reach 100 points or more. Play is taken in turns. On each person's turn that person has the option of either Rolling the dice: where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again; or a roll of 1 loses the player's total points for that turn and their turn finishes with play passing to the next player. Holding: The player's score for that round is added to their total and becomes safe from the effects of throwing a one. The player's turn finishes with play passing to the next player. References Pig (dice) The Math of Being a Pig and Pigs (extra) - Numberphile videos featuring Ben Sparks.
#Julia
Julia
mutable struct Player score::Int ante::Int wins::Int losses::Int strategy::Pair{String, Function} end   randomchoicetostop(player, group) = rand(Bool) variablerandtostop(player, group) = any(x -> x.score > player.score, group) ? rand() < 0.1 : rand(Bool) overtwentystop(player, group) = player.ante > 20 over20unlesslosingstop(player, group) = player.ante > 20 && all(x -> x.score < 80, group)   const strategies = ("random choice to stop" => randomchoicetostop, "variable rand to stop" => variablerandtostop, "roll to 20" => overtwentystop, "roll to 20 then if not losing stop" => over20unlesslosingstop) const players = [Player(0, 0, 0, 0, s) for s in strategies] const dice = collect(1:6)   function turn(player, verbose=false) playernum = findfirst(p -> p == player, players) scorewin() = for p in players if p == player p.wins += 1 else p.losses += 1 end; p.score = 0 end player.ante = 0 while (r = rand(dice)) != 1 player.ante += r verbose && println("Player $playernum rolls a $r.") if player.score + player.ante >= 100 scorewin() verbose && println("Player $playernum wins.\n") return false elseif player.strategy[2](player, players) player.score += player.ante verbose && println("Player $playernum holds and has a new score of $(player.score).") return true end end verbose && println("Player $playernum rolls a 1, so turn is over.") true end   function rungames(N) for i in 1:N verbose = (i == 3) ? true : false # do verbose if it's game number 3 curplayer = rand(collect(1:length(players))) while turn(players[curplayer], verbose) curplayer = curplayer >= length(players) ? 1 : curplayer + 1 end end results = sort([(p.wins/(p.wins + p.losses), p.strategy[1]) for p in players], rev=true) println(" Strategy  % of wins (N = $N)") println("------------------------------------------------------------") for pair in results println(lpad(pair[2], 34), lpad(round(pair[1] * 100, digits=1), 18)) end end   rungames(1000000)  
http://rosettacode.org/wiki/Plasma_effect
Plasma effect
The plasma effect is a visual effect created by applying various functions, notably sine and cosine, to the color values of screen pixels. When animated (not a task requirement) the effect may give the impression of a colorful flowing liquid. Task Create a plasma effect. See also Computer Graphics Tutorial (lodev.org) Plasma (bidouille.org)
#Sidef
Sidef
require('Imager')   class Plasma(width=400, height=400) {   has img = nil   method init { img = %O|Imager|.new(xsize => width, ysize => height) }   method generate { for y=(^height), x=(^width) { var hue = (4 + sin(x/19) + sin(y/9) + sin((x+y)/25) + sin(hypot(x, y)/8)) img.setpixel(x => x, y => y, color => Hash(hsv => [360 * hue / 8, 1, 1])) } }   method save_as(filename) { img.write(file => filename) } }   var plasma = Plasma(256, 256) plasma.generate plasma.save_as('plasma.png')
http://rosettacode.org/wiki/Pig_the_dice_game
Pig the dice game
The   game of Pig   is a multiplayer game played with a single six-sided die.   The object of the game is to reach   100   points or more.   Play is taken in turns.   On each person's turn that person has the option of either: Rolling the dice:   where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again;   or a roll of   1   loses the player's total points   for that turn   and their turn finishes with play passing to the next player. Holding:   the player's score for that round is added to their total and becomes safe from the effects of throwing a   1   (one).   The player's turn finishes with play passing to the next player. Task Create a program to score for, and simulate dice throws for, a two-person game. Related task   Pig the dice game/Player
#AWK
AWK
  # syntax: GAWK -f PIG_THE_DICE_GAME.AWK # converted from LUA BEGIN { players = 2 p = 1 # start with first player srand() printf("Enter: Hold or Roll?\n\n") while (1) { printf("Player %d, your score is %d, with %d temporary points\n",p,scores[p],points) getline reply reply = toupper(substr(reply,1,1)) if (reply == "R") { roll = int(rand() * 6) + 1 # roll die printf("You rolled a %d\n",roll) if (roll == 1) { printf("Too bad. You lost %d temporary points\n\n",points) points = 0 p = (p % players) + 1 } else { points += roll } } else if (reply == "H") { scores[p] += points points = 0 if (scores[p] >= 100) { printf("Player %d wins with a score of %d\n",p,scores[p]) break } printf("Player %d, your new score is %d\n\n",p,scores[p]) p = (p % players) + 1 } else if (reply == "Q") { # abandon game break } } exit(0) }  
http://rosettacode.org/wiki/Playfair_cipher
Playfair cipher
Playfair cipher You are encouraged to solve this task according to the task description, using any language you may know. Task Implement a Playfair cipher for encryption and decryption. The user must be able to choose   J  =  I     or   no   Q   in the alphabet. The output of the encrypted and decrypted message must be in capitalized digraphs, separated by spaces. Output example HI DE TH EG OL DI NT HE TR EX ES TU MP
#Sidef
Sidef
func playfair(key, from = 'J', to = (from == 'J' ? 'I' : '')) {   func canon(str) { str.gsub(/[^[:alpha:]]/, '').uc.gsub(from, to) }   var m = canon(key + ('A'..'Z' -> join)).chars.uniq.slices(5)   var :ENC = gather { m.each { |r| for i,j in (^r ~X ^r) { i == j && next take(Pair("#{r[i]}#{r[j]}", "#{r[(i+1)%5]}#{r[(j+1)%5]}")) } }   ^5 -> each { |k| var c = m.map {|a| a[k] } for i,j in (^c ~X ^c) { i == j && next take(Pair("#{c[i]}#{c[j]}", "#{c[(i+1)%5]}#{c[(j+1)%5]}")) } }   cartesian([^5, ^5, ^5, ^5], {|i1,j1,i2,j2| i1 == i2 && next j1 == j2 && next take(Pair("#{m[i1][j1]}#{m[i2][j2]}", "#{m[i1][j2]}#{m[i2][j1]}")) }) }.map { (.key, .value) }...   var DEC = ENC.flip   func enc(red) { gather { var str = canon(red) while (var m = (str =~ /(.)(?(?=\1)|(.?))/g)) { take("#{m[0]}#{m[1] == '' ? 'X' : m[1]}") } }.map { ENC{_} }.join(' ') }   func dec(black) { canon(black).split(2).map { DEC{_} }.join(' ') }   return(enc, dec) }   var (encode, decode) = playfair('Playfair example')   var orig = "Hide the gold in...the TREESTUMP!!!" say " orig:\t#{orig}"   var black = encode(orig) say "black:\t#{black}"   var red = decode(black) say " red:\t#{red}"
http://rosettacode.org/wiki/Pierpont_primes
Pierpont primes
A Pierpont prime is a prime number of the form: 2u3v + 1 for some non-negative integers u and v . A Pierpont prime of the second kind is a prime number of the form: 2u3v - 1 for some non-negative integers u and v . The term "Pierpont primes" is generally understood to mean the first definition, but will be called "Pierpont primes of the first kind" on this page to distinguish them. Task Write a routine (function, procedure, whatever) to find Pierpont primes of the first & second kinds. Use the routine to find and display here, on this page, the first 50 Pierpont primes of the first kind. Use the routine to find and display here, on this page, the first 50 Pierpont primes of the second kind If your language supports large integers, find and display here, on this page, the 250th Pierpont prime of the first kind and the 250th Pierpont prime of the second kind. See also Wikipedia - Pierpont primes OEIS:A005109 - Class 1 -, or Pierpont primes OEIS:A005105 - Class 1 +, or Pierpont primes of the second kind
#ALGOL_68
ALGOL 68
BEGIN # find some pierpoint primes of the first kind (2^u3^v + 1) # # and second kind (2^u3^v - 1) # # construct a sieve of primes up to 10 000 # PR read "primes.incl.a68" PR []BOOL prime = PRIMESIEVE 10 000; # returns the minimum of a and b # PROC min = ( INT a, b )INT: IF a < b THEN a ELSE b FI; # returns TRUE if p is prime, FALSE otherwise # PROC is prime = ( INT p )BOOL: IF NOT ODD p THEN p = 2 ELIF p <= UPB prime THEN prime[ p ] # small enough to use the sieve # ELSE # use trial division by the sieved primes # BOOL probably prime := TRUE; FOR d FROM 3 BY 2 WHILE d * d <= p AND probably prime DO IF prime[ d ] THEN probably prime := p MOD d /= 0 FI OD; probably prime FI; # is prime # # sets the elements of pp1 to the first UPB pp1 Pierpoint primes of the # # first kind and pp2 to the first UPB pp2 Pierpoint primes of the # # second kind # PROC find pierpoint = ( REF[]INT pp1, pp2 )VOID: BEGIN # saved 3-smooth values # # - only the currently active part of the seuence is kept # INT three smooth limit = 33; [ 1 : three smooth limit * 3 ]INT s3s; FOR i TO UPB s3s DO s3s[ i ] := 0 OD; INT pp1 pos := LWB pp1 - 1, pp2 pos := LWB pp2 - 1; INT pp1 max = UPB pp1; INT pp2 max = UPB pp2; INT p2, p3, last2, last3; INT s pos := s3s[ 1 ] := last2 := last3 := p2 := p3 := 1; FOR n FROM 2 WHILE pp1 pos < pp1 max OR pp2 pos < pp2 max DO # the next 3-smooth number is the lowest of the next # # multiples of 2 and 3 # INT m = min( p2, p3 ); IF pp1 pos < pp1 max THEN IF INT first = m + 1; is prime( first ) THEN # have a Pierpoint prime of the first kind # pp1[ pp1 pos +:= 1 ] := first FI FI; IF pp2 pos < pp2 max THEN IF INT second = m - 1; is prime( second ) THEN # have a Pierpoint prime of the second kind # pp2[ pp2 pos +:= 1 ] := second FI FI; s3s[ s pos +:= 1 ] := m; IF m = p2 THEN p2 := 2 * s3s[ last2 +:= 1 ] FI; IF m = p3 THEN p3 := 3 * s3s[ last3 +:= 1 ] FI; INT last min = IF last2 > last3 THEN last3 ELSE last2 FI; IF last min > three smooth limit THEN # shuffle the sequence down, over the now unused bits # INT new pos := 0; FOR pos FROM last min TO s pos DO s3s[ new pos +:= 1 ] := s3s[ pos ] OD; INT diff := last min - 1; last2 -:= diff; last3 -:= diff; s pos -:= diff FI OD END; # find pierpoint # # prints a table of Pierpoint primes of the specified kind # PROC print pierpoint = ( []INT primes, STRING kind )VOID: BEGIN print( ( "The first " , whole( ( UPB primes + 1 ) - LWB primes, 0 ) , " Pierpoint primes of the " , kind , " kind:" , newline ) ); INT p count := 0; FOR i FROM LWB primes TO UPB primes DO print( ( " ", whole( primes[ i ], -8 ) ) ); IF ( p count +:= 1 ) MOD 10 = 0 THEN print( ( newline ) ) FI OD; print( ( newline ) ) END; # print pierpoint # # find the first 50 Pierpoint primes of the first and second kinds # INT max pierpoint = 50; [ 1 : max pierpoint ]INT pfirst; [ 1 : max pierpoint ]INT psecond; find pierpoint( pfirst, psecond ); # show the Pierpoint primes # print pierpoint( pfirst, "First" ); print pierpoint( psecond, "Second" ) END
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#Ada
Ada
with Ada.Text_IO, Ada.Numerics.Float_Random;   procedure Pick_Random_Element is   package Rnd renames Ada.Numerics.Float_Random; Gen: Rnd.Generator; -- used globally   type Char_Arr is array (Natural range <>) of Character;   function Pick_Random(A: Char_Arr) return Character is -- Chooses one of the characters of A (uniformly distributed) begin return A(A'First + Natural(Rnd.Random(Gen) * Float(A'Last))); end Pick_Random;   Vowels  : Char_Arr := ('a', 'e', 'i', 'o', 'u'); Consonants: Char_Arr := ('t', 'n', 's', 'h', 'r', 'd', 'l'); Specials  : Char_Arr := (',', '.', '?', '!');   begin Rnd.Reset(Gen); for J in 1 .. 3 loop for I in 1 .. 10 loop Ada.Text_IO.Put(Pick_Random(Consonants)); Ada.Text_IO.Put(Pick_Random(Vowels)); end loop; Ada.Text_IO.Put(Pick_Random(Specials) & " "); end loop; Ada.Text_IO.New_Line; end Pick_Random_Element;
http://rosettacode.org/wiki/Pinstripe/Display
Pinstripe/Display
Sample image The task is to demonstrate the creation of a series of vertical pinstripes across the entire width of the display. in the first quarter the pinstripes should alternate one pixel white, one pixel black = 1 pixel wide vertical pinestripes Quarter of the way down the display, we can switch to a wider 2 pixel wide vertical pinstripe pattern, alternating two pixels white, two pixels black. Half way down the display, we switch to 3 pixels wide, for the lower quarter of the display we use 4 pixels. c.f. Colour_pinstripe/Display
#XPL0
XPL0
include c:\cxpl\codes; \include 'code' declarations int X, Y, W, C; [SetVid($13); \320x200x8 graphics for Y:= 0 to 200-1 do \for all the scan lines... [W:= Y/50 + 1; \width of stripe = 1, 2, 3, 4 C:= 0; \set color to black so first pixel becomes white for X:= 0 to 320-1 do \for all the pixels on a scan line... [if rem(X/W) = 0 then C:= C xor $0F; \alternate B&W Point(X, Y, C); \set pixel at X,Y to color C ]; ]; X:= ChIn(1); \wait for keystroke SetVid(3); \restore normal text display ]
http://rosettacode.org/wiki/Pinstripe/Display
Pinstripe/Display
Sample image The task is to demonstrate the creation of a series of vertical pinstripes across the entire width of the display. in the first quarter the pinstripes should alternate one pixel white, one pixel black = 1 pixel wide vertical pinestripes Quarter of the way down the display, we can switch to a wider 2 pixel wide vertical pinstripe pattern, alternating two pixels white, two pixels black. Half way down the display, we switch to 3 pixels wide, for the lower quarter of the display we use 4 pixels. c.f. Colour_pinstripe/Display
#Z80_Assembly
Z80 Assembly
;;; Display pinstripes on an MSX, using Z80 assembly. ;;; We'll use the monochrome 'text' mode to do it, by changing ;;; a few characters in the VDP font. This program will use ;;; either low resolution mode (240x192) or high resolution ;;; mode (480x192) depending on which is already active. ;;; (In MSX-DOS, `MODE 40` and `MODE 80` switch between them.) ;;; ;;; The characters are 6x8, stored row-wise, and the low two ;;; bits are ignored. This means that one-pixel alternating ;;; pinstripes are created using the following pattern: onep: equ 0A8h ; 1 0 1 0 1 0 (0 0) ;;; A 2-pixel pattern needs two alternating characters: twop1: equ 0CCh ; 1 1 0 0 1 1 (0 0) twop2: equ 030h ; 0 0 1 1 0 0 (0 0) ;;; 3 * 2 = 6, so the 3-pixel pattern fits in one character: threep: equ 0E0h ; 1 1 1 0 0 0 (0 0) ;;; And we need four characters for the 4-pixel pattern: fourp1: equ 0F0h ; 1 1 1 1 0 0 (0 0) fourp2: equ 03Ch ; 0 0 1 1 1 1 (0 0) fourp3: equ 0Ch ; 0 0 0 0 1 1 (0 0) fourp4: equ 0C0h ; 1 1 0 0 0 0 (0 0) ;;; ------------------------------------------------------------- bdos: equ 5 ; Use the BDOS routine to wait for a keypress dirio: equ 6 ; after the drawing is done ;;; MSX ROM calls calslt: equ 1Ch ; Interslot call rom: equ 0FCC0h ; Main ROM slot initxt: equ 6Ch ; Initialize text mode ;;; RAM location linlen: equ 0F3B0h ; Contains line length, if <=40 we're in low res mode ;;; VDP data vreg: equ 99h ; Port on which the VDP registers are accessed vdata: equ 98h ; Port on which the VRAM is accessed VWRITE: equ 40h ; Bit 6 in VDP address = enable writing ;;; (these are for low-res mode, high-res mode has them doubled) font: equ 0800h ; Location of start of font data qrtr: equ 240 ; Amount of bytes that fill a quarter of the screen ;;; ------------------------------------------------------------- org 100h ;;; Redefine characters 0-7 to the eight characters we need ld hl,font ; Get VDP font location call reshl ; Correct for hires mode if necessary call setadr ; Set the VDP to read from that address ld hl,pats ; Pattern data ld c,8 ; Write 8 characters wrpats: ld b,8 ; 8 lines per character ld a,(hl) ; Load current pattern byte wrpat: out (vdata),a ; Write it to the VDP, djnz wrpat ; 8 times. inc hl ; Next pattern dec c ; Any patterns left? jr nz,wrpats ; If so, write next pattern ld hl,0 ; Set the VDP to write to address 0 call setadr ; which is the beginning of the text screen. ;;; Figure out how big a quarter of the screen is ld hl,qrtr ; Get value for low resolution, call reshl ; Correct for high res mode if necessary push hl ; Store number on the stack ;;; Write the first quarter of the screen: 1-pixel stripes ;;; (character 0). ld b,0 call qrtrch ;;; Write the second quarter of the screen: 2-pixel stripes ;;; (characters 1 and 2 alternating). pop hl ; Load size from the stack push hl or a ; Clear carry rr h ; Divide by 2 rr l q2loop: ld a,1 ; Character 1, out (vdata),a inc a ; and character 2. nop ; Slowdown to make sure the VDP can keep up nop out (vdata),a dec hl ld a,h ; HL = 0? or l jr nz,q2loop ; If not, next 2 bytes ;;; Write the third quarter of the screen: 3-pixel stripes ;;; (character 3) ld b,3 call qrtrch ;;; Write the fourth quarter of the screen: 4-pixel stripes ;;; (characters 4, 5, 6, and 7 alternating) pop hl ; Load size from stack or a ; Divide by 4 rr h rr l or a rr h rr l q4loop: ld a,4 ; Character 4 ld b,a ; 4 characters at a time q4out: out (vdata),a ; Write the character, inc a ; Next character, djnz q4out ; 4 times. dec hl ld a,h ; Done yet? or l jr nz,q4loop ; If not, next 4 bytes ;;; ------------------------------------------------------------- ;;; We're done, now wait for a keypress. clear: ld c,dirio ; First, wait while a key IS pressed ld e,0FFh ; (so we don't quit immediately if the user call bdos ; has held the enter key a bit too long) and a jr nz,clear wait: ld c,dirio ; Then, wait while a key is NOT pressed ld e,0FFh call bdos and a jr z,wait ;;; Afterwards, use a BIOS routine to reinitialize the screen ;;; (this will reload the default font). ld iy,rom ; BIOS call to initialize text mode ld ix,initxt jp calslt ;;; ------------------------------------------------------------- ;;; Subroutine: write character in B to a quarter of the screen qrtrch: pop de ; Return address pop hl ; Load size from the stack push hl push de ; Put return address back qloop: ld a,b ; Write character in B out (vdata),a dec hl ; One fewer byte left ld a,h ; Done yet? or l jr nz,qloop ; If not, next byte ret ;;; ------------------------------------------------------------- ;;; Subroutine: double HL if we are in high resolution mode reshl: ld a,(linlen) ; Check which mode we're in cp 41 ; Higher than 40? ret c ; If not, we're not in hires mode add hl,hl ; We are in hires mode, so double HL ret ;;; ------------------------------------------------------------- ;;; Subroutine: set the VDP to write to address HL. setadr: di ; No interrupts while we're messing with VDP xor a ; High address bits for MSX-2 VDP are all 0 out (vreg),a ; (MSX-1 VDP will just ignore the zeroes) ld a,14|128 ; Write to register 14 out (vreg),a ld a,l ; Write the low address byte out (vreg),a ld a,h or VWRITE ; High address bits bits (5..0) out (vreg),a ; Write high addr bits and write flag ei ; Reenable interrupts ret ;;; Patterns to replace the first characters with pats: db onep,twop1,twop2,threep db fourp1,fourp2,fourp3,fourp4
http://rosettacode.org/wiki/Primality_by_trial_division
Primality by trial division
Task Write a boolean function that tells whether a given integer is prime. Remember that   1   and all non-positive numbers are not prime. Use trial division. Even numbers greater than   2   may be eliminated right away. A loop from   3   to   √ n    will suffice,   but other loops are allowed. Related tasks   count in factors   prime decomposition   AKS test for primes   factors of an integer   Sieve of Eratosthenes   factors of a Mersenne number   trial factoring of a Mersenne number   partition an integer X into N primes   sequence of primes by Trial Division
#Run_BASIC
Run BASIC
' Test and display primes 1 .. 50 for i = 1 TO 50 if prime(i) <> 0 then print i;" "; next i   FUNCTION prime(n) if n < 2 then prime = 0 : goto [exit] if n = 2 then prime = 1 : goto [exit] if n mod 2 = 0 then prime = 0 : goto [exit] prime = 1 for i = 3 to int(n^.5) step 2 if n mod i = 0 then prime = 0 : goto [exit] next i [exit] END FUNCTION
http://rosettacode.org/wiki/Pig_the_dice_game/Player
Pig the dice game/Player
Pig the dice game/Player You are encouraged to solve this task according to the task description, using any language you may know. Task Create a dice simulator and scorer of Pig the dice game and add to it the ability to play the game to at least one strategy. State here the play strategies involved. Show play during a game here. As a stretch goal: Simulate playing the game a number of times with two players of given strategies and report here summary statistics such as, but not restricted to, the influence of going first or which strategy seems stronger. Game Rules The game of Pig is a multiplayer game played with a single six-sided die. The object of the game is to reach 100 points or more. Play is taken in turns. On each person's turn that person has the option of either Rolling the dice: where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again; or a roll of 1 loses the player's total points for that turn and their turn finishes with play passing to the next player. Holding: The player's score for that round is added to their total and becomes safe from the effects of throwing a one. The player's turn finishes with play passing to the next player. References Pig (dice) The Math of Being a Pig and Pigs (extra) - Numberphile videos featuring Ben Sparks.
#M2000_Interpreter
M2000 Interpreter
  Module GamePig (games, strategy1, strategy2) { Print "Game of Pig" win1=0 win2=0 While games { games-- dice=-1 res$="" Player1points=0 Player1sum=0 Player2points=0 Player2sum=0 HaveWin=False score() \\ for simulation simulate$=String$("R", 500) Keyboard simulate$ \\ end simulation while res$<>"Q" { Print "Player 1 turn" PlayerTurn(&Player1points, &player1sum, player2sum, ! strategy1) if res$="Q" then exit Player1sum+=Player1points Score() Print "Player 2 turn" PlayerTurn(&Player2points,&player2sum, player1sum, ! strategy2) if res$="Q" then exit Player2sum+=Player2points Score() } If HaveWin then { Score() If Player1Sum>Player2sum then { Print "Player 1 Win" win1++ } Else Print "Player 2 Win" : win2++ } } \\ use stack as FIFO If win1>win2 Then { Data "Player 1 Win", win1,win2, array(strategy1,0), array(strategy1,1) } Else { Data "Player 2 Win", win2,win1, array(strategy2,0), array(strategy2,1) }   Sub Rolling() dice=random(1,6) Print "dice=";dice End Sub Sub PlayOrQuit() Print "R - Roling Q-Quit" Repeat { res$=Ucase$(Key$) } Until Instr("RQ", res$)>0 End Sub Sub PlayAgain() Print "R - Roling H - Hold Q-Quit" Repeat { res$=Ucase$(Key$) } Until Instr("RHQ", res$)>0 End Sub Sub PlayerTurn(&playerpoints, &sum, othersum, Max_Points, Min_difference) PlayOrQuit() If res$="Q" then Exit Sub playerpoints=0 Rolling() While dice<>1 and res$="R" { playerpoints+=dice if dice>1 and playerpoints+sum>100 then { sum+=playerpoints HaveWin=True res$="Q" } Else { if playerpoints>=Max_Points Then If 100-othersum>Min_difference Then res$="H" : exit PlayAgain() if res$="R" then Rolling() } } if dice=1 then playerpoints=0 End Sub Sub Score() Print "Player1 points="; Player1sum Print "Player2 points="; Player2sum End Sub } Flush GamePig 20, (8,10), (12, 20) GamePig 20, (12, 20), (8,10) Print "Results" While not Empty { Read WhoWin$, winA,winb, Max_Points, Min_difference Print WhoWin$, winA;">";winb, Max_Points, Min_difference }      
http://rosettacode.org/wiki/Plasma_effect
Plasma effect
The plasma effect is a visual effect created by applying various functions, notably sine and cosine, to the color values of screen pixels. When animated (not a task requirement) the effect may give the impression of a colorful flowing liquid. Task Create a plasma effect. See also Computer Graphics Tutorial (lodev.org) Plasma (bidouille.org)
#Wren
Wren
import "graphics" for Canvas, Color, ImageData import "dome" for Window import "math" for Math   class PlasmaEffect { construct new(width, height) { Window.title = "Plasma Effect" Window.resize(width, height) Canvas.resize(width, height) _w = width _h = height _bmp = ImageData.create("plasma_effect", _w, _h) _plasma = createPlasma() // stores the hues for the colors }   init() { _frame = 0 _hueShift = 0 Canvas.cls(Color.white) }   createPlasma() { var buffer = List.filled(_w, null) for (x in 0..._w) { buffer[x] = List.filled(_h, 0) for (y in 0..._h) { var value = Math.sin(x / 16) value = value + Math.sin(y / 8) value = value + Math.sin((x + y) / 16) value = value + Math.sin((x * x + y * y).sqrt / 8) value = value + 4 // shift range from -4 .. 4 to 0 .. 8 value = value / 8 // bring range down to 0 .. 1 if (value < 0 || value > 1) Fiber.abort("Hue value out of bounds") buffer[x][y] = value pset(x, y, Color.hsv(value * 360, 1, 1)) } } return buffer }   pset(x, y, col) { _bmp.pset(x, y, col) }   pget(x, y) { _bmp.pget(x, y) }   update() { _frame = _frame + 1 if (_frame % 3 == 0) { // update every 3 frames or 1/20th second _hueShift = (_hueShift + 0.02) % 1 } }   draw(alpha) { for (x in 0..._w) { for (y in 0..._h) { var hue = (_hueShift + _plasma[x][y]) % 1 var col = Color.hsv(hue * 360, 1, 1) pset(x, y, col) } } _bmp.draw(0, 0) } }   var Game = PlasmaEffect.new(640, 640)
http://rosettacode.org/wiki/Playing_cards
Playing cards
Task Create a data structure and the associated methods to define and manipulate a deck of   playing cards. The deck should contain 52 unique cards. The methods must include the ability to:   make a new deck   shuffle (randomize) the deck   deal from the deck   print the current contents of a deck Each card must have a pip value and a suit value which constitute the unique value of the card. Related tasks: Card shuffles Deal cards_for_FreeCell War Card_Game Poker hand_analyser Go Fish
#ACL2
ACL2
(defun remove-nth (i xs) (if (or (zp i) (endp (rest xs))) (rest xs) (cons (first xs) (remove-nth (1- i) (rest xs)))))   (defthm remove-nth-shortens (implies (consp xs) (< (len (remove-nth i xs)) (len xs))))   :set-state-ok t   (defun shuffle-r (xs ys state) (declare (xargs :measure (len xs))) (if (endp xs) (mv ys state) (mv-let (idx state) (random$ (len xs) state) (shuffle-r (remove-nth idx xs) (cons (nth idx xs) ys) state))))   (defun shuffle (xs state) (shuffle-r xs nil state))   (defun cross-r (x ys) (if (endp ys) nil (cons (cons x (first ys)) (cross-r x (rest ys)))))   (defun cross (xs ys) (if (or (endp xs) (endp ys)) nil (append (cross-r (first xs) ys) (cross (rest xs) ys))))   (defun make-deck () (cross '(ace 2 3 4 5 6 7 8 9 10 jack queen king) '(hearts diamonds clubs spades)))   (defun print-card (card) (cw "~x0 of ~x1~%" (car card) (cdr card)))   (defun print-deck (deck) (if (endp deck) nil (progn$ (print-card (first deck)) (print-deck (rest deck)))))   (defun draw-from-deck (deck) (mv (first deck) (rest deck)))  
http://rosettacode.org/wiki/Pig_the_dice_game
Pig the dice game
The   game of Pig   is a multiplayer game played with a single six-sided die.   The object of the game is to reach   100   points or more.   Play is taken in turns.   On each person's turn that person has the option of either: Rolling the dice:   where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again;   or a roll of   1   loses the player's total points   for that turn   and their turn finishes with play passing to the next player. Holding:   the player's score for that round is added to their total and becomes safe from the effects of throwing a   1   (one).   The player's turn finishes with play passing to the next player. Task Create a program to score for, and simulate dice throws for, a two-person game. Related task   Pig the dice game/Player
#BASIC256
BASIC256
  numjugadores = 2 maxpuntos = 100 Dim almacenpuntos(3) almacenpuntos[1] = 1 almacenpuntos[2] = 1   Cls: Print "The game of PIG" Print "===============" + Chr(13) + Chr(10) Print "Si jugador saca un 1, no anota nada y se convierte en el turno del oponente." Print "Si jugador saca 2-6, se agrega al total del turno y su turno continúa." Print "Si jugador elige 'mantener', su total de puntos se añade a su puntuación, " Print " y se convierte en el turno del siguiente jugador." + Chr(10) Print "El primer jugador en anotar 100 o más puntos gana."&Chr(13)&Chr(10)   Do For jugador = 1 To 2 #numjugadores puntos = 0   While almacenpuntos[jugador] <= maxpuntos Print Print "Jugador "; jugador; ": (";almacenpuntos[jugador];",";puntos;")"; Input " ¿Tirada? (Sn) ", nuevotiro If Upper(nuevotiro) = "S" Then tirada = Int(Rand* 5) + 1 Print " Tirada:"; tirada If tirada = 1 Then Print Chr(10) + "¡Pierdes tu turno! jugador "; jugador; Print " pero mantienes tu puntuación anterior de "; almacenpuntos[jugador] Exit While End If puntos = puntos + tirada Else almacenpuntos[jugador] = almacenpuntos[jugador] + puntos Print " Te quedas con: "; almacenpuntos[jugador] If almacenpuntos[jugador] >= maxpuntos Then Print Chr(10) + "Gana el Jugador "; jugador; " con "; almacenpuntos[jugador]; " puntos." End End If Exit While End If End While Next jugador Until false  
http://rosettacode.org/wiki/Playfair_cipher
Playfair cipher
Playfair cipher You are encouraged to solve this task according to the task description, using any language you may know. Task Implement a Playfair cipher for encryption and decryption. The user must be able to choose   J  =  I     or   no   Q   in the alphabet. The output of the encrypted and decrypted message must be in capitalized digraphs, separated by spaces. Output example HI DE TH EG OL DI NT HE TR EX ES TU MP
#SQL
SQL
  --Clean up previous run IF EXISTS (SELECT * FROM SYS.TYPES WHERE NAME = 'FairPlayTable') DROP TYPE FAIRPLAYTABLE   --Set Types CREATE TYPE FAIRPLAYTABLE AS TABLE (LETTER VARCHAR(1), COLID INT, ROWID INT)   GO   --Configuration Variables DECLARE @KEYWORD VARCHAR(25) = 'CHARLES' --Keyword for encryption DECLARE @INPUT VARCHAR(MAX) = 'Testing Seeconqz' --Word to be encrypted DECLARE @Q INT = 0 -- Q removed? DECLARE @ENCRYPT INT = 1 --Encrypt? --Setup Variables DECLARE @WORDS TABLE ( WORD_PRE VARCHAR(2), WORD_POST VARCHAR(2) ) DECLARE @T_TABLE FAIRPLAYTABLE DECLARE @NEXTLETTER CHAR(1) DECLARE @WORD VARCHAR(2), @COL1 INT, @COL2 INT, @ROW1 INT, @ROW2 INT, @TMP INT DECLARE @SQL NVARCHAR(MAX) = '', @COUNTER INT = 1, @I INT = 1 DECLARE @COUNTER_2 INT = 1   SET @INPUT = REPLACE(@INPUT, ' ', '') SET @KEYWORD = UPPER(@KEYWORD)   DECLARE @USEDLETTERS VARCHAR(MAX) = '' DECLARE @TESTWORDS VARCHAR(2), @A INT = 0   WHILE @COUNTER_2 <= 5 BEGIN WHILE @COUNTER <= 5 BEGIN IF LEN(@KEYWORD) > 0 BEGIN SET @NEXTLETTER = LEFT(@KEYWORD, 1) SET @KEYWORD = RIGHT(@KEYWORD, LEN(@KEYWORD) - 1)   IF CHARINDEX(@NEXTLETTER, @USEDLETTERS) = 0 BEGIN INSERT INTO @T_TABLE SELECT @NEXTLETTER, @COUNTER, @COUNTER_2   SET @COUNTER = @COUNTER + 1 SET @USEDLETTERS = @USEDLETTERS + @NEXTLETTER END END ELSE BEGIN WHILE 1 = 1 BEGIN IF CHARINDEX(CHAR(64 + @I), @USEDLETTERS) = 0 AND NOT ( CHAR(64 + @I) = 'Q' AND @Q = 1 ) AND NOT ( @Q = 0 AND CHAR(64 + @I) = 'J' ) BEGIN SET @NEXTLETTER = CHAR(64 + @I) SET @USEDLETTERS = @USEDLETTERS + CHAR(64 + @I) SET @I = @I + 1   BREAK END   SET @I = @I + 1 END   -- SELECT 1 AS [T] --BREAK INSERT INTO @T_TABLE SELECT @NEXTLETTER, @COUNTER, @COUNTER_2   SET @COUNTER = @COUNTER + 1 END END   SET @COUNTER_2 = @COUNTER_2 + 1 SET @COUNTER = 1 END   --Split word into Digraphs WHILE @A < 1 BEGIN SET @TESTWORDS = UPPER(LEFT(@INPUT, 2))   IF LEN(@TESTWORDS) = 1 BEGIN SET @TESTWORDS = @TESTWORDS + 'X' SET @A = 1 END ELSE IF RIGHT(@TESTWORDS, 1) = LEFT(@TESTWORDS, 1) BEGIN SET @TESTWORDS = RIGHT(@TESTWORDS, 1) + 'X' SET @INPUT = RIGHT(@INPUT, LEN(@INPUT) - 1) END ELSE SET @INPUT = RIGHT(@INPUT, LEN(@INPUT) - 2)   IF LEN(@INPUT) = 0 SET @A = 1   INSERT @WORDS SELECT @TESTWORDS, '' END   --Start Encryption IF @ENCRYPT = 1 BEGIN --Loop through Digraphs amd encrypt DECLARE WORDS_LOOP CURSOR LOCAL FORWARD_ONLY FOR SELECT WORD_PRE FROM @WORDS FOR UPDATE OF WORD_POST   OPEN WORDS_LOOP   FETCH NEXT FROM WORDS_LOOP INTO @WORD   WHILE @@FETCH_STATUS = 0 BEGIN --Find letter positions SET @ROW1 = (SELECT ROWID FROM @T_TABLE WHERE LETTER = LEFT(@WORD, 1)) SET @ROW2 = (SELECT ROWID FROM @T_TABLE WHERE LETTER = RIGHT(@WORD, 1)) SET @COL1 = (SELECT COLID FROM @T_TABLE WHERE LETTER = LEFT(@WORD, 1)) SET @COL2 = (SELECT COLID FROM @T_TABLE WHERE LETTER = RIGHT(@WORD, 1))   --Move positions according to encryption rules IF @COL1 = @COL2 BEGIN SET @ROW1 = @ROW1 + 1 SET @ROW2 = @ROW2 + 1 --select 'row' END ELSE IF @ROW1 = @ROW2 BEGIN SET @COL1 = @COL1 + 1 SET @COL2 = @COL2 + 1 --select 'col' END ELSE BEGIN SET @TMP = @COL2 SET @COL2 = @COL1 SET @COL1 = @TMP --select 'reg' END   IF @ROW1 = 6 SET @ROW1 = 1   IF @ROW2 = 6 SET @ROW2 = 1   IF @COL1 = 6 SET @COL1 = 1   IF @COL2 = 6 SET @COL2 = 1   --Find encrypted letters by positions UPDATE @WORDS SET WORD_POST = (SELECT (SELECT LETTER FROM @T_TABLE WHERE ROWID = @ROW1 AND COLID = @COL1) + (SELECT LETTER FROM @T_TABLE WHERE COLID = @COL2 AND ROWID = @ROW2)) WHERE WORD_PRE = @WORD   FETCH NEXT FROM WORDS_LOOP INTO @WORD END   CLOSE WORDS_LOOP   DEALLOCATE WORDS_LOOP END --Start Decryption ELSE BEGIN --Loop through Digraphs amd decrypt DECLARE WORDS_LOOP CURSOR LOCAL FORWARD_ONLY FOR SELECT WORD_PRE FROM @WORDS FOR UPDATE OF WORD_POST   OPEN WORDS_LOOP   FETCH NEXT FROM WORDS_LOOP INTO @WORD   WHILE @@FETCH_STATUS = 0 BEGIN --Find letter positions SET @ROW1 = (SELECT ROWID FROM @T_TABLE WHERE LETTER = LEFT(@WORD, 1)) SET @ROW2 = (SELECT ROWID FROM @T_TABLE WHERE LETTER = RIGHT(@WORD, 1)) SET @COL1 = (SELECT COLID FROM @T_TABLE WHERE LETTER = LEFT(@WORD, 1)) SET @COL2 = (SELECT COLID FROM @T_TABLE WHERE LETTER = RIGHT(@WORD, 1))   --Move positions according to encryption rules IF @COL1 = @COL2 BEGIN SET @ROW1 = @ROW1 - 1 SET @ROW2 = @ROW2 - 1 --select 'row' END ELSE IF @ROW1 = @ROW2 BEGIN SET @COL1 = @COL1 - 1 SET @COL2 = @COL2 - 1 --select 'col' END ELSE BEGIN SET @TMP = @COL2 SET @COL2 = @COL1 SET @COL1 = @TMP --select 'reg' END   IF @ROW1 = 0 SET @ROW1 = 5   IF @ROW2 = 0 SET @ROW2 = 5   IF @COL1 = 0 SET @COL1 = 5   IF @COL2 = 0 SET @COL2 = 5   --Find decrypted letters by positions UPDATE @WORDS SET WORD_POST = (SELECT (SELECT LETTER FROM @T_TABLE WHERE ROWID = @ROW1 AND COLID = @COL1) + (SELECT LETTER FROM @T_TABLE WHERE COLID = @COL2 AND ROWID = @ROW2)) WHERE WORD_PRE = @WORD   FETCH NEXT FROM WORDS_LOOP INTO @WORD END   CLOSE WORDS_LOOP   DEALLOCATE WORDS_LOOP END   --Output DECLARE WORDS CURSOR LOCAL FAST_FORWARD FOR SELECT WORD_POST FROM @WORDS   OPEN WORDS   FETCH NEXT FROM WORDS INTO @WORD   WHILE @@FETCH_STATUS = 0 BEGIN SET @SQL = @SQL + @WORD + ' '   FETCH NEXT FROM WORDS INTO @WORD END   CLOSE WORDS   DEALLOCATE WORDS   SELECT @SQL   --Cleanup IF EXISTS (SELECT * FROM SYS.TYPES WHERE NAME = 'FairPlayTable') DROP TYPE FAIRPLAYTABLE  
http://rosettacode.org/wiki/Pierpont_primes
Pierpont primes
A Pierpont prime is a prime number of the form: 2u3v + 1 for some non-negative integers u and v . A Pierpont prime of the second kind is a prime number of the form: 2u3v - 1 for some non-negative integers u and v . The term "Pierpont primes" is generally understood to mean the first definition, but will be called "Pierpont primes of the first kind" on this page to distinguish them. Task Write a routine (function, procedure, whatever) to find Pierpont primes of the first & second kinds. Use the routine to find and display here, on this page, the first 50 Pierpont primes of the first kind. Use the routine to find and display here, on this page, the first 50 Pierpont primes of the second kind If your language supports large integers, find and display here, on this page, the 250th Pierpont prime of the first kind and the 250th Pierpont prime of the second kind. See also Wikipedia - Pierpont primes OEIS:A005109 - Class 1 -, or Pierpont primes OEIS:A005105 - Class 1 +, or Pierpont primes of the second kind
#C
C
#include <stdbool.h> #include <stdint.h> #include <stdio.h> #include <stdlib.h> #include <string.h>   const int PRIMES[] = { 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, 97, 101, 103, 107, 109, 113, 127, 131, 137, 139, 149, 151, 157, 163, 167, 173, 179, 181, 191, 193, 197, 199, 211, 223, 227, 229, 233, 239, 241, 251, 257, 263, 269, 271, 277, 281, 283, 293, 307, 311, 313, 317, 331, 337, 347, 349, 353, 359, 367, 373, 379, 383, 389, 397, 401, 409, 419, 421, 431, 433, 439, 443, 449, 457, 461, 463, 467, 479, 487, 491, 499, 503, 509, 521, 523, 541, 547, 557, 563, 569, 571, 577, 587, 593, 599, 601, 607, 613, 617, 619, 631, 641, 643, 647, 653, 659, 661, 673, 677, 683, 691, 701, 709, 719, 727, 733, 739, 743, 751, 757, 761, 769, 773, 787, 797, 809, 811, 821, 823, 827, 829, 839, 853, 857, 859, 863, 877, 881, 883, 887, 907, 911, 919, 929, 937, 941, 947, 953, 967, 971, 977, }; #define PRIME_SIZE (sizeof(PRIMES) / sizeof(int))   bool isPrime(const int n) { int i;   if (n < 2) { return false; }   for (i = 0; i < PRIME_SIZE; i++) { if (n == PRIMES[i]) { return true; } if (n % PRIMES[i] == 0) { return false; } }   if (n < PRIMES[PRIME_SIZE - 1] * PRIMES[PRIME_SIZE - 1]) { return true; }   i = PRIMES[PRIME_SIZE - 1]+2; while (i * i < n) { if (n % i == 0) { return false; } i += 2; }   return true; }   #define N 50 int p[2][50]; void pierpont() { int64_t s[8 * N]; int count = 0; int count1 = 1; int count2 = 0; int i2 = 0; int i3 = 0; int k = 1; int64_t n2, n3, t; int64_t *sp = &s[1];   memset(p[0], 0, N * sizeof(int)); memset(p[1], 0, N * sizeof(int)); p[0][0] = 2; s[0] = 1;   while (count < N) { n2 = s[i2] * 2; n3 = s[i3] * 3; if (n2 < n3) { t = n2; i2++; } else { t = n3; i3++; } if (t > s[k - 1]) { *sp++ = t; k++;   t++; if (count1 < N && isPrime(t)) { p[0][count1] = t; count1++; }   t -= 2; if (count2 < N && isPrime(t)) { p[1][count2] = t; count2++; }   count = min(count1, count2); } } }   int main() { int i;   pierpont();   printf("First 50 Pierpont primes of the first kind:\n"); for (i = 0; i < N; i++) { printf("%8d ", p[0][i]); if ((i - 9) % 10 == 0) { printf("\n"); } } printf("\n");   printf("First 50 Pierpont primes of the second kind:\n"); for (i = 0; i < N; i++) { printf("%8d ", p[1][i]); if ((i - 9) % 10 == 0) { printf("\n"); } } printf("\n"); }
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#Aime
Aime
list l;   l_append(l, 'a'); l_append(l, 'b'); l_append(l, 'c'); l_append(l, 'd'); l_append(l, 'e'); l_append(l, 'f');   o_byte(l[drand(5)]); o_byte('\n');
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#ALGOL_68
ALGOL 68
# pick a random element from an array of strings #   OP PICKRANDOM = ( []STRING list )STRING: BEGIN   INT number of elements = ( UPB list - LWB list ) + 1; INT random element = ENTIER ( next random * ( number of elements ) );   list[ LWB list + random element ] END; # PICKRANDOM # # can define additional operators for other types of array #     main: (   []STRING days = ( "Sunday", "Monday", "Tuesday", "Wednesday" , "Thursday", "Friday", "Saturday" );   print( ( PICKRANDOM days, newline ) )   )
http://rosettacode.org/wiki/Primality_by_trial_division
Primality by trial division
Task Write a boolean function that tells whether a given integer is prime. Remember that   1   and all non-positive numbers are not prime. Use trial division. Even numbers greater than   2   may be eliminated right away. A loop from   3   to   √ n    will suffice,   but other loops are allowed. Related tasks   count in factors   prime decomposition   AKS test for primes   factors of an integer   Sieve of Eratosthenes   factors of a Mersenne number   trial factoring of a Mersenne number   partition an integer X into N primes   sequence of primes by Trial Division
#Rust
Rust
fn is_prime(n: u64) -> bool { match n { 0 | 1 => false, 2 => true, _even if n % 2 == 0 => false, _ => { let sqrt_limit = (n as f64).sqrt() as u64; (3..=sqrt_limit).step_by(2).find(|i| n % i == 0).is_none() } } }   fn main() { for i in (1..30).filter(|i| is_prime(*i)) { println!("{} ", i); } }
http://rosettacode.org/wiki/Pig_the_dice_game/Player
Pig the dice game/Player
Pig the dice game/Player You are encouraged to solve this task according to the task description, using any language you may know. Task Create a dice simulator and scorer of Pig the dice game and add to it the ability to play the game to at least one strategy. State here the play strategies involved. Show play during a game here. As a stretch goal: Simulate playing the game a number of times with two players of given strategies and report here summary statistics such as, but not restricted to, the influence of going first or which strategy seems stronger. Game Rules The game of Pig is a multiplayer game played with a single six-sided die. The object of the game is to reach 100 points or more. Play is taken in turns. On each person's turn that person has the option of either Rolling the dice: where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again; or a roll of 1 loses the player's total points for that turn and their turn finishes with play passing to the next player. Holding: The player's score for that round is added to their total and becomes safe from the effects of throwing a one. The player's turn finishes with play passing to the next player. References Pig (dice) The Math of Being a Pig and Pigs (extra) - Numberphile videos featuring Ben Sparks.
#Nim
Nim
import random, strformat   const MaxPoints = 100   type   Move {.pure.} = enum Roll, Hold Strategy {.pure.} = enum Rand, Q2Win, AL20, AL20T   # Player description. Player = ref object num: Natural currentScore: Natural roundScore: Natural strategy: Strategy next: Player   # Player list managed as a singly linked ring. PlayerList = object count: Natural head, tail: Player     proc addPlayer(playerList: var PlayerList; strategy: Strategy) = ## Add a player with given strategy. inc playerList.count let newPlayer = Player(num: playerList.count, strategy: strategy) if playerList.head.isNil: playerList.head = newPlayer else: playerList.tail.next = newPlayer playerList.tail = newPlayer newPlayer.next = playerList.head     iterator items(playerList: PlayerList): Player = ## Yield the successive players of a player list. var player = playerList.head yield player while player != playerList.tail: player = player.next yield player     proc getMove(player: Player): Move = ## Get the move for the given player.   if player.roundScore + player.currentScore >= MaxPoints: return Hold   case player.strategy   of Strategy.Rand: result = if rand(1) == 0: Roll elif player.roundScore > 0: Hold else: Roll   of Strategy.Q2Win: let q = MaxPoints - player.currentScore result = if q < 6 or player.roundScore < q div 4: Roll else: Hold   of Strategy.AL20: result = if player.roundScore < 20: Roll else: Hold   of Strategy.AL20T: let d = 5 * player.roundScore result = if player.roundScore < 20 and d < rand(99): Roll else: Hold     randomize()   # Create player list. var playerList = PlayerList() for strategy in Strategy.low..Strategy.high: playerList.addPlayer(strategy)   var endGame = false var player = playerList.head   while not endGame: case player.getMove()   of Roll: let die = rand(1..6) if die == 1: echo &"Player {player.num} rolled {die} Current score: {player.currentScore:3}\n" player.roundScore = 0 player = player.next continue inc player.roundScore, die echo &"Player {player.num} rolled {die} Round score: {player.roundScore:3}"   of Hold: inc player.currentScore, player.roundScore echo &"Player {player.num} holds Current score: {player.currentScore:3}\n" if player.currentScore >= MaxPoints: endGame = true else: player.roundScore = 0 player = player.next   for player in playerList: let stratStr = &"({player.strategy}):" echo &"Player {player.num} {stratStr:8} {player.currentScore:3}"
http://rosettacode.org/wiki/Plasma_effect
Plasma effect
The plasma effect is a visual effect created by applying various functions, notably sine and cosine, to the color values of screen pixels. When animated (not a task requirement) the effect may give the impression of a colorful flowing liquid. Task Create a plasma effect. See also Computer Graphics Tutorial (lodev.org) Plasma (bidouille.org)
#XPL0
XPL0
func real Dist(X1, Y1, X2, Y2); int X1, Y1, X2, Y2; return sqrt( float((X1-X2)*(X1-X2) + (Y1-Y2)*(Y1-Y2)) );   int Time, X, Y, Color; real Value; [SetVid($112); \640x480x24 repeat Time:= GetTime/50_000; for Y:= 0 to 256-1 do for X:= 0 to 256-1 do [Value:= Sin(Dist(X+Time, Y, 128, 128) / 8.0) + Sin(Dist(X, Y, 64, 64) / 8.0) + Sin(Dist(X, Y+Time/7, 192, 64) / 7.0) + Sin(Dist(X, Y, 192, 100) / 8.0); Color:= fix((4.0+Value) * 31.875); \[0..255] Point(X, Y, Color<<16 + ((Color*2)&$FF)<<8 + (255-Color)); ]; until KeyHit; ]
http://rosettacode.org/wiki/Playing_cards
Playing cards
Task Create a data structure and the associated methods to define and manipulate a deck of   playing cards. The deck should contain 52 unique cards. The methods must include the ability to:   make a new deck   shuffle (randomize) the deck   deal from the deck   print the current contents of a deck Each card must have a pip value and a suit value which constitute the unique value of the card. Related tasks: Card shuffles Deal cards_for_FreeCell War Card_Game Poker hand_analyser Go Fish
#Action.21
Action!
DEFINE PTR="CARD" DEFINE MAXDECKSIZE="52"   TYPE Deck=[ PTR cards ;BYTE ARRAY BYTE first,count]   BYTE FUNC IsEmpty(Deck POINTER d) IF d.count=0 THEN RETURN (1) FI RETURN (0)   BYTE FUNC IsFull(Deck POINTER d) IF d.count=MAXDECKSIZE THEN RETURN (1) FI RETURN (0)   BYTE FUNC Index(Deck POINTER d BYTE i) RETURN ((d.first+i) MOD MAXDECKSIZE)   PROC InitEmpty(Deck POINTER d BYTE ARRAY crds) d.cards=crds d.first=0 d.count=0 RETURN   PROC InitFull(Deck POINTER d BYTE ARRAY crds) BYTE i   d.cards=crds d.first=0 d.count=MAXDECKSIZE FOR i=0 TO MAXDECKSIZE-1 DO crds(i)=i OD RETURN   PROC Shuffle(Deck POINTER d) BYTE i,j,i2,j2,tmp BYTE ARRAY crds   crds=d.cards i=d.count-1 WHILE i>0 DO j=Rand(i) i2=Index(d,i) j2=Index(d,j) tmp=crds(i2) crds(i2)=crds(j2) crds(j2)=tmp i==-1 OD RETURN   BYTE FUNC Deal(Deck POINTER d) BYTE ARRAY crds BYTE c   IF IsEmpty(d) THEN PrintE("Error: deck is empty!") Break() FI   crds=d.cards c=crds(d.first) d.count==-1 d.first==+1 IF d.first=MAXDECKSIZE THEN d.first=0 FI RETURN (c)   PROC Add(Deck POINTER d BYTE c) BYTE ARRAY crds BYTE i   IF IsFull(d) THEN PrintE("Error: deck is full!") Break() FI   crds=d.cards i=Index(d,d.count) crds(i)=c d.count==+1 RETURN   PROC PrintCard(BYTE c) BYTE s,v BYTE ARRAY fig=['J 'Q 'K 'A] BYTE ARRAY suit=[16 96 0 123]   s=c/13 v=c MOD 13 IF v<=8 THEN PrintB(v+2) ELSE Put(fig(v-9)) FI Put(suit(s)) RETURN   PROC PrintDeck(Deck POINTER d) BYTE i,i2 BYTE ARRAY crds   crds=d.cards IF IsEmpty(d) THEN Print("Empty") ELSE FOR i=0 TO d.count-1 DO i2=Index(d,i) PrintCard(crds(i2)) IF i<d.count-1 THEN Put(' ) FI OD FI RETURN   PROC Main() BYTE LMARGIN=$52,oldLMARGIN,i,c BYTE ARRAY crds(MAXDECKSIZE),crds1(MAXDECKSIZE),crds2(MAXDECKSIZE) Deck d,d1,d2   oldLMARGIN=LMARGIN LMARGIN=0 ;remove left margin on the screen Put(125) PutE() ;clear the screen   PrintE("New deck:") InitFull(d,crds) PrintDeck(d) PutE() PutE()   PrintE("Shuffle:") Shuffle(d) PrintDeck(d) PutE() PutE()   PrintE("Deal cards:") InitEmpty(d1,crds1) InitEmpty(d2,crds2) FOR i=1 TO 5 DO c=Deal(d) Add(d1,c) c=Deal(d) Add(d2,c) OD Print(" Player 1: ") PrintDeck(d1) PutE() Print(" Player 2: ") PrintDeck(d2) PutE() PutE()   PrintE("Deck after dealing:") PrintDeck(d)   LMARGIN=oldLMARGIN ;restore left margin on the screen RETURN
http://rosettacode.org/wiki/Pig_the_dice_game
Pig the dice game
The   game of Pig   is a multiplayer game played with a single six-sided die.   The object of the game is to reach   100   points or more.   Play is taken in turns.   On each person's turn that person has the option of either: Rolling the dice:   where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again;   or a roll of   1   loses the player's total points   for that turn   and their turn finishes with play passing to the next player. Holding:   the player's score for that round is added to their total and becomes safe from the effects of throwing a   1   (one).   The player's turn finishes with play passing to the next player. Task Create a program to score for, and simulate dice throws for, a two-person game. Related task   Pig the dice game/Player
#C
C
  #include <stdio.h> #include <stdlib.h> #include <time.h>     const int NUM_PLAYERS = 2; const int MAX_POINTS = 100;     //General functions int randrange(int min, int max){ return (rand() % (max - min + 1)) + min; }     //Game functions void ResetScores(int *scores){ for(int i = 0; i < NUM_PLAYERS; i++){ scores[i] = 0; } }     void Play(int *scores){ int scoredPoints = 0; int diceResult; int choice;   for(int i = 0; i < NUM_PLAYERS; i++){ while(1){ printf("Player %d - You have %d total points and %d points this turn \nWhat do you want to do (1)roll or (2)hold: ", i + 1, scores[i], scoredPoints); scanf("%d", &choice);   if(choice == 1){ diceResult = randrange(1, 6); printf("\nYou rolled a %d\n", diceResult);   if(diceResult != 1){ scoredPoints += diceResult; } else{ printf("You loose all your points from this turn\n\n"); scoredPoints = 0; break; } } else if(choice == 2){ scores[i] += scoredPoints; printf("\nYou holded, you have %d points\n\n", scores[i]);   break; } }   scoredPoints = 0; CheckForWin(scores[i], i + 1);   } }     void CheckForWin(int playerScore, int playerNum){ if(playerScore >= MAX_POINTS){ printf("\n\nCONGRATULATIONS PLAYER %d, YOU WIN\n\n!", playerNum);   exit(EXIT_SUCCESS); } }     int main() { srand(time(0));   int scores[NUM_PLAYERS]; ResetScores(scores);   while(1){ Play(scores); }   return 0; }    
http://rosettacode.org/wiki/Playfair_cipher
Playfair cipher
Playfair cipher You are encouraged to solve this task according to the task description, using any language you may know. Task Implement a Playfair cipher for encryption and decryption. The user must be able to choose   J  =  I     or   no   Q   in the alphabet. The output of the encrypted and decrypted message must be in capitalized digraphs, separated by spaces. Output example HI DE TH EG OL DI NT HE TR EX ES TU MP
#Tcl
Tcl
package require TclOO   oo::class create Playfair { variable grid lookup excluder constructor {{keyword "PLAYFAIR EXAMPLE"} {exclude "J"}} { # Tweaking according to exact operation mode if {$exclude eq "J"} { set excluder "J I" } else { set excluder [list $exclude ""] }   # Clean up the keyword source set keys [my Clean [append keyword "ABCDEFGHIJKLMNOPQRSTUVWXYZ"]]   # Generate the encoding grid set grid [lrepeat 5 [lrepeat 5 ""]] set idx -1 for {set i 0} {$i < 5} {incr i} {for {set j 0} {$j < 5} {} { if {![info exist lookup([set c [lindex $keys [incr idx]]])]} { lset grid $i $j $c set lookup($c) [list $i $j] incr j } }}   # Sanity check if {[array size lookup] != 25} { error "failed to build encoding table correctly" } }   # Worker to apply a consistent cleanup/split rule method Clean {str} { set str [string map $excluder [string toupper $str]] split [regsub -all {[^A-Z]} $str ""] "" }   # These public methods are implemented by a single non-public method forward encode my Transform 1 forward decode my Transform -1   # The application of the Playfair cypher transform method Transform {direction message} { # Split message into true digraphs foreach c [my Clean $message] { if {![info exists lookup($c)]} continue if {![info exists c0]} { set c0 $c } else { if {$c0 ne $c} { lappend digraphs $c0 $c unset c0 } else { lappend digraphs $c0 "X" set c0 $c } } } if {[info exists c0]} { lappend digraphs $c0 "Z" }   # Encode the digraphs set result "" foreach {a b} $digraphs { lassign $lookup($a) ai aj lassign $lookup($b) bi bj if {$ai == $bi} { set aj [expr {($aj + $direction) % 5}] set bj [expr {($bj + $direction) % 5}] } elseif {$aj == $bj} { set ai [expr {($ai + $direction) % 5}] set bi [expr {($bi + $direction) % 5}] } else { set tmp $aj set aj $bj set bj $tmp } lappend result [lindex $grid $ai $aj][lindex $grid $bi $bj] }   # Real use would be: return [join $result ""] return $result } }
http://rosettacode.org/wiki/Pierpont_primes
Pierpont primes
A Pierpont prime is a prime number of the form: 2u3v + 1 for some non-negative integers u and v . A Pierpont prime of the second kind is a prime number of the form: 2u3v - 1 for some non-negative integers u and v . The term "Pierpont primes" is generally understood to mean the first definition, but will be called "Pierpont primes of the first kind" on this page to distinguish them. Task Write a routine (function, procedure, whatever) to find Pierpont primes of the first & second kinds. Use the routine to find and display here, on this page, the first 50 Pierpont primes of the first kind. Use the routine to find and display here, on this page, the first 50 Pierpont primes of the second kind If your language supports large integers, find and display here, on this page, the 250th Pierpont prime of the first kind and the 250th Pierpont prime of the second kind. See also Wikipedia - Pierpont primes OEIS:A005109 - Class 1 -, or Pierpont primes OEIS:A005105 - Class 1 +, or Pierpont primes of the second kind
#C.23
C#
using System; using System.Collections.Generic; using System.Numerics;   namespace PierpontPrimes { public static class Helper { private static readonly Random rand = new Random(); private static readonly List<int> primeList = new List<int>() { 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, 97, 101, 103, 107, 109, 113, 127, 131, 137, 139, 149, 151, 157, 163, 167, 173, 179, 181, 191, 193, 197, 199, 211, 223, 227, 229, 233, 239, 241, 251, 257, 263, 269, 271, 277, 281, 283, 293, 307, 311, 313, 317, 331, 337, 347, 349, 353, 359, 367, 373, 379, 383, 389, 397, 401, 409, 419, 421, 431, 433, 439, 443, 449, 457, 461, 463, 467, 479, 487, 491, 499, 503, 509, 521, 523, 541, 547, 557, 563, 569, 571, 577, 587, 593, 599, 601, 607, 613, 617, 619, 631, 641, 643, 647, 653, 659, 661, 673, 677, 683, 691, 701, 709, 719, 727, 733, 739, 743, 751, 757, 761, 769, 773, 787, 797, 809, 811, 821, 823, 827, 829, 839, 853, 857, 859, 863, 877, 881, 883, 887, 907, 911, 919, 929, 937, 941, 947, 953, 967, 971, 977, };   public static BigInteger GetRandom(BigInteger min, BigInteger max) { var bytes = max.ToByteArray(); BigInteger r;   do { rand.NextBytes(bytes); bytes[bytes.Length - 1] &= (byte)0x7F; // force sign bit to positive r = new BigInteger(bytes); } while (r < min || r >= max);   return r; }   //Modified from https://rosettacode.org/wiki/Miller-Rabin_primality_test#Python public static bool IsProbablePrime(this BigInteger n) { if (n == 0 || n == 1) { return false; }   bool Check(BigInteger num) { foreach (var prime in primeList) { if (num == prime) { return true; } if (num % prime == 0) { return false; } if (prime * prime > num) { return true; } }   return true; }   if (Check(n)) { var large = primeList[primeList.Count - 1]; if (n <= large) { return true; } }   var s = 0; var d = n - 1; while (d.IsEven) { d >>= 1; s++; }   bool TrialComposite(BigInteger a) { if (BigInteger.ModPow(a, d, n) == 1) { return false; } for (int i = 0; i < s; i++) { var t = BigInteger.Pow(2, i); if (BigInteger.ModPow(a, t * d, n) == n - 1) { return false; } } return true; }   for (int i = 0; i < 8; i++) { var a = GetRandom(2, n); if (TrialComposite(a)) { return false; } } return true; } }   class Program { static List<List<BigInteger>> Pierpont(int n) { var p = new List<List<BigInteger>> { new List<BigInteger>(), new List<BigInteger>() }; for (int i = 0; i < n; i++) { p[0].Add(0); p[1].Add(0); } p[0][0] = 2;   var count = 0; var count1 = 1; var count2 = 0; List<BigInteger> s = new List<BigInteger> { 1 }; var i2 = 0; var i3 = 0; var k = 1; BigInteger n2; BigInteger n3; BigInteger t;   while (count < n) { n2 = s[i2] * 2; n3 = s[i3] * 3; if (n2 < n3) { t = n2; i2++; } else { t = n3; i3++; } if (t > s[k - 1]) { s.Add(t); k++; t += 1; if (count1 < n && t.IsProbablePrime()) { p[0][count1] = t; count1++; } t -= 2; if (count2 < n && t.IsProbablePrime()) { p[1][count2] = t; count2++; } count = Math.Min(count1, count2); } }   return p; }   static void Main() { var p = Pierpont(250);   Console.WriteLine("First 50 Pierpont primes of the first kind:"); for (int i = 0; i < 50; i++) { Console.Write("{0,8} ", p[0][i]); if ((i - 9) % 10 == 0) { Console.WriteLine(); } } Console.WriteLine();   Console.WriteLine("First 50 Pierpont primes of the second kind:"); for (int i = 0; i < 50; i++) { Console.Write("{0,8} ", p[1][i]); if ((i - 9) % 10 == 0) { Console.WriteLine(); } } Console.WriteLine();   Console.WriteLine("250th Pierpont prime of the first kind: {0}", p[0][249]); Console.WriteLine("250th Pierpont prime of the second kind: {0}", p[1][249]); Console.WriteLine(); } } }
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#APL
APL
pickRandom ← (?≢)⊃⊢
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#App_Inventor
App Inventor
get some item of [1, "two", pi, "4", 5 > 4, 5 + 1, Sunday]
http://rosettacode.org/wiki/Primality_by_trial_division
Primality by trial division
Task Write a boolean function that tells whether a given integer is prime. Remember that   1   and all non-positive numbers are not prime. Use trial division. Even numbers greater than   2   may be eliminated right away. A loop from   3   to   √ n    will suffice,   but other loops are allowed. Related tasks   count in factors   prime decomposition   AKS test for primes   factors of an integer   Sieve of Eratosthenes   factors of a Mersenne number   trial factoring of a Mersenne number   partition an integer X into N primes   sequence of primes by Trial Division
#S-BASIC
S-BASIC
  $lines   $constant FALSE = 0 $constant TRUE = 0FFFFH   rem - return p mod q function mod(p, q = integer) = integer end = p - q * (p / q)   rem - return true (-1) if n is prime, otherwise false (0) function isprime(n = integer) = integer var i, limit, result = integer if n = 2 then result = TRUE else if (n < 2) or (mod(n,2) = 0) then result = FALSE else begin limit = int(sqr(n)) i = 3 while (i <= limit) and (mod(n, i) <> 0) do i = i + 2 result = not (i <= limit) end end = result   rem - test by looking for primes in range 1 to 50 var i = integer for i = 1 to 50 if isprime(i) then print using "#####";i; next i   end  
http://rosettacode.org/wiki/Pig_the_dice_game/Player
Pig the dice game/Player
Pig the dice game/Player You are encouraged to solve this task according to the task description, using any language you may know. Task Create a dice simulator and scorer of Pig the dice game and add to it the ability to play the game to at least one strategy. State here the play strategies involved. Show play during a game here. As a stretch goal: Simulate playing the game a number of times with two players of given strategies and report here summary statistics such as, but not restricted to, the influence of going first or which strategy seems stronger. Game Rules The game of Pig is a multiplayer game played with a single six-sided die. The object of the game is to reach 100 points or more. Play is taken in turns. On each person's turn that person has the option of either Rolling the dice: where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again; or a roll of 1 loses the player's total points for that turn and their turn finishes with play passing to the next player. Holding: The player's score for that round is added to their total and becomes safe from the effects of throwing a one. The player's turn finishes with play passing to the next player. References Pig (dice) The Math of Being a Pig and Pigs (extra) - Numberphile videos featuring Ben Sparks.
#Perl
Perl
my $GOAL = 100;   package Player;   sub new { my ($class,$strategy) = @_; my $self = { score => 0, rolls => 0, ante => 0, strategy => $strategy || sub { 0 } # as fallback, always roll again }; return bless($self, $class); }   sub turn { my ($P) = @_; $P->{rolls} = 0; $P->{ante} = 0; my $done = 0; do { my $v = 1 + int rand 6; $P->{rolls}++; if ($v == 1) { $P->{ante} = 0; $done = 1; } else { $P->{ante} += $v; } $done = 1 if $P->{score} + $P->{ante} >= $GOAL or $P->{strategy}(); } until $done; $P->{score} += $P->{ante}; }   package Main;   # default, go-for-broke, always roll again $players[0] = Player->new;   # try to roll 5 times but no more per turn $players[1] = Player->new( sub { $players[1]->{rolls} >= 5 } );   # try to accumulate at least 20 points per turn @players[2] = Player->new( sub { $players[2]->{ante} > 20 } );   # random but 90% chance of rolling again $players[3] = Player->new( sub { rand() < 0.1 } );   # random but more conservative as approaches goal $players[4] = Player->new( sub { rand() < ( $GOAL - $players[4]->{score} ) * .6 / $GOAL } );   for (1 .. shift || 100) { my $player = -1; do { $player++; @players[$player % @players]->turn; } until $players[$player % @players]->{score} >= $GOAL;   $wins[$player % @players]++;   printf "%5d", $players[$_]->{score} for 0..$#players; print "\n"; $players[$_]->{score} = 0 for 0..$#players; # reset scores for next game }   print ' ----' x @players, "\n"; printf "%5d", $_ for @wins; print "\n";
http://rosettacode.org/wiki/Phrase_reversals
Phrase reversals
Task Given a string of space separated words containing the following phrase: rosetta code phrase reversal Reverse the characters of the string. Reverse the characters of each individual word in the string, maintaining original word order within the string. Reverse the order of each word of the string, maintaining the order of characters in each word. Show your output here. Other tasks related to string operations: Metrics Array length String length Copy a string Empty string  (assignment) Counting Word frequency Letter frequency Jewels and stones I before E except after C Bioinformatics/base count Count occurrences of a substring Count how many vowels and consonants occur in a string Remove/replace XXXX redacted Conjugate a Latin verb Remove vowels from a string String interpolation (included) Strip block comments Strip comments from a string Strip a set of characters from a string Strip whitespace from a string -- top and tail Strip control codes and extended characters from a string Anagrams/Derangements/shuffling Word wheel ABC problem Sattolo cycle Knuth shuffle Ordered words Superpermutation minimisation Textonyms (using a phone text pad) Anagrams Anagrams/Deranged anagrams Permutations/Derangements Find/Search/Determine ABC words Odd words Word ladder Semordnilap Word search Wordiff  (game) String matching Tea cup rim text Alternade words Changeable words State name puzzle String comparison Unique characters Unique characters in each string Extract file extension Levenshtein distance Palindrome detection Common list elements Longest common suffix Longest common prefix Compare a list of strings Longest common substring Find common directory path Words from neighbour ones Change e letters to i in words Non-continuous subsequences Longest common subsequence Longest palindromic substrings Longest increasing subsequence Words containing "the" substring Sum of the digits of n is substring of n Determine if a string is numeric Determine if a string is collapsible Determine if a string is squeezable Determine if a string has all unique characters Determine if a string has all the same characters Longest substrings without repeating characters Find words which contains all the vowels Find words which contains most consonants Find words which contains more than 3 vowels Find words which first and last three letters are equals Find words which odd letters are consonants and even letters are vowels or vice_versa Formatting Substring Rep-string Word wrap String case Align columns Literals/String Repeat a string Brace expansion Brace expansion using ranges Reverse a string Phrase reversals Comma quibbling Special characters String concatenation Substring/Top and tail Commatizing numbers Reverse words in a string Suffixation of decimal numbers Long literals, with continuations Numerical and alphabetical suffixes Abbreviations, easy Abbreviations, simple Abbreviations, automatic Song lyrics/poems/Mad Libs/phrases Mad Libs Magic 8-ball 99 Bottles of Beer The Name Game (a song) The Old lady swallowed a fly The Twelve Days of Christmas Tokenize Text between Tokenize a string Word break problem Tokenize a string with escaping Split a character string based on change of character Sequences Show ASCII table De Bruijn sequences Self-referential sequences Generate lower case ASCII alphabet
#11l
11l
V phrase = ‘rosetta code phrase reversal’ print(reversed(phrase)) print(phrase.split(‘ ’).map(word -> reversed(word)).join(‘ ’)) print(reversed(phrase.split(‘ ’)).join(‘ ’))
http://rosettacode.org/wiki/Playing_cards
Playing cards
Task Create a data structure and the associated methods to define and manipulate a deck of   playing cards. The deck should contain 52 unique cards. The methods must include the ability to:   make a new deck   shuffle (randomize) the deck   deal from the deck   print the current contents of a deck Each card must have a pip value and a suit value which constitute the unique value of the card. Related tasks: Card shuffles Deal cards_for_FreeCell War Card_Game Poker hand_analyser Go Fish
#Ada
Ada
MODE CARD = STRUCT(STRING pip, suit); # instance attributes #   # class members & attributes # STRUCT( PROC(REF CARD, STRING, STRING)VOID init, FORMAT format, PROC(REF CARD)STRING repr, []STRING suits, pips ) class card = ( # PROC init = # (REF CARD self, STRING pip, suit)VOID:( pip OF self:=pip; suit OF self :=suit ), # format = # $"("g" OF "g")"$, # PROC repr = # (REF CARD self)STRING: ( HEAP STRING out; putf(BOOK out,(format OF class card,self)); out ), # suits = # ("Clubs","Hearts","Spades","Diamonds"), # pips = # ("2","3","4","5","6","7","8","9","10","Jack","Queen","King","Ace") );   MODE DECK = STRUCT(REF[]CARD deck); # instance attributes #   # class members & attributes # STRUCT( PROC(REF DECK)VOID init, shuffle, PROC(REF DECK)STRING repr, PROC(REF DECK)CARD deal ) class deck = (   # PROC init = # (REF DECK self)VOID:( HEAP[ UPB suits OF class card * UPB pips OF class card ]CARD new; FOR suit TO UPB suits OF class card DO FOR pip TO UPB pips OF class card DO new[(suit-1)*UPB pips OF class card + pip] := ((pips OF class card)[pip], (suits OF class card)[suit]) OD OD; deck OF self := new ),   # PROC shuffle = # (REF DECK self)VOID: FOR card TO UPB deck OF self DO CARD this card = (deck OF self)[card]; INT random card = random int(LWB deck OF self,UPB deck OF self); (deck OF self)[card] := (deck OF self)[random card]; (deck OF self)[random card] := this card OD,   # PROC repr = # (REF DECK self)STRING: ( FORMAT format = $"("n(UPB deck OF self-1)(f(format OF class card)", ")f(format OF class card)")"$; HEAP STRING out; putf(BOOK out,(format, deck OF self)); out ),   # PROC deal = # (REF DECK self)CARD: ( (shuffle OF class deck)(self); (deck OF self)[UPB deck OF self] ) );   # associate a STRING with a FILE for easy text manipulation # OP BOOK = (REF STRING string)REF FILE:( HEAP FILE book; associate(book, string); book );   # Pick a random integer between from [lwb..upb] # PROC random int = (INT lwb, upb)INT: ENTIER(random * (upb - lwb + 1) + lwb);   DECK deck; (init OF class deck)(deck); (shuffle OF class deck)(deck); print (((repr OF class deck)(deck), new line))
http://rosettacode.org/wiki/Pig_the_dice_game
Pig the dice game
The   game of Pig   is a multiplayer game played with a single six-sided die.   The object of the game is to reach   100   points or more.   Play is taken in turns.   On each person's turn that person has the option of either: Rolling the dice:   where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again;   or a roll of   1   loses the player's total points   for that turn   and their turn finishes with play passing to the next player. Holding:   the player's score for that round is added to their total and becomes safe from the effects of throwing a   1   (one).   The player's turn finishes with play passing to the next player. Task Create a program to score for, and simulate dice throws for, a two-person game. Related task   Pig the dice game/Player
#C.23
C#
  using System; using System.IO;   namespace Pig {   class Roll { public int TotalScore{get;set;} public int RollScore{get;set;} public bool Continue{get;set;} }   class Player { public String Name{get;set;} public int Score {get;set;} Random rand;   public Player() { Score = 0; rand = new Random(); }   public Roll Roll(int LastScore){ Roll roll = new Roll(); roll.RollScore = rand.Next(6) + 1;   if(roll.RollScore == 1){ roll.TotalScore = 0; roll.Continue = false; return roll; }   roll.TotalScore = LastScore + roll.RollScore; roll.Continue = true; return roll; }   public void FinalizeTurn(Roll roll){ Score = Score + roll.TotalScore; } }   public class Game { public static void Main(String[] argv){ String input = null; Player[] players = new Player[2];   // Game loop while(true){ Console.Write("Greetings! Would you like to play a game (y/n)?"); while(input == null){ input = Console.ReadLine(); if(input.ToLowerInvariant() == "y"){ players[0] = new Player(); players[1] = new Player(); Console.Write("Player One, what's your name?"); input = Console.ReadLine(); players[0].Name = input; Console.Write("Player Two, what's your name?"); input = Console.ReadLine(); players[1].Name = input; Console.WriteLine(players[0].Name + " and " + players[1].Name + ", prepare to do battle!"); } else if (input.ToLowerInvariant() == "n"){ goto Goodbye; /* Not considered harmful */ } else { input = null; Console.Write("I'm sorry, I don't understand. Play a game (y/n)?"); } }   // Play the game int currentPlayer = 0; Roll roll = null; bool runTurn = true; while(runTurn){ Player p = players[currentPlayer]; roll = p.Roll( (roll !=null) ? roll.TotalScore : 0 ); if(roll.Continue){ if(roll.TotalScore + p.Score > 99){ Console.WriteLine("Congratulations, " + p.Name + "! You rolled a " + roll.RollScore + " for a final score of " + (roll.TotalScore + p.Score) + "!"); runTurn = false; } else { Console.Write(p.Name + ": Roll " + roll.RollScore + "/Turn " + roll.TotalScore + "/Total " + (roll.TotalScore + p.Score) + ". Roll again (y/n)?"); input = Console.ReadLine(); if(input.ToLowerInvariant() == "y"){ // Do nothing } else if (input.ToLowerInvariant() == "n"){ p.FinalizeTurn(roll); currentPlayer = Math.Abs(currentPlayer - 1); Console.WriteLine(); Console.WriteLine(players[0].Name + ": " + players[0].Score + " " + players[1].Name + ": " + players[1].Score); Console.WriteLine(players[currentPlayer].Name + ", your turn begins."); roll = null; } else { input = null; Console.Write("I'm sorry, I don't understand. Play a game (y/n)?"); } } } else { Console.WriteLine(p.Name + @", you rolled a 1 and lost your points for this turn. Your current score: " + p.Score); Console.WriteLine(); Console.WriteLine(players[0].Name + ": " + players[0].Score + " " + players[1].Name + ": " + players[1].Score); currentPlayer = Math.Abs(currentPlayer - 1); } }     input = null; } Goodbye: Console.WriteLine("Thanks for playing, and remember: the house ALWAYS wins!"); System.Environment.Exit(0); } } }  
http://rosettacode.org/wiki/Playfair_cipher
Playfair cipher
Playfair cipher You are encouraged to solve this task according to the task description, using any language you may know. Task Implement a Playfair cipher for encryption and decryption. The user must be able to choose   J  =  I     or   no   Q   in the alphabet. The output of the encrypted and decrypted message must be in capitalized digraphs, separated by spaces. Output example HI DE TH EG OL DI NT HE TR EX ES TU MP
#VBA
VBA
  Option Explicit   Private Type Adress Row As Integer Column As Integer End Type   Private myTable() As String   Sub Main() Dim keyw As String, boolQ As Boolean, text As String, test As Long Dim res As String keyw = InputBox("Enter your keyword : ", "KeyWord", "Playfair example") If keyw = "" Then GoTo ErrorHand Debug.Print "Enter your keyword : " & keyw boolQ = MsgBox("Ignore Q when buiding table y/n : ", vbYesNo) = vbYes Debug.Print "Ignore Q when buiding table y/n : " & IIf(boolQ, "Y", "N") Debug.Print "" Debug.Print "Table : " myTable = CreateTable(keyw, boolQ) On Error GoTo ErrorHand test = UBound(myTable) On Error GoTo 0 text = InputBox("Enter your text", "Encode", "hide the gold in the TRRE stump") If text = "" Then GoTo ErrorHand Debug.Print "" Debug.Print "Text to encode : " & text Debug.Print "-------------------------------------------------" res = Encode(text) Debug.Print "Encoded text is : " & res res = Decode(res) Debug.Print "Decoded text is : " & res text = InputBox("Enter your text", "Encode", "hide the gold in the TREE stump") If text = "" Then GoTo ErrorHand Debug.Print "" Debug.Print "Text to encode : " & text Debug.Print "-------------------------------------------------" res = Encode(text) Debug.Print "Encoded text is : " & res res = Decode(res) Debug.Print "Decoded text is : " & res Exit Sub ErrorHand: Debug.Print "error" End Sub   Private Function CreateTable(strKeyword As String, Q As Boolean) As String() Dim r As Integer, c As Integer, temp(1 To 5, 1 To 5) As String, t, cpt As Integer Dim strT As String, coll As New Collection Dim s As String   strKeyword = UCase(Replace(strKeyword, " ", "")) If Q Then If InStr(strKeyword, "J") > 0 Then Debug.Print "Your keyword isn't available with your choice : Not Q (==> J) !" Exit Function End If Else If InStr(strKeyword, "Q") > 0 Then Debug.Print "Your keyword isn't available with your choice : Q (==> Not J) !" Exit Function End If End If strT = IIf(Not Q, "ABCDEFGHIKLMNOPQRSTUVWXYZ", "ABCDEFGHIJKLMNOPRSTUVWXYZ") t = Split(StrConv(strKeyword, vbUnicode), Chr(0)) For c = LBound(t) To UBound(t) - 1 strT = Replace(strT, t(c), "") On Error Resume Next coll.Add t(c), t(c) On Error GoTo 0 Next strKeyword = vbNullString For c = 1 To coll.Count strKeyword = strKeyword & coll(c) Next t = Split(StrConv(strKeyword & strT, vbUnicode), Chr(0)) c = 1: r = 1 For cpt = LBound(t) To UBound(t) - 1 temp(r, c) = t(cpt) s = s & " " & t(cpt) c = c + 1 If c = 6 Then c = 1: r = r + 1: Debug.Print " " & s: s = "" Next CreateTable = temp End Function   Private Function Encode(s As String) As String Dim i&, t() As String, cpt& s = UCase(Replace(s, " ", "")) 'insert "X" For i = 1 To Len(s) - 1 If Mid(s, i, 1) = Mid(s, i + 1, 1) Then s = Left(s, i) & "X" & Right(s, Len(s) - i) Next 'Do the pairs For i = 1 To Len(s) Step 2 ReDim Preserve t(cpt) t(cpt) = Mid(s, i, 2) cpt = cpt + 1 Next i If Len(t(UBound(t))) = 1 Then t(UBound(t)) = t(UBound(t)) & "X" Debug.Print "[the pairs : " & Join(t, " ") & "]" 'swap the pairs For i = LBound(t) To UBound(t) t(i) = SwapPairsEncoding(t(i)) Next Encode = Join(t, " ") End Function   Private Function SwapPairsEncoding(s As String) As String Dim r As Integer, c As Integer, d1 As String, d2 As String, Flag As Boolean Dim addD1 As Adress, addD2 As Adress, resD1 As Adress, resD2 As Adress d1 = Left(s, 1): d2 = Right(s, 1) For r = 1 To 5 For c = 1 To 5 If d1 = myTable(r, c) Then addD1.Row = r: addD1.Column = c If d2 = myTable(r, c) Then addD2.Row = r: addD2.Column = c If addD1.Row <> 0 And addD2.Row <> 0 Then Flag = True: Exit For Next If Flag Then Exit For Next Select Case True Case addD1.Row = addD2.Row And addD1.Column <> addD2.Column 'same row, different columns resD1.Column = IIf(addD1.Column + 1 = 6, 1, addD1.Column + 1) resD2.Column = IIf(addD2.Column + 1 = 6, 1, addD2.Column + 1) SwapPairsEncoding = myTable(addD1.Row, resD1.Column) & myTable(addD2.Row, resD2.Column) Case addD1.Row <> addD2.Row And addD1.Column = addD2.Column 'same columns, different rows resD1.Row = IIf(addD1.Row + 1 = 6, 1, addD1.Row + 1) resD2.Row = IIf(addD2.Row + 1 = 6, 1, addD2.Row + 1) SwapPairsEncoding = myTable(resD1.Row, addD1.Column) & myTable(resD2.Row, addD2.Column) Case addD1.Row <> addD2.Row And addD1.Column <> addD2.Column 'different rows, different columns resD1.Row = addD1.Row resD2.Row = addD2.Row resD1.Column = addD2.Column resD2.Column = addD1.Column SwapPairsEncoding = myTable(resD1.Row, resD1.Column) & myTable(resD2.Row, resD2.Column) End Select End Function   Private Function Decode(s As String) As String Dim t, i&, j&, e& t = Split(s, " ") e = UBound(t) - 1 'swap the pairs For i = LBound(t) To UBound(t) t(i) = SwapPairsDecoding(CStr(t(i))) Next 'remove "X" For i = LBound(t) To e If Right(t(i), 1) = "X" And Left(t(i), 1) = Left(t(i + 1), 1) Then t(i) = Left(t(i), 1) & Left(t(i + 1), 1) For j = i + 1 To UBound(t) - 1 t(j) = Right(t(j), 1) & Left(t(j + 1), 1) Next j If Right(t(j), 1) = "X" Then ReDim Preserve t(j - 1) Else t(j) = Right(t(j), 1) & "X" End If ElseIf Left(t(i + 1), 1) = "X" And Right(t(i), 1) = Right(t(i + 1), 1) Then For j = i + 1 To UBound(t) - 1 t(j) = Right(t(j), 1) & Left(t(j + 1), 1) Next j If Right(t(j), 1) = "X" Then ReDim Preserve t(j - 1) Else t(j) = Right(t(j), 1) & "X" End If End If Next Decode = Join(t, " ") End Function   Private Function SwapPairsDecoding(s As String) As String Dim r As Integer, c As Integer, d1 As String, d2 As String, Flag As Boolean Dim addD1 As Adress, addD2 As Adress, resD1 As Adress, resD2 As Adress d1 = Left(s, 1): d2 = Right(s, 1) For r = 1 To 5 For c = 1 To 5 If d1 = myTable(r, c) Then addD1.Row = r: addD1.Column = c If d2 = myTable(r, c) Then addD2.Row = r: addD2.Column = c If addD1.Row <> 0 And addD2.Row <> 0 Then Flag = True: Exit For Next If Flag Then Exit For Next Select Case True Case addD1.Row = addD2.Row And addD1.Column <> addD2.Column 'same row, different columns resD1.Column = IIf(addD1.Column - 1 = 0, 5, addD1.Column - 1) resD2.Column = IIf(addD2.Column - 1 = 0, 5, addD2.Column - 1) SwapPairsDecoding = myTable(addD1.Row, resD1.Column) & myTable(addD2.Row, resD2.Column) Case addD1.Row <> addD2.Row And addD1.Column = addD2.Column 'same columns, different rows resD1.Row = IIf(addD1.Row - 1 = 0, 5, addD1.Row - 1) resD2.Row = IIf(addD2.Row - 1 = 0, 5, addD2.Row - 1) SwapPairsDecoding = myTable(resD1.Row, addD1.Column) & myTable(resD2.Row, addD2.Column) Case addD1.Row <> addD2.Row And addD1.Column <> addD2.Column 'different rows, different columns resD1.Row = addD1.Row resD2.Row = addD2.Row resD1.Column = addD2.Column resD2.Column = addD1.Column SwapPairsDecoding = myTable(resD1.Row, resD1.Column) & myTable(resD2.Row, resD2.Column) End Select End Function
http://rosettacode.org/wiki/Pierpont_primes
Pierpont primes
A Pierpont prime is a prime number of the form: 2u3v + 1 for some non-negative integers u and v . A Pierpont prime of the second kind is a prime number of the form: 2u3v - 1 for some non-negative integers u and v . The term "Pierpont primes" is generally understood to mean the first definition, but will be called "Pierpont primes of the first kind" on this page to distinguish them. Task Write a routine (function, procedure, whatever) to find Pierpont primes of the first & second kinds. Use the routine to find and display here, on this page, the first 50 Pierpont primes of the first kind. Use the routine to find and display here, on this page, the first 50 Pierpont primes of the second kind If your language supports large integers, find and display here, on this page, the 250th Pierpont prime of the first kind and the 250th Pierpont prime of the second kind. See also Wikipedia - Pierpont primes OEIS:A005109 - Class 1 -, or Pierpont primes OEIS:A005105 - Class 1 +, or Pierpont primes of the second kind
#C.2B.2B
C++
#include <cassert> #include <algorithm> #include <iomanip> #include <iostream> #include <vector> #include <gmpxx.h>   using big_int = mpz_class;   bool is_prime(const big_int& n) { return mpz_probab_prime_p(n.get_mpz_t(), 25); }   template <typename integer> class n_smooth_generator { public: explicit n_smooth_generator(size_t n); integer next(); size_t size() const { return results_.size(); } private: std::vector<size_t> primes_; std::vector<size_t> index_; std::vector<integer> results_; std::vector<integer> queue_; };   template <typename integer> n_smooth_generator<integer>::n_smooth_generator(size_t n) { for (size_t p = 2; p <= n; ++p) { if (is_prime(p)) { primes_.push_back(p); queue_.push_back(p); } } index_.assign(primes_.size(), 0); results_.push_back(1); }   template <typename integer> integer n_smooth_generator<integer>::next() { integer last = results_.back(); for (size_t i = 0, n = primes_.size(); i < n; ++i) { if (queue_[i] == last) queue_[i] = results_[++index_[i]] * primes_[i]; } results_.push_back(*min_element(queue_.begin(), queue_.end())); return last; }   void print_vector(const std::vector<big_int>& numbers) { for (size_t i = 0, n = numbers.size(); i < n; ++i) { std::cout << std::setw(9) << numbers[i]; if ((i + 1) % 10 == 0) std::cout << '\n'; } std::cout << '\n'; }   int main() { const int max = 250; std::vector<big_int> first, second; int count1 = 0; int count2 = 0; n_smooth_generator<big_int> smooth_gen(3); big_int p1, p2;   while (count1 < max || count2 < max) { big_int n = smooth_gen.next(); if (count1 < max && is_prime(n + 1)) { p1 = n + 1; if (first.size() < 50) first.push_back(p1); ++count1; } if (count2 < max && is_prime(n - 1)) { p2 = n - 1; if (second.size() < 50) second.push_back(p2); ++count2; } }   std::cout << "First 50 Pierpont primes of the first kind:\n"; print_vector(first); std::cout << "First 50 Pierpont primes of the second kind:\n"; print_vector(second);   std::cout << "250th Pierpont prime of the first kind: " << p1 << '\n'; std::cout << "250th Pierpont prime of the second kind: " << p2 << '\n'; return 0; }
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#AppleScript
AppleScript
get some item of [1, "two", pi, "4", 5 > 4, 5 + 1, Sunday]
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#Arturo
Arturo
fruit: ["apple" "banana" "pineapple" "apricot" "watermelon"]   print sample fruit
http://rosettacode.org/wiki/Primality_by_trial_division
Primality by trial division
Task Write a boolean function that tells whether a given integer is prime. Remember that   1   and all non-positive numbers are not prime. Use trial division. Even numbers greater than   2   may be eliminated right away. A loop from   3   to   √ n    will suffice,   but other loops are allowed. Related tasks   count in factors   prime decomposition   AKS test for primes   factors of an integer   Sieve of Eratosthenes   factors of a Mersenne number   trial factoring of a Mersenne number   partition an integer X into N primes   sequence of primes by Trial Division
#S-lang
S-lang
define is_prime(n) { if (n == 2) return(1); if (n <= 1) return(0); if ((n & 1) == 0) return(0);   variable mx = int(sqrt(n)), i;   _for i (3, mx, 1) { if ((n mod i) == 0) return(0); } return(1); }   define ptest() { variable lst = {};   _for $1 (1, 64, 1) if (is_prime($1)) list_append(lst, string($1)); print(strjoin(list_to_array(lst), ", ")); } ptest();
http://rosettacode.org/wiki/Pig_the_dice_game/Player
Pig the dice game/Player
Pig the dice game/Player You are encouraged to solve this task according to the task description, using any language you may know. Task Create a dice simulator and scorer of Pig the dice game and add to it the ability to play the game to at least one strategy. State here the play strategies involved. Show play during a game here. As a stretch goal: Simulate playing the game a number of times with two players of given strategies and report here summary statistics such as, but not restricted to, the influence of going first or which strategy seems stronger. Game Rules The game of Pig is a multiplayer game played with a single six-sided die. The object of the game is to reach 100 points or more. Play is taken in turns. On each person's turn that person has the option of either Rolling the dice: where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again; or a roll of 1 loses the player's total points for that turn and their turn finishes with play passing to the next player. Holding: The player's score for that round is added to their total and becomes safe from the effects of throwing a one. The player's turn finishes with play passing to the next player. References Pig (dice) The Math of Being a Pig and Pigs (extra) - Numberphile videos featuring Ben Sparks.
#Phix
Phix
with javascript_semantics constant maxScore = 100 function one_game(sequence strategies) integer numPlayers = length(strategies), points = 0, -- points accumulated in current turn, 0=swap turn rolls = 0, -- number of rolls player = rand(numPlayers) -- start with a random player sequence scores = repeat(0,numPlayers) while true do integer roll = rand(6) if roll=1 then points = 0 -- swap turn else points += roll if scores[player]+points>=maxScore then exit end if rolls += 1 integer play = strategies[player] if not play(scores,player,points,rolls) then scores[player] += points points = 0 -- swap turn end if end if if points=0 then player = mod(player,numPlayers) + 1 rolls = 0 end if end while return player end function -- each strategy returns true to roll, false to hold. function strategy1(sequence /*scores*/, integer /*player*/, points, /*rolls*/) return points<20 -- roll until 20 or more end function function strategy2(sequence /*scores*/, integer /*player*/, /*points*/, rolls) return rolls<4 -- roll 4 times end function function strategy3(sequence scores, integer player, points, /*rolls*/) -- roll until 20 or score>80 return points<20 or scores[player]+points>80 end function function strategy4(sequence scores, integer player, points, /*rolls*/) -- roll until 20 or any player has >71 for i=1 to length(scores) do if scores[i]>71 then return true end if end for return points<20 end function constant strategies = {strategy1,strategy2,strategy3,strategy4}, numStrategies = length(strategies), numOpponents = numStrategies-1 -- play each strategy 1000 times against all combinations of other strategies for s=1 to numStrategies do integer strategy = strategies[s], mask = power(2,numOpponents)-1, wins = 0 sequence opponents = deep_copy(strategies) opponents[s..s] = {} -- (ie all others only) for m=1 to mask do -- (all possible bit settings, bar 0, eg/ie 1..7) sequence game = {strategy} for g=1 to numOpponents do if and_bits(m,power(2,g-1)) then game &= opponents[g] end if end for for n=1 to 1000 do wins += one_game(game)=1 end for end for printf(1,"strategy %d: %d wins\n",{s,wins}) end for
http://rosettacode.org/wiki/Phrase_reversals
Phrase reversals
Task Given a string of space separated words containing the following phrase: rosetta code phrase reversal Reverse the characters of the string. Reverse the characters of each individual word in the string, maintaining original word order within the string. Reverse the order of each word of the string, maintaining the order of characters in each word. Show your output here. Other tasks related to string operations: Metrics Array length String length Copy a string Empty string  (assignment) Counting Word frequency Letter frequency Jewels and stones I before E except after C Bioinformatics/base count Count occurrences of a substring Count how many vowels and consonants occur in a string Remove/replace XXXX redacted Conjugate a Latin verb Remove vowels from a string String interpolation (included) Strip block comments Strip comments from a string Strip a set of characters from a string Strip whitespace from a string -- top and tail Strip control codes and extended characters from a string Anagrams/Derangements/shuffling Word wheel ABC problem Sattolo cycle Knuth shuffle Ordered words Superpermutation minimisation Textonyms (using a phone text pad) Anagrams Anagrams/Deranged anagrams Permutations/Derangements Find/Search/Determine ABC words Odd words Word ladder Semordnilap Word search Wordiff  (game) String matching Tea cup rim text Alternade words Changeable words State name puzzle String comparison Unique characters Unique characters in each string Extract file extension Levenshtein distance Palindrome detection Common list elements Longest common suffix Longest common prefix Compare a list of strings Longest common substring Find common directory path Words from neighbour ones Change e letters to i in words Non-continuous subsequences Longest common subsequence Longest palindromic substrings Longest increasing subsequence Words containing "the" substring Sum of the digits of n is substring of n Determine if a string is numeric Determine if a string is collapsible Determine if a string is squeezable Determine if a string has all unique characters Determine if a string has all the same characters Longest substrings without repeating characters Find words which contains all the vowels Find words which contains most consonants Find words which contains more than 3 vowels Find words which first and last three letters are equals Find words which odd letters are consonants and even letters are vowels or vice_versa Formatting Substring Rep-string Word wrap String case Align columns Literals/String Repeat a string Brace expansion Brace expansion using ranges Reverse a string Phrase reversals Comma quibbling Special characters String concatenation Substring/Top and tail Commatizing numbers Reverse words in a string Suffixation of decimal numbers Long literals, with continuations Numerical and alphabetical suffixes Abbreviations, easy Abbreviations, simple Abbreviations, automatic Song lyrics/poems/Mad Libs/phrases Mad Libs Magic 8-ball 99 Bottles of Beer The Name Game (a song) The Old lady swallowed a fly The Twelve Days of Christmas Tokenize Text between Tokenize a string Word break problem Tokenize a string with escaping Split a character string based on change of character Sequences Show ASCII table De Bruijn sequences Self-referential sequences Generate lower case ASCII alphabet
#Action.21
Action!
PROC ReversePart(CHAR ARRAY src,dst BYTE start,len) BYTE i   FOR i=0 TO len-1 DO dst(start+len-i-1)=src(start+i) OD RETURN   PROC ReverseString(CHAR ARRAY src,dst) BYTE i   dst(0)=src(0) ReversePart(src,dst,1,src(0)) RETURN   PROC ReverseInWords(CHAR ARRAY src,dst) BYTE i,start   dst(0)=src(0) i=1 WHILE i<=src(0) DO IF src(i)=32 THEN dst(i)=32 i==+1 ELSE start=i WHILE i<=src(0) AND src(i)#32 DO i==+1 OD ReversePart(src,dst,start,i-start) FI OD RETURN   PROC ReverseWords(CHAR ARRAY src,dst) CHAR ARRAY tmp(100)   ReverseString(src,tmp) ReverseInWords(tmp,dst) RETURN   PROC Main() CHAR ARRAY s="rosetta code phrase reversal",rev(100)   PrintE(s) ReverseString(s,rev) PrintE(rev) ReverseInWords(s,rev) PrintE(rev) ReverseWords(s,rev) PrintE(rev) RETURN
http://rosettacode.org/wiki/Phrase_reversals
Phrase reversals
Task Given a string of space separated words containing the following phrase: rosetta code phrase reversal Reverse the characters of the string. Reverse the characters of each individual word in the string, maintaining original word order within the string. Reverse the order of each word of the string, maintaining the order of characters in each word. Show your output here. Other tasks related to string operations: Metrics Array length String length Copy a string Empty string  (assignment) Counting Word frequency Letter frequency Jewels and stones I before E except after C Bioinformatics/base count Count occurrences of a substring Count how many vowels and consonants occur in a string Remove/replace XXXX redacted Conjugate a Latin verb Remove vowels from a string String interpolation (included) Strip block comments Strip comments from a string Strip a set of characters from a string Strip whitespace from a string -- top and tail Strip control codes and extended characters from a string Anagrams/Derangements/shuffling Word wheel ABC problem Sattolo cycle Knuth shuffle Ordered words Superpermutation minimisation Textonyms (using a phone text pad) Anagrams Anagrams/Deranged anagrams Permutations/Derangements Find/Search/Determine ABC words Odd words Word ladder Semordnilap Word search Wordiff  (game) String matching Tea cup rim text Alternade words Changeable words State name puzzle String comparison Unique characters Unique characters in each string Extract file extension Levenshtein distance Palindrome detection Common list elements Longest common suffix Longest common prefix Compare a list of strings Longest common substring Find common directory path Words from neighbour ones Change e letters to i in words Non-continuous subsequences Longest common subsequence Longest palindromic substrings Longest increasing subsequence Words containing "the" substring Sum of the digits of n is substring of n Determine if a string is numeric Determine if a string is collapsible Determine if a string is squeezable Determine if a string has all unique characters Determine if a string has all the same characters Longest substrings without repeating characters Find words which contains all the vowels Find words which contains most consonants Find words which contains more than 3 vowels Find words which first and last three letters are equals Find words which odd letters are consonants and even letters are vowels or vice_versa Formatting Substring Rep-string Word wrap String case Align columns Literals/String Repeat a string Brace expansion Brace expansion using ranges Reverse a string Phrase reversals Comma quibbling Special characters String concatenation Substring/Top and tail Commatizing numbers Reverse words in a string Suffixation of decimal numbers Long literals, with continuations Numerical and alphabetical suffixes Abbreviations, easy Abbreviations, simple Abbreviations, automatic Song lyrics/poems/Mad Libs/phrases Mad Libs Magic 8-ball 99 Bottles of Beer The Name Game (a song) The Old lady swallowed a fly The Twelve Days of Christmas Tokenize Text between Tokenize a string Word break problem Tokenize a string with escaping Split a character string based on change of character Sequences Show ASCII table De Bruijn sequences Self-referential sequences Generate lower case ASCII alphabet
#Ada
Ada
<with Ada.Text_IO, Simple_Parse;   procedure Phrase_Reversal is   function Reverse_String (Item : String) return String is Result : String (Item'Range); begin for I in Item'range loop Result (Result'Last - I + Item'First) := Item (I); end loop; return Result; end Reverse_String;   function Reverse_Words(S: String) return String is Cursor: Positive := S'First; Word: String := Simple_Parse.Next_Word(S, Cursor); begin if Cursor > S'Last then -- Word holds the last word return Reverse_String(Word); else return Reverse_String(Word) & " " & Reverse_Words(S(Cursor .. S'Last)); end if; end Reverse_Words;   function Reverse_Order(S: String) return String is Cursor: Positive := S'First; Word: String := Simple_Parse.Next_Word(S, Cursor); begin if Cursor > S'Last then -- Word holds the last word return Word; else return Reverse_Order(S(Cursor .. S'Last)) & " " & Word; end if; end Reverse_Order;   Phrase: String := "rosetta code phrase reversal"; use Ada.Text_IO; begin Put_Line("0. The original phrase: """ & Phrase & """"); Put_Line("1. Reverse the entire phrase: """ & Reverse_String(Phrase) & """"); Put_Line("2. Reverse words, same order: """ & Reverse_Words(Phrase) & """"); Put_Line("2. Reverse order, same words: """ & Reverse_Order(Phrase) & """"); end Phrase_Reversal;
http://rosettacode.org/wiki/Playing_cards
Playing cards
Task Create a data structure and the associated methods to define and manipulate a deck of   playing cards. The deck should contain 52 unique cards. The methods must include the ability to:   make a new deck   shuffle (randomize) the deck   deal from the deck   print the current contents of a deck Each card must have a pip value and a suit value which constitute the unique value of the card. Related tasks: Card shuffles Deal cards_for_FreeCell War Card_Game Poker hand_analyser Go Fish
#ALGOL_68
ALGOL 68
MODE CARD = STRUCT(STRING pip, suit); # instance attributes #   # class members & attributes # STRUCT( PROC(REF CARD, STRING, STRING)VOID init, FORMAT format, PROC(REF CARD)STRING repr, []STRING suits, pips ) class card = ( # PROC init = # (REF CARD self, STRING pip, suit)VOID:( pip OF self:=pip; suit OF self :=suit ), # format = # $"("g" OF "g")"$, # PROC repr = # (REF CARD self)STRING: ( HEAP STRING out; putf(BOOK out,(format OF class card,self)); out ), # suits = # ("Clubs","Hearts","Spades","Diamonds"), # pips = # ("2","3","4","5","6","7","8","9","10","Jack","Queen","King","Ace") );   MODE DECK = STRUCT(REF[]CARD deck); # instance attributes #   # class members & attributes # STRUCT( PROC(REF DECK)VOID init, shuffle, PROC(REF DECK)STRING repr, PROC(REF DECK)CARD deal ) class deck = (   # PROC init = # (REF DECK self)VOID:( HEAP[ UPB suits OF class card * UPB pips OF class card ]CARD new; FOR suit TO UPB suits OF class card DO FOR pip TO UPB pips OF class card DO new[(suit-1)*UPB pips OF class card + pip] := ((pips OF class card)[pip], (suits OF class card)[suit]) OD OD; deck OF self := new ),   # PROC shuffle = # (REF DECK self)VOID: FOR card TO UPB deck OF self DO CARD this card = (deck OF self)[card]; INT random card = random int(LWB deck OF self,UPB deck OF self); (deck OF self)[card] := (deck OF self)[random card]; (deck OF self)[random card] := this card OD,   # PROC repr = # (REF DECK self)STRING: ( FORMAT format = $"("n(UPB deck OF self-1)(f(format OF class card)", ")f(format OF class card)")"$; HEAP STRING out; putf(BOOK out,(format, deck OF self)); out ),   # PROC deal = # (REF DECK self)CARD: ( (shuffle OF class deck)(self); (deck OF self)[UPB deck OF self] ) );   # associate a STRING with a FILE for easy text manipulation # OP BOOK = (REF STRING string)REF FILE:( HEAP FILE book; associate(book, string); book );   # Pick a random integer between from [lwb..upb] # PROC random int = (INT lwb, upb)INT: ENTIER(random * (upb - lwb + 1) + lwb);   DECK deck; (init OF class deck)(deck); (shuffle OF class deck)(deck); print (((repr OF class deck)(deck), new line))